| 1 | defensive stance 1/day | 11 | |
| 2 | | 12 | defensive stance 4/day |
| 3 | | 13 | tireless defense |
| 4 | defensive stance 2/day | 14 | |
| 5 | | 15 | |
| 6 | | 16 | defensive stance 5/day |
| 7 | | 17 | greater stance |
| 8 | defensive stance 3/day | 18 | |
| 9 | mobile defense | 19 | |
| 10 | | 20 | defensive 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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