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Youtuber SwingRipper has a pretty clear idea of what a defensive oriented character does, which I agree with:

- take hits
- make enemies want to attack you
- cost the enemy actions / time

A fighter does this with Athletics combat actions and free-hand class feats, and the wrester archetype improves on this.

A Champion does this with their reaction.

The Guardian is only really encouraging / forcing attacks to hit them, but don't really have enough ways of dealing with the damage, especially, if their core mechanic lowers their AC and saves.

I like the core idea of having one option if next to an ally, and a different option if next to an enemy if they attack someone else.

Some ideas to react to the trigger of an enemy that's attacking an ally but not targeting the Guardian:
- a reaction to make the enemy prone, Reflex vs class DC
- a reaction action to intimidate, Will vs class DC
- a reaction to stun, Fortitude vs class DC

Would it be too strong to make these free action reactions?

Alternatively, allowing Athletics actions while holding a shield (as if they had a free hand) could become a base class feature, and strictly build off of the Athletics actions.

Another idea would be to treat a Guardian's battlefield control as rough terrain. (Could be a theme with the Larger Than Life class feat)

If we wanted something like Taunt, it could cause Frightened easily (one step easier than Demoralize, but the enemy could end the condition if they attacked the Guardian.

Do any of these ideas seem worth discussing?


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I've wanted to make a character that focuses on defense through magic. I felt that there's some design space for an archetype in this area.

I present the Mystic Bastion Archetype .
I'm looking for feedback, good or bad. Here are some of my thoughts:

Comparing to normal shields:
A sturdy shield caps out at 20 Hardness, and a Champion's Shield Ally can increase that to 23. The Bastion's feat Destructive Block can double the shield's hardness, and greatly weaken or break the shield in the process.

The Shield Cantrip has a significant weakness: it can be counteracted.

Balance concern:
I'm concerned that Durable Magic shield (lv 10 archetype feat in the homebrew: increase shield hardness by 5, by 10 at lv 18) was a bit much. If there's agreement there, I can change it to make the shield harder to counteract, or remove it.

Overall analysis:
The net effect, for 5 of 10 class feats (including the capstone lv 20 feat), you get the strongest attack damage soaking option in the game as a stance (25 hardness shield usable on every enemy's turn). and up to 4 more feats improve this protection further.


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Ressy wrote:


Mainly, Striking Spell just doesn't feel distinct from casting and then hitting someone normally. With Slide Casting you do get a free stride action, but otherwise it's just the same Cast+Strike that anyone with a cantrip does.

Striking Spell is supposed to be the centerpiece of the class, but frankly I think I'd avoid using it as much as possible, due to the upsides being so limited (no MAP and the crit effect), and the downsides being an added chance to just waste the spell (and 2-actions taken to cast it).

(emphasis mine)

I think an interesting idea would be to allow an action with manipulate and concentration traits to extend the time allowed to expend the spell by a single round. (Kind of like sustaining a spell)