View Full Version : 1st of many d20 Post Apocalyptic Classes - The Defender

2011-08-19, 10:31 PM
I've been working on a custom rule book for d20 driving, specifically for a Mad Max/post apocalyptic setting. This is the first class, really just a modified Fighter. *The term 'background' is essentially a character's race. Maybe I should have posted those first...:smallfrown:

I'm looking for fairness, balanced play, etc.

All thoughts welcome!

Edit - I don't know why my chart is so screwy and I can't seem to get it any better. Deal.

The Defender is a kind of mercenary, either surviving by taking on jobs that others fear or protecting an established community. In the days before the war they were known as soldiers or policemen, but now they are more than that. Day and night they train with their weapons, awaiting the inevitable raider attack or the surge of worthless rabble come in desperation for the fruits of his community’s labor. It’s a tough world; a world that breeds tough men. The Defender has seen it all, the wasting away of radiation, the bloating and death of starved children, and the kidnapping and rape of his sisters and daughters. He has chosen not to lay down and die, not to add his bones to those fools who made this awful world. Instead, he has picked up a weapon and decided to fight.
As a character class, the Defender embodies a community guard, soldier, posse hunter, and keeper of the peace. Communities often require men and women to protect them from the predatory elements of the wasteland - mutant raiders, road gangs, and the masses of poor souls whose own homes have been razed and pillaged. It is the Defender’s duty to protect his people, their limited resources, and the interests of his employers. While most cling to their community throughout their lives, some find that their talents at shooting a gun or throwing a spear are useful in other ways, and sell themselves off as mercs or pit fighters. Others find that their mighty weapons and skilled training are highly desired by the many rampaging gangs of the wastes, and then end up joining (or even leading) these groups. Whatever his cause, and whatever he claims loyalty to; the Defender is the best of fighting men.

Defenders are the pride and backbone of many communities and profiteering expeditions across the wasteland. Possessing warlike skills and lifelong training in the many nuances of battle, they are looked up to for protection – or to do the dirty work of others. Defenders who serve a community have plenty of work, guarding important sites or individuals, or simply manning the walls of an outpost settlement. Others instead abandon their community, for one reason or another, using their skills to either take what they want from the weak, form communities of their own from violence and blood, or sell themselves as mercenaries to whoever pays the most.

The Defender is the “fighter” of the post-holocaust world. He is given skills and bonuses that set him apart from the other classes, with a strong focus on combat survivability and effectiveness. A Defender’s strengths are in a fight, whether in a bloody hand-to-hand or at a distance, sniping away at approaching raiders.

As stated before, the typical Defender was born and raised in a community where a strong sense of duty was established early, resulting in a powerful motivation to serve and protect. But this is not always the case; some are swayed by their own skills, or the lures and offers of others, to abandon their homes and run away as caravan guards or mercenaries for lucrative profits. Most, however, will never forget the home they came from, their former trainers and mentors, or the cause they once served.

Defenders exist in all communities, from the rare mutant enclave to the various human settlements sprinkled across the
wasteland. Bygones and survivors are commonly Defenders, and ferals have their own version of them. Rejects and savants can even become Defenders, in their own way. Drifters can also become Defenders, wandering the wasteland dispensing justice. Lastly, Raiders make fearfully effective Defenders.

Level BAB Fort Ref Will Special
1st +1 +2 +0 +0 Defender, Bonus Feat
2nd +2 +3 +0 +0 Bonus Feat
3rd +3 +3 +1 +1 -
4th +4 +4 +1 +1 Bonus Feat
5th +5 +4 +1 +1 Called Shot, +1d6
6th +6/+1 +5 +2 +2 Bonus Feat
7th +7/+2 +5 +2 +2 -
8th +8/+3 +6 +2 +2 Bonus Feat
9th +9/+4 +6 +3 +3 Called Shot, +2d6
10th +10/+5 +7 +3 +3 Bonus Feat

Other classes
Skilled, tactful Defenders naturally are at odds with berserking Marauders, though they may occasionally work well together. Defenders see the value in Docs, Drivers, and Mechanics, if only as tools to assist their community. Defenders also tolerate Scavengers and Traders for the items they sometimes bring in for trade and profit. Shamans, Psions, and Nomads are a breed that the
mission oriented Defender seldom understands.

Defenders are at their best when they are fighting hard at the front lines. No other class can match them for pure fighting talent or skill with the tools of war.

Game Rule information
Defenders have the following game statistics.
Abilities: For primitive communities, Strength is the greatest requirement of a Defender, as this directly relates to ability in combat – with a spear, sword, or axe. Physical demands for the Defender are often extreme, making Constitution important for those who abandon a comforting community for a life of wild adventure and hardships. In more advanced groups, where firearms are employed by guards and soldiers, Dexterity (meaning a crack shot) becomes more of a measure of worth than mere physical prowess.
Hit die: 1d10

Class skills
The Defender’s class skills are as follows.
Gather Information (Cha), Handle Animal (Cha), Drive (Dex), Intimidate (Cha), Listen (Wis), Ride (Dex), Sense Motive (Wis), Spot (Wis).
Skill Points at 1st Level: (2 + Int modifier) x 4.
Skill Points at Each Level: 2 + Int modifier.

Class Features
The following features pertain to the Defender class.

Weapon and armor proficiency:
A Defender is proficient with all simple weapons and marital weapons. He is also proficient with Handguns and Long Guns. Defenders are also proficient with light, medium, and heavy armors, and all shields.

A Defender fights best when defending his clan or community. A Defender receives a +2 morale bonus to attack rolls and saving throws when directly fighting in defense of his community.

Bonus feats
At first level, the Defender gets a bonus feat in addition to those feats she already gets for advancing in level. She also gets a bonus feat at levels 2, 4, 6, 8, etc. The bonus feats must be selected from the following list, and the Defender must meet all the prerequisites of the feat to select it.
Blind-Fight, Cleave, Combat Expertise, Combat Reflexes, Deflect Arrows, Dodge, Exotic Weapon Proficiency, Far Shot, “Feel” For Weapon, Great Cleave, Greater Two-Weapon Fighting, Greater Weapon Focus, Greater Weapon Specialization, Improved Bull Rush, Improved Critical, Improved Disarm, Improved Feint, Improved Grapple, Improved Initiative, Improved Overrun, Improved Precise Shot, Improved Shield Bash, Improved Sunder, Improved Trip, Improved Unarmed Strike, Lightning Reflexes, Manyshot, Mobility, Mounted Archery, Mounted Combat, Point Blank Shot, Power Attack, Precise Shot, Quick Draw, Rapid Reload, Rapid Shot, Ride-By Attack, Rip-A-Clip, Shot on the Run, Snatch Arrows, Spirited Charge, Spring Attack, Stunning Fist, Trample, Two-Weapon Defense, Two-Weapon Fighting, Weapon Finesse, Weapon Focus.

Weapon specialization
At 4th level or higher, a Defender may take Weapon Specialization as a feat.

Called shot
At 5th level, the Defender gains the extraordinary ability to strike precisely with any ranged weapon she is proficient with, gaining a bonus 1d6 damage added to her normal damage roll. When making a precise shot, the Defender must spend a move-equivalent action aiming before the actual shot is taken. Every four Defender levels gained thereafter, she increases the extra damage by +1d6.