Defender
A sturdy bulwark. The Defender focuses on defense in all aspects. They stand firm in the face of any oncoming force. While having the most impenetrable force, they sacrifice any significant offensive damage for sheer blocking power.
Ability Score Increase:
Level 1: +1 Endurance +1 Foresight Level 4: +2 Endurance +1 Foresight Level 7: +3 Foresight +2 Endurance Level 10: +6 Foresight +2 Endurance +2 StrengthClass Level Abilities
Level 1
Active Abilities
Impassable Bulwark*: The Defender slams their shield into the ground, holding fast in a defensive stance. When an enemy attempts to move past the Defender within a 2-meter radius (or 3 meters with a polearm), the Defender can halt their advance. The Defender may immediately make a bonus reactionary strike against the intruding enemy. If the attack hits, the enemy must succeed on a contested Strength save or have their movement speed reduced to zero until their next turn. The Defender can stop a number of enemies in this manner each turn equal to their Defender level. Reactionary strikes granted by this ability do not expend the Defender’s normal reactionary strike. This ability is canceled if the Defender moves or if they are mounted. Readied Defense^: The Defender can ready their defense as a minor action, selecting up to three targets. If any of the chosen targets attack the Defender, the Defender gains +25 AR against their first successful attack.Conditional Abilities
Pointy Wall: While Impassable Bulwark is in effect, the Defender increases the WR of any wielded polearm by 50%.Passive Abilities
Back Shield: A Defender can sling an additional shield on their back, gaining the bonus from all shields worn. As a free action they can draw the shield. Bulky: The Defender increases the hitpoint of their head, arms, legs and torso by an amount equal to twice their character level.' Expert Training: When this ability is gained, for each instance of Expert Training you already have, gain an additional +10 Melee. Shieldbearer: All abilities marked with a ^ require any type of shield. All abilities marked with * require a heavy shield to be used. A Defender gains a +8 to Shield.Level 2
Active Abilities
Endeavarian Taunt: A Defender can use words to draw attention onto themselves. As a partial action, the Defender can make a contested Intimidate check to goad an enemy into attacking him. If successful, the target gains the Antagonized condition for phases equal to the Defender's level.Conditional Abilities
Passive Abilities
Expert Training: When this ability is gained, for each instance of Expert Training you already have, gain an additional +10 Melee. Meaty Wall^: A creature standing within a 2-meter semicircle behind the Defender gains the benefits of full cover. The Defender may choose to take any attacks directed at the protected creature instead. Only one creature of equal size can benefit from this ability at a time. For each size category smaller than the Defender, the number of creatures that can benefit doubles. (For example, an average-sized Defender can shield two Small creatures, four Tiny creatures, or a combination thereof.) Offensive Defense I: A Defender has a +7 in Polearms and a +7 in One-Handed Sharp.Level 3
Active Abilities
Conditional Abilities
Passive Abilities
Expert Training: When this ability is gained, for each instance of Expert Training you already have, gain an additional +10 Melee. Formati Testudo^: All allies adjacent to the Defender gain +8 to Polearms and Shield. Shielding Experience I: A Defender gains a +3 in Shield. Veteran Shield Blocking: The Defender is proficient in deflecting attacks with their shields in such a way as it is less damaging than when wielded by a lesser shieldbearer. Any shield actively wielded by the Defender increases the AR by 25% when a successful Shield check is succeeds by 2 or more successes. This bonus is doubled on a critical success.Level 4
Active Abilities
Conditional Abilities
Passive Abilities
Armor Proficiency: The Defender adds his level in addition to the armor value of all armor pieces worn. The Defender must be wearing armor for this ability to have any effect. Expert Training: When this ability is gained, for each instance of Expert Training you already have, gain an additional +10 Melee. Offensive Defense II: A Defender has a +7 in Polearms and a +7 in One-Handed Sharp.Level 5
Active Abilities
Conditional Abilities
Passive Abilities
Expert Training: When this ability is gained, for each instance of Expert Training you already have, gain an additional +10 Melee. Super Meaty Wall^: A creature standing within a 2-meter semicircle behind the Defender gains the benefits of full cover. The Defender may choose to take any attacks directed at the protected creature instead. Up to 2 creatures of equal size can benefit from this ability. For each size category below the Defender, double the amount of creatures can use this ability. (i.e. For an average sized defender, four small creatures could benefit from Super Meaty Wall, as well as eight Little creatures, or any combination of such.) This ability replaces Meaty Wall.Level 6
Active Abilities
Conditional Abilities
Passive Abilities
Expert Training: When this ability is gained, for each instance of Expert Training you already have, gain an additional +10 Melee. Offensive Defense III: A Defender has a +7 in Polearms and a +7 in One-Handed Sharp. Shielding Experience II: A Defender gains a +8 in Shield.Level 7
Active Abilities
Conditional Abilities
Passive Abilities
Expert Training: When this ability is gained, for each instance of Expert Training you already have, gain an additional +10 Melee. Master Shield Blocking: The Defender has mastered the art of deflecting attacks with their shields in such a way as it is less damaging to the shield than when wielded by a lesser shieldbearer. Any shield actively wielded by the Defender increases the AR by 50% when a successful Shield check is succeeds by 2 or more successes. This bonus is doubled on a critical success. This ability replaces Veteran Shield Blocking.Level 8
Active Abilities
Conditional Abilities
Passive Abilities
Expert Training: When this ability is gained, for each instance of Expert Training you already have, gain an additional +10 Melee. Meatiest Wall^: A creature standing within a 3-meter semicircle behind the Defender gains the benefits of full cover. The Defender may choose to take any attacks directed at the protected creature instead. Up to 4 creatures of equal size can benefit from this ability. For each size category below the Defender, double the amount of creatures can use this ability. (i.e. For an average sized defender, eight small creatures could benefit from Meatiest Wall, as well as sixteen Little creatures, or any combination of such.) This ability replaces Super Meaty Wall. Offensive Defense IV: A Defender has a +12 in Polearms and a +12 in One-Handed Sharp.Level 9
Active Abilities
Conditional Abilities
Passive Abilities
Expert Training: When this ability is gained, for each instance of Expert Training you already have, gain an additional +10 Melee. Shielding Experience III: A Defender gains a +25 in Shield.Level 10
Active Abilities
Conditional Abilities
Passive Abilities
Expert Training: When this ability is gained, for each instance of Expert Training you already have, gain an additional +10 Melee. Offensive Defense V: A Defender has a +12 in Polearms and a +12 in One-Handed Sharp.
Class Currency Modifier: 1.15