NeoExodus Classes of NeoExodus - Protectorate Peacekeeper.pdf

(4982 KB) Pobierz
Classes of NeoExodus: Protectorate Peacekeeper
LPJ9704
classes of NeoExodus:
Protectorate
Peacekeeper
Written By Owen K.C. Stephens
Requires the use of the Dungeons & Dragons Player's Handbook, Third Edition, published by
Wizards of the Coast, Inc. This product utilizes updated material from the v.3.5 revision.
681132341.021.png
classes of NeoExodus: Protectorate Peacekeeper
The Arman Protectorate Peacekeeper is a warrior
who draws strength and power from his faith, convic-
tion and devotion. Most are generic champions of the
Arman Protectorate and the Sanguine Covenant, using
their faith to gird them against the plots of heretics,
infidels and pagans while defending the members of
the Covenant. Other Peacekeepers are devoted to a
specific holy duty, perhaps one that has been entrusted
to their family for generations. Peacekeepers often
dedicate themselves to a specific cause, such as the
death of black sorcerers, the destruction of undead, or
the promotion of law and justice.
Combat
Peacekeepers expect to spend their lives facing
danger, traveling far from home, and overcoming
overwhelming odds. The entire point of their dedica-
tion to a single faith or duty is to protect its beliefs
and leaders, and carry out the duties associated with
it. The Peacekeepers are small in number, and used
to fighting against overwhelming odds, often with
only a few local farmers or priests to support them.
A Peacekeeper thus seeks to be self-sufficient and
well-educated, prepared to fight for every advantage
his great conviction or advanced theories of war can
earn him. Of course not every moment is consumed
with the needs of his duties, leaving Peacekeepers
free to aid others in worthy quests, as long as they are
compatible with the goals of the Sanguine Covenant.
While different Peacekeepers express their devotion to
the faith of the Sanguine Covenant in different ways,
they all share the ability to drive themselves further
because of this faith. Peacekeepers can drive their
mind, body and soul further because of their belief
they should be able to do so. Some of the potency
they gain through their unflinching faith is an exten-
sion of their normal talents, while others are simply
bonuses to skills and abilities earned through devout
practice and training.
Peacekeepers do well as primary front-line melee
combatants. While they lack the resilience of barbar-
ians or the sheer combat power of fighters their
advanced training and powers of conviction compen-
sate well for these lacks. They are able to function
anywhere a fighter could, and may be able to aid party
members or help outside combat in ways a fighter
cannot. Of course Peacekeepers work well with other
melee combatants, often directing allies in ways that
make them even more effective.
Peacekeepers are warriors first and foremost, and
carry the trappings common to that profession – heavy
armor, large weapons, and often a large shield. They
are also experts in the use of machines and siege
engines, relying on the power of levers and cogs
rather than unholy magics or pacts with dark powers.
Peacekeepers also spend their time delving into the
tenets of their faith. They are devout students of the
writings and cannons of their faith and their lands,
sometimes even becoming religious scholars and
philosophers. This constant study helps Peacekeepers
focus the power of their convictions, giving them
abilities and endurance beyond the ken of common
fighters.
Peacekeepers work well with anyone who is not
clearly an enemy of the Arman Protectorate or
Sanguine Covenant and respects the Peacekeeper’s
devotion. However, their extreme mistrust of magic
not firmly under the Covenant’s control prevents
them from being able to trust any sorcerer or wizard.
Additionally, mercenaries or wanderers who lack any
strong guidelines of their own, including many bards
and rogues, irritate Peacekeepers.
Peacekeepers are held to the highest standard by those
who share their beliefs, but are equally ridiculed by
those who do not share their beliefs. The fact that a
Peacekeeper accepts the tenets of his faith or duty so
totally is seen as a sign of stupidity by skeptics. They
seek to point out logical fallacies and failings of the
Peacekeeper’s beliefs, hoping to shatter his conviction
and destroy his powers of faith. But a Peacekeeper
knows determination and belief in something greater
than yourself can overcome such petty concerns as
logic and reason.
training
A Peacekeeper trains from a young age in the dogma
of the Arman Protectorate and the Sanguine Covenant
and the arts of war and engineering. In smaller towns
and villages lacking the monasteries and cathedrals
to provide such training, Peacekeepers are sometimes
taught in family schools or in the houses of local
retired Peacekeepers and older nobles.
A Peacekeeper expects to lead a hard life, and though
he does not seek death in the service of his faith,
knows that martyrdom may be the best fate he can
hope for. The personality of a Peacekeeper is heavily
influenced by the dogma he subscribes to. Often
Page 2
681132341.022.png 681132341.023.png 681132341.024.png 681132341.001.png
classes of NeoExodus: Protectorate Peacekeeper
protectorate Peacekeeper
Base
Attack Fort Ref Will
Level Bonus Save Save Save Special
1 +0 +0 +2 +2 Call artillery, mechanical advantage +1
2 +1 +1 +3 +3 Bonus feat, leader
3 +2 +1 +3 +3 Diligence
4 +3 +1 +4 +4 Mechanical advantage +2
5 +3 +2 +4 +4 Bonus feat
6 +4 +2 +5 +5 Greater Diligence
7 +5 +2 +5 +5 Mechanical advantage +3
8 +6 +3 +6 +6 Bonus feat
9 +6 +3 +6 +6 Greater Diligence
10 +7 +3 +7 +7 Mechanical advantage +4
Peacekeepers see themselves as buffers, warriors who
do the unpleasant tasks required by their position so
others need not take on such burdens.
Hit Dice
A Protectorate Peacekeeper gains 1d10 plus
Constitution modifier hit points per level.
Most Peacekeepers are lawful, as great convic-
tion comes most easily to those with orderly, orga-
nized beliefs. Fanaticism does not require logic
however, and there certainly are chaotic and neutral
Peacekeepers who accept the laws and rules of the
Arman Protectorate and Sanguine Covenant on pure
faith, with no need to understand the basis of those
laws. Though such fanatics are no less effective than
their more orderly brethren, they are often less well
received by others who fear their unpredictability.
Class Skills
The Protectorate Peacekeeper’s class skills ( and the
key ability for each skill ) are Appraise ( Int ), Climb
( Str ), Craft ( Int ), Disable Device ( Int ), Handle
Animal ( Cha ), Heal ( Wis ), Jump ( Str ), Knowledge
( all skills, taken individually ) (Int ), Open Lock ( Dex ),
Ride ( Dex ), Search ( Int ), Sense Motive ( Wis ), Speak
Language, Survival ( Wis ), Use Rope ( Dex ).
Skill Points at Each Level: 6 + Int modifier.
Requirements
To qualify to become a Protectorate Peacekeeper, a
character must fulfill all the following criteria.
Class Features
All of the following are class features of the
Protectorate Peacekeeper.
Base Attack Bonus: +5
Weapon and Armor Proficiency
Protectorate Peacekeepers are proficient with all
simple and martial weapons and with all armor and
shields, including tower shields.
Feats: Proficiency with at least four martial weapons,
including at least one sword and one crossbow, Self-
Sufficient.
Skills: Knowledge ( religion ) +4, Sense Motive +4
Call Artillery
A Peacekeeper knows a soldier’s force pales before
that of a siege engine. The Protectorate army is replete
with mangonels, ballistas and trebuchets which a
Peacekeeper can direct to attack foes or locations near
him with great precision.
Special: Must be trained by senior Protectorate
Peacekeeper. Must not be able to cast any spell
unless also ordained by the Sanguine Covenant ( and
even then only spells specifically approved by the
Covenant ). A Peacekeeper who gains such spellcasting
ability must immediately choose to forgo such ability,
or lose all special abilities as a Peacekeeper.
If you are within firing range of a functional siege
engine manned by friendly forces, you can direct it to
attack an area near you once per encounter, by giving
precise signals on targeting and range. The more expe-
Page 3
681132341.002.png 681132341.003.png 681132341.004.png 681132341.005.png 681132341.006.png 681132341.007.png 681132341.008.png 681132341.009.png
classes of NeoExodus: Protectorate Peacekeeper
rience you have, the more accurate ( and thus more
damaging ) the attack is. As a standard action you can
call down a strike that deals 1d10 hp/Peacekeeper
level in a 10 ft. radius.
You choose one of the diligence abilities listed below.
Once you’ve made this choice, you cannot change it.
• Fearless ( Ex ): By learning to mentally recite reli-
gious tracks in times of stress, you have made your-
self immune to all magical and mundane fear.
• Great Strength ( Ex ): You can use prayer and
devotion to inspire yourself to great acts of power.
Once per day you may gain a +10 bonus to a single
Strength check or Strength skill check lasting no
more than one round ( including break DC checks ).
• Inspired Tactics ( Ex ): Your constant study of the
art of war allows you to develop complex, brilliant
plans of combat, which you believe to be divinely
inspired. If you have a few minutes to make a plan
prior to a conflict, you grant you allies a morale
bonus to attack and damage rolls and saving throws
equal to your Wisdom modifier ( to a maximum of
one-half your total peacekeeper levels ). The bonus
does not come into play until you declare the plan
active, which you can do at any point during the
conflict as a free action. This bonus lasts three
rounds, then reduces in value by one per round after
that.
• Preacher ( Ex ): You are dedicated to spreading the
word of the Sanguine Covenant, and spend consid-
erable time preaching to the faithful and debating
with heathens. As a result, you have gained a +2
morale bonus to all Charisma skill or ability checks
that involve talking, negotiation or discussion.
• Religious Fervor ( Ex ): You may enter a state of
religious ecstasy once per day. This grants you a +1
morale bonus to attack rolls and a +2 moral bonus
to weapon damage rolls. Your religions fervor lasts
for a number of rounds equal to your Peacekeeper
level plus your Wisdom modifier ( minimum 1
round ).
• Shield of Faith ( Ex ): You depend on your divine
faith to protect you from the vile magics forbidden
by the Sanguine Covenant. You gain a +2 morale
bonus to all saving throws against spells and spell-
like abilities, accept those cast by individuals
ordained into the Sanguine Covenant.
Mechanical Advantage
At 1st level a Peacekeeper has learned enough about
the basics of machines and their best to gain an advan-
tage over less trained individuals when utilizing a
machine.
You gain a +1 bonus to any skill or ability check or
damage roll involving a machine. For this purpose a
machine is any device that uses gears, leavers, pulleys,
screws, springs, or locks, as well as anything with
similar mechanical method of storing or multiplying
physical force. This includes all crossbows and slings
( though not standard bows, as peacekeeper training
does not apply to them ), a block and tackle, crowbars,
locks, manacles, portable rams, and all skill and tool
kits.
This advantage increases to +2 at 4th level, +3 at 7th,
and +4 by 10th level.
Bonus Feat
The Protectorate’s mastery with machines and
weapons of war leads Peacekeepers to constantly be
attempting to master their existing tools or exploring
the possibilities of new, often bizarre, weapons.
At 2nd level you gain a bonus feat from the following
list. Far Shot, Mounted Archery, Mounted Combat,
Exotic Weapon Proficiency, Improved Shield Bash,
Point Blank Shot, Precise Shot, Rapid Reload, Rapid
Shot, Quick Draw, Two-Weapon Defense, Two-
Weapon Fighting, or Weapon Focus. You must meet
any prerequisites. You gain additional bonus feats at
5th and 8th level. At 8th level you may also select
Greater Weapon Focus, treating your Peacekeeper
levels as fighter levels for purposes of this feat’s
prerequisites.
Leader
You add your Peacekeeper level to your leadership
score for the Leadership feat. Any ally able to see and
hear you receives a +4 bonus to all saves against fear
and despair spells and effects.
Greater Diligence
At 6th and 9th level a Peacekeeper’s diligence grants
him further abilities.
Diligence
By 3rd level the diligence of the Peacekeeper is so
great he can draw upon it to perform impressive phys-
ical or mental deeds.
You may select one of the greater diligence abili-
ties below, or two abilities from the diligence ability
list. An ability that you only use once per day may
be selected multiple times, each time increasing the
number of times per day you can use it by one.
Page 4
681132341.010.png 681132341.011.png 681132341.012.png 681132341.013.png 681132341.014.png
classes of NeoExodus: Protectorate Peacekeeper
• Act of Faith ( Ex ): Once per day you may reroll
any one attack, damage roll, saving throw, or skill
check. You must use the second roll, even if it worse
than the first.
• Exorcism ( Ex ): Once per day, as a standard action,
you can quote the tenets of the Sanguine Covenant
with such conviction that your supernatural foes
are unnerved. Only foes of the elemental, extra-
planar, outsider, or undead type and those able to
cast spells or spell-like abilities are affected, and
any creature that faithfully follows the tenets of the
Sanguine Covenant is immune. All foes within a 60
ft.-radius of you must make a Will save (DC 10 +
your Peacekeeper level + your Charisma modifier),
or suffer a -2 penalty to all attack and damage rolls,
skill checks, and saving throws for the remained of
the encounter.
the Dodge feat. If the target takes movement away
from you, you may automatically follow the target
even if it is not your turn. You may move up to a
maximum of your move rate. This movement does not
provoke an attack of opportunity from anyone threat-
ening the you, and it counts against your movement in
the following round ( preventing you from taking a 5
foot adjustment, as you are considered to have moved
this round, and generally leaving you with only a
partial action ).
team Fighter - General
You can direct allies to be more effective in a fight.
Benefit: As a move action, you can shout warnings
and instructions to all allies within 30 feet of you. You
may grant them either a +1 bonus to their next attack
roll taken within one round, or +1 to AC against the
next attack made against them in the next round.
Additionally, any creature faithful to the Sanguine
Covenant that is suffering a possession or mind-
affecting spell or spell-like ability that hears your
verbal exhortation gets an immediate saving throw
to be free of that effect. The creature may use its
Will save, or yours, whichever is better.
• Purity ( Ex ): You are immune to mundane and
magical diseases.
• Shake it Off ( Ex ): Once per day you may, as a
move action, convince yourself your wounds are not
as serious as they seem. You heal a number of hit
points equal to your Wisdom modifier times your
Peacekeeper level ( minimum 1 hp/level ).
All mechanics on all pages is Open Game Content as
defined by the Open Gaming License. See page 6 for
more information.
Feats
The following feats are common among members of
the Arman Protectorate Peacekeeper, though anyone
who qualifies for them may take them.
Menacing - General
You are particularly adept at making it difficult for
spellcasters to concentrate.
Benefit: Any target that you threaten, or make an
attack roll against ( even if you miss ) has the DC of a
Concentrate check made to cast a spell defensively
increased by +5 for one round.
Pressing Attack - General
You’ve learned to keep close to a chosen opponent.
Prerequisite: Dodge
Benefit: You may stay close to a foe you are adjacent
to, and are currently receiving an AC bonus from with
Page 5
681132341.015.png 681132341.016.png 681132341.017.png 681132341.018.png 681132341.019.png 681132341.020.png
Zgłoś jeśli naruszono regulamin