Tải bản đầy đủ (.pdf) (1 trang)

Samurai sheepdog book of many things vol 131

Bạn đang xem bản rút gọn của tài liệu. Xem và tải ngay bản đầy đủ của tài liệu tại đây (296.09 KB, 1 trang )

Protector Advancement
Character
Level
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20

Feats
Shield Focus

Shield Brace

Antagonize


Powerful Throwing

Two-Handed Thrower

Quick Draw

Combat Reflexes

Stand Still

Power Attack

Intimidating Prowess


Ability
Increase*



Strength



Strength



Strength




Strength



Strength

Suggested Equipment
glaive-guisarme, heavy steel shield
trade for masterwork weapon and shield
add +1 to shield, cloak of resistance +1
add +1 to weapon
ring of protection +1
+1 cold iron short sword
add throwing to weapon
increase armor/shield and cloak to +2, amulet of natural armor +1
add returning to weapon, buffering cap
increase shield and cloak to +3, increase ring to +2
increase weapon and amulet to +2
increase shield and cloak to +4, increase ring to +3
increase weapon and amulet to +3, belt of giant strength +2
trade for belt of physical might +4, add flaming to short sword
increase weapon, amulet, and ring to +4, ioun stone (dusty rose prism)
increase shield, cloak, amulet, and ring to +5, boots of escape
increase weapon to +5, increase belt to +6
ring of regeneration, bracers of sworn vengeance
add speed to weapon, headband of alluring charisma +6
swordmaster's blindfold, gauntlets of the weaponmaster


Protector

130

A protector is there to take the heavy hits for her allies. She
draws an enemy’s attention, making it more likely to attack her
over others. She maintains this focus with a combination of
successful attacks to show she’s a threat.
Antagonize: You can make Diplomacy and Intimidate checks to
make creatures respond to you with hostility. No matter which
skill you use, antagonizing a creature takes a standard action that
does not provoke attacks of opportunity, and has a DC equal to 10
+ the target’s Hit Dice + the target’s Wisdom modifier. You cannot
make this check against a creature that does not understand you
or has an Intelligence score of 3 or lower. Before you make these
checks, you may make a Sense Motive check (DC 20) as a swift
action to gain an insight bonus on these Diplomacy or Intimidate
checks equal to your Charisma bonus until the end of your next
turn. The benefits you gain for this check depend on the skill you
use. This is a mind-affecting effect.
Diplomacy: For the next minute, the target takes a –2 penalty
on all attacks rolls made against creatures other than you and has
a 10% spell failure chance on all spells that do not target you or
that have you within their area of effect.
Intimidate: On its next turn, the target must attempt to make
a melee attack against you, make a ranged attack against you,
target you with a spell, or include you in the area of a spell. The
effect ends if the creature is prevented from attacking you or
attempting to do so would harm it. The effect ends as soon as the
creature attacks you. Once you have targeted a creature with this

ability, you cannot target it again for 1 day.
Powerful Throwing: You can use your Strength modifier for
both your attack and damage rolls with thrown weapons.
Shield Brace: You can use a two-handed weapon sized
appropriately for you from the polearm or spears weapon

Total Cost
62 gp
512 gp
2,512 gp
4,512 gp
6,512 gp
11,132 gp
17,132 gp
25,132 gp
37,132 gp
53,132 gp
73,132 gp
97,132 gp
129,132 gp
171,132 gp
226,132 gp
294,132 gp
370,132 gp
485,282 gp
623,282 gp
813,282 gp

group while also using a light, heavy, or tower shield with which
you are proficient. The shield’s armor check penalty (if any)

applies to attacks made with the weapon.
Two-Handed Thrower: Whenever you use two hands to throw
a one-handed or two-handed weapon, you gain a bonus on
damage rolls equal to 1-1/2 times your Strength bonus. Using
two hands to throw any weapon requires only a standard action
for you. If you also have the Quick Draw feat, you can throw twohanded weapons at your full normal rate of attacks.
Buffering Cap
Once per day when struck by a critical hit, the wearer can
spend an immediate action to convert the bonus damage of the
critical hit into nonlethal damage. The cap has no effect if the
wearer is immune to nonlethal damage.
Bracers of Sworn Vengeance
Once per day, as an immediate action when the wearer takes
hit point damage, the wearer gains a +1 competence bonus on
weapon attack rolls made against her attacker, and deals an
additional 2d6 points of damage on successful weapon attack
rolls against it.
For the duration of the effect, the wearer takes a –2 penalty on
attack rolls against any target other than her sworn enemy. These
bonuses and penalties last for 24 hours or until the sworn enemy
is slain or destroyed by the wearer, whichever comes first. If the
wearer fails to slay the target of her oath, these bracers cannot
be used again until 7 days have passed.

Swordmaster’s Blindfold
When the wearer places the blindfold over her eyes, she
becomes blinded, but gains blindsight within the reach of her
melee weapon, or 5 feet if the wearer is not wielding a melee
weapon. Furthermore, the wearer rolls weapon damage from
critical hits twice and takes the higher result.




×