Ash Watchman

Also known as "Preservers", these are the rare Doomguard that have dedicated their lives to slowing entropy – or at the very least, placing it where they think it belongs. Mainly found amongst the Ashers, these members dedicate themselves to placing entropy where they believe it will do the least harm… using it to prune parts of the universe that might create greater entropy. Granted, they know they’re having to approach the situation from a subjective perspective, knowing they may not be totally aware of the best places to shift entropy. However, they believe that it’s best to at least try rather than ignore the issue.

Hit Dice: d8
Requirements: Doomguard, BAB + 5, Base Ref Save + 4, Craft (any) 3 ranks, Disable Device 3 ranks, Search 5 ranks, Sift
Skill List: Appraise (Int), Craft (Int), Diplomacy (Cha), Disable Device (Int), Hide (Dex), Knowledge (history, Int), Listen (Wis), Move Silently (Dex), Search (Int), Sense Motive (Wis), and Spot (Wis).
Skill points per level: 4 + Int
Armor and Weapon Proficiencies: Ash watchmen gain no proficiency in any weapon or armor.

Level BaB Fort Refl Will Special Abilities
1 1 0 2 0 Quick Sifting, Divert Entropy
2 2 0 3 0 Take Wounds
3 3 1 3 1 Understand Weakness
4 4 1 4 1 Give Wounds
5 5 1 4 1 Seal Weaknesses

Class Features:

Quick Sifting: Ash Watchmen can sift as a normal action instead of a full-round action.

Divert Entropy (Su): By destroying one thing, the Ash Watchman can satisfy the force of entropy, thusly protecting something else. Whenever inflicting an attack that reduces a target below 0 hp, she can grant a bonus to any creature (including herself) within 30 feet as a free action. This bonus is a + 1 luck bonus to all saving throws and a + 1 luck bonus to AC, and lasts for a number of rounds equal to the ash watchman’s Charisma bonus (if any, minimum 1 round). At 3rd level, these bonuses increase to + 2, and at 5th level, they increase to + 3.

Take Wounds (Su): At 2nd level, the Ash Watchman gains the ability to heal wounds like a paladin might. However, unlike a paladin, she must "take" the wounds, receiving injury in turn for the damage she takes. Each day, she can cure a total number of hit points equal to her Charisma bonus (if any) times her class level. She can divide this usage among a variety of recipients, but for every point she cures, she also takes a point of damage (bypassing all damage reduction). This is done as a standard action.

Understand Weakness (Ex): At 3rd level, by observing a target as a full-round action, an Ash Watchman can understand the weaknesses and immunities of a given creature. For every full round spent studying a target, the ash watchman learns additional information, as indicated below.

1st round: The defensive strength of the target (see below).

2nd round: The presence of damage reduction, energy resistance, or immunities.

3rd round: The exact ranks and type of damage reduction, energy resistance, and immunities.

Defensive Strength

AC

Weak

9

Moderate

10-13

Strong

14-17

Tough

18-21

Resilient

22-29

Indomitable

30+

Give Wounds (Su): At 4th level, an Ash Watchman can use her ability to heal wounds in reverse, healing her wounds as she lends the damage to somebody else. By touching a creature (treat as a touch spell) the ash watchman gains a hit point for every one hit point she inflicts. Each hit point healed in this fashion counts towards her daily total of wounds healed (as per the take wounds class feature).

Seal Weaknesses (Ex): At 5th level, an Ash Watchman gains immunity to critical hits due to his innate knowledge of his own weak points and how to best protect them. This immunity also renders her immune to abilities that rely on the ability to inflict critical hits (such as sneak attacks or the favored enemy damage bonus) but her creature type remains unchanged.

Ash Watchman

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