Defender of Teyr
D&D 3e (3.0/3.5) Rules
by Ogre Bane
"First, to the race of draconians! Second, to the nation of Teyr!"
After struggling for years after the Chaos War to find a place in this world, the race of warlike dragonmen called "draconians" finally found a home in the old dwarven city of Teyr. Under the leadership of their governor, Kang, the draconians built up a nation for them to live in and raise their newly found children. It is said that the city of Teyr is one of the most impregnable cities in all of Ansalon, and it is given this title not only from its vast stone walls, but from the dedicated soldiers that man them. It is these warriors, the Defenders of Teyr, which would willingly give their lives to ensure the survival of the race of draconians and their beloved city.
The Defenders of Teyr are considered heroes to the draconians living in the city of Teyr. They are also considered honorable warriors and are welcome in most draconian societies. They are the permanent guard of the city, defending the walls with spears as their enemies swarm around them; they are also agents for the governor himself, often going on long reconnaissance missions to ensure the safety of their beloved town.
Most Defenders of Teyr started out as fighters who focus in combat with polearms, such as spears; however a few rangers and barbarians make up their ranks, as well as a rogue every now and then. Spellcasting draconians, such as Bozaks and Auraks, do not usually join the ranks of the Defenders due to the lack of magical focus.
Hit Die: d10.
To qualify to become a Defender of Teyr, the character must fulfill the following criteria.
Race: Draconian (Aurak, Baaz, Bozak, Kapak, or Sivak).
The Defender of Teyr's class skills (and the key ability for each skill) are Climb (Str), Gather Information (Cha), Hide (Dex), Jump (Str), Listen (Wis), Move Silently (Dex), Search (Int), Spot (Wis), and Swim (Str).
All of the following are class features of the Defender of Teyr prestige class.
Weapon and Armor Proficiency: Defenders of Teyr are proficient with all simple and martial weapons, all types of armor, and shields (but not tower shields).
Draconian Breath Weapon (Su): The Defender of Teyr has harnessed the power of his draconic heritage and learned to form powerful blasts of elemental force from his breath. He gains the Draconian Breath Weapon feat, as listed in the Dragonlance® Campaign Setting, even if he does not meet the prerequisites for it. He can use this breath weapon once per day at 1st level and twice per day at 10th level.
Spear of Doom (Ex): The Defenders of Teyr are trained in the art of fighting with polearms against foes who charge into combat. At 1st level, a Defender gains the Spear of Doom feat, as listed in the Dragonlance® Campaign Setting. In order to use this ability, the Defender of Teyr must be using a polearm. For the purposes of defining a polearm, it includes all of the following weapons: glaive, guisarme, halberd, javelin, longspear, ranseur, shortspear, spear, trident, and the dwarven urgrosh. The DM may add other weapons to this list.
Quick Thinking (Ex): Starting at 2nd level, the Defender of Teyr can react to dire circumstances faster than others. He gains the Quick Thinking feat, as listed in the Age of Mortals Companion.
Spear of Defense (Ex): Through focusing in the use of a polearm, the Defender of Teyr is better able to defend himself in combat. Beginning at 3rd level, when using his Combat Expertise feat, he adds 2 points to his Armor Class for every point subtracted from his base attack bonus. For example, if a Defender subtracts 3 from his attack roll, he may add 6 to his Armor Class. This feat can only be used with a type of polearm. He still cannot subtract more than 5 points from his attack roll.
Heroic Surge (Ex): Beginning at 4th level, the Defender of Teyr can call upon his reserves of energy in great times of need. He gains the Heroic Surge feat, as listed in the Age of Mortals Companion.
Quicker Thinking (Ex): At 5th level, the Defender of Teyr becomes even more able to react quickly to dangerous events. The bonuses to Initiative and Spot checks increase from +2 to +4.
Improved Draconian Breath Weapon (Su): The Defender of Teyr has learned to enhance his natural ability to produce an elemental breath weapon. At 6th level he gains the Improved Draconian Breath Weapon feat, as listed in the Dragonlance® Campaign Setting, even if he does not meet the prerequisites. This can be used as many times per day as the Draconian Breath Weapon ability. Furthermore, the Reflex save DC increases by +2.
Spear of Vengeance (Su): Beginning at 7th level, once per day, the Defender of Teyr can imbue any polearm he wields with vengeful energy. Any time he takes damage from a melee attack (not a ranged attack, spell, or supernatural ability), the attacker suffers 2d6 points of damage from a vengeful blast. This ability lasts for 4 rounds plus 1 round per point of Charisma bonus (lasting a minimum of 4 rounds). The Defender of Teyr can activate this ability as a free action, but only on his turn.
Diehard (Ex): The Defender of Teyr can continue fighting even when most would fall. He gains the Diehard feat at 8th level, as described in the Player's Handbook, even if he does not meet the prerequisites.
Spear of Fate (Ex): The Defender of Teyr has become so adept at using a polearm that he can become more deadly on critical hits. Beginning at 9th level, any polearm wielded by the Defender of Teyr has doubled the threat range and one increment higher in critical damage. For example, if a Defender of Teyr were using a glaive, he would score a critical hit on a 19 or 20 (normally just a 20) and deal x4 damage (normally just x3 damage). This ability is only in effect when the Defender of Teyr uses a polearm. It does not stack with the keen ability of magical weapons or the Improved Critical feat.
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