Difference between revisions of "Feats/Guardian Tradition"
From P6 Spheres
< Feats
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In addition, you gain one of the following packages with its included abilities. You may take the {{link|Feats/Expanded Guardian}} feat to gain the other package. | In addition, you gain one of the following packages with its included abilities. You may take the {{link|Feats/Expanded Guardian}} feat to gain the other package. | ||
| − | {{Card|Challenge|4|W|{{:Feats/Guardian_Tradition/Challenge}}}} | + | {{Card|Challenge|4|W|#ebf2f8|{{:Feats/Guardian_Tradition/Challenge}}}} |
| − | {{Card|Patrol|4|W|{{:Feats/Guardian_Tradition/Patrol}}}} | + | {{Card|Patrol|4|W|#ebf2f8|{{:Feats/Guardian_Tradition/Patrol}}}} |
|OGL=SoM}} | |OGL=SoM}} | ||
Revision as of 11:22, 9 May 2021
| Main > Feats |
Contents
(Combat, Might)
Guardians specialize in protecting their allies and drawing the ire of their enemies.
Prerequisites: —
Benefit: You gain a delayed damage pool equal to your 3 x your base attack bonus.
When you receive damage, as part of taking the damage you may redirect all or part of it to your delayed damage pool. Apply damage reduction and resistance before redirecting the damage. You may not redirect damage that would exceed the maximum capacity of the damage pool.
Your delayed damage pool empties at the end of your turn each round, inflicting any damage stored in the pool on you, bypassing any damage reduction or resistance you possess and resetting to 0. Any additional effects of the attack, such as poison, are still incurred immediately even if the entire damage of the attack is redirected to the delayed damage pool.
Any healing you receive in excess of your maximum hp automatically reduces the amount of damage in your delayed damage pool.
Should you lose access to the Guardian sphere, any damage (or other effects if you possess certain talents) is incurred at the end of your turn.
In addition, you gain one of the following packages with its included abilities. You may take the Expanded Guardian feat to gain the other package.
Challenge
As a move action, you may issue a challenge to a creature you can see. You may expend martial focus to reduce this to a swift action.
A creature must be able to perceive your challenge to be affected by it. The creature takes a -2 penalty on attack rolls that do not include you as a target and a +2 bonus on attack rolls targeting only you. This penalty (but not bonus) increases by 1 for every 4 points of base attack bonus you possess.
The challenge lasts for a number of rounds equal to 3 + 1/2 your base attack bonus. Creatures receiving this effect are aware of it, though do not gain insight to its duration.
When you issue a new challenge, any previous challenge you have active ends. Multiple challenges do not stack; if a creature is affected by challenges from more than one creature, they suffer no penalty against the source of any challenge against them and likewise gain the bonus against the sources of all of the challenges.
Creatures with no Intelligence score (Intelligence score of (-)) cannot be targeted by your challenge.
Patrol
As long as you have martial focus, as a full-round action you may increase your threatened area by 5 ft., or 10 ft. if your BAB is 4+. This increased threatened area is applied after the effects of the reach weapon special feature.
Until the beginning of your next turn, you may make attacks of opportunity against any creature in this threatened area that provokes attacks of opportunity. You may move to bring the creature that provokes the attack of opportunity within your reach as part of these attacks, provided your total movement before your next turn does not exceed your base speed.
Any movement you make provokes attacks of opportunity as normal.
Prerequisite for: Expanded Guardian
COPYRIGHT NOTICE
Open Gaming License Version 1.0a Copyright 2000, Wizards of the Coast, Inc.
System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson.