Wild Watcher

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I made a version of the defender a few months ago, but I liked some of what I saw in yours so I incorporated it. Namely, getting rid of the movement restriction, cuz not moving kinda sucks and renaming the main ability to Stalwart Stance.

Anyways, here's my cobbled version. Hope ya'll like it.

Hit Die: d12

To qualify to become a defender, a character must fulfill all the following criteria.

Alighment: Lawful
Race: Dwarf
Base Attack Bonus: +6
Feats: Dodge, Endurance, Toughness

Class Skills
The defender's class skills (and the key ability for each skill) are Craft (Int), Intimidate (Cha), Knowledge (Engineering) (Int), Knowledge (Dungeoneering) (Int), Perception (Wis), and Sense Motive (Wis).
Skill Ranks at Each Level: 2 + Int modifier.

Level Base Attack Bonus Fort Save Ref Save Will Save AC Special
1st +1 +1 +0 +0 +1 Stalwart Stance
2nd +2 +1 +0 +0 +1 Combat Readiness +1, Uncanny Dodge
3rd +3 +2 +1 +1 +1 Damage Reduction 2/-
4th +4 +2 +1 +1 +2 Bonus Feat
5th +5 +3 +1 +1 +2 Combat Readiness +2
6th +6 +3 +2 +2 +2 Damage Reduction 4/-, Improved Uncanny Dodge
7th +7 +4 +2 +2 +3 Improved Stalwart Stance
8th +8 +4 +2 +2 +3 Bonus Feat, Combat Readiness +3
9th +9 +5 +3 +3 +3 Damage Reduction 6/-
10th +10 +5 +3 +3 +4 Greater Stalwart Stance

Class Feature

All of the following are class features of the dwarven defender.

Weapon and Armor Proficiency: A dwarven defender is proficient with all simple and martial weapons, all types of armor, and shields.

AC Bonus (Ex): The dwarven defender receives a dodge bonus to Armor Class that starts at +1 and improves as the defender gains levels, until it reaches +4 at 10th level.

Stalwart Stance: A dwarven defender can assume a defensive posture that makes him incredibly hard to kill. When he adopts a defensive stance, a defender gains phenomenal strength and durability. Starting at 1st level, a dwarven defender can be in a stalwart stance for a number of rounds per day equal to 4 + his Constitution modifier. At each level after 1st, he can remain in a stalwart stance for 2 additional rounds. The total number of rounds of stalwart stance per day is renewed after resting for 8 hours, although these hours do not need to be consecutive.

While in a stalwart stance he gains +2 to Strength, +4 to Constitution, and a +4 dodge bonus to AC. In addition, he gains a bonus to his CMD equal to his dwarven defender level.

The increase in Constitution increases the defender’s hit points by 2 points per level, but these hit points go away at the end of the defensive stance when the Constitution score drops back 4 points. These extra hit points are not lost first the way temporary hit points are.
A dwarven defender can end his stalwart stance as a free action and is fatigued afterwards for a number of rounds equal to 2 times the number of rounds spent in the stalwart stance. A defender cannot enter a new stalwart stance while fatigued or exhausted but can otherwise enter his stalwart stance multiple times during a single encounter or combat. If a defender falls unconscious, his stalwart stance immediately ends, placing him in peril of death.

Using the stalwart stance takes no time itself, but a defender can only do so during his action.

Combat Readiness (Ex): Beginning at 2nd level, a dwarven defender is always ready for combat. He gains a +1 bonus on all attacks of opportunity and he can make one additional attack of opportunity each round. This bonus attack of opportunity stacks with the Combat Reflexes feat.

As the dwarven defender rises in level he gains an additional attack of opportunity and bonus to such attacks, for a total of +2 at 5th level and +3 at 8th level.

Uncanny Dodge (Ex): Starting at 2nd level, a dwarven defender retains his Dexterity bonus to AC (if any) regardless of being caught flat-footed or struck by an invisible attacker. (He still loses any Dexterity bonus to AC if immobilized.)
If a character gains uncanny dodge from a second class, the character automatically gains improved uncanny dodge (see below).

Damage Reduction (Ex): At 3rd level, a dwarven defender gains damage reduction. Subtract 2 points from the damage the dwarven defender takes each time he is dealt damage. At 6th level, this damage reduction rises to 4/–. At 9th level, this damage reduction rises to 6/–. Damage reduction can reduce damage to 0 but not below 0.

Bonus Feat: At 4th level, a dwarven defender may choose a bonus combat feat. This is in addition to the feats that a character of any class normally gets from advancing levels. The character must still meet any prerequisites for these bonus feats. A dwarven defender gains an additional combat feat at 8th level.

Improved Uncanny Dodge (Ex): At 6th level, a dwarven defender can no longer be flanked. This defense denies rogues the ability to use flank attacks to sneak attack the dwarven defender.
The exception to this defense is that a rogue at least four levels higher than the dwarven defender can flank him (and thus sneak attack him).
If a character gains uncanny dodge (see above) from a second class the character automatically gains improved uncanny dodge, and the levels from those classes stack to determine the minimum rogue level required to flank the character.

Improved Stalwart Stance (Ex): At 7th level, a dwarven defender no longer becomes fatigued at the end of his stalwart stance.

Greater Defensive Stance (Ex): At 10th level, when a defender enters his stalwart stance, the bonus to his Strength increases to +4 and the bonus to his Constitution increases to +6.

Jason Bulmahn wrote:

Well, I will accept queries with creature ideas for future creature catalogs, but I highly suggest that you make sure to include a number of creature ideas, each no more than 3-4 sentences in length. The ideal number is around 4-6 monsters. This allows us to look for the best ideas and request them to help fill out future installments.

Jason Bulmahn
Managing Editor of Dragon

Awesome, thanks.

Demiurge 1138 wrote:
Jason Bulmahn wrote:

I am glad to hear that the article is being so well received. I just wanted to note that some of these monsters were pulled from articles with a wide variety of creatures in them. Some of these will undoubtedly show up in Creature Catalog VI (yes, there will be another one at some point in the future).

Jason Bulmahn
Managing Editor of Dragon


Quick question.

Will all of the forthcoming CC's be collections of creatures cut from other articles or will people be able to submit monsters specifically for the CC's? I downloaded the submission guidelines, but I didn't see anything regarding it.

That said, the CC was excellent. Great art and great content. Congratulations to everyone who submitted a monster, they were all good... and soon I shall be making use of the Living Wall template.

Oh yes... soon...

Here's a couple that I've found. Hope I'm not just repeating ones here.

- The Yellow, Orange, and Purple Dragon's breath weapons don't list a damage type. I'm assuming that the purple deals force damage and the orange deals fire, does the yellow deal... just regular damage?

- The Sample Demonically-Fused Elemental is missing the extraplanar subtype.

- The Trap Haunt says that the creature deals bonus cold damage equal to its Charisma bonus, however the sample trap haunt is missing this bonus (it should be 1d6+4).

- Also, the trap haunt's touch attacks are calculated incorrectly. The full attack bonus for its touch attacks should be +5. Also, incorporeal creatures are unable to grapple creatures, making the included grapple score sorta useless.

- The Elemental Demons are missing the entry that explains that their attacks 'are treated as chaotic-aligned and evil-aligned for the purpose of damage reduction.'

- The Chaoswyrd is missing saving throw DC's for its Spell-Like Abilities.

- The Blackroot Marauder is missing its bonus HP for being a construct (its hp should total out to 84)

That's all for now. I'll report more if I find any.