NeoExodus Classes of NeoExodus - Caneus High Guard.pdf

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Classes of NeoExodus: Caneus High Guard
classes of NeoExodus:
LPJ9709
caneus
High Guard
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.
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classes of NeoExodus: Caneus High Guard
The Caneus High Guards are among the world of
Exodus’ craftiest fighters, concentrating on defen-
sive maneuvers combined with a style of fighting
that induces their opponents to defeat themselves.
The High Guard are the personal defenders of the
Queen of the Empire, trained rigorously to defend her
person and resist all efforts to be duped or magically
enchanted. A single member of the High Guard can be
the lynchpin of an elite unit, a whole legion of them
can overcome any army in the known world.
lose much of the conviction that makes them such
formidable foes.
Combat
While the abilities of the High Guard are focused on
detecting danger and protecting a nearby creature
( generally a noble the High Guard legionnaire is
guarding ), these abilities also make the High Guard
one of the most dangerous fighting forces in the World
of Exodus. A line of High Guard legionnaires can
defend one another, preventing foes from flaking or
getting past them and taking a wounds for one another
to ensure all legionnaires are wounded before a single
of the number falls, making it difficult to whittle down
their numbers. Foes are often demoralized during a
fight with the High Guard, and surprised when the
High Guard fights more viciously as its members
approach death.
The primary duties of the High Guard, however, are
to protect the lives and interests of those nobles the
Queen has commanded them to protect. A minor
member of royalty or a favored functionary might
be assigned a single High Guard, while a regional
Imperial governor or influential noble may be
assigned as many as a dozen. Of course since the
loyalty of the High Guard is first and foremost to the
Queen of the empire, having them nearby important
officals also allows her to keep an eye on those who
might wish to betray her. A legionnaire of the High
Guard is a warrior, but also a tactician, spy, and confi-
dant. Since the High Guard was established, only one
royal of the Caneus Empire has been assassinated
while under the High Guard’s protection.
training
The training required to become a member of the
High Guard takes a minimum of two months, and
is normally undertaken in the coldest months in the
lands of Nas to minimize disruption to military opera-
tions. This training has physical, mental and spiritual
components. The physical training consists of tests,
exercises and intense sparing to instill the fighting
techniques unique to the High Guard. Similarly the
mental training is largely introduction to spycraft
– ways to ferret out an assassin or traitor and alertness
exercises.
High Guard legionnaires make excellent bodyguards
and soldiers, but their abilities can also be turned
toward shadier pursuits, and many retired High Guard
work as smugglers and spies in service to the Empire.
The High Guards aren’t ashamed of such illicit activi-
ties, although they don’t go to any extremes to shout
them to the world. Similar to underground spies, older
High Guards are the shadows in the court, gathering
information and protecting Caneus’ interests through
whatever means are necessary. If something is needed,
the High Guards can find it. If there’s a shipment that
must get through, there’s a High Guard willing to take
it there. Let courtiers and diplomats use their skills
to hide any political repercussions; the Caneus High
Guards are willing to do what must be done, for the
sake of the Empire.
The spiritual training is more secretive, and more
brutal. The trainee is professionally and painfully
broken, all traces of belief, faith, and self-worth
removed by means that would be considered torture if
the trainee hadn’t volunteered. As the trainee’s person-
ality is broken down he is freed of distractions, and
the ability to learn other skills accelerates. However,
the main function of this cult-like reprogramming of
the mind is to replace all precious beliefs with the
thought that Caneus in general, and the Queen in
particular, are important and deserve to be served. By
the time the trainee is done his loyalty to Queen and
country is absolute and unwavering, and much of the
High Guard’s abilities are drawn from this extreme
devotion.
While most characters in the Caneus High Guard
school are fighters, a few rogues also train in the
school and adopt the High Guard prestige class.
Caneus High Guards, as the name suggests, are most
commonly found serving as bodyguards to Caneus
nobles and other important members of the Empire’s
society. As long as they are members of the High
Guard, they must obey orders given directly from
the Queen. Those that retire are given more latitude,
though they must remain loyal to their homeland or
Requirements
To qualify to become a Caneus High Guard, a char-
acter must fulfill all the following criteria.
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classes of NeoExodus: Caneus High Guard
caneus high guard
Base
Attack Fort Ref Will
Level Bonus Save Save Save Special
1 +1 +2 +0 +2 Danger sense, Dedicated +1
2 +2 +3 +1 +3 Piercing Gaze
3 +3 +3 +1 +3 Take the Blow
4 +4 +4 +1 +4 Dedicated +2, Tenacity
5 +5 +4 +2 +4 Hold the Line
6 +6 +5 +2 +5 Evasive Push
7 +7 +5 +2 +5 Dedicated +3, Control Zone
8 +8 +6 +3 +6 Uncanny Dodge
9 +9 +6 +3 +6 Hostile Spirit
10 +10 +7 +3 +7 Dedicated +4, Fight On
Alignment: Any lawful
Base Attack Bonus: +5
Feats: Alertness, Improved Initiative, Iron Will
Skills: Listen +4, Sense Motive +4
Special: Must be trained by senior High Guard
member. Must remain loyal to the Queen of the
Empire. Failure to remain loyal means a character no
longer qualifies for this class, and loses its special
benefits.
Weapon and Armor Proficiency
Caneus High Guards are proficient with all simple and
martial weapons and with all armor and shields.
Danger Sense - Ex
At 1st level a High Guard legionnaire gains a preter-
natural ability to detect danger. Any time there is a
surprise round, you may make a DC 15 Sense Motive
check to act in the surprise round, even if you failed
the Listen or Spot check needed to be aware of the
threat. If you make a DC 20 check, you have a basic
idea of what threat initiated the surprise round.
Class Information
The following information pertains to the Caneus
High Guard prestige class.
Dedicated - Ex
The extreme dedication of a Caneus High Guard
member grants bonuses to alertness, quick action,
pressuring others to obey you and resisting attempts
at coercion. You gain a +1 morale bonus to all Listen
and Spot skill checks, as well as to initiative checks
and Will saves against mind-affecting spells. You also
add this to the number of attacks of opportunity you
may take in a round.
Hit Dice
A Caneus High Guard member gains 1d10 plus consti-
tution modifier hit points per level.
Class Skills
The Caneus High Guard’s class skills ( and the key
ability for each skill ) are Bluff ( Cha ), Climb ( Str ),
Craft ( Int ), Diplomacy ( Cha ), Disguise ( Cha ), Forgery
( Int ), Gather Information ( Cha ), Hide ( Dex ), Jump
( Str ), Intimidate ( Cha ), Knowledge ( nobility &
royalty ) ( Int ), Listen ( Wis ), Move Silently ( Dex ), Ride
( Dex ), Search ( Int ), Sense Motive ( Wis ), and Spot
( Wis ).
This bonus increases to +2 at 4th level, +3 at 7th
level, and +4 at 10th level.
Piercing Gaze - Ex
At 2nd level a High Guard member learns to analyze
everything as a threat, be in a dark corridor, a
friendly-sounding barkeep or a locked door. This
piercing gaze cuts through many guises and subtleties,
and often unnerves those examined under it.
Skill Points at Each Level: 2 + Int modifier.
Class Features
All of the following are class features of the Caneus
High Guard.
You may make a Spot check in place of any
Intimidate, Search or Sense Motive check. Most High
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classes of NeoExodus: Caneus High Guard
Guard members buy maximum ranks of spot for this
reason.
Control Zone - Ex
At 7th level a High Guard member can control an area
in battle with such skill it is extremely difficult for
anyone to pass through it without provoking an attack
of opportunity, even if they normally do not provoke
when moving.
Take the Blow - Ex
At 3rd level a High Guard member may attempt to
take an attack aimed at any one target in an adjacent
square. This requires a Reflex save ( DC 15 ) and
counts as one of your attacks of opportunity for the
round. On a successful check you are the target of this
attack rather than its original victim. An attack roll
is still made, but you are not allowed your Dexterity
bonus against this attack.
Any time a target leaves a space you threaten, you
have a chance of taking an attack of opportunity
against them. If they try to avoid your Attack of
Opportunity by using the Tumble skill, you get an
attack but your attack roll must exceed both the
target’s AC and its Tumble check. If the target has
a special ability or uses a maneuver that allows it to
not provoke an Attack of Opportunity from leaving
a space you threaten ( such as Spring Attack or with -
draw ), you make a Reflex save opposed by your
target’s Reflex save. If you win the opposed check,
you may make an Attack of Opportunity. If your
foe wins the opposed check, you are not allowed
an Attack of Opportunity, but lose one Attack of
Opportunity for the round as if you had taken one.
If you are allowed multiple attacks of opportunity a
round, you may use this ability multiple times. Each
attempt uses one of your attacks of opportunity.
Tenacity - Ex
At 4th level a High Guard legionnaire becomes
able to fight with renewed vigor when others would
collapse. If you have 25% of fewer of your total hit
points remaining, you gain a +2 morale bonus to all
attack and weapon damage rolls. Additionally, you are
considered disabled ( but conscious ) from 0 hit points
to a number of negative hit points equal to half your
High Guard class level. You also add you High Guard
class level to the number of negative hit points you
may reach before being dead.
Uncanny Dodge - Ex
At 8th level, a High Guard member can move to avoid
attacks he can’t perceive. You retain you Dexterity
bonus to Armor Class ( if any ) even if you are caught
flat-footed or struck by an invisible attacker. However,
you still lose your Dexterity bonus to Armor Class if
immobilized. If you already have uncanny dodge from
a different class, you automatically gains improved
uncanny dodge instead.
Hold the Line - Ex
At 5th level a High Guard member can prevent foes
from moving past him. Whenever you make an
attack of opportunity against an opponent, you make
a special grapple check. You receive a bonus to this
check equal to your High Guard class levels ( though
this bonus does not apply to any other grapple check ).
If you win the grapple check, the foe must stop move-
ment in the space he provoked the attack of opportu-
nity ( and not move again until his next round ). If the
foe wins, it may continue to move normally. In neither
case are either you or the foe actually ever grappled.
Hostile Spirit - Ex
At 9th level a High Guard is so hardened against
mind-affecting magics, it can actually damage spell-
casters to attempt to affect him. His spirit instinctively
hurls such magic back at the creature that cast it in the
form of a simple mental bolt of pain.
If you make a saving throw against a mind-affecting
spell or ability, the creature that targeted you must
make a Will save ( DC 10 + your High Guard class
level + your Wisdom modifier ). On a failed save, that
counts as their full-round action, that creature takes
2d6 hit points of damage.
Evasive Push - Ex
At 6th level a High Guard member gains the ability
to push any one character in an adjacent square out of
an area affect attack. If an attack allows a Reflex save,
and you successfully make yours, you may chose to
fail your save and push someone in an adjacent space
into a safe area. ( The character in the adjacent space
doesn’t actually move to a different space, you find a
safe position within their space, or shield them from
the attack with your body. ) This has the effect of the
person pushed making their save.
Fight On - Ex
By 10th level, even death may not be enough to stop a
High Guard from his sworn duty.
When performing an act you have been ordered to
undertake ( usually to keep an individual safe ), you
can keep fighting after you reach negative hit points.
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classes of NeoExodus: Caneus High Guard
You can fight, taking full actions and not counting
as disabled, until you reach a number of negative hp
equal to your Constitution score ( not modifier ) plus
your Wisdom score (not modifier). You do not need to
make a check to see if you have stabilized, and do not
lose 1 hp for taking strenuous actions.
Prerequisites: Combat Expertise, Shield proficiency
Benefits: When you use Combat Expertise to reduce
your attack bonus and increase your Armor Class,
and you have a shield, you may extend the additional
Armor Class to one target in an adjacent space. Both
you and the additional target receive the bonus to
Armor Class.
However, if you reach the number of negative hit
points that would normally mean you have died, you
can only maintain this activity for a number of rounds
equal to 10 plus your Constitution modifier. At the
end of that time, if your are still in negative hit points,
you die. If you are healed into positive hit points, you
fall unconscious at the end of this ability, and can’t be
roused for 1d4 hours.
Additionally, you may designate one target in an adja-
cent space to gain the shield bonus to Armor Class
from your shield. In this case, you do not gain the
shield bonus to Armor Class.
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 Caneus High Guard, though anyone who qualifies
for them may take them.
Blood Focus - General
You can use pain to overcome mind-affecting magics.
Prerequisites: Constitution 13, Wisdom 13, Iron Will
Benefits: If you fail a save against a mind-affecting or
fear-based spell or ability, you may chose to attempt
to focus past it on your next round, even if the spell
would normally prevent you from doing so. You must
deal hit point damage to yourself ( minimum 1d6 )
to create a sensation of pain you may concentrate
on, allowing you to ignore the mind-affecting spell.
You may make a second saving throw against the
spell, with a +1 circumstance bonus for every 2 hp of
damage you deal to yourself to activate this ability.
Intimidating Aura -
General
You can frighten lesser mortals with ease.
Prerequisites: Charisma 13, Intimidate +8
Benefits: You may make one Intimidate check per
round as a free action to demoralize an opponent ( see
the Intimidate skill ). If the target you chose to demor-
alize has fewer hit dice/levels than you, you gain a
bonus to this Intimidate check equal to the difference
in the target’s hit dice/levels and your own.
Shield Expertise - General
You can use your own body to protect someone else in
combat.
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