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Class record

Protector

Defender

Tier
3
Difficulty
2 / 5
Main role
Defender
Secondary role

Rules reference

Class mechanics

Entry requirements and the complete level-by-level advancement path.

Entry

Requirements

Guardian mastered.

Advancement

Progression

  1. UnlockKey ability
  2. Level 2Ability 1
  3. Level 3Skills
    You gain +5 skill points to spend in Athletics, Riding, Intimidation, Perception or Common Knowledge. You can exchange any skill point for 2 expertise points, but must spend them in these skills.
  4. Level 4Ability 2
  5. Level 5Heart
    You gain +1 Fitness, Awareness or Presence.
  6. Level 6Ability 3
  7. Level 7Soul
    You gain +1 to Agility or Toughness.
  8. Level 8Ultimate ability

Identity & lore

Class overview

Heavily armored warriors with large shields that protect their allies.

Tactical guidance

Playing Protector

The protector gains access to greatshield to help in their tanking. Like heavy armor, equipping a greatshield may be overkill on the defensive front. However, it comes with the benefit of letting your allies use you as cover, so greatshield + medium armor is better than normal shield + heavy armor if you have to choose between them.

With no getting past!, ignoring the protector's attacks of opportunities is basically impossible. It has sure hit and applies a slow at the minimum, so unless the target has high block there's little chance they can move at full speed away from a protector. The option to use a heavy attack exists as well. While a sure hit heavy attack is normally really strong, due to your heavy armor you probably do not have the RP to spare on it.

Provoke II is a fire and forget challenge ability that keeps an enemy taunted for the entire fight. You don't want to keep switching this around since the AP cost is too high for it, so just put it on the most dangerous enemy and leave it there.

Bullet Magnet is a tool for protecting your allies from ranged attacks. You have to use it on your turn, so you have to be aware of when enemy archers are in position to shoot your allies. It is a great ability to help win ranged battles, especially if you can find low or even high cover to hide behind.

The Secret Art: Shield Wall is effectively a party wide invulnerability against a single ability. The mana cost is very high, but this can save everyone's life when used against a powerful AoE attack.

Protector

Class features

Abilities unlocked

Complete rules for every ability granted by Protector.

Class feature

Benefit 1

You gain proficiency in Greatshields. While wearing a Greatshield, any ally standing behind you that is the target of a ranged attack may treat you as high cover.

0 RP
Range
Melee Weapon Range

You may make a Light (0 RP) or Heavy (1 RP) attack against the target. On damage, the target becomes Slowed until the end of their turn. If the target is already Slowed, they become Rooted.

Requirements

Only usable when you would be able to make an attack of opportunity.

Ability

Provoke II

2 AP
Range
60ft
Keywords
Challenge

You Challenge the enemy until the end of the encounter. You may only have 1 target Challenged at the same time through this ability.

Requirements

-
1 AP
Range
20ft

Until the start of your next turn, any single target Ranged Weapon Attack made against an ally in range is made against you instead.

Requirements

Must be using a greatshield.
1 RP6 MP
Range
20ft
Keywords
Secret Art

You and your allies in range gain Shield Wall, which reduces the damage they take from the triggering attack by 75.

Requirements

Usable when you are the target of an ability that affects an area, using a shield.