Defender, Variant (3.5e Class)

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Defenders forsake their own lives in order to protect those around them, they focus on the protection of castles, keeps, towns, and people.

Making a Defender[edit]

Defenders make great frontline fighters, they absorb damage so their allies do not have to. They however do not do as much damage as another character might.

Abilities: Strength allows a Defender to do more damage with his attacks. Dexterity increases the Defender's AC, a vital statistic for a tank. Constitution drives the Defender's HP and Fortitude, and therefore is a Defender's most important stat. Wisdom increases the Defender's Will save and makes him more perceptive, important for the man walking in front.

Races: All Races have their own defenders, but Humans and Dwarves are most likely to supply defenders in an adventuring party.

Alignment: Any non-Chaotic.

Table: The Defender

Hit Die: d12

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +0 +2 +0 +0 Toughness
2nd +1 +3 +0 +0 Taunt
3rd +2 +3 +1 +1 Bonus Feat
4th +3 +4 +1 +1 Defender's Might +1
5th +4 +4 +1 +1 Taunt(2)
6th +5 +5 +2 +2 Bonus Feat
7th +5 +5 +2 +2 Defender's Might +2
8th +6/+1 +6 +2 +2 Shield Other
9th +7/+2 +6 +3 +3 Bonus Feat
10th +8/+3 +7 +3 +3 Defender's Might +3
11th +9/+4 +7 +3 +3 Taunt(3)
12th +10/+5 +8 +4 +4 Shield Other (Ranged), Bonus Feat
13th +11/+6/+1 +8 +4 +4 Defender's Might +4
14th +12/+7/+2 +9 +4 +4
15th +13/+8/+3 +9 +5 +5 Bonus Feat
16th +14/+9/+4 +10 +5 +5 Defender's Might +5
17th +15/+10/+5 +10 +5 +5 Shield Other (10ft)
18th +16/+11/+6/+1 +11 +6 +6 Taunt(4), Bonus Feat
19th +17/+12/+7/+2 +11 +6 +6 Defender's Blessing
20th +18/+13/+8/+3 +12 +6 +6 Defender's Zeal

Class Skills (2 + Int modifier per level, ×4 at 1st level)
Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Ride (Dex), and Swim (Str).

Class Features[edit]

Class Features. All of the following are class features of the Defender.

Weapon and Armor Proficiency: A Defender is proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (including tower shields).

Taunt- The Defender uses a standard action to goad an enemy, within 30ft, to attack him. The enemy must attack him to in melee combat, DC (10 + 1/2Defender's level + Cha modifier) Will save to resist. At level 5 the Defender can taunt up to 2 target enemies. At level 11 up to 3, and at level 18 up to 4.

Defender's Might- The Defender specializes in defending others and property. Every enemy adjacent to the defender receives penalties to its attack roll. Penalties cannot exceed the enemy's BAB.

Shield Other- The Defender will go out of his way to help allies in combat. Whenever an adjacent ally is attacked you may attempt to intercept the blow. The Defender must make a Reflex roll DC (enemy's attack roll), to instead take the damage for him. The attack automatically beats your AC and is effected by any DR you have. At level 12 the Defender can attempt to intercept ranged attacks. At level 17 the Defender can attempt to intercept attacks on allies up to 10ft away.

Defender's Blessing- Whenever the Defender has taken damage on behalf of an ally, the defended ally receives a bonus to all attack rolls equal to Defender's Might for the rest of the encounter (effects don't stack).

Defender's Zeal- Whenever the Defender has taken damage on behalf of an ally, the Defender may make an attack against the enemy with his highest BAB.

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