Defender

Defender

The Defender is a staunch ally to have at your side when venturing deep into the dark depths of dangerous dungeons. The defender guards their allies, using techniques that distract and disadvantage foes and intercepting enemies that try to slip past the defender, stopping them in their tracks with devastating strikes.

The melee defender starts with Intercede and Intercept. These powers are the core of their ability to keep their enemies focused on the defender instead of the defender's allies. Intercede puts adjacent enemies attacking the defender's allies at a disadvantage, while intercept keeps them from slipping past the defender to attack vulnerable targets.

Level Chart

Level Health Vitality Abilities
1 4d6+24 - Melee: Intercede, Intercept Ranged: Deflect, Provoke
2 - +1 -
3 - - -
4 1d6+4 +1 -
5 - - -
6 - +1 -
7 1d6+4 - -
8 - +1 -
9 - - -

Melee Defender Powers

Target: Each enemy in range
Effect: Enemies affected by Intercede make attacks at a disadvantage unless that attack includes you or one of your allies who also have Intercede or Deflect active as a target. Marked enemies are not affected by Intercede.
Trigger: An enemy you threaten shifts or moves.
Effect: Make an opportunity attack against the enemy that triggered Intercept. If you hit, the enemy stops moving immediately and is immobilized until the end of the round.

Ranged Defender Powers

Target: Each ally in range
Effect: Enemies affected by Deflect make attacks at a disadvantage unless that attack you or one of your allies who also has Intercede or Deflect active as a target. Marked enemies are not affected by Deflect.
Special: Provoke may be used as a free action during your turn in the Battle phase.
Target: One enemy
Effect: The target is marked until the end of next round.