The Defense (Strength) skill measures your skill in the effective use of self-defense techniques and shields to block incoming attacks.
Items with the ⬆ Upgrade symbol can be purchased any number of times.
Items with multiple tiers must be purchased in order (starting with tier 1.)
Prerequisite: 3 Defense
Your defense training allows you to make more effective use of armor.
Equipped armor absorbs an additional 1 damage.
Prerequisite: 5 Defense
Equipped armor absorbs an additional 2 damage (total 3 from this feat.)
Prerequisite: 7 Defense
Equipped armor absorbs an additional 3 damage (total 6 from this feat.)
Prerequisite: 9 Defense
Equipped armor absorbs an additional 4 damage (total 10 from this feat.)
Prerequisite: 3 Defense
Your movement speed is doubled during Protect Ally (Defense) actions.
Prerequisite: 3 Defense
You can charge into a target using your shield.
Whenever you succeed on a Shield Bash attack, if you moved toward the target in the frame immediately preceding the attack, add your speed to the damage.
Prerequisite: 5 Defense
Whenever you get a success on a Disarm check, you get a critical success instead.
Prerequisite: 5 Defense
Successful Shield Bash attacks push the target away from you 1d4 feet.
Prerequisite: 7 Defense
Whenever an ally within range of your Protect Ally (Defense) action fails to Block or Dodge, you get an opportunity action to attempt to protect them.
Prerequisite: 10 Defense
Whenever you get a critical success on a Block, Protect Ally, or Shield Bash check using a shield, the damage is redirected and hits the attacker, and the attacker is staggered for two frames.
Items with the ⬆ Upgrade symbol can be purchased any number of times.
Tiered | Name | Cost | Requirements | Details |
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Armor Specialist | ✪40 | 3 Defense | Details ▶ |
Fast Protection | ✪60 | 3 Defense | Details ▶ | |
Shield Charge | ✪40 | 3 Defense | Details ▶ | |
Swiper | ✪90 | 5 Defense | Details ▶ | |
Shield Impact | ✪75 | 5 Defense | Details ▶ | |
Party Protector | ✪175 | 7 Defense | Details ▶ | |
Perfect Block | ✪225 | 10 Defense | Details ▶ |
You attempt to block an incoming attack using an object as a shield. Make a Block (Defense) check against the assailant's Attack roll.
Your Passive Agility contests attack rolls normally. When you block, the outcome of the check replaces that value, regardless of which is higher.
Using a melee weapon to block is called a Parry. When parrying, add your One-Handed or Two-Handed skill modifier to this check, plus the Parry specialty if applicable. Any object that doesn't have a shield rating, including melee weapons, always takes a Durability check on a successful block.
Success: | The attack hits your shield. The attacker determines how much damage is dealt to the shield; if the attack causes the shield to break, you are staggered for one frame. |
Critical Success: | The attack hits your shield but doesn't damage it, and becomes a critical failure. |
Failure: | The attack hits you normally. |
Critical Failure: | The attack becomes a critical hit. |
You jump in front of an ally to protect them from an incoming attack. You do not need to have a shield to use this action, but you will be hit by the attack if you don't have one.
Make a Protect Ally (Defense) check against the assailant's Attack roll.
Assistance: Helpers make a Protect Ally (Defense) check.
Success: | You move up to your speed, diving in the direction of the attack, blocking it and landing prone. The attack hits your shield if you have one. If not, it hits you. The opponent determines how much damage is dealt to your shield. |
Critical Success: | The attack hits your shield if you have one, but diesn't damage it. The attack becomes a critical miss. |
Failure: | You dive and land prone, but the attack hits its intended target. |
Critical Failure: | You slip and fall prone at your current location. |
You attempt to grab an attacker's hand and knock a weapon or other item out of their grasp. Choose an item in the hand(s) of a target within reach and make a Disarm (Defense) check. If used as a reaction, this check is against the assailant's Attack roll. Otherwise, the target contests with a Strength check.
Success: | You knock the item out of the target's hands and it lands on the ground within the target's reach. If the target tries to retrieve the object before the start of their next turn, you get an attack of opportunity. |
Critical Success: | You knock the item out of the target's hands and take it from them in a single motion. If you don't have a free hand, treat this as a regular success. |
Failure: | The target maintains their hold on the item. |
Critical Failure: | If the item is a slashing or piercing weapon, you take damage as though you had been hit by its attack. Otherwise, treat this as a regular failure. |
You attack someone using your shield. Make a Shield Bash (Defense) check against the target's passive agility or against the outcome of their attack check if you're shield bashing as a reaction.
You may charge towards your target before hitting them. If you move toward your target in the frame immediately preceding your attack, the damage this attack deals increases by your speed.
Shield Bashing is an offensive move and does not prevent an attack from damaging you or allies.
Success: | The target is staggered for one frame and takes Bludgeoning damage equal to the Shield Bash damage of your shield. |
Critical Success: | Critical Hit. The target takes twice the usual amount of damage and makes an Endurance save against the outcome of your attack. On a failed save, they drop their weapons. |
Failure: | You miss. |
Critical Failure: | You are staggered for one frame and your shield takes a durability check. |
You use an attacker's momemtum against them, performing a defensive counter attack to turn physical damage back on the attacker. This may take the form of a martial arts-style tackle, or simply tripping the opponent.
Make a Counter (Defense) check against the target's Attack roll. The target must be attempting some form of melee attack. If they are using a slashing weapon, you take a -5 penalty. If you don't have both hands free, you take a further -5 penalty.
Success: | The target is knocked prone and takes Bludgeoning damage equal to half the amount their attack would deal. |
Critical Success: | The target is knocked prone, stunned, and takes Bludgeoning damage equal to the amount the attack would deal. |
Failure: | The attack hits you normally. |
Critical Failure: | The attack becomes a critical hit. |