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Sitzkrieg
2009-07-11, 02:39 AM
PEACH:


Defender

http://www.ambientart.de/3d/gallery/charracters/The%20Princess%20and%20her%20Bodyguard.jpg
She knows I'm always there for her. It's a matter of survival. - Daerin Slinger, Defender

Requirements
+4 BAB, any non-chaotic aligment, a trusted ally

Defender
Hit Dice: d10
Class Skills: The class skills for the Defender (and the key ability for each skill) are Climb (Str), Craft (Int), Heal (Wis), Intimidate (Cha), Jump (Str), Listen (Wis), Profession (Int), Ride (Dex), Sense Motive (Wis), Spot (Wis), Swim(Str).
Skill Points at Each Level: (2 + Int Modifier)
Weapon and Armor Proficiencies: The Defender is proficient with all simple and martial weapons, all types of armor (Light, Medium, Heavy) and with shields (except tower shields)


{TABLE=head]Level | BAB | Fort | Ref | Will | Abilities
1st|
+1|
2|
0|
2|Honored Ally, Guardian Strike, Adept Alliance
2nd|
+2|
3|
0|
3|Devastating Blow, Defender's Resolve
3rd|
+3|
3|
1|
3|Always Got Your Back
4th|
+4|
4|
1|
4|Devastating Blow 2/Day
5th|
+5|
4|
1|
4| Improved Initiative
6th|
+6|
5|
2|
5|Devastating Blow 3/Day
7th|
+7|
5|
2|
5|Goad,
8th|
+8|
6|
2|
6|Devastating Blow 4/Day
9th|
+9|
6|
3|
6|
10th|
+10|
7|
3|
7|Devastating Blow 5/Day[/TABLE]

Honored Ally (Ex): At first level, a Defender must chose a single trusted ally and swear an oath to defend and protect this individual. The ally must be a character the Defender knows well on a personal level. If this ally dies, it is the responsibility of the Defender to properly dispose of the body. The Defender may not accept a new honored ally for at least a month after the former's death. If the Defender is unable to mourn over the body or dispose of it properly, this process takes two months. In addition, a character may not progress in the Defender class without an ally. However, if a new ally is selected, a Defender may resume progress, and all prior special abilities will apply to this new ally. A Defender may also voluntarily change her ally, but this process requires at least a month of close interaction with the prospective ally, a process which is required even if the Defender is already familiar with him or her. During this time, the Defender abilities still apply to the former ally.

Guardian Strike (Ex): The dedicated Defender has a sixth sense in defending her ally. Even amidst the heat of combat, the Defender keeps watch for danger. Whenever an enemy moves into a square from which it can threaten the ally with a melee attack, and the Defender is aware of the movement, she is entitled to an attack of opportunity on the enemy (unless the movement is made with a five-foot step). The Defender may even make this special Attack of Opportunity at range, but she takes the standard -4 penalty on the attack roll (unless she has the Precise Shot feat). This attack does not count against the Defender's one attack of opportunity per round. This ability may not be used more than once per round.

Defender's Resolve (Ex): The Defender's will to protect her ally is strong. While within 30 feet of her ally, the Defender is immune to all fear effects. Her ally also receives a +4 bonus on saves to resist fear effects.

Adept Alliance (Ex): By second level, the Defender is well versed in the needs and processes of her ally. When she successfully aids her ally in a skill check, her ally recieves a bonus of +4, rather than the standard +2.

Devastating Blow (Ex): In times of duress, the Defender is able to summon additional might to protect her ally. Once per day, starting at level two, she may direct a Devastating Blow against an enemy that is adjacent to her ally. She may add her Defender level as a bonus to the attack roll. She may also add +Xd6 to the damage roll, where X is the character's Defender level. If the attack hits, the enemy must succeed on a Fortitude save with a DC of (10 + Defender level + 1/2 Defender's ECL) or be Dazed for one round. At level 4, and every two levels thereafter, this attack may be used an additional time per day.

Defender's Resolve (Ex): At level three, the Defender's shared experiences and connection with her ally are so strong that her presence improves the morale of both. While within 90 feet of her ally, the Defender is immune to fear (magical or otherwise). While within this range, the ally also recieves a +4 bonus on saving throws against fear.

Improved Initiative (Ex): At fifth level, the Defender receives the feat Improved Initiative, even if she does not meet the prerequisites. If she already has the feat Improved Initiative, the bonus increases to +6.

Goad (Ex): At eighth level, the Defender recieves the Goad feat (Complete Adventurer) even if she does not fulfill the prerequisites. As a Move Action, she can goad an opponent who threatens her or her ally, has line of sight on her, can hear her, and has an Intelligence of 3 or higher (Goad is mind-affecting). On the goaded opponent’s next turn, if the above still applies, it cannot make melee attacks against anyone but the Defender (WillNeg, DC = 10+ ½ Defender level + Charisma modifier). The opponent may still move, cast spells, and use ranged attacks normally.

Always Got Your Back (Ex): At third level, a Defender that is adjacent to her ally threatens all squares adjacent to her ally, even if her melee weapon does not ordinarily have reach to those squares.

Red Mage
2009-07-11, 06:46 PM
Sick Class

I'm quite excited to see this in action (especially because Zanza will be the first ally to be tested). Your explination leaves me not only elated but aroused and I commend you sir.

Me and Kaylan need to speak more in depth about this but honestly I couldnt be happier.

cant wait.

Madra Rua
2009-07-11, 07:05 PM
very nice. I think that itd be cool to see 2 people both with this class and allied together. :smallbiggrin: i like it.

Lysander
2009-07-11, 08:52 PM
One question. Can the Defender switch allies even if their ward isn't killed? For example, if they successfully bring the person to safety and they no longer need protection? Or if a child grows up and is now a capable warrior in their own, and no longer needs the defender with them? I assume they can switch but it still requires a month.

Hefty Lefty
2009-07-11, 11:18 PM
No. The Defender cannot change Allies unless the first one dies. The Defender grows a deeply personal bond that goes beyond necessity for a quest (or something else). The class was formed around the idea of choosing a PC as an Ally, so that wouldn't normally happen.

For those of you wondering where I get off stating rules, I'm the PC that is considering taking this class, who co-formed the class.

Lysander
2009-07-12, 12:19 AM
No. The Defender cannot change Allies unless the first one dies. The Defender grows a deeply personal bond that goes beyond necessity for a quest (or something else). The class was formed around the idea of choosing a PC as an Ally, so that wouldn't normally happen.

For those of you wondering where I get off stating rules, I'm the PC that is considering taking this class, who co-formed the class.

While I'm being all rules lawyery, what happens if a Defender gets a new ally after the first one dies and then the first one is resurrected? Also, what happens if the Defender thinks their ally is killed but it's actually a convincing trick? For example, if an enemy magician creates a fake corpse, or creates an illusion of the ally being disintegrated complete with a real pile of dust for the Defender to find.

Sitzkrieg
2009-07-12, 12:38 AM
Despite what my lefty friend said (sorry), I think it's much more useful and simple to rule that a Defender is allowed to change allies, and this process takes a month of close contact and study with the prospective new ally. This clears up the thorny questions of resurrection or tricks that Lysander brought up, because a Defender PC would then have the option of keeping the new ally or spending a month re-learning the old one. This also makes the Defender useful as a bodyguard for temporary escort missions, a functionality he wouldn't otherwise have. This doesn't mean he's ever required to change, and the personal devotion in this particular character can be just fluff. Thanks Lysander! Any opinions balance-wise? Right now I'm worried that Devastating Blow isn't strong enough with 3d6 and every-other progression, but I'm not an expert on the sort of damage expected at higher levels.

I'll edit the OP to add the ability to change his ally.

Lysander
2009-07-12, 10:29 AM
Hm. Devastating blow seems like it should have a bonus to the attack roll too - what if their accuracy bonus is equal to the charisma bonus of the ally? The more you like the person the more you want to defend them. Maybe max out that bonus at +5.

It could also have a secondary purpose. What if upon performing a Devastating Blow a Defender can choose to force their target to make an opposed strength check. If the enemy fails they got knocked back a small distance from the ally. If they fail by a lot they get pushed even further back, maybe even get knocked prone.

Hefty Lefty
2009-07-12, 10:31 AM
Ok. Yeah, anyone want to critique the possible overpoweredness/weakness of the class crunch-wise?

Also, Sitz, why does the picture have a guy with a massive gun....:smallconfused:

Red Mage
2009-07-12, 11:58 AM
Lysander makes some interesting points about the possibilities that Devastating Blow could revolve around. But from a role-playing perspective the whole charisma bonus idea is clever but sorta defeats the purpose of the class itself- I mean yes it would make sense the more they like them the more dedicated and driven the defender would be to protect him/her...but thats sorta already under the banner of the class. The defender strikes me as one who surpasses just like and dis-like and is more a sworn loyal gaurdian 'til death.

Also I love the idea of being knocked back or knocked prone but we also have to think of the implications of a ranged attack. I dont care how obsessed you are with a PC or and NPC, a Devestating blow in the form of an arrow wouldnt have any more power than the average projectile to "Knock prone" the opponent adjacent to an ally. Devastating Blow seems to be a more accurate and more damaging attack than the average- but not one with a more unique-albeit secondary conclusion. I think a stipulation would have to be made- as in a separate special reaction or option in a ranged blow.

Djinn_in_Tonic
2009-07-12, 12:30 PM
Ok. Yeah, anyone want to critique the possible overpoweredness/weakness of the class crunch-wise?

Yes. This class, as currently written, is exceptionally weak. It has a d10 HD and full Base Attack, certainly, but that doesn't cover what I'm about to explore.

Firstly, those Reflex and Will saves are a bit off. A poor save progression is +0/+0/+1/+1/+1/+2/+2/+2...and so on. Each number other than +0 occurs three times, capping at +3 for a 10 level Prestige Class. Also, I'd be tempted to give this class a strong Will save.

Honored Ally is nice...but the sheer amount of time it takes to get a new ally is rather daunting. Still, not a big deal. I would like to see this ability confer some bonuses though...perhaps the ability for the Ally (if adjacent to the defender) to use the Defender's Saves if higher than his/her own?

Guardian Strike is flavorful, but VERY minor, as those actions aren't usually seen...except by monsters who can use them without provoking an Attack of Opportunity. A better option might be that any creature attacking the Ally provokes an attack of opportunity from the Defender. It's still not overpowering, but it's a nice effect.

Devastating Blow is, again, a little sub par. +3d6 damage is quite paltry at higher levels, especially for a X/day ability. Additionally, I think the idea is to remove the threat. Perhaps if Devastating Blow initiated a Bull Rush as a free action (except you don't have to move with the target and you don't provoke an Attack of Opportunity) in addition to damage it might work better (strike them and force them away). Or if it Stunned them on a failed Fortitude save. Or rendered them unable to take Attacks of Opportunity for 1 round. Something to take the pressure off the ally for a bit. Secondly, I think you'd be okay (given the limited use of this ability) to make is Xd6, where X is the Defender's Class level. Lastly, rather than make it "an enemy adjacent to the ally," I'd change it to "an enemy who threatens the allies space," as many stronger monsters won't need to get that close to still be an incredible threat, and I'd hate to see the ability go unused.

Another option would be to make this an ability that is always active (ala sneak attack). Perhaps (1/2 Level)d6 damage and some other minor effect when attacking an enemy who threatens your ally. It gives you a chance to offer more unique abilities.

Brave Alliance is, quite frankly, pathetic. A 1st level Bard can do about the same thing...only for longer. A 1st level Bard with the Extra Music feat can also do so more often. A Paladin's Aura of Courage is strictly better than this. If you want it to be an X/day ability, it needs to have the kick of an X/day ability. However, I'd just steal Aura of Courage, and give the Defender immunity to fear and charm effects when within a certain distance of his ally...and have the ally get a +4 bonus on saves against the same. Then turn the bonus to attacks and so forth into a different ability, as this class is rather short of powers.

Adept Alliance is good...but should come at a much earlier level, as it's a fairly weak ability.

Goad is also alright...but the save should be (10 + Defender's Class Level + Defender's Charisma modifier), as is normal. Also, (I can't recall off the top of my head), if that's not exactly how the Goad feat works, it shouldn't give you the Goad feat, but rather be its own ability.

In conclusion, this class needs some serious improvement (power-wise...flavor-wise its perfectly fine). It's abilities are either incredibly specific or quite minimal, and it only has six such sub-par abilities over the course of a full 10 levels. Finally, it lacks a good Capstone ability to make players want to take this class to 10th level.

Red Mage
2009-07-12, 01:04 PM
Yes the whole adjacent vs. threat is something I've been thinking about- not only do some higher level monsters/enemies not have to be adjacent but even pcs could have a problem being adjacent. Say if the person uses a horse/ ride-by-attack, or if they use a polearm (10ft away but never 5)

Hefty Lefty
2009-07-12, 02:23 PM
I can always count on Djinn!!:smallsmile:

Honored Ally: I like the idea of sharing saves between allies. Totally fits with the fluff and is pretty nice.

Guardian Strike: If the Defender got an AoO whenever the ally is attacked, wouldn't she get A TON of AoOs (like, at least one per round)? I like the idea of that, but isn't that way overpowered?

Devastating Blow: I completly agree with +Xd6 where X is the character's Defender level (According to this new rule, why not get it at level 1?). Perhaps the target must also make a Fort save (DC = 10 + Defender's Defender level + 1/2 her ECL?) or be stunned?

Brave Alliance: We could simply move the effects of this and put them in Honored Ally at level one. Defender and Ally are resistant to Fear effects when, + (something) to Charm, + (something) to Attack and Damage (or perhaps AC instead of Damage?), when within 30 feet.

Adept Alliance: Yeah, should be level 1.

Goad: I'm fairly sure that's how Goad works, I copied it off the description in Crystalkeep, but I'll check Comp. Adv. to be sure.

Capstone/Other Abilities: I was imagining something like... the ability to sense the location of the Ally even in total (and magical) darkness. Or perhaps one-way telepathy to the Ally. Any other ideas?

Thanks everyone for the help!

Djinn_in_Tonic
2009-07-12, 02:39 PM
I can always count on Djinn!!:smallsmile:

:smallbiggrin:


Guardian Strike: If the Defender got an AoO whenever the ally is attacked, wouldn't she get A TON of AoOs (like, at least one per round)? I like the idea of that, but isn't that way overpowered?

See the Rogue's Opportunist power. It's like this, but more useful (free AoO whenever an ally attacks a target). You could limit it to one such attack per round though.


Devastating Blow: I completly agree with +Xd6 where X is the character's Defender level (According to this new rule, why not get it at level 1?). Perhaps the target must also make a Fort save (DC = 10 + Defender's Defender level + 1/2 her ECL?) or be stunned?

I'd keep it at level 2 just to avoid a flood of abilities at level 1...or make it and Honored Ally the level 1 abilities, and put the rest later. Also, the Fortitude save or Stun (1 round) is a good idea. Now you just have to decide whether it's an X/day ability (gaining extra uses every other level), or an X/encounter ability (gaining extra uses every 3-4 levels...say, 1, 4, 7, 10...or 1, 5, 9), or a constant power when used on enemies who threaten the ally (in which case damage should decrease to 1d6/2 levels, the ability should be gained at second level, and the inflicted condition should be dazed instead of stunned.


Brave Alliance: We could simply move the effects of this and put them in Honored Ally at level one. Defender and Ally are resistant to Fear effects when, + (something) to Charm, + (something) to Attack and Damage (or perhaps AC instead of Damage?), when within 30 feet.

It could work...but if Honored Ally is already allowing save sharing, that's a powerful enough ability on its own. Either add this OR add Devastating Blow at level 1.


Adept Alliance: Yeah, should be level 1.

1 or 2, depending on what other abilities are in those levels. Don't flood level 1.


Capstone/Other Abilities: I was imagining something like... the ability to sense the location of the Ally even in total (and magical) darkness. Or perhaps one-way telepathy to the Ally. Any other ideas?

Hmmm...that doesn't quite fit the theme, in my mind. This guy seems less psuedo-magical and more martial. Perhaps the ability to, if adjacent to the ally, take any attacks that would hit the ally in place of that ally? For example...Finger of Death hits the ally, and the Defender is the one targeted? I'm not sure...just tossing ideas out there. Something a little better might be necessary.

Hefty Lefty
2009-07-12, 03:09 PM
Hmmm...that doesn't quite fit the theme, in my mind. This guy seems less psuedo-magical and more martial. Perhaps the ability to, if adjacent to the ally, take any attacks that would hit the ally in place of that ally? For example...Finger of Death hits the ally, and the Defender is the one targeted? I'm not sure...just tossing ideas out there. Something a little better might be necessary.

Yeah, I was just spitballing there. I like that idea - very cinematic. If possible, I'd want to keep her less magical. Sitz and I will discuss this later today and make a bunch of changes. I'll post afterwards discussing all alterations.

Red Mage
2009-07-12, 05:57 PM
I've been mulling around some different ideas about abilities and powers- maybe not for the capstone ability, just ideas that could possibly be integrated

What about something like "Dire Preservation" a sudden increase in initiative when the ally is in critical condition...like ominous health levels (less than a 5th of total health idk) or the ability to move a farther distance than normal.

Or how bout "Triumph" when an opponent switches targets from the ally to the Defender, the defender gets bonuses to something (either AC or to the next attack or damage roll) being that he/she accomplished their goal of protecting/bringing that which is most important to them out of harms way. Switching targets would have to mean the enemy attempting to attack the ally and then attempting to attack the defender. I dont no how this would couple with goad but w/e just spitballing.

how bout something like "Awareness" where the defender cant take flanking damage if her last attack was on an enemy whos last attack was on the ally- as in because s/he was in the "fray" defending the ally, s/he's at her utmost fighting ability.

Something like "defend" where they give up a turn to either take all or half of the damage received by the ally/ possibly giving up a turn to support the defence (AC) of the ally. (this could have them lower their ac for a turn for a rise in the latter's).

Maybe an ability like "Rally" or "Impel" where the Defender can give a temporary amount of hp to the ally.

Something (like rather than "Defend") more like "Garrison" where whenever the Defender is adjacent to the ally the ally and defender get an increase in defense (AC or saves). I've been trying to make the Defender more "fight oriented" because the whole saving throw bonuses might suck if lets say the ally is a Paladin and doesnt need any of it.

what about like something similar to a readied action that is "Cover Shot" or "Vengence" where the Defender gives up a turn to prepare for an attack on the ally. If the ally is attacked they get an an immeadiate attack with some nominal bonus.

What about like "Indomitable Will" where if poisoned the Defender negates the effect (not immune to it) per ally level....or something.

Take all of this with a grain of salt because I'm quite new at this- just wanted to get some ideas down. I'd need someone much more knowledgable like you three to make these balanced and workable.

Djinn_in_Tonic
2009-07-12, 06:14 PM
Let's see...a good capstone ability...

Not While I Still Stand (Ex): As long as the Defender is conscious and within 30 feet of his chosen ally, his charge cannot fall below -9 Hit Points for any reason, and the charge gains immune to Ability Damage, Ability Drain, Energy Drain, and death effects. If the ally would take damage sufficient to reduce her hit points to -10 or lower, she instead sets her Hit Point total to -9.


Not really that overpowered...the ally still isn't much good in a fight once she's been taken out. Still, in the right hands, it can be devastating.


What about something like "Dire Preservation" a sudden increase in initiative when the ally is in critical condition...like ominous health levels (less than a 5th of total health idk) or the ability to move a farther distance than normal.

Always At Your Side (Ex): When your charge falls below half his or her normal Hit Point total, the Defender may take an immediate full round of actions outside of the normal initiative order. When your charge falls below 0 hit points, the Defender may take an immediate full round of actions outside of the normal initiative order. If both occur during the same attack, the Defender gains only a single round of actions.


Something like "defend" where they give up a turn to either take all or half of the damage received by the ally/ possibly giving up a turn to support the defence (AC) of the ally. (this could have them lower their ac for a turn for a rise in the latter's).

A Shield I Am (Ex): When adjacent to his chosen ally, the Defender is an indomitable barrier against all threats. The ally in question gains a +1 Moral bonus to Armor Class and to all saving throws, and gains Damage Reduction 2/-. If the Defender fights defensively, the bonus rises to +2 and the Damage Reduction increases to 4/-. If the Defender takes the Total Defense action, the bonus rises to +4 and the Damage Reduction increases to 8/-.


Things like that?

Djinn_in_Tonic
2009-07-12, 09:57 PM
Alright. I've been thinking about this class...

How does this look? It's possible that the requirements might have to be upped to Base Attack Bonus +5 or +6 to keep balance, but possibly not...it is something of a one-trick pony.

Anyway, here's my revision (off the top of my head). Thoughts?



Defender
Hit Dice: d10
Class Skills: The class skills for the Defender (and the key ability for each skill) are Climb (Str), Craft (Int), Heal (Wis), Intimidate (Cha), Jump (Str), Listen (Wis), Profession (Int), Ride (Dex), Sense Motive (Wis), Spot (Wis), Swim(Str).
Skill Points at Each Level: (2 + Int Modifier)
Weapon and Armor Proficiencies: The Defender is proficient with all simple and martial weapons, all types of armor (Light, Medium, Heavy) and with shields (except tower shields)


{TABLE=head]Level | BAB | Fort | Ref | Will | Abilities
1st|
+1|
2|
0|
0|Chosen Ward, Dedicated Guardian
2nd|
+2|
3|
0|
0|Adept Alliance, Retaliatory Strike
3rd|
+3|
3|
1|
1|I Am Your Shield
4th|
+4|
4|
1|
1|Together We Stand, Always At Your Side
5th|
+5|
4|
2|
2|Guardian Strike
6th|
+6|
5|
2|
2|I Am Your Armor
7th|
+7|
5|
3|
3|Ready When Needed
8th|
+8|
6|
3|
3|Before You Unto Death
9th|
+9|
6|
4|
4|I Am Your Strength
10th|
+10|
7|
4|
4|Not While I Still Stand[/TABLE]

Chosen (Ex): At first level, a Defender must chose a single trusted ally and swear an oath to defend and protect this individual. The ally must be a character the Defender knows well on a personal level. If this ally dies, it is the responsibility of the Defender to properly dispose of the body. The Defender may not accept a new honored ally for at least a month after the former's death. If the Defender is unable to mourn over the body or dispose of it properly, this process takes two months. In addition, a character may not progress in the Defender class without an ally. However, if a new ally is selected, a Defender may resume progress, and all prior special abilities will apply to this new ally. A Defender may also voluntarily change her ally, but this process requires at least a month of close interaction with the prospective ally, a process which is required even if the Defender is already familiar with him or her. During this time, the Defender abilities still apply to the former ally.

Whenever the Defender is adjacent to his Ward, the Ward gains a +1 Moral bonus to Armor Class and to all saving throws, and gains Damage Reduction 2/-. If the Defender fights defensively, the bonus rises to +2 and the Damage Reduction increases to 4/-. If the Defender takes the Total Defense action, the bonus rises to +4 and the Damage Reduction increases to 8/-.

Dedicated Guardian (Ex): The Defender gains immunity to fear effects and charm effects. When he is within 30 feet of his Ward, his Ward gains a +4 Moral bonus to Saving Throws against fear effects and charm effects.

Adept Alliance (Ex): By second level, the Defender is well versed in the needs and processes of Ward. When she successfully uses the Aid Another action with regards to her Ward, her Ward receives a bonus of +4, rather than the standard +2.

Retaliatory Strike (Ex): Once per round, as an attack action, a Defender may choose to make a Retaliatory Strike against a foe who attacked her Ward during the last round. She gains a Moral bonus to this attack roll equal to 1/2 her Defender level (rounded down, minimum +1). If her attack lands, she deals +1d6 damage per 2 Defender levels (rounded down, minimum 1), and the opponent must make a Fortitude save (DC 10 + Defender Class Level + the Defender's Strength modifier or the Defender's Dexterity modifier [if a ranged attack]) or be Dazed for 1 round.

I Am Your Shield (Ex): Whenever a Defender is adjacent to his Ward, the Ward may use the Defender's Armor Class in place of her own. However, the Ward may also add any Moral bonuses gained from Defender class abilities to this improved Armor Class (so the Ward uses the Defender's Armor Class, plus any additional Moral bonus gained from the Chosen Ward ability).

Together We Stand (Ex): When within 30 feet of the Defender, his Ward may make saving throws with the better save bonus of the pair. However, the Ward may also add any Moral bonuses gained from Defender class abilities to this save bonus (so the Ward uses the Defender's saving throw [if better], plus any additional Moral bonus gained from the Dedicated Guardian ability).

Always At Your Side (Ex): When adjacent to his Ward, a Defender cannot be forcibly moved or transported by any means short of direct divine intervention unless the Defender chooses to allow it. Likewise, the Ward cannot be forcibly moved or transported by any means short of the same unless the Ward chooses to allow it.

Guardian Strike (Ex): Once per round, when an opponent makes an attack that targets the Defender's Ward, the Defender may move up to 10 feet and take an immediate attack of opportunity (with a melee or a ranged weapon) against that opponent. This movement does not provoke attacks of opportunity. At the Defender's option, he may make this attack his Retaliatory Strike for the round. If he does so, and the opponent fails the saving throw, the opponent loses his or her action.

I Am Your Armor (Ex): When adjacent to his Ward, a Defender may choose to suffer the effects of any spell or attack that would have struck the Ward. He must use this ability before seeing the results of any damage rolls. If the ability allows a saving throw, the Defender makes the save himself.

Before You Unto Death (Ex): Once per round, as an immediate action when adjacent to his Ward, the Defender can do one of the following: he may switch his position on the battlefield with that of his Ward, or he may move his Ward to any location within five feet of the Defender's current position. If the Defender puts himself within the path of an attack with this ability, he takes the effects of the attack (provided it overcomes his Armor Class, or he fails his save [if the effect allows a saving throw]).

Ready When Needed (Ex): When his Ward falls below half his or her normal Hit Point total, the Defender may take an immediate full round of actions outside of the normal initiative order. When his Ward falls below 0 hit points, the Defender may take an immediate full round of actions outside of the normal initiative order. If both occur during the same attack, the Defender gains only a single round of actions.

I Am Your Strength (Ex): Whenever a Defender is adjacent to his Ward, the Ward gains Fast Healing equal to 1/2 the Defender's class level (rounded down).

Not While I Still Stand (Ex): As long as the Defender is conscious and within 30 feet of his Ward, the Ward cannot fall below -9 Hit Points for any reason, and the charge gains immune to Ability Damage, Ability Drain, Energy Drain, and death effects. If the Ward would reduce her hit points to -10 or lower, she instead sets her Hit Point total to -9.



*****

Yes, it does lose Goad. However, [i]I Am Your Shield does the almost same thing...AND allows all your "if an opponent attacks the Ward" abilities to trigger. :smallbiggrin:

This is something more cinematic than the original class design. This is the man, who, standing before a fallen child, stares down the dragon, stands fast as it tries to charge him down, and forces it back through sheer determination. The man who keeps the wounded prince alive as the assassins surround them, placing himself before every wicked dagger and in the path of every poisoned arrow. This is the ultimate bodyguard. :smallbiggrin:

Sitzkrieg
2009-07-12, 11:37 PM
I'm editing the saves according to Djinn's suggestions.

I also agree with the xd6 for Devastating Blow, I was worried about that being weak. About Devastating Blow, I agree that it should also have a minor effect. Lets say the enemy, if it survives, must make a Fortitude save with a DC of (10 + Defender's Class Level + 1/2 ECL), like Lefty said. If it fails, it is Dazed for one round. Also about Devastating Blow, I will edit it so the Defender can make a Devastating Blow against any enemy that is in position to make a melee attack against the ally. Instead of relying on the ally's charisma, let's say that the Defender can add her own Defender level to the attack roll.

I think Guardian Strike is going to lose some flavor when we make it more frequent, but that's probably okay. I'm not sure if I like it if it occurs every time the ally gets attacked, because if the ally is a PC that would be just about every round, which would lose the flavor and slow combat. How about this:
Guardian Strike:An enemy that moves into melee range of the ally provokes an attack of opportunity by the Defender, if the Defender is able to attack the square the enemy is moving into and is aware of the movement. This attack does not count against the Defender's usual one attack of opportunity per round. This special attack of opportunity can even be made at range, but the Defender takes the standard -4 penalty (unless she has the Precise Shot Feat). This special ability may only be used once per round, even if the Defender has the Combat Reflexes feat.

Brave Alliance can be changed to a version of the Paladin's aura of courage, like Djinn said, that sounds good, and it can be permanent. Let's change the name too, to Defender's Resolve.

I'll change Goad's DC level to include the full Defender level.

Adept Alliance will change to a lower level, I'm not sure exactly where until I start editing the OP and see the way it looks with the other changes.

Not While I Still Stand is a great ability in terms of flavor and it really helps the ally, but it isn't really very attractive or helpful to the Defender as a character in its own right. I think the capstone should be most useful to the Defender, even though it follows the defending the ally theme.

The same goes for A Shield I Am. Awesome for the ally, but not really useful or enabling to the Defender as a character in itself.

I like Always at Your Side, I'm just not sure how much use it would see, and passing the half-health point isn't much of a big deal if it's still not a big attack. Maybe, I'm just not sure.

We've been brainstorming and we thought of this:

Always Got Your Back: At X level, a Defender that is adjacent to her ally threatens all squares adjacent to her ally, even if her melee weapon does not ordinarily have reach to those squares.

This ability works well with the other abilities the Defender has, but doesn't have the power to be the capstone. I'm not sure what level it belongs at yet.

Djinn_in_Tonic
2009-07-13, 12:15 AM
Stuff

Cool. I like the Always Got Your Back ability.

Any thoughts on my revision? Does it fill in any gaps you needed assistance with?


Not While I Still Stand is a great ability in terms of flavor and it really helps the ally, but it isn't really very attractive or helpful to the Defender as a character in its own right. I think the capstone should be most useful to the Defender, even though it follows the defending the ally theme.

The same goes for A Shield I Am. Awesome for the ally, but not really useful or enabling to the Defender as a character in itself.

I politely disagree. Anyone taking this class is doing so to defend an ally. Why not make most of their abilities accomplish that goal? These are both incredible abilities for what this character is devoted to--defending a single person. It's (at least for me) an incredibly attractive capstone. My entire character is based around protecting someone...and now that person can't die as long as I'm around and alive? AWESOME! Sign me up!

AgentPaper
2009-07-13, 12:21 AM
Hmm, careful with that capstone, it seems very easily abused. For example, if the ward had Diehard, he would essentially be invincible as long as he was within 30 ft of the Defender.

Instead, I would change it so that all of the damage done to the ward in excess of -9 isn't ignored, but instead is taken by the Defender. You might also make it so that the Defender is moved adjacent to the ward when the ability triggers, though that might not be necessary.

Sitzkrieg
2009-07-13, 12:28 AM
Djinn:
I'm just not sure your revision nailed the original flavor of the class. You're right about it being the perfect bodyguard, but we wanted it to be a little different than that, more like a really motivated ally. We were intending for the ally/ward to be a fellow PC. Your revision is definitely the perfect choice to defend a helpless commoner or small child, but we want the Defender to be versatile enough to be a worthwhile force on its own, assuming the ally/ward is also somewhat capable of defending itself. Because of this, we want the class to receive bonuses or powerful advantages that encourage defending and working closely with the ally, but which primarily make the Defender as much of an aggressive force as any other prestige class.
Probably I chose the wrong picture for the fluff, but defending helpless people should only be one aspect of the versatile defender.
I hope you aren't offended!:smallfrown: