Stalwart Defender
System: Pathfinder | SRD | Type: Prestige class | Hit Die: d12 | Skill Ranks: 2 + Int modifier.
Stalwart defenders are masters of melee combat, striving to prove that the best offense is a good defense. Stalwart defenders are normally found on the front lines of battle, holding a position to cover their allies, leaping into breaches of opposing formations and holding them open for others, and guarding more vulnerable allies by acting as mobile fortifications, stable points in the ever-changing chaos of battle.
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.
Most stalwart defenders come from the ranks of fighters, often those desiring to be better guards for friends and allies. Dwarves are particularly suited to the role, though stalwart defenders of all races exist. More rarely, barbarians take the path of the stalwart defender as a matter of pride, to overcome some perceived shortcoming. Such characters often seem to suffer from dual personalities, flinging themselves recklessly into combat one moment, then calmly fending off all attackers the next.
Class Skills
The stalwart defender's class skills are Acrobatics (Dex), Climb (Str), Intimidate (Cha), Perception (Wis), and Sense Motive (Wis).
Weapon and Armor Proficiency
A stalwart defender is proficient with all simple and martial weapons, all types of armor, and shields (including tower shields).
Class Progression
| Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | AC Bonus | Special |
|---|---|---|---|---|---|---|
| 1st | +1 | +1 | +0 | +1 | +1 | Defensive stance |
| 2nd | +2 | +1 | +1 | +1 | +1 | Defensive power |
| 3rd | +3 | +2 | +1 | +2 | +1 | Uncanny dodge |
| 4th | +4 | +2 | +1 | +2 | +2 | Defensive power |
| 5th | +5 | +3 | +2 | +3 | +2 | Damage reduction 1/— |
| 6th | +6 | +3 | +2 | +3 | +2 | Defensive power |
| 7th | +7 | +4 | +2 | +4 | +3 | Damage reduction 3/—, improved uncanny dodge |
| 8th | +8 | +4 | +3 | +4 | +3 | Defensive power |
| 9th | +9 | +5 | +3 | +5 | +3 | Mobile defense |
| 10th | +10 | +5 | +3 | +5 | +4 | Damage reduction 5/—, defensive power, last word |
Class Features
AC Bonus (Extraordinary)
A stalwart defender receives a dodge bonus to AC that starts at +1 and improves as the defender gains levels, until it reaches +4 at 10th level.
Defensive Stance (Extraordinary)
At 1st level, a stalwart defender can enter a defensive stance, a position of readiness and trancelike determination. A stalwart defender can maintain this stance for a number of rounds per day equal to 4 + his Constitution modifier. At each level after 1st, he can maintain the stance for 2 additional rounds per day. Temporary increases to Constitution, such as those gained from the defensive stance and spells like bear's endurance, do not increase the total number of rounds that the stalwart defender can maintain a defensive stance per day. The stalwart defender can enter a defensive stance as a free action. The total number of rounds of defensive stance per day is renewed after resting for 8 hours, although these hours do not need to be consecutive.
Defensive Powers (Extraordinary)
As a stalwart defender gains levels, he augments his defensive stance. Starting at 2nd level, the stalwart defender gains a defensive power. He gains another defensive power for every two levels of stalwart defender attained after 2nd level. 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.
Uncanny Dodge (Extraordinary)
At 3rd level, a stalwart defender gains the ability to react to danger before his senses would normally allow him to do so. He cannot be caught flatfooted, even if the attacker is invisible. He still loses his Dexterity bonus to AC if immobilized. A stalwart defender with this ability can still lose his Dexterity bonus to AC if an opponent successfully uses the feint action against him.
If the character gains uncanny dodge from a second class, he automatically gains improved uncanny dodge (see below).
Damage Reduction (Extraordinary)
At 5th level, a stalwart defender gains DR 1/—. At 7th level, this DR increases to 3/—, and at 10th level it increases to 5/—. Damage reduction from different sources does not stack; however, a stalwart defender of 5th or higher level that gains DR from armor (but not from any other source) increases his class-based DR by the value of the armor's DR. Thus a 7th-level stalwart defender wearing adamantine full plate (DR 3/—) has DR 6/—.
Improved Uncanny Dodge (Extraordinary)
At 7th level, a stalwart defender can no longer be flanked. This defense denies rogues the ability to use flank attacks to sneak attack the stalwart defender. The exception to this defense is that a rogue at least four levels higher than the stalwart defender can flank him (and thus sneak attack him).
If the character gains uncanny dodge from a second class (see above), he automatically gains improved uncanny dodge, and the levels from those classes stack to determine the minimum rogue level required to flank the character.
Mobile Defense (Extraordinary)
At 9th 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 (Extraordinary)
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. For example, a stalwart defender has 1 hit point left when a red dragon bites him; the defender may use this ability even if the dragon's bite would otherwise kill him instantly. If the attack hits, roll the damage dice for the attack twice and add the results together, but do not multiply damage bonuses from Strength, weapon abilities (such as flaming), or precision-based damage (such as sneak attack). This bonus damage is not multiplied on a critical hit (although other damage bonuses are multiplied normally). Once the defender's attack is resol
Source: Advanced Player's Guide
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