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Thread: PrC XVI: Live and Die by the Sword

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    Default Re: PrC XVI: Live and Die by the Sword

    Protector



    ”Help me? Why would someone help me? I am strong, I do not need defending. The helpless, the weak, the innocent, and the struggling. They are who require help. Not me.”
    - Darme, dwarven protector

    Protectors are those who give up any selfish feelings and sacrifice their lives for the greater good. They exist only to help others and protect those who cannot protect themselves.

    BECOMING A PROTECTOR
    Those with the will and the drive to protect those dear to them become protectors.

    ENTRY REQUIREMENTS
    Base Attack Bonus: +5
    Alignment: Lawful good
    Feats: Combat Expertise, Shield Proficiency
    Special: You must have risked your life to save another. Both you and the person you saved must have survived the event, and the enemy must have been defeated.

    Class Skills
    The Protector's class skills (and the key ability for each skill) are Craft (Int), Diplomacy (Cha), Heal (Wis), Intimidate (Cha), Knowledge (religion) (Int), Listen (Wis), Sense Motive (Wis), and Spot (Wis).
    Skills Points at Each Level: 2 + Int

    Hit Dice: d12

    Level Base Attack Bonus Fort Save Ref Save Will Save Special
    1st
    +1
    +2
    +0
    +0
    Protector’s code, riposte, protective stance 1, taunt
    2nd
    +2
    +3
    +0
    +0
    Protect
    3rd
    +3
    +3
    +1
    +1
    Protective stance 2
    4th
    +4
    +4
    +1
    +1
    In harm’s way 3/-, riposte 2
    5th
    +5
    +4
    +1
    +1
    Protective stance 3, exaltation
    6th
    +6
    +5
    +2
    +2
    Improved protection
    7th
    +7
    +5
    +2
    +2
    Protective stance 4, remove from harm
    8th
    +8
    +6
    +2
    +2
    In harm’s way 5/-, riposte 3
    9th
    +9
    +6
    +3
    +3
    Protective stance 5
    10th
    +10
    +7
    +3
    +3
    Martyr

    Weapon Proficiencies: The protector gains no proficiencies with any weapons or armor.

    Spellcasting: If the protector has levels in the paladin class, the protector may continue to raise his paladin level. In addition, the player’s levels in the protector class stack with paladin levels for determining spells known and spells per day.

    Protector’s Code (Ex): The protector has sworn a vow to protect the helpless from their aggressors. A protector may not enter combat without himself, an ally, an innocent person, a helpless person, or someone else of good alignment being attacked first. At this time, the protector may enter combat to protect the attacked. If an ally is attacked, the protector must assist them, except if doing so would interfere with his alignment or the Protector’s Code. If the protector in any way instigates combat or otherwise disobeys this code, he loses all class abilities gained from the protector class until he has spent a day in penance. During this time he may not engage in combat for his own sake, even if attacked.

    Protective Stance (Ex): At level one, the protector gains the ability to enter a protective stance. The protector must have a shield equipped to utilize this ability. The protector must have been in combat during the beginning of his turn to use this ability. This ability empowers and replaces Combat Expertise. The penalty to attack roll is reduced by 1, and this reduction improves every other protector level (to a maximum of 5 at level 9). The protector also gains DR 2/-. This DR increases by 2 at levels 4 and 8 (to a maximum of DR 6/- at level 8).

    Riposte (Ex): The protector’s main source of power is in his ability to reflect damage back on the attacker. At level one, once per round, when the protector is damaged by an enemy’s attack, he may make a single attack on his attacker. The attack deals damage equal to one half of the damaging attack. This attack is automatically successful and cannot be negated or reduced by any means. Riposte can deal a maximum amount of damage equal to half of the Protector's total health. At level 4 and level 8, the protector may riposte an additional attack.

    Taunt (Ex): The protector may force its enemies to attack him instead of his allies. Every round, the protector selects up to 1 enemy for every 2 protector levels (minimum 1). These enemies must succeed on a DC 10 + class level + Constitution modifier Will save or be taunted and forced to attack the protector if possible. If they are unable to attack the protector, they will attempt to move to a location where they are able to attack him. A taunted creature ignores all other enemies as long as it is taunted, but allies of the protector can still be harmed by area-affecting effects. This is a mind-affecting effect.

    Protect (Ex): At the beginning of every round, the protector may select a single ally within 30 feet (no line of sight necessary) to protect. One third of the ally’s damage is transferred to the protector. However, if the original attack does not breach the protector’s armor class/damage reduction/spell resistance (even if the attack was successful against the protected ally) the damage is negated or reduced as normal. If the original attack was reduced by the protected ally (through class features such as evasion, or damage reduction) the damage is once again subject to these same reductions when damaging the protector. It is possible, and likely, that the protector can receive no damage from this effect.

    In Harm’s Way (Ex): Every other round, the protector may place himself in harm’s way of an imminent attack on an ally. The ally being attacked must be visible to the protector, and must be within 30 feet of him. The protector may choose at which point he inserts himself into harm’s way during the attacker’s turn (for example, the protector may initiate this ability to stop all attacks, or only the last two, at his discretion). The protector can charge into the ally’s space blocking incoming attacks. All attacks from the attacker are diverted to the protector for this turn. Further attacks made by the original attacker, or any other enemies may proceed as normal. When placing himself in harm’s way, the protector gains an additional DR 3/-. This damage reduction increases to 5/- at level 8.

    Remove From Harm (Ex): As In Harm’s Way, except as noted. Instead of charging to the ally, the protector instead switches places with the ally, removing him from immediate combat. The abilities can be used interchangeably, but the protector may still only use either ability every other round.

    Exaltation (Su): Once per hour the protector may take nonlethal damage equal to 3/4 of his total health and produce a shield that aids his allies within 30 feet. The shield grants a +2 bonus to all abilities, DR 5/-, and heals his allies for one third of his remaining health. This shield lasts 1 round per 2 protector levels.

    Improved Protection (Ex): At level 6, the protector may, instead of using protection normally, instead choose to protect two allies instead of one. Alternatively, the amount of damage taken may be increased from one third to one half.

    Martyr (Su): At level 10, the protector may sacrifice his very life to save his allies. Once per week, the protector can martyr himself. The protector is immediately killed with no penalties (XP, level, or otherwise). The protector may do two things with this ability. He may immediately resurrect a fallen ally, or shield his allies.

    If he chooses to resurrect an ally, the ally must be within 5 feet. The chosen ally is resurrected with full health, and no penalties. This resurrection is immediate and requires no casting time.

    If he chooses to shield his allies, all allies within 40 feet immediately gain a +5 bonus to all abilities (resulting in increased spells per day, increased DCs, increased health, etc), and DR 15/-. The shielded allies are also healed by one fifth of the health the protector had remaining at the time of his death (rounded up). This healing cannot exceed maximum health, and is taken into account before the ability score gain. The shield lasts for 10 rounds.

    PLAYING A PROTECTOR
    The protector exists for the sake of others and others only. Protectors live to serve and defend.
    Combat: The protector’s strict moral code requires that the protector does not instigate combat, making their combat strategy strictly a defensive one. A protector’s main job in combat is to direct damage to himself instead of his allies.
    Advancement: Once there are no more protector levels to gain, most will continue on with their previous class, or take up some new protective class to advance their defensive skills.
    Resources: Protectors, while not required to by their Code, will generally forsake excess material wealth and give it to those who need it. They can also use their rank in the League of Protectors to make use of reinforcements or emergency funds (see Organization below).

    PROTECTORS IN THE WORLD
    ”The protectors? One saved my life three years ago, I’ll never forget it. Marvelous group of people.”

    Protectors are simply warriors who have laid down personal ambition to instead help others with their ambitions. Such a cause is generally viewed as noble and righteous, and protectors are usually highly respected wherever they go.
    Daily Life: Although not required to be, protectors tend to be highly religious people. Their mornings usually consist of prayer to their god, or simply some sort of meditation upon the day to come. Mealtimes are light, only consisting of the bare necessities. With any free time, protectors will often choose to hone their skills in combat or walk around helping people along the way.
    Notables: Known only as Darme, this famous dwarven protector forsook the ways of the dwarven defenders and instead chose to teach his methods of protection to the world. While doing this, he has even learned of many new methods and techniques, further enhancing the protector’s abilities. He is currently deceased, dying of old age after giving his life for others over thirty-five times. Darme is a very respected protector, and is regarded as the most knowledgeable protector ever to have lived.
    Organizations: Started by one of Darme’s apprentices, the League of Protectors is a group spread throughout the world dedicated to teaching the ways of the protector to those who choose to learn.

    NPC Reaction
    Those who know the protectors and what they do will generally appreciate their service and perhaps even ask for help. Good-aligned NPCs will have a hard time not liking a protector, who are amiable people (and even if not sociable, represent a valiant cause).

    PROTECTORS IN THE GAME
    Protectors main role in a party is that of a “tank,” or damage absorber. They exist to protect, and will try to keep their allies from suffering.
    Adaptation: The protector can easily be adapted into any campaign setting, either as a PC or NPC. Most parties will need assistance at some point, and a protector is always happy to help. The protector’s requirements are fairly generic, and the feat requirements can be changed to similar feats if the required ones are not available. The special requirement is optional, although the PC taking the class should have that mindset regardless.
    Encounters: The PCs might happen upon the protector in the midst of protecting someone else, or they might require the assistance themselves. Either way, protectors are easily found in almost all parts of the world.

    Sample Encounter
    The PCs might encounter a protector defending a village from attack by any kind of aggressive monster.
    EL 10: Briggs Brightheart is a young protector that travels around, finding those in need and assisting them. He doesn’t stay in one place for very long, making him difficult to find, but tales of his bravery are known across the land.


    Briggs Brightheart
    Lawful good human male
    Paladin 6/Protector 4
    Init +1, Senses: Listen +3, Spot +7
    Languages Common, Dwarven
    ------------------------------------------------
    AC 25 (+10 full plate, +1 Dex, +2 heavy steel shield, +1 ring of protection, +1 ioun stone), touch 13, flat-footed 24
    hp 138 (10 HD)
    Fort +14, Ref +7, Will +6
    ------------------------------------------------
    Speed 20 ft. (4 squares)
    Melee Warhammer +12 melee (1d8+2, x3)
    Base Atk +10, Grp +12
    Atk Options Warhammer (+12 melee, 1d8+2, x3) or spiked shield (+12 melee, 1d6+2, x2)
    Combat Gear +2 full plate, +1 defending warhammer, masterwork spiked heavy steel shield
    Spells Prepared (CL 5, DC 13/14) Protection from Chaos/Evil, Cure Light Wounds, Shield Other, Zone of Truth
    Supernatural Abilities Aura of good, detect evil, smite evil 2/day, divine grace, lay on hands, aura of courage, divine health, turn undead, special mount (heavy warhorse), remove disease 1/week, protector’s code, riposte 2, protective stance 2, protect, in harm’s way 3/-
    -----------------------------------------------
    Abilities Str 14, Dex 12, Con 18, Int 10, Wis 14, Cha 12
    SQ
    Feats Combat Expertise, Improved Toughness, Power Attack, Cleave, Lightning Reflexes
    Skills26 Diplomacy (Cha) +8, Heal (Wis) +2, Intimidate (Cha) +4, Listen (Wis) +3, Ride (Dex) +7, Sense Motive (Wis) +6, Spot (Wis) +7.
    Possessions Amulet of health +2, ring of protection +1, clear spindle ioun stone (no food or water), dusty rose prism ioun stone (+1 insight to AC)
    Last edited by Vaynor; 2014-09-05 at 05:32 PM.
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