ADMC

 

ClassDefender

Page history last edited by Ville Makkonen 2 yrs ago
1 defensive stance 1/day11
2 12defensive stance 4/day
3 13tireless defense
4 defensive stance 2/day14
5 15
6 16defensive stance 5/day
7 17greater stance
8 defensive stance 3/day18
9 mobile defense 19
10 20defensive stance 6/day

 

Alignment

Non-Chaotic

 

Class skills

Agility, Intimidate, Ride, Profession (arms, engineering, household, livestock)

 

Defensive Stance

The character gains +2 to Strength, +4 to Constitution, +2 resistance bonus on all saves, and a +4 dodge bonus to AC. He can only move at half speed. The increase in Constitution increases hit points by 2 points per level, but these hit points go away at the end of the defensive stance when the Constitution score drops back. A defensive stance lasts for a number of rounds equal to 3 + the character's (newly improved) Constitution modifier. The stance may be stopped voluntarily prior to this limit. At the end of the stance, the character is winded and takes a -2 penalty to Strength for the duration of that encounter. Using the defensive stance takes no time itself, but a defender can only do so during his action.

 

Maintaining a defensive stance requires some concentration, and hence, casting spells is difficult. In order to cast a spell, the character needs to make a concentration check with a DC of 15 + half the MP of the spell. To cast the spell defensively, without attracting attacks of opportunity, the DC is 25 + MP/2.

 

Mobile Defense

Full movement possible

 

Tireless Defense

No longer winded after stance

 

Greater Stance

Bonuses become +4 STR, +6 CON, +3 saves

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