The Bastion

Prestige Class: A divine front-line defender who turns a chosen patch of ground into a holdfast.
At a Glance
Role: Divine front-line defender and area anchor
Typical Entry: 7th character level or later
Hit Die: d10
Base Attack Bonus: Full
Good Saves: Fortitude and Will
Skills: 4 + Intelligence modifier per level
Spellcasting: Advances one existing divine spellcasting class at three of five levels
Alignment: Any
Signature Mechanic: Holdfast
Campaign Route: Successfully defend a fixed position, community or sacred place under serious pressure
A Bastion is the person a line forms around.
When a gate is failing, a bridge must hold, a shrine is under attack or a retreat needs ten more seconds, the Bastion chooses the ground that cannot be surrendered and makes that decision contagious.
Bastions are divine warriors, but they are not defined by one god, church or hierarchy. A Bastion may serve a war god, a city-protecting deity, an ancestral cult, a sacred oath, a temple-state or a divine ideal of guardianship. What matters is that their magic and discipline are turned toward holding ground and keeping others standing.
The Bastion — D&D 3.5e
Requirements
- Base Attack Bonus: +5
- Skills: Concentration 5 ranks; Knowledge (religion) 5 ranks; Diplomacy 4 ranks or Intimidate 4 ranks
- Proficiencies: Heavy armour and shields
- Spells: Ability to cast 1st-level divine spells
- Hold the Line: Successfully defend a fixed position, community, convoy, shrine, bridge, gate or comparable objective where abandonment would have had serious consequences
There is no alignment, domain or Leadership requirement.
Class Skills
Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Intimidate (Cha), Knowledge (history) (Int), Knowledge (religion) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int) and Swim (Str).
Skill Points at Each Level: 4 + Intelligence modifier.
Weapon and Armour Proficiency
The Bastion gains proficiency with all martial weapons if not already proficient. The class grants no additional armour or shield proficiency beyond the entry requirement.
Class Progression
| Level | BAB | Fort | Ref | Will | Special | Spellcasting |
|---|---|---|---|---|---|---|
| 1st | +1 | +2 | +0 | +2 | Holdfast, Unyielding | — |
| 2nd | +2 | +3 | +0 | +3 | Shelter the Line | +1 level of existing divine spellcasting class |
| 3rd | +3 | +3 | +1 | +3 | Command the Ground, Greater Holdfast | — |
| 4th | +4 | +4 | +1 | +4 | Rally the Line | +1 level of existing divine spellcasting class |
| 5th | +5 | +4 | +1 | +4 | Living Bastion | +1 level of existing divine spellcasting class |
Spellcasting
At 2nd, 4th and 5th level, the Bastion gains new spells per day and increased caster level as if they had also gained a level in one divine spellcasting class they belonged to before entering this prestige class. No other class features from that class are gained.
Holdfast (Ex)
At 1st level, once per encounter as a swift action, the Bastion may designate the square they currently occupy as the centre of a Holdfast.
The Holdfast has a 10-foot radius and lasts until the encounter ends, the Bastion becomes unconscious, the Bastion dismisses it as a free action on their turn, or the Bastion voluntarily moves more than 10 feet from its centre.
While the conscious Bastion remains inside the Holdfast, the Bastion and allied creatures inside it gain a +1 morale bonus to Armor Class and a +2 morale bonus on saving throws against fear.
Unyielding (Ex)
While standing inside the Holdfast, the Bastion gains a +4 bonus on opposed checks and saving throws made to resist being bull rushed, overrun, tripped or otherwise forcibly moved or knocked prone.
If an effect would move the Bastion without allowing a check or saving throw, Unyielding does not create one.
Shelter the Line (Ex)
At 2nd level, the Bastion and allies inside the Holdfast gain damage reduction 2/— against weapon damage.
This damage reduction does not stack with other damage reduction; use only the best applicable value.
Greater Holdfast (Ex)
At 3rd level, the Holdfast radius increases to 20 feet and its morale bonus to Armor Class becomes +2.
Allies inside the Holdfast also gain a +2 bonus on checks made to resist bull rush, overrun and trip attempts.
Command the Ground (Ex)
At 3rd level, once per round as a move action, the Bastion may direct one willing ally inside the Holdfast who can see or hear them.
That ally may immediately either take a 5-foot step or stand from prone. This movement does not provoke attacks of opportunity. Command the Ground cannot move an ally outside the Holdfast.
Rally the Line (Su)
At 4th level, once per day as a swift action, the Bastion may reinforce every conscious ally inside the Holdfast.
Each affected ally gains temporary hit points equal to the Bastion’s total character level + Wisdom modifier, minimum the Bastion’s character level. These temporary hit points last for 1 minute.
An affected ally who is shaken may immediately attempt a new saving throw against the effect that caused the condition at its original DC. Success ends that shaken condition.
Living Bastion (Su)
At 5th level, Shelter the Line improves to damage reduction 4/— and the Bastion’s Unyielding bonus increases to +8.
Allies inside the Holdfast become immune to the shaken condition while the Bastion is conscious. If an ally was already shaken when entering, the condition is suppressed while the ally remains inside, but resumes on leaving if its duration has not expired.
Rally the Line may be used twice per day.
The Bastion — Pathfinder 1e
Requirements
- Base Attack Bonus: +5
- Skills: Knowledge (religion) 5 ranks; Diplomacy 4 ranks or Intimidate 4 ranks; Spellcraft 3 ranks
- Proficiencies: Heavy armour and shields
- Spells: Ability to cast 1st-level divine spells
- Hold the Line: Successfully defend a fixed position, community or comparable objective against a serious threat
Class Skills
Climb (Str), Craft (Int), Diplomacy (Cha), Heal (Wis), Intimidate (Cha), Knowledge (history) (Int), Knowledge (religion) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int) and Swim (Str).
Skill Ranks at Each Level: 4 + Intelligence modifier.
Weapon and Armour Proficiency
The Bastion gains proficiency with all martial weapons if not already proficient. The class grants no additional armour or shield proficiency beyond the entry requirement.
Class Progression
| Level | BAB | Fort | Ref | Will | Special | Spellcasting |
|---|---|---|---|---|---|---|
| 1st | +1 | +1 | +0 | +1 | Holdfast, Unyielding | — |
| 2nd | +2 | +1 | +1 | +1 | Shelter the Line | +1 level of existing divine spellcasting class |
| 3rd | +3 | +2 | +1 | +2 | Command the Ground, Greater Holdfast | — |
| 4th | +4 | +2 | +1 | +2 | Rally the Line | +1 level of existing divine spellcasting class |
| 5th | +5 | +3 | +2 | +3 | Living Bastion | +1 level of existing divine spellcasting class |
Favored Class: Prestige-class levels do not receive favored-class bonuses.
Spellcasting
At 2nd, 4th and 5th level, the Bastion gains new spells per day, spells known where applicable and increased caster level as if they had also gained a level in one divine spellcasting class they belonged to before entering this prestige class. No other class features from that class are gained.
Holdfast (Ex)
Once per encounter as a swift action, designate the Bastion’s current square as the centre of a 10-foot-radius Holdfast. The area lasts until the encounter ends, the Bastion becomes unconscious, it is dismissed, or the Bastion voluntarily moves more than 10 feet from the centre.
While the conscious Bastion remains within it, the Bastion and allies inside gain a +1 morale bonus to AC and +2 morale bonus on saves against fear.
Unyielding (Ex)
While inside the Holdfast, the Bastion gains +4 CMD against bull rush, drag, overrun, reposition and trip combat maneuvers, plus +4 on saving throws against magical forced movement when a save is allowed.
Shelter the Line (Ex)
At 2nd level, the Bastion and allies inside the Holdfast gain DR 2/— against weapon damage. This does not stack with other damage reduction.
Greater Holdfast (Ex)
At 3rd level, the Holdfast radius becomes 20 feet and its AC bonus becomes +2.
Allies inside gain +2 CMD against bull rush, drag, overrun, reposition and trip combat maneuvers.
Command the Ground (Ex)
At 3rd level, once per round as a move action, direct one willing ally inside the Holdfast who can see or hear the Bastion. The ally may immediately take a 5-foot step or stand from prone without provoking attacks of opportunity. The movement cannot take the ally outside the Holdfast.
Rally the Line (Su)
At 4th level, once per day as a swift action, every conscious ally inside the Holdfast gains temporary hit points equal to the Bastion’s total character level + Wisdom modifier, minimum the Bastion’s character level, for 1 minute.
A shaken ally may immediately attempt a new saving throw against the effect that caused the condition. Success ends that shaken condition.
Living Bastion (Su)
At 5th level, Shelter the Line becomes DR 4/— and the Bastion’s Unyielding bonus increases to +8.
Allies inside the Holdfast are immune to the shaken condition while the Bastion is conscious. Rally the Line may be used twice per day.
Who Becomes a Bastion?
Bastions are found wherever divine warriors are expected to hold ground rather than simply win duels. They defend city gates, sacred groves, burial roads, oracle houses, mountain passes, temple courtyards, evacuation routes and the last defensible room in a collapsing fortress.
A Bastion may serve a deity of war, protection, hearth, justice, ancestors, cities or endurance. The prestige class does not assume a bishop, church hierarchy or universal organised religion.
Adventure Hooks
The Gate That Must Stay Open
Refugees are still outside the walls when an enemy assault begins. Closing the gate saves the city; holding it may save hundreds more.
The Empty Shrine
A remote sanctuary sends a request for a Bastion, but when the characters arrive there are no priests, no pilgrims and no bodies.
The Broken Bridge
The party must defend engineers repairing the only crossing before floodwater cuts the region in two.
The Retreat
A defeated army can escape only if someone holds a narrow road against pursuit for ten rounds.
The False Siege
An enemy appears to attack a temple directly, but the real objective may be forcing every defender into one place.
The Last Courtyard
A monster cannot be defeated conventionally, but it can be contained if the party holds three entrances long enough for a ritual to finish.
Related Classes
The Bastion suits a character who wants to hold terrain, protect a battle line and make nearby allies harder to dislodge.
Knight centres professional knighthood and martial service.
Cleric centres broad divine spellcasting and domains.
Paladin centres personal sacred oath, smites and divine aura.
Explore More
Sources and Rules Provenance
The former version of this page credits The Quintessential Cleric II by Patrick Younts, published by Mongoose Publishing. This rebuilt Bastion is original campaign material and does not reproduce that source’s feature package, favoured-enemy system, transformation ability, Leadership-dependent blessing, Weapon Specialisation grant or fast-healing capstone.
D&D 3.5e and Pathfinder 1e terminology is used for rules compatibility.
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