Neverwinter Nine

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Neverwinter Nine

PRESTIGE CLASS: This class is not available at character creation and must be unlocked by meeting special requirements, listed below.

[This class is disabled and not available in Sundren]

The Neverwinter Nine are part of a close circle of bodyguards that protect Lord Nasher and, to a greater extent, Neverwinter itself. The Neverwinter Nine are selfless wardens with powers to shield others from harm and react to danger with equal parts focus and fury. While bodyguard by title, the Neverwinter Nines’ abilities aren’t strictly defensive; they are trained to kill swiftly, not to endlessly absorb punishment until more help arrives. Members of the Nine come from all walks of life, though the job is most suited for fighters, rangers, paladins, rogues, and monks who have the necessary mix of martial prowess and combat reflexes.

Requirements

To qualify to become one of the Neverwinter Nine, a character must fulfill all the following criteria.

  • Base Attack Bonus: +6
  • Special: Member of the Neverwinter Nine.

Class Skills

The class skills of a Neverwinter Nine are:

  • Concentration
  • Craft Alchemy
  • Craft Armor
  • Craft Trap
  • Craft Weapon
  • Diplomacy
  • Heal
  • Intimidate
  • Listen
  • Lore
  • Search
  • Spot
  • Parry

Class Features

Base Attack Bonus Progression: High

Skill Points at Each Level: 4 + Int modifier.

Hit Dice: D8

Weapon and Armor Proficiency: The Neverwinter Nine do not gain additional proficiencies in either weapon nor armor skills.

Protective Aura: At 1st level, the Nine gain an aura that grants +2 to all saving throws, +1 deflection bonus to armor class for all allies within 10 feet. This bonus does NOT apply to the Nine, only to their allies. At 4th level, this bonus increases to +3 saving throws, +2 deflection bonus, and the protection extends to allies within 15 feet.

Guarding the Lord: Beginning at 2nd level, the Nine can protect one selected ally within 30 feet. This protection acts as the shield other spell cast at the Nine’s character level. The only difference with the spell is that the target only takes 30% damage (instead of 50%), and the member of the Nine takes half the initial damage rounded down (instead of the remaining). This ability can be used three times per day.

Frantic Reactions: At 3rd level, the Nine can rush across the battlefield and defeat the enemies plaguing their allies. This translates to a 10% increase in movement speed, +2 bonus to AC against attacks of opportunity provoked by movement and +2d6 sneak attack damage.

All-Out Assault: At 5th level, the Nine can concentrate for a round and focus their strength, making all of their melee attacks for the next three rounds inflict maximum damage. However, at the end of each of these three rounds, the Nine takes 10 points of damage from the incredible strain. This ability can be used once per day.