Eschewing a traditional horse and lance, this knightly warrior focuses on guarding his allies from danger, becoming a defensive force to be reckoned with.
The warding bastion is an archetype of the cavalier class.
Starting at 3rd level, all of the warding bastion’s enemies treat squares within his reach as difficult terrain.
This ability replaces cavalier’s charge.
Starting at 4th level, all allies within the warding bastion’s reach gain a shield bonus to their AC equal to half of the warding bastion’s shield bonus to AC (minimum 1 as long as the warding bastion is using a shield).This ability replaces expert trainer. At 6th level, the warding bastion can, as an immediate action when an ally adjacent to him is hit by a melee or ranged attack (except a touch attack), absorb part of the blow himself. The ally takes only half damage from the attack; the warding bastion takes the other half. The ally still takes any other effects of the attack. A mad prophet gains an additional use of this ability at 11th level and every 4 levels thereafter (max of 4 per day at 19th level).
This ability replaces the bonus feat gained at 6th level. At 11th level, a warding bastion’s reach increases by 5 feet for the purpose of making opportunity attacks, and the number of opportunity attacks he can make per round increases by 1.
This ability replaces mighty charge. At 12th level, the warding bastion can spend a standard action and expend one daily use of his Challenge ability to inspire bravery in the hearts of his allies. Each ally within 30 feet gains a number of temporary hit points equal to 1d8 + the warding bastion’s level, and gains a +2 bonus on attack and damage rolls for a number of rounds equal to the warding bastion’s Charisma modifier (minimum 1 round). The temporary hit points last for 1 hour.
This ability replaces the bonus feat gained at 12th level. At 20th level, when the warding bastion is reduced to 0 or fewer hit points, he may expend one use of his Challenge ability to stay alive for 1 round, even if his hit point total is beyond the normal threshold for death, as long as his body remains intact. He can continue to expend uses of Challenge each round to stay alive until he runs out. If he receives healing that raises his hit point total above the threshold of death during this time, he can continue to survive normally.
This ability replaces supreme charge.
Advanced Archetypes II © 2014, Flaming Crab Games; Authors: Tanner Wahlin, C.J. Withers, and Alex Abel