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    Default The Champion (3.5 Defender Class)

    The Champion

    A towering pillar of defense, the Champion takes it upon himself to protect his allies and hinder his opponents to the greatest of his ability.

    (Special Notice: This class assumes the Armor as Damage Reduction alternate rule presented in Unearthed Arcana. Basically, all armor grants damage reduction equal to 1/2 of the normal armor class bonus as DR/-, and the normal armor class bonus is 1/2 standard. If you don't use those rules, just assume armor has the standard 0 DR and go from there.)

    The Table!
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    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Auras Known

    1st|
    +1
    |
    +2
    |
    +0
    |
    +2
    |Champions Aura (+1), Armor Optimization 1, Focused Method (Least)|
    2

    2nd|
    +2
    |
    +3
    |
    +0
    |
    +3
    |Defensive Reprimand|
    2

    3rd|
    +3
    |
    +3
    |
    +1
    |
    +3
    |Shield Optimization 1|
    2

    4th|
    +4
    |
    +4
    |
    +1
    |
    +4
    |Barricade of Protection|
    3

    5th|
    +5
    |
    +4
    |
    +1
    |
    +4
    |Champions Aura (+2), Focused Method (Lesser)|
    3

    6th|
    +6/+1
    |
    +5
    |
    +2
    |
    +5
    |Armor Optimization 2|
    3

    7th|
    +7/+2
    |
    +5
    |
    +2
    |
    +5
    |Bastion of Cover|
    4

    8th|
    +8/+3
    |
    +6
    |
    +2
    |
    +6
    |Shield Pitch|
    4

    9th|
    +9/+4
    |
    +6
    |
    +3
    |
    +6
    |Shield Optimization 2|
    4

    10th|
    +10/+5
    |
    +7
    |
    +3
    |
    +7
    |Champions Aura (+3), Twofold Aura, Focused Method (Greater)|
    5

    11th|
    +11/+6/+1
    |
    +7
    |
    +3
    |
    +7
    |Armor Optimization 3|
    5

    12th|
    +12/+7/+2
    |
    +8
    |
    +4
    |
    +8
    ||
    5

    13th|
    +13/+8/+3
    |
    +8
    |
    +4
    |
    +8
    |Shield Throw|
    6

    14th|
    +14/+9/+4
    |
    +9
    |
    +4
    |
    +9
    ||
    6

    15th|
    +15/+10/+5
    |
    +9
    |
    +5
    |
    +9
    |Champions Aura (+4), Shield Optimization 3, Armor Optimization 4|
    6

    16th|
    +16/+11/+6/+1
    |
    +10
    |
    +5
    |
    +10
    ||
    7

    17th|
    +17/+12/+7/+2
    |
    +10
    |
    +5
    |
    +10
    ||
    7

    18th|
    +18/+13/+8/+3
    |
    +11
    |
    +6
    |
    +11
    |Stronghold of Fortification|
    7

    19th|
    +19/+14/+9/+4
    |
    +11
    |
    +6
    |
    +11
    |Armor Optimization 5|
    7

    20th|
    +20/+15/+10/+5
    |
    +12
    |
    +6
    |
    +12
    |Champions Aura (+5), Last Stand, Eternal Warder, Focused Method (Perfect)|
    7
    [/table]
    Hit Die: d12
    Skill List: Climb (Str), Craft (Int), Intimidate (Cha), Jump (Str) and Swim (Str)
    Skills at 1st Level: (2+Int modifier) x4
    Skills at Each Additional Level: 2+Int modifier
    Weapon and Armor Proficiency: A Champion is proficient with all simple and martial weapons and with all armor (light, medium and heavy) and shields (including tower shields).


    Class Features
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    Champions Aura
    Rallying cries of the Champion upon the battlefield bolster allies or demoralize enemies. Crossing the warzone, the Champion is a sight to behold, and one to fear.
    Projecting an aura is a swift action, and you can only project one Champions aura at a time until 10th level, when you can project two auras. An aura remains in effect until you use a free action to dismiss it or to activate another aura in its place. You can have an aura active continually; an aura can be in effect at the start of an encounter before you take your first turn.
    An aura affects either yourself and your allies, or your enemies. Unless otherwise noted, the aura has a range of 30 feet and requires line of sight to the Champion. The aura is dismissed immediately if you become unconscious or are slain, but otherwise it remains in effect even if you are incapable of acting.
    The bonus granted by your aura begins at +1 and increases to +2 at 5th level, +3 at 10th level, +4 at 15th level, and +5 at 20th level. Champions know two auras to start, and learn a new aura every three levels (3 auras at 4th level, 4 auras at 7th level, 5 auras at 10th level, 6 auras at 13th level, and 7 auras at 16th level). Each time you activate your aura, you can choose from any of the auras that you know.
    Bolster Defense: Competence bonus on Armor Class equal to the level of the Champions aura bonus.
    Champions Confidence: Damage Reduction 2/- for each point of your Champions aura bonus (up to 10/- at level 20).
    Defenders Aggression: All terrain within 5 x Aura Bonus feet of the Champion is considered Difficult (maximum 25 feet at level 20).
    Protectors Challenge: All enemies must make a Will save versus DC 10 + Champions Level + Champions Charisma modifier. Failure means that any enemy who attacks an ally of the Champion with range of the aura takes a penalty to their Attack and Damage rolls equal to twice the Champions aura bonus. An enemy who has successfully saved cannot be affected by the same Champions Protectors Challenge for 24 hours. Regardless of whether a foe successfully makes their save or not, they can only be affected by one Protectors Challenge at a time.
    Rallying Shout: +10 ft. move speed per point of Champions aura bonus. This is considered a Competence bonus and allies must be able to hear the Champion.
    Wardens Vitality: Fast Healing equal to the level of the Champions aura bonus, but only affects characters whose health is Ύ or less.

    Armor Optimization
    Beginning at level 1, a Champion can augment their armor in one of three ways, either increasing defense, mobility or the damage reduction their armor grants them. A Champion can enhance their armor in more than one way, but doing so reduces the effectiveness of later augmentations they gain. A Champion can only apply these optimizations to one suit of armor at a time, and they only apply to Heavy Armor. Each tier of optimization takes the Champion one day of uninterrupted work. Should the Champion be interrupted at any time doing this process, the enhancement is considered failed, and the Champion must being the entire process again.

    Spoiler
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    Tier 1: Defense – A Champion who selects this path increases the Armor Class bonus of their armor by +1.
    Mobility – A Champion who selects this path reduces the Armor Check Penalty of their armor by 2.
    Reduction – A Champion who selects this path increases the Damage Reduction of their armor by +1.


    Spoiler
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    Tier 2: Defense – A Champion further augments their armor, increasing the Armor Class bonus of their armor by an additional +1. Doing so requires the Tier 1 Defense optimization.
    Mobility – A Champion reduces the weight of their armor even more, reducing the Movement Speed penalty by 5 feet. Doing so requires the Tier 1 Mobility optimization.
    Reduction – A Champion bolsters their armor further, and can choose a specific damage type to apply to their armors damage reduction. They can choose Piercing, Bludgeoning or Slashing damage. For instance, a Champion can choose Piercing damage for overcoming their armors damage reduction, and effectively have Damage Reduction Adamantine and Piercing. Doing so requires the Tier 1 Reduction optimization.


    Spoiler
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    Tier 3: Defense – Further enhancing their armors defensive properties, a Champion can increase the Armor Class bonus granted by their armor by an additional +1 or choose to apply one-fourth of their armors Armor Class bonus to their Touch AC. Doing so requires the Tier 2 Defense optimization.
    Mobility – Further reduction of weight to their armor allows a Champion to increase the Maximum Dexterity bonus of their armor by 1, or reduce the Armor Check Penalty by an additional 1. Doing so requires the Tier 2 Mobility optimization.
    Reduction – Reinforcing their armor yet further, the Champion increases the Damage Reduction bonus of their armor by an additional +1. Doing so requires the Tier 2 Reduction optimization.


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    Tier 4: Defense – A Champion continuing down this path increases the Armor Class bonus of their armor by an additional +1 and applies one-fourth of their armors Armor Class bonus to their Touch AC. If the Champion already applies their Armor Class bonus to their Touch AC from the Tier 3 benefit, the Champion instead applies one-third of their armors Armor Class bonus to their Touch AC. Doing so requires the Tier 3 Defense optimization.
    Mobility – The Champion continues to increase the mobility of his armor, completely removing the movement speed penalty of their armor and increasing the Maximum Dexterity bonus of their armor by 1, or an additional 1. Doing so requires the Tier 3 Mobility optimization.
    Reduction – The Champion increases the sturdiness of their armor, granting them a +4 bonus on checks made to resist being Bull Rushed, and granting them an additional +1 to their armors Damage Reduction. Doing so requires the Tier 3 Reduction optimization.


    Spoiler
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    Tier 5: Defense – Completing the optimization of their armor, the Champion has turned it into a remarkable suit of defense. The Champion now applies one-third of their Armor Class bonus to their Touch AC (or one-half, if they selected to apply it to their Touch AC at Tiers 3 & 4) and increases the Armor Class bonus granted by their armor by an additional +1. Doing so requires the Tier 4 Defense optimization.
    Mobility – Effecting the changes to their armor, a Champion has effectively turned a suit of heavy armor into nothing more than a slight hindrance upon himself. The Champion reduces the weight of their armor by ½, and increases the Maximum Dexterity bonus of their armor by +1. Further, a Champion reduces the Armor Check Penalty by an additional 1 and no longer suffers the increased penalty for Athletics checks made to Swim. Doing so requires the Tier 4 Mobility optimization.
    Reduction – Turning their armor into a terrifying sight of protection, the Champion affords himself the maximum amount of protection a suit of armor can grant him. The Champion increases the Damage Reduction bonus of their armor by an additional +1, and gains a +4 bonus to resist being Tripped. The Champion also counts as being one size category larger for the purpose of Grapple checks, gaining a +4 bonus to resist being Grappled. Doing so requires the Tier 4 Reduction optimization.


    Focused Method (Least)
    The Champion follows a severe discipline in combat, exemplifying his skills. Defensively- or offensively-minded, the warrior aids his allies with the strictest confidence. Beginning at 1st level, the Champion is able to use his shield as a weapon to make a single attack in addition to his normal melee attack, inflicting damage based on the size of the shield, and still retain his Shield Bonus to Armor Class. The Warrior also gains the Two-Weapon Fighting feat, even if he does not meet the prerequisites.

    Defensive Reprimand
    A Champion knows his duty is to protect his allies, but also realizes that offense is a form of defense. At 2nd level, any time a foe adjacent to the Champion attacks an ally adjacent to the Champion and misses, the Champion may make an Attack of Opportunity against the foe, dealing an additional 1d6 damage per three levels of Champion on a successful attack. This attack still counts towards the Champions maximum amount of Attacks of Opportunity in a round.

    Shield Optimization
    In the same vein as a Champion enhancing their armor, so too can they enhance their shields. Beginning at level 3, a Champion can augment their shield in one of two ways, either increasing the defensive capabilities of their shield, or increasing the offensive capabilities. Unlike with their armor, a Champion can only choose one path in which to apply enhancements to their shields. The Champion can only enhance one shield at a time, but should the Champion lose their shield by its destruction at the hands of an enemy, the Champion can once again select which path to enhance their new shield. Each tier of optimization takes the Champion one day of uninterrupted work. Should the Champion be interrupted at any time doing this process, the enhancement is considered failed, and the Champion must being the entire process again.

    Spoiler
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    Tier 1: Defense – The Champion increases the shields bonus to Armor Class by +1, increases the hardness of their shield by 5 and increases their shields hit points by 10.
    Offense – The Champion gains a +1d4 bonus to damage rolls made with their shield bash attack, and reduces the penalty for two-weapon fighting by 1, so long as the Champion is wielding a one-handed or lighter weapon in their main hand and their shield in their off-hand.


    Spoiler
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    Tier 2: Defense – The Champion further increases their shields bonus to Armor Class by an additional +1 and applies one-third of their shields Armor Class bonus to their Touch AC.
    Offense – The bonus damage the Champion gains to their shield bash damage increases to +1d6 and the penalties for the shield bash attack as part of his full attack action is removed.


    Spoiler
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    Tier 3: Defense – Finalizing the defensive capabilities of their shield, the Champion makes it a nigh-impervious stronghold of protection. The Champion increases their shields bonus to Armor Class by an additional +1, increases their shields hardness by 10 and increases the shields hit points by 20.
    Offense – The Champions shield is as much a weapon as their sword. The Champion increases the base damage of their shield by one size category and increases the bonus damage of their shield bash attack to +2d6.


    Barricade of Protection
    A Champion believes that it his obligation to protect those defensively weaker than himself. The Champion assists his companions when able, abiding by this obligation. Beginning at 4th level, whenever a foe attacks an ally adjacent to the Champion, the Champion can, as an immediate action, grant his ally aid, allowing his ally to add the Champions Shield Bonus to AC to their own. The Champion must choose to apply this bonus before he knows whether the attack will hit or not. Using this action counts towards the amount of Attacks of Opportunity a Champion can use in a round and cannot be used in any round in which a Champion uses his Bastion of Cover ability.

    Focused Method (Lesser)
    Continuing his belief that defending his allies is his primary goal, a Champion knows he must be first into the fray, disrupting his foes’ attack plans. When gaining this skill at 5th, the Champion is able to follow up a successful attack made with his shield made at the end of a charge with a Trip Attack without provoking an Attack of Opportunity. If the Trip Attack fails, the target is unable to attempt to trip the Champion.

    Bastion of Cover
    Beginning at 7th level, when an ally adjacent to the Champion would be hit by a foe, the Champion can, as an immediate action, throw himself in front of the blow, taking the full amount of damage his ally would have taken. This action does not count towards the amount of Attacks of Opportunity the Champion has in a round, but the Champion cannot use this action in any round in which he used his Barricade of Protection ability and can only use the Bastion of Cover ability once per round. At the end of this action, the Champion is considered to be occupying the same square as his ally, effectively granting the Champion and his ally cover, yielding each a +4 bonus to their Armor Class. If the Champion is using a Tower Shield, the cover bonus to AC is instead +8.

    Shield Pitch
    A Champion realizes that his shield is a tool for all occasions, be it formal defense or obligatory offense. At 8th level, the Champion can use their shield to make a Trip attempt with a +4 bonus, using all of the standard rules for such an attack except as follows: the Champion does not provoke Attacks of Opportunity from making this Trip attempt, as long as he is using his shield to accomplish it and the Champion also does not gain the extra attack granted by successfully tripping his opponent. For every 5 points that the Champion beats his opponent on the opposed Trip check, the Champion can choose to throw his opponent five feet in any direction, and the opponent lands in that spot Prone. A Champion cannot use a Tower Shield for this ability.

    Focused Method (Greater)
    The Champion can, at 10th level, further increase the abilities of his focus as a shining bastion. Whenever the Champion chooses to make a full attack action that includes the Shield Bash gained from his training from Focused Method (Least), the Champion can make one additional attack with his shield, effectively gaining the Improved Two-Weapon Fighting feat. The Champion does not need to meet the prerequisites to gain the benefits of this feat. A Champion cannot use a Tower Shield for this ability.

    Shield Throw
    At 13th level, a Champion can use his shield as a ranged weapon. As a Standard Action, the Champion hurls his shield at his foe, dealing damage and knocking the opponent over. This ability has a maximum range of 60 feet, and the Champion must be able to see his target. The attack uses the Champions Strength bonus in place of his Dexterity bonus for the ranged attack roll and deals 3d8 damage plus the Champions Strength bonus. The Champion also makes a ranged Trip attempt with this action, gaining a +4 bonus on the roll. The Champion can also treat his shield as a ranged weapon in regards to the Returning weapon enhancement. A Champion cannot use a Tower Shield for this ability.

    Focused Method (Dire)
    Upon reaching 15th level, a Champion continues his abilities with sword and shield. Whenever the Champion uses his full attack action that includes the two attacks with his shield, the Champion instead makes three attacks, effectively gaining the Greater Two-Weapon Fighting feat. The Champion does not need to meet the prerequisites to gain the benefits of this feat. A Champion cannot use a Tower Shield for this ability.

    Stronghold of Fortification
    Upon reaching 18th level, the Champion is a pillar of defense. Whenever the Champion uses his Barricade of Protection or his Bastion of Cover abilities, he can use them to assist allies even when they are not adjacent to him, rushing to their aid. The Champion can use his Bastion of Cover and Barricade of Protection abilities at a range of up to 30 feet, though at the end of the action, the Champion is either adjacent to (as per the Barricade of Protection) or occupying the square (as per the Bastion of Cover) of the ally chosen for these abilities.

    Last Stand
    The indomitable soul of the Champion requires him to fight well beyond the ability of his mortal body. At 20th level, whenever the Champion would die resulting from massive damage or being reduced to -10 or less hit points, he can delay the damage for one round per point of his Constitution bonus. At the end of his extra rounds, the Champion dies as normal. The Champion also never automatically fails Saving Throws upon rolls resulting in a natural 1.

    Eternal Warder
    Even death has no hold on the Champions eternal vigilance. Upon reaching 20th level, when a Champion dies after the effects of his Last Stand ability, the Champion is brought back to life with full hit points one day later. The Champion must designate a spot to be resurrected at, and once this choice is made it can never be changed. This ability can only be used once per week. If the Champion dies twice in one week and uses this ability for the first death, he must wait one week from the time of resurrection to use it again.

    Focused Method (Perfect)
    The Champion has honed his defensive fighting style well beyond the scope of most beings. At 20th level, the Champion gains the Perfect Two-Weapon Fighting feat, even if he does not meet the prerequisites. The Champion can now make as many attacks with his shield as he can with his main hand weapon. A Champion cannot use a Tower Shield for this ability.


    So, there you have it. The first homebrew I've felt I could submit to the Playground for review. What I'm looking for is 1: What to do with them darn dead levels. I mean, there's four of them, all late in the game. 2: Expanding the skill list. It's a pretty poor excuse for a skill list, but I can't quite figure out what else I want to put in. I'm thinking Knowledge (Local) and (Nobility/Royalty), but I'm not real sure yet. 3: Help with possible rewording/clarification on some of the abilities. I mean, I know what they're supposed to mean, but not everyone shares my thought process. I also need ideas for a 7th aura, if anyone can help with that. And some EACHing would be nice too. I'm going for solid Tier 3, but I may have over- or under-shot that goal. Any suggestions would be most helpful. Thanks in advance.
    Last edited by Ashen Star; 2010-07-28 at 02:49 PM.
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  2. - Top - End - #2
    Ogre in the Playground
     
    Mulletmanalive's Avatar

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    Default Re: The Champion (3.5 Defender Class)

    Many small spoilers = bad presentation. Strip them out, at most putting the entire description of all of the features together in one.

    I'll comment when i'm not obliged to mess about opening dozens of things to be able to do the reading.
    Mine is not so much a Peter Pan Complex as a Peter Pan Doom Fortress and Underground LairTM!
    Fae-o-matic Want a fae from folklore stated? Give me the lore and I'll do it for you!
    Le Cirque Funeste Evil Fairy Circus! Ray Bradbury, refined down to snortable powder!

  3. - Top - End - #3
    Halfling in the Playground
     
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    Default Re: The Champion (3.5 Defender Class)

    Whoops, sorry about that. Aside from the armor and shield things (which I'm keeping for clarity), it's all under one spoiler now.
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  4. - Top - End - #4
    Ogre in the Playground
     
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    Default Re: The Champion (3.5 Defender Class)

    You'd be better off using an [Indent] tag for the modular stuff. The problem with spoilers is opening them and the fact that when you ask for help, people resent it when your presentation makes them do more work than they'd prefer.

    Armour Optimisations have various things that clash or don't make sense. You should be able to pick them out but in summary, every ability requires you to have the previous one and there is no mention of the ability to take lower level ones:

    You have, however, included a bunch of clauses that are illegal. If your format is as you want it, remove the spoilers and make them into three descreet lists or replace the whole thing with an integrated list of options: Resistance, Resistance II (Requires Resistance), etc

    Defensive Repremand is pretty good, or at least interesting.

    Focused Method (All) and Shield Throw are basically bonus feats. You might as well use them as this. They're solid enough tools, so i'm not going to argue, but call bonus feats what they are. The Two Weapon Fighting chain are from PHB and the other two are from Complete Warrior, on the off chance you didn't already know.

    Shield Optimisation nothing much to say really. Not massive benefits so most folks would call them pointless. Combined with the Auras, they might make a difference but not a truly significant one, especially at the levels you can expect to have them.

    Barricade of Protection Pretty useful, I guess, though i would have expected this to be passive. Most bodyguard type classes are either stupid, forcing you to penalise yourself to help another or passive and actually worth taking. This sits between and this is going to become completely ignored when you get more powerful Immediate actions at later levels.

    Bastion of Defence soak an attack for a friend. Heroic. Attained far too late in my opinion, but with a decent HD, it's at least worth doing occasionally. Given the damage levels at this character level, it's a damn risky option.

    Make it "attack is resolved against you" so that ridiculous AC that this class if going for counts for something, and we'll talk.

    Shield Pitch bonus feat and a throw ability. You'll get some milage out of it, i guess, but without damage potential, it's significantly weaker than a Dungeoncrasher Fighter.

    Shield Throw is pointless. You're throwing away one of your key items, to little or no benefit. It deals about as much damage as an arrow, making it totally pointless at this level. Were it doing half you class level d6 and returning at the end of your turn, maybe i'd consider it.

    Stronghold of Fortification is Bastion of Defence with a ranged effect. Useful, i suppose, appropriate about 7-8 levels earlier. See previous comments. As with the previous power, useless unless the attack would kill your ally but isn't quite powerful enough to kill you as healing applies the same to everyone. This sort of thing might be appropriate with Healing Surges, but not here.

    Last Stand and Eternal Warder are ok. It's a kinda 'nine lives' ability with a 1/week, though the strictures of Eternal Warder are pretty strict.

    Overall, the Auras are a Leader aspect, so they feel tacked on, though they yield some appropriate effects when they don't apply to the Champion's allies. Most of your abilities are surprisingly unreliable and less powerful than they really should be at that level to be competetive at those levels. Right now, this is a little worse than the Barbarian overall and would get its lunch money stolen by an initiator. It's completely defenceless against spells.
    Mine is not so much a Peter Pan Complex as a Peter Pan Doom Fortress and Underground LairTM!
    Fae-o-matic Want a fae from folklore stated? Give me the lore and I'll do it for you!
    Le Cirque Funeste Evil Fairy Circus! Ray Bradbury, refined down to snortable powder!

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