The defender is a sponsored champion of a cause, an aristocrat, a deity or their way of life. As the name might imply, this character is a skilled combatant trained in the arts of defense. A line of defenders is a far better defense than a 10-foot-thick wall of stones, and much more dangerous.
No longer locked to the Dwarven race or lawful alignment.
Lvl | BAB | Saves | Feats | HP | Damage reduction |
||
---|---|---|---|---|---|---|---|
Fort | Ref | Will | |||||
1st | +1 | +2 | +0 | +2 | Defensive Stance | 12 | - |
2nd | +2 | +3 | +0 | +3 | Defensive Awareness | 24 | - |
3rd | +3 | +3 | +1 | +3 | 36 | - | |
4th | +4 | +4 | +1 | +4 | 48 | - | |
5th | +5 | +4 | +1 | +4 | Defensive Awareness II | 60 | - |
6th | +6 | +5 | +2 | +5 | Damage Reduction | 72 | 3/- |
7th | +7 | +5 | +2 | +5 | 84 | 3/- | |
8th | +8 | +6 | +2 | +6 | 96 | 3/- | |
9th | +9 | +6 | +3 | +6 | 108 | 3/- | |
10th | +10 | +7 | +3 | +7 | Defensive Awareness III | 120 | 6/- |
Defensive Stance: When he needs to, the defender can become a stalwart bastion of defense. In this defensive stance, a defender gains phenomenal strength and durability, but he moves at half walking speed, unaffected by other movement increases. Cannot be used while holding a ranged weapon. Potions or scrolls may be used, but spellcasting will disable the effect. He gains the following benefits, toggleable at will:
+4 dodge AC.
+2 attack bonus.
+2 physical damage.
+2 universal saving throws.
10% physical damage immunity at level 8, increases to 20% at 13, 30% at 18.
1 regeneration, increases to 2 regeneration at level 10.
Immunity to being flatfoot.
(Attack bonus and physical damage bonus may not show on your character sheet if you have Emotions Courage/Hope or other similar buffs active, but the bonuses are confirmed working under the hood. Do not be alarmed!)
Defensive Awareness: The character retains his dexterity bonus to AC, even if caught flat-footed or attacked by a hidden or invisible creature. As well, at level 5 they can no longer be flanked, since he can react to opponents on opposite sides of him as easily as he can react to a single attack. Finally at 10, they gain +1 reflex save versus traps.
Flanking immunity also confers sneak attack immunity to the defender, but they are still vulnerable to sneak attacks from stealth, as well as if they stop attacking at all.
Damage Reduction: At sixth level, the unyielding defender gains the ability to shrug off 3 points of damage from each blow or attack. At tenth level the damage reduction increases to 6 points of damage per attack or blow.
Epic Damage Reduction: increases to 9/- at 14th level and 12/- at 18th level
Bonus feats: The epic unyielding defender gains a bonus feat every four levels. In other words, at levels 14 and 18.
Epic bonus feats: armor skin, devastating critical, epic damage reduction, epic energy resistance, epic prowess, epic toughness, epic weapon focus, overwhelming critical, perfect health, two-weapon fighting