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Defender (3.5e Class)

237 bytes added, 02:25, 29 September 2009
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'''{{Anchor|Bulwark}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A 4th level defender is able to guard himself so effectively as to be nigh-impervious. While taking a Total Defense action his damage reduction improves by 10.
'''{{Anchor|Focus}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' A 6th level defender has learned how to focus his holy blade ability, dealing tremendous damage with it. As a swift action, he may charge up focus his holy blade ability. Once chargedfocused, the defender's holy blade ability deals twice as much extra damage on each strike. It continues to deal this extra damage until he moves more than 5' or suffers damage from a non-continuous source. Thus, taking two 5' steps or one regular move action would break his chargefocus, as would suffering damage from a sword blow or fireball. Suffering on-going damage from an Acid Arrow after the round in which it hit him would not. Multiple Charge Ups Focuses stack, but all are eliminated as soon as one of the above conditions occurs.
'''{{Anchor|Cover}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A 7th level defender is able to guard his allies almost as well as he guards himself. Any allies adjacent to the defender gain his Defend bonus to their armor class and saving throws.
'''{{Anchor|Sanctify}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' A 12th level defender can Sanctify his weapon. Any weapon he wields is treated as having the Holy property. He can suppress or resume this ability as a free action.
'''{{Anchor|Saint Cross}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 13th level the defender is able to use his Holy Blade in create a different manner should he so choose. By spending one Holy Blade use burst of energy around himself as a standard action, he can channel his energy to deal . This deals 1d6 points of damage per two defender levels to all enemies within 10' of the defender. Affected creatures can attempt a reflex save for half damage (DC 10+half defender level+defender's Con modifier). This ability benefits from Focus as Holy Blade does, dealing twice as much damage for each adjacent enemyFocus level. Using this ability resets your Focus.
'''{{Anchor|Meltdown}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A 16th level defender can make an all-out last-ditch attack. In place of a standard attack he may choose to use this ability. If he hits, he automatically threatens a critical hit with his attack, and he gains a +4 bonus to confirm. In addition, this strike deals double the defender's standard current Holy Blade damage, including his current Focus level. After using this ability the defender takes non-lethal damage equal to his current hit point total+1.
'''{{Anchor|Unscarred}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' An 18th level defender gains bonuses to his abilities as long as he is has at least half of his maximum hit point totalhits. Whenever he has full half HPor more, he gains a +4 morale bonus to [[SRD:Strength|Strength]], [[SRD:Dexterity|Dexterity]], and [[SRD:Constitution|Constitution]].
'''{{Anchor|Aura}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' A 20th level defender is constantly surrounded in positive energy. When he would die from hit point loss or a negative energy effect, the positive energy around him flows into his body and rejuvenates him, preventing the death from occurring and healing him to half his maximum hit points. Once this ability takes effect, it takes one week for the defender to gather enough positive energy to use it again.

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