Devoted Defender Revised

Sammael

Adventurer
This is an attempt at revising the devoted defender prestige class from Sword and Fist. While the original class still works in 3.5, I felt that its abilities could use a little clarification, and that the class was a bit too bland. Also, looking at the other specialist classes from the Complete series of books, it seemed that 10 levels were really a stretch for a class that offers only three class features.

In this revision, I attempted to fix that by reducing the class to five levels. Additionally, the class didn't really provide any major benefits to the character who took it; most of its benefits applied to the devoted defender's charge, which seemed a bit unfair from a balance standpoint. I alleviated this by adding bonus feats at 2nd and 4th level, drawn from a limited list themed around defense and quickness.

One additional thing I did was change the term for the creature under devoted defender's protection. "Charge" is already a game term. "Ward" was an option, but it can also be easily misinterpreted. So I settled for protégé. I won't mind seeing a few other suggestions.

Finally, here it is:

THE DEVOTED DEFENDER
Code:
Level	BAB	Fort	Ref	Will	Special					
1	+1	+2	+2	+0	Defender’s protégé, devoted defense +1, harm’s way
2	+2	+3	+3	+0	Bonus feat, crowded fighting
3	+3	+3	+3	+1	Deflect attack, devoted defense +2
4	+4	+4	+4	+1	Bonus feat, living shield
5	+5	+4	+4	+1	Defensive strike, devoted defense +3

Hit Die: d12

Requirements
To qualify to become a devoted defender, a character must fulfill all of the following criteria.
Alignment: Any lawful
Base Attack Bonus: +5
Skills: Search 4 ranks, Sense Motive 4 ranks, Spot 4 ranks.
Feats: Alertness, Lightning Reflexes.
Special: Must have successfully protected another creature against assault by placing himself in front of the assailants.

Class Skills
The devoted defender’s class skills (and the key ability for each skill) are Disguise (Cha), Intimidate (Cha), Jump (Str), Listen (Wis), Profession (Wis), Search (Int), Sense Motive (Wis), and Spot (Wis).
Skill Points at Each Level: 2 + Int modifier.

Class Features
Weapon and Armor Proficiency: Devoted defenders do not gain any weapon proficiencies. They are proficient with all types of armor, and with all shields (including tower shields).

Defender’s Protégé: A devoted defender focuses on protecting a single creature, referred to as his protégé. The protégé must be a creature with an Intelligence score of 3 or greater, capable of communicating with the devoted defender.
Outside of combat, a devoted defender can designate a new protégé at any time. If he does not have a designated protégé at the beginning of a combat, he can designate one as a free action on his first turn. The devoted defender cannot change his protégé while engaged in combat, even if his current protégé dies.

Devoted Defense (Ex): When in sight of his protégé, the devoted defender gains a +1 bonus to Armor Class. This bonus increases to +2 at 3rd level, and +3 at 5th level. The devoted defender retains this bonus to Armor Class even when flat-footed, or against touch attacks (including incorporeal touch attacks).

Harm’s Way (Ex): At any time when the devoted defender is within 5 feet of his protégé, and his protégé suffers an attack, the devoted defender can immediately switch places with his protégé and receive the attack in his place. The devoted defender must declare this action before the attack roll is made.
Because the devoted defender is intentionally placing himself in danger to protect his protégé, he does not apply his Dexterity and dodge bonuses (if any) to Armor Class against this attack.
The devoted defender must be aware of the attack being made to use this ability.

Bonus Feat: At 2nd and 4th level, a devoted defender gains a bonus feat, which must be selected from the following list:
Allied Defense*, Armed Deflect Arrows*, Bastion of Defense*, Combat Expertise, Combat Reflexes, Defensive Reflexes*, Deflect Arrows, Dodge, Extend Reach*, Great Fortitude, Heavy Armor Optimization, Improved Disarm, Improved Grapple, Improved Initiative, Improved Toughness, Improved Trip, Improved Unarmed Strike, Iron Will, Light Armor Expertise*, Medium Armor Mobility*, Mobility, Shield Cover*, Quick Draw, Shield Deflection*, Spring Attack, Stalwart*, Toughness.
Feats marked with an asterisk (*) are published in the House Rules document.
The devoted defender must still meet all prerequisites for a bonus feat.

Crowded Fighting (Ex): The devoted defender can end movement in a space occupied by a friendly character. If the friendly character does not make any attacks until the devoted defender’s next turn, the devoted defender can attack from the occupied square at no penalty.
The devoted defender provides cover to the friendly character whose square he is occupying. Any attack that misses the friendly character because of cover hits the devoted defender instead, provided the attack roll is good enough to his the devoted defender’s flat-footed Armor Class.

Deflect Attack (Ex): Beginning at 3rd level, the devoted defender can attempt to parry a melee attack against his protégé once per round. To do so, he must be within 5 feet of his protégé, and wielding a melee weapon or shield. To parry the attack, the devoted defender makes an attack roll with the readied weapon or shield, and receives a competence bonus on this roll equal to his class level. The hit is negated if the devoted defender’s attack roll is greater than the opponent’s attack roll.
The devoted defender must be aware of the attack being made, and must not be flat-footed.

Living Shield (Ex): Beginning at 4th level, the devoted defender can attempt to protect his protégé from an area effect by using his body as a shield. At any time when the devoted defender is within 5 feet of his protégé, and they are both caught in an area effect that allows a Reflex save, the devoted defender can intentionally fail his save and grant his protégé the benefits of improved cover (a +4 bonus on the Reflex save and improved evasion ability). The devoted defender must declare this action before the Reflex save is made.
After the maneuver, both the defender and his protégé fall prone in the protégé’s square. The protégé retains improved cover benefits until devoted defender’s next turn.

Defensive Strike (Ex): Beginning at 5th level, any opponent who attempts to attack the devoted defender’s protégé provokes an attack of opportunity from the devoted defender. This attack of opportunity is resolved before any other actions the devoted defender chooses to take.
The devoted defender must be aware of the attack being made.
 
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So, either this sucks really bad, nobody is interested in a bodyguard-type PrC, or everybody think the class is fine as is?
 


Some of the feats were originally published in WotC sourcebooks, so I can't really post them here (I'll post the changes I've made to them, though). Others were created by me, and I snatched and re-tooled a few feats from this forum as well. I'll note which ones I've taken from ENWorld, even though I don't recall the original authors.

Allied Defense: Originally from Shining South. I've changed it so that the feat's user foregoes the benefits and passes them on to his allies, rather than share the benefits with his allies. Sorry that I can't be more specific.

Stalwart: I created this feat a while ago, first naming Combat Steadiness and later renaming it to Stalwart. However, I've noticed that it has appeared under the same name in one of the recent issues of Dragon, so I am hesitant to post it in its entirey. It provides a +4 bonus on checks to resist being bullrushed, overrun, or tripped.

ARMED DEFLECT ARROWS
You can deflect incoming projectile or thrown weapons with your weapon.
Prerequisites: Dex 13, Int 13, Combat Expertise.
Benefit: You must be armed with a weapon you are proficient with to use this feat. Once per round when you would normally be hit with a ranged weapon, you may deflect it so that you take no damage from it. You must be aware of the attack and not flat-footed.
Attempting to deflect a ranged weapon doesn’t count as an action. Unusually massive ranged weapons and ranged attacks generated by spell effects can’t be deflected.
Special: A fighter may select Armed Deflect Arrows as one of his fighter bonus feats.

BASTION OF DEFENSE
Your defenses are nearly impenetrable.
Prerequisites: Int 13, base attack bonus +6, Combat Expertise.
Benefit: When you use the total defense standard action, your dodge bonus to AC increases to +6, and you get an additional +2 dodge bonus to AC for each attack beyond the first that you would normally be entitled to because of your base attack bonus. For example, a character with this feat and a base attack bonus of +16/+11/+6/+1 would have a +12 dodge bonus to AC when using total defense.
In addition, you can no longer be flanked when using the total defense standard action.
Normal: You can defend yourself as a standard action. You get a +4 dodge bonus to your AC for 1 round.
Special: This feat stacks with the +2 synergy bonus for having 5 or more ranks in Tumble.
A fighter may select Bastion of Defense as one of his fighter bonus feats.

DEFENSIVE REFLEXES
You can make attacks of opportunity when the opponents least expect it.
Prerequisite: Combat Reflexes.
Benefit: You can make attacks of opportunity while using total defense.
If you choose to fight defensively or use Combat Expertise, the penalty you take on attacks does not apply to attacks of opportunity you make before your next turn.
Normal: You can’t make attacks of opportunity while using total defense.

EXTEND REACH (originally from ENWorld)
Through superior combat maneuverability, you are able to strike foes farther away than usual.
Prerequisites: Dex 13, Base attack bonus +12, Dodge, Mobility.
Benefit: When wielding a two-handed melee weapon, your reach extends by 5 feet. The benefit does not apply to double weapons, and light or one-handed melee weapons wielded with two hands.
Special: A fighter may select Extend Reach as one of his fighter bonus feats.

LIGHT ARMOR EXPERTISE
Light armor hinders you no more than clothes do.
Prerequisites: Str 13, base attack bonus +1, Armor Proficiency (light).
Benefit: While wearing light armor, your armor check penalty is reduced by 1 (to a minimum of 0) and your maximum Dexterity modifier is increased by 1.
Special: A fighter may select Light Armor Expertise as one of his fighter bonus feats.

MEDIUM ARMOR MOBILITY
Your mobility is unobstructed by the medium armor you wear.
Prerequisites: Str 13, base attack bonus +2, Armor Proficiency (medium).
Benefit: While wearing medium armor, your armor check penalty is decreased by 1 and your running speed is not reduced.
Special: A fighter may select Medium Armor Mobility as one of his fighter bonus feats.

(note that IMC, medium armor does not reduce the base speed, only running speed)

SHIELD COVER (originally from ENWorld)
Your shield grants you cover against area effects.
Prerequisites: Base attack bonus +3, Shield Proficiency.
Benefit: If you wield a light, heavy, or tower shield (provided you are proficient with it), you gain a +2 bonus on Reflex saves. If you fight defensively or use Combat Expertise, this bonus increases to +3. If you use the total defense standard action, this bonus increases to +4.
A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose this bonus.
Special: A fighter may select Shield Cover as one of his fighter bonus feats.

SHIELD DEFLECTION (originally from ENWorld)
Your can divert touch attacks with your shield.
Prerequisites: Base attack bonus +6, Shield Proficiency.
Benefit: If you wield a light, heavy, or tower shield (provided you are proficient with it), you add its shield bonus to AC against touch and ranged touch attacks.
Special: A fighter may select Shield Deflection as one of his fighter bonus feats.
 

I think that you did a good job at reworking it to a more suitable form than it was previously. I really like the living shield ability. I play a dwarven fighter/devoted defender/dwarven defender but I only had 2 lvl's of devoted defender because it didn't do me much good to take anymore lvl's. But with this I think I might change my character around to reflect this change. As far as other names I think that Ward is a good option but you might try protectee or defendee. I am going to take this home (i am at work ;)) and work on it some. Thanks


Nerax
 

The Devoted Defender PrC was the basis of a whole guild in my campaign back in 3.0. They were obviously called the "Bodyguard" guild and they hired out to wealthy merchants, the rich, or anyone who could afford their services.

I added guild-abilities like access to certain special armour that was available for assignments and so forth, easily hidden weapons, etc.

However no matter what you do to change it, not many people want to be a devoted defender. If I was playing in my homebrew I would take a Devoted Defender as a cohort for some of my characters.

If I had to revise the PrC I would actually add a couple of spell-like abilities. Perhaps something like Shield Other, Status etc. These would have a duration of 24 hours and only one charge (group of charges) can benefit per day.

For example a bodyguard who is assigned to a group of nuns on their way to pilgrimage could know the status of them all and take damage for them all (dangerous but sacrificing in the way I would like to see this PrC).

As to your write up, I think the living shield ability could have a second ability - you choose which one: the defender takes maximum damage from the effect while granting his charge immunity.

D
 

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