
Anthony Kane |

Devoted Defender [conv from 3.0 Sword and Fist] to PFRPG/3.75
(This PRC was updated from Sword & Fist)
Adapter's notes:
-The class is pretty much as it was printed in Sword & Fist, loosing nothing, but instead gaining abilities that help it to do its job in combat more effectively.
-As written this PRC can easily represent a very specialized bodyguard. From there you can adapt it to fit however you want in your campaign world.
-Note that the PRC had a D12 Hit die to start. Given their “knack for getting in harms way” I felt as though it would be appropriate to leave them with that large Hit Die.
-Sudden Action simply made sense. If you're not where you have to be, when you need to be there, it makes you pretty useless.
-Diehard simply made sense.
-Improved Charge: Reflects this class's ability to weave their way through a crowd quickly and efficiently to get to their charge.
-Unbreakable Defender: Its their pinnacle “capstone” ability, the one that lets them literally keep fighting. This can be used to buy their charge time to escape, or simply reflect the character's discipline and training, forcing the body to continue fighting even after they should have dropped dead.
Feel free to leave comments or suggestions.
-Thanks: AK
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Devoted Defender
The Devoted Defender is a professional Body Guard. He is an individual who is skilled at protecting his designated client from harm, often by taking his charges place as the target of threats and attacks. Some Devoted Defenders are mercenaries for hire, who receive special compensation for their services, usually in the form of money, room and board, magical healing or otherwise, though it is not uncommon for a devoted defender to not be driven by such material needs. Often nobles or spell casters will hire one of these elite bodyguards for their own personal protection.
Requirements
Base Attack Bonus: +5
Feats: Alertness, Dodge, and Mobility
Skills: Perception 2, Sense Motive 1
Hit Die: D12 (came with that from sword and fist)
BAB: Good
Fortitude: Good
Reflex: Good
Willpower: Poor
Skill Points at each level: 2+Int Modifier
Skills: Diplomacy (Cha), Disguise (Cha), Intimidate (Cha), Perception (Wis), Profession (Wis), and Sense Motive (Wis).
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Level/AC Bonus/Special1.)+1/ Harm's Way, Uncanny Dodge
2.)+1/ Defensive Strike
3.)+2/ Deflect Attack +1
4.)+2/ Sudden Action, Defensive Strike+1
5.)+3/ Improved Uncanny Dodge, Deflect Attack +2
6.)+3/ Defensive Strike+2
7.)+4/ Diehard
8.)+4/ Defensive Strike +3
9.)+5/ Improved Charge, Deflect Attack +4
10.)+5/ Unbreakable Defender, Defensive Strike +4
Class Features:
Weapons and Armor Proficiencies: The Devoted Defender is proficient with all simple and martial weapons, all types of armor (light, medium, and heavy) and all shields, including Tower shields.
Armor Class Bonus: When fighting defensively or protecting their “Charge” (see below: Harm's Way), the Devoted Defender can add the listed bonus to their AC. These bonuses apply even against touch attacks or when he is caught flat-footed. The Devoted defender loses these bonuses when immobilized or helpless.
Harms Way (Ex): Beginning at 1st level, the Devoted Defender may elect to place himself in the path of danger in order to protect a single creature or object (here after referred to as his “Charge”). Any time you are withing 5 feet of your charge, and your charge suffers an attack, you may elect to switch places with you charge as a free action that does not provoke an attack of opportunity, and receive the attack intended for your charge in its place. You must declare this before the attack roll is made. You select your charge when you roll initiative, and it is a free action to do so. You may not change your charge for the duration of that combat.
Uncanny Dodge (Ex): At 1st level a Devoted Defender gains the ability to react to danger before his sense would normally allow him to do so. He retains his dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his dexterity bonus to AC if immobilized. If The Devoted Defender already has Uncanny Dodge from a different class, he automatically gains Improved Uncanny Dodge instead.
Defensive Strike (Ex): At 2nd level, you can make an attack of opportunity against any adjacent opponent who attacks your charge in melee and misses. You may do this a number of times equal to you Dexterity Modifier as if you had the Combat Reflexes Feat. In addition, when using this ability to defend your charge, the Devoted Defender may make one additional attack of opportunity for every other level he gains beyond 2nd. You also receive a +1 bonus to this attack for every 2 levels after 2nd.
Deflect Attack (Ex): Beginning at 3rd level, the Devoted Defender can attempt to deflect a melee attack made against his charge. He can do this a number of times per round equal to his competence bonus (see below). He must be within 5 feet of his charge to attempt this and using a melee weapon or shield to deflect the attack, (an unarmed strike is considered a melee weapon). When the attacker declared an attack against your charge, they are actually rolling to hit with their BAB against your Combat Maneuver Defense (CMD), not the targets AC. You gain a competence bonus to your Combat Maneuver Defense starting at +1 at 3rd level and increasing by +1 for every 2 levels after 3rd. If the attacker cannot overcome your Combat Maneuver Defense, you deflect the blow and neither you nor your charge suffer damage from the attack. You must be aware of the attack before hand and not flat-footed.
Sudden Action (Ex): At 4th level, as a free action, the Devoted Defender can change his place in the initiative order, moving higher or lower in the count by a number equal to or less than half his class level rounded down, as he sees fit, even after the initiative order has been established, before anyone else takes an action.
Improved Uncanny Dodge (Ex): At 5th level a Devoted Defender can no longer be flanked; he can react to opponents on opposite sides of him as easily as he can react to a single attacker. This defense denies a rogue the ability to sneak attack the Devoted Defender by flanking him, unless the attacker has at least four more levels in the sneak attacking class than the target has Devoted Defender levels.
Diehard (Ex): At 7th Level, when a Devoted Defender is within 5 feet of his charge he gains the benefits of the Diehard feat even is he does not meet the prerequisites.
Improved Charge (Ex): At 9th level a Devoted Defender can make a charge without having to move in a straight line, so long as the charge will put him within 5 feet of his “Charge” at the end of his movement. All other charge rules apply, but the Devoted Defender can alter his direction when making a charge to avoid opponents or obstacles.
Unbreakable Defender (Ex): At 10th level a Devoted Defender can temporarily ignore the effects of death while protecting his charge. So long as he is within 5 feet of his charge, he is not treated as disabled with reduced to 0 hit points, nor his he treated as dying. Even if reduced to the point where he would be considered dead, a negative hit point total equal to his constitution score or below, he can continue to defend his charge until the end of the round. After that point the affects of his wounds apply normally if they have not been healed. This ability does not prevent death from massive damage or from spell effects such as slay living or disintegrate.

Urizen |

Weapons and Armor Proficiencies: The Devoted Defender is proficient with all simple and martial weapons, all types of armor (light, medium, and heavy) and all shields, including Tower shields.
I'd change this to have the Devoted Defender gain no proficiency with any weapon or armor. Instead, as a requirement to enter the PrC, I'd make it a requirement for the character to already have martial weapon proficiency. Otherwise, you'll be making it too easy for certain classes to enter this PrC that it is ill-suited for. Compare this to the Eldritch Knight in the PF core rules.
I'll have to review the rest later, but the above was the first thing that stood out to me.

Anthony Kane |

Anthony Kane wrote:[remove]Weapons and Armor Proficiencies: The Devoted Defender is proficient with all simple and martial weapons, all types of armor (light, medium, and heavy) and all shields, including Tower shields.[/remove]I'd change this to have the Devoted Defender gain no proficiency with any weapon or armor. Instead, as a requirement to enter the PrC, I'd make it a requirement for the character to already have martial weapon proficiency. Otherwise, you'll be making it too easy for certain classes to enter this PrC that it is ill-suited for. Compare this to the Eldritch Knight in the PF core rules.
I'll have to review the rest later, but the above was the first thing that stood out to me.
Yeah I've been considering pulling that out of there. You just helped to confirm my feelings about that. thanks
Note Ax/strike: Weapon and Armor Proficiencies.

Urizen |

I had a chance to review and it seems pretty functional as to its primary purpose (i.e. bodyguard for his charge). If you want to make any additional tweaks...
1. Perhaps a couple more skills such as a knowledge based one and maybe survival? It may come in useful for the assignment.
2. It would be interesting to incorporate the fighter's 'bravery' class feature in this that may 'flip' on if he is near his charge.
Otherwise, it looks good Anthony!

The Weave05 |

Nice job! I would second the motion for adding a 'bravery' class feature to it, because we all know how lame it is when the guy you're protecting looks over and sees you high-tailing it out of the castle.
Otherwise, very nice! Its also very clean and easy to read, which is a huge determining factor in whether or not I actually read these things. I'm going to pitch it towards my players and see what they think of it.
Do you think it should have an alignment requirement of being Lawful?

Anthony Kane |
1 person marked this as a favorite. |

Well then here's a slight revision based on some suggestions:
-I did not add an alignment restriction. I'm of the opinion that chaotic characters are not "completely random" within the scope of their own moral compass. My opinion of them is that they are "rebellious", but that doesn't stop them from being loyal, or devoted to a cause or person.
-I didn't add any additional skills. Pathfinder made it really easy to take cross class skills now. If a player wants a specialty survival knack or knowledge, they can do that with their own skill points.
-I did remove the Weapon/Armor Proficiency.
-The AC bonus has been changed into a "Defender Bonus". Still applies to Armor Class but also to will saves vs. fear effects.
Enjoy: -AK
Devoted Defender
The Devoted Defender is a professional Body Guard. He is an individual who is skilled at protecting his designated client from harm, often by taking his charges place as the target of threats and attacks. Some Devoted Defenders are mercenaries for hire, who receive special compensation for their services, usually in the form of money, room and board, magical healing or otherwise, though it is not uncommon for a devoted defender to not be driven by such material needs. Often nobles or spell casters will hire one of these elite bodyguards for their own personal protection.
Requirements
Base Attack Bonus: +5
Feats: Alertness, Dodge, and Mobility
Skills: Perception 2, Sense Motive 1
Hit Die: D12 (came with that from sword and fist)
BAB: Good
Fortitude: Good
Reflex: Good
Willpower: Poor
Skill Points at each level: 2+Int Modifier
Skills: Diplomacy (Cha), Disguise (Cha), Intimidate (Cha), Perception (Wis), Profession (Wis), and Sense Motive (Wis).
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Level/Defender Bonus/Special1.)+1/ Harm's Way, Uncanny Dodge
2.)+1/ Defensive Strike
3.)+2/ Deflect Attack +1
4.)+2/ Sudden Action, Defensive Strike+1
5.)+3/ Improved Uncanny Dodge, Deflect Attack +2
6.)+3/ Defensive Strike+2
7.)+4/ Diehard
8.)+4/ Defensive Strike +3
9.)+5/ Improved Charge, Deflect Attack +4
10.)+5/ Unbreakable Defender, Defensive Strike +4
Class Features:
Weapons and Armor Proficiencies: The Devoted Defender gains no weapon or armor proficiency.
Defender Bonus: When fighting defensively or protecting their “Charge” (see below: Harm's Way), the Devoted Defender can add the listed bonus to their AC. These bonuses apply even against touch attacks or when he is caught flat-footed. The Devoted defender loses these bonuses when immobilized or helpless.
-The listed bonus is also applied to all willpower saves vs. fear effects so long as you are protecting your charge.
Harms Way (Ex): Beginning at 1st level, the Devoted Defender may elect to place himself in the path of danger in order to protect a single creature or object (here after referred to as his “Charge”). Any time you are withing 5 feet of your charge, and your charge suffers an attack, you may elect to switch places with you charge as a free action that does not provoke an attack of opportunity, and receive the attack intended for your charge in its place. You must declare this before the attack roll is made. You select your charge when you roll initiative, and it is a free action to do so. You may not change your charge for the duration of that combat.
Uncanny Dodge (Ex): At 1st level a Devoted Defender gains the ability to react to danger before his sense would normally allow him to do so. He retains his dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his dexterity bonus to AC if immobilized. If The Devoted Defender already has Uncanny Dodge from a different class, he automatically gains Improved Uncanny Dodge instead.
Defensive Strike (Ex): At 2nd level, you can make an attack of opportunity against any adjacent opponent who attacks your charge in melee and misses. You may do this a number of times equal to you Dexterity Modifier as if you had the Combat Reflexes Feat. In addition, when using this ability to defend your charge, the Devoted Defender may make one additional attack of opportunity for every other level he gains beyond 2nd. You also receive a +1 bonus to this attack for every 2 levels after 2nd.
Deflect Attack (Ex): Beginning at 3rd level, the Devoted Defender can attempt to deflect a melee attack made against his charge. He can do this a number of times per round equal to his competence bonus (see below). He must be within 5 feet of his charge to attempt this and using a melee weapon or shield to deflect the attack, (an unarmed strike is considered a melee weapon). When the attacker declared an attack against your charge, they are actually rolling to hit with their BAB against your Combat Maneuver Defense (CMD), not the targets AC. You gain a competence bonus to your Combat Maneuver Defense starting at +1 at 3rd level and increasing by +1 for every 2 levels after 3rd. If the attacker cannot overcome your Combat Maneuver Defense, you deflect the blow and neither you nor your charge suffer damage from the attack. You must be aware of the attack before hand and not flat-footed.
Sudden Action (Ex): At 4th level, as a free action, the Devoted Defender can change his place in the initiative order, moving higher or lower in the count by a number equal to or less than half his class level rounded down, as he sees fit, even after the initiative order has been established, before anyone else takes an action.
Improved Uncanny Dodge (Ex): At 5th level a Devoted Defender can no longer be flanked; he can react to opponents on opposite sides of him as easily as he can react to a single attacker. This defense denies a rogue the ability to sneak attack the Devoted Defender by flanking him, unless the attacker has at least four more levels in the sneak attacking class than the target has Devoted Defender levels.
Diehard (Ex): At 7th Level, when a Devoted Defender is within 5 feet of his charge he gains the benefits of the Diehard feat even is he does not meet the prerequisites.
Improved Charge (Ex): At 9th level a Devoted Defender can make a charge without having to move in a straight line, so long as the charge will put him within 5 feet of his “Charge” at the end of his movement. All other charge rules apply, but the Devoted Defender can alter his direction when making a charge to avoid opponents or obstacles.
Unbreakable Defender (Ex): At 10th level a Devoted Defender can temporarily ignore the effects of death while protecting his charge. So long as he is within 5 feet of his charge, he is not treated as disabled with reduced to 0 hit points, nor his he treated as dying. Even if reduced to the point where he would be considered dead, a negative hit point total equal to his constitution score or below, he can continue to defend his charge until the end of the round. After that point the affects of his wounds apply normally if they have not been healed. This ability does not prevent death from massive damage or from spell effects such as slay living or disintegrate.

Urizen |

Since you removed the Weapon/Armor Proficiency, shouldn't you still add Martial Weapon Proficiency as a requirement to enter? Otherwise, you'd be having Clerics entering at 7th, Druids & Monks at 8th level, Wizards at 11th, and Sorcerers at 12th without any form of multi-classing and may not necessarily be equipped with the proper utilities for this PrC.

Anthony Kane |

Since you removed the Weapon/Armor Proficiency, shouldn't you still add Martial Weapon Proficiency as a requirement to enter? Otherwise, you'd be having Clerics entering at 7th, Druids & Monks at 8th level, Wizards at 11th, and Sorcerers at 12th without any form of multi-classing and may not necessarily be equipped with the proper utilities for this PrC.
I can see where you're coming from with that prerequisite. Here are my thoughts.
-As far as casters of any type go, this class really isn't well suited to them, especially the arcane bunch. Simply put, most arcane casters won't give up their casting ability no matter how good a PRC might be.
-The Cleric may just be the sole exception to this rule, especially if you wanted to be the body guard of a Church official. Clerics have the armor and weapon proficiencies to really take advantage of martial benefits of this class even without martial weapon proficiency. Simple Weapons, like the mace, are still very effective damage dealing weapons in combat. Granted they sacrifice their spell casting capability but, they are backed up by what spells they do have. Add that together with this classes defensive capability and you get a potent defensive combination.
-I've actually tested the PRC out with a monk. She is in the employ of an arcane caster. And while her Monk abilities did cease to advance beyond 10th level, that wizard never had to worry about getting hit, period. She had the speed, the natural unarmored bonus, and with the Monks class ability that lets them use their HD towards Combat Maneuvers, anyone who attacked this wizards, promptly got ejected from melee range, or got their face punched in.
So (in my opinion) the Marital Weapon Proficiency while nice to have isn't needed. Feel free to add it if you decide to use the PRC for your own world.
AK