Pathfinder: Lizardfolk Defend Their Own
All week long, we are showing off what is inside Book of Heroic Races: Advanced Lizardfolk. You’ve already seen the Racial Traits. Today we are showing off the Tribal Defender archetype.
Lizardfolk are all about their tribe, whether it is the community that they were born into or it is the group of adventurers that they fight and bleed beside. As such, the tribal defender looks out for other members that are not as good at defending themselves.
Tribal defenders are the appointed guardians of lizardfolk settlements. Tasked with protecting the tribe’s younglings and elders, these soldiers hone combat techniques designed to shield weaker allies.
Associated Class: fighter
Associated Race: lizardfolk
Replaced Abilities: bravery, armor training 1, 2, 3, and 4
Body Shield: At 2nd level, when fighting defensively or using total defense, a tribal defender can, as an immediate action, grant an adjacent allied creature a natural armor bonus to AC equal to his own until the beginning of his next turn. The tribal defender can use this ability only when he is wearing no armor, light armor, or medium armor.
Covering Guard: At 3rd level, when the tribal defender is fighting defensively or using total defense, allied creatures that are adjacent to him gain a +1 circumstance bonus to Reflex saves. Every four levels thereafter (7th, 11th, and 15th), this bonus increases by +1 each time, to a maximum of +4.
Get Behind Me: At 6th level, when an adjacent ally makes a Reflex saving throw, the tribal defender may, as an immediate action, roll the same saving throw as if he were the one subject to the effect requiring it. He must declare that he is using this ability before his ally has rolled the save. If this save is successful, the ally takes no damage or ill effects from the effect that triggered the save; however, the tribal defender suffers half of any damage that would normally be dealt by the effect. Failure indicates that the original target of the effect takes damage as normal, and the tribal defender still takes half damage.
Savior’s Dash: At 10th level, when an ally within range of his base land speed is targeted by a melee attack, a tribal defender may immediately move up to his speed, but he must end his movement adjacent to the attacked ally. Using this ability also uses up the tribal defender’s move action for the coming turn.
Savior’s Block: At 14th level, when a tribal defender uses savior’s dash, he can also make an attack roll to parry the melee attack that triggered his movement. If his result is greater than the attacking creature’s result, the creature’s attack against the adjacent ally automatically misses.
Unrivaled Protector: At 18th level, a tribal defender is merely staggered rather than disabled or unconscious when at 0 hp or dying. While he is fighting defensively or using total defense, allies adjacent to him gain DR 5/— and are not subject to critical hits.
Book of Heroic Races: Advanced Lizardfolk is part of the Book of Heroic Races: Advanced Compendium. Order and download the Book of Heroic Races: Advanced Compendium now at the JBE Shop, DriveThruRPG, d20PFSRD, and Paizo.com.