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View Full Version : D&D 3.x Class Tank Prototype: The Kebel Defender



Senshi Akai
2014-10-13, 09:18 AM
Hello all! :smallsmile:

My DM homebrewed a class for another player that I found specially fun. With his permission, I am posting the class here to see what thoughts the Playground have.

The primary objective of the class is to be a tank (and I know that this is a little hard in D&D). I would appreciate if anyone could rate this class, give suggestions to improve or just comment about it. Oh, and my DM kindly asked if you guys could tell what tier this class would fit (we have a small bet going on :smallsigh: ).

(Also, I apologize in advance if any sentence is weird; I just translated this class from the document my DM sent me. If anything is strange/hard to read/understand, please let me know as well).

Anyway, here it goes!




KEBEL DEFENDER

Abilities: Strenght is the key for the Defender to be effective in melee combat. Constituion is fundamental for the Defender to stand against blows of various enemies. Wisdow increases the Defender's mental prowess, and is the key to most class skills.
Alignment: Lawful Good, Lawful Neutral.
Hit Die: d10

Class Skills:
The Defender's class skills (and the key ability for each skill) are: Craft (Int), Diplomacy (Car), Heal (Wis), Intimidate (car), Listen (Wis), Profession (Wis), Sense Motive (Wis), Spot (Wis).
Skill points at 1st level: (2 + Int) x 4.
Skill points per level: 2 + Int.




Level
BAB
Fort
Ref
Will
Special
Aura


1
+1
+2
+0
+0
Skillful Strike, Call of Duty(Oppression)
-


2
+2
+3
+0
+0
Indomitable Soul
-


3
+3
+3
+1
+1
Mediate, Armored Mobility
-


4
+4
+4
+1
+1
Kebel's Aura +1
1


5
+5
+4
+1
+1
Call of Duty(Challenge)
1


6
+6/+1
+5
+2
+2
Quenching, Guardian Tactic I
1


7
+7/+2
+5
+2
+2
Bonus Feat
1


8
+8/+3
+6
+2
+2
-
1


9
+9/+4
+6
+3
+3
Kebel's Aura +2
2


10
+10/+5
+7
+3
+3
Call of Duty(Determination)
2


11
+11/+6/+1
+7
+3
+3
Guardian Tactic II
2


12
+12/+7/+2
+8
+4
+4
Bonus Feat
2


13
+13/+8/+3
+8
+4
+4
-
2


14
+14/+9/+4
+9
+4
+4
Kebel's Aura +3
3


15
+15/+10/+5
+9
+5
+5
Call of Duty(Persistence)
3


16
+16/+11/+6/+1
+10
+5
+5
Guardian Tactic III
3


17
+17/+12/+7/+2
+10
+5
+5
Bonus Feat
3


18
+18/+13/+8/+3
+11
+6
+6
-
3


19
+19/+14/+9/+4
+11
+6
+6
Kebel's Aura +4
4


20
+20/+15/+10/+5
+12
+6
+6
Call of Duty(Frenzy)
4



Class Features:

All of the following are class features of the Defender.
Use Weapons and Armor: A Defender is proficient with all simple and martial weapons. He also is proficient with all armor (light, medium and heavy) and shields (except tower shield).
Skillful Strike (Ex): The Defender is trained to attack in non-lethal ways, even with slashing or piercing weapons; the Defender always cause non-lethal damage with no penalty. If he wishs to kill an oponent, the Defender must declare it before the attack roll is made.
Call of Duty (Ex): If the Defender is in according to its principles in a combat situtiation, he receives some bonus that advance with his class. These bonus can stack in the following situations:
Oppression: The Defender receives a circunstance bonus in his AC when he is in numerical or technical disadvantage that clearly puts him or his allies in a situation against his code. When fighting more enemies than his current allies, the Defender gains +1 AC for every two enemies, and this bonus stacks at half of his class level. He also ignores flanking. Alternatively, when fighting an enemy clearly more powerful than him, he gains +1 AC for every number of the Challenge Rating that surpass his own, and this bonus stacks at half of his class level.
Challenge: At 5th level the Defender receives +2 circunstance bonus in all his attack, damage, critical confirmation and saving throws when fighting an enemy clearly more powerful than him and his allies. This bonus increases to +3 at 10th level, +4 at 15th level and +5 at 20th level.
Determination: At 10th level, whenever the Defender receives any damage that leave his with half or less remaining Hit Points, he receives immediatilly an untyped bonus of +4 in Strenght and Constituion (which adds up temporary Hit Points). These bonus have a duration of one round/Defender level.
Persistence: At 15th level, the Defender receives Damage Reduction 5/- and Energy Resistence 5 (all), representing his advanced hability to bear any kind of physical damage for his duty. Additionally, whenever the Defender finds himself in a situation where he is defending someone helpless, these bonus increases to Damage Reduction 10/- and Energy Resistance 10.
Frenzy: At 20th level, the Defender's devotion is such that he can witstand even death. Every time an attack made would drop the Defender's Hit Points to 0 or below, the Defender immediately gets immunity to death effects and critical success, as well being stabilized when his Hit Points are between -1 and -9 and he also receives temporary Hit Points equal twice his class level, allowing him to keep fighting after the attack that activated the Frenzy. This Call of Duty is activate once a day and its effects last until the end of the combat.
Indomitable Soul (Ex): At 2nd level, the Defender's mental training, duty conviction and Kebel devotion are improved. He adds twice his Wisdow bonus to Will saves.
Mediate (Ex): At 3rd level the Defender can protect his allies with a combination of techniquies and reflex. He can take an Immediate Action to react to an attack made against an adjacent allie, so the attack is actually made against the Defender. Alternatively, the Defender can take a Immediate Action to provide a circunstance bonus of 2 to the resistances of the adjacent allies against an area effect. The effects that do not have area of effect or affect a target without any type of attack cannot be affected by Mediate.
Armored Mobility (Ex): At 3rd level a defender knows how to use his equipment to his better advantage. The Defender considers any armor he is using as one categoy lighter.
Kebel's Aura (Ex): A Defender's will and devotion to act for his duty is capable of affect those who fight among his side. At 4th level and at each 4th level beyond that, the Defender gains an Aura that can be activated as a Swift Action and affects all allies that have line of effect and are 20' close to him. These Auras function the same way as if they were a Marshall Aura (Miniatures Handbook), and the Defender can choose his Auras from the list of Major Auras of the Marshall or the Draconic Auras from the Dragon Shaman (Player Handbook II). The bonus granted by each Aura start at +1 and increases in +1 at each 5 level.
Quenching (Ex): At 6th level the Defender receives the Quenching ability, meaning that any effect that has a Will or Fortitude save are reduced by half if the Defender fails his save or are completely ignored if the Defender makes his save.
Bonus Feats: At 7th, 12th and 17th level, the Defender can choose a bonus feat from the Fighter bonus feat list, representing his constant practice and martial training.
Guardian Tactics (Ex): At 6th level, and each 5 level after that, the Defeder gain enough experience to develop a Guardian Tactic to help him fight for his duty. Each of these tactics can be selected only once ad are capable of extend or improved the Defender's abilities. The Guardian Tactics are listed below:
Preventive Attack: The oldest and most common of the Defender's abilities is designed to defend the weak and destroy the oppressor if necessary. This Tactic put this philosofy in one movement, allowing the Defender that is using his Mediate ability to immediately strike against the attacker. This strike is made with the shield, and the opponent must pass on a Fortitude save DC 10 + half the Defender's level + Constituion Modifier of the Defender or be stunned for 1 round.
Aggressive Defence: Defenders realise that their opponents won't attack the one who is ready to defend himself, so these Defenders learns to fight agressive in combat. This Tactic allows the Defender to make an Attack of Opportunity against any opponent that attack an adjacent allie. This attack can be a Trip with +4 circunstance bonus if the Defender is equipped with a shield, and the opponent can't make a Trip check if the Defender fails. This Attack of Opportunity is counted among the available number of Attack of Opportunities for the character, and the character must still meet all requiriments to make the Attack of Opportunity.
Field Presence: Defenders with Field Presence can focus all their will to shake the defences and moral of their opponents, being by belic treinament or by intimidation. This ability imposes a penalty in the AC and saving throws of the oponnents 20' near the Defender equal to a quarter of the Defender's character class (no save allowed).
Counterspell Hammer: Magic hurts and it is hard to fight. Defender's knows that and these Tactic uses the most powerful method to deal with magic: attacking the source. Studying the key moments of the casters, these ability increases the Concentration DC check in 10 for any enemy spellcaster at 20' or near the Defender.
Improved Mediate: Defenders who focus his abilities for mobilit develop ways to use their Mediate to the maximum, being always aware and flexible to defend their allies. This Tactic allows the Defender to Mediate in a range of 10'.

The Defender's Code: The Kebel Defender must follow a rigorous code that define their actions and lifes. If they ever disrespect this code they lose their ability or Aura, Mediate, Quenching and all the benefits from Call of Duty. The Defender code is:
- A Defender must act against oppression, nevel in favor of it.
- A Defender must aid those who ask, if possible, the only exception being if this aid is against his duty.
- A Defender must, always that is possible, use his words before his weapons.
- A Defender must defend those who can't defend theirselves.
- Above all, a Defender has to act for his duty, that being: "The duty of a Defender is the unification of the world to a state of peace, tranquility and understanding".
A Defender also must pray at least 15 minutes in honor of Kebel.

Initial Age: 15 + 2d6 yeas.
Initial Equipment: 5d4 x 10 GP (125 GP)



Oh, and if anyone is wondering, here are the stats for Kebel:

KEBEL
Primordial, Lawful Good;
Kebel Defender 20/Cleric 17/Crusader 20;
Home Plane: Material (semi plane)
Symbol: Shield with a sword engraved in vertical at its certer;
Domains: Good, Law, Protection, War, Healing;
Aspect: Defence, Duty Fight, Common Good, Unity;
Favored Weapon: Long Sword;
Tenet: Peace World Unification;