Defender
Your shield must surpass your weaponry.
-- Toba Beta
Defenders are resilient street-warriors that can take the best hits you have to offer and keep on coming. They are noted for their proficiency with shields, as well as defensive magic. Defenders are often the first line of defence in combat, blocking the enemy's way and preventing them from attacking the lifebinders or mages in the back. Depending on preference, Defenders may be proficient with melee weapons or mid-range weapons.
Morally upstanding Defenders can often be found among the ranks of the Paladin Order, while the less morally upstanding Defenders find no shortage of work as bodyguards or enforcers.
STAT REQUIREMENTS
minimum 21 Endurance, 21 Strength OR Perception
CLASS BONUS
+1 Evasion
+1 to Non combat END checks
SKILL TREE
'Mighty Cleric'
Skills focusing on the mastery of shields, defensive auras, and healing.
Shield Mastery ()
The Defender is legendary for their proficiency with shields. Effect: +1 Evasion when using shields. Range: N/A Action Cost: None (Passive Bonus) Requirements: None
Smite ()
The Defender delivers a crushing blow with their shield. Sometimes the best offense is a good defense. Effect: Does +25 DMG (added to STR DMG). Knocks the enemy prone on a nat 18-19, and stuns them for 1 full round on a nat 20. Range: Touch, Close Action Cost: Standard Action Requirements: 31 STR, Shield Mastery.
Human Shield ()
Using their shield, their body, and a defensive aura of Nexus energy, the Defender provides cover to allies around them. Effect: Creatures the Defender chooses within touch range are considered to be in COVER. Creatures behind the Defender are in HALF cover, and creatures to the left and right of the defender are in PARTIAL cover. Range: Touch Action Cost: Bonus Action Requirements: Shield Mastery
Master Human Shield ()
A defensive aura extends even further, making it difficult for enemies to target those within it. Effect: Attacks made against creatures the Defender chooses within CLOSE range are made at DISADVANTAGE. Range: Close Action Cost: Bonus Action Requirements: Human Shield
Laying of Hands ()
Channelling lightwave energies, the Defender is adept at healing others through magic. Effect: Skill Bonus to cast healing spells. Range: N/A Action Cost: None (Passive Bonus) Requirements: None
Protector's Spirit ()
The Defender has mastered spells to bolster the defenses of themselves and others. Effect: Skill Bonus to casting defensive spells (Shield, Wall, Barrier, etc.) Range: N/A Action Cost: None (Passive Bonus) Requirements: None
Sacrifice ()
The Defender sheds blood for their allies, using their own life energy to heal and strengthen their comrades. Effect: The Defender can sacrifice up to 50 HP to bless a creature within MED range. The amount of HP sacrificed is given to the creature back as HP. Any HP sacrificed above the creature's maximum becomes TEMP HP. The blessed creature’s next attack is made with advantage. Range: Medium Action Cost: Standard Action Requirements: Laying of Hands. 2 uses per quest.
Defiance ()
An aura surrounds the party that causes the enemy’s attacks to miss their mark. Effect: +2 EVA to Defender and entire party for 2 rounds. Range: N/A Action Cost: Standard Action Requirements: Master Human Shield, Sacrifice. 2 uses per quest.
Martyrdom ()
A noble death is not in vain. Though the Defender may fall in battle, their sacrifice can inspire the party. Effect: If the Defender falls in battle (0 HP, mortally wounded status) while shielding an ally, the whole party receives +4 evasion for 2 rounds. Range: N/A Action Cost: None (Passive) Requirements: Defiance
I Can Do This All Day ()
Through sheer force of will, the Defender rises to their feet again when they should have been beaten down. Effect: An attack made against the Defender that would drop them to 0HP, drops them to 1HP instead. Range: N/A Action Cost: None (Passive) Requirements: Defiance. GM Discretion. 1 use per quest. Does not activate if Lethal Damage is inflicted.
'Righteous Warrior'
Skills focusing on tanking damage, counterattacking, and weapon proficiency.
Taunt ()
Exploiting their enemy’s temper, the Defender draws the enemy’s attention and attacks to themselves to spare their allies. Effect: A targeted creature must make a CHA roll against DC10 + the Defender's Level. On a fail, the enemy must take the attack action against the Defender on their next turn, and they are affected by the berserk condition. Enemies unaffected by berserk are immune to this skill (Such as turrets). Does not work on PCs. Range: N/A Action Cost: Bonus Action Requirements: None
Master Taunt ()
The Defender further enrages a group of enemies, drawing their attacks and throwing them into a frenzy. Effect: Up to 3 targeted creature must make a CHA roll against the defender’s DC10+LVL. On a fail, the enemy must take the attack action against the Defender on their next turn, and they are affected by the berserk condition. Enemies unaffected by berserk are immune to this skill (Such as turrets) Does not work on PCs. Range: N/A Action Cost: Bonus Action Requirements: Taunt
Hammer of Retribution ()
The Defender gives as good as they get. Upon being struck by the enemy, they immediately lash out with a vicious counter-attack to all targets around them. Effect: After a successful attack against the Defender, the Defender may use their reaction to make an attack roll to let out a radial attack that damages all enemy creatures within MED-CLOSE range next. The damage and attack roll is equivalent to the damage done with the defender's main hand weapon. Range: Medium-Close Action Cost: Reaction Requirements: Taunt. 2 uses per quest or duel.
Adrenaline ()
Drawing on reserves of mental and physical fortitude, the Defender pushes through the pain and enters a flow-state in combat, allowing them to more easily read their enemy’s attacks and avoid them. Effect: When the Defender’s base HP is reduced to 50%, they gain +1 Evasion for 2 rounds. Range: N/A Action Cost: None (Passive) Requirements: Hammer of Retribution. 2 uses per quest or duel.
Immovable Object ()
The Defender plants themselves like a tree beside the river of truth and says ‘No, you move’. Effect: On any attack or action that would ordinarily cause a knockdown against the Defender, the Defender may make an END/LVL roll opposed to the knockdown roll to resist the knockdown. Range: N/A Action Cost: Free Action Requirements: 31 END, Adrenaline
Shotgun Master ()
For the discerning Defender who wants to dabble in firearms, the shotgun is an appealing choice. Effect: Skill Bonus to hit with shotguns. Range: N/A Action Cost: None (Passive Bonus) Requirements: 31 PER
Hammertime ()
Some Defenders find blades and bullets unwieldy, but there’s little that’s more satisfying to them than crushing some bones with a heavy blunt object. Effect: Skill Bonus to hit with blunt melee weapons (hammers, clubs). Range: N/A Action Cost: None (Passive Bonus) Requirements: 31 STR.
Consecration ()
Whether by faith or by fury, the Defender is especially adept at battling the undead hordes. Effect: The Defender does x2 damage against undead enemies. Range: N/A Action Cost: None (Passive Bonus) Requirements: None
Crusader ()
The more blood the Defender sheds, the stronger they become. As the battle moves into deep waters, the Defender becomes more and more vicious in their attacks. Effect: When the Defender’s base HP is reduced to 25%, they gain +25% damage per attack for 2 rounds. Range: N/A Action Cost: None (Passive) Requirements: Adrenaline. 2 uses per quest or duel.
