Mirumoto Elite Guard

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Requirements

Alignment: Any lawful, honorable

Base Attack Bonus: +6

Skills: Knowledge (Arcana)(4 ranks), Spellcraft or Knowledge(Religion) (4 ranks)

Feats: Way of the Dragon

Summary

Fearsome warriors that have learned to harness their chi and abilities to shut down spellcasters from doing what they want entirely. With their strikes they can channel the void to disrupt concentration. They are simply oft immune to the elements that spellcasters attempt to throw at them provided they are able to overcome the effects of said fireball or lightning bolt. They can also simply deny spellcasters the ability to cast at higher levels and then straight up spell resistance for all spells at the highest level of this class. Monks are well suited to this class as is any unarmed combatant, they'll find it a large boon to their ability to combat spell slingers.

Role: DPS

Characteristics: Ferocious warriors that are adept at combating casters

Source: Way of the Samurai

Game Rule Information

The Mirumoto Elite Guard has the following game statistics.

Abilities: Charisma for your abilities, Strength or Dexterity whichever your primary attacking stat is.

Alignment: Any Lawful, must be honorable

Hit Die: d8

Starting Gold: N/A

Class Skills

The Mirumoto Elite Guard's class skills are Balance (Dex), Craft (Int), Concentration (Con), Knowledge (Arcana, Nature, Religion)(Int), Listen (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), and Tumble (Wis)

Skill Points at 1st Level: (4 + Int modifier) × 4

Skill Points at Each Additional Level: 4 + Int modifier

Class Features

All of the following are class features of the Mirumoto Elite Guard.

Weapon and Armor Proficiency: A Mirumoto Elite Guard is proficient with all simple and martial weapons. They do not gain any armor proficiency

Elemental Attunement Ex: At first level a guard's training gains him a connection with the spirit world. Whenever the Mirumoto Elite Guard makes a saving throw that would allow him to reduce the effect of a spell, the spell's effects are completely negated instead if the saving throw is successful. This is an extraordinary ability, and only applies when making a saving throw against a divine spell or a spell with an elemental (Air, Earth, Fire, Water, or Void) descriptor.

Dragon's Talons Ex: Once the Mirumoto Elite Guard reaches second level, his understanding of the kami deepends to the extent he can dispel them with a forceful chi strike. When he makes a strike against a creature casting a spell he may expend a Void point to automatically cause the spellcaster's concentration check to automtically fail.

Dragon's Eyes Sp: Starting at third level the Mirumoto Elite Guard gains the ability to cast True Seeing on himself once per day as a spell-like ability, The spell is treated as if it had been cast by a sorcerer of the character's class level.

Dragon's Teeth Ex: Once the Mirumoto reaches 4th level, he gains the ability to completely disrupt creatures' chi, preventing them focusing their energies, Once per day, when the mirumoto strikes a creature, he may spend two Void points to cause the victim to be completely unable to cast spells, or use innate abilities, spell-like abilities, or Kiho feats. This effect lasts a number of rounds equal to the Mirumoto's Charisma modifier.

Diamond Soul Su: At 5th level the Elite Guard gains spell resistance equal to 15 + his Charisma modifier. In order to affect him with a spell, a spellcaster must beat the Mirumoto Elite Guard's spell resistance on a Caster Level check (D20 + caster level).

Table 1-1: Mirumoto Elite Guard Progression
Level Base

Attack Bonus

Fort

Save

Ref

Save

Will

Save

Special
1st +1 +2 +2 +2 Elemental attunement
2nd +2 +3 +3 +3 Dragon's talons
3rd +3 +3 +3 +3 Dragon's eyes
4th +4 +4 +4 +4 Dragon's teeth
5th +5 +4 +4 +4 Diamond soul