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Thread: Defender: a Teamwork-based PrC (3.5)

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    Orc in the Playground
     
    GnomeWizardGuy

    Join Date
    Apr 2006
    Gender
    Male

    Default Defender: a Teamwork-based PrC (3.5)

    PEACH:

    Defender


    She knows I'm always there for her. It's a matter of survival. - Daerin Slinger, Defender

    Requirements
    +4 BAB, any non-chaotic aligment, a trusted ally

    Defender
    Hit Dice: d10
    Class Skills: The class skills for the Defender (and the key ability for each skill) are Climb (Str), Craft (Int), Heal (Wis), Intimidate (Cha), Jump (Str), Listen (Wis), Profession (Int), Ride (Dex), Sense Motive (Wis), Spot (Wis), Swim(Str).
    Skill Points at Each Level: (2 + Int Modifier)
    Weapon and Armor Proficiencies: The Defender is proficient with all simple and martial weapons, all types of armor (Light, Medium, Heavy) and with shields (except tower shields)


    {TABLE=head]Level | BAB | Fort | Ref | Will | Abilities
    1st|
    +1
    |
    2
    |
    0
    |
    2
    |Honored Ally, Guardian Strike, Adept Alliance
    2nd|
    +2
    |
    3
    |
    0
    |
    3
    |Devastating Blow, Defender's Resolve
    3rd|
    +3
    |
    3
    |
    1
    |
    3
    |Always Got Your Back
    4th|
    +4
    |
    4
    |
    1
    |
    4
    |Devastating Blow 2/Day
    5th|
    +5
    |
    4
    |
    1
    |
    4
    | Improved Initiative
    6th|
    +6
    |
    5
    |
    2
    |
    5
    |Devastating Blow 3/Day
    7th|
    +7
    |
    5
    |
    2
    |
    5
    |Goad,
    8th|
    +8
    |
    6
    |
    2
    |
    6
    |Devastating Blow 4/Day
    9th|
    +9
    |
    6
    |
    3
    |
    6
    |
    10th|
    +10
    |
    7
    |
    3
    |
    7
    |Devastating Blow 5/Day[/TABLE]

    Honored Ally (Ex): At first level, a Defender must chose a single trusted ally and swear an oath to defend and protect this individual. The ally must be a character the Defender knows well on a personal level. If this ally dies, it is the responsibility of the Defender to properly dispose of the body. The Defender may not accept a new honored ally for at least a month after the former's death. If the Defender is unable to mourn over the body or dispose of it properly, this process takes two months. In addition, a character may not progress in the Defender class without an ally. However, if a new ally is selected, a Defender may resume progress, and all prior special abilities will apply to this new ally. A Defender may also voluntarily change her ally, but this process requires at least a month of close interaction with the prospective ally, a process which is required even if the Defender is already familiar with him or her. During this time, the Defender abilities still apply to the former ally.

    Guardian Strike (Ex): The dedicated Defender has a sixth sense in defending her ally. Even amidst the heat of combat, the Defender keeps watch for danger. Whenever an enemy moves into a square from which it can threaten the ally with a melee attack, and the Defender is aware of the movement, she is entitled to an attack of opportunity on the enemy (unless the movement is made with a five-foot step). The Defender may even make this special Attack of Opportunity at range, but she takes the standard -4 penalty on the attack roll (unless she has the Precise Shot feat). This attack does not count against the Defender's one attack of opportunity per round. This ability may not be used more than once per round.

    Defender's Resolve (Ex): The Defender's will to protect her ally is strong. While within 30 feet of her ally, the Defender is immune to all fear effects. Her ally also receives a +4 bonus on saves to resist fear effects.

    Adept Alliance (Ex): By second level, the Defender is well versed in the needs and processes of her ally. When she successfully aids her ally in a skill check, her ally recieves a bonus of +4, rather than the standard +2.

    Devastating Blow (Ex): In times of duress, the Defender is able to summon additional might to protect her ally. Once per day, starting at level two, she may direct a Devastating Blow against an enemy that is adjacent to her ally. She may add her Defender level as a bonus to the attack roll. She may also add +Xd6 to the damage roll, where X is the character's Defender level. If the attack hits, the enemy must succeed on a Fortitude save with a DC of (10 + Defender level + 1/2 Defender's ECL) or be Dazed for one round. At level 4, and every two levels thereafter, this attack may be used an additional time per day.

    Defender's Resolve (Ex): At level three, the Defender's shared experiences and connection with her ally are so strong that her presence improves the morale of both. While within 90 feet of her ally, the Defender is immune to fear (magical or otherwise). While within this range, the ally also recieves a +4 bonus on saving throws against fear.

    Improved Initiative (Ex): At fifth level, the Defender receives the feat Improved Initiative, even if she does not meet the prerequisites. If she already has the feat Improved Initiative, the bonus increases to +6.

    Goad (Ex): At eighth level, the Defender recieves the Goad feat (Complete Adventurer) even if she does not fulfill the prerequisites. As a Move Action, she can goad an opponent who threatens her or her ally, has line of sight on her, can hear her, and has an Intelligence of 3 or higher (Goad is mind-affecting). On the goaded opponent’s next turn, if the above still applies, it cannot make melee attacks against anyone but the Defender (WillNeg, DC = 10+ ½ Defender level + Charisma modifier). The opponent may still move, cast spells, and use ranged attacks normally.

    Always Got Your Back (Ex): At third level, a Defender that is adjacent to her ally threatens all squares adjacent to her ally, even if her melee weapon does not ordinarily have reach to those squares.
    Last edited by Sitzkrieg; 2009-07-15 at 06:44 PM.
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