Defender of Earth

When evil stands at it's fiercest, and when the light of day looks dim, only one hero can stand above the rest to push evil down a notch. A Defender of Earth is a defender of justice elected by the Earth Defense Force to defeat the vile aliens and creatures that threaten Earth.

**Alignment:** Any Good

**Hit Die:** d10

**Requirements** To qualify to become a Defender of Earth, a character must fulfill all the following criteria.

Must be Good

**Special:** Must be elected as a defender of Earth by the Earth Defense Force.

**Class Skills**

The Defender of Earth's class skills (and the key ability for each skill) are Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (nobility and royalty) (Int), Knowledge (The planes)(Int), Knowledge (Dungeoneering)(Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Stealth (Dex), Use Magic Device (Cha) and any one Martial Knowledge skill.

**Skill Ranks at Each Level:** 4 + Int modifier.

**Class Features**

All of the following are class features of the Defender of Earth prestige class.

**Weapon and Armor Proficiency:** A Defender of Earth gains no weapon proficiencies.

**Techniques Readied:** At levels 1, 2, 4, 6, 8, and 10, A Defender of Earth gains the ability to ready martial techniques as if they had leveled up in it's previous class. If it had more than one previous class you must choose which class at Each level. You do not learn new techniques from this and must still train to learn them just as before.

**Hero Specialization**

At 1st level the Defender of Earth selects a hero specialization. This determines minor things about the class but also sets the stage for what kind of Hero you are.

*22nd Century Defender:* The Defender of Earth is a space hero with abilities that are out of this world! The Defender gains Drive (Dex), and Use Computer (Int) as class skills. In addition the Defender of Earth gains proficiency in 1 kind of technological weapon. The Defender of Earth gains proficiency in another kind of technological weapon at every other level afterward (To a total of 5 at 10th level)

*Ancient Defender:* From a different time, in a different place, this Defender hones his skills and fights for justice the old fashioned way. The Defender of Earth gains two additional Martial Knowledge skills as class skills. In addition, the Defender of Earth Gains proficiency in 1 non-technological exotic weapon. The Defender of Earth gains proficiency in another kind of exotic weapon at every other level afterward (To a total of 5 at 10th level)

**Vigilante of Earth**

At 1st level, the Defender of Earth, shares some capability with a Vigilante! Creatures who prestige into Defender of Earth from being a Vigilante still gain some of their class abilities. Defender of Earth levels are treated as Vigilante levels for level dependant abilities, such as vigilante or social talents that grant improved abilities at later levels. Stalker Vigilantes who take levels in Defender of Earth still gain their sudden strike increases, gaining them at the same time they gain additional techniques per day. This does not grant new class abilities.

**Defender's Will**

The Defender of Earth must face the horrors of the universe day in and day out, and as such stands as a master of great Justice against his foes. At 1st level, A Defender can enter a stance of great justice, granting her additional combat prowess. Starting at 1st level, a Defender of Earth can enter a Defender's Will for a number of rounds per day equal to 4 + his Constitution modifier. At each level after 1st, he can use Defender's Will for 2 additional rounds. Temporary increases to Constitution, such as those gained from Rage, Defender's Will and spells like bear's endurance, do not increase the total number of rounds that a Defender of Earth can use Defender's Will per day. A Defender of Earth can enter Defender's Will as a free action. The total number of rounds of Defender's Will per day is renewed after resting for 8 hours, although these hours do not need to be consecutive.

While in the Defender's Will Battle Stance, a Defender of Earth gains a +4 bonus to any of his ability scores. You may apply the full bonus, or you can distribute it to other scores in increments of +2. In addition you gain a +2 bonus on one Saving throw of your choice.

A Defender of Earth can end his Defender's Will as a free action. While this does not have the same bonuses or drawbacks of a rage, rage abilities and feats that apply to rage can be applied to the Defender’s Will as well.

**Bonus Feat**

A Defender of Earth gains bonus feats at levels 2, 4, 6, 8, and 10 and these feats can be chosen from the list of combat feats, as well as any Hero Point feats. Depending on the Defender of Earth’s specialization, there are a few other feats that they have to choose from as well.

*22nd Century Defender:* The Defender of Earth can select the following feats as bonus feats. Craft Cybernetics, Craft Pharmaceuticals, Craft Technological Arms and Armor, Craft Technological Item, Robot’s Bane, Scavenger’s Luck, Technologist, Technology Adept, and Wrest Charge.

In addition the Defender can select the following monster feats. Turbo Overdrive (The Defender must be character level 8 before he can select this Baciel feat), Alienware, Gray, and Xenu (Treat your character level as your Alpha Draconis level)

*Ancient Defender:* The Defender of Earth can select the following feats as bonus feats.

Technophobe, Skill Focus, Improved Focus, Signature Skill, Meditation Master, Combat Meditation, Meditative Concentration, and any metamagic feat usable for techniques.

In addition the Defender can select the following monster feats. Pvt. Rabbit, Cpl. Rabbit, Sgt. Rabbit, Lt. Rabbit, or Col. Rabbit.

**Vanquish Evil (Su)**

At 3rd level you gain the ability to destroy evil foes. When activating your Defender’s Will, you can designate a single enemy per Defender of Earth level within sight as your foes. The Defender of Earth adds it’s Defender of Earth Level to attack and damage rolls vs. these targets. The Defender takes a -2 penalty to armor class and saving throws against all other targets in the encounter. Every time the Defender successfully gets the last blow on the target of it’s Vanquish evil ability, it heals 1d10+Constitution modifier hitpoints (Charisma modifier if undead). This can be used twice per day at 3rd level, and an additional 1 time per day at levels 5, 7, and 9 respectively. If the target is not actually evil, it can still be effected so long as it’s participating in evil acts, however innocent creatures are unaffected by this. This lasts until you or the enemy is defeated or the encounter ends in some other way.

**Rage Powers**

At 3rd level, the Defender of Earth gains a rage power using twice it’s defender of earth level as it’s Barbarian level to determine if it qualifies to select it. The rage power applies to it’s Defender’s will ability. The Defender of Earth gets another at 5th level and again at 7th.

**Greater Defender's Will (Ex)**

At 5th level, Your bonus to Defender's will increases to +6. In addition you gain a +1 deflection bonus to armor class. In addition you gain an ability based on your Defender Specialization.

*22nd Century Defender:* While in your Defender’s will form, you add your charisma modifier as a bonus to all use computer, and Drive checks.

*Ancient Defender:* While in your Defender’s will form, you add your charisma modifier as a bonus to all martial knowledge checks, as well as to sense motive checks.

**Heroic Punishment (Ex)**

At 6th level, A Defender of Earth learns to take out the villains and save the day, all the while looking awesome and keeping the peace. A number of times per day equal to 3+your Charisma modifier, the Defender of Earth can cause one of his attacks to deal an additional 1d6+1 damage per level (Max +10). This damage is considered divine damage and the attack is considered magic and good for overcoming damage reduction. Using a Heroic Punishment is a free action that is added to your attack, however only one use can be used per round unless targeting a creature effected by the Vanquish evil ability in which it can be used once per round for every 3 levels in this class you possess.

**Anthem of Braves (Sp)**

Your battle hymn marches on as you continue to protect the Earth with your glory. Once per day as a standard action, for every 3 levels you possess in this class, you can allow everyone within 60 feet to hear the anthem of braves. You and your allies gain the effects of a Greater Heroism spell using your total character level as your defender of Earth caster level. Enemies within 60 feet that are effected by your Heroic Vanquish Evil ability must make a will saving throw DC: 10+ Defender of Earth level+ Charisma modifier or take the opposite of a Greater Heroism spell. (-4 to attack rolls, saving throws, and skill checks, vulnerability to fear effects, and -1 hitpoint per caster level (Max 20).  For enemies this lasts only 1 round per level.

**My Comrade (Ex)**

You have learned as a Defender of Earth that it is your duty to stand by your allies in battle and aid them whenever you can. You gain immunity to all fear effects and death effects. Your allies within 30 feet gain a +4 bonus to resist all fear and death effects.

**Perfect Defender's Will**

Your bonus to Defender's will increases to +8. In addition while in this form, your deflection bonus to armor class is increased to +2, you gain Fast healing equal to your Charisma modifier. In addition you gain an ability based on your Defender Specialization.

*22nd Century Defender:* While in your Defender’s will form, you gain an amount of charges that can be used on any tech item equal to your charisma modifier. These refresh when you exit and re-enter the form. If you possess a jetpack, rocket boots, or some other similar mode of transportation, you can use it as a vehicle for the purpose of vehicle related feats and abilities.

*Ancient Defender:* While in your Defender’s will form, so long as you have uses of heroic punishment  available, you can use it infinitely without spending a point. Finally you also gain damage reduction in this form overcome by nothing with the DR equaling your Defender of Earth level.