17
Nov
09

Guardian

Guardian

Guardians stand strong in the midst of a battlefield, their iron shirt kung fu protecting them from blows that would kill a lesser warrior. They become the focus of any conflict as their enemies strive to bring them down, only to be broken by the power behind a Guardian’s strikes.

Warrior monks trained in specialist iron shirt techniques are the most common Guardians, and are renowned throughout the kung fu world for their skills. Guardians also come from other walks of life, military or kung fu clans being the most common. Whenever the genealogy of a Guardian’s martial arts is traced they always reach a common source – a warrior monastery.

Guardians fall into two schools of combat, a focus on hard or subtle chi manipulation. This affects the way they protect their allies and manipulate the battlefield.

The Guardian is a martial defender, and may choose powers that cross into the striker role.

Role: Defender
Power Source: Martial
Key abilities: Strength, Constitution, Dexterity
Armour Proficiencies: Cloth, Leather, Hide, Chain, Light shield, Heavy shield
Weapon Proficiencies: Simple melee, military melee, simple ranged, military ranged
Bonus to defence: +2 to Fortitude

HP at first level: 15 + Constitution
HP per level gained: 6
Healing surges per day: 9

Trained skills: Choose three trained skills from the following list: Athletics, Endurance, Heal, Intimidate, History.

Build options: Iron guardian, Silk guardian

Class features: Kung fu, Guardian soul, Iron Shirt, Unarmed combat

Class feature details:

Guardian Soul

Guardians fall into two categories; those who wade into battle with hard techniques, absorbing all the punishment they can handle, and those who prefer more subtle techniques that confound their foes. This is referred to as the guardian soul – the external expression of the Guardian’s basic nature. Choose a Guardian Soul, and one of the two powers available for each.

Soul Flare
Guardian Feature
A burst of chi links you with your enemy, bonding you until they are defeated.
At-Will * Martial, Psionic
Free Action             Close burst 5
Target: One target in burst
Effect: You mark the target. The target remains marked until you use this power against another target. You may use this power once per turn.

Iron Guardian:

  • Iron Shield
    Guardian Feature
    You shield your allies with fields of defensive chi that deflect incoming blows.
    At-Will * Martial, Psionic
    Immediate Interrupt              Close burst 2
    Trigger: A marked enemy attacks an ally within 2 squares
    Target: The attacked ally
    Effect: The ally gains a +4 power bonus to AC and Reflex defence for the duration of the interrupted attack.
  • Earth Vigor
    Guardian Feature
    You feed on the power of your enemies blows, growing stronger as they strike you.
    At-Will * Martial, Psionic
    Immediate Reaction              Personal
    Trigger: A marked enemy attacks you
    Effect: When struck by the marked target, gain temporary hit points equal to your constitution modifier (after the strike). When you gain temporary hit points from an attack that has the invigorating keyword, those hit points stack with any other temporary hit points you already have.

Silk Guardian:

  • Silk bonds
    Guardian Feature
    You whirl your chi around enemies, drawing then to you and preventing them attacking your allies.
    At-Will * Martial, Psionic
    Immediate Reaction              Close burst 5
    Trigger: A marked enemy attacks an ally within the range of the burst
    Target: The marked enemy
    Attack: Strength vs Fortitude
    Hit: 1[W] + Strength modifier damage and the target is pulled to a square adjacent to you. If there are no vacant squares, this attack fails.
  • Whirlpool
    Guardian Feature
    You are a whirlpool of chi, grabbing enemies and preventing them from moving away from you.
    At-Will * Martial, Psionic
    Immediate Interrupt              Melee weapon
    Trigger: A marked enemy attacks an ally or moves away from you
    Target: The marked enemy
    Attack: Strength vs AC
    Hit: 1[W] + Strength modifier damage. You grab the target. Grabbed targets are immobilzed.

Kung Fu

The kung fu class feature grants the following abilities:

  • Choose a kung fu style
  • The Concentrate Chi feature, which allows a chi power to be used twice per encounter. These chi powers must be chosen from the powers known by the character. A kung fu style and class grant chi powers for use with this feature.
  • Choose two core abilities of that style. These are based on the way each style uses Chi, and differ for many styles. They are listed as core abilities in the style description. One of these abilities may be a chi power for use with Concentrate Chi.
  • As a character advances in level their specific kung fu style will grant them new chi powers.
  • A kung fu style may provide encounter and daily powers that do not require the use of the Concentrate Chi feature. These may be swapped for normal class powers if desired. They may also be swapped when a character retrains.

Iron Shirt

The Guardian is a specialist in iron shirt training. This allows them to withstand punishment through physical conditioning, but more importantly by focusing their chi when struck. This prevents attacks from causing damage and acts like armour. These armour types may be enchanted, and require a minor action to turn on. There may be penalties applied to skill checks and movement speed when using iron shirt. This is caused by the amount of concentration required to maintain this defence.

All armour types are trained at first level. The types of iron shirt training available to the Guardian are:

Superficial: +2 AC
Light: +3 AC, -1 check
Medium: +5 AC, -1 check, -1 speed
Heavy: +7 AC, -2 check, -1 speed

Unarmed combat

The Guardian is trained extensively in hand to hand combat as well as weapons. Their hands and feet are deadly weapons. They have honed these skills until they are the equivalent of a weapon, and may have multiple kung fu weapons. Each ‘weapon’ style may be enchanted like a normal weapon. Changing weapon requires a minor action.

All weapon types are trained at first level. The types of unarmed kung fu weapon available to the Guardian are:

Fast: 1d8 damage, +3 proficiency bonus
Crushing: 1d8 damage, +2 proficiency bonus, high crit

Powers:

Level 1 At-Will powers:

Defensive strike
Guardian Attack 1
Fluff text
At-Will * Martial, Weapon
Standard Action            Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage
Effect: +1 to all defences until the end of your next turn

Bold strike
Guardian Attack 1
Fluff text
At-Will * Martial, Weapon, Invigorating
Standard Action            Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage

Chi Burst
Guardian Attack 1
Fluff text
At-Will * Martial, Weapon, Force
Standard Action            Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage and you deal force damage equal to your Constitution modifier to all enemies adjacent to the target

Slaying Strike
Guardian Attack 1
Fluff text
At-Will * Martial, Weapon
Standard Action            Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier + Constitution modifier damage
Effect: You grant combat advantage to the target
Special: You may choose to use your Dexterity modifier for damage instead of Constitution. This choice must be made when the power is first chosen, and may not be changed.

Level 1 Encounter powers:

Overhand Smash
Guardian Attack 1
Fluff text
Encounter * Martial, Weapon
Standard Action            Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage. Until the end of your next turn the target takes a penalty to attack rolls equal to your Constitution modifier

Silken Vortex
Guardian Attack 1
Fluff text
Encounter * Martial, Weapon
Standard Action            Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage and an ally adjacent to the target may shift 2 squares
Silk Guardian:  You push the target 1 square and you may shift into the square they previously occupied

Body Slam
Guardian Attack 1
Fluff text
Encounter * Martial
Standard Action            Melee weapon
Target: One creature
Attack: Strength +2 vs. Reflex
Hit: 1d10 + Strength modifier damage and you push the target 1 square and knock it prone
Iron Guardian: You push the target a number of squares equal to your Constitution modifier
Special: This attack may be used in place of a melee basic attack when charging.

Earthen Hammer
Guardian Attack 1
Fluff text
Encounter * Martial, Weapon
Standard Action             Close burst 1
Target: Each enemy in burst
Attack: Strength vs. Fortitude
Hit: 1[W] + 2 + Strength modifier damage

Level 1 Daily powers:

Shatter
Guardian Attack 1
Fluff text
Daily * Martial, Weapon
Standard Action             Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage

Last Stand
Guardian Attack 1
Fluff text
Daily * Martial, Weapon
Standard Action             Close burst 1
Target: Each enemy in burst
Attack: Strength vs. Fortitude
Hit: Strength modifier + Constitution modifier damage and the target is pushed 1 square. You can spend a healing surge.

Mirror Strike
Guardian Attack 1
Fluff text
Daily * Martial, Weapon
Standard Action              Melee weapon
Primary Target: Once creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier modifier damage and you can shift 2 squares. Make a secondary attack.
Secondary Target: One creature other than the primary target
Secondary Attack: Strength +2 vs. AC
Hit: 2[W] + Strength modifier damage

That completes the first level of the Guardian. I plan to make some of the power names more interesting, and to fill out all the fluff text very soon!

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1 Response to “Guardian”


  1. 1 antonyball
    November 18, 2009 at 9:39 AM

    I updated the Silk Bonds power. Previously it had the ability to knock a target prone if they were adjacent to the Guardian. This was overpowered, so I removed it.
    Silk Bonds now just allows an attack against an adjacent target, and does not grant any other benefits unless the target is at range (when they get pulled to the Guardian)


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