Difference between revisions of "Test Page"

From Trinity Wiki
Jump to: navigation, search
(Maneuver List)
(Class Features)
Line 101: Line 101:
  
 
When learning a new maneuver, a defender may select any maneuver from the defender maneuver list.
 
When learning a new maneuver, a defender may select any maneuver from the defender maneuver list.
 +
 +
You can use ''reaction'' maneuvers whenever their trigger arises, regardless of whether or not you having immediate actions and/or attacks of opportunity remaining. However, if you use more than one reaction maneuver in a given round, you lose a move action on your next turn.
 
</div>
 
</div>
  
Line 109: Line 111:
 
* 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.
 
* 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 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. You always begin an encounter with zero armor tokens. At the end of an encounter, you lose all remaining armor tokens.
  
 
Armor tokens are used for maneuvers.
 
Armor tokens are used for maneuvers.

Revision as of 04:19, 13 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   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   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   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   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   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.

When learning a new maneuver, a defender may select any maneuver from the defender maneuver list.

You can use reaction maneuvers whenever their trigger arises, regardless of whether or not you having immediate actions and/or attacks of opportunity remaining. However, if you use more than one reaction maneuver in a given round, you lose a move action on your next turn.

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. You always begin an encounter with zero armor tokens. At the end of an encounter, you lose all remaining armor tokens.

Armor tokens are used for maneuvers.

If you use a defender maneuver as a reaction to an attack, you do not gain any armor tokens for that attack.

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, to a maximum of the damage negated by your DR - 5.
Example: You have chosen Armor Mastery twice, and so you gain a +2 bonus to any DR rolls you make. When your armor negates 5 points of damage, you gain 1 armor token; 6 points yields 2 tokens; and 7 or more points yields 3 tokens.
  • 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, to a maximum of the difference between the attack roll and your flatfooted AC.
Example: You have chosen Shield Mastery three times, so you gain a +4 bonus to the shield bonus to AC your shield grants. When a creature misses you by 1, you gain 1 token; by 2, you gain 2 tokens; by 3, you gain 3 tokens; by 4 or more, you gain 4 tokens.

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.

Styles

In order to use a maneuver from a given style, you must be wearing or wielding the appropriate type of armor or shield.

  • Armiger: To use an armiger style maneuver, you must be wearing at least medium armor.
  • Turtle: To use a turtle style maneuver, you must be wielding a light, heavy, or tower shield. An animated shield does not count for purposes of these maneuvers - you must be physically holding the shield.

 

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 Standard Strike Melee attack causes creature to suffer -4 penalty to attacks against creatures other than you.

 

2nd-Level Defender Maneuvers
Style Maneuver Name Action Type Effect
Armiger Armor Savvy Reaction Armor Use your normal AC against an attack while flatfooted.
  Sentinel's Fortitude Swift Boost Make another saving throw against a status effect.
Turtle Challenge Swift Boost Call out an enemy to attack you if they fail a Will save.
  Enraging Strike Standard Strike Attack deals +1d6 damage, chance to enrage creature.
  Interposing Shield Reaction Armor Provide a +4 shield bonus to an adjacent creature's AC.

 

3rd-Level Defender Maneuvers
Style Maneuver Name Action Type Effect
Armiger Fortified Defense Reaction Armor Gain chance to ignore critical hit, precision-based damage.
  Soak Reaction Armor Gain 1/level temporary hit points until the start of your next turn.
Turtle Defensive Shell Swift Boost Reduce your movement speed to improve your AC (has no effect while in a defensive stance).
  Mirror Shell Reaction Armor Make active defense against Force-user's Force-user level to negate a spell targeting you.

 

4th-Level Defender Maneuvers
Style Maneuver Name Action Type Effect
Armiger Aggrieving Strike Swift Boost Successful attacks cause target to suffer -4 penalty to attack creatures other than you.
  Mettle Reaction Armor Gain the mettle ability against one attack or effect.
Turtle Steel Crush Standard Strike Shield bash that catches an opponent flat-footed, inflicts normal damage +2d6 damage, chance to daze.
  Steel Shell Reaction Armor Make active defense against attack to negate; if still hit, gain +10 DR against that attack.

 

5th-Level Defender Maneuvers
Style Maneuver Name Action Type Effect
Armiger Hamstring Standard Strike Attack deals +3d6 damage, halves movement speed.
  Resilient Defense Reaction Armor Apply half your DR against an attack that ignores DR.
Turtle Shell Shock Standard Strike Shield bash with +3d6 damage, knock opponent prone and 20 ft. away.
  Shell Wall Reaction Armor Provide +8 shield bonus to all allies within reach.

 

6th-Level Defender Maneuvers
Style Maneuver Name Action Type Effect
Armiger Gauntlet of Steel Reaction Strike Make an attack after taking damage.
  Impervious Reaction Armor Gain 3/level temporary hit points that last until the start of your next turn.
Turtle Mithril Shell Reaction Armor Make active defense against attack to negate; if still hit, gain +20 DR against that attack.

 

7th-Level Defender Maneuvers
Style Maneuver Name Action Type Effect
Armiger Unlimited Aggression Swift Boost Force all enemies within 60 ft. to attack you if they fail a Will save.
Turtle Cyclonic Shell Crush Standard Strike Make a shield bash attack against all adjacent enemies which inflicts an additional +4d6 points of damage and has the chance of dazing.
  Iron Riposte Reaction Armor Make active defense against attack. If successful, attack is negated, and make immediate attack against that creature with shield with +4d6 damage.

 

8th-Level Defender Maneuvers
Style Maneuver Name Action Type Effect
Armiger Indestructible Reaction Armor Gain 5/level temporary hit points until the start of your next turn.
  Steadfast Mettle Reaction Armor Gain the improved mettle ability against one effect.
Turtle Adamantine Shell Reaction Armor Make active defense against attack to negate; if still hit, gain +40 DR against that attack.
  Glorious Shell Shock Standard Strike Powerful shield bash that inflicts an additional +4d6 points of damage to up to three adjacent enemies and sends them hurtling 20 ft away.

 

9th-Level Defender Maneuvers
Style Maneuver Name Action Type Effect
Turtle Invulnerability Reaction Armor Negate any and all damage, Force abilities, or harmful effects that would affect you and adjacent allies.

 

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.