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Serpents and Sewers: Defender
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Back to [[Serpents and Sewers: Character Classes|Character Classes]] Back to the [[Serpents and Sewers|Main page]] =Role and Description= The defender is a warrior who puts most of his emphasis on the defense, not the offense. This means that these warriors are often slower than other warriors, but on the other hand, the defender is extremely difficult to overcome in combat. He may only move slowly, and will not slaughter legions of hapless, lightly armore pawns, but he moves like a glacier - slow but unstoppable. The slow movements of the defender should not be underestimated, though - while the defender does not hit often, he hits hard. In many regards, the Defender is the polar opposite to the Bravo. The Bravo is all about the offense and high mobility. A defender neglects the offense to protect himself and others and doesn't move at all as long as it is not necessary. Bravos prefer light, quick weapons for fast attack and fancy fencing; the defender uses weapons which are as themselves slow, but inevitable. '''Class Skills''' The Denfender's class skills (and the key ability for each skill) are Athletics (Str+Con), Craft (Int+?), Handle Animals (Wis+Cha), Intimidate (Str+Cha), Knowledge (geography) (2xInt), Knowledge (warfare and tactics) (2xInt) , Perform (weapon drill) (Cha+Str), Perception (Con+Wis), Ride (Dex + Cha), Stealth (Dex + Con) and Survival (Wis + Con). '''Skill Points at 1st Level''': (4 + Int modifier) x 4. '''Skill Points at Each Additional Level''': 4 + Int modifier. '''Hit Points at 1st Level''': 18 + Con modifier '''Hit Points at Each Additional Level''': 5 + Con modifier. =Table: The Defender= {| border="1" !Level !BAB !BDB !Fortitude !Reflex !Will !Special |- |1st | +0 | +1 | +3 | +1 | +2 | Combat Expertise, Expanded Armor profiency, Armor Expertise +1 |- |2nd | +1 | +2 | +4 | +1 | +3 | Stable, Uncanny Dodge |- |3rd | +2 | +3 | +5 | +2 | +3 | Simple Art of War, Diehard |- |4th | +3 | +4 | +5 | +2 | +4 | Armored Defense, Armor Expertise +2, Toughness +3 |- |5th | +3 | +5 | +6 | +3 | +4 | Mettle |- |6th | +4 | +6 | +7 | +3 | +5 | Simple Art of War, improved uncanny dodge |- |7th | +5/+0 | +7 | +7 | +3 | +5 | Energy Resistance, Armor Expertise +3 |- |8th | +6/+1 | +8 | +8 | +4 | +6 | Counterstrike, Toughness +6 |- |9th | +6/+1 | +9 | +9 | +4 | +6 | Bodyguard, Advanced Art of War |- |10th | +7/+2 | +10 | +9 | +5 | +7 | Light Fortification, Armor Expertise +4 |- |11th | +8/+3 | +11 | +10 | +5 | +7 | Improved Mettle |- |12th | +9/+4 | +12 | +11 | +6 | +8 | Advanced Art of War, Toughness +9 |- |13th | +9/+4 | +11 | +13 | +6 | +8 | Incredible Toughness, Armor Expertise +5 |- |14th | +10/+5/+0 | +14 | +12 | +6 | +9 | Greater Armor Defense |- |15th | +11/+6/+1 | +15 | +13 | +7 | +9 | Medium Fortification, Complex Art of War |- |16th | +12/+7/+2 | +16 | +13 | +7 | +10 | Greater Counterstrike, Armor Expertise +6, Toughness +12 |- |17th | +12/+7/+2 | +17 | +14 | +8 | +10 | Greater Energy Resistance |- |18th | +13/+8/+3 | +18 | +15 | +8 | +11 | Complex Art of War |- |19th | +14/+9/+4 | +19 | +15 | +9 | +11 | Unstoppable, Armor Expertise +7 |- |20th | +15/+10/+5/+0 | +20 | +16 | +9 | +12 | Full Fortification, Toughness +15 |- |} =Class Traits= * '''Weapon and Armor Proficiency''': The defender is proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (including tower shields). * '''Combat Expertise''': The defender gains Combat Expertise as a bonus feat at 1st level. When the defender use the combat expertise in combat, he is not limited to a -5 penalty to his attack rolls. * '''Expanded Armor profiency (Ex)''': The defender is automatically proficient with all kinds of armor, without knowing it beforehand, including all forms of exotic armor. * '''Armor Expertise (Ex)''' : At 1st level, 4th level and every 3 levels after the defender may reduce the armor check penalty of every worn armor by one, except for spellcasting issues. The armor check penalty of an armor cannot be lower than 0. If the Armor Check Penalty of a worn armor is reduced to 0, the defender may ignore the speed reduction for wearing the armor. * '''Stable (Ex)''': The defender gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground). * '''Uncanny Dodge (Ex)''': Starting at 2nd level, a defender can react to danger before her senses would normally allow her to do so. He retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, he still loses her Dexterity bonus to Defense if immobilized. If a defender already has uncanny dodge from a different class he automatically gains improved uncanny dodge (see below) instead. * '''Art of War''': At level 3, and every three level after that, the defender gains a special ability from the appropriate list of Arts of War. No ability may be taken more than once. If an Art of War ability has other such abilities as prerequisites, a defender must possess the prerequisite abilities to take the ability in question. * '''Diehard''': The Defender gains Diehard as a bonus feat at third level. * '''Armored Defense (Ex)''': A defender gains a bonus to his defense when wearing armor. The heavier the armor is, the higher the defense bonus is. A light armor grants a +1, a medium armor a +2 and a heavy armor a +3 bonus to the defense bonus. At 14th level, the bonuses are doubled (+2/+4/+6 for light/medium/heavy armor). * '''Toughness (ex)''': At 4th, 8th, and every 4 levels thereafter, the Defender gains three additional hitpoints. The amount of punishment a defender can take is without equal. * '''Mettle (Ex)''': Starting at 5th level, a Paladin has mastered a stronger resistance against magic. He can resist magical attacks with her great willpower and fortitude. If he makes a successful fortitude or will save against an attack that normally would have a lesser effect (such as any spell with a saving throw entry of will half or fortitude partial) he instead completely negates the effect. An unconscious or sleeping paladin does not gain the benefit of mettle. * '''Improved Uncanny Dodge (Ex)''': A defender of 6th level or higher can no longer be flanked. This defense denies another thief the ability to sneak attack the character by flanking her, unless the attacker has at least four more thief levels than the target does. If a character already has uncanny dodge (see above) from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum thief level required to flank the character. * '''Energy Resistance (Ex)''': At 7th level, the Defender gains a general Energy Resistance equal to the Damage Resistance of the armor he wears (if any). At 17th level, this energy resistance increases by 10 points, as long as he wears any armor. * '''Counterstrike (Ex)''': The Defender may use his superior defensive abilities to lure an attacker into an unfortunate situation, just to hit them as hard as they can. When a Defender of 8th or higher level or higher beats the attack roll with his defense by 10 or more points, he gains a +5 bonus to the attack roll and the damage (+10, if a two-handed weapon is used) for the next attack against this attacker. At 16th level, the defender only needs to beat the attack roll by a margin of five, to trigger the counterstrike ability. * '''Bodyguard (ex)''': Allies who stand adjacent to the Defender gains the advantage of partial cover. Once per round the defender can absorb all the damage from a single attack directed against an adjacent ally. In addition, you continue to absorb half the damage from other physical attacks on an adjacent ally, if you so choose. You must decide whether to use this ability after the attacker determines that an attack has succeeded but before he rolls damage. * '''Light Fortification (ex)''': The robust armor and composure of a 10th level defender allow him to specifically defend the weakest points in his armors. When a critical hit or sneak attack is scored on her, there is a 25% chance that the critical hit or sneak attack is negated and damage is instead rolled normally as long as the defender is wearing any armor. * '''Improved Mettle (ex)''': This ability works like Mettle, except that while the Defender still takes no damage on a successful Fortitude or Will Save saving throw against attacks henceforth he takes only half damage on a failed save. A helpless Defender does not gain the benefit of improved evasion. * '''Incredible Toughness (ex)''': Starting at 13th level, the defender increases his Shock Value by +3. * '''Medium Fortification (ex)''': This ability works like Light Fortification, but the chance to avoid the additional damage from critical hits or precision damage increase to 50%. * '''Unstoppable (ex)''': At 19th level, the defender may transfer the damage of one single attack into non-lethal damage. The defender may use this ability only once per turn. * '''heavy Fortification (ex)''': At 20th level, the defender becomes immune against critical hits and precision damage like sneak attacks as long as he is wearing any armor.
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