Gulian |
1st +1 +2 +0 +2 Defensive Stance
2nd +2 +3 +0 +3 Bonus feat, Stalwart Build
3rd +3 +3 +1 +3 Armor training, Defensive Power
4th +4 +4 +1 +4 Uncanny Dodge
5th +5 +4 +1 +4 Stalwart Defense, Battle Prowess I
6th +6/+1 +5 +2 +5 Bonus feat,
7th +7/+2 +5 +2 +5 Armor training, Defensive Power
8th +8/+3 +6 +2 +6 Improved Uncanny Dodge
9th +9/+4 +6 +3 +6 Battle Prowess II
10th +10/+5 +7 +3 +7 Bonus feat, Tireless Defense
11th +11/+6/+1 +7 +3 +7 Armor training, Defensive Power
12th +12/+7/+2 +8 +4 +8 Fortification
13th +13/+8/+3 +8 +4 +8 Battle Prowess III
14th +14/+9/+4 +9 +4 +9 Bonus feat,
15th +15/+10/+5 +9 +5 +9 Armor training, Defensive Power
16th +16/+11/+6/+1 +10 +5 +10 Improved Fortification
17th +17/+12/+7/+2 +10 +5 +10 Battle Prowess IV
18th +18/+13/+8/+3 +11 +6 +11 Bonus feat,
19th +19/+14/+9/+4 +11 +6 +11 Defensive Power
20th +20/+15/+10/+5 +12 +6 +12 Indestructible
Vanguard
Alignment: Lawful
D12
2 points + int.
Climb (Str), Craft (Int), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (engineering) (Int), Profession (Wis), Ride (Dex), Survival (Wis), and Swim (Str), Acrobatics (Dex), Perception (Wis), and Sense Motive (Wis).
Defensive Stance (Ex)
+4 CON/STR, +2 AC, +2 WILL.
4 + CON rounds of stance per day + Vanguard level after 1st.
Stalwart Build (Ex)
Starting level 2 a Vanguard receives a dodge bonus to AC that starts at +1 and improves every 4 levels after the 6th as the defender gains levels, until it reaches +5 at 20th level.
Armor Training (Ex)
Starting at 3rd level, a Vanguard learns to be more maneuverable while wearing armor. Whenever he is wearing armor, he reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. Every four levels thereafter (7th, 11th, and 15th), these bonuses increase by +1 each time, to a maximum –4 reduction of the armor check penalty and a +4 increase of the maximum Dexterity bonus allowed.
In addition, a Vanguard can also move at his normal speed while wearing medium armor. At 7th level, a fighter can move at his normal speed while wearing heavy armor.
While in defensive stance, the Vanguard is able to move 5ft. With every new rank of Armor training, the distance at which he can move increases by 5 ft until it reaches a total of 20.
Battle Prowess (Ex)
Starting at 5th level, a Vanguard learns to strike with greater precision with a single chosen weapon, effectively adding +1 to his accuracy. Every 4 levels thereafter, this bonus increases by an additional +1.
Stalwart Defense (Ex)
The Vanguard grows increasingly sturdy as he progresses in his class, gaining a DR 1/-- at level 5, increasing this DR by 2/-- every odd every odd level afterwards until he reached DR 13/-- at level 17.
Uncanny Dodge (Ex)
At 4th level, a Vanguard gains the ability to react to danger before his senses would normally allow him to do so. He cannot be caught flatfooted, even if the attacker is invisible. He still loses his Dexterity bonus to AC if immobilized. A stalwart defender with this ability can still lose his Dexterity bonus to AC if an opponent successfully uses the feint action against him. If the character gains uncanny dodge from a second class, he automatically gains improved uncanny dodge (see below).
Improved Uncanny Dodge (Ex)
At 8th level, a Vanguard can no longer be flanked. This defense denies rogues the ability to use f lank attacks to sneak attack the stalwart defender. The exception to this defense is that a rogue at least four levels higher than the stalwart defender can f lank him (and thus sneak attack him).
If the character gains uncanny dodge from a second class (see above), he automatically gains improved uncanny dodge, and the levels from those classes stack to determine the minimum rogue level required to f lank the character.
Tireless Defense (Su)
At 10th level, the Vanguard is immune to fatigue.
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Defensive Powers (Ex)
As a Vanguard gains levels, he augments his defensive stance. Starting at 2nd level, the stalwart defender gains a defensive power. He gains another defensive power for every two levels of stalwart defender attained after 2nd level. The Vanguard gains the benefits of defensive powers only while in a defensive stance, and some of these powers require him to take an action first. Unless otherwise noted, he cannot select an individual power more than once.
Bulwark (Ex): The Vanguard adds his armor check penalty as a bonus to the DC of opponents attempting to Bluff him and Acrobatics checks to pass by him without provoking an attack of opportunity for moving through spaces he threatens.
Clear Mind (Ex): The Vanguard may reroll a failed Will save. This power is used as an immediate action after the first save is attempted, but before the results are revealed by the GM. The stalwart defender must take the second result, even if it is worse. This power can only be used once per defensive stance.
Fearless Defense (Ex): While in a defensive stance, the Vanguard is immune to the shaken and frightened conditions. He must be at least 4th level before selecting this power.
Halting Blow (Ex): Any attack of opportunity triggered by the Vanguard immediately ends an enemy’s movement action for that turn. If the action triggering this was a move action, then the enemy is halted where he triggered the attack of opportunity.
Immobile (Ex): While in a defensive stance, the Vanguard adds his class level to his CMD against any bull rush, overrun, pull, and push combat maneuvers, as well as grapple attempts to move him. The stalwart defender must be at least 4th level to select this power.
Increased Damage Reduction (Ex): The Vanguard damage reduction from this class increases by 1/—. This increase is always active while the stalwart defender is in a defensive stance. He can select this power up to two times. Its effects stack. The Vanguard must be at least 6th level before selecting this defensive power.
Intercept (Ex): Once a round as an immediate action, when a melee or ranged weapon would successfully strike an adjacent ally, the Vanguard can choose to have the weapon strike him instead of the intended target. The attack automatically hits the stalwart defender, regardless his AC or any miss chance in effect, and he suffers the normal consequences of the attack.
Internal Fortitude (Ex): While in a defensive stance, the Vanguard is immune to the sickened and nauseated conditions.
Mighty Resilience (Ex): The Vanguard automatically negates the additional damage of one successful critical hit or sneak attack, as well as other abilities or effects that rely on a successful critical hit or sneak attack (such as blinding from Blinding Critical or bleed from sneak attack). The stalwart defender takes only normal damage from the attack. This power may only be used once per defensive stance. The stalwart defender must be at least 6th level to select this power.
Renewed Defense (Ex): As a standard action, the stalwart defender heals 1d8 points of damage + his Constitution modifier. For every two levels the stalwart defender has attained above 2nd, this healing increases by 1d8, to a maximum of 5d8 at 10th level. This power can be used only once per day and only while in a defensive stance.
Roused Defense (Ex): The Vanguard may enter a defensive stance even if fatigued. While maintaining a defensive stance after using this ability, he is immune to the fatigued condition. Once this stance ends, he is exhausted for double the duration he normally would be fatigued.
Smash (Ex): While in a defensive stance, the Vanguard may make an extra attack per round that is either a shield bash or a slam (even if he doesn’t normally have a slam attack). If used as part of a full attack action, the extra attack is made at the stalwart defender’s full base attack bonus –5. The smash deals 1d4 points of damage (if the stalwart defender is Medium, or 1d3 if he is Small) plus half the character’s Strength modifier. The character can make this attack as part of the action to maintain or break free from a grapple; this attack is resolved before the grapple check is made. If the attack hits, any grapple checks made by the stalwart defender against the target this round are at a +2 bonus.
Unexpected Strike (Ex): The Vanguard can make an attack of opportunity against a foe that moves into any square threatened by the stalwart defender, regardless of whether or not that movement would normally provoke an attack of opportunity. This power can only be used once per stance. A stalwart defender must be at least 4th level before selecting this power.
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Fortification (Ex)
At 12th level, any armor the Vanguard wears is considered to have Light Fortification.
At 16th level, this improves to Moderate Fortification.
Indestructible (Ex)
At 20th level, the Vanguard gains complete immunity to critical hits and sneak attacks while he is wearing armor. In addition, unless his armor has the fragile armor quality, it cannot be sundered while he is wearing it.
Bonus feats: The Vanguard's fighter level for the purpose of fighter-specific feats is counted as -4.
Comments:
I'll admit, the bonus feats are there just because I literally had no better ideas, though they honestly will help, in my opinion.
Battle Prowess is the same, although my reasoning is that bonus attack points allow a melee more flexibility to build defensively, as he'll be able to hit even with a low STR mod.
The AC bonus, first of all, was simply taken out of the Prestiege class. However, as Battle Prowess, it'll allow a melee build to invest into more offense with less to worry about in regards to their defense. Same goes for the DR/--.
I need more defensive powers, and I'd absolutely adore some ideas in this regard.
The Vanguard has alot of, honestly, stats on him. I suppose the fact that his centric class ability essentially limits his mobility until later levels (And even then it has a cap to his mobility.) makes up for the stupendous stats the class relieves, but if you think it's overboard, feel free to drop your suggestion on possible changes!
Cheers~
Cyrad RPG Superstar Season 9 Top 16 |
It's basically a fighter with rage. A better version of rage that doesn't reduce his AC and make him unable to perform skills and does not fatigue him. He has a d12 HD, which is the barbarian specialness. For being a class about defending, I find it strange that there's nothing here about fighting defensively, which shows you're not utilizing the design space effectively. For it being a "defender," they only have ONE ability that actually lets them defend allies.
You need to keep in mind that the reason the barbarian has a d12 Hit Dice is because it's a lightly armored front line class that relies on a steroid that lowers their defenses. This is done to reinforce the aspect of a barbarian that shrugs off injuries in battle.
Also, there's no such stat as "accuracy."
The premise of a class providing defensive cover for a party via a steroid effect sounds interesting, but the class does not implement it well at all. I think it needs to go back to the drawing board.
Seranov |
Just a reminder that the Stonelord Paladin is pretty close to a base class Stalwart Defender. :)
Cyrad RPG Superstar Season 9 Top 16 |
Ciaran Barnes |
Arobatics seems out of place here. You've left your class features extremely short on details, but I would imagine that this guy doesn't move much.
The levels mentioned in the class features don't all match the chart.
Defensive Stance
So, as I understamd it, this is meant to somewhat parallel Rage. Is that right? Mobility is decreases, AC is increased. Why did you reduce the number of rounds per day?
Stalwart Build
You;ve got AC bonuses from three different sources. Even for a class focused on defense, that seems like overkill. Also, a dodge bonuses doesn't seem thematically correct to me, especially for a class that wants to stand still. I know the original uses dodge bonuses. He should be more like a turtle that draws it's head and limbs into it's shell. And for a dodge bonus, the name of the class feature doesn't fit.
Armor Training
I'm torn on this. It fits, but I'd kind like to see this class run opposite the barbarian instead of side to side with a fighter.
Battle Prowess
This is what the weapon focus feat chain is for. This is actually my least favorite class feature.
Stalwart Defense
DR fits, but I think increasing at such a fast rate is overkill. I feel like this could be rolled into Defensive stance, after you've rewritten Defensive Stance.
Uncanny Dodge and Imp
Good fit.
Defensive Power
I actually feel you should drop the bonus feats and focus on these, especially if you're set on coming up with a bunch more. As rogue talents demonstratem its ok for a few to grant a bonus feat.
Fortification
My only suggestion here is that the stalwart defender himself should gain the ability, not his armor.
Gulian |
Keep in mind that this is literally me converting what a Prestiege class offers you into a base class. I didn't really add or take away that much.
The offensive bonuses, as meager as they are, are literally there to keep the class relative in combat despite its crippling immobility.
Unlike Rage, the stance doesn't progress or become stronger, also.
http://www.d20pfsrd.com/classes/prestige-classes/other-paizo/s-z/stalwart-d efender
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So, fighting defensively. What should I implement here, and what would you consider to be more flavorful for the defender?
Also yes, it does fatigue him. I forgot to mention it in the class feature due to my all-consuming laze. Otherwise, almost everything is as it is in the prestige.
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The stonelord is most certainly not a stalwart defender 20-level version. The flavor is just entirely different.
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To emphasize how severe this immobility is:
Even when having armor training to its fullest, the class may bullrush, sprint or charge and is still affected by the 20 ft limit lest they wish to exit their defensive stance, which will make them fatigued, unless they're already 10th level, which isn't exactly a very usual campaign occurrence, where they lose their defensive stance for that turn, and will only be able to enter the next one. The centric class ability is pretty destructive for enemy attackers in the right situation, but it's very very... well... Situational. Unlike rage. You just pump that adrenaline in your brain and GO GO GO.
The d12 is from the prestige class, as are the saves and... Literally every class features barring bonus feats (Who doesn't have 'em?), battle prowess, which is a sad version of weapon training ( No cmd bonuses, no cmb bonuses, no damage and only one single WEAPON, and not group.), and armor training.
Ciaran Barnes |
You have added quite a bit, actually.
This meager offense bonus is not - to my imagination at least - in line with the flavor of the class. I think a better option would be one that triggers when an enemy fails to deal damage to the stalwart defender. Once he has thwarted their attack, he retaliates and crushes them. AN ability like this could kick in somewhere between 3rd and 5th level.
The bonuses of defensive stance don't increase, but should.
The original class had DR, but because of entry requirement, can't get DR5 before 17th level
Gulian |
Alrighty, that sounds good actually! So instead of battle prowess, we make it a kind of retaliation attack.
The problem with that is that it makes him an even less desirable enemy to attack, unless you just Antagonize someone to yourself. But it's quite fine, since all of that can be fixed with proper positioning.
So! Scaling +1 bonus on your next attack after successfully defending against an enemies attack, or an immediate attack of opportunity triggered with that bonus?
So, lower his stupendous DR 13/-- to something like... Say... DR 6ish?
I find the current defensive stance just fine. Rage gives you 8 str ( +4/4 to hit/damage) and 8 con (+4 fort, HP/lvl) and +4 will saves, if I'm not mistaken.
Vanguard gives you a good will save progression +4 str (+2/2) +4 con (+2/2) and +2 will. We gain more will saves and +2 AC which is thematically equal to +2 to hit, just backwards. Considering all the other bonuses, I think the overall class picture is solid.
Got a list of what must me modified now! Many thanks, a lot of the suggestions were spot on. I'll get to work on modifying the class on Monday and put it up here.
Cyrad RPG Superstar Season 9 Top 16 |
Ciaran Barnes |
The problem with that is that it makes him an even less desirable enemy to attack, unless you just Antagonize someone to yourself.
Fair enough. The other thing you can consider is that your defensive stance already grants an offensive bonus in the form of a bonus to strength, which is the only bonus to offense a barbarian gets. So... maybe you don't need another.
On a separate note, I want to say that I consider the temporary bonus to Constitution just as bad an idea for this class as I do for the barbarian. What happens when the defender is only alive due to temprary hit points? He ends the stance and BOOM he's dead. Sad as it is, this suits a barbarian much better than this class. If you want a high damage reduction, consider having it only kick in during the stance.
I know you're trying to copy as much of the original as you can, but realize that is a choice, and you don't have to. There could be better ways to achieve the desired results. Here is a rage rewrite I came up with last year. Maybe it will demonstrate what I'm talking about.
While in rage, a barbarian gains a +2 morale bonus to attack and damage rolls made with melee and thrown weapons, saving throws, and Constitution- and Strength-based checks. She takes a -2 penalty to AC, but also gains damage reduction equal to half her level (minimum 1). She also cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.
At 7th level and every six levels thereafter, a barbarian's morale bonus while raging increases by 1.
A barbarian can end her rage as a free action. Her rage also ends if she falls unconscious. After a rage ends the barbarian is fatigued for a number of rounds equal to the number of rounds spent in the rage. A barbarian cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat.
Cyrad RPG Superstar Season 9 Top 16 |
Cyrad wrote:Prestige classes use a different standard than core/base classes.If you've any more specific suggestions to offer, I'd be eternally grateful for hearing them.
Prestige classes can afford to be very niche and specialized whereas core/base classes should function as a foundation for multiple character concepts around the same theme. I feel like there's just not enough content here to support a full class. I think a stalwart defender conversion would be better suited as an archetype or a barbarian alternate class. You also need to keep in mind that this game favors offense over defense, and in order to make defensive stats feel impactful, you have to make the numbers overpowered. For this reason, the best designed defensive abilities are reactionary and/or enable a PC to protect his allies.
Gulian |
Updated class features! I hope I was able to encompass all your ideas in here. Still need some Defensive Power suggestions, if possible!
1st +1 +2 +0 +2 Defensive Stance
2nd +2 +3 +0 +3 Bonus feat, Stalwart Build
3rd +3 +3 +1 +3 Armor training, Defensive Power
4th +4 +4 +1 +4 Uncanny Dodge
5th +5 +4 +1 +4 Defensive Power, Grudge, Stalwart Defense
6th +6/+1 +5 +2 +5 Redoubt, Warrior’s Grit
7th +7/+2 +5 +2 +5 Armor training, Defensive Power
8th +8/+3 +6 +2 +6 Improved Uncanny Dodge, DR 2/--
9th +9/+4 +6 +3 +6 Defensive Power
10th +10/+5 +7 +3 +7 Bonus feat, Tireless Defense, DR 3/--
11th +11/+6/+1 +7 +3 +7 Armor training, Defensive Power
12th +12/+7/+2 +8 +4 +8 Fortification, DR 4/--
13th +13/+8/+3 +8 +4 +8 Defensive Power
14th +14/+9/+4 +9 +4 +9 Last Stand
15th +15/+10/+5 +9 +5 +9 Armor training, Defensive Power
16th +16/+11/+6/+1 +10 +5 +10 Improved Fortification, DR 6/--
17th +17/+12/+7/+2 +10 +5 +10 Defensive Power
18th +18/+13/+8/+3 +11 +6 +11 Bonus feat, DR 7/--
19th +19/+14/+9/+4 +11 +6 +11 Defensive Power
20th +20/+15/+10/+5 +12 +6 +12 Indestructible
Changes:
Defensive Stance (Ex)
+4 CON/STR, +2 AC, +2 WILL.
4 + CON rounds of stance per day + 2x Vanguard level after 1st.
Entering Defensive Stance is a move action. Moving more than the maximum amount allowed in Armor Training immediately ends Defensive Stance and leaves you fatigued for twice the number of rounds spent in the stance. Exiting the stance may also be done as a move action.
While in Defensive Stance, the Vanguard’s reach increases by 5ft. The maximum reach may be 15ft for medium creatures, increasing an additional 5 ft for each additional size increment.
(In other words, polearms get a default 15 ft reach, but not more. Greatswords may gain 15ft by Lunging.)
Stalwart Build (Ex)
Changed dodge bonus to deflection.
Grudge (Su)
Starting 5th level, whenever an enemy fails an attempt to hit, a combat maneuver or the Vanguard succeeds a save against an enemy’s effect or spell, the Vanguard stores an Attack of Opportunity which he can use against said target at a +1 to hit/damage. Every four levels thereafter, this bonus increases by an additional +1 until it reaches +4 at level 17.
Attacks of Opportunity stored this way last for a number of rounds equal to the Vanguard’s constitution bonus + 1d4. When able to do so, the vanguard may expend as many Grudges in one round as he has attacks of opportunity. (A Vanguard with no more than 3 AoOs per round can only make use of 3 stacked Grudges against his opponents per round.)
May only be done by a melee weapon.
Stalwart Defense (Ex)
The Vanguard grows increasingly sturdy as he progresses in his class, gaining a DR 1/-- at level 5, increasing this DR by 1/-- every even level afterwards until he has reached DR 7/-- at level 17. This DR stacks with the one gained from wearing adamantine armor and the Stalwart feat, but not DR gained from other sources.
Redoubt (Su)
At 6th level the Vanguard’s semi-masochistic obsession with taking his enemy’s best offensive attempts and shattering them with his superior defenses grows so great, that he may redirect any roll made by his enemies upon himself, rather than his allies a number of times per day equal to 3 + his Constitution modifier.
Warrior’s Grit (Ex)
At 6th level the Vanguard grows so supernaturally sturdy that he may use his constitution score in place of his charisma score for any CHA based skill checks.
(The same flavor as Orc witches being able to cast with their Constitution score. Level 6 is the end to realism, and I though this would be fitting to represent the Vanguard’s descent into superhuman.)
Halting Blow (Ex): Any attack of opportunity triggered by the Vanguard immediately ends an enemy’s movement action for that turn. If the action triggering this was a move action, then the enemy is halted where he triggered the attack of opportunity. May only be done by a melee weapon.
Unexpected Strike (Ex): The Vanguard can make an attack of opportunity against a foe that moves into any square threatened by the stalwart defender, regardless of whether or not that movement would normally provoke an attack of opportunity. This power can only be used once per stance. A stalwart defender must be at least 4th level before selecting this power. May only be done by a melee weapon.
Last Stand (Ex)
At 14th level, whenever the Vanguard would be dealt a killing blow (Reduced below his constitution score in negative hit points), he instead stabilizes at 0 hit points, immediately brought back to consciousness. This may occur only once per day.
This one is subject to revision and probably change in the future.
(This is done so the Vanguard doesn't just fall over from exiting Defensive Stance, albeit at a high level, because the ability has a great deal more ways to use it than just that.)
Right! Any ideas and criticism is eternally welcome.