AvatarVecna
2020-12-13, 01:06 PM
Found this in an old discussion thread, figured I'd make a homebrew thread for it so I could find it more easily later.
Hit Die
d12
Prerequisites
Race: Dwarf
BAB: +7
Feats: Two from the following in any combination: Combat Reflexes, any [Combat Form] feat
Class Skills
Autohypnosis, Craft, Intimidate, Listen, Search, Sense Motive, Spot
Skill Points per Level
4+Int per level
Lvl
BAB
Fort
Ref
Will
Special
1
+1
+2
+0
+2
Bonus Feat
Defensive Stance
Improved Focus
2
+2
+3
+0
+3
Armor Mastery
Prescient Sense
Uncanny Dodge
3
+3
+3
+1
+3
Interpose
Reactive Focus
Threatening Reach
4
+4
+4
+1
+4
Bonus Feat
Determination
Shield Mastery
5
+5
+4
+1
+4
Greater Focus
Improved Prescient Sense
Improved Uncanny Dodge
6
+6
+5
+2
+5
Greater Defensive Stance
Improved Interpose
Lockdown
7
+7
+5
+2
+5
Bonus Feat
Ever Vigilant
Undying Sentinel
8
+8
+6
+2
+6
Mobile Defense
Hoping For The Best
Prepared For The Worst
9
+9
+6
+3
+6
Immovable Object
Unstoppable Force
Perfect Interpose
10
+10
+7
+3
+7
Bonus Feat
Perfect Defensive Stance
Perfect Focus
Weapon/Armor Proficiency
Gain proficiency in all simple and martial weapons, as well as any exotic weapons with "Dwarven" in the name. Gain proficiency in all armors and shields (including tower shields).
Bonus Feats
You gain a bonus feat at 1st, 4th, 7th, and 10th level. These feats can be selected from the Fighter Bonus Feat list. Your levels in Dwarven Defense count as fighter levels for prereq purposes, and stack with fighter levels for the same purpose if you have any.
Defensive Stance
Starting at 1st level, when in your Combat Focus, you can choose to enter your Defensive Stance or your Mobile Stance. In your Defensive Stance, you speed is halved until the Combat Focus ends, but you gain a +4 bonus to Constitution, a +2 bonus to Strength, a +2 bonus to Wisdom, a +2 bonus to Armor Class, a +2 bonus to saving throws, and +2 bonus to Damage Reduction (stacking with any existing DR). If you enter your Mobile Stance, your speed is not limited, but all the bonuses provided are two points lower.
At 6th level, and every four levels thereafter, each of these bonuses increases by two points.
Improved Focus
Starting at 1st level, increase the duration of your Combat Focus by your class level and your Wisdom modifier. Additionally, at the start of your turn (taking no action) you may select one Combat Form feat you possess; this feat has its bonus improved by your Wisdom modifier for this round (or has its range increased by 5 ft per point of Wisdom modifier, in the case of Combat Awareness). At 5th level, and every 5 levels thereafter, you may add your Wisdom modifier to an additional Combat Form feat.
Armor Mastery
Starting at 2nd level, any armor or shield you use gains +1 bonus to its armor/shield bonus, +1 bonus to its Max Dex rating (if any), -1 reduction to its Armor Check Penalty, and -5% to its Arcane Spell Failure Chance. Additionally, you are no longer slowed down or rendered less capable of running by any armor, even exotic armors that specify they even slow down dwarves.
At every subsequent even level, you gain these bonuses again (self-stacking).
Prescient Sense
Beginning at 2nd level, if a dwarven defender makes a successful Reflex saving throw against an attack that normally inflicts half damage on a successful save, she instead takes no damage, since her prescience allowed her to get out of the way faster. This form of evasion works no matter what armor the dwarven defender wears, unlike the evasion ability used by monks and rogues.
At 5th level, this instead works like Improved Evasion, save for that it works in any armor as before.
Uncanny Dodge
As rogue.
Interpose
Starting at 3rd level, as an immediate action you can opt to absorb part of the damage dealt to an ally within your reach. Each time this ally takes damage from a physical attack before your next turn, you can take half this damage yourself. You only absorb damage from physical melee attacks and ranged attacks, such as an incoming arrow or a blow from a sword, not from spells and other effects.
At 6th level, you instead take all the damage for your ally, with them taking none.
At 9th level, you instead take half damage, and your ally takes none.
Reactive Focus
Starting at 3rd level, while in your Combat Focus, you increase the number of AoOs you can make per round by your Wisdom modifier.
Threatening Reach
Starting at 3rd level, you increase your reach by 5 ft. Enemies moving through your threatened area treat the area as difficult terrain, and take a penalty to Tumble checks equal to your class level plus your Wisdom modifier. Moving through your threatened area provokes AoOs, unless that movement is a 5 ft step.
Determination
Starting at 4th level, you increase your Hit Point total by your Wisdom modifier per Hit Die. This applies retroactively to all previous HD, and applies to each HD gained afterwards.
Shield Mastery
Starting at 4th level, if you are using a shield, you add your shield bonus to Reflex saves and Touch AC.
Greater Focus
Upon reaching 5th level, you gain a [Combat Form] feat. Additionally, you can now enter Combat Focus multiple times per encounter, although every Combat Focus after the first can only be entered if you successfully make a Will save with a DC equal to the number of rounds you have already spent in Combat Focus this encounter, cumulatively. You can start a second Combat Focus immediately upon the previous one ending, effectively adding their durations together into one continuous Combat Focus if you can make the save.
Improved Uncanny Dodge
As Rogue. Additionally, your effective rogue level for the purposes of avoiding sneak attacks is equal to your Dwarven Defender level, plus your Fighter level, plus any levels you have in a class that provides you with Improved Uncanny Dodge.
Lockdown
Starting at 6th level, any foe struck by your AoO has their speed for the round reduced to 0 ft.
Ever Vigilant
Starting at 7th level, you add your Wisdom modifier to your initiative modifier, Listen, Search, Sense Motive, and Spot.
Undying Sentinel
Starting at 7th level, when you are reduced to 0 HP or lower, you remain conscious and can act as normal without suffering additional damage. Additionally, you are rendered dead when you reach a negative hit point total equal to 10 plus your Constitution score plus your Wisdom score plus your class level. Finally, if you possess fast healing, it functions while you are in negative hit points unless you are dead.
Mobile Defense
Starting at 8th level, your Defensive Stance no longer penalizes your movement.
Hoping For The Best
Starting at 8th level, you gain a morale bonus to all Will saves equal to the number of living allies within 60 ft of you, to a maximum of your class level. Additionally, you are now immune to fear effects.
Prepared For The Worst
You no longer automatically fail when you roll a natural one on an attack roll or save, and enemies no longer automatically succeed on a nat 20 attack roll or save against you; instead, success or failure is determined by the roll's total.
Immovable Object
Starting at 9th level, you add your Constitution modifier to any check or save made to resist being moved or tripped against your will. Additionally, whenever you are successfully moved against your will, you are only moved half the distance. This ability even works on certain natural forces; falling damage, pressure damage, and being hit by falling objects deals half normal damage to you.
Unstoppable Force
Starting at 9th level, you add your Constitution modifier to checks made to move or trip others against their will, to checks made to break or sunder objects, and to damage rolls. Additionally, your attacks ignore hardness.
Perfect Focus
Starting at 10th level, the DC to activate a new Combat Focus/extend a previous Combat Focus is halved. Finally, while in your Combat Focus, you roll saves twice and take the better roll, and you cannot die from hit point loss. If your Combat Focus ends (and you failed to extend it via the Greater Focus ability), and you are still far enough into negative HP that you would be dead, you die.
Hit Die
d12
Prerequisites
Race: Dwarf
BAB: +7
Feats: Two from the following in any combination: Combat Reflexes, any [Combat Form] feat
Class Skills
Autohypnosis, Craft, Intimidate, Listen, Search, Sense Motive, Spot
Skill Points per Level
4+Int per level
Lvl
BAB
Fort
Ref
Will
Special
1
+1
+2
+0
+2
Bonus Feat
Defensive Stance
Improved Focus
2
+2
+3
+0
+3
Armor Mastery
Prescient Sense
Uncanny Dodge
3
+3
+3
+1
+3
Interpose
Reactive Focus
Threatening Reach
4
+4
+4
+1
+4
Bonus Feat
Determination
Shield Mastery
5
+5
+4
+1
+4
Greater Focus
Improved Prescient Sense
Improved Uncanny Dodge
6
+6
+5
+2
+5
Greater Defensive Stance
Improved Interpose
Lockdown
7
+7
+5
+2
+5
Bonus Feat
Ever Vigilant
Undying Sentinel
8
+8
+6
+2
+6
Mobile Defense
Hoping For The Best
Prepared For The Worst
9
+9
+6
+3
+6
Immovable Object
Unstoppable Force
Perfect Interpose
10
+10
+7
+3
+7
Bonus Feat
Perfect Defensive Stance
Perfect Focus
Weapon/Armor Proficiency
Gain proficiency in all simple and martial weapons, as well as any exotic weapons with "Dwarven" in the name. Gain proficiency in all armors and shields (including tower shields).
Bonus Feats
You gain a bonus feat at 1st, 4th, 7th, and 10th level. These feats can be selected from the Fighter Bonus Feat list. Your levels in Dwarven Defense count as fighter levels for prereq purposes, and stack with fighter levels for the same purpose if you have any.
Defensive Stance
Starting at 1st level, when in your Combat Focus, you can choose to enter your Defensive Stance or your Mobile Stance. In your Defensive Stance, you speed is halved until the Combat Focus ends, but you gain a +4 bonus to Constitution, a +2 bonus to Strength, a +2 bonus to Wisdom, a +2 bonus to Armor Class, a +2 bonus to saving throws, and +2 bonus to Damage Reduction (stacking with any existing DR). If you enter your Mobile Stance, your speed is not limited, but all the bonuses provided are two points lower.
At 6th level, and every four levels thereafter, each of these bonuses increases by two points.
Improved Focus
Starting at 1st level, increase the duration of your Combat Focus by your class level and your Wisdom modifier. Additionally, at the start of your turn (taking no action) you may select one Combat Form feat you possess; this feat has its bonus improved by your Wisdom modifier for this round (or has its range increased by 5 ft per point of Wisdom modifier, in the case of Combat Awareness). At 5th level, and every 5 levels thereafter, you may add your Wisdom modifier to an additional Combat Form feat.
Armor Mastery
Starting at 2nd level, any armor or shield you use gains +1 bonus to its armor/shield bonus, +1 bonus to its Max Dex rating (if any), -1 reduction to its Armor Check Penalty, and -5% to its Arcane Spell Failure Chance. Additionally, you are no longer slowed down or rendered less capable of running by any armor, even exotic armors that specify they even slow down dwarves.
At every subsequent even level, you gain these bonuses again (self-stacking).
Prescient Sense
Beginning at 2nd level, if a dwarven defender makes a successful Reflex saving throw against an attack that normally inflicts half damage on a successful save, she instead takes no damage, since her prescience allowed her to get out of the way faster. This form of evasion works no matter what armor the dwarven defender wears, unlike the evasion ability used by monks and rogues.
At 5th level, this instead works like Improved Evasion, save for that it works in any armor as before.
Uncanny Dodge
As rogue.
Interpose
Starting at 3rd level, as an immediate action you can opt to absorb part of the damage dealt to an ally within your reach. Each time this ally takes damage from a physical attack before your next turn, you can take half this damage yourself. You only absorb damage from physical melee attacks and ranged attacks, such as an incoming arrow or a blow from a sword, not from spells and other effects.
At 6th level, you instead take all the damage for your ally, with them taking none.
At 9th level, you instead take half damage, and your ally takes none.
Reactive Focus
Starting at 3rd level, while in your Combat Focus, you increase the number of AoOs you can make per round by your Wisdom modifier.
Threatening Reach
Starting at 3rd level, you increase your reach by 5 ft. Enemies moving through your threatened area treat the area as difficult terrain, and take a penalty to Tumble checks equal to your class level plus your Wisdom modifier. Moving through your threatened area provokes AoOs, unless that movement is a 5 ft step.
Determination
Starting at 4th level, you increase your Hit Point total by your Wisdom modifier per Hit Die. This applies retroactively to all previous HD, and applies to each HD gained afterwards.
Shield Mastery
Starting at 4th level, if you are using a shield, you add your shield bonus to Reflex saves and Touch AC.
Greater Focus
Upon reaching 5th level, you gain a [Combat Form] feat. Additionally, you can now enter Combat Focus multiple times per encounter, although every Combat Focus after the first can only be entered if you successfully make a Will save with a DC equal to the number of rounds you have already spent in Combat Focus this encounter, cumulatively. You can start a second Combat Focus immediately upon the previous one ending, effectively adding their durations together into one continuous Combat Focus if you can make the save.
Improved Uncanny Dodge
As Rogue. Additionally, your effective rogue level for the purposes of avoiding sneak attacks is equal to your Dwarven Defender level, plus your Fighter level, plus any levels you have in a class that provides you with Improved Uncanny Dodge.
Lockdown
Starting at 6th level, any foe struck by your AoO has their speed for the round reduced to 0 ft.
Ever Vigilant
Starting at 7th level, you add your Wisdom modifier to your initiative modifier, Listen, Search, Sense Motive, and Spot.
Undying Sentinel
Starting at 7th level, when you are reduced to 0 HP or lower, you remain conscious and can act as normal without suffering additional damage. Additionally, you are rendered dead when you reach a negative hit point total equal to 10 plus your Constitution score plus your Wisdom score plus your class level. Finally, if you possess fast healing, it functions while you are in negative hit points unless you are dead.
Mobile Defense
Starting at 8th level, your Defensive Stance no longer penalizes your movement.
Hoping For The Best
Starting at 8th level, you gain a morale bonus to all Will saves equal to the number of living allies within 60 ft of you, to a maximum of your class level. Additionally, you are now immune to fear effects.
Prepared For The Worst
You no longer automatically fail when you roll a natural one on an attack roll or save, and enemies no longer automatically succeed on a nat 20 attack roll or save against you; instead, success or failure is determined by the roll's total.
Immovable Object
Starting at 9th level, you add your Constitution modifier to any check or save made to resist being moved or tripped against your will. Additionally, whenever you are successfully moved against your will, you are only moved half the distance. This ability even works on certain natural forces; falling damage, pressure damage, and being hit by falling objects deals half normal damage to you.
Unstoppable Force
Starting at 9th level, you add your Constitution modifier to checks made to move or trip others against their will, to checks made to break or sunder objects, and to damage rolls. Additionally, your attacks ignore hardness.
Perfect Focus
Starting at 10th level, the DC to activate a new Combat Focus/extend a previous Combat Focus is halved. Finally, while in your Combat Focus, you roll saves twice and take the better roll, and you cannot die from hit point loss. If your Combat Focus ends (and you failed to extend it via the Greater Focus ability), and you are still far enough into negative HP that you would be dead, you die.