Tribal Defender

== Tribal Champion ==

Masters of defending allies and quick offensive strikes, Tribal Champions are welcomed almost anywhere they go, and nearly all tribes would love to have one available to protect them.

Level Atk B Fort Save Ref Save Will Save Special
1 1 1 1 0 Defensive Stance +2, Champion’s Charge
2 2 1 1 1 Unhindered Charge 1/day, Improved Total Defense
3 3 2 2 1 Defensive Stance +3, Protective Strike
4 4 2 2 1 Unhindered Charge 2/day, Burst of Speed
5 5 3 3 2 Defensive Stance +4, Greater Total Defense, Tribal Focus
6 6 3 3 2 Unhindered Charge 3/day, No Mercy 1
7 7 4 4 2 Defensive Stance +5, Moving Defense
8 8 4 4 3 Unhindered Charge 4/day, Improved Champion’s Charge
9 9 5 5 3 Defensive Stance +6, Moving Attack , No Mercy 2
10 10 5 5 3 Unstoppable Charge 5/day, Bastion of Protection +8

Hit Die: D10

= Requirements =

Race: Hobgoblin, Kobold, Lizardfolk, Orc, or Redcap

Base Attack Bonus: +5


  • Mobility

= Class Skills =

Acrobatics, Craft (any), Intimidate, Perception, Swim

Skill points at each level: 2 + Int modifier

= Class Features =

Weapon and Armor Proficiency: A tribal champion gains proficiency with the lance and all shields except tower shields.

Defensive Stance(Ex): At the start of any turn when the tribal champion is within 5 feet of an ally, she may transfer up to 2 points of Armor Class to the ally (making her own Armor Class worse by the same number). The maximum number of points she may transfer increases by 1 for every two levels beyond 1st.

Champion’s Charge(Ex): When a tribal champion charges they gain dr/- equal to their tribal champion level until the end of their turn. This ability stacks with other sources that provide dr/-. At 8th level the damage reduction lasts until the start of their next turn.

Unhindered Charge (Ex): When using the charge action, a tribal champion of 2nd level and higher may declare an unhindered charge before starting their movement. During an unhindered charge, the tribal champion ignores effects of hindering terrain and may move through enemy square as if those square were unoccupied. The square to which the tribal champion charges to must still be unoccupied. This movement provokes attacks of opportunity as normal.

Improved Defense (Ex): A tribal champion of 2nd level and higher receives an extra +2 to her dodge bonus while fighting defensively and an extra +4 to her dodge bonus if she uses the total defense action.

Protective Strike (Su): At 3rd level, a tribal champion learns to strike enemies that attack her allies. Any melee attack made by an enemy against any of the tribal champions allies provokes an attack of opportunity from the tribal champion, regardless of whether the attack would normally do so.

Burst of Speed (Ex): At 4th level and higher a tribal champion can urge herself to greater than normal speed when charging. This ability doubles the maximum distance she can travel when making a charge, up to four times her speed. This ability can be used once per day without penalty to the tribal champion. Each additional use of the ability in a single day requires her to make a DC 20 Will save immediately after the conclusion of the charge; failure results in her taking 2d6 points of damage.

Greater Defense (Ex): A tribal champion of 5th level and higher receives an extra +4 to her dodge bonus while fighting defensively and an extra +8 to her dodge bonus if she uses the total defense action. These bonuses do not stack with the bonuses from improved defense.

Tribal Focus: At 5th level a tribal champion receives a bonus fighter feat or a barbarian rage power. Tribal champion class levels count as fighter or barbarian levels for qualifying for this feat or power.

No Mercy (Ex): At 6th level, a tribal champion gains the ability to make one extra attack of opportunity per round (as if she had the Combat Reflexes feat and a Dexterity modifier of +1). At 9th level and higher, the character can make as many as two extra attacks of opportunity per round. This benefit stacks with the benefit from the Combat Reflexes feat.

Moving Defense (Ex): At 7th level and higher, a tribal champion may take a 5-foot step after using a Protective Strike. She is still limited to one such adjustment per round, so she cannot use this ability during a round in which she has already taken a 5-foot step.

Moving Attack (Ex): At 9th level and higher, a tribal champion can make a full attack when she moves more than 5 feet but no more than a single move action would take her. The tribal champion may not combine this full attack with a charge.

Bastion of Protection(Ex): At 10th level, the total amount of Armor Class allowed to be transferred by defensive stance increases to +8. In addition a 10th level tribal champion may split the Armor Class bonus amongst any allies within 5 feet.

Unstoppable Charge(Ex): When making an unhindered charge, a 10th-level tribal champion may make Bull Rush attempts as free actions without provoking attacks against any enemy whose space he would pass through on the way to the target of his charge. The tribal champion may add his tribal champion class levels to the CMB rolls for the bull rush attempts during his charge. The tribal champion still provokes attacks as normal for movement out of threatened squares.

Tribal Defender

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