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
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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.
.
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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