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Defenders are fighters who have trained themselves in the arcane art of defensive casting. These dreadnoughts are considered a force to be reckoned with and are often avoided.


Defenders specialize in turning the tide of any battle. They are often used as the tank of the group, using the defender's two abilities:

Offensive (de-buffs): A Defender uses his/her negative spells to weaken the enemies allowing for the party to have a better chance of defeating the opponent. EX: Darkness, slow, disable, etc.

Defensive (buffs): A Defender uses his/her positive spells to strengthen his/her allies allowing for the party to last longer in any tough situation. EX: Enchant weapon, Stoneskin, Ironguts, etc.

Although this class is strong, attacking takes up 2 rounds of combat due to the Defender's massive weight and bulky armor while using a 2 handed weapon. Because of this, Defenders are more efficient as being a support class than being a striker.

Attributes and stats[]

HP: 1d10

Prime Requisite: Constitution, Intelligence

Bonuses: Gains a +2 to Lore, Spellcraft, Heal and Craft Armor.

Weapons: 2 handed only

Armor: Heavy only

Shields: None

Racial limitations: any

XP per level (multiplied by 2 after each level): 1400


Tremor strike: A devastating attack which shakes the ground causing all within a 5 foot radius to stumble, giving all who are effected -4 to AC for 1d4 turns. (1d6 if failed reflex save) -5 TP

Daring Dash: A charging strike that knocks down all within your path. -8 TP

Sucker Punch: A blow to the face which stuns the opponent for 1d6 turns. (deals amount of damage equal to the damage modifier) -12 TP