Imperial Defender (Zoroaster)

Requirements
To qualify to become a defender, a character must fulfill all the following criteria.


 * Race*: Empire


 * Alignment*: Lawful.


 * Base Attack Bonus*: +7.


 * Feats*: Void Use, Dodge, Great Fortitude, Toughness

Class Skills
The defenders class skills (and the key ability for each skill) are Battle (Wis), Craft (Int), Listen (Wis), Sense Motive (Wis), and Spot (Wis).


 * Skill Points at Each Level*: 2 + Int modifier.

Class Features
All of the following are Class Features of the imperial defender prestige class.

Hit Dice: d12


 * AC Bonus (Ex)*: The imperial defender receives a dodge bonus to Armor Class that starts at +1 and improves as the defender gains levels, until it reaches +4 at 10th level.


 * Weapon and Armor Proficiency*: An imperial defender gains no additional armor or weapon proficiencies.


 * Strength of the Mountain*: When he invokes the strength of the mountain, a defender gains phenomenal strength and durability, but may only make a single step each round. He gains +2 to Strength, +4 to Constitution, a +2 resistance bonus on all saves, and a +4 dodge bonus to AC. The increase in Constitution increases the defenders hit points by 2 points per level, but these hit points go away at the end of the defensive stance when the Constitution score drops back 4 points. These extra hit points are not lost first the way temporary hit points are. The strength of the mountain stance lasts for a number of rounds equal to 3 + the characters (newly improved) Constitution modifier. A defender may end his stance voluntarily prior to this limit. At the end of the strength of the mountain, the defender is winded and takes a 2 penalty to Strength for the duration of that encounter. A defender can only invoke the strength of the mountain a certain number of times per day as determined by his level. Invoking or ending the strength of the mountain takes no time itself, but a defender can only do so during his action.

Heroic Movement: This optional movement can be used with Strength of the Mountain.


 * Uncanny Dodge (Ex)*: Starting at 2nd level, an imperial defender retains his Dexterity bonus to AC (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 a character gains uncanny dodge from a second class, the character automatically gains improved uncanny dodge (see below).


 * Damage Reduction (Ex)*: At 6th level, an imperial defender gains damage reduction. Subtract 3 points from the damage the imperial defender takes each time he is dealt damage. At 10th level, this damage reduction rises to 6/. Damage reduction can reduce damage to 0 but not below 0.


 * Improved Uncanny Dodge (Ex)*: At 6th level, an imperial defender can no longer be flanked. This defense denies rogues the ability to use flank attacks to sneak attack the dwarven defender.

The exception to this defense is that a rogue at least four levels higher than the Imperial Defender can flank him (and thus sneak attack him).

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


 * The Mountain Does Not Move*: The imperial defender gains the The Mountain Does Not Move feat.


 * The Mountain Does Not Fall*: The imperial defender gains The Mountain Does Not Fall feat.

Design Notes
The Imperial Defender is based on the Dwarven Defender, but updated for use in Rokugan. The class in incorporates some of the Crab techniques, but it is accessible to all schools.

The class gains two Crab techniques that reduce damage and can move in defensive stance, and is thus more powerful than the Dwarven defender. Still, I feel that the ability to ignore damage is appropriate, and indeed the very essence of the class. Void points will probably be a major limitation for this class, so they cannot be used very often.

Trap sense has been removed.

Strength of the mountain is virtually the the same as the defensive stance of the dwarven defender, but allows for a single step.