Defiant Defender PrC (2)

Used as bodyguards and point soldiers, these individuals are often highly trained and motivated to make sure enemies have to get through them first. Capable of anticipating and reacting to danger at a moment's notice, they are also adept at measuring up a situation and those involved.

ENTRY REQUIREMENTS
To qualify to become an defiant defender, a character must fulfill all the following criteria.
Base Attack Bonus: +5
Skills: Listen 4 ranks, Spot 4 ranks
Feats: Combat Reflexes and one other feat from the list of fighter bonus feats

LevelBase
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special
1st+1+2+2+2Reactive, Disruptive, Crossfire Ken,  
Undying Toughness, Steady
2nd+2+3+3+3Elude Touch, Lunging Menace    
3rd+3+3+3+3Holding Ground, Defensive Feature
4th+4+4+4+4None Shall Pass, None Shall Flee 
5th+5+4+4+4Proactive, Sure Grasp
6th+6+5+5+5Interference
7th+7+5+5+5Contingency Plans
8th+8+6+6+6Defensive Feature
9th+9+6+6+6Intercept Style
10th+10+7+7+7Impetuous Endurance
Hit Die: d12
Class Skills (4 + Int modifier per level): Balance, Climb, Escape Artist, Intimidate, Jump, Listen, Perform (weapon drill), Search, Sense Motive, Spot, Swim, Tumble.

CLASS FEATURES
All the following are class features of the defiant defender prestige class.

Weapon and Armor Proficiency: Defiant defenders gain no proficiency with any weapon, armor or shield.

Reactive (Ex) A defiant defender may add his class level to the number of attacks of opportunity he can make in one round.

Disruptive (Ex) As far as a defiant defender sees fit, any number of opponents he threatens suffer a penalty equal to 1 + half his class level (rounded down) on all skill checks, as well as on all attack rolls made against targets other than the defiant defender himself and his gear. Opponents become aware of this effect while they are aware of being threatened by the defiant defender.

Crossfire Ken (Ex) Except when helpless, a defiant defender and his position never provide any opponent with cover against any attack made by one of his allies.

Undying Toughness (Ex) A defiant defender without a Constitution score, may increase his maximum hit point total by an amount equal to his class level multiplied by his Charisma bonus (if any).

Steady (Ex) Whenever a defiant defender uses a standard action to perform or ready a move action or any other action that involves making a melee attack roll, he may then assume the penalties and benefits of fighting defensively until the start of his next turn. Any penalty a defiant defender suffers on attacks of opportunity due to fighting defensively, is reduced by an amount equal to half his class level (rounded down), down to a minimum of 0.
    Alternatively, if the standard action is used to perform or ready a move action only, the defiant defender may then assume the penalties and benefits of a total defense (instead of fighting defensively) and still make attacks of opportunity at a –10 penalty, reducing that penalty by an amount equal to his class level, down to a minimum of 0.
    In either case, a defiant defender with the Combat Expertise feat, may use it as part of this ability.
    A readied action occurs just before the action that triggered it, and if the triggering action then provokes an attack of opportunity from the defiant defender, he may make that attack of opportunity normally.

Elude Touch (Ex) Starting at 2nd level, a defiant defender's instincts begin to supersede his intellect, alerting him to danger from touch attacks (including rays). He gains a bonus to Armor Class against all touch attacks equal to half his class level (rounded down); however, his touch AC can never exceed his Armor Class against normal attacks.

Lunging Menace (Ex) By 2nd level, whenever a defiant defender uses the Intimidate or Perform (weapon drill) skill in an attempt to demoralize a single foe he threatens, he may do so as a swift action. If using either of these skills as a standard action, he may attempt to demoralize a maximum number of foes he threatens, equal to his class level. Whenever a defiant defender successfully demoralizes a foe, it remains shaken for a number of rounds equal to half his class level (rounded down) or until that foe witnesses the defiant defender rendered helpless or dead.

Holding Ground (Ex) For every two class levels gained beyond the first, a defiant defender gains a cumulative +1 bonus (up to a maximum of +4) on Escape Artist checks and on opposed rolls made to avoid or resist bull rush, disarm, feint, grapple, overrun, sunder and trip attempts made against him. In addition, the defiant defender gains an equal dodge bonus to AC against charge attacks and attacks of opportunity made against him. He also gains an equal bonus on saving throws against fear.

Defensive Feature: At 3rd level and again at 8th level, a defiant defender may choose to gain one of the following:
Armor Mastery (Ex) As per the knight's class feature (PH2 24). A defiant defender with two instances of this ability from any source, may apply its benefit to medium and heavy armor.
Bulwark of Defense (Ex) As per the knight's class feature.
Uncanny Dodge (Ex) As per the barbarian's class feature. A defiant defender with two instances of this ability from any source, gains Improved Uncanny Dodge.
Vigorous Recovery (Ex) A defiant defender gains Fast Healing 1. This ability recovers nonlethal damage normally, but cannot bring his current hit points above one-half his full normal hit point total (rounded up).

None Shall Pass (Ex) Starting at 4th level, whenever a defiant defender deals physical damage to an opponent with a melee attack of opportunity that the opponent provoked by moving through the area threatened by the defiant defender, the defiant defender may try and stop that opponent in its tracks.
    If the defiant defender so wishes, the opponent struck must make a Reflex save (DC equals 10 + half his Hit Dice + his Strength modifier). The opponent gets a +2 bonus on the save for each size category it holds over the defiant defender or a –1 penalty for each size category the defiant defender holds over it. If the opponent fails the save, it loses the remainder of its action.
    Alternatively, the defiant defender may attempt to trip the opponent struck by the attack of opportunity, without provoking an attack of opportunity against himself in turn. In this case, the defiant defender may use the opponent's momentum to his advantage, gaining a circumstance bonus equal to half his class level (rounded down), on the opposed ability check.

None Shall Flee (Ex) Starting at 4th level, any opponent threatened by a defiant defender, that takes any sort of movement, even a 5-ft step, provokes an attack of opportunity from him. Opponents may not use the withdraw action to treat the square they start in as no longer threatened by such a defiant defender.

Proactive (Ex) Starting at 5th level, a defiant defender's initiative count does not change when taking a readied action.

Sure Grasp (Ex) Starting at 5th level, if a defiant defender becomes stunned or panicked, he may choose not to drop whatever he is holding.

Interference (Ex) Starting at 6th level, before the defiant defender knows the result of a physical attack that he can perceive passing through or occurring within the area he threatens, be it melee or ranged, the defiant defender may use a melee attack of opportunity in an attempt to knock it off course. If the defiant defender's attack roll exceeds the incoming attack roll, the incoming attack suffers a 50% miss chance.
    For each size category the enemy attacker holds over the defiant defender, the defiant defender suffers a –4 penalty on his attack of opportunity when using this ability. Unusually massive weapons (such as boulders or ballista bolts) and attacks that don't involve a solid object or missile can't be affected. Attacks from incorporeal and ethereal enemies can't be affected unless the defiant defender possess a means of striking them with the attack of opportunity this ability allows, in which case he may suffer a miss chance (or not, if using a Ghost Touch weapon or wielding a force effect modeled after a melee weapon).

Contingency Plans (Ex) By 7th level, a defiant defender has mastered the task of mentally rehearsing the moves he will make should circumstances change at a moment's notice.

As a standard action, he may ready a standard, move action or swift action.
As a move action, he may ready a move action or swift action.
As a swift action, he may ready a swift action.

    The defiant defender may have multiple readied actions available at any one time, but only one of them may be allowed to occur just before a single triggering action. Only after one of the readied actions is taken, and its triggering action is then resolved, may the other readied action(s) be taken at that time or remain readied to possibly be triggered later during the round.
    A readied action occurs just before the action that triggered it, and if the triggering action then provokes an attack of opportunity from the defiant defender, he may make that attack of opportunity normally.

Intercept Style (Ex) By 9th level, whenever a defiant defender uses a standard action to ready a move action for the purpose of movement, he may use that readied action any number of times during the round, until the sum of movement it provides equals what he can get from a single move action, or until an event occurs in which he would normally lose an entire move action. For movement that involves a check of some kind, the check must be made each time this particular readied action is used.
    A readied action occurs just before the action that triggered it, and if the triggering action then provokes an attack of opportunity from the defiant defender, he may make that attack of opportunity normally.

Impetuous Endurance (Ex) After reaching 10th level, a defiant defender does not automatically fail a saving throw on a roll of 1. He still fails the save, however, if his result fails to overcome the save's DC.

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