Floyd Wesel |
Hey guys. This is attempt at a base class design for a homebrew world. The gist of the class is a bodyguard that is bound by oath and by magic to a wizard. It is their job to protect a wizard from harm; attacks from monsters, or from agents of another wizard-clan/house.
I fully expect it to be broken at this point. The goal is to put it all out there and tweak and fix it into something more level with everything else.
Let me know what you think about the balance of the class. Thanks.
BTW, "Defender" is not it's name, just a place holder for it.
DEFENDER
Role: DEFENDERS excel in defensive combat, able to stand against powerful foes in defense of their charge. When not “burdened” by their charge, they make challenging opponents but their skills and abilities are not quite to the level of more aggressive classes like the fighter or barbarian.
Alignment: Any non-Chaotic.
Hit Die: d10
CLASS SKILLS
The DEFENDER’s class skills are Bluff (cha), Diplomacy (cha), Handle Animal (wis), Heal (wis), Intimidate (cha), Knowledge (Arcana) (Int), Knowledge (Nobility) (Int), Perception (Int), Ride (Int), Sense Motive (Int), Spellcraft (Int), Stealth (Dex), Survival (Wis) and Use Magic Device (Cha).
Skill Ranks per Level: 4 + Int modifier
CLASS FEATURES
All of the following class features are available to the DEFENDER.
Weapon and Armor Proficiency: An DEFENDER in proficient with all simple and martial weapons, light armor, medium armor and all shields (including tower shields).
Level BAB FORT
Save REF
Save WILL
Save Special
1 +1 +2 +0 +2 DEFENDER Defense, Enemy House, Guardian Awareness, In Harm’s Way, Mystical Duty
2 +2 +3 +0 +3 Improved Shield Bash
3 +3 +3 +1 +3 Endurance
4 +4 +4 +1 +4 Sharing the Art
5 +5 +4 +1 +4 Deflect Attack
6 +5 +5 +2 +5 Enemy House
7 +6/+1 +5 +2 +5 Aid Defensive Casting, Shield Slam
8 +7/+2 +6 +2 +6 Armored Maneuvering
9 +8/+3 +6 +3 +6 Spellbreaker
10 +9/+4 +7 +3 +7 Aggressive Defender
11 +10/+5 +7 +3 +7 Shield Master
12 +10/+5 +8 +4 +8 Enemy House
13 +11/+6/+1 +8 +4 +8 Greater DEFENDER Defense
14 +12/+7/+2 +9 +4 +9 Greater Guardian Awareness
15 +13/+8/+3 +9 +5 +9 Dispelling Strike
16 +14/+9/+4 +10 +5 +10 Spell Resistance 20
17 +15/+10/+5 +10 +5 +10 Shout 3/day
18 +15/+10/+5 +11 +6 +11 Enemy House
19 +16/+11/+6/+1 +11 +6 +11 True Seeing 3/day
20 +17/+12/+7/+2 +12 +6 +12 Ultimate Defender
DEFENDER Defense (Ex): Whenever an DEFENDER is within 5 feet of his charge, the charge receives a +2 circumstance bonus to his Armor Class.
Greater DEFENDER Defense (Ex): Whenever an DEFENDER is within 5 feet of his charge, the charge receives a +4 circumstance bonus to his Armor Class. This replaces the bonus given in DEFENDER Defense.
Aggressive Defender (Ex): Any opponent who attempts to attack the DEFENDER’s charge provokes an attack of opportunity from the DEFENDER. Both his charge and the attacker must be within the DEFENDER’s threatened area, and all other rules regarding AoO must be headed. This attack of opportunity is resolved before any other actions the DEFENDER chooses to take. The DEFENDER must be aware of the attack being made.
Aid Defensive Casting: An DEFENDER can, as a move action, aid his charge in the defensive casting of a spell, giving him a +2 bonus to that roll.
Armored Maneuvering: An DEFENDER treats medium armor as if it were light armor in regards to his move speed. This (typically) allows him to move at 30 feet instead of the normally 20 feet per move action that medium armor imposes.
Deflect Attack (Ex): An DEFENDER can attempt to parry a melee attack against his charge once per round. This uses his Attack of Opportunity for the round; should he have already used his AoO then he cannot use this ability. To deflect an attack the DEFENDER must be within 5 feet of his charge, and wielding a melee weapon or shield. The DEFENDER makes an attack roll with the weapon or shield in hand. The hit is negated if the DEFENDER’s attack roll is greater than the opponent’s attack roll. The DEFENDER must be aware of the attack being made, and must not be flat-footed. An DEFENDER can do this a number of times a day equal to his Wisdom bonus + half his level (minimum 1). This cannot be done in addition to his other abilities, such as In Harm’s Way.
Dispelling Strike (Su): An opponent hit and damaged by an DEFENDER is affected by a targeted dispel magic, targeting the lowest-level spell effect active on the target. The caster level for this ability is equal to the DEFENDER’s level - 5.
Endurance: The DEFENDER gains Endurance as a bonus feat.
Enemy House (Ex): An DEFENDER selects a Mysenian Noble House and gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. At 6th level and every six levels thereafter (12th and 18th level), the DEFENDER may select an additional enemy house or may increase his current enemy house bonus by +2.
Guardian Awareness (Sp): An DEFENDER can, as a full-round action that provokes an AoO, reach through the mystical bonds of his oath and charge and receive a limited form of the status spell (PFRPG 348). The adjusted spell has no components, is only targeted for his charge, lasts for 10 minutes per level, and has a long range (400 feet + 40 feet/level). An DEFENDER can do this a number of times a day equal to his Intelligence bonus + 1 (minimum 1).
Greater Guardian Awareness (Sp): Guardian Awareness is now a move action to perform that does not provoke an AoO.
Improved Shield Bash: The DEFENDERs receives the Improved Shield Bash feat as a bonus feat. If he already has it (and only if he already has it), he may choose a feat from either the Combat Expertise, Power Attack, Weapon Focus feat-tree.
In Harm’s Way (Ex): When an DEFENDER is within 5’ of his charge he may switch places with his charge and take an attack meant for his charge. This act must be declared before the attack roll is made. As he is directly placing himself into the line of fire the DEFENDER does not Dexterity and dodge bonuses (if any) to his Armor Class against this attack. The DEFENDER must be aware of the attack to do this. An DEFENDER can do this a number of times a day equal to his Wisdom bonus + half his level (minimum 1).
Mystical Duty: An DEFENDER is mystically bound to his charge. This bond gives him powers and abilities beyond normal means to aid him in his duties. It also opens him to social and mystical reprisals should he fail in his duty or betray his oath. The DEFENDER receives no saving throw against any spell cast upon him by a house’s DEFENDER Council. This is typically only done in the direst of circumstances in which an DEFENDER has completely failed to perform his duty.
Sharing the Art: A mage may cast a spell with a target of “you” on his DEFENDER. Additionally, an DEFENDER that attempts to Use Magic Device skill on a device created by his charge gets a +4 bonus to his roll.
Shield Slam: The DEFENDERs receives the Shield Slam feat as a bonus feat. If he already has it (and only if he already has it), he may choose a feat from either the Combat Expertise, Power Attack, Weapon Focus feat-tree.
Shield Master: The DEFENDERs receives the Shield Master feat as a bonus feat. If he already has it (and only if he already has it), he may choose a feat from either the Combat Expertise, Power Attack, Weapon Focus feat-tree.
Shout (Sp): An DEFENDER calls upon his mystical bond with his charge to attack the enemies before them. This effect is as if the DEFENDER cast a shout spell. The caster level of the spell is CL 10 + Constitution modifier. His charge is immune to the effect even if standing in the middle of it. This may be done 3/day.
Spellbreaker: The DEFENDER receives the Spellbreaker feat (PFRPG 134) as if they had the Disruptive feat.
Spell Resistance: The DEFENDER has gained spell resistance 20. Note that spells or punishments cast upon him due to his Mystical Duty do not have to go against an DEFENDER’s Spell Resistance.
True Seeing (Sp): An DEFENDER calls upon his mystical bond with his charge to effectively cast a True Seeing spell. The caster level of the spell is CL 15. This may be done 3/day.
Ultimate Defender: An DEFENDER of this caliber continues to fight well passed death. During combat, the DEFENDER keeps fighting as normal until -50 hit points. At -50 he makes a fortitude save of DC 30. If he succeeds, he immediately drops to -9 and is stabilized. Failure results in his immediate death.
another_mage |
Deflect Attack (Ex): An DEFENDER can attempt to parry a melee attack against his charge once per round. This uses his Attack of Opportunity for the round; should he have already used his AoO then he cannot use this ability. To deflect an attack the DEFENDER must be within 5 feet of his charge, and wielding a melee weapon or shield. The DEFENDER makes an attack roll with the weapon or shield in hand. The hit is negated if the DEFENDER’s attack roll is greater than the opponent’s attack roll. The DEFENDER must be aware of the attack being made, and must not be flat-footed. An DEFENDER can do this a number of times a day equal to his Wisdom bonus + half his level (minimum 1). This cannot be done in addition to his other abilities, such as In Harm’s Way.
How does this interact with Combat Reflexes?
PirateDevon |
Aww man my post got chewed up!
I want to look at other things but off the top of my head I do not get why Harms Way is nerfed. The PC is linked to one mark ever, cannot change it like the Devoted Defender could, and loses Dex and Dodge? This ability seems super key to me in flavor and mechanic, why the extra restrictions?
Floyd Wesel |
another_mage,
Good question. (And thanks for posting.)
Well, as the ability states in the first line, it can only be used once a round. So someone with Combat Reflexes, So long as he had a AoO available to him, would get to use it. But only to Deflect the one time per round.
Hmmm....
As I think about it, it might be prudent to limit the number of uses per day in general. After all a 10th level guy is gonna get to use it from 5-10/day. A 20th level guy could have it some 16 times/day. Might be best to limit it to WIS Modifier +1/day in uses.
Thoughts?
Here's a re-write on the ability:
Deflect Attack (Ex): An DEFENDER can attempt to parry a melee attack against his charge once per round. This uses his Attack of Opportunity for the round; should he have already used his AoO then he cannot use this ability. To deflect an attack the DEFENDER must be within 5 feet of his charge, and wielding a melee weapon or shield. The DEFENDER makes an attack roll with the weapon or shield in hand. The hit is negated if the DEFENDER’s attack roll is greater than the opponent’s attack roll. The DEFENDER must be aware of the attack being made, and must not be flat-footed. An DEFENDER can do this a number of times a day equal to his Wisdom bonus + 1 (minimum 1). This cannot be done in addition to his other abilities, such as In Harm’s Way.
Floyd Wesel |
Aww man my post got chewed up!
I want to look at other things but off the top of my head I do not get why Harms Way is nerfed. The PC is linked to one mark ever, cannot change it like the Devoted Defender could, and loses Dex and Dodge? This ability seems super key to me in flavor and mechanic, why the extra restrictions?
Sorry your post got eaten.
The theme of the class is associated directly, via an arcane link, to his charge. His only duty is to protect that mage. Granted, that's not to say that he couldn't protect someone else if his charge was already safe or not present for whatever reason. So mainly it was "nerfed" to reflect that ideal.
Another thing was the amount of abilities the class is getting at that level. Each are "needed" at that level and make sense for that level.
If folks thought that the ability to be expanded some to be better and not tip things out of whack on the power scale, I am cool with adjusting it back to a more powerful ability.
:)
Thanks!
Floyd Wesel |
((I really hate the set-up of these boards. Anyways...))
So, in regards to the IN HARM'S WAY post, here's an adjusted write up of that power. Let me know what you think.
In Harm’s Way (Ex): Once a round, when he is aware of the attack, and the DEFENDER is within 5’ of his charge (or any other being he think worthy of risking his life for) he may switch places with and take an attack meant for his charge. This act must be declared before the attack roll is made. As the DEFENDER is directly placing himself into the line of fire the DEFENDER does not retain Dexterity and dodge bonuses (if any) to his Armor Class against this attack, but is NOT considered Flat-Footed. A DEFENDER can do this a number of times a day equal to his Wisdom bonus + 1 for every four levels as a DEFENDER (minimum 1).
Thoughts?
PirateDevon |
((I really hate the set-up of these boards. Anyways...))
So, in regards to the IN HARM'S WAY post, here's an adjusted write up of that power. Let me know what you think.
In Harm’s Way (Ex): Once a round, when he is aware of the attack, and the DEFENDER is within 5’ of his charge (or any other being he think worthy of risking his life for) he may switch places with and take an attack meant for his charge. This act must be declared before the attack roll is made. As the DEFENDER is directly placing himself into the line of fire the DEFENDER does not retain Dexterity and dodge bonuses (if any) to his Armor Class against this attack, but is NOT considered Flat-Footed. A DEFENDER can do this a number of times a day equal to his Wisdom bonus + 1 for every four levels as a DEFENDER (minimum 1).
Thoughts?
I would almost go the other way and drop the dex dodge nerf and let the power be at will. I would then stipulate that only arcane bonded wizard can be nominated for this effect.
Here is my reasoning:
This is an ability that actively promotes someone getting their face smashed in more than they normally would. I think the ability pretty much balances itself on that merit alone.
If the character can only do it with that one person? Then it is narrowly defined and very focused. The AD is very good at what they do but they are *supposed* to be, and no one other than the NPC/character is deriving a benefit which makes the power very narrow in its application. It isn't really an issue that they get this so early on at full power because they don't have many hp, are forced to keep themselves so close to someone else, etc.
The other solution is to bump the power itself a level or two. Something to the effect of this idea: The marked character and the AD need to strengthen their bond for the first couple of levels until they are in tune enough that the AD can just supernaturally be aware about them, etc.
The one thing that might need to be examined is understanding what other abilities *stack* with the Harm's Way attempt but I don't see anything that glares at me as an issue but I still need to go back over the class a little more. All told though I think the power is such a risk to the health of the character that it doesn't need to be toned down very much.
Floyd Wesel |
I would almost go the other way and drop the dex dodge nerf and let the power be at will. I would then stipulate that only arcane bonded wizard can be nominated for this effect.
So you are thinking have it go this way:
In Harm’s Way (Ex): As an immediate action (pfrpg, page 189) when he is aware of an incoming attack, and the DEFENDER is within 5’ of his bonded-charge he may switch places with and take an attack meant for his charge. This act must be declared before the attack roll is made.
PirateDevon |
PirateDevon wrote:I would almost go the other way and drop the dex dodge nerf and let the power be at will. I would then stipulate that only arcane bonded wizard can be nominated for this effect.So you are thinking have it go this way:
In Harm’s Way (Ex): As an immediate action (pfrpg, page 189) when he is aware of an incoming attack, and the DEFENDER is within 5’ of his bonded-charge he may switch places with and take an attack meant for his charge. This act must be declared before the attack roll is made.
Yeah, exactly. I honestly think that looks good.
You already stipulate on most other abilities that they can't stack with Harm's Way and as a DM I am more than happy to let this character get punched in the mouth at will.
IMHO I think it makes the class very flavorful with your intent and really makes these guys "important" to have around for the bonded.
PirateDevon |
MMhmm. Looking at DEFENDER Defense. It seems like it comes on a little too early. The +2 is a nice bump and while it is limited, a character with this class will most likely have a charge right away, right?
I am torn. The class has no heavy armor so it won't get too out of control but I thought I would mention it.
On a separate note I think that that Guardian's Awareness shouldn't be so taxing to the character. I understand if there is a concern with balance considering the number of class features but to have such a narrow supernatural "Status" is fairly limiting IMHO.
I would almost say to maintain the parity of flavor it should be a standard action. That way, the character can stay with his/her charge, is still forgoing attacks, and if you feel it necessary, still provoking AoO although I also think that is a little harsh...
Another way that might balance it out but make it a little more functional; reduce the distance it works?
Maybe only short range for a few levels, then medium, and so on. Make long range mid teens then add a line at 20 cap that maybe makes it always on? Adds a "Locate person" effect or something of that nature?
(Or maybe, since it is 20th level -> permanent Status on the charge, the AD always knows where the charge is, turn it into a Spell-Like ability and make it subject to Anti-magic?)
It is true that this multitude of abilities needs to be balanced, that said, so many of the 1st level ones are so narrow to a single person, so intrinsic to the classes flavor and generally put the defender in that much more *trouble* that I do not think they need to be so impairing to the class.
EDIT: Whoops! Missed "Greater" Guardian Awareness, that said I think my observation still stands. Change it from standard to move in the mid-teens range as you say and I still think added with my thoughts above it is well balanced for its use.
Floyd Wesel |
Hey guy, thanks again for the posts. I have re-done the class a bit to better fit what we discussed. Note I moved a few things around. Take a look and let me know what you think. (Anyone else who wants to join in, please feel free to do so.)
DEFENDER (“MAGE-GUARD”, “SHIELDMAN”)
Role: DEFENDERs excel in defensive combat, able to stand against powerful foes in defense of their charge. When not “burdened” by their charge, they make challenging opponents but their skills and abilities are not quite to the level of more aggressive classes like the fighter or barbarian.
Alignment: Any non-Chaotic.
Hit Die: d10
CLASS SKILLS
The DEFENDER’s class skills are Bluff (cha), Diplomacy (cha), Handle Animal (wis), Heal (wis), Intimidate (cha), Knowledge (Arcana) (Int), Knowledge (Nobility) (Int), Perception (Int), Ride (Int), Sense Motive (Int), Spellcraft (Int), Stealth (Dex), Survival (Wis) and Use Magic Device (Cha).
Skill Ranks per Level: 4 + Int modifier
CLASS FEATURES
All of the following class features are available to the DEFENDER.
Weapon and Armor Proficiency: A DEFENDER in proficient with all simple and martial weapons, light armor, medium armor and all shields (including tower shields).
Level BAB FORT
Save REF
Save WILL
Save Special
1 +1 +2 +0 +2 Enemy House, Guardian Awareness, Improved Shield Bash, In Harm’s Way, Mystical Duty
2 +2 +3 +0 +3 Endurance
3 +3 +3 +1 +3 DEFENDER Defense
4 +4 +4 +1 +4 Sharing the Art
5 +5 +4 +1 +4 Deflect Attack
6 +5 +5 +2 +5 Enemy House
7 +6/+1 +5 +2 +5 Aid Defensive Casting, Shield Slam
8 +7/+2 +6 +2 +6 Armored Maneuvering
9 +8/+3 +6 +3 +6 Spellbreaker
10 +9/+4 +7 +3 +7 Aggressive Defender
11 +10/+5 +7 +3 +7 Shield Master
12 +10/+5 +8 +4 +8 Enemy House
13 +11/+6/+1 +8 +4 +8 Improved Guardian Awareness
14 +12/+7/+2 +9 +4 +9 Greater DEFENDER Defense
15 +13/+8/+3 +9 +5 +9 Dispelling Strike
16 +14/+9/+4 +10 +5 +10 Spell Resistance 20
17 +15/+10/+5 +10 +5 +10
18 +15/+10/+5 +11 +6 +11 Enemy House
19 +16/+11/+6/+1 +11 +6 +11 Greater Guardian Awareness
20 +17/+12/+7/+2 +12 +6 +12 Ultimate Defender
DEFENDER Defense (Ex): Whenever an DEFENDER is within 5 feet of his charge, the charge receives a +2 circumstance bonus to his Armor Class.
Greater DEFENDER Defense (Ex): Whenever an DEFENDER is within 5 feet of his charge, the charge receives a +4 circumstance bonus to his Armor Class. This replaces the bonus given in DEFENDER Defense.
Aggressive Defender (Ex): Any opponent who attempts to attack the DEFENDER’s charge provokes an attack of opportunity from the DEFENDER. Both his charge and the attacker must be within the DEFENDER’s threatened area, and all other rules regarding AoO must be headed. This attack of opportunity is resolved before any other actions the DEFENDER chooses to take. The DEFENDER must be aware of the attack being made.
Aid Defensive Casting: A DEFENDER can, as a immediate action, aid his charge in the defensive casting of a spell, giving him a +2 bonus to that roll.
Armored Maneuvering: A DEFENDER treats medium armor as if it were light armor in regards to his move speed. This (typically) allows him to move at 30 feet instead of the normally 20 feet per move action that medium armor imposes.
Deflect Attack (Ex): An DEFENDER can attempt to parry a melee attack against his charge once per round. This uses his Attack of Opportunity for the round; should he have already used his AoO then he cannot use this ability. To deflect an attack the DEFENDER must be within 5 feet of his charge, and wielding a melee weapon or shield. The DEFENDER makes an attack roll with the weapon or shield in hand. The hit is negated if the DEFENDER’s attack roll is greater than the opponent’s attack roll. The DEFENDER must be aware of the attack being made, and must not be flat-footed. An DEFENDER can do this a number of times a day equal to his Wisdom bonus + 1 (minimum 1). This cannot be done in addition to his other abilities, such as In Harm’s Way.
Dispelling Strike (Su): An opponent hit and damaged by an DEFENDER is affected by a targeted dispel magic, targeting the lowest-level spell effect active on the target. The caster level for this ability is equal to the DEFENDER’s level - 5.
Endurance: The DEFENDER gains Endurance as a bonus feat.
Enemy House (Ex): An DEFENDER selects a Mysenian Noble House and gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. At 6th level and every six levels thereafter (12th and 18th level), the DEFENDER may select an additional enemy house or may increase his current enemy house bonus by +2.
Guardian Awareness (Sp): An DEFENDER can, as a standard action that provokes an AoO, reach through the mystical bonds of his oath and charge and receive a limited form of the status spell (PFRPG 348). The adjusted spell has no components, is targeted only for his charge and lasts for 10 minutes per level. The range is medium (100 ft. + 10 ft./level) for the effect. A DEFENDER can do this a number of times a day equal to his Intelligence bonus + 1 (minimum 1).
Improved Guardian Awareness (Sp): Guardian Awareness is now a move action to perform that does not provoke an AoO.
Greater Guardian Awareness (Sp): Guardian Awareness is now a permanent effect and range is increased to long (400 ft. + 40 ft./level).
Improved Shield Bash: The DEFENDERs receives the Improved Shield Bash feat as a bonus feat. If he already has it (and only if he already has it), he may choose a feat from either the Combat Expertise, Power Attack, Weapon Focus feat-tree.
In Harm’s Way (Ex): As an immediate action (pfrpg, page 189) when he is aware of an incoming attack, and the DEFENDER is within 5’ of his bonded-charge he may switch places with and take an attack meant for his charge. This act must be declared before the attack roll is made.
Mystical Duty: A DEFENDER is mystically bound to his charge. This bond gives him powers and abilities beyond normal means to aid him in his duties. It also opens him to social and mystical reprisals should he fail in his duty or betray his oath. The DEFENDER receives no saving throw against any spell cast upon him by a house’s DEFENDER Council. This is typically only done in the direst of circumstances in which an DEFENDER has completely failed to perform his duty.
Sharing the Art: A mage may cast a spell with a target of “you” on his DEFENDER. Additionally, an DEFENDER that attempts to Use Magic Device skill on a device created by his charge gets a +4 bonus to his roll.
Shield Slam: The DEFENDERs receives the Shield Slam feat as a bonus feat. If he already has it (and only if he already has it), he may choose a feat from either the Combat Expertise, Power Attack, Weapon Focus feat-tree.
Shield Master: The DEFENDERs receives the Shield Master feat as a bonus feat. If he already has it (and only if he already has it), he may choose a feat from either the Combat Expertise, Power Attack, Weapon Focus feat-tree.
Spellbreaker: The DEFENDER receives the Spellbreaker feat (PFRPG 134) as if they had the Disruptive feat.
Spell Resistance: The DEFENDER has gained spell resistance 20. Note that spells or punishments cast upon him due to his Mystical Duty do not have to go against a DEFENDER’s Spell Resistance.
Ultimate Defender: A DEFENDER of this caliber continues to fight well passed death. During combat, the DEFENDER keeps fighting as normal until -50 hit points. At -50 he makes a fortitude save of DC 30. If he succeeds, he immediately drops to -9 and is stabilized. Failure results in his immediate death.
another_mage |
Here's a re-write on the ability:
Deflect Attack (Ex): An DEFENDER can attempt to parry a melee attack against his charge once per round. This uses his Attack of Opportunity for the round; should he have already used his AoO then he cannot use this ability. To deflect an attack the DEFENDER must be within 5 feet of his charge, and wielding a melee weapon or shield. The DEFENDER makes an attack roll with the weapon or shield in hand. The hit is negated if the DEFENDER’s attack roll is greater than the opponent’s attack roll. The DEFENDER must be aware of the attack being made, and must not be flat-footed. An DEFENDER can do this a number of times a day equal to his Wisdom bonus + 1 (minimum 1). This cannot be done in addition to his other abilities, such as In Harm’s Way.
* I like that you toned down the number of uses per day, however I think you could bump it up to Wisdom modifier plus 3 (minimum 1).
* I still think the wording "This uses his Attack of Opportunity for the round; should he have already used his AoO then he cannot use this ability." is clumsy, as it seems to make the assumption that there is only one AoO per round.
* Also, I was going to suggest that Combat Reflexes interact with this ability in a AoO/attack fashion. Try this wording:
Deflect Attack (Ex): An DEFENDER can attempt to parry a melee attack against his charge once per attack. This uses an Attack of Opportunity for the round; if he would otherwise be unable to make an Attack of Opportunity then he cannot use this ability. To deflect an attack the DEFENDER must be within 5 feet of his charge, and wielding a melee weapon or shield. The DEFENDER makes an attack roll with the weapon or shield in hand. The hit is negated if the DEFENDER’s modified attack roll is greater than or equal to the opponent’s modified attack roll. The DEFENDER must be aware of the attack against his charge, and must not be flat-footed. An DEFENDER can do this a number of times a day equal to his Wisdom bonus + 3 (minimum 1). This ability is a DEFENDER technique.
* Note that if the charge is attacked multiple times within the same round, the DEFENDER can now use any extra attacks of opportunity to defend the charge. This is handy against evil Monks who like to use Flurry of Blows against a charge.
* Roll any "this ability and no other in a single round" into a category called "DEFENDER technique", similar to "Rage Powers" or "Rogue Talents" .. this way you can define rules about the set in a clean and organized way: "No more than one DEFENDER technique may be used against a single attack."
Otherwise, it's shaping up to be an interesting class.
PirateDevon |
I agree that something should be @ 17th...but what?...hmmm
As to the CMB/CMD issue...the progression looks okay to me but I am newer to PF so I might no be seeing something related specifically to CMD/CMB that others might see...that said the progression is solid and the Defender isn't the best or the worst at it so that seems to fit...
On Harm's Way - Your CMD comment made me realize that it might be prudent to indicate that a Defender cannot use Harm's Way if they are in a grapple, or similar situation because as it reads right now you could be rolling around on the ground fighting someone and suddenly move to stop an attack...I'm not sure abut the wording though...
Floyd Wesel |
I figured out something for 17th.
Master of the Wall: As a move action he can use a tower shield to get total cover until the beginning of his next turn. When using a tower shield in this way, the DEFENDER must choose one edge of his space. That
edge is treated as a solid wall for attacks targeting the DEFENDER or his arcane-charge only. They gain total cover for attacks that pass through this edge and no cover for attacks that do not pass through this
edge. The shield does not, however, provide cover against targeted spells; a spellcaster can cast a spell on the DEFENDER by targeting the shield he is holding.
The DEFENDER can bash with a tower shield, but cannot use his shield hand for anything else.
When employing a tower shield in combat, the DEFENDER does not take a penalty on attack rolls as he normal might because of the shield’s encumbrance.(See page 153 of the PFRPG for normal tower shield rules.)
Floyd Wesel |
Okay. I did some overhauling. Here it is.
I made "Defender Techniques" out of three abilities. I made them, as a whole limited to a per day use. The amount of uses is larger, but must be shared by the three abilities. (I could see a Feat for this, allowing more uses in a day.)
Techniques are immediate actions, so only one of them could be attempted per round. I was worried that making them AoO and less confined would equate in them being abused in that a person would try one ability, and if that failed then try and use one or additionaly abilities right on top of the other. I could see this abuse from a twinker: "I failed to kill him with my Aggressive defense? I will then block with my shield using Deflect. That didn't work, okay I will get in Harm's way."
Anyhoo, take a look.
DEFENDER
(“MAGE-GUARD”, “SHIELDMAN”)
Role: Defenders excel in defensive combat, able to stand against powerful foes in defense of their arcane-bond. When not “burdened” by their arcane-bond, they make challenging opponents but their skills and abilities are not quite to the level of more aggressive classes like the fighter or barbarian.
Alignment: Any non-Chaotic.
Hit Die: d10
CLASS SKILLS
The Defender’s class skills are Bluff (cha), Diplomacy (cha), Handle Animal (wis), Heal (wis), Intimidate (cha), Knowledge (Arcana) (Int), Knowledge (Nobility) (Int), Perception (Int), Ride (Int), Sense Motive (Int), Spellcraft (Int), Stealth (Dex), Survival (Wis) and Use Magic Device (Cha).
Skill Ranks per Level: 4 + Int modifier
CLASS FEATURES
All of the following class features are available to the Defender.
Weapon and Armor Proficiency: An Defender in proficient with all simple and martial weapons, light armor, medium armor and all shields (including tower shields).
Level BAB FORT
Save REF
Save WILL
Save Special
1 +1 +2 +0 +2 Enemy House, Guardian Awareness, Improved Shield Bash, In Harm’s Way (Defender Technique), Mystical Duty
2 +2 +3 +0 +3 Endurance
3 +3 +3 +1 +3 Defender Defense
4 +4 +4 +1 +4 Sharing the Art
5 +5 +4 +1 +4 Deflect attack (Defender Technique)
6 +5 +5 +2 +5 Enemy House
7 +6/+1 +5 +2 +5 Aid Defensive Casting, Shield Slam
8 +7/+2 +6 +2 +6 Armored Maneuvering
9 +8/+3 +6 +3 +6 Spellbreaker
10 +9/+4 +7 +3 +7 Aggressive Defender (Defender Technique)
11 +10/+5 +7 +3 +7 Shield Master
12 +10/+5 +8 +4 +8 Enemy House
13 +11/+6/+1 +8 +4 +8 Improved Guardian Awareness
14 +12/+7/+2 +9 +4 +9 Greater Defender Defense
15 +13/+8/+3 +9 +5 +9 Dispelling Strike
16 +14/+9/+4 +10 +5 +10 Master of the Wall
17 +15/+10/+5 +10 +5 +10 Spell Resistance 20
18 +15/+10/+5 +11 +6 +11 Enemy House
19 +16/+11/+6/+1 +11 +6 +11 Greater Guardian Awareness
20 +17/+12/+7/+2 +12 +6 +12 Ultimate Defender
Enemy house (ex): an Defender selects a Mysenian noble house and gains a +2 bonus on bluff, knowledge, perception, sense motive, and survival checks against creatures of his selected type. At 6th level and every six levels thereafter (12th and 18th level), the Defender may select an additional enemy house or may increase his current enemy house bonus by +2.
Guardian awareness (sp): an Defender can, as a standard action that provokes an attack of opportunity, reach through the mystical bonds of his oath and arcane-bond and receive a limited form of the status spell (pfrpg 348). The adjusted spell has no components, is targeted only for his arcane-bond and lasts for 10 minutes per level. The range is medium (100 ft. + 10 ft./level) for the effect. An Defender can do this a number of times a day equal to his intelligence bonus + 1 (minimum 1).
Improved shield bash: the Defenders receives the improved shield bash feat as a bonus feat. If he already has it (and only if he already has it), he may choose a feat from either the combat expertise, power attack, weapon focus feat-tree.
Defender Technique: The Defender gains a number of abilities throughout his career. Techniques are immediate actions. The Defender must be aware of the situation, must threaten, must not be flat-footed and must be capable of action; i.e. not in a grapple or under a condition (such as stunned). The Defender’s arcane-bond must be in within 5 feet of the Defender. An Defender can use his techniques a number of times a day equal to his Wisdom bonus + half Defender level (minimum 1).
In harm’s way (ex): an Defender may switch places with and take an attack meant for his arcane-bond. Both Defender and arcane-bond take a free 5-foot step into one another’s squares. This act must be declared before the attack roll is made. This ability is an Defender technique.
Deflect attack (ex): an Defender can attempt to parry a melee attack against his arcane-bond. The Defender makes an attack roll with the weapon or shield in hand. The hit is negated if the Defender’s modified attack roll is greater than or equal to the opponent’s modified attack roll. This ability is an Defender technique.
Aggressive Defender (ex): an Defender may attack an opponent that is attacking his arcane-bond in melee, hopefully felling his enemy before his attack hits his arcane-bond. This ability is an Defender technique.
Mystical duty: an Defender is mystically bound to his arcane-bond. This bond gives him powers and abilities beyond normal means to aid him in his duties. It also opens him to social and mystical reprisals should he fail in his duty or betray his oath. The Defender receives no saving throw against any spell cast upon him by a house’s Defender council. This is typically only done in the direst of circumstances in which an Defender has completely failed to perform his duty.
Endurance: the Defender gains endurance as a bonus feat.
Defender defense (ex): whenever an Defender is within 5 feet of his arcane-bond, the arcane-bond receives a +2 circumstance bonus to his armor class.
Sharing the art: a mage may cast a spell with a target of “you” on his Defender. Additionally, an Defender that attempts to use magic device skill on a device created by his arcane-bond gets a +4 bonus to his roll.
Aid defensive casting: The Defender gives his arcane-bond a +2 bonus to concentration rolls to cast defensively. The Defender must be within 5 feet of his arcane-bond and must threaten.
Shield slam: the Defenders receives the shield slam feat as a bonus feat. If he already has it (and only if he already has it), he may choose a feat from either the combat expertise, power attack, weapon focus feat-tree.
Armored maneuvering: an Defender treats medium armor as if it were light armor in regards to his move speed. This (typically) allows him to move at 30 feet instead of the normally 20 feet per move action that medium armor imposes.
Spellbreaker: the Defender receives the Spellbreaker feat (pfrpg 134) as if they had the disruptive feat.
Shield master: the Defenders receives the shield master feat as a bonus feat. If he already has it (and only if he already has it), he may choose a feat from either the combat expertise, power attack, weapon focus feat-tree.
Improved guardian awareness (sp): guardian awareness is now a move action to perform that does not provoke an aoo.
Greater Defender defense (ex): whenever an Defender is within 5 feet of his arcane-bond, the arcane-bond receives a +4 circumstance bonus to his armor class. This replaces the bonus given in Defender defense.
Dispelling strike (su): an opponent hit and damaged by an Defender is affected by a targeted dispel magic, targeting the lowest-level spell effect active on the target. The caster level for this ability is equal to the Defender’s level - 5.
Master of the wall: as a move action an Defender can use a tower shield to get total cover until the beginning of his next turn. When using a tower shield in this way, the Defender must choose one edge of his space. That Edge is treated as a solid wall for attacks targeting the Defender or his arcane-arcane-bond only. They gain total cover for attacks that pass through this edge and no cover for attacks that do not pass through this Edge. The shield does not, however, provide cover against targeted spells; a spellcaster can cast a spell on the Defender by targeting the shield he is holding.
The Defender can bash with a tower shield, but cannot use his shield hand for anything else.
When employing a tower shield in combat, the Defender does not take a penalty on attack rolls as he normal might because of the shield’s encumbrance. (see page 153 of the pfrpg for normal tower shield rules.)
Spell resistance: the Defender has gained spell resistance 20. Note that spells or punishments cast upon him due to his mystical duty do not have to go against an Defender’s spell resistance.
Greater guardian awareness (sp): guardian awareness is now a permanent effect and range is increased to long (400 ft. + 40 ft./level).
Ultimate Defender: an Defender of this caliber continues to fight well passed death. During combat, the Defender keeps fighting as normal until -50 hit points. At -50 he makes a fortitude save of dc 30. If he succeeds, he immediately drops to -9 and is stabilized. Failure results in his immediate death.