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===Making a Defender===
 
===Making a Defender===
   
Defenders specialize in getting guarding themselves and their allies. They typically rely on strong armor and a good shield to keep their armor class high.
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Defenders specialize in guarding themselves and their allies. They typically rely on strong armor and a good shield to keep their armor class high.
   
 
'''Abilities:''' Constitution is the defender's most important ability, as it allows him to survive in the thick of combat. Strength is also quite important as it allows the defender to fend off his enemies. Dexterity is important for an extra boost to armor class. The mental stats are as important to a defender as they are to a fighter.
 
'''Abilities:''' Constitution is the defender's most important ability, as it allows him to survive in the thick of combat. Strength is also quite important as it allows the defender to fend off his enemies. Dexterity is important for an extra boost to armor class. The mental stats are as important to a defender as they are to a fighter.
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|-
 
|-
 
|3rd|| class="left" | +3 || +3 || +1 || +1
 
|3rd|| class="left" | +3 || +3 || +1 || +1
| class="left" | Holy Blade 1/day, Damage Reduction 1/-
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| class="left" | Holy Blade, Damage Reduction 1/-
 
|-
 
|-
 
|4th||class="left" | +4 || +4 || +1 || +1
 
|4th||class="left" | +4 || +4 || +1 || +1
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|-
 
|-
 
|6th||class="left" | +6/+1 || +5 || +2 || +2
 
|6th||class="left" | +6/+1 || +5 || +2 || +2
| class="left" | Holy Blade 2/day
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| class="left" | Focus
 
|-
 
|-
 
|7th||class="left" | +7/+2 || +5 || +2 || +2
 
|7th||class="left" | +7/+2 || +5 || +2 || +2
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|-
 
|-
 
|9th||class="left" | +9/+4 || +6 || +3 || +3
 
|9th||class="left" | +9/+4 || +6 || +3 || +3
| class="left" | Holy Blade 3/day
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| class="left" | War Cry
 
|-
 
|-
 
|10th||class="left" | +10/+5 || +7 || +3 || +3
 
|10th||class="left" | +10/+5 || +7 || +3 || +3
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|-
 
|-
 
|12th||class="left" | +12/+7/+2 || +8 || +4 || +4
 
|12th||class="left" | +12/+7/+2 || +8 || +4 || +4
| class="left" | Holy Blade 4/day
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| class="left" | Sanctify
 
|-
 
|-
 
|13th||class="left" | +13/+8/+3 || +8 || +4 || +4
 
|13th||class="left" | +13/+8/+3 || +8 || +4 || +4
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|-
 
|-
 
|15th||class="left" | +15/+10/+5 || +9 || +5 || +5
 
|15th||class="left" | +15/+10/+5 || +9 || +5 || +5
| class="left" | Holy Blade 5/day, Defend +4, Damage Reduction 4/-
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| class="left" | Defend +4, Damage Reduction 4/-
 
|-
 
|-
 
|16th||class="left" | +16/+11/+6/+1 || +10 || +5 || +5
 
|16th||class="left" | +16/+11/+6/+1 || +10 || +5 || +5
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|-
 
|-
 
|18th||class="left" | +18/+13/+8/+3 || +11 || +6 || +6
 
|18th||class="left" | +18/+13/+8/+3 || +11 || +6 || +6
| class="left" | Holy Blade 6/day
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| class="left" | Unscarred
 
|-
 
|-
 
|19th||class="left" | +19/+14/+9/+4 || +11 || +6 || +6
 
|19th||class="left" | +19/+14/+9/+4 || +11 || +6 || +6
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'''{{Anchor|Damage Reduction}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A 3rd level defender is so used to taking hits that he can shrug off a portion of the damage he takes. He gains damage reduction 1/-. This increases by 1 every 4th level beyond 3. This stacks with similar damage reduction, such as what a barbarian gets.
 
'''{{Anchor|Damage Reduction}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A 3rd level defender is so used to taking hits that he can shrug off a portion of the damage he takes. He gains damage reduction 1/-. This increases by 1 every 4th level beyond 3. This stacks with similar damage reduction, such as what a barbarian gets.
   
'''{{Anchor|Holy Blade}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' 3rd level defenders are more adept at channeling positive energy. Once per day as part of a normal attack they can channel energy into their weapon, adding 1d8 damage per two defender levels to the attack. The defender gains additional uses of this ability at every 3rd level.
+
'''{{Anchor|Holy Blade}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' 3rd level defenders are more adept at channeling positive energy. As a standard action the defender can make a normal attack and channel energy into his weapon, adding 1d8 damage per two defender levels to the attack.
   
 
'''{{Anchor|Bulwark}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A 4th level defender is able to guard himself so effectively as to be nigh-impervious. While taking a Total Defense action his damage reduction improves by 10.
 
'''{{Anchor|Bulwark}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A 4th level defender is able to guard himself so effectively as to be nigh-impervious. While taking a Total Defense action his damage reduction improves by 10.
   
  +
'''{{Anchor|Focus}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' A 6th level defender has learned how to focus his holy blade ability, dealing tremendous damage with it. As a swift action, he may charge up his holy blade ability. Once charged, the defender's holy blade ability deals twice as much extra damage on each strike. It continues to deal this extra damage until he moves more than 5' or suffers damage from a non-continuous source. Thus, taking two 5' steps or one regular move action would break his charge, as would suffering damage from a sword blow or fireball. Suffering on-going damage from an Acid Arrow after the round in which it hit him would not. Multiple Charge Ups stack, but all are eliminated as soon as one of the above conditions occurs.
'''{{Anchor|Cover}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A 7th level defender is able to guard his allies almost as well as he guards himself. Any allies adjacent to the defender gain his Defend bonus to their armor class.
 
  +
 
'''{{Anchor|Cover}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A 7th level defender is able to guard his allies almost as well as he guards himself. Any allies adjacent to the defender gain his Defend bonus to their armor class and saving throws.
  +
  +
'''{{Anchor|War Cry}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' As a standard action, a 9th level defender can make a war cry to help lead his allies to victory. The defender and all allies that can hear him within 30ft gain 1d8 temporary hit points per two defender levels that last for 5 minutes. This also grants a +4 morale bonus on saving throws against fear effects for the duration.
   
 
'''{{Anchor|Reflex}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A 10th level defender is adept at dodging attacks, even in armor that normally restricts movement. He may increase the maximum dexterity bonus to armor class for any armor he wears by 2.
 
'''{{Anchor|Reflex}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A 10th level defender is adept at dodging attacks, even in armor that normally restricts movement. He may increase the maximum dexterity bonus to armor class for any armor he wears by 2.
  +
  +
'''{{Anchor|Sanctify}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' A 12th level defender can Sanctify his weapon. Any weapon he wields is treated as having the Holy property. He can suppress or resume this ability as a free action.
   
 
'''{{Anchor|Saint Cross}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 13th level the defender is able to use his Holy Blade in a different manner should he so choose. By spending one Holy Blade use as a standard action, he can channel his energy to deal 1d6 points of damage per two defender levels to each adjacent enemy.
 
'''{{Anchor|Saint Cross}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 13th level the defender is able to use his Holy Blade in a different manner should he so choose. By spending one Holy Blade use as a standard action, he can channel his energy to deal 1d6 points of damage per two defender levels to each adjacent enemy.
   
'''{{Anchor|Meltdown}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A 16th level defender can make an all-out last ditch attack. In place of a standard attack he may choose to use this ability. If he hits, he automatically threatens a critical hit with his attack, and he gains a +4 bonus to confirm. After using this ability the defender takes non-lethal damage equal to his current hit point total+1.
+
'''{{Anchor|Meltdown}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A 16th level defender can make an all-out last-ditch attack. In place of a standard attack he may choose to use this ability. If he hits, he automatically threatens a critical hit with his attack, and he gains a +4 bonus to confirm. In addition, this strike deals double the defender's standard Holy Blade damage. After using this ability the defender takes non-lethal damage equal to his current hit point total+1.
  +
  +
'''{{Anchor|Unscarred}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' An 18th level defender gains bonuses to his abilities as long as he is at his maximum hit point total. Whenever he has full HP, he gains a +4 morale bonus to [[SRD:Strength|Strength]], [[SRD:Dexterity|Dexterity]], and [[SRD:Constitution|Constitution]].
   
 
'''{{Anchor|Aura}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' A 20th level defender is constantly surrounded in positive energy. When he would die from hit point loss or a negative energy effect, the positive energy around him flows into his body and rejuvenates him, preventing the death from occurring and healing him to half his maximum hit points. Once this ability takes effect, it takes one week for the defender to gather enough positive energy to use it again.
 
'''{{Anchor|Aura}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' A 20th level defender is constantly surrounded in positive energy. When he would die from hit point loss or a negative energy effect, the positive energy around him flows into his body and rejuvenates him, preventing the death from occurring and healing him to half his maximum hit points. Once this ability takes effect, it takes one week for the defender to gather enough positive energy to use it again.

Revision as of 01:50, 29 September 2009

Created By
Jokey665 (talk)
Date Created: 9-28-09
Status: Ready for Review
Editing: Please feel free to edit constructively!
Balance: Rogue

{{#set:Summary=Specialist in melee defense and guarding his allies. }}

Defender

The Defender is a frontline fighter that specializes in defense.

Making a Defender

Defenders specialize in guarding themselves and their allies. They typically rely on strong armor and a good shield to keep their armor class high.

Abilities: Constitution is the defender's most important ability, as it allows him to survive in the thick of combat. Strength is also quite important as it allows the defender to fend off his enemies. Dexterity is important for an extra boost to armor class. The mental stats are as important to a defender as they are to a fighter.

Races: Any race can become a defender.

Alignment: Any good.

Starting Gold: 5d6 ×10 gp (125 gp).

Starting Age: As fighter.

Table: Defender

Hit Die: d12

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +1 +2 +0 +0 Defend +1, Improved Sunder
2nd +2 +3 +0 +0 Nurse 1/day
3rd +3 +3 +1 +1 Holy Blade, Damage Reduction 1/-
4th +4 +4 +1 +1 Bulwark
5th +5 +4 +1 +1 Defend +2, Cover, Nurse 2/day
6th +6/+1 +5 +2 +2 Focus
7th +7/+2 +5 +2 +2 Damage Reduction 2/-
8th +8/+3 +6 +2 +2 Nurse 3/day
9th +9/+4 +6 +3 +3 War Cry
10th +10/+5 +7 +3 +3 Defend +3, Reflex
11th +11/+6/+1 +7 +3 +3 Nurse 4/day, Damage Reduction 3/-
12th +12/+7/+2 +8 +4 +4 Sanctify
13th +13/+8/+3 +8 +4 +4 Saint Cross
14th +14/+9/+4 +9 +4 +4 Nurse 5/day
15th +15/+10/+5 +9 +5 +5 Defend +4, Damage Reduction 4/-
16th +16/+11/+6/+1 +10 +5 +5 Meltdown
17th +17/+12/+7/+2 +10 +5 +5 Nurse 6/day
18th +18/+13/+8/+3 +11 +6 +6 Unscarred
19th +19/+14/+9/+4 +11 +6 +6 Damage Reduction 5/-
20th +20/+15/+10/+5 +12 +6 +6 Defend +5, Nurse 7/day, Aura

Class Skills (2 + Int modifier per level, ×4 at 1st level)
Balance (Dex), Climb (Str), Craft (Int), Diplomacy (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge (religion) (Int), Listen (Wis), Profession (Wis), Search (Int), Sense Motive (Wis),Spot (Wis), and Swim (Str).

Class Features

All of the following are class features of the defender.

Weapon and Armor Proficiency: A defender is proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (including tower shields).

Defend (Ex): A defender is adept at guarding himself. He gains a +1 bonus to his armor class and saving throws. This bonus increases by +1 at 5th level and every 5 levels beyond that.

Improved Sunder (Ex): A defender gains Improved Sunder as a bonus feat.

Nurse (Su): At 2nd level the defender is able to channel small amounts of positive energy to heal the wounds of himself and his allies. Once per day as a move action he can heal a touched creature a number of hit points equal to his defender level times his constitution bonus. He gains an additional one use of this ability ever three levels thereafter. This ability has no effect on undead.

Damage Reduction (Ex): A 3rd level defender is so used to taking hits that he can shrug off a portion of the damage he takes. He gains damage reduction 1/-. This increases by 1 every 4th level beyond 3. This stacks with similar damage reduction, such as what a barbarian gets.

Holy Blade (Su): 3rd level defenders are more adept at channeling positive energy. As a standard action the defender can make a normal attack and channel energy into his weapon, adding 1d8 damage per two defender levels to the attack.

Bulwark (Ex): A 4th level defender is able to guard himself so effectively as to be nigh-impervious. While taking a Total Defense action his damage reduction improves by 10.

Focus (Su): A 6th level defender has learned how to focus his holy blade ability, dealing tremendous damage with it. As a swift action, he may charge up his holy blade ability. Once charged, the defender's holy blade ability deals twice as much extra damage on each strike. It continues to deal this extra damage until he moves more than 5' or suffers damage from a non-continuous source. Thus, taking two 5' steps or one regular move action would break his charge, as would suffering damage from a sword blow or fireball. Suffering on-going damage from an Acid Arrow after the round in which it hit him would not. Multiple Charge Ups stack, but all are eliminated as soon as one of the above conditions occurs.

Cover (Ex): A 7th level defender is able to guard his allies almost as well as he guards himself. Any allies adjacent to the defender gain his Defend bonus to their armor class and saving throws.

War Cry (Ex): As a standard action, a 9th level defender can make a war cry to help lead his allies to victory. The defender and all allies that can hear him within 30ft gain 1d8 temporary hit points per two defender levels that last for 5 minutes. This also grants a +4 morale bonus on saving throws against fear effects for the duration.

Reflex (Ex): A 10th level defender is adept at dodging attacks, even in armor that normally restricts movement. He may increase the maximum dexterity bonus to armor class for any armor he wears by 2.

Sanctify (Su): A 12th level defender can Sanctify his weapon. Any weapon he wields is treated as having the Holy property. He can suppress or resume this ability as a free action.

Saint Cross (Su): At 13th level the defender is able to use his Holy Blade in a different manner should he so choose. By spending one Holy Blade use as a standard action, he can channel his energy to deal 1d6 points of damage per two defender levels to each adjacent enemy.

Meltdown (Ex): A 16th level defender can make an all-out last-ditch attack. In place of a standard attack he may choose to use this ability. If he hits, he automatically threatens a critical hit with his attack, and he gains a +4 bonus to confirm. In addition, this strike deals double the defender's standard Holy Blade damage. After using this ability the defender takes non-lethal damage equal to his current hit point total+1.

Unscarred (Ex): An 18th level defender gains bonuses to his abilities as long as he is at his maximum hit point total. Whenever he has full HP, he gains a +4 morale bonus to Strength, Dexterity, and Constitution.

Aura (Su): A 20th level defender is constantly surrounded in positive energy. When he would die from hit point loss or a negative energy effect, the positive energy around him flows into his body and rejuvenates him, preventing the death from occurring and healing him to half his maximum hit points. Once this ability takes effect, it takes one week for the defender to gather enough positive energy to use it again.



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