Defender

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The defender class is not an original concept. The basic idea was taken from the armiger class presented in Iron Heroes; however, I felt that adding the class as it was to Trinity was not appropriate, and ad hoc shoehorned it into the system without writing down anything I had done to do so.

Since, I have found a modification of the class, which I find appropriate. However, the usage of the armor tokens in that example proved difficult - ergo, I borrowed the rules found here (specifically Harry Pratt's armiger modifications), which made armor tokens much more manageable.

Having solved the vast majority of the problems in converting the armiger from IH to regular d20, I then added my own modifications to the class, resulting in what follows.

The Defender

						AC
Level	BAB		Fort	Ref	Will	Bonus	Special
1	+0		+2	+0	+1	+0	Armor Mastery, Tough as Nails
2	+1		+3	+0	+2	+1	Defensive Stance 1/day, Reinforced Defenses
3	+2		+3	+1	+2	+1	Armor Pool, Armor Ability
4	+3		+4	+1	+2	+2	Unyielding Defense
5	+3		+4	+1	+3	+2	Armored Redoubt, Armor Ability
6	+4		+5	+2	+3	+3	Endurance
7	+5		+5	+2	+4	+3	Armor Ability
8	+6/+1		+6	+2	+4	+4	Defensive Stance 2/day
9	+6/+1		+6	+3	+4	+4	Mobile Defense, Armor Ability
10	+7/+2		+7	+3	+5	+5	Improved Reinforced Defenses
11	+8/+3		+7	+3	+5	+5	Armor Ability
12	+9/+4		+8	+4	+6	+6	Improved Unyielding Defense
13	+9/+4		+8	+4	+6	+6	Armor Ability
14	+10/+5		+9	+4	+6	+7	Defensive Stance 3/day
15	+11/+6/+1	+9	+5	+7	+7	Armor Ability
16	+12/+7/+2	+10	+5	+7	+8	
17	+12/+7/+2	+10	+5	+8	+8	Armor Ability
18	+13/+8/+3	+11	+6	+8	+9	
19	+14/+9/+4	+11	+6	+8	+9	Armor Ability
20	+15/+10/+5	+12	+6	+9	+10	Supreme Reinforced Defenses, Defensive Stance 4/day

Defender

A defender

While other warriors rely on speed or canny parries to defend themselves, the defender trusts in his armor. Defenders are geared in the best of protective measures and, over time, learn how to improve it. They can stand before dozens of opponents, confident that their armor will shield them from harm.

In terms of the melee classes, the defender is the "rock;" the defender is to armor what the fighter is to weapons. He can withstand attack after attack, but - at the point at which his defenses become the strongest - he becomes the least mobile.

Game Rule Information

Defenders have the following game statistics.

Force Alignment: None.

Force Resistances: None.

Abilities: Constitution is the most important ability for defenders.

Hit Die: d12.

Class Skills: The Defender’s class skills are Balance (Dex), Climb (Str), Concentration (Con), Controlled Breathing (Con), Craft (Int), Intimidate (Cha), Jump (Str), Knowledge (Tactics) (Int), and Swim (Str).

Skill Points at Each Level: 4 + Int.

Alignment: Any.

Starting Age: Simple.

Starting Gold: 6d4 x 10gp.

Favored By: None.

Class Features

All of the following are class features of the defender.

Weapon and Armor Proficiency: Defenders are proficient with all simple weapons, all armor, and all shields. They are also proficient with the glaive, guisarme, and ranseur.

Armor Mastery (Ex): You are better able than others to take advantage of the benefits of armour, and mitigate its drawbacks. When you wear armour, you improve its abilities according to the table below.

	Max	ACP		Speed
Level	Dex	Reduction	Category
1	+0	0		1 category
2	+0	0		1 category
3	+0	0		1 category
4	+0	0		1 category
5	+0	1		1 category
6	+1	1		1 category
7	+1	1		1 category
8	+1	1		1 category
9	+1	2		1 category
10	+1	2		1 category
11	+2	2		2 categories
12	+2	2		2 categories
13	+2	3		2 categories
14	+2	3		2 categories
15	+2	3		2 categories
16	+3	3		2 categories
17	+3	4		2 categories
18	+3	4		2 categories
19	+3	4		2 categories
20	+3	4		2 categories
  • Max Dex: The maximum Dexterity bonus allowed by any armor worn by the defender increases by the listed amount.
  • ACP Reduction: The armor check penalty imposed by any armor worn by the defender decreases by the listed amount, to a maximum of a -0 ACP.
  • Speed Category: Any armor worn by the defender is treated as this many categories lighter for purposes of speed reduction, to a minimum of light.

Tough as Nails (Ex): When determining how much equipment you can carry, use either your Strength score or your Constitution score + your Strength modifier, whichever is higher.

AC Bonus (Ex): Beginning at 2nd level, the defender begins to make the best of his armor's defensive capability. The armor bonus granted by any armor he wears is increased by 1/2 his defender level, rounded down.

Defensive Stance (Ex): At 2nd level, the defender gains the ability to take a defensive stance. When he adopts a defensive stance, a defender gains phenomenal strength and durability, but he cannot move from the spot he is defending. He gains +2 to Strength, +4 to Constitution, a +2 resistance bonus on all saves, and a +4 armor bonus to AC (this armor bonus stacks with any armor worn; in effect, it improves the armor value of the armor worn by the defender). The increase in Constitution increases the defender’s hit points by 2 points per level, but these hit points go away at the end of the defensive stance when the Constitution score drops back 4 points. These extra hit points are not lost first the way temporary hit points are. While in a defensive stance, a defender cannot use skills or abilities that would require him to shift his position. A defensive stance lasts for a number of rounds equal to 3 + the character’s (newly improved) Constitution modifier. A defender may end his defensive stance voluntarily prior to this limit. At the end of the defensive stance, the defender is winded and takes a -2 penalty to Strength for the duration of that encounter. A defender can only use his defensive stance a certain number of times per day as determined by his level. Using the defensive stance takes no time itself, but a defender can only do so during his action.

Reinforced Defenses (Ex): At 2nd level, the defender becomes able to make the most of his armor, allowing him to gain DR from armor worn. The DR he gains is dependent upon the armor he is wearing.

Armor
Type	DR
Light	1d3/-
Medium	1d4/-
Heavy	1d6/-

Each time the defender is attacked by an attack form that allows for DR, he rolls for the amount of DR he has against that attack.

Armor Pool (Ex): At 3rd level, the defender has begun to learn various skills and techniques that make the most of his knowledge of armor. As a defender, you are trained to deflect blows on your armour and catch them on your shield, all the while waiting for opportunities to make a devastating riposte. You gain access to a pool of armor tokens.

  • If an attack hits you, but your armour's damage reduction negates at least 5 points of damage, you gain 1 token.
  • If an attack misses you, and the roll is lower than your flatfooted AC, you gain 1 token. In this case the attack makes contact but skims off your armour or deflects off the surface of your shield, causing you no damage but further luring your opponent into giving you an opening.

You may only have a number of armor tokens up to 5 + your defender level. At the end of an encounter, you lose all remaining armor tokens.

Armor tokens are used for armor abilities (below).

Armor Ability: At 3rd level and every two levels therafter, the defender gains an armor ability, selected from the list below.

Unless otherwise specified, all armor abilities follow the following rules.

  1. An armor ability is activated as a response to an action by your opponent. Resolve your armor ability before your opponent’s action continues. You do not have to choose on your turn which armor ability to use.
  2. You can only activate an armor ability in response to an opponent who has attacked you earlier in the combat.
  3. You can only activate one type of armor ability per round, but you can use that ability as many times as you choose (if you have enough tokens). You can only use an ability once per triggering condition.
  4. You cannot activate an armor ability in response to an attack against which you would lose your active bonus to defense. For example, you cannot use an armor activity if you are flat-footed and do not have the uncanny dodge ability, or if you are stunned, blinded or helpless.
  5. If you activate an armor ability in response to an attack, you do not gain tokens from that attack.
  • Fortified Defense: You have the ability to turn aside blows that would otherwise be lethal. If you are struck by a critical hit or sneak attack, you can spend armor tokens to negate the extra damage. Each token spent increases the chance of negating the extra damage by +10%, to a maximum of 99%. The number of tokens you can spend is limited to half your armiger level. A natural 100 on the percentile die roll always fails.
  • Armored Trap: When an opponent hits you in melee, you can spend 2 armor tokens to force them to lose any remaining actions until the end of your turn, This includes additional attacks from a full attack action, as well as the ability to make attacks of opportunity. A Will save (DC 10 + 1/2 your armiger level + your Constitution modifier + additional tokens spent) negates this effect. You can spend up to 10 additional tokens to increase the DC of the save.
  • Iron-sheathed Counterattack: When an opponent hits you in melee, you can spend 4 armor tokens to gain an attack of opportunity against them. Remember that unless you have the Combat Reflexes feat, you can only make one attack of opportunity against an opponent per round.
  • Combat Magnet: On your turn, you must have chosen the (improved) fight defensively attack challenge, or the standard or full defense action, to use this ability. Spend 1 armor token when an opponent who threatens you, and who has previously attacked you in that encounter, tries to attack an ally of yours. Your opponent must make a Will save (DC 10 + 1/2 your armiger level + your Constitution modifier + additional tokens spent) or resolve the attack against you instead. You can spend up to 10 additional tokens to increase the DC of the save. This also affects all subsequent attacks your opponent may make until the end of their turn.
  • Indomitable Wall of Iron: If an opponent hits you, you can increase your damage reduction against that attack by 1 point per armor token spent. You can spend a number of tokens on this ability up to half your armiger level.
  • Distracting Lure: Spend 4 armor tokens when an opponent attacks you. Your opponent must make a Reflex save (DC 10 + 1/2 your armiger level + additional tokens spent) or lose their active bonus to defense against the next attack that targets them, provided it is made before the beginning of their next turn. You can spend up to 10 additional tokens to increase the DC of the save.
  • Draining Defense: Spend 1 armor token when an opponent attacks you in melee. Your opponent must make a Fortitude save (DC 10 + 1/2 your armiger level + your Constitution modifier + additional tokens spent) or be fatigued for 2d4 rounds. You can spend up to 10 additional tokens to increase the DC of the save. A fatigued creature can’t run or charge, and suffers a -2 penalty to Strength and Dexterity. You cannot use this ability to impose a condition worse than “fatigued” upon a creature.
  • Sentinel's Defense: When an opponent attempts to grapple, overrun or bull rush you, spend 4 tokens to make an immediate attack of opportunity against them even if you would not normally gain such an attack (if you would normally gain such an attack, you do not get an extra one). If you hit, add any damage you inflict to your result on the opposed check.
  • Armor Savvy: When an opponent attacks you when you are flat-footed, you may spend 2 armor tokens to use your normal AC instead. You are still considered flat-footed, but do not suffer any penalties for being so, until your next turn.
  • Gauntlet of Steel: When an opponent successfully hits you but fails to deal any damage due to your DR, you may spend 2 armor tokens to make an attack of opportunity against your opponent.
  • Daunting Invulnerability: When an opponent successfully hits you but fails to deal any damage due to your DR, you may spend 2 armor tokens to make an Intimidate check against them to demoralize them. You may choose to use your Strength or Constitution modifier in place of your Charisma modifier for the Intimidate check.
  • Instant Fortress: When an opponent attacks you, before you know the result of the attack roll, you may spend 2 armor tokens to reduce your AC by up to either 2, 4, or 6. If you do, you gain DR (/-) equal to one-half the penalty you take.
  • Resilient Defense: When an opponent successfully deals damage to you with an attack that ignores your DR, you may spend 4 armor tokens to apply one-half your DR to the attack. You can use this ability to gain DR against attacks or effects that deal hit point damage, but do not normally allow for DR (spells, for example).

Unyielding Defense (Ex): Beginning at 4th level, on your turn you can take a -4 penalty to attacks to gain a +2 bonus to your damage reduction for 1 round. The penalty applies to all attacks you make for that round, including any attacks of opportunity. The bonus damage reduction only applies to attacks from opponents you are aware of, and against whom you do not lose your Dexterity bonus to AC.

Armored Redoubt (Ex): Beginning at 5th level, you grant a +6 cover bonus to AC against ranged attacks to allies who are adjacent to you. You gain a +4 bonus to AC, checks, or saves against any attack that would force you to move or knock you prone.

Endurance: At 6th level, a defender gains the Endurance feat.

Mobile Defense (Ex): At 9th level, a defender can adjust his position while maintaining a defensive stance. While in a defensive stance, he can take one 5-foot step each round without losing the benefit of the stance.

Improved Reinforced Defenses (Ex): At 10th level, the DR a defender gains from armor improves.

Armor
Type	DR
Light	1d4/-
Medium	1d6/-
Heavy	1d8/-

Improved Unyielding Defense (Ex): At 12th level, when you use unyielding defense, the bonus to your damage reduction increases to +4.

Supreme Reinforced Defenses (Ex): At 19th level, the DR a defender gains from armor improves yet again.

Armor
Type	DR
Light	1d6/-
Medium	1d8/-
Heavy	1d10/-