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==Leonal== Essentially a race of leonic [[paladin]]s, leonals are the unofficial leaders of all guardinals, and so their Prince, Talisid the Celestial Lion, has been in charge of them all since he first appeared in Blood Wars. In fact, he's so prominent and powerful - CR 30! - that the band of Guardinal Patrons are officially known as "Talisid and the Five Companions". Leonals first appeared in the Manual of Planes for 3e, but were reprinted alongside their avoral buddies in the 3.5 Monster Manual. ::Ability Score Minimum/Maximum: Strength 15/21, Dexterity 13/19, Constitution 12/18, Intelligence 13/18, Wisdom 13/18, Charisma 15/20 ::Ability Score Adjustments: +3 Strength, +2 Charisma, +1 Dexterity ::Class & Level Limits: [[Fighter]] 24, [[Ranger]] 18, [[Mage]] 18, [[Cleric]] 18 ::Base Armor Class: -2 ::Favored Nonweapon Proficiencies: Ancient History, Animal Lore, Animal Training, Endurance, Engineering, Etiquette, Local History, Mountaineering, Planar Direction Sense, Planar Sense, Portal Sense, Reading/Writing, Religion, Spellcraft, Survival, Swimming. ::Bonus Nonweapon Proficiencies: Planar Survival (Elysium), Running ::Special Benefits: :::Leonals add their exceptional [[Dexterity]] bonus adjustment to defense to initiative rolls as well. :::Leonals gain +2 hit points at 1st level. :::Leonals can make three natural attacks per round; two Claw Strikes (2d4+Str bonus), and one Bite (1d8). :::Leonals can dodge missiles and missilelike magical attacks, including thrown weapons, by making a successful Save vs. Paralyzation. :::Leonals can't be surprised. :::A leonal can issue a Roar attack 3/day. This magical attack affects a 60' long, 20' wide cone with the equivalent of a Holy Word spell, plus 2d6 damage (increasing to 2d8 at 5th level, 2d10 at 9th level, 2d12 at 14th level, and 2d20 at 21st level), plus Save vs. Spell or be Deafened for 1 day. Additionally, when the leonal roars, all Evil creatures within 200 yards must Save vs. Spell or be stricken with Fear for 2d6 rounds. Targets of either effect have their saving throw modified by the leonal's level; +4 at 1st level, +2 at 5th level, +0 at 9th level, -2 at 14th level, -4 at 18th level, and -8 at 22nd level. :::Leonals are permanently surrounded by a double-strength, 20ft radius Protection from Evil aura. :::Leonals begin play with Magic Resistance 10%, and gain +10% MR at every 3rd level, to a maximum of MR 80%. :::Leonals can only be harmed by silver or enchanted weapons. Whilst initially they can be harmed by +1 weapons, the requirement to hit them increases by +1 at every 4th level after 1st, maxing out at requiring +4 weapons at 16th level. :::At 15th level, the leonal gains followers in the form of 1d6 6th level equionals or 1d4 8th level lupinals. These followers are absolutely loyal; they never check morale and are immune to all forms of magical influence or compulsion. :::At 18th level, the leonal can either become one of Prince Talisid's counsel or gain the ability to summon a counsel of 1d3 12th level leonals for advice. :::At 21st level, the leonal can challenge Prince Talisid for the rite to rule over all guardinals. :::Leonals gain the following Spell-Like Abilities and other bonuses as they level up. Unless specified otherwise, each SLA can be used at-will, but only 1/round. * 1st Level: [[Magic Missile]] (1 missile). * 3rd Level: ESP, Know Alignment, Magic Missile SLA now generates 2 missiles. * 5th Level: Continual Light, Fireball, Cure Disease 1/day, Magic Missile SLA now generates 3 missiles. * 7th Level: Polymorph Self, Cure Disease OR Neutralize Poison 1/day, Magic Missile SLA now generates 4 missiles. * 9th Level: Wall of Force, Cure Disease 1/day OR Neutralize Poison OR Cure Critical Wounds 1/day, Magic Missile SLA now generates 5 missiles. * 11th Level: Cure Disease 1/day OR Neutralize Poison OR Cure Critical Wounds 2/day * 13th Level: Cure Disease 1/day OR Neutralize Poison OR Cure Critical Wounds 3/day, Heal 1/day, Wish 1/year for another creature - but only if the wish serves the greater good. ::Special Disadvantages: Leonals are obligated to uphold a code of righteousness, honor, nobility and courage, similarly to [[paladin]]s. They must never lie, cheat, run from battle, attack without due cause, take advantage of the weak, show fear, or refuse or ignore a good-aligned creature in need. A leonal who succumbs to fear loses their ability to Roar. A leonal who shirks their responsibilities loses some to all of their magical powers, based on the severity of the offense. Leonals who perform malicious acts lose their followers (if any) and all innate magical abilities. These punishments all last until the leonal atones.
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