Author Topic: Living Sun Warden [Prestige]  (Read 1106 times)

Offline Stratovarius

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Living Sun Warden [Prestige]
« on: April 11, 2017, 01:41:35 PM »
Living Sun Warden

"Text"
– Am Shaegar, Living Sun Warden


Text

Becoming a Living Sun Warden
Text

Table 1: The Living Sun Warden
Hit Die: d10


Level  BAB    Ref   Fort  Will   Special Abilities                       Fusillades
––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––
  1    +1     +0    +2    +2     Authority, Reputation                   +1 Fusilier Level
  2    +2     +0    +3    +3     Urban Tracking, Cheap Shot              +1 Fusilier Level
  3    +3     +1    +3    +3     Quell the Crowd, Respect My Authority   +1 Fusilier Level


Class skills (4 + Int modifier per level): Balance (Dex), Climb (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (all but Arcana, Religion, The Planes) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), and Use Rope (Dex), Warcraft (Int)
             
Requirements:
Feats: Dominant
BAB: +3
Skills: Diplomacy 6, Intimidate 6
Special: Must be a member of the Living Suns

Class Fusillades
Text
  • Fusillades: The Living Sun Warden increases all martial fusillades as if the character had gained a level in the appropriate class at each indicated level.
  • Authority (Ex): The Living Suns are the ultimate authority in their city, and no on dares question what they say... except another Living Sun. These abilities do not work outside of the political boundaries of the city the warden belongs to, and are restricted by the table below. Failure to comply with these demands is usually sanctioned with fines, imprisonment, outlaw status, and possibly execution. Any use of this ability can be contested by another Living Sun Warden with the Authority ability, and move to have the action reversed with an opposed Diplomacy check. If the challenger wins the opposed roll, the defending warden’s action is reversed (for example an imprisoned freeman is set free). If the defender wins the opposed roll nothing happens. Authority can be contested in a particular case only once. A defending character who loses the opposed roll may not contest the result. Nor can he use Authority to repeat the action that was contested against the same target. A warden may use Authority once per day per class level. Restrictions on these abilities and their outcomes are left to the discretion of the DM. An affected individual can always refuse these demands. Failure to comply with these demands is usually sanctioned with fines, imprisonment, outlaw status, or possibly execution.
    • Requisition: The living sun warden can draw upon the resources of his city, gaining the use of any slave, overriding the wishes of its owner.
    • Intrude: The warden can can, at any time, search the home, person or possessions of a slave. He may search and impound any evidence of wrongdoing, if found. His authority does not extend to confiscating items for personal use.
    • Accuse: The living sun warden may have a slave imprisoned indefinitely, awaiting the gathering of evidence against him. He may only imprison one suspect in such a manner.
    • Judge: The warden may pass judgment on a slave. This includes setting fines, prison sentences, death sentences or anything else he wishes, within the laws of his city.
  • Reputation (Ex): Living Suns are known for their caprice, and few dare gainsay them in their city. The warden gains a bonus to Intimidate and Bluff checks equal to his class level.
  • Urban Tracking (Ex): A Living Sun Warden gains the benefit of the Urban Tracking feat.
  • Cheap Shot (Ex): Despite supposedly being possessed of morals, a living sun warden will take a cheap shot when he gets the chance. Whenever an ally of the warden stuns, dazes, sickens, nauseates, makes shaken, panicked, or cowering, knocks prone, or staggers an enemy, the Living Sun Warden may take a 5 ft step towards that enemy. If they then threaten the enemy in melee, they get one free attack. This happens once per round.
  • Quell the Crowd (Ex): A warden knows how to face down a mob. Whenever they successfully Cheap Shot someone, they roll a single intimidate check and apply it to all non-allies within 30 ft. Creatures who are demoralized are shaken for three rounds. This does not stack with other fear effects.
  • Respect My Authority (Ex): Senior Wardens do not wish to have their decisions questioned by those beneath them. Once per day, a Living Sun Warden can stop any Warden of lower class level from challenging a use of Authority. In addition, he gains a +4 bonus on all Authority checks against creatures he has Cheap Shot.
Table 2: Authority

Diplomacy Ranks   Ability
–––––––––––––––––––––––––––––––––––––––––
2                 Requisition slave
3                 Intrude on slave
4                 Accuse slave
5                 Requisition troops
6                 Intrude on freeman
7                 Judge slave
8                 Accuse freeman
9                 Requisition gear
10                Intrude on noble
11                Judge freeman
12                Accuse noble
13                Requisition spellcaster
14                Intrude on warden
15                Judge noble
16                Accuse warden
17                Requisition property
18+               Judge warden