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Great Rift Deep Defender

(Shining South variant, p. 24)

The Great Rift deep defender has a keen understanding of the importance of making a stand.

Requirements

Base Attack Bonus: +7

Alignment: Any lawful

Feats: Dodge , Endurance , Toughness

Race: Gold dwarf.
Region: The Great Rift.


Hit die

d12

Skill points

2 + Int

Class Features

Weapon and Armor Proficiency: A Great Rift deep defender is proficient with all simple and martial weapons, light, medium, and heavy armor, and shields (including tower shields).

AC Bonus (Ex): The Great Rift deep defender receives a dodge bonus to Armor Class that starts at +1 and improves as the defender gains levels to a maximum of +3 at 5th level.

Hold the Line: The Great Rift deep defender gains Hold the Line (see page 20) as a bonus feat.

Uncanny Dodge (Ex): At 2nd level and higher, a Great Rift deep defender gains the extraordinary ability to react to danger before his senses would normally allow him to even be aware of it. He retains his Dexterity bonus to Armor Class (if any) regardless of being caught flat-footed or struck by an invisible attacker.(He still loses any Dexterity bonus to AC if immobilized).

If the character gains uncanny dodge from a second class (such as rogue), he automatically gains improved uncanny dodge (see below).

Uncanny Stability (Ex): Starting at 3rd level, a Great Rift deep defender improves his racial resistance to being moved from his position. He gains an additional +4 bonus on ability checks made to resist being bull rushed or tripped while standing in a narrow or low space (+8 total, counting the dwarf racial trait). See Subterranean Bulwark below for definitions of narrow and low spaces.

Improved Uncanny Dodge (Ex): At 4th level and above, a Great Rift deep defender can no longer be flanked,since he can react to opponents on opposite sides of him as easily as he can react to a single attacker. This defense denies rogues the ability to use flanking to sneak attack the deep defender. The exception to this defense is that a rogue at least four levels higher than the deep defender can flank him (and thus sneak attack him).

If the character gains uncanny dodge (see above) from a second class (such as rogue), the character automatically gains improved uncanny dodge, and the levels from those classes stack to determine the minimum rogue level required to flank the Great Rift deep defender.

Subterranean Bulwark (Ex): When he is in an enclosed area, the Great Rift deep defender can become a stalwart bastion of defense. In a narrow or a low space, he gains DR 3/—, as well as a +1 bonus on attack rolls and a +2 bonus on damage rolls. (A narrow space is an area no wider than 5 feet, while a low area is shorter than the deep defender, but at least half of his height.) He cannot move from the spot he is defending without losing the benefits of this ability.

The deep defender ignores the penalty for hampered melee when fighting in a narrow or low space with light or one-handed melee weapons, and takes only a —4 circumstance penalty on attack rolls when using a two-handed weapon in such conditions. In a space both narrow and low, the deep defender functions as if only one of those conditions applied. In addition, when fighting in cramped quarters the deep defender does not lose his Dexterity bonus to Armor Class.

Advancement

Level BAB Fort Ref Will AC Bonus Special
1st +1 +2 +0 +2 +1 Hold the line
2nd +2 +3 +0 +3 +1 Uncanny dodge
3rd +3 +3 +1 +3 +2 Uncanny stability
4th +4 +4 +1 +4 +2 Improved uncanny dodge
5th +5 +4 +1 +4 +3 Subterranean bulwark

Class skills

Skill name Key ability Trained only Armor check penalty
Craft INT no no
Listen WIS no no
Sense Motive WIS no no
Spot WIS no no

Spells for Great Rift Deep Defender

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