Defenders are fighters who have trained themselves in the arcane art of defensive casting. These dreadnoughts are considered a force to be reckoned with and are often avoided.
Basics[]
Defenders specialize in turning the tide of any battle. They are often used as the tank of the group, using the defender's two abilities:
Offensive (de-buffs): A Defender uses his/her negative spells to weaken the enemies allowing for the party to have a better chance of defeating the opponent. EX: Darkness, slow, disable, etc.
Defensive (buffs): A Defender uses his/her positive spells to strengthen his/her allies allowing for the party to last longer in any tough situation. EX: Enchant weapon, Stoneskin, Ironguts, etc.
Although this class is strong, attacking takes up 2 rounds of combat due to the Defender's massive weight and bulky armor while using a 2 handed weapon. Because of this, Defenders are more efficient as being a support class than being a striker.
Attributes and stats[]
HP: 1d10
Prime Requisite: Constitution, Intelligence
Bonuses: Gains a +2 to Lore, Spellcraft, Heal and Craft Armor.
Weapons: 2 handed only
Armor: Heavy only
Shields: None
Racial limitations: any
XP per level (multiplied by 2 after each level): 1400
Techniques[]
Tremor strike: A devastating attack which shakes the ground causing all within a 5 foot radius to stumble, giving all who are effected -4 to AC for 1d4 turns. (1d6 if failed reflex save) -5 TP
Daring Dash: A charging strike that knocks down all within your path. -8 TP
Sucker Punch: A blow to the face which stuns the opponent for 1d6 turns. (deals amount of damage equal to the damage modifier) -12 TP