Monday, 26 December 2011

Shadow Classes: Doomguard


Doomguard
 
            “This is my hurt, my madness, my unrequited hatred! This is my power, and I am coming for you.”

            At the dawning of the world, the Primordials took the parts of it that were too bright to allow creation, and flung them aside. To keep the balance, they took the aspects of the world that were too dark, and threw them away. The brightness and the darkness culminated in parodies of the world, known as the Feywild and the Shadowfell. Although the Feywild is dangerous, it is a world of light, magic and verdant power. The Shadowfell is not so blessed.
The Shadowfell is the plane that all dead spirits pass into before they ascend, fall, or disappear into the Outer Realm. Here, the darkness of the plane twists the weak willed into ghosts, or the horrors force them to become monsters that wreak havoc on those few that dwell there.
There is no true sanctuary, and it is in this hopeless world that the Doomguards hail from. The brotherhoods of the Doomguards perform the role of protection, but theirs is not the joy of battle of a Fighter, or the dedication of a Paladin. Doomguards are nihilists, knowing that, in time, all will be destroyed. In turn, the only way keep that which matters in tact is to destroy everything else. They have no qualms with hiring Shadowdancers as assassins, or striking an unarmed man. A Doomguard’s prerogative is the survival of those under his protection, and any Doomguard worth their salt will not stop to think of morals or shy away from any foe they face.
Each Doomguard is initiated into a brotherhood by a certain rite of passage. The rite involves having the animus, that which binds the soul to the body, carved out with a knife made from Ghost Iron and bound into a weapon of the initiate’s choosing. The weapon is forever part of them. The more the Doomguard grows into his role, the more crooked and vicious his weapon will become, granting him almost unrivalled power with which to cause suffering to his foes. However, this Hideous Weapon is both a constant reminder of his duties, and the darkness that lies in the hearts of all beings.
In truth, many of the dreary occupants of the Shadowfell are as much afraid of the brotherhoods as they are of the countless undead of the plane. Although an undead beast is only monstrous after death, the Doomguard brotherhoods represent monstrosity in the living.

Class Traits
¨      Role: Doomguards are nihilistic, brutal warriors. They choose a target and squash its powers with the aim of crushing it before it can threaten anyone else, whilst being extremely resistant to more exotic forms of attack.
¨      Alignment: Any.
¨      Power Source: Shadow
¨      Key Abilities: Strength, Constitution, Intelligence.
¨      Armour Proficiencies: Light, Medium and Heavy Armour. Light shields and Heavy Shields.
¨      Weapon Proficiencies: Simple Melee, Military Melee
¨      Bonuses to Defence: +1 Fortitude and Will
¨      Hit Points at 1st level: 2d8+ Constitution score
¨      Hit Points per level gained: d8+ Constitution modifier
¨      Healing Surges per day: 10+ Constitution Modifier
¨      Skill Points at 1st level: (2 + Intelligence Modifier) x4
¨      Skill Points per level: 2 + Intelligence Modifier
¨      Attack Growth: 6 levels
¨      Class Skills: Appraise, Climb, Endurance, Handle Animal, Jump, Knowledge (Dungeoneering), Knowledge (Planes) Knowledge (Religion), Profession, Ride, Sense Motive, Swim.


Class Features

Scorn (1st level)
As a minor action, one target within three squares of you becomes the target of your Scorn. Targets of your Scorn are Marked. As a Standard Action, you can target 2 enemies as your Scorn. As an Advanced action, you can target 3 enemies as your Scorn.
If an adjacent target of your Scorn shifts, you may shift a number of squares as a free action equal to 1/2 of your CON modifier.
If an adjacent target of your Scorn hits an ally with an attack that doesn't include you, the target takes damage equal to the damage it inflicted to your ally.

The Hideous Power (1st level)
At 1st level, you choose a Hideous Weapon. This weapon is chosen from one weapon you have proficiency with. The Hideous Weapon is imbued with your soul's animus, the bond that ties the soul to the body. This bond is both a gift and liability to the Doomguard; if you are separated from your Hideous Weapon, you die. The maximum distance, in miles, and the number of hours you can remain separated is equal to your level. If you are ever slain, save for old age, your Hideous Weapon counts as a body part for the sake of resurrection spells. If the Hideous Weapon is ever broken, you can repair it with a touch, so long as you have at least a shard of metal of the blade.
The Hideous Weapon counts as a magical weapon, although it can never be augmented or destroyed by a crafting check. Equally, the Hideous Weapon only activates its power for you. Anyone else wielding it gains no benefit, and it is treated as a mundane weapon until you retrieve it again. At 2nd level and every 4th level thereafter the Hideous Weapon adds a +1 to its enchantment bonus to a maximum of +6.


Brotherhood (1st level)
As a Doomguard, you belong to a group of like minded individuals known as a Brotherhood. Each Brotherhood gives a unique bonus to your Scorn. Choose one of the following groups to join. Once the choice has been made, it cannot be changed.

The Breaking Spirit: Against targets of your Scorn, you use CON as the modifier for your melee attack and damage rolls.

The Burning Chain: Targets of your Scorn cannot shift.

The Cracking Sky: Targets of your Scorn with an Immortal, Elemental, or Aberrant background suffer a penalty to all defences equal to 1/2 your INT modifier.

The Damning Love: Targets of your Scorn suffer a -1 penalty to saving throws.

The Encroaching Denial: You gain a bonus to AC equal to your CON modifier against the target of your Scorn.

The Flowering Hatred: Targets of your Scorn grant Combat Advantage to you.

The Hungering Doom: Targets of your Scorn suffer a penalty to all skill checks equal to your level.

The Shining Darkness: You gain a bonus to damage rolls against the target of your Scorn equal to your INT modifier.

The Weeping Father: The target of your Scorn is knocked prone when hit by your opportunity attacks.


The Creeds (2nd level)
At 2nd level and every 4th level thereafter, choose a Creed for the Doomguard to follow. The selection of Creeds to choose from increases as you grow in level.


2nd level
No Corruption Shall Blemish My Glory: You are immune to the effects of diseases. You can still contract them and pass them on to others.

No Demon Shall Avoid its Fate: You gain a bonus to damage rolls against Elementals equal to your Hideous Weapon's proficiency bonus + any magic weapon bonuses it has.

No Devil Shall Elude My Gaze: You gain a bonus to damage rolls against Immortals equal to your Hideous Weapon's proficiency bonus + any magic weapon bonuses it has.

No Immaterial Fiend Shall Be Spared: You gain a bonus to damage rolls against Fey equal to your Hideous Weapon's proficiency bonus + any magic weapon bonuses it has.

No Malevolent Spirit will Oppose Me: You gain a bonus to damage rolls against Undead equal to your Hideous Weapon's proficiency bonus + any magic weapon bonuses it has.

No Sin Shall Go Unpunished: The AC and Reflex bonuses you get from your shield rises by 1+ the number of bonuses of your Hideous Weapon.


6th level
I Shall Always Defy My Fate: Your Scorn removes one Action Point from the target, if it had one.

I Shall Know No Fear: You gain a +5 bonus to Saving Throws against Fear, Illusion and Domination effects.

I Shall Never Cease My Duty: If you become Slowed, Immobilised, Restrained or become unable to shift, you can make an immediate saving throw to end the effect.

I Shall Never Yield To The Witch: You gain a +1 bonus to all defences against magical attacks.

I Shall Not Go Quietly Into Darkness: You gain a +2 bonus to death saving throws.


10th level
Caution Provokes Cowardice: You gain a + 6 bonus to AC whilst charging. This bonus lasts until the beginning of your next turn.

Death Bares Victory: When you reduce an enemy to 0 hit points or fewer, you gain temporary hit points equal to your level.

Duty Requires Discipline: You do not sleep. Instead, you need only to remain inactive for 4 hours a day to benefit from an extended rest. Whilst inactive, you are aware of your surroundings and can react to them normally

Innocence Proves Nothing: As an advanced attack action, you can make a basic melee attack. If the attack hits a target, all enemies that can see you become Rattled until the end of your turn.
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Might Makes Right: Add your STR modifier to Diplomacy, Bluff, Intimidate and Sense Motive skill checks.


14th level
My Despair Shall Be Stifled: You can reroll failed saving throws any number of times in a turn, but at a cumulative -1 penalty for every attempt. The penalty resets at the beginning of your next turn.

My Gaze Shall Be Far: You can see 10 feet further than you otherwise could in areas of clouded vision. You may reroll Perception skill checks once per encounter.

My Transgressions Shall Be Cleansed: When you use your Second Wind, you can spend a second healing surge to make a saving throw against 2 negative effects you currently suffer from.

My Trust Shall Be Unbreakable: You gain Resist against all attacks made by your allies equal to your level.

My Wrath Shall Be Furious: You gain a bonus to damage rolls equal to the bonus of your Hideous Weapon against targets that damage you. That bonus lasts until the end of your next turn.


18th level
Until Darkness Takes Us: You gain a bonus to damage rolls equal to your INT modifier +3 for every unconscious ally you can see or have seen.  

Until My Final Breath: When you reach 0 Hit Points, you do not fall unconscious for as many rounds equal to your CON modifier, but you still make death saving throws.

Until The End of Time: You no longer age, and cannot die of old age unless you will it.


Hideous Augmentation (4th level)
At 4th level, and every 4th level thereafter, your Hideous Weapon gains an augmentation from the following list. You cannot choose the same power twice, unless otherwise stated.

Agony: Your Weapon gains the Brutal 1 trait, or increases an existing Brutal trait by 1.

Believing: Your Weapon becomes Holy. You must be of a Good Alignment to choose this Hideous Augmentation.

Bleeding: The damage your Weapon inflicts counts as Bleed damage.

Covetous: Your Weapon gains the Defending power.

Despairing: Your Weapon becomes Unholy. You must be of an Evil Alignment to choose this Hideous Augmentation.

Freeze: Your Weapon inflicts Cold damage.

Fury: Your Weapon gains the High Crit ability.

Greed: Your Weapon returns to your hand from up to 20 squares away as a minor action.

Grit: Your Weapon gains the Versatile trait.

Hungry: Your Weapon gains the Seeking power.

Jealousy: Your Weapon damages anything that holds it other than you. This is Shadow damage, and the damage inflicted is equal to the damage die of your current weapon.

Lawbringer: Your Weapon becomes Axiomatic. You must be of a Lawful Alignment to choose this Hideous Augmentation.

Lawless: Your Weapon becomes Anarchic. You must be of a Chaotic Alignment to choose this Hideous Augmentation.

Melt: Your Weapon inflicts Acid damage.

Might: Your Weapon gains the Stout trait.

Murderous: Your Weapon gains the Vicious trait.

Pity: Your Weapon becomes Merciful.

Power: Your Weapon's damage dice rises by one.

Rage: Your Weapon deals +2 damage. You can choose this augmentation once per tier.

Roar: Your Weapon inflicts Sonic damage.

Ruin: The critical threat of your Weapon rises by one.

Scorch: Your Weapon inflicts Fire damage.

Sharp: Your Weapon gains the Keen power.

Shock: Your Weapon inflicts Lightning damage.  

Slaying: Your Weapon counts as being crafted from either Blessed Steel, Cold Iron, Disturbing Steel, Malefic Steel, Negasteel, or Silvered Steel.

Wrath: Your Weapon gains an additional +2 to attack rolls. You can choose this augmentation once per tier.

Zephyrus: Your Weapon gains the Thrown power.

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