The Bulwark, Champion of Defense (PEACH) [Archive] - Wizards Community

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Secrets Untold

08-10-07, 11:42 PM
The Bulwark
In every group of soldiers or warriors, there is always at least one devoted to defense and counteraction, instead of offence and attack. Those few who truly focus on this ability often become great protectors, both of themselves, and others. They learn the art of parrying a blow, and the art of countering an attack. They become bulwarks on the battlefield. Hit die: d10

Prerequisites
Feats: Improved Total Defense, Combat Expertise, Riposte
Weapon Proficiency: Any sword
Special: Must intentionally put yourself in danger to save someone else

Most bulwarks are fighters or duelists, but rogue and even bard bulwarks are common, and the occasional ranger, barbarian, or paladin bulwark exists. Wizard, sorcerer, druid, and cleric bulwarks are unheard of, or one-of-a-kind.

Class Level BAB Fort Save Ref Save Will Save Special
1 +0 +1 +2 +0 Bulwark’s Parry
2 +1 +1 +3 +0 Auspicious Defense 1/day
3 +2 +1 +3 +1 Shield Stance
4 +3 +2 +4 +1 Bulwark’s Parry
5 +4 +2 +4 +1 Champion’s Safeguard
6 +5 +2 +5 +2 Auspicious Defense 2/day
7 +6 +3 +5 +2 Bulwark’s Parry
8 +7 +3 +6 +2 Complete Defense
9 +8 +3 +6 +3 Martyr’s Presence
10 +9 +4 +7 +3 Reflective Parry 2/day, Bulwark’s Parry

Class Skills: Spot, Listen, Climb, Jump, Tumble, Escape Artist, Bluff - 2+Int skill points per level

Weapon and Armor Proficiency: Bulwarks gain proficiency with shields (not tower shields) and light and medium armor.
Bulwark’s Parry (Ex): Every time a bulwark parries a blow (that is, defends himself only because of the dodge bonus supplied by the Total Defense Action while he is holding a weapon), he does so with great skill. This allows him to pick one of the following abilities at 1st level and every third level thereafter (4th, 7th, and 10th).
Forceful Parry: The bulwark may make a free disarm attempt, with no risk of being disarmed himself, as part of a successful parry.
Whirling Riposte: The attack of opportunity the bulwark gets because of the Riposte fear can be made against all adjacent foes.
Faltering Parry: The bulwark may make a trip attempt as part of a successful parry, with no risk of being tripped himself.
Sundering Parry: The bulwark may make a sunder attempt against the weapon he parried as part of a successful parry
Flamboyant Parry: The bulwark’s parry renders the attacking foe flatfooted on a successful feint attempt (made as part of the parry).
Agile Sidestep: When a bulwark parries an attack, he may take a 5-foot step away from his attacker.
Auspicious Defense (Su): Starting at 2nd level, a bulwark’s defensive abilities are so great, that it seems luck smiles on them. Once a day, the bulwark can force a re-roll on an attack roll made against them. The bulwark can pick which of the two results he wants. The bulwark gains an additional use of this ability at 6th level.
Shield Stance (Ex): Starting at 3rd level, if a bulwark is carrying a shield, he can increase his shield bonus to Armor Class to 1½ times (round down) normal as a move action. (+2 becomes +3, +4 becomes +6, etc.)
Champion’s Safeguard (Ex): Sometimes, you have to jump in the way to block a blow. Starting at 5th level, the bulwark can choose to forgo his dodge bonuses to armor class to give all adjacent allies a dodge bonus equal to the bonus the bulwark sacrificed. If the attack hits, you take the damage in the ally’s stead.
Complete Defense (Ex): As a full round action, a bulwark of 8th level or higher can gain a +8 dodge bonus to Armor Class. This stacks with any extra times the Improved Total Defense feat has taken (ie. 2 times give a +10 total, 3 times, a +12).
Martyr’s Presence (Su): A bulwark of at least 9th level can absorb half the damage that an adjacent ally would take.
Reflective Parry (Su): A 10th level bulwark’s superhuman defenses allow him to perform a reflective parry twice a day. When a blow is parried by the bulwark, the attacker takes damage as if he had successfully attacked himself. This cannot be used in conjunction with the Bulwark’s Parry ability.

There you go, a defensive-focused fencing-spiced PrC for you to sink your teeth into. If anything is unclear, you want more flavor, or something needs to be changed please let me know. If you like the class, feel free to try it out!
Secrets Untold

08-11-07, 10:15 PM
Erm...I probably should post the series of feats I developed with the Bulwark. Yeah...

Improved Total Defense [General, Fighter]You are more skilled at defending yourself than others.
Prerequisites: Combat Expertise, Int 13
Benefit: When you use the total defense action, you gain a +6 dodge bonus to Armor Class
Normal: When you use the total defense action, you only gain a +4 bonus.
Special: This feat may be taken multiple times, each time, the bonus increases by 2.

Riposte [General, Fighter]
Your mastery of parrying blows has let you sneak in a few of your own.
Prerequisites: Combat Expertise, Int 13, Dex 13, BAB +3
Benefit: While using the total defense option, every time you block an attack because of the dodge bonus provided because of the action (ie. With a normal AC of 14, you use total defense, thus blocking a 16-to-hit attack), you may make an attack of opportunity against the attacking foe, if they are within reach.
Special: You do not gain the benefits of this feat unless you are holding a sword of some type.

Deadly Riposte [General, Fighter]
Your ripostes have become even more dangerous, as you seek out major weak points in your target’s guard, with disabling results.
Prerequisites: Combat Expertise, Riposte, Int 13, Dex 13, BAB +6
Benefit: Whenever the Riposte feat allows you to make an attack of opportunity, you can deal 1d3 temporary Strength or Dexterity to your target.
IdleAltruism

08-12-07, 02:27 PM
Do you play guildwars :D ?

This class looks to limited and really isn't that good at defending(your party shouldn't be standing next to each other most of the time). Its an AC monger and doesn't really do much else. Its defense is AC and really that doesn't count for much. I've seen alot of people wanting to make a tank class but really the best way to prevent damage is by doing more damage. The faster things die the less hurt they can put on your party. Having a high AC helps, but this class lacks offense and really doesn't add much defense to the party.