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STALWART DEFENDER

Drawn from the ranks of guards, knights, mercenaries, and thugs alike, stalwart defenders are masters of claiming an area and refusing to relinquish it. This behavior is more than a tactical decision for stalwart defenders; it's an obsessive, stubborn expression of the need to be undefeated. When stalwart defenders set themselves in a defensive stance, they place their whole effort into weathering whatever foe, conflict, or threat comes their way.

Requirements

To qualify to become a stalwart defender, a character must fulfill all the following criteria:

Base Attack Bonus: +9

Feats: Greater Hamstring, Powerful Maneuvers, Toughness

Special: Proficiency with light and medium armor

Hit Die: d12

Class Skills: The stalwart defender’s class skills are Acrobatics (Dex), Athletics (Str), Knowledge (martial) (Int), and Sense Motive (Wis).

Skill Ranks per Level: 4 + Int modifier

Table: The Stalwart Defender

CLASS FEATURES

The following are the class features of the stalwart defender:

 

Defensive Stance (Ex)

A stalwart defender can enter or exit a defensive stance as a move action. While in a defensive stance, the stalwart defender gains a +2 morale bonus to attack rolls, damage rolls, and Will saves. He also gains 2 temporary hit points per Hit Die. While in a defensive stance, a stalwart defender cannot willingly move from his current position through any means (including normal movement, riding a mount, teleportation, or willingly allowing allies to carry him). If he enters a defensive stance while on a moving vehicle he does not control (such as a wagon or ship), he can maintain the stance even if the vehicle moves. If the stalwart defender moves under his own power, his stance ends.

 

After ending his stance, the stalwart defender is fatigued for double the amount of time spent in his stance. A stalwart defender cannot enter a new defensive stance while fatigued or exhausted. If a stalwart defender falls unconscious, his defensive stance immediately ends. A defensive stance requires a level of emotional calm, and it may not be maintained by a character in a rage.

 

Defensive Powers (Ex)

As a stalwart defender gains levels, he augments his defensive stance. At each stalwart defender level, he gains a defensive power of his choice. The stalwart defender gains the benefits of defensive powers only while in a defensive stance, and some of these powers require him to take an action first. Unless otherwise noted, he cannot select an individual power more than once.

  • Bulwark: The defender adds his armor check penalty as a bonus to the DC of opponents attempting to feint or demoralize him and to Acrobatics checks to pass by him without provoking an attack of opportunity for moving through spaces he threatens.

  • Clear Mind: The stalwart defender may reroll a failed Will save. This power is used as an immediate action after the first save is attempted, but before the results are revealed by the GM. The stalwart defender must take the second result, even if it is worse. This power can only be used once per defensive stance.

  • Fearless Defense (requires 3rd level): While in a defensive stance, the stalwart defender is immune to the shaken and frightened conditions.

  • Intercept: Once per round as an immediate action, when a melee or ranged weapon would successfully strike an adjacent ally, the stalwart defender can choose to have the weapon strike him instead of the intended target. The attack automatically hits the stalwart defender, regardless of his AC or any miss chance in effect, and he suffers the normal consequences of the attack.

  • Internal Fortitude (requires 3rd level): While in a defensive stance, the stalwart defender is immune to the sickened and nauseated conditions.

  • Mighty Resilience (requires 4th level): Once per defensive stance, the stalwart defender automatically negates the additional damage of one successful critical hit or sneak attack, as well as other abilities or effects that rely on a successful critical hit or sneak attack. The stalwart defender takes only normal damage from the attack.

  • Renewed Defense: Once per day as a standard action, the stalwart defender heals 1d8 points of damage x his class level.

  • Roused Defense: The stalwart defender may enter a defensive stance even if fatigued. While maintaining a defensive stance after using this ability, he is immune to the fatigued condition. Once this stance ends, he is exhausted for ten times the amount of time spent in a defensive stance.

  • Smash: While in a defensive stance, the stalwart defender may make an extra attack per round that is either a shield bash or a slam (even if he doesn't normally have a slam attack). If used as part of a full attack action, the extra attack is made at the stalwart defender's full base attack bonus –5. The smash deals 1d4 points of damage (1d3 Small, 1d6 Large) plus half the character's Strength modifier. The character can make this attack as part of the action to maintain or break free from a grapple; this attack is resolved before the grapple check is made. If the attack hits, any grapple checks made by the stalwart defender against the target this round are at a +2 bonus.

  • Unexpected Strike (requires 3rd level): Once per defensive stance, the stalwart defender can make an attack of opportunity against a foe that moves into any square threatened by the stalwart defender, regardless of whether or not that movement would normally provoke an attack of opportunity.

 

Bastion Stance (Ex)

At 2nd level, a stalwart defender becomes nearly impossible to move when he stands his ground. If he starts and ends his turn in the same space, he cannot be knocked prone or forcibly moved until the start of his next turn, except by mind-affecting or teleportation effects.

Stalwart (Ex)

A stalwart defender is resilient against certain attacks. If he succeeds at a Fortitude or Will save against an attack that has a reduced effect on a successful save, he instead avoids that attack entirely. A helpless stalwart defender does not gain the benefit of the stalwart ability.

 

Mobile Defense (Ex)

At 4th level, a stalwart defender can adjust his position while maintaining a defensive stance. While in a defensive stance, he can take one 5-foot step each round without losing the benefit of the stance.

Last Word (Ex)

At 5th level, once per day while in a defensive stance, a stalwart defender can make one melee attack against an opponent within reach in response to an attack that would reduce him to negative hit points, knock him unconscious, or kill him. If the attack hits, the damage dice are doubled as per the Vital Strike feat. If the stalwart defender has the Vital Strike feat (or one of the subsequent feats in the chain), roll an extra set of damage dice instead of doubling. Once the defender's attack is resolved, he suffers the normal effect of the attack that provoked this ability.

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