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Imythess > Suggestions > Defender of Innocence


Title: Defender of Innocence
Description: PrC SUGGESTION


Dalhar Vharc - July 11, 2008 11:44 PM (GMT)
Okay. Mind you, this is just a suggestion, so I need a little bit of ideas on how to make it better, how to change it, all that. This is AIMED at being a Martial PrC, but I think I'm lacking some things. Any advice will be welcome.

QUOTE
There are, among those that seek to protect, those who rise above the rest, becoming the epitome of the defender, always able to tell when someone is in danger, where ever they may be.  They have perfected the art of protecting someone, and preventing any harm from coming to them.  They are known as the Defenders of Innocence.


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

COST:

Level 1: 200 Gold
Level 2: 225 Gold
Level 3: 250 Gold
Level 4: 275 Gold
Level 5: 300 Gold
Level 6: 350 Gold

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

REQUIREMENTS:

Weapon based skill - Adept

Intimidate - Novice

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

BENEFITS:

LEVEL ONE:
The defender has gotten so skilled at fighting to defend someone, that they can be closer to that person and still fight effectively.  (Bonus Feat: Bodyguard)

Quailing Stare:
By merely glaring at any single target, and using their intimidate, the Defender can cause that person to merely quake in fear of the Defender.


LEVEL TWO
Defensive Tactics:
At second level, the Defender can use tactical knowledge to exploit any weakness attackers might have, using those weaknesses to defend those who need it.

Threat Sensitive:
The Defender at this point can sense when someone is in danger, but the range is rather limited, to within the same city or region.


LEVEL THREE:
Revert:
The best defense is a good offense

The Defender has learned how to use a combination of defensive and offensive measures to better defend those who need it, and are capable of more complex actions.  (Required skills +1 Level, or new Weapon based Skill)


LEVEL FOUR:
Leap of Defense:
The Defender can now INSTANTLY travel any distance within the range of their Threat Sense, as long as such movement places them within reach to defend someone.

Threat Sense range expands to cover half of Imythess, depending on location of Defender.


LEVEL FIVE:
Weapon Empowerment:
Blessed by the forces of protection and defense, the Defender's weapon (your choice) gains ONE enchantment, up to 300 Gold in price, or a spell that is placed on a weapon up to 200 Gold, free of charge.


LEVEL SIX:
Threat Sense range now covers all of Imythess.

DEFENSIVE EMPOWERMENT:
Any spells that help others are now more powerful.  (spells such as Shield Other, Aid, Heal, etc.)


So there it is. Start picking it apart, cause I know you guys will.

Melmoth - July 12, 2008 06:18 AM (GMT)
*is here to pick your PrC apart*

Quailing Stare needs to be moved to a higher level, IMO. No way in hell am I going to quake in fear of a Lv 1 of any PrC. I don't like fear effects that have little to back them up.

Love the Threat Sense. That needs to be in the shops, at least as a spell.

For the first three levels it's mostly stuff you can get in the shops already, by spells, feats, or skills. You're missing something small for those levels, something to spice it up, but isn't too powerfull.

My only problem with the last three levels is the range of the threat sense. Way too huge. Have a set number of miles for the final range. This way, when you pop off to the outer planes your PrC still retains its major advantage.



Now, some ideas you may want to add:

Armor affinity. Cause if you're jumping in front of blades all day, you're going to get stabbed sometime. Maybe your armor is lighter, or you have better experience with it, or maybe you're better at absorbing blows. Dunno.

Probably an alignment restriction, cause I'd get it just to teleport around and kill both the attacker and defender. I'd twist your PrC into something it isn't supposed to be. :}

If it wasn't already in the shops, I'd suggest Shield Other. For a bodyguard in desperate situations, it owns. Perhaps a variation on that? If the defender is harmed, you take that damage? It would stop evil people from taking the class and make the job much more pressing. Just a thought.

Dalhar Vharc - July 13, 2008 03:44 AM (GMT)
*laughs* I knew you wouldn't be able to resist.

All very good points. *starts incorporating them* Anyone else wanna pick it apart?

EDIT: Here's the modified, as per Melmoth's suggestions.

QUOTE
There are, among those that seek to protect, those who rise above the rest, becoming the epitome of the defender, always able to tell when someone is in danger, where ever they may be.  They have perfected the art of protecting someone, and preventing any harm from coming to them.  They are known as the Defenders of Innocence.


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

COST:

Level 1: 200 Gold
Level 2: 225 Gold
Level 3: 250 Gold
Level 4: 275 Gold
Level 5: 300 Gold
Level 6: 350 Gold

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

REQUIREMENTS:

Weapon based skill - Adept

Intimidate - Novice

ALIGNMENT:
Must be EITHER Lawful, Good, or both.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

BENEFITS:

LEVEL ONE:
The defender has gotten so skilled at fighting to defend someone, that they can be closer to that person and still fight effectively.  (Bonus Feat: Bodyguard)

Defensive Tactics:
At second level, the Defender can use tactical knowledge to exploit any weakness attackers might have, using those weaknesses to defend those who need it.


LEVEL TWO
Revert:
The best defense is a good offense

The Defender has learned how to use a combination of defensive and offensive measures to better defend those who need it, and are capable of more complex actions.  (Required skills +1 Level, or new Weapon based Skill)

Threat Sensitive:
The Defender at this point can sense when someone is in danger, but the range is rather limited, to within 50 miles

Shield of Loyalty:
The Defender, and those they choose to defend, are now under an effect much like that of a Shield Other spell.  Any injury that is inflicted on the charge/defendee/whatever the shell you wanna call them is instead deflected, landing instead on the Defender.


LEVEL THREE:
Quailing Stare:
By merely glaring at any single target, and using their intimidate, the Defender can cause that person to merely quake in fear of the Defender.

Armor Accustomization:
The Defender, by this point, is so skilled at turning blows aside, their armor effectively functions as the next best armor there is.  This is due to the Defender knowing where his armor's weak points are, and knowing how to protect them.


LEVEL FOUR:
Leap of Defense:
The Defender can now INSTANTLY travel any distance within the range of their Threat Sense, as long as such movement places them within reach to defend someone.

Threat Sense range expands to 100 miles beyond that of normal senses


LEVEL FIVE:
Weapon Empowerment:
Blessed by the forces of protection and defense, the Defender's weapon (your choice) gains ONE enchantment, up to 300 Gold in price, or a spell that is placed on a weapon up to 200 Gold, free of charge.


LEVEL SIX:
Threat Sense range now extends two hundred miles beyond the reach of normal senses.

DEFENSIVE EMPOWERMENT:
Any spells that help others are now more powerful.  (spells such as Shield Other, Aid, Heal, etc.)

Melmoth - July 13, 2008 05:55 AM (GMT)
Damn right I couldn't resist. The suggestions board is my favorite place on the whole site. I must comment on everything.

I like it better for the most part. One slight problem has turned up, I belive.



QUOTE
their armor effectively functions as the next best armor there is


This needs to be straightned out a bit, methinks. Especially when you get into the magic armors, the line on what's better begins to blur quite a bit. Chain vs Plate & different materials... Even for normal armor, deciding which is stronger is a headache. I really don't know how to fix this.

Dalhar Vharc - July 15, 2008 01:30 AM (GMT)
QUOTE
There are, among those that seek to protect, those who rise above the rest, becoming the epitome of the defender, always able to tell when someone is in danger, where ever they may be.  They have perfected the art of protecting someone, and preventing any harm from coming to them.  They are known as the Defenders of Innocence.


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

COST:

Level 1: 200 Gold
Level 2: 225 Gold
Level 3: 250 Gold
Level 4: 275 Gold
Level 5: 300 Gold
Level 6: 350 Gold

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

REQUIREMENTS:

Weapon based skill - Adept

Intimidate - Novice

ALIGNMENT:
Must be EITHER Lawful, Good, or both.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

BENEFITS:

LEVEL ONE:
The defender has gotten so skilled at fighting to defend someone, that they can be closer to that person and still fight effectively.  (Bonus Feat: Bodyguard)

Defensive Tactics:
At second level, the Defender can use tactical knowledge to exploit any weakness attackers might have, using those weaknesses to defend those who need it.


LEVEL TWO
Revert:
The best defense is a good offense

The Defender has learned how to use a combination of defensive and offensive measures to better defend those who need it, and are capable of more complex actions.  (Required skills +1 Level, or new Weapon based Skill)

Threat Sensitive:
The Defender at this point can sense when someone is in danger, but the range is rather limited, to within 50 miles

Shield of Loyalty:
The Defender, and those they choose to defend, are now under an effect much like that of a Shield Other spell.  Any injury that is inflicted on the charge/defendee/whatever the shell you wanna call them is instead deflected, landing instead on the Defender.


LEVEL THREE:
Quailing Stare:
By merely glaring at any single target, and using their intimidate, the Defender can cause that person to merely quake in fear of the Defender.

Armor Accustomization:
The Defender, by this point, is so skilled at turning blows aside, their armor effectively functions as the next most expensive.  This is due to the Defender knowing where his armor's weak points are, and knowing how to protect them.


LEVEL FOUR:
Leap of Defense:
The Defender can now INSTANTLY travel any distance within the range of their Threat Sense, as long as such movement places them within reach to defend someone.

Threat Sense range expands to 100 miles beyond that of normal senses


LEVEL FIVE:
Weapon Empowerment:
Blessed by the forces of protection and defense, the Defender's weapon (your choice) gains ONE enchantment, up to 300 Gold in price, or a spell that is placed on a weapon up to 200 Gold, free of charge.


LEVEL SIX:
Threat Sense range now extends two hundred miles beyond the reach of normal senses.

DEFENSIVE EMPOWERMENT:
Any spells that help others are now more powerful.  (spells such as Shield Other, Aid, Heal, etc.)


There. Fixed it slightly. Don't know if that'll be okay, but yeah.




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