Defender
Hit Dice: 1d10
HP Bonus: (2L)d6+L*(CON+CHA)
TP: 200
Feat Slots: 5
Radiate a holy aura that blesses your allies’ defense. For the next round, all allies’ Dodge/Parry/Guard actions gain a +20 bonus.
In lieu of wielding your Shield normally, you gain telekinetic control over it, allowing you to wield it while using Heavy or Two-Handed weapons.
Your shield moves at a flying speed equivalent to your CHA rolls, up to a range of 60 feet from you. When making rolls with your Shield, you may substitute the ability stat used with CHA instead.
As a free action on your turn, you may send your shield to guard a creature of your choice. When you make your free Shield action, treat it as an action taken by you, but with its effects applying to the targeted creature instead (this means your Shielded targets can benefit from bonuses to guarding with a Shield that you have).
Instead of using your Shield for a free Guard action, you may instead use it to bash a target, rolling a d4. On a 4, the target must make a STR save against your STR + 14 + Prof. If they fail, they gain Stagger (I) x1 and are pushed down the turn order by 1 turn.
Any creature you are currently Guarding using your Divine Aegis gains Morale (I).
As a movement action, sheathe your weapon and call your Divine Aegis to you, wielding it with both hands. So long as you do not make any actions that involve taking a hand off your Shield, the effects of Hallowed Bulwark persist. Your shield gains a holy aura manifesting in a 15 feet wide by 10 feet high thin rectangular barrier centered on your shield. The barrier is transparent with a slight tint, and permits allied projectiles and attacks to pass through while blocking that of your enemies. When any enemy attack hits your Bulwark, you automatically make a Guard roll against it. If your Guard roll fails, the attack passes through the shield, but its damage is mitigated like a normal Guard.
At the start of your next turn, and each time you fail a Guard with your Bulwark, you must make a CHA save against a DC starting at 10. Whenever you maintain the Hallowed Bulwark for an entire round, the CHA save DC increases by 10; failing a Guard roll also increases it by 10. When you fail the CHA save, your Bulwark falls.
Once you end your Hallowed Bulwark, whether intentionally or not, you gain the debuff Broken Bulwark for 2 rounds, which prevents you from using Hallowed Bulwark.
Your Divine Aegis projects your Paladin Auras to the target they are defending.
[REQ: Lay on Hands / Cleansing Touch]: Using Lay on Hands or Cleansing Touch will affect the target they are currently defending, provided the shield is within 5 feet of the target.
Rolling a 3 on your Shield Bash roll inflicts the target with Disarm (I) (1) using the same DC check as listed previously.
[REQ: Hallowed Bulwark]: If you are wielding your Hallowed Bulwark, once per round you gain a Shield Bash as a free reaction. Using it against a target immediately interrupts their current action and pushes the rest of their turn down the turn order by 1 turn (without requiring a DC check).
Gain an additional Divine Aegis.
[REQ: Hallowed Bulwark]: You may still only wield one at a time as a Hallowed Bulwark.
[REQ: Living Aegis]: Lay on Hands and Cleansing Touch under the effects of Living Aegis affect all targets being defended simultaneously.
Your weapons and shields never break, and your PC cannot be reduced below 1.
Your Guard is only broken if it rolls below the to-hit of the incoming attack.
Your holy power is so great that it actively burns the wicked. Whenever an Undead or Fiend is afflicted by Radiant damage from you, they gain a stack of Burning (1) equivalent to half the damage roll, up to a maximum of 5 stacks.
Can only be used while wielding your Hallowed Bulwark. Raise your shield into the air and project its holy aura into a sphere with a 30 foot diameter centered on you. This aura mitigates the effects of all AOE DC-based corporeal attacks; when the party is inflicted by one, make a Guard roll against it– if it rolls higher, the effects of the attack are ignored. If it rolls lower, the party must make saves as normal. Failing the Guard roll procs the CHA save as if it were under Hallowed Bulwark.
Successfully Guarding against a projectile or magical attack reflects half of the incoming damage back at the attacker.
Gain yet another Divine Aegis.
When your Hallowed Bulwark falls, the Broken Bulwark debuff you gain lasts only 1 round instead of 2.
Whenever you make an action with your Divine Aegis, you heal 1HD.
[REQ: Hallowed Bulwark]: Whenever you make an action with your Hallowed Bulwark, you heal 3HD.
[REQ: Passage of Arms]: All allies that are protected by your Passage of Arms heal 2HD at the start of their turn.
If the action you take with your Divine Aegis, Hallowed Bulwark, or Passage of Arms is a Guard action; the healing effect is increased by 1 additional HD on a success.
At the start of your turn, you automatically gain Brave (I) and Morale (I) if you do not have any stacks of Brave or Morale.
HP Bonus: (2L)d6+L*(CON+CHA)
TP: 200
Feat Slots: 5
Proficiencies
Same as PaladinRequirements
- (Class Bond) Paladin: You must have fully unlocked every ability of the Paladin class.
Abilities
Ultimate Ability: Triumphant Valor
Rarity: Legendary | CC: Defender | UP: 60 | ZP: 3 | ZL: 0 | Cost: 3 TPRadiate a holy aura that blesses your allies’ defense. For the next round, all allies’ Dodge/Parry/Guard actions gain a +20 bonus.
Divine Aegis
Level 1 | CC: Defender | Rarity: Legendary | Cost: 0 TPIn lieu of wielding your Shield normally, you gain telekinetic control over it, allowing you to wield it while using Heavy or Two-Handed weapons.
Your shield moves at a flying speed equivalent to your CHA rolls, up to a range of 60 feet from you. When making rolls with your Shield, you may substitute the ability stat used with CHA instead.
As a free action on your turn, you may send your shield to guard a creature of your choice. When you make your free Shield action, treat it as an action taken by you, but with its effects applying to the targeted creature instead (this means your Shielded targets can benefit from bonuses to guarding with a Shield that you have).
Shield Bash I
Level 2 | Rarity: Rare | Cost: 4 TPInstead of using your Shield for a free Guard action, you may instead use it to bash a target, rolling a d4. On a 4, the target must make a STR save against your STR + 14 + Prof. If they fail, they gain Stagger (I) x1 and are pushed down the turn order by 1 turn.
Bastion of Hope
Level 3 | REQ: Divine Aegis | Rarity: Rare | Cost: 3 TPAny creature you are currently Guarding using your Divine Aegis gains Morale (I).
Class Feat Slot VI
Level 4 | CC: DefenderHallowed Bulwark I
Level 5 | REQ: Divine Aegis | Rarity: Exotic | Cost: 7 TPAs a movement action, sheathe your weapon and call your Divine Aegis to you, wielding it with both hands. So long as you do not make any actions that involve taking a hand off your Shield, the effects of Hallowed Bulwark persist. Your shield gains a holy aura manifesting in a 15 feet wide by 10 feet high thin rectangular barrier centered on your shield. The barrier is transparent with a slight tint, and permits allied projectiles and attacks to pass through while blocking that of your enemies. When any enemy attack hits your Bulwark, you automatically make a Guard roll against it. If your Guard roll fails, the attack passes through the shield, but its damage is mitigated like a normal Guard.
At the start of your next turn, and each time you fail a Guard with your Bulwark, you must make a CHA save against a DC starting at 10. Whenever you maintain the Hallowed Bulwark for an entire round, the CHA save DC increases by 10; failing a Guard roll also increases it by 10. When you fail the CHA save, your Bulwark falls.
Once you end your Hallowed Bulwark, whether intentionally or not, you gain the debuff Broken Bulwark for 2 rounds, which prevents you from using Hallowed Bulwark.
Living Aegis
Level 6 | REQ: Divine Aegis, Aura of [X] | Rarity: Legendary | Cost: 4 TPYour Divine Aegis projects your Paladin Auras to the target they are defending.
[REQ: Lay on Hands / Cleansing Touch]: Using Lay on Hands or Cleansing Touch will affect the target they are currently defending, provided the shield is within 5 feet of the target.
Shield Bash II
Level 7 | REQ: Shield Bash I | Rarity: Rare | Cost: 3 TPRolling a 3 on your Shield Bash roll inflicts the target with Disarm (I) (1) using the same DC check as listed previously.
[REQ: Hallowed Bulwark]: If you are wielding your Hallowed Bulwark, once per round you gain a Shield Bash as a free reaction. Using it against a target immediately interrupts their current action and pushes the rest of their turn down the turn order by 1 turn (without requiring a DC check).
Class Feat Slot VII
Level 8 | CC: DefenderDivine Aegis II
Level 9 | REQ: Divine Aegis I | Rarity: Legendary | Cost: 4 TPGain an additional Divine Aegis.
[REQ: Hallowed Bulwark]: You may still only wield one at a time as a Hallowed Bulwark.
[REQ: Living Aegis]: Lay on Hands and Cleansing Touch under the effects of Living Aegis affect all targets being defended simultaneously.
Armor of Valor
Level 10 | Rarity: Exotic | Cost: 5 TPYour weapons and shields never break, and your PC cannot be reduced below 1.
Enhanced Guard
Level 10 | Rarity: Legendary | Cost: 4 TPYour Guard is only broken if it rolls below the to-hit of the incoming attack.
Scorching Radiance
Level 11 | Rarity: Legendary | Cost: 2 TPYour holy power is so great that it actively burns the wicked. Whenever an Undead or Fiend is afflicted by Radiant damage from you, they gain a stack of Burning (1) equivalent to half the damage roll, up to a maximum of 5 stacks.
Class Feat Slot VIII
Level 12 | CC: DefenderPassage of Arms
Level 13 | REQ: Hallowed Bulwark | Rarity: Mythic | Cost: 8 TPCan only be used while wielding your Hallowed Bulwark. Raise your shield into the air and project its holy aura into a sphere with a 30 foot diameter centered on you. This aura mitigates the effects of all AOE DC-based corporeal attacks; when the party is inflicted by one, make a Guard roll against it– if it rolls higher, the effects of the attack are ignored. If it rolls lower, the party must make saves as normal. Failing the Guard roll procs the CHA save as if it were under Hallowed Bulwark.
Pristine Plating
Level 14 | Rarity: Exotic | Cost: 5 TPSuccessfully Guarding against a projectile or magical attack reflects half of the incoming damage back at the attacker.
Divine Aegis III
Level 15 | REQ: Divine Aegis II | Rarity: Legendary | Cost: 4 TPGain yet another Divine Aegis.
Class Feat Slot IX
Level 16 | CC: DefenderHallowed Bulwark II
Level 17 | REQ: Hallowed Bulwark I | Rarity: Exotic | Cost: 3 TPWhen your Hallowed Bulwark falls, the Broken Bulwark debuff you gain lasts only 1 round instead of 2.
Spirit of the Knight
Level 18 | REQ: Divine Aegis | Rarity: Exotic | Cost: 5 TPWhenever you make an action with your Divine Aegis, you heal 1HD.
[REQ: Hallowed Bulwark]: Whenever you make an action with your Hallowed Bulwark, you heal 3HD.
[REQ: Passage of Arms]: All allies that are protected by your Passage of Arms heal 2HD at the start of their turn.
If the action you take with your Divine Aegis, Hallowed Bulwark, or Passage of Arms is a Guard action; the healing effect is increased by 1 additional HD on a success.
Class Feat Slot X
Level 19 | CC: DefenderValorous Heart
Level 20 | Rarity: Mythic | Cost: 3 TPAt the start of your turn, you automatically gain Brave (I) and Morale (I) if you do not have any stacks of Brave or Morale.
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