|Skills||4 + INT|
|Class Skills||Climb, Craft, Diplomacy, Intimidate, Jump, Knowledge (Local), Knowledge (Nobility), Listen, Parry, Ride, Search, Sense Motive, Spot, Swim|
|Other||Special In-Character RP requirement|
Source: Complete Warrior, p. 55
| The Hypertext d20 SRD|
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- "The few, the proud, the knight protectors are martial characters dedicated to restoring the ideals of knightly chivalry before they fade forever. The protectors see moral decay everywhere they look in the world around them, brought on by a lapse in ethical behavior. Like paladins, knight protectors adhere to a rigid code of behavior that embraces such values as honor, honesty, chivalry, and courage. Unlike paladins, the first duty of knight protectors is to this code and the ideals for which it stands, rather than to a deity or a holy order. A protector is expected to display these ideals in all aspects of his behavior and throughout all his actions and deeds, however arduous they may be.." -- Complete Warrior
|1||+1||+0||+2||+2||Protective Aura I|
|2||+2||+0||+3||+3||Guarding the Lord x3/day|
|4||+4||+1||+4||+4||Protective Aura II|
At 1st level, the Protector gain an aura that grants +2 to all saving throws, +1 deflection bonus to armor class for all allies within 10 feet. This bonus does NOT apply to the Protector, only to their allies. At 4th level, this bonus increases to +3 saving throws, +2 deflection bonus, and the protection extends to allies within 15 feet.
Guarding the Lord
Beginning at 2nd level, the Protector can protect one selected ally within 30 feet. This protection acts as the Shield Other spell cast at the Protector’s character level. The only difference with the spell is that the target only takes 30% damage (instead of 50%), and the Protector takes half the initial damage rounded down (instead of the remaining). This ability can be used three times per day.
At 3rd level, the Protector can rush across the battlefield and defeat the enemies plaguing their allies. This translates to a 10% increase in movement speed, +2 bonus to AC against attacks of opportunity provoked by movement and +2d6 sneak attack damage.
At 5th level, the Protector can concentrate for a round and focus their strength, making all of their melee attacks for the next three rounds inflict maximum damage. However, at the end of each of these three rounds, the Protector takes 10 points of damage from the incredible strain. This ability can be used once per day.
The 10 points of damage are Magical, so a damage reduction of 10 Magical will prevent this 30 points of damage.
Only some damage modifiers are maximized:
Physical damage modifiers (additional bludgeoning, piercing, and slashing) are maximised. Non-Physical damage modifiers (e.g. Cold, Magical, Acid) are not maximised. Sneak attack damage is not maximised.