Protector

A stalwart defender, putting themselves between danger and their comrades, serving as an unyielding shield.

Abilities

Forewarn

Use 1 AP to warn an ally within sight of incoming damage. Until the end of your turn, as long as you can see them, they have 1 damage reduction (which reduces any damage by 1). For each damage reduced in this way, you gain 1 Mana. The amount of damage reduction increases by 1 each level.

Block

3 charges of cancelling damage. Once per round, when someone takes damage from an Attack within 6 sq, you can cancel it. In return, you take half the damage to HP (rounded down, damage ignores DP), and gain 5 Mana. All charges are restored after a Short Rest. You can also exchange a charge - without cancelling damage - for Mana.

Abilities

The Protector starts after each Rest with 0 Mana. With Mana, the Protector can take one of the following actions:

Name AP Mana Effect
Barrier 1 3 An ally within 9 sq gets +5 DP. Can also target self. Every two levels the amount increases by 5.
Drag Along 1 2 Reposition 1 sq and drag another creature onto the field that you were standing on.
Wide Swing 2 5 Make an Attack at every creature on the 3 squares in front of you.

 

Specialization

High-Value Target (Taunt)

For 1 AP, designate yourself or an ally within 12 squares as a high-value target. Enemies within 3 sq of the high-value target must attack it or retreat (1 AP) to target another enemy.

Vigilant Eye

Through a sort of sixth sense, you can see places without being there yourself. This can happen in the form of an eye, a magical rune, or a camera.

Place a vigilant eye at a location to extend your vision around that area. To place it, you must touch the location for 1 min. From then on, as long as you are within 1 km of the eye, you can look through it. If an enemy or something similarly conspicuous occurs, you will be alerted, even if you are asleep. You can only have a maximum of 1 Vigilant Eye at a time.