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Diffan
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Posted - 11 Mar 2011 :  18:34:14  Show Profile Send Diffan a Private Message  Reply with Quote  Delete Topic
CORONAL GUARD

The Coronal Guard is a specific unit within the greater army of any standing elven settlement. They represent the elite of arcane and martial prowess in defense for their beloved city. At first, the Coronal Guard were selected from the top elven mages and warriors but as many elven cities accepted other races such as human, halfings, and dwarves they’ve become more lax in their requirement.

The Coronal Guard is designed to defend the ideals, people, and most importantly the royal families of these elven cities. They blend their magical abilities with strong martial practices to form a versatile unit equipped to defend against invaders as well as attack specific and strategic targets with precision. Training for the Coronal Guard is grueling and not for the faint of heart, sometimes resulting in serious injuries and even death. Those that swear the oath to take the challenges of becoming a Coronal Guard do so with reverence and a strong fortitude.

Most often Coronal Guards are fighter/wizards or fighter/sorcerers, and warblade/duskblades though any combination of a militaristic class (crusader, warblade, ranger, paladin, etc.) and a Spellcasting class is acceptable and will gain a Coronal Guard’s attention. Specifically those with levels in the Duskblade class are looked on with more acceptance since the class meets the requirements with little trouble and candidates often hold the fortitude to become a Coronal Guard. Bard/crusaders often become the “face” of the Coronal Guards, performing for the royal family yet acting as a special detail for their immediate protection.
Hit Die: d6

Prerequisites: To become a Coronal Guard, you must meet the following requirements as they express the best resources and aptitude an individual can obtain to further their career in this faucet of elven society.
Alignment: Any non-evil
Race: Elf, half-elf, or human
Base Attack: +6
Feats: Combat Casting, proficiency with all martial weapons
Skills: Concentration 6 ranks, Knowledge (arcana) 5 ranks, Knowledge (history) 3 ranks, Spellcraft 8 ranks
Maneuvers: Must know at least 2 maneuver (including 1 strike) from either the Diamond Mind, Iron Heart, or White Raven disciplines.
Stances: Must know at least 1 stance from the Diamond Mind, Iron Heart, or White Raven disciplines.
Spellcasting: Must be able to cast 1st level arcane spells

CLASS FEATURES
Below is a list of the class features that comes with those that are selected to be Coronal Guards.

Armor and Weapon Proficiency: a Coronal Guard gains no additional proficiency with weapons of any sort or with armor.

Spellcasting: At every odd level, a Coronal Guard gains an additional Spellcasting level as if he gained a level in Spellcasting from his original class. This only applies to spells gained and known but no other features of the previous class. If a Coronal Guard had arcane spellcasting from two separate classes, he must choose which one to gain a level in.

Maneuvers Known: At every odd level, a Coronal Guard gains an extra maneuver from either the diamond mind, iron heart, or white raven disciplines. You must still meet any requirements to choose that maneuver. In addition, your Coronal Guard levels stack with any other class levels for your total Initiator level. You may ready and additional maneuver at 3rd level.

Stances: At 5th level, a Coronal Guard may choose an additional stance from either the diamond mind, iron heart, or white raven discipline. You must still meet any requirement of that stance to select it.

Bonus Spells: A Coronal Guard utilizes an array of offensive, defensive, and physical altering spells to enhance their effect in battle. As such, at every odd level a Coronal Guard may add one sorcerer or wizard spell of the Abjuration, Evocation, or Transmutation school to their spells known list or spellbook. The spell selected cannot be of a level higher than the highest level they can currently cast. Any prohibition due to specializing in a school is still maintained through this selection.

Countering Thunderclap (Ex): A Coronal Guard is exceptionally observant in battle, being able to notice an enemy’s attack that would be more destructive or possibly fatal. As such, once per encounter a 1st level Coronal Guard can interrupt that opponent’s attack as an immediat acton. When an enemy within 20 feet makes a melee attack against an ally, the Coronal Guard can create a sonic blast that deals 2d6 points of sonic damage, pushes the target back 5 ft. and knocks the target prone. This requires a ranged touch attack. A successful Reflex save (DC = 10 + class level + Intelligence or Charisma modifier) negates the prone effect. This ability must be used after the creature makes an attack but before the result of the attack is known.

Armathor’s Step (Su): A Coronal Guard knows that mobility in combat can be the key to victory. As such, once per encounter (or once every 5 minutes) starting at 2nd level, a Coronal Guard can teleport a distance up to 30 ft. as a move action. In addition, he receives a +2 bonus to his next single attack roll (if it is made before the end of the next round) against any creature he telports adjacent to. This is considered a supernatural ability.

Dragon Scales (Sp): Beginning at 2nd level as a swift action, a Coronal Guard gains the ability to conjure a swirl of mystical protection in the form of silvery scales once per day. These scales, which shift and move like that of a silver dragon, provide a +2 armor bonus to your existing armor class for a number of rounds equal to your Coronal Guard level. This ability stacks with any existing armor you might be wearing. At 4th level, you may use this ability twice per day. This ability is considered a spell-like ability with a caster level equal to the Coronal Guard’s class level.

Shielding Aegis (Su): Once per encounter, a Coronal Guard can pick one enemy to be the target of his Shielding Aegis as a swift action. The target must be visible and within 25 ft. of the Coronal Guard. This Aegis imposes a -2 penalty on any attack roll the target attempts that doesn’t include the Coronal Guard. In addition, whenever the target successfully attacks an ally with a melee or ranged attack, the Coronal Guard may reduce the damage done by 1d10 + class level (to a maximum of 1d10+5). If the target of your Aegis falls unconscious, dies, or flees combat you regain the use of this ability.

Avaunt Foe (Sp): Every commander knows that the easiest way to defeat your foe is to divide and conquer them, and the Coronal Guard is no different. Isolating your enemy is important and it’s the very tactic high ranking Coronal Guards implore on the battlefield. A Coronal Guard of 5th level uses his focus in magic to deal a powerful strike that teleports his enemy to a location more favorable. Once per day, as a full-round attack, can make one melee attack that deals an extra 5d6 damage and teleports the target up to 25 feet in a direct of the Coronal Guard’s choosing. If the location of the teleport is an immediate threat (such as off a cliff, 25 feet in the air, or in a lake of lava) the target is entitled to a Will save (DC = 10 + class level + Intelligence or Charisma modifier). A successful save negates the teleportation. This is a spell-like ability with a caster level equal to the Coronal Guard's level.


Lvl  BAB   F/R/W      Man   Man  Stances     Special                  Spellcasting         
                      Kwn  Ready  Kwn
1st   +1   +2/+0/+0    1    0      0      Bonus spells,              +1 existing arcane class
                                          Countering thunderclap
2nd   +2   +3/+0/+0    0    0      0      Armathor's step             ——
                                          Dragon scales 1/day
3rd   +3   +3/+1/+1    1    1      0      Bonus spells, 
                                          Shielding Aegis            +1 existing arcane class
4th   +4   +4/+1/+1    0    0      0      Dragon scales 2/day         ——
5th   +5   +4/+1/+1    1    0      1      Avaunt Foe, Bonus
                                          Spells                     +1 existing arcane class

Class Skills 4 + Int modifier: Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Jump (Str), Knowledge (arcana), Knowledge (history), Knowledge (local), Ride (Dex), Sense Motive (Wis), and Spellcraft (Int).






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Edited by - Diffan on 05 Mar 2013 16:01:04

Hoondatha
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USA
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Posted - 11 Mar 2011 :  19:59:39  Show Profile  Visit Hoondatha's Homepage Send Hoondatha a Private Message  Reply with Quote
Holy cow.

Ummm... this is just a little over-powered. Not to mention that the ToB stuff comes out of left field. It's not mentioned in the description at all (and your "typical examples" don't have initiator levels at all).

You didn't mention what the BAB and save progression is, which is probably a good thing, since I'm guessing it would have been a +1 BAB PrC, which would make it even more nuts. This is already like a mystic theurge on steroids, or maybe an Eldritch Knight++. Good hit die, near perfect caster progression, and the gained abilities are nuts. Countering thunderclap is a capstone ability all by itself, Dragon scales doesn't have a duration, Armathor's step is essentially an insta-kill when coupled with SA dice and/or power attack goodness, and the Aegis is good merging on great as well.

This is a "master of all" PrC that's advancing too well on too many fronts. At the very least you need to split the arcane and initiator progression (make it either/or as an entry req, for instance, not advance both), and those abilities need to be removed outright or seriously toned down (or, alternately, kept as is and have the spell progression stripped).

There's some good ideas here. Actually, there are too many good ideas, which is the problem. I think you've got the seeds for three or four different PrCs, not just one.

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Diffan
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Posted - 11 Mar 2011 :  21:28:14  Show Profile Send Diffan a Private Message  Reply with Quote
I did the class at work with limited internet time, lol but I see a few error that need correcting. Also didn't have time to put in the table. The BAB progression would probably be either Full (like a fighters) or 3/4 (like a clerics). I'd give the class Good Fort, Poor Reflex, and Poor Will progression.

But overpowered is in the eye of the beholder. I can probably name about 4 to 5 PrC that are more poweful than this one that are "offical" off the top of my head (Abjurant Champion, Malconvoker, War Weaver, Frenzied Berserker, Planar Shepard, etc...)

I added in the Tome of Battle stuff because I really like how those mechanics work, but those prerequisites can easily be dismissed as well as the Tome of Battle progression. I specifically made the class features unrelated to the Tome of Battle for this reason.

Countering Thunderclap is a 1/encounter ability that does minimal damage (2d6 is meh at 7th level) and even allows for a Reflex save to negate any Prone effects (the far more potent effect of the ability). I guess I could use the Reflex save to half the damage take (which wouldn't make the damage even worth putting in IMO). The most prominent effect is its negation of an enemy's attack, but with no confirmation of the attack hitting or a critical threat roll its not as powerful as allowing the ability to be used after this info is known.

I understand some of your concerns, so I think dropping the Maneuvers Known to just one at every even level and Maneuver's Readied to just 1 at 3rd level. The Spellcasting progression needs to be either a 4/5 or 3/5, nothing less to make it competitive with other 5-level PrCs out there (or PrCs only worth 5 levels of taking like the Spellsword).

I'll make the necessary changes to Armathor's Step (I thought I threw it in there that the flat-footed would only last 1 round, but it's not so I'll add that in).

As for it's comparion to the Mystic Theurge, well that PrC is really, really bad and only makes for some above-average buffing Wizards when the War Weaver is by far a better comparions (espically with wizards taking the Arcane Disciple feat and Healing domain). Even still, I can reduce this PrC's Hit Die a bit lower to d6, but that'd probably be the lowest it could go.

Thanks for pointing out some problems I need to re-write.

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Edited by - Diffan on 11 Mar 2011 22:44:22
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Hoondatha
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Posted - 11 Mar 2011 :  23:12:29  Show Profile  Visit Hoondatha's Homepage Send Hoondatha a Private Message  Reply with Quote
Planar shepherd is not a valid comparison. That class is so totally broken no sane DM allows it

Abjurant Champion, however, is a valid point of comparison. You seem to be aiming for something similar, so we can use that as a measuring stick. But for the record, you should also mention that this is a 5 level PrC. I thought it was 10, and still thought the abilities were too powerful.

My problem with the Thunderclap isn't the prone bit, and it certainly isn't the damage, it's the disruption of the attack. Mid to high level fighters survive by doing massive amounts of damage on full attacks as fast as possible. The charge->pounce+power attack technique is a classic example. The trick is to put as many bonuses on the attack as possible, because against casters of that level you need to drop your opponent in the first action. and Thunderclap negates it without save, anywhere on the battlefield! That's why I say it's ridiculously overpowered. It's an at-will, (apparently) free action nullification of a melee combatant that cannot be resisted by any means. And it refreshes for each combat. That's an ability I'd go ten levels to get.

Armathor's step needs a bit more clarification. The problem is "next attack the Guard makes" is too vague; the Guard could simply wait until the next round and then full-attack away with the guy still flat-footed. If you add in something like, "The Guard can make a single attack at their full BAB as though the opponent was flat-footed," I think everything would be solved.

Personally, I'd split the class into a spellcasting version and a ToB version. Make the entry requirements either 1st level arcane spells or the equivalent of 1st level in a ToB class, and then have the Guard be 4/5 advancing for either arcane or ToB. I think the abilities work fine for either flavor, but I don't think they need to both be in the same thing. And I'd drop the bonus spells completely; it's a minor goodie that a class this good doesn't need.

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Sigh... And now 4e as well.
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Diffan
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USA
4491 Posts

Posted - 11 Mar 2011 :  23:35:18  Show Profile Send Diffan a Private Message  Reply with Quote
quote:
Originally posted by Hoondatha

Planar shepherd is not a valid comparison. That class is so totally broken no sane DM allows it


Haha, too true. I used it in the list of broken PrCs to show thare there are quite a few. But point taken.

quote:
Originally posted by Hoondatha


Abjurant Champion, however, is a valid point of comparison. You seem to be aiming for something similar, so we can use that as a measuring stick. But for the record, you should also mention that this is a 5 level PrC. I thought it was 10, and still thought the abilities were too powerful.


It's a 5 level PrC which, IMO, is stronger than this class. Arcane Boost with a Sorcerer or Duskblade means constant bonuses on your attacks, AC, damage, Resistance to energy effects, saving throws. In additon, they don't have to waste money on armor since mage armor, shield are amplified (bonus + Abj. Champ. level), swift casting (abjurations as quicken spells), and all effected by Extend Spell feat. And it doesn't specify if those spells have to be cast by you or with a wand.

quote:
Originally posted by Hoondatha


My problem with the Thunderclap isn't the prone bit, and it certainly isn't the damage, it's the disruption of the attack. Mid to high level fighters survive by doing massive amounts of damage on full attacks as fast as possible. The charge->pounce+power attack technique is a classic example. The trick is to put as many bonuses on the attack as possible, because against casters of that level you need to drop your opponent in the first action. and Thunderclap negates it without save, anywhere on the battlefield! That's why I say it's ridiculously overpowered. It's an at-will, (apparently) free action nullification of a melee combatant that cannot be resisted by any means. And it refreshes for each combat. That's an ability I'd go ten levels to get.


Not an at-will, it's once per encounter meaning you get one attack (out of how many at high levels of play?) to disrupt. Maybe 50 ft. range is too far, and I'd be happy with cutting that in half or even an enemy that your adjacent to but more often that not a monster your adjacent to is going to be smacking you around a lot and not your buddy. Espically if it's subject to the Aegis. And as a player you might want to use it when the DM rolls a nat. 20 but with a monster (like say a Pit Fiend or Gargantuan Dragon) that has 4 to 7 attacks per round, that nat. 20 might not even be a critical. The fact that you have to announce the ability before the result is confirmed makes me more balanced to me. What about adding a ranged touch attack to the power?

quote:
Originally posted by Hoondatha


Armathor's step needs a bit more clarification. The problem is "next attack the Guard makes" is too vague; the Guard could simply wait until the next round and then full-attack away with the guy still flat-footed. If you add in something like, "The Guard can make a single attack at their full BAB as though the opponent was flat-footed," I think everything would be solved.


Next attack means next attack, hence why the spell True Strike only affects 1 attack and not a whole full-attack action. I can see how people would fight over RAI vs. RAW so maybe more clarification is needed. Taking the script of True Strike, what about making it: "Any enemy he teleports adjacent to is considered flat-footed against his next single attack roll (if it is made before the end of the next round)??

quote:
Originally posted by Hoondatha


Personally, I'd split the class into a spellcasting version and a ToB version. Make the entry requirements either 1st level arcane spells or the equivalent of 1st level in a ToB class, and then have the Guard be 4/5 advancing for either arcane or ToB. I think the abilities work fine for either flavor, but I don't think they need to both be in the same thing. And I'd drop the bonus spells completely; it's a minor goodie that a class this good doesn't need.



Ahh, but the Jade Pheonix Mage compliments an 8/10 spell progression with full integration of the Tome of Battle mechanics and one can hardly say that class is broken or over-powered. Sure, it breaks up it's class features between 10 levels but both progressions are there.

I mean, it's 3 additional maneuvers at mid-level. We're looking at 3rd to 5th, possibly 6th IF they take the required maneuver progression. And maneuvers at that level are OK, but nothing I'd say No to.

As for the bonus spells, it's a boon of a class feature to classes with gutted spell-lists such as a Duskblade, Bard, warmage, beguiler, and sorcerer. It helps these classes become just a bit better outside their area of expertise. Espically for clases that have little in the way of "offensive firepower" or defense.

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Zireael
Master of Realmslore

Poland
1190 Posts

Posted - 12 Mar 2011 :  08:11:26  Show Profile  Visit Zireael's Homepage Send Zireael a Private Message  Reply with Quote
I'll wait for the table and skills to appear, but I think the class is lovely (and not overpowered at all). I'm going to save it as soon as it's complete...

SiNafay Vrinn, the daughter of Lloth, from Ched Nasad!

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Diffan
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USA
4491 Posts

Posted - 12 Mar 2011 :  10:40:11  Show Profile Send Diffan a Private Message  Reply with Quote
quote:
Originally posted by Zireael

I'll wait for the table and skills to appear, but I think the class is lovely (and not overpowered at all). I'm going to save it as soon as it's complete...



Thanks Zireael! I need to change a few things around and I'm still debating the idea to change up Armathor's Step to just a flat +2 bonus to your next (single) attack roll or keep it as noted above. I'll get the table up as soon as I can.

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Copper Elven Vampire
Master of Realmslore

1078 Posts

Posted - 10 Mar 2013 :  04:55:20  Show Profile Send Copper Elven Vampire a Private Message  Reply with Quote
NICE!!
quote:
Originally posted by Diffan

CORONAL GUARD

The Coronal Guard is a specific unit within the greater army of any standing elven settlement. They represent the elite of arcane and martial prowess in defense for their beloved city. At first, the Coronal Guard were selected from the top elven mages and warriors but as many elven cities accepted other races such as human, halfings, and dwarves they’ve become more lax in their requirement.

The Coronal Guard is designed to defend the ideals, people, and most importantly the royal families of these elven cities. They blend their magical abilities with strong martial practices to form a versatile unit equipped to defend against invaders as well as attack specific and strategic targets with precision. Training for the Coronal Guard is grueling and not for the faint of heart, sometimes resulting in serious injuries and even death. Those that swear the oath to take the challenges of becoming a Coronal Guard do so with reverence and a strong fortitude.

Most often Coronal Guards are fighter/wizards or fighter/sorcerers, and warblade/duskblades though any combination of a militaristic class (crusader, warblade, ranger, paladin, etc.) and a Spellcasting class is acceptable and will gain a Coronal Guard’s attention. Specifically those with levels in the Duskblade class are looked on with more acceptance since the class meets the requirements with little trouble and candidates often hold the fortitude to become a Coronal Guard. Bard/crusaders often become the “face” of the Coronal Guards, performing for the royal family yet acting as a special detail for their immediate protection.
Hit Die: d6

Prerequisites: To become a Coronal Guard, you must meet the following requirements as they express the best resources and aptitude an individual can obtain to further their career in this faucet of elven society.
Alignment: Any non-evil
Race: Elf, half-elf, or human
Base Attack: +6
Feats: Combat Casting, proficiency with all martial weapons
Skills: Concentration 6 ranks, Knowledge (arcana) 5 ranks, Knowledge (history) 3 ranks, Spellcraft 8 ranks
Maneuvers: Must know at least 2 maneuver (including 1 strike) from either the Diamond Mind, Iron Heart, or White Raven disciplines.
Stances: Must know at least 1 stance from the Diamond Mind, Iron Heart, or White Raven disciplines.
Spellcasting: Must be able to cast 1st level arcane spells

CLASS FEATURES
Below is a list of the class features that comes with those that are selected to be Coronal Guards.

Armor and Weapon Proficiency: a Coronal Guard gains no additional proficiency with weapons of any sort or with armor.

Spellcasting: At every odd level, a Coronal Guard gains an additional Spellcasting level as if he gained a level in Spellcasting from his original class. This only applies to spells gained and known but no other features of the previous class. If a Coronal Guard had arcane spellcasting from two separate classes, he must choose which one to gain a level in.

Maneuvers Known: At every odd level, a Coronal Guard gains an extra maneuver from either the diamond mind, iron heart, or white raven disciplines. You must still meet any requirements to choose that maneuver. In addition, your Coronal Guard levels stack with any other class levels for your total Initiator level. You may ready and additional maneuver at 3rd level.

Stances: At 5th level, a Coronal Guard may choose an additional stance from either the diamond mind, iron heart, or white raven discipline. You must still meet any requirement of that stance to select it.

Bonus Spells: A Coronal Guard utilizes an array of offensive, defensive, and physical altering spells to enhance their effect in battle. As such, at every odd level a Coronal Guard may add one sorcerer or wizard spell of the Abjuration, Evocation, or Transmutation school to their spells known list or spellbook. The spell selected cannot be of a level higher than the highest level they can currently cast. Any prohibition due to specializing in a school is still maintained through this selection.

Countering Thunderclap (Ex): A Coronal Guard is exceptionally observant in battle, being able to notice an enemy’s attack that would be more destructive or possibly fatal. As such, once per encounter a 1st level Coronal Guard can interrupt that opponent’s attack as an immediat acton. When an enemy within 20 feet makes a melee attack against an ally, the Coronal Guard can create a sonic blast that deals 2d6 points of sonic damage, pushes the target back 5 ft. and knocks the target prone. This requires a ranged touch attack. A successful Reflex save (DC = 10 + class level + Intelligence or Charisma modifier) negates the prone effect. This ability must be used after the creature makes an attack but before the result of the attack is known.

Armathor’s Step (Su): A Coronal Guard knows that mobility in combat can be the key to victory. As such, once per encounter (or once every 5 minutes) starting at 2nd level, a Coronal Guard can teleport a distance up to 30 ft. as a move action. In addition, he receives a +2 bonus to his next single attack roll (if it is made before the end of the next round) against any creature he telports adjacent to. This is considered a supernatural ability.

Dragon Scales (Sp): Beginning at 2nd level as a swift action, a Coronal Guard gains the ability to conjure a swirl of mystical protection in the form of silvery scales once per day. These scales, which shift and move like that of a silver dragon, provide a +2 armor bonus to your existing armor class for a number of rounds equal to your Coronal Guard level. This ability stacks with any existing armor you might be wearing. At 4th level, you may use this ability twice per day. This ability is considered a spell-like ability with a caster level equal to the Coronal Guard’s class level.

Shielding Aegis (Su): Once per encounter, a Coronal Guard can pick one enemy to be the target of his Shielding Aegis as a swift action. The target must be visible and within 25 ft. of the Coronal Guard. This Aegis imposes a -2 penalty on any attack roll the target attempts that doesn’t include the Coronal Guard. In addition, whenever the target successfully attacks an ally with a melee or ranged attack, the Coronal Guard may reduce the damage done by 1d10 + class level (to a maximum of 1d10+5). If the target of your Aegis falls unconscious, dies, or flees combat you regain the use of this ability.

Avaunt Foe (Sp): Every commander knows that the easiest way to defeat your foe is to divide and conquer them, and the Coronal Guard is no different. Isolating your enemy is important and it’s the very tactic high ranking Coronal Guards implore on the battlefield. A Coronal Guard of 5th level uses his focus in magic to deal a powerful strike that teleports his enemy to a location more favorable. Once per day, as a full-round attack, can make one melee attack that deals an extra 5d6 damage and teleports the target up to 25 feet in a direct of the Coronal Guard’s choosing. If the location of the teleport is an immediate threat (such as off a cliff, 25 feet in the air, or in a lake of lava) the target is entitled to a Will save (DC = 10 + class level + Intelligence or Charisma modifier). A successful save negates the teleportation. This is a spell-like ability with a caster level equal to the Coronal Guard's level.


Lvl  BAB   F/R/W      Man   Man  Stances     Special                  Spellcasting         
                      Kwn  Ready  Kwn
1st   +1   +2/+0/+0    1    0      0      Bonus spells,              +1 existing arcane class
                                          Countering thunderclap
2nd   +2   +3/+0/+0    0    0      0      Armathor's step             ——
                                          Dragon scales 1/day
3rd   +3   +3/+1/+1    1    1      0      Bonus spells, 
                                          Shielding Aegis            +1 existing arcane class
4th   +4   +4/+1/+1    0    0      0      Dragon scales 2/day         ——
5th   +5   +4/+1/+1    1    0      1      Avaunt Foe, Bonus
                                          Spells                     +1 existing arcane class

Class Skills 4 + Int modifier: Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Jump (Str), Knowledge (arcana), Knowledge (history), Knowledge (local), Ride (Dex), Sense Motive (Wis), and Spellcraft (Int).







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Diffan
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USA
4491 Posts

Posted - 10 Mar 2013 :  12:33:53  Show Profile Send Diffan a Private Message  Reply with Quote
quote:
Originally posted by Copper Elven Vampire

NICE!!
quote:
Originally posted by Diffan

CORONAL GUARD




Thanks! it was my first attempt at a reverse conversion and I think it worked out well. I should create a campaign with them in it so I can measure it's full mechanics but I think it holds up to the later PrC options that debued in late v3.5 Edtion.

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Edited by - Diffan on 10 Mar 2013 12:34:16
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