Difference between revisions of "Test Page"

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{| class="collapsible" width="98%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
 
{| class="collapsible" width="98%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
! colspan="9;" style="background:#007FFF;" align="center"|<div style="margin-left:0px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">The Learner</font></div>
+
! colspan="10;" style="background:#676767;" align="center"|<div style="margin-left:0px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">The Defender</font></div>
 
|-
 
|-
| colspan="6"|&nbsp;
+
| colspan="7"|&nbsp;
| colspan="3"|'''----------------- Memetics -----------------'''
+
| colspan="3"|'''-------------- [[#Man|Maneuvers]] --------------'''
 
|-
 
|-
 
|width="5%"|'''Level'''
 
|width="5%"|'''Level'''
|width="10%" align="left"|'''BAB'''
+
|width="7%" align="left"|'''BAB'''
|width="9%"|'''Fort'''
+
|width="5%"|'''Fort'''
|width="9%"|'''Ref'''
+
|width="5%"|'''Ref'''
|width="9%"|'''Will'''
+
|width="5%"|'''Will'''
|width="28%" align="left"|'''Special'''
+
|width="8%"|'''[[#AC|AC Bonus]]'''
|width="10%"|'''[[#Memes|Active Memes]]'''
+
|width="38%" align="left"|'''Special'''
|width="10%"|'''[[#Memory|Memory]]'''
+
|width="9%"|'''[[#AP|Max Armor Tokens]]'''
|width="10%"|'''[[#BS|Belief-Space]]'''
+
|width="9%"|'''Maneuvers Known'''
 +
|width="9%"|'''Max Maneuver Level'''
 
|-
 
|-
|1 || align="left"|+0 || +1 || +1 || +1 || align="left"|[[#BL|Blue Lore]], [[#Meth|Method]] || 2 || 2 || 1
+
|1 || align="left"|+0 || +2 || +0 || +1 || +0 || align="left"|[[#AM|Armor Mastery]], [[#TN|Tough as Nails]] || 2 || 2 || 1st
 
|-
 
|-
|2 || align="left"|+1 || +2 || +2 || +2 || align="left"|&nbsp; || 3 || 3 || 2
+
|2 || align="left"|+1 || +3 || +0 || +2 || +1 || align="left"|[[#DS|Defensive Stance]] (1/day), [[#RD|Reinforced Defenses]], [[#DF|Defensive Focus]] || 3 || 3 || 1st
 
|-
 
|-
|3 || align="left"|+2 || +2 || +2 || +2 || align="left"|[[#LT|Learner Talent]] || 4 || 5 || 2
+
|3 || align="left"|+2 || +3 || +1 || +2 || +1 || align="left"|[[#ITG|Improved Token Gain]] || 4 || 4 || 2nd
 
|-
 
|-
|4 || align="left"|+3 || +2 || +2 || +2 || align="left"|&nbsp; || 5 || 6 || 2
+
|4 || align="left"|+3 || +4 || +1 || +2 || +2 || align="left"|[[#UD|Unyielding Defense]], [[#PM|Polearm Mastery]] || 5 || 6 || 2nd
 
|-
 
|-
|5 || align="left"|+3 || +3 || +3 || +3 || align="left"|&nbsp; || 5 || 8 || 3
+
|5 || align="left"|+3 || +4 || +1 || +3 || +2 || align="left"|[[#AR|Armored Redoubt]] || 6 || 7 || 3rd
 
|-
 
|-
|6 || align="left"|+4 || +3 || +3 || +3 || align="left"|[[#LT|Learner Talent]] || 6 || 9 || 3
+
|6 || align="left"|+4 || +5 || +2 || +3 || +3 || align="left"|[[#END|Endurance]], [[#DF|Defensive Focus]] || 7 || 8 || 3rd
 
|-
 
|-
|7 || align="left"|+5 || +4 || +4 || +4 || align="left"|&nbsp; || 7 || 11 || 4
+
|7 || align="left"|+5 || +5 || +2 || +4 || +3 || align="left"|[[#ITG|Improved Token Gain]] || 8 || 10 || 4th
 
|-
 
|-
|8 || align="left"|+6/+1 || +4 || +4 || +4 || align="left"|&nbsp; || 8 || 12 || 4
+
|8 || align="left"|+6/+1 || +6 || +2 || +4 || +4 || align="left"|[[#DS|Defensive Stance]] (2/day) || 9 || 11 || 4th
 
|-
 
|-
|9 || align="left"|+6/+1 || +4 || +4 || +4 || align="left"|[[#LT|Learner Talent]] || 8 || 14 || 4
+
|9 || align="left"|+6/+1 || +6 || +3 || +4 || +4 || align="left"|[[#MD|Mobile Defense]] || 10 || 12 || 5th
 
|-
 
|-
|10 || align="left"|+7/+2 || +5 || +5 || +5 || align="left"|[[#IM|Improved Method]] || 9 || 15 || 5
+
|10 || align="left"|+7/+2 || +7 || +3 || +5 || +5 || align="left"|[[#IRD|Improved Reinforced Defenses]], [[#DF|Defensive Focus]] || 12 || 14 || 5th
 
|-
 
|-
|11 || align="left"|+8/+3 || +5 || +5 || +5 || align="left"|&nbsp; || 10 || 17 || 5
+
|11 || align="left"|+8/+3 || +7 || +3 || +5 || +5 || align="left"|[[#ITG|Improved Token Gain]] || 14 || 15 || 6th
 
|-
 
|-
|12 || align="left"|+9/+4 || +6 || +6 || +6 || align="left"|[[#LT|Learner Talent]] || 11 || 18 || 6
+
|12 || align="left"|+9/+4 || +8 || +4 || +6 || +6 || align="left"|[[#IUD|Improved Unyielding Defense]] || 16 || 16 || 6th
 
|-
 
|-
|13 || align="left"|+9/+4 || +6 || +6 || +6 || align="left"|&nbsp; || 11 || 20 || 6
+
|13 || align="left"|+9/+4 || +8 || +4 || +6 || +6 || align="left"|&nbsp; || 18 || 18 || 7th
 
|-
 
|-
|14 || align="left"|+10/+5 || +6 || +6 || +6 || align="left"|&nbsp; || 12 || 21 || 6
+
|14 || align="left"|+10/+3 || +9 || +4 || +6 || +7 || align="left"|[[#DS|Defensive Stance]] (3/day), [[#DF|Defensive Focus]] || 20 || 19 || 7th
 
|-
 
|-
|15 || align="left"|+11/+6/+1 || +7 || +7 || +7 || align="left"|[[#LT|Learner Talent]] || 13 || 23 || 7
+
|15 || align="left"|+11/+6/+1 || +9 || +5 || +7 || +7 || align="left"|[[#ITG|Improved Token Gain]] || 22 || 20 || 8th
 
|-
 
|-
|16 || align="left"|+12/+7/+2 || +7 || +7 || +7 || align="left"|&nbsp; || 14 || 24 || 7
+
|16 || align="left"|+12/+7/+2 || +10 || +5 || +7 || +8 || align="left"|&nbsp; || 24 || 22 || 8th
 
|-
 
|-
|17 || align="left"|+12/+7/+2 || +8 || +8 || +8 || align="left"|&nbsp; || 14 || 26 || 8
+
|17 || align="left"|+12/+7/+2 || +10 || +5 || +8 || +8 || align="left"|&nbsp; || 26 || 23 || 9th
 
|-
 
|-
|18 || align="left"|+13/+8/+3 || +8 || +8 || +8 || align="left"|[[#LT|Learner Talent]] || 15 || 27 || 8
+
|18 || align="left"|+13/+8/+3 || +11 || +6 || +8 || +9 || align="left"|[[#DF|Defensive Focus]] || 28 || 24 || 9th
 
|-
 
|-
|19 || align="left"|+14/+9/+4 || +8 || +8 || +8 || align="left"|&nbsp; || 16 || 29 || 8
+
|19 || align="left"|+14/+9/+4 || +11 || +6 || +8 || +9 || align="left"|[[#ITG|Improved Token Gain]] || 30 || 25 || 9th
 
|-
 
|-
|20 || align="left"|+15/+10/+5 || +9 || +9 || +9 || align="left"|[[#MM|Method Mastery]] || 17 || 30 || 9
+
|20 || align="left"|+15/+10/+5 || +12 || +6 || +9 || +10 || align="left"|[[#SRD|Supreme Reinforced Defenses]], [[#DS|Defensive Stance]] (4/day) || 32 || 26 || 9th
 
|}
 
|}
  
 
&nbsp;
 
&nbsp;
  
=Learner=
+
=Defender=
[[Image:New_Learner.jpg|thumb|250px|right|A learner]]
+
[[Image:Defender.jpg|thumb|375px|right|Jarvis, iconic defender]]
: '' "Experience is the best teacher." ''
+
: ''"I am the rock. None shall pass."''
  
The petrifying gaze of a basilisk, the lightning breath of a dragon, the soul-draining touch of the undead: these powers are to be feared, most certainly. Some, however, would believe that the best way to fight fire is with fire, and so seek out ways to gain these powers - not through study or research, but through watching those who wield them. This is the way of the learner.
+
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.
  
It is impossible to say what a learner is capable of. An individual learner may learn dozens - if not hundreds - of abilities over the course of her lifetime, as varied in power and application as the creatures that walk the world. Calling upon the power of the blue to enhance her memory and ability to replicate the powers of monsters, the learner is a powerful ally and unpredictable foe.
+
In terms of the melee classes, the defender is the "rock;" the defender is to armor what the [[Fighter|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.  
 
+
'''Adventures:''' To be a learner is to be an adventurer; there is no way around it. In order to gain new abilities, the learner must seek out danger, and not just face it, but also live to experience a fearsome foe's abilities. Learners seek out adventure not simply for the thrill of it, but because that is the only way to learn new things.
+
 
+
'''Characteristics:''' Those who pursue the path of the learner tend to be confident, curious thrill-seekers, and while some certainly vary from this stereotype, that is the most common personality amongst learners. They tend to be rather friendly and outgoing, as having assistance in seeking out new and more dangerous monsters is usually helpful. For a learner, no threat is insurmountable; there is always an answer, it must simply be found.
+
 
+
'''Alignment:''' Learners run the gamut of alignments. Good learners seek to use their abilities to help others, while evil learners use their mystery as an advantage to gain leverage over others. Lawful learners tend to attempt to categorize their abilities and find a niche, while chaotic learners simply learn what comes their way.
+
 
+
'''Religion:''' Good learners tend to follow deities of knowledge or innovation, while evil learners tend to follow deities who favor the powerful over all else.
+
 
+
'''Background:''' Most learners tend to have had a childhood in which they witnessed powerful creatures destroying their homes or invade their city. Some learners come from a wilderness background, coming to be more interested in the abilities of what they hunted rather than the hunt itself.
+
  
 
==Game Rule Information==
 
==Game Rule Information==
Learners have the following game statistics.
+
Defenders have the following game statistics.
  
'''[[The_Forces#Force_Alignment | Force Alignment]]:''' Blue.
+
'''[[The_Forces#Force_Alignment | Force Alignment]]:''' None.
  
'''[[The_Forces#Force_Resistance | Force Resistances]]:''' TO 5 + level, CO 5 + level.
+
'''[[The_Forces#Force_Resistance | Force Resistances]]:''' None.
  
'''Abilities:''' Intelligence, Wisdom, and Charisma are all equally important to a learner. She gains bonus active meme slots based on her Wisdom, bonus memory based on her Intelligence, and additional belief-space based upon her Charisma.
+
'''Abilities:''' Constitution is the most important ability for defenders.
  
'''Hit Die:''' d8.
+
'''Hit Die:''' d12.
  
'''Class Skills:''' The learner’s class skills are Concentration (Con), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Knowledge (all) (Int), Memecraft (Int), Profession (Wis), Ride (Dex), Spot (Wis), and Sense Motive (Wis).
+
'''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), Martial Lore (Int), and Swim (Str).
  
 
'''Skill Points at Each Level:''' 4 + Int.
 
'''Skill Points at Each Level:''' 4 + Int.
Line 93: Line 84:
 
'''Alignment:''' Any.
 
'''Alignment:''' Any.
  
'''Starting Age:''' Moderate.
+
'''Starting Age:''' Simple.
  
'''Starting Gold:''' 4d4 x 10gp.
+
'''Starting Gold:''' 6d4 x 10gp.
  
 
'''Favored By:''' None.
 
'''Favored By:''' None.
  
 
==Class Features==
 
==Class Features==
All of the following are class features of the learner.
+
All of the following are class features of the defender.
  
'''Weapon and Armor Proficiency:''' Learners are proficient with all simple weapons, all one-handed martial weapons, light and medium armor, and all shields save tower shields.
+
'''Weapon and Armor Proficiency:''' Defenders are proficient with all simple weapons, all armor, and all shields. They are also proficient with the [[Weapons#Halfling_Sarrash|halfling sarrash]], [[Weapons#Poleaxe_Heavy|heavy poleaxe]], glaive, [[Weapons#Greatspear|greatspear]], guisarme, [[Weapons#Lucerne_Hammer|lucerne hammer]], and ranseur.
  
<div id="Memes">
+
<div id="Man">
'''Memes (Me):''' The abilities of the learner are memes, the purview of the blue. Unlike other memeticists, learners construct their own memes, using their knowledge of memory to do so, which allow them to imitate the abilities of monsters.
+
'''Maneuvers:''' As with other students of the arts martial, a defender learns maneuvers. A defender initially knows two maneuvers of 1st-level, and gradually gains access to more maneuvers and higher levels. A defender must have a Constitution score of 10 + maneuver level to learn a maneuver.
  
A learner can know any number of memes, but she can only have so many actively accessible at one time ("Memes," on the table). The learner can change what memes she has access to after a night's rest.
+
A defender uses ''armor tokens'' (see below) to fuel his abilities. In order to use a maneuver, he must expend a number of armor tokens equal to its maneuver level.
  
A learner cannot research memes on her own; he must learn them from monsters (described below), and all learner memes correspond at least partially to at least one monster ability. Due to various factors, however, a learner's meme may not be an exact replica of a monster's ability.
+
Defenders may select any maneuver from the defender maneuver list.
 +
</div>
 +
 
 +
<div id="AP">
 +
'''Armor Pool (Ex):''' The defender learns 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, which you use to pay for your maneuvers.
 +
 
 +
* 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 the amount listed on the table above, and gain a bonus to the maximum amount equal to your Constitution modifier. At the end of an encounter, you lose all remaining armor tokens.
  
You gain additional active meme slots equal to your Wisdom modifier.
+
Armor tokens are used for armor abilities (below).
 
</div>
 
</div>
  
<div id="Memory">
+
<div id="AM">
'''Memory (Me):''' A learner has only so much of her personal memory that she can devote towards her memes; however, when she does so, those memes increase in power. A meme cannot have more than memory invested in it than your memeticist level.
+
'''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.
  
As a swift action, you may choose to reallocate some or all of your memory.
+
''' 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
  
You gain additional memory equal to your Intelligence modifier.
+
* ''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.
 
</div>
 
</div>
  
<div id="BS">
+
<div id="TN">
'''Belief-Space (Me):''' As a memeticist, the learner is able to incorporate foreign memes directly into her belief-space, incorporating the meme into her personal memory. This process allows her to gain deeper understanding of the meme's pattern (and therefore, the information it contains), but it is also possible that the meme will taint and modify the learner's personality and memories.
+
'''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.
 +
</div>
  
The learner can have the indicated number of memes bound to her belief-space. The integration or removal of such bound memes is an involved process, and so the learner can only change her bound memes after a night's rest.
+
<div id="AC">
 +
'''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. The defender must be wearing at least light armor to gain this benefit.
 +
</div>
  
If you have a Charisma modifier, you gain an additional belief-space at every even learner level, until you have bonus belief-space equal to your Charisma modifier.
+
<div id="DS">
 +
'''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.
 
</div>
 
</div>
  
<div id="BL">
+
<div id="RD">
'''Blue Lore:''' Learners are well-versed in the nature of monstrosities. As such, she may make a special knowledge check with a bonus equal to her learner level + her Intelligence modifier to see whether she knows some relevant information concerning a monster or learner meme.
+
'''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.
  
If she has at least 5 ranks in the relevant Knowledge skill pertaining to the creature type of the creature being considered, she gains a +2 bonus on learning information about a monster.
+
'''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. If the armor worn already grants DR (such as from a special material, like [http://www.d20srd.org/srd/specialMaterials.htm adamantine]), the DR granted by this ability is in addition to the armor's previous DR (so, if the defender is wearing an adamantine breastplate, his DR is 1d4+2/-).
 
</div>
 
</div>
  
<div id="Meth">
+
<div id="DF">
'''Method (Bl):''' Each learner has a particular method she uses to attain the abilities of monsters. At first level, the learner chooses one of the following methods.
+
'''Defensive Focus (Ex):''' At 2nd level, and every four levels after, the defender gains improved skill in defending himself. At each of the indicated levels, choose one of the following abilities. Unless otherwise specified, you may take each ability multiple times.
  
Regardless of method, in order to learn a meme, the learner must make a Memecraft check against the Su or Sp ability’s saving throw DC. If it doesn’t have one, the DC to learn the ability is 10 + one-half the monster’s HD + the monster’s Charisma modifier (if the modifier is less than +0, it is considered +0 for purposes of learning). If the learner succeeds, she learns the meme associated with that ability.
+
* ''Armor Mastery:'' When rolling to determine your damage reduction against an attack, you gain a +1 bonus to the result. In addition, if you have an armor pool (see below), when your armor's DR negates at least 5 points of damage, you gain an additional armor token.
 +
* ''Shield Mastery:'' When you wield a shield, the shield bonus to AC it grants improves by +1. In addition, if you have an armor pool (see below), when an attack misses you, and the attack roll was lower than your flatfooted AC, you gain an additional armor token.
 +
</div>
  
If the learner fails, she does not learn the talent. However, the next time she attempts to learn that talent in the same combat, she gets a +1 competence bonus on her Knowledge check to learn the talent for each time she has failed.
+
<div id="ITG">
 +
'''Improved Token Gain:''' At 3rd level, and every fourth level after, the defender's ability to use his armor against his opponents improves. Choose either method of gaining armor tokens; the number of armor tokens you gain from that ability increases by +2.
 +
</div>
  
* ''Draw:'' The learner learns her memes through drawing, a process which allows her to pull energy directly out of a monster. As a standard action, a learner may make a ray (ranged touch) attack against a single creature within 60 feet. If successful, she may choose one of that monster's abilities; if she has not already learned the meme associated with it, she may attempt to do so. If she knows the meme for the ability she chose, or if she successfully learns it, she gains one temporary active meme slot, which is immediately occupied by the meme she just learned. This temporary active meme slot lasts 1 round/level.
+
<div id="UD">
* ''Lancelet:'' The learner learns her memes through a lancelet, a mark of the Blue that allows her to read the creature's memories and recreate its abilities. As a standard action, the learner may mark a creature within 60 feet.  Whenever that creature uses an (Su) or (Sp) ability, the learner may attempt to learn the meme associated with that ability. The lancelet lasts for 1 round/learner level.
+
'''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. You must be wearing at least light armor to benefit from this ability.
* ''Observation:'' The learner learns her memes through observation, using her power of sight to enable her to mimic the abilities of monsters. As a standard action, a learner can watch monsters present within 60 feet. If any of them should use an (Su) or (Sp) ability until the learner’s next action, the learner may attempt to learn the meme associated with that ability. If the learner is attacked with an (Su) or (Sp) ability while observing, she gets a +4 bonus on the Memecraft check to learn that meme.
+
 
</div>
 
</div>
  
<div id="LT">
+
<div id="PM">
'''Learner Talent:''' As a learner progresses in her training, she gains access to new and unusual applications of the Blue. At 3rd level, and every three levels thereafter, she gains access to one of the following abilities.
+
'''Polearm Mastery (Ex):''' At 4th level, the defender has learned how to wield a polearm with one hand, allowing him to also use a shield. A defender can wield any two-handed melee weapon with reach that he is proficient with in one hand; if he does so, the damage dealt by the weapon is reduced by one step.
 +
</div>
  
* ''Absorb (Bl):'' Requires the Draw method. When the learner learns a meme via Draw, she may temporarily deny the creature the use of its ability. If the creature fails a Fortitude save (DC 10 + learner's Cha mod), it loses access to the ability the learner learned for 1 round/learner level.
+
<div id="AR">
** ''Soak (Bl):'' Requires the Absorb ability. If the learner is the target of an ability, she may attempt to learn it. If she does so, the ability is negated.
+
'''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. You must be wearing at least light armor to benefit from this ability.
* ''Countermeme (Me):'' Requires the Lancelet method. The learner may counter memes and the abilities of monsters in the same manner as a wizard may counter spells.
+
** ''Disable (Bl):'' Requires the Countermeme ability. When the learner learns a talent via Lancelet, she may temporarily deny the creature the use of its ability. If the creature fails a Will save (DC 10 + learner's Cha mod), it loses access to the ability the learner learned for 1 round/learner level.
+
* ''Resistance (Ex):'' The learner begins to become more resistant to conditions that would impede her and her ability to learn. She gains a +2 resistance bonus on saving throws against effects that would cause the following conditions: ability damage, blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, sickened, stunned, and poisoned.
+
** ''Resiliance (Ex):'' Requires the Resistance ability. As per Resistance, but +4.
+
*** ''Immunity (Ex):'' Requires the Resiliance ability. Choose one of the conditions that Resistance gives a bonus to saving throws against. You become immune to that condition.
+
* ''Conversion (Me):'' The learner has mastered the art of converting her powers of memory into a shield to enable her to survive the abilities of monsters. In effect, she gains a DR equal to her Wisdom modifier. Each time this DR prevents damage, she loses one point of Memory, which is restored after a night's rest. Each time she is dealt damage, the learner chooses whether or not to activate this ability.
+
* ''Peep (Bl):'' Requires the Observation method. As a standard action, you may attempt to learn information about a creature with Close range. Make a Blue Lore check opposed by the the target's Will save. If it fails its save, you may learn the target's current hit points, its type(s) and subtype(s), and what will penetrate its DR (if any). If it passes its save, you cannot use this ability on that creature for 24 hours.
+
** ''Scan (Bl):'' Requires the Peep ability. When you use your peep ability, you learn additional information about a creature, as though you had used the heightened ''creature loresight'' meme.
+
 
</div>
 
</div>
  
<div id="IM">
+
<div id="END">
'''Improved Method:''' At 10th level, the learner gains more advanced understanding of her chosen method of learning talents, or she may expand her horizons and learn another method of learning.
+
'''Endurance:''' At 6th level, a defender gains the Endurance feat.
* ''Improved Draw:'' When the learner uses her Draw ability, the temporary active meme she gains benefits from 1d6+1 memory.
+
* ''Improved Lancelet:'' When the learner uses her Lancelet ability, she may instead target a creature up to 90 feet away.
+
* ''Improved Observation:'' Using the Observation ability is a move action instead of a standard.
+
 
</div>
 
</div>
  
<div id="MM">
+
<div id="MD">
'''Method Mastery:''' At 20th level, the learner has gained mastery over her methods of learning. She may choose to improve one of her existing methods, or gain access to another method of her choice.
+
'''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.
* ''Draw Mastery:'' When the learner uses her Draw ability, the temporary active meme she gains benefits from 2d6+1 memory.
+
* ''Lancelet Mastery:'' When the learner uses her Lancelet ability, she may instead target a creature up to 120 feet away.
+
* ''Observation Mastery:'' The learner has mastered the art of being continually alert. She is now considered observing at all times, and she does not need to take a standard action to observe; however, the maximum range for continual observation is 5 feet/2 learner levels. The learner can still Observe as a move action.
+
 
</div>
 
</div>
  
==Memes==
+
<div id="IRD">
What follows is a description of how a learner learns memes, and the meme lists.
+
'''Improved Reinforced Defenses (Ex):''' At 10th level, the DR a defender gains from armor improves.
  
Unlike most Force-users, memes of a learner are not influenced by his memeticist level. Instead, the effectiveness of a meme is dependent upon how much memory he devotes to it. Expressions such as "100 feet + 10 feet/memory" mean that, for every point of memory you have invested in the meme, add an additional 10 feet to the range, and so on.
+
'''Armor'''
 +
'''Type DR'''
 +
Light 1d4/-
 +
Medium 1d6/-
 +
Heavy 1d8/-
 +
</div>
  
The saving throw DCs for all of a learner's memes are 10 + her Charisma modifier + 1/2 memory invested, rounded down.
+
<div id="IUD">
 +
'''Improved Unyielding Defense (Ex):''' At 12th level, when you use unyielding defense, the bonus to your damage reduction increases to +4.
 +
</div>
  
===Learning Memes===
+
<div id="SRD">
Whenever a creature uses a non-extraordinary ability, the learner has a chance to learn it (depending upon her learning method). If she does so, she learns a meme that corresponds to that ability in some way - the meme a learner learns is almost never an exact duplicate of the ability she learned it from, though it will usually share many similar qualities.
+
'''Supreme Reinforced Defenses (Ex):''' At 19th level, the DR a defender gains from armor improves yet again.
  
In addition, the ability used oftentimes informs the learner's meme. For instance, suffering a red dragon's breath and seeing a wizard cast wall of fire both allow a learner to learn ''beta'', but two different variations of it (in one case, a cone, and in the other, a wall).
+
'''Armor'''
 +
'''Type DR'''
 +
Light 1d6/-
 +
Medium 1d8/-
 +
Heavy 1d10/-
 +
</div>
  
{|class="collapsible" width="70%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
+
==Maneuver List==
! style="background:#4F94CD;" align="left"|<div style="margin-left:0px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">Learner Memes</font></div>
+
The following is the defender maneuver list.
 +
 
 +
{|class="collapsible" width="95%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
 +
! colspan="5;" style="background:#DCDCDC;" align="left"|<div style="margin-left:0px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">1st-Level Defender Maneuvers</font></div>
 +
|-
 +
! width="8%" align="center"|Style
 +
! width="20%" align="left"|Maneuver Name
 +
! width="10%" align="center"|Action
 +
! width="8%" align="left"|Type
 +
! width="54%" align="left"|Effect
 
|-style="background:white;" align="left"  
 
|-style="background:white;" align="left"  
|'''Aero:''' Use wind to damage and move foes.
+
|align="center"|Armiger || Combat Magnet || align="center"|Reaction || Armor || Creature must resolve its attacks against you this turn.
 
|-align="left"  
 
|-align="left"  
|'''Angel Whisper:''' Restore a creature to life, remove status ailments.
+
|&nbsp; || Draining Defense || align="center"|Reaction || Armor || Attacker becomes fatigued.
 
|-align="left"  
 
|-align="left"  
|'''Aquabreath:''' Use water to damage foes.
+
|align="center"|Turtle || Iron Shell || align="center"|Reaction || Armor || Make an active defense against an attack.
 
|-align="left"  
 
|-align="left"  
|'''Bad Breath:''' Cause a variety of status ailments.
+
|&nbsp; || Taunting Strike || align="center"|Reaction || Strike || Melee attack causes creature to suffer -4 penalty to attacks against creatures other than you.
|-align="left"
+
|'''Beta:''' Use fire to damage and burn foes.
+
|-align="left"
+
|'''Blowfish:''' Attack a foe with a volley of spines.
+
|-align="left"  
+
|'''Cocoon:''' Improve your natural armor.
+
|-align="left"
+
|'''Death Force:''' Resist death effects.
+
|-align="left"
+
|'''Dischord:''' Cause a creature to gain a negative level.
+
|-align="left"
+
|'''Dragon Force:''' Improve your combat prowess.
+
|-align="left"
+
|'''Drain Touch:''' Cause physical ability score damage.
+
|-align="left"
+
|'''Earth Shake:''' Cause an earthquake.
+
|-align="left"
+
|'''Eerie Sound Wave:''' Remove enhancements from a creature.
+
|-align="left"
+
|'''Exploder:''' Sacrifice self to deal massive area damage.
+
|-align="left"
+
|'''Feather Barrier:''' Improve ability to evade attacks and effects.
+
|-align="left"
+
|'''Flash:''' Blind creatures.
+
|-align="left"
+
|'''Force Spear:''' Use force energy to damage a creature.
+
|-align="left"
+
|'''Frost:''' Use cold to damage a creature.
+
|-align="left"
+
|'''Fusion:''' Imbue weapons with special effects.
+
|-align="left"
+
|'''Guard Off:''' Reduce a creature's ability to defend itself.
+
|-align="left"
+
|'''Haste Break:''' Cause a creature enjoying temporal manipulation to lose its enhancements.
+
|-align="left"
+
|'''Infrasonics:''' Reduce a creature's ability to evade your attacks and effects.
+
|-align="left"
+
|'''Magic Hammer:''' Reduce a creature's ability to call upon magic.
+
|-align="left"
+
|'''Madness:''' Cause mental ability score damage.
+
|-align="left"
+
|'''Mighty Guard:''' Put a variety of protective effects into place.
+
|-align="left"
+
|'''Moon Flute:''' Cause creature to rage.
+
|-align="left"
+
|'''Night:''' Cause creatures to fall asleep.
+
|-align="left"
+
|'''Pearl:''' Use holy energy to damage foes.
+
|-align="left"
+
|'''Poison Claw:''' Inflict a creature with poison.
+
|-align="left"
+
|'''Quasar:''' Use magnetic energy to damage foes.
+
|-align="left"
+
|'''Roulette:''' Cause a random nearby creature to die.
+
|-align="left"
+
|'''Screech:''' Use sonic energy to damage and deafen foes.
+
|-align="left"
+
|'''Shadow Flare:''' Use shadow energy to damage foes.
+
|-align="left"
+
|'''Stare:''' Confuse a creature.
+
|-align="left"
+
|'''Stone Breath:''' Cause creatures to turn to stone.
+
|-align="left"
+
|'''Trine:''' Use lightning to damage and shock foes.
+
|-align="left"
+
|'''Vanish:''' Cause a creature to become invisible.
+
|-align="left"
+
|'''Virus:''' Inflict a creature with a disease.
+
|-align="left"
+
|'''White Wind:''' Heal yourself and allies.
+
|-align="left"
+
|'''Zombie Touch:''' Inflict undead-like status on a creature for a time.
+
 
|}
 
|}
  
 
&nbsp;
 
&nbsp;
  
==Old Versions==
+
==Design Notes==
Previous version of the [[Learner|Learner]].
+
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 [http://www.zipworld.com.au/~hong/ih/armiger.htm 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 [http://ironheroeshouserules.pbwiki.com/ 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.
 +
 
 +
More recently (Dec '10), I have decided that the defender's armor abilities are a clunky mechanic. With the idea of streamlining the martial classes into a relatively unified whole - by which I mean, using a relatively similar system for the primary martial classes - I have modified the defender to use a maneuver system similar to the Einhander. Most of the maneuvers on the list were taken from the old armor abilities as well as this [http://www.giantitp.com/forums/showthread.php?t=160377 homebrew ''Tome of Battle'' discipline].

Revision as of 02:19, 9 December 2010

The Defender
  -------------- Maneuvers --------------
Level BAB Fort Ref Will AC Bonus Special Max Armor Tokens Maneuvers Known Max Maneuver Level
1 +0 +2 +0 +1 +0 Armor Mastery, Tough as Nails 2 2 1st
2 +1 +3 +0 +2 +1 Defensive Stance (1/day), Reinforced Defenses, Defensive Focus 3 3 1st
3 +2 +3 +1 +2 +1 Improved Token Gain 4 4 2nd
4 +3 +4 +1 +2 +2 Unyielding Defense, Polearm Mastery 5 6 2nd
5 +3 +4 +1 +3 +2 Armored Redoubt 6 7 3rd
6 +4 +5 +2 +3 +3 Endurance, Defensive Focus 7 8 3rd
7 +5 +5 +2 +4 +3 Improved Token Gain 8 10 4th
8 +6/+1 +6 +2 +4 +4 Defensive Stance (2/day) 9 11 4th
9 +6/+1 +6 +3 +4 +4 Mobile Defense 10 12 5th
10 +7/+2 +7 +3 +5 +5 Improved Reinforced Defenses, Defensive Focus 12 14 5th
11 +8/+3 +7 +3 +5 +5 Improved Token Gain 14 15 6th
12 +9/+4 +8 +4 +6 +6 Improved Unyielding Defense 16 16 6th
13 +9/+4 +8 +4 +6 +6   18 18 7th
14 +10/+3 +9 +4 +6 +7 Defensive Stance (3/day), Defensive Focus 20 19 7th
15 +11/+6/+1 +9 +5 +7 +7 Improved Token Gain 22 20 8th
16 +12/+7/+2 +10 +5 +7 +8   24 22 8th
17 +12/+7/+2 +10 +5 +8 +8   26 23 9th
18 +13/+8/+3 +11 +6 +8 +9 Defensive Focus 28 24 9th
19 +14/+9/+4 +11 +6 +8 +9 Improved Token Gain 30 25 9th
20 +15/+10/+5 +12 +6 +9 +10 Supreme Reinforced Defenses, Defensive Stance (4/day) 32 26 9th

 

Defender

Jarvis, iconic defender
"I am the rock. None shall pass."

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), Martial Lore (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 halfling sarrash, heavy poleaxe, glaive, greatspear, guisarme, lucerne hammer, and ranseur.

Maneuvers: As with other students of the arts martial, a defender learns maneuvers. A defender initially knows two maneuvers of 1st-level, and gradually gains access to more maneuvers and higher levels. A defender must have a Constitution score of 10 + maneuver level to learn a maneuver.

A defender uses armor tokens (see below) to fuel his abilities. In order to use a maneuver, he must expend a number of armor tokens equal to its maneuver level.

Defenders may select any maneuver from the defender maneuver list.

Armor Pool (Ex): The defender learns 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, which you use to pay for your maneuvers.

  • 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 the amount listed on the table above, and gain a bonus to the maximum amount equal to your Constitution modifier. At the end of an encounter, you lose all remaining armor tokens.

Armor tokens are used for armor abilities (below).

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. The defender must be wearing at least light armor to gain this benefit.

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. If the armor worn already grants DR (such as from a special material, like adamantine), the DR granted by this ability is in addition to the armor's previous DR (so, if the defender is wearing an adamantine breastplate, his DR is 1d4+2/-).

Defensive Focus (Ex): At 2nd level, and every four levels after, the defender gains improved skill in defending himself. At each of the indicated levels, choose one of the following abilities. Unless otherwise specified, you may take each ability multiple times.

  • Armor Mastery: When rolling to determine your damage reduction against an attack, you gain a +1 bonus to the result. In addition, if you have an armor pool (see below), when your armor's DR negates at least 5 points of damage, you gain an additional armor token.
  • Shield Mastery: When you wield a shield, the shield bonus to AC it grants improves by +1. In addition, if you have an armor pool (see below), when an attack misses you, and the attack roll was lower than your flatfooted AC, you gain an additional armor token.

Improved Token Gain: At 3rd level, and every fourth level after, the defender's ability to use his armor against his opponents improves. Choose either method of gaining armor tokens; the number of armor tokens you gain from that ability increases by +2.

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. You must be wearing at least light armor to benefit from this ability.

Polearm Mastery (Ex): At 4th level, the defender has learned how to wield a polearm with one hand, allowing him to also use a shield. A defender can wield any two-handed melee weapon with reach that he is proficient with in one hand; if he does so, the damage dealt by the weapon is reduced by one step.

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. You must be wearing at least light armor to benefit from this ability.

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/-

Maneuver List

The following is the defender maneuver list.

1st-Level Defender Maneuvers
Style Maneuver Name Action Type Effect
Armiger Combat Magnet Reaction Armor Creature must resolve its attacks against you this turn.
  Draining Defense Reaction Armor Attacker becomes fatigued.
Turtle Iron Shell Reaction Armor Make an active defense against an attack.
  Taunting Strike Reaction Strike Melee attack causes creature to suffer -4 penalty to attacks against creatures other than you.

 

Design Notes

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.

More recently (Dec '10), I have decided that the defender's armor abilities are a clunky mechanic. With the idea of streamlining the martial classes into a relatively unified whole - by which I mean, using a relatively similar system for the primary martial classes - I have modified the defender to use a maneuver system similar to the Einhander. Most of the maneuvers on the list were taken from the old armor abilities as well as this homebrew Tome of Battle discipline.