Staff Guardian (3.5e Class)

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Staff Guardian
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Staff Guardian[edit]

A Staff Guardian is an individual of any race, that has become especially attuned to a rod/quarterstaff that they have used throughout their lives. Much akin to an old man with his walking stick, he is never seen without it, and seems to have a special relationship with it. A lifetime of use in combat and non-combat tasks, have pushed the Staff Guardians' finesse to the limit, enabling him to carve runic symbols into it and adding supernatural(divine) power to his already amazing natural abilites.

Making a Staff Guardian[edit]

A staff Guardian realizes that true strength comes only from within, and from the cooperation of like-minded individuals. After honing his skills with his staff, he seeks those with similar beliefs and combines his talents with their that they may expedite their wishes. Staff Guardians can be good or evil, the kindly old man who hands out candy to grandchildren, or his antithesis, who beats them with his cane. Generally staff guardians are indeed older, which unfortunately requires them to take the first set of age modifiers for their race. Just becuase they are old however does not mean they are not a force to be reckoned with, or without enough wit to pull of the errant infuriating pun. Staff Guardians will lay down their lives for those they trust, sacrificing as they must for the greater good of the group. Attuned to a sort of collective mindset they act with the good of the party in mind in all affairs; however, in the same note, they will not tolerate dissention. Those who oppose will the group the will be expelled or destroyed, not out of vengeance, but for protection of the party. (They hate opposite alignments basically. Think a VFW post where an old German soldier walks in.)

Abilities: Staff Guardians runes are controled by the wisdom score. Also a high CON or DEX will help make you more tough.

Races: Any.

Alignment: Any.

Starting Gold: 5d4×10 gp (100 gp).

Starting Age: Complex, as wizard.

Table: Staff Guardian

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +0 +2 +0 +2 Runic Staff, Weapon Focus(Runic Staff), 1st Rune
2nd +1 +3 +0 +3
3rd +2 +3 +1 +3 +1 Damage with Runic Staff
4th +3 +4 +1 +4 2nd Rune
5th +3 +5 +1 +5 Bonus Feat
6th +4 +5 +2 +5 +2 Damage with Runic Staff
7th +5 +6 +2 +6
8th +6/+1 +7 +2 +7 3rd Rune, Extra Potency 1/Day
9th +6/+1 +8 +3 +8 +3 Damage with Runic Staff,
10th +7/+2 +8 +3 +8 Bonus Feat, Improved Rune
11th +8/+3 +9 +3 +9
12th +9/+4 +9 +4 +9 4th Rune, +4 Damage with Runic Staff, Extra Potency 2/Day
13th +9/+4 +9 +4 +9
14th +10/+5 +10 +4 +9 Quick Rune
15th +11/+6/+1 +10 +5 +10 Bonus Feat, +5 Damage with Runic Staff
16th +12/+7/+2 +10 +5 +10 5th Rune, Extra Potency 3/Day
17th +12/+7/+2 +11 +5 +11
18th +13/+8/+3 +11 +6 +11 +6 Damage with Runic Staff
19th +14/+9/+4 +12 +6 +12
20th +15/+10/+5 +12 +6 +12 Bonus Feat, 6th Rune, Extra Potency 4/day

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Concentration (Con), Craft (Int), Heal (Wis), Intimidate (Cha), Jump (Str), Listen (Wis), Spot (Wis).

Class Features[edit]

All of the following are class features of the Staff Guardian.

Weapon and Armor Proficiency: A staff guardian is proficient with all simple weapons and with medium armor.

Runic Staff: This weapon is made of IronWood and is simialr to a quarter staff. The staff is able to be inscribed with runes. The Staff Guardian my only ever have one staff at a time and if the staff is ever broken, he must pay 1000gp and one week to make a new one, the runes need to be reenscribed at a cost of 200xp per rune, DC 25. The Runic Staff does 2d6 Damage.

Runes: Runes are aquired every 4th level and require 24 hours to inscribe onto your staff. Only one may be active at a time and must make concentration check to cast it. Each rune lasts as many rounds as your wisdom bonus, You must make a concentration check to continue it for another 'X' rounds. The DC aganst Runes is 10 + wisdom bonus + 1/2 character level. The concentration check is DC 15.

Rune of Armor: All allies with in range gain a bonus to their AC equal to your wisdom bonus.

Rune of Attack: All allies with in range gain a bonus to their Base Attack Bonus, equal to your wisdom bonus.

Rune of Regeneration: All allies with in range gain regeneration equal to your wisdom bonus every two rounds.

Rune of Constitution: All allies with in range gain a bonus to their CON score equal to your wisdom bonus.

Rune of Strength: All allies with in range gain a bonus to their STR score equal to your wisdom bonus.

Rune of Dexterity: All allies with in range gain a bouns to their DEX score equal to your wisdom bonus.

Rune of Doom: All enemies within range suffer a penalty to all saving throws equal to your wisdom bonus. Will save negates.

Rune of Enfeeblement: All enemies within range have suffer an enhancement penalty to their STR score to your wisdom bonus. Fortitude save negates.

Rune of Slowness: All enemies within range are under the effect of 'slow' spell. Will save negates.

Rune of Blindness: All enemies within range are under the effect of 'blindness' spell. Fortitude save negates.

Rune of Random Action: All enemies within range are under the effect of 'random action' spell. Will save negates.

Rune of Laughter: All enemies within range are under the effect of 'Tasha's Hideous Laughter' spell. Will save negates.

Extra Potency: At 8th level the Staff Guardian is able to double his wisdom bonus. This is treated as a move action.

Improved Rune: At 10th level a Staff Guardian gains the ability to activate two runes at one time, the DC to concentrate on these runes is DC20.

Quick Rune: At 14th Level the Staff Guardian may Cast runes as a free action.

Bonus Feats: At 5th level the staff guardian gains a bonus feat. Every five levels thereafter (10th, 15th, and 20th) he gains an additional bonus feat. These bonus feats must be drawn from Improved Weapon Focus (Runic Staff), A staff guardian may take this for a +2 to base attack bonus, Weapon Specialization (Runic Staff), A staff guardian may take this for a +2 damage, Enlarge Rune, A staff guardian may take this to double the radius of runes however this can only be taken once, Extra Rune, A staff guardian may take this feat to add an additional rune to your Rune Staff and this may be taken multiple times, Ambidexterity, the prerequisites may be disregarded, Two-Weapon Fighting, Improved Initiative, Dodge, the prerequisites may be disregarded, Alertness

These bonus feats are in addition to the feat that a character of any class gets from advancing levels. A fighter is not limited to the list of fighter bonus feats when choosing these feats.

Epic Staff Guardian[edit]

Table: The Epic Guardian

Hit Die: d10

Level Special
21st +7 Damage with Runic Staff
22nd
23rd -
24th 7th Rune, +8 Damage with Runic Staff, Extra Potency 5/day
25th Bonus Feat
26th
27th +9 Damage with Runic Staff
28th Bonus Feat, 8th Rune, Extra Potency 6/day
29th -
30th Bonus Feat, +10 Damage with Runic Staff

4 + Int modifier skill points per level.

Bonus Feats

<-Sample race of your choice-> <-class name-> Starting Package[edit]

Weapons: <-Weapon selection for starting at 1st level with this class.->.

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

Skill Ranks Ability Armor
Check
Penalty
<-Skill name-> <-4 for class skills and 2 for cross-class skills-> <-Abbrieviated key ability-> <-armor check penalty based on starting armor. If innapplicable put "—"->
<-Skill name-> <-4 for class skills and 2 for cross-class skills-> <-Abbrieviated key ability-> <-armor check penalty based on starting armor. If innapplicable put "—"->

<-copy and paste the rows as necessary.->

Feat: <-1st-level feat selection->.

Bonus Feats: <-1st-level feat bonus feats due to class or sample race. remove this section if this sample doesn't get any bonus feats at 1st level. ->.

Gear: <-Starting armor and other equipment outside of weapons.->.

Gold: <-Starting gold using this package.->.

Campaign Information[edit]

Playing a Guardian[edit]

This section is not complete, and needs to be finished. Edit this Page

Religion: Most Guardians in the world do not follow one deity. However they are known to follow any god that provides protection as one of their domains.

Other Classes: Guardians fit into just about every adventuring party that they come by or join. They tend to be very helpful in many ways as far as setting up camps or helping fix a broken cart. Guardians sometimes choose to follow the path of the cleric or the Paladin later in life as they become more attached to a god.

Combat: Typically a Guardian takes up the front line of combat in most situations. They will not focus on seeking out an opponent, they rather help an ally overcome their's and protect them.

Guardians in the World[edit]

This section is not complete, and needs to be finished. Edit this Page
My life for yours!
—Dykon, Human Aura Guardian

<-Where characters of this class fit in a d20 world.->

Daily Life: <-day in the life of a character of this class->.

Notables: <-notable NPCs of this class->.

Organizations: <-info on what, where, when, and how characters of this class congregtate and assemble->.

NPC Reactions: Due to the fact that the sole reason for an Aura Guardian to live is to protect others most everyone loves them. Wizards enjoy adventuring with Aura Guardians more than almost any other class due to the fact that they are able to cast freely and feel safe when concentrating on a spell, while sorcerers enjoy the protection provides conflicts sometimes arise due to the free spirited nature of the sorcerer. Ranged attackers also enjoy the protection provided. Rouges, ninjas, and the like are often put off by the fact that they must remain so close the the Guardian in order to truly benefit them and its a little hard to be sneaky with a walking pile of metal 20 feet away.

<-class name-> Lore[edit]

Characters with ranks in <-the appropriate skills-> can research <-pluralized class name-> to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

<-the appropriate skills->
DC Result
5 <-common knowledge->.
10 <-not so common knowledge->.
15 <-rare information->.
20 <-very rare information->.

<-pluralized class name-> in the Game[edit]

<-How characters of this class fit in the game (PC and NPC) and what roles they play.->

Adaptation: <-Possible variant conceptions of this class.->.

Sample Encounter: <-DM placement for NPCs of this class.->.

EL : <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter.->.



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