Wikia

Dungeons and Dragons Wiki

TK-Squared/Lavabox/Stalwart

Talk0
9,556pages on
this wiki

< User:TK-Squared | Lavabox

Revision as of 13:45, December 17, 2009 by 87.244.76.182 (Talk)

(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)

The Stalwart Edit

Table: The Stalwart

Hit Die: d12

Level Base
Attack Bonus
Saving Throws Special Maneuvers
Fort Ref Will Known Readied
1st +1 +2 +0 +0 Reckoning, Stamina 3 3
2nd +2 +3 +0 +0 Justice 4 3
3rd +3 +3 +1 +1 Shielding 5 3
4th +4 +4 +1 +1 Retribution, Fury 5 4
5th +5 +4 +1 +1 Judgement 6 4
6th +6 +5 +2 +2 Salvation 6 4
7th +7 +5 +2 +2 Beacon 7 4
8th +8 +6 +2 +2 Impede 7 4
9th +9 +6 +3 +3 Command 8 4
10th +10 +7 +3 +3 Last Stand 8 5

Class Skills (4 + Int modifier per level (x4 at first level))
Balance, Bluff, Climb, Craft, Concentration, Diplomacy, Heal, Knowledge (Religion), Listen, Ride, Spot, Swim, Tumble.

Maneuvers: At first level, the Stalwart gains access to maneuvers through his amazing martial prowess and stuff. He may choose maneuvers from either Devoted Spirit, Diamond Mind, Iron Heart or Stone Dragon disciplines. He starts off with 3 known and 3 readied maneuvers. Unlike normal initiators, the Stalwart does not gain any stances from these disciplines, but rather must rely on stances he receives from his class features. Every time he is struck in combat, he may recover a single maneuver.

Reckoning (Ex): At first level, as a move action, the Stalwart can force an enemy to concentrate on him. A single enemy targeted by this effect must make a will save versus 10 + half of the Stalwart's initiator Level + the Stalwart's charisma bonus. Failing this save means the enemy must focus any attack, spell or any other harmful actions upon the Stalwart. This effect lasts for 3 rounds. If the enemy passes the save, they cannot be affected by this ability again for 3 rounds. This ability can only be used once per round.

Stamina (Ex): At first level, the Stalwart is able to bear his teeth at the enemy and take hits like Saxton Hale. His constitution is treated as 2 points higher for the purpose of determining hit points per level.

Justice (Ex): At second level, the Stalwart can strike blows that hinder an enemy's ability to attack. All attacks the Stalwart deals also cause the enemy to take a -1 penalty on attack rolls against the Stalwart's allies (except for the Stalwart himself). This effect lasts for 1 round per Stalwart level or until the enemy is healed for at least 1 point of damage per Stalwart level. This effect stacks up to an amount equal to half the Stalwart level (for example, a level 6 Stalwart can hit an enemy twice, giving them a -2 to attacks). This effect occurs as soon as the Stalwart hits and before damage occurs.

Shielding (Ex): At third level, the Stalwart can assume a stance that grants him amazing defense. While in this stance, the Stalwart increases his shield bonus to their AC equal to their charisma bonus, limited to +1 per 3 initiator levels with a minimum of +0. This increase stacks with the enhancement bonus for having a magic shield and does not require a shield to be equipped. This is a level 1 Devoted Spirit and Iron Heart stance.

Retribution (Ex): At fourth level, the Stalwart can unleash a counter strike against anyone who dares attack his allies. Whenever an ally (that is not the Stalwart) is struck by an enemy that is within range of melee combat of the Stalwart, the Stalwart may make an attack of opportunity against the enemy.

Fury (Ex): At fourth level, the Stalwart hits with precision and viciousness that causes enemy's to attack him instead. Whenever he strikes an opponent, they are affected by Reckoning. If they are currently under the effects of Reckoning, they make another save. If they fail, the effect's time limit is 'reset' to 3 rounds. If they fail, then they are still under the original effects of Reckoning, but cannot be affected by it again for 3 rounds.

Judgement (Ex): At fifth level, the Stalwart starts his mission to combine his martial prowess with his own powers and abilities. As a swift action, a Stalwart can give himself the Judgement ability for one round. Any attacks made in the round made against any enemy under the effect of the Stalwart's Justice ability take +1d6 additional damage per -1 to attack they have incurred from the Justice ability. This penalty is removed after the attack is made. This is a third level maneuver. The Stalwart does not have to prepare this maneuver, but can sacrifice the use of prepared maneuver to use this maneuver. For purposes of prerequisites, this is a White Raven maneuver.

Salvation (Sp): At sixth level, the Stalwart can defend their victimized allies. Whenever an ally within 10 feet of the Stalwart takes damage that would reduce them to less than 0 hit points, the Stalwart may use an instant action to imbue the ally with Salvation. The ally only takes half the damage while the Stalwart takes the other half of the damage. The ally is also affected by a Sanctuary effect for 1 round per Stalwart level. The DC is 10 + Half Initiator Level + Charisma Bonus. This is a third level maneuver. The Stalwart does not have to prepare this maneuver, but can sacrifice the use of prepared maneuver to use this maneuver. For purposes of prerequisites, this is a Devoted Spirit maneuver.

Beacon (Su): At seventh level, the Stalwart is invigorated by his ally's ongoing health and determination. The Stalwart can assume this stance as a swift action. Whenever in the Beacon Stance, the Stalwart gains 50% of the numeric effect of any beneficial spells that affect an ally within 30 yards for the full duration. If a Mass spell is used, the Stalwart, instead, gains 25% of the effect per ally within 30 yards, up to 100%. Any effects except for enhancement bonuses stack. For the purposes of this effect, the Stalwart is not considered an ally of himself. This is a 3rd level Devoted Spirit and Iron Heart stance.

Impede (Ex): At eighth level, the Stalwart can block his enemy's movement to keep him from his allies. Whenever an enemy charges at the Stalwart's ally that is not the Stalwart, the Stalwart may attempt to impede an enemy. For every 5ft. that the enemy moves, the Stalwart may also move 5ft., as long as the Stalwart is heading in a direction to intercept the charging enemy. The Stalwart must be able to move into a space between the enemy and their intended target. In doing so, the Stalwart becomes the subject of the charge (or he may be overrun by the opponent). Furthermore, the Stalwart gains a +4 against attempts to bull rush, overrun or trip him until the start of his next turn. For the purposes of this ability, armor does not reduce your speed.

Command (Ex): At ninth level, the Stalwart can devastate even those he's not directly attack with his swings. As a free action, the Stalwart can alter a single attack per round to be a Commanding Blow. A Command Blow deals normal damage against it's intended target, but also deals half of the damage to up to two additional foes within range. For each additional foe, check the original attack roll against their AC to determine whether or not the damage is received. If the attack has a secondary effect, it also affects the two opponents. If the secondary effect has a duration, it is halved for the two opponents. The Stalwart may designate the two opponents, as long as they are within melee range and adjacent to the intended target. Anyone who takes damage from this maneuver is effected by the Stalwart's Reckoning ability, except the DC is replaced with 10 + damage dealt. This can only be used once per round and must be used on the Stalwart's turn. This is a fifth level maneuver. The Stalwart does not have to prepare this maneuver, but can sacrifice the use of a prepared maneuver to use this maneuver. For the purposes of prerequisites, this is an Iron Heart maneuver. [Wording might be a bit clunky...]

Last Stand (Su): At tenth level, the Stalwart does not simply protect his allies from damage; he saves them from it. Once per encounter as a swift action, the Stalwart may activate his Last Stand ability until the start of his next round. While this ability active, the Stalwart cannot die from hit point damage and any other effects are delayed until this ability ends (including beneficial spells cast upon the Stalwart). All damage or spell effects that would effect one or more of the Stalwart's ally's within 30ft of the Stalwart is taken by the Stalwart instead. If a spell requires a save, the original target must make the save for the Stalwart. While active, the Stalwart's speed is reduced to 0, he takes a -6 penalty to dexterity (minimum 4) and he cannot use any maneuvers, but he gains a +6 bonus to his constitution score. If the Stalwart takes amount of damage equal to his level multiplied by his constitution score (not bonus), then this effect is immediately ended and the Stalwart dies. At the start of the Stalwart's next turn, all non-damaging effect spells affect him and he loses his invulnerability. For the purposes of this ability, the Stalwart is not an ally of himself.

Table: The Stalwart

Hit Die: d12

Level Base
Attack Bonus
Saving Throws Special Maneuvers
Fort Ref Will Known Readied
11th +11 +7 +3 +3 Defense 9 5
12th +12 +8 +4 +4 9 5
13th +13 +8 +4 +4 10 5
14th +14 +9 +4 +4 10 5
15th +15 +9 +5 +5 11 6
16th +16 +10 +5 +5 11 6
17th +17 +10 +5 +5 12 6
18th +18 +11 +6 +6 12 6
19th +19 +11 +6 +6 13 6
20th +20 +12 +6 +6 13 7

Class Skills (4 + Int modifier per level)
Balance, Bluff, Climb, Craft, Concentration, Diplomacy, Heal, Knowledge (Religion), Listen, Ride, Spot, Swim, Tumble.

Defense (Su):

Stalwart FeatsEdit

Improved Beacon Edit

Prerequisites: Beacon Stance, Initiator level 9th
Benefit: Your Beacon stance's power increases to 100% of numeric effects, but mass spells only give you 10% of the effect per ally within 30 yards (up to 100%)

Around Wikia's network

Random Wiki