| 1 | | 11 | |
| 2 | harm's way | 12 | defensive harmony 4 |
| 3 | | 13 | |
| 4 | shielding dive | 14 | damage reduction 2/- |
| 5 | | 15 | |
| 6 | defensive harmony 2 | 16 | |
| 7 | | 17 | |
| 8 | damage reduction 1/- | 18 | |
| 9 | | 19 | |
| 10 | deflect arrows | 20 | damage reduction 3/- |
Alignment
Non-Chaotic
Class skills
Perception, Search, Sense Motive, Knowledge (local), Profession (arms, household, social)
Harm's Way (Ex)
The character may place himself in front of a ranged or melee attack aimed at someone else as an attack of opportunity (so if he has the combat reflexes -feat he can do this several times per round). The person to be protected must be adjacent to the character.
The character must state his intention to protect the target before the attack roll is made. If the attack hits the character, he takes damage normally, if it misses him it also misses the intended target. Spell effects cannot be blocked in this way.
Shielding Dive (Ex)
The character may throw himself over an ally to protect the ally from an area effect (spell or other ability) as an attack of opportunity. The person to be protected must be adjacent to him.
The character must state his intention to protect the target before any saving throws are rolled. He suffers full damage from the area effect, while the person protected is dealt no damage. Both the character and the ally are prone after the dive.
Defensive harmony (Ex)
The character may defend his allies at the expense of his own defense. He can subtract up to 2 points (4 points at 12th level) from his own AC and give the same amount as a competence bonus to each ally within his threatened area. The bonus only applies against melee attacks. If the character is using a reach weapon, he cannot protect full 360 degrees around him. Within two natural reaches (normally 10ft), he can protect allies within a 180 degree sector, whilst within three natural reaches (normally 15ft) he can only protect allies within a 90 degree sector. The character can rotate this sector during his own turn as a free action.
Damage reduction (Ex)
Subtract given amount from the damage the character takes each time he is dealt damage from a weapon or a natural attack. Damage reduction can reduce damage to 0 but not below 0. Damage reduction gained from the Guardian and Tough classes stacks.
Deflect arrows (Ex)
When the character would normally be hit with a ranged weapon, he may attempt to deflect it (with bare hands, weapon, or shield) as an attack of opportunity. He may also attempt to deflect ranged weapons aimed at others if their flight path goes through his threatened area.
The character must be aware of the attack and not flat-footed. He makes a ranged attack roll modified by his class level, which the ranged attack to be blocked must oppose. If the attack wins this opposed check, the hit or miss is determined against the normal AC of the intended target.
The character must state his intention to protect the target (or himself) before the attack roll is made. Unusually massive ranged weapons and ranged attacks generated by spell effects can't be deflected.
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