Skip to content

The Stalwart

Build Name

Some martially trained fighters might think more defensively, even turning strong offense back onto an assailant. The defender can intercept attacks, gain stacking mitigation against physical damage types, go into a battle trance/rage, and counterattack incoming physical attacks. They are common found within groups of other fighters or as body guards to others.

Basic Detail

HD Type: d10
Bonus HP Per HD: +6
Attack Curve: High
Magical Prowess: None
Sub-Type: Generalist
Skill Growth: 4 + Int Mod (x4 at first level)
Suggested Skills Acrobatics, Balance, Bushcraft, Discern Intent, Gather Information, Intimidate, Investigate, Knowledge (Geography), Listen, Ride, Spot, Swim, and Use Rope.
Known Skills: 8 + Int Mod
Weapon Proficiency: A Weapon Group of choice
Armor Proficiency: Light, medium, heavy, and all shields.
Saves: 1 High and 2 Low
Primary Mental Attribute(PMA): Wisdom

Suggested Attribute Distribution: Str 16, Dex 12, Con 18, Int 14, Wis 16, Cha 14

Progression


HD Perk Base Attack High Save Low Save
1 DefenderD, RageA, EndureA, Strong Constritution F, and DR 1/- +1 +2 +0
2 Shield FocusF +2 +3 +0
3 Weapon FixationF +3 +3 +1
4 Perfect CounterA +4 +4 +1
5 Ward +2D +5 +4 +1
6 Offensive Weapon TrainingF, Weapon Defensive TrainingF, and DR 2/- +6/+1 +5 +2
7 - +7/+2 +5 +2
8 Greater RageA and Ward +3 +8/+3 +6 +2
9 Improved Weapon FixationF +9/+4 +6 +3
10 Shatering FeedbackA, Tough as NailsD, and Improved Weapon OffensiveF +10/+5 +7 +3
11 - +11/+6/+1 +7 +3
12 Intensified RageA, Ward +4, Improved Shield FocusF, and DR 3/- +12/+7/+2 +8 +4
13 - +13/+8/+3 +8 +4
14 Weapon MasteryF +14/+9/+4 +9 +4
15 Improved Defensive FightingF, Resistive FocusD, and Ward +4 +15/+10/+5 +9 +5
16 Taunting ChallengeA and Ward +4 +16/+11/+6/+1 +10 +5
17 - +17/+12/+7/+2 +10 +5
18 Improved TripF, Improved DisarmF, and DR 4/- +18/+13/+8/+3 +11 +6
19 - +19/+14/+9/+4 +11 +6
20 Ally Shielding, Ward +5, and Resistive FocusD +20/+15/+10/+5 +12 +6

F Feat, A Ability, and D Definition


The Breakdown

Defender: This is the primary definition, and it grants the Stalwart the ability to intercept attacks as well, a scaling DR bonus as allowing all x/- damage reduction to stack additively rather than only taking the highest.

Damage Reduction (DR): The Stalwart gains an innate damage reduction of 1/- that increases by 1 every 6 HD. This bonus stacks with any damage reduction that is also x/-. This type of damage reduction reduces Piercing, Slashing, and Bludgeoning damage but, not energy types, bleeding, or crushing damage.

Rage: Gain the ability Rage.

Strong Constitution: Gain 2 extra HP per HD, this works retroactively.

Shield Focus: Pick either Buckler, full-shield, or tower shield as a shield to focus on. Each type gains its own unique bonus, see Shield Focus for the specific bonuses to the selected shield.

Weapon Fixation: This will apply a +1 training bonus on rolls to hit with a selected weapon from within your weapon group. Once selected, this weapon will be the focus of all the single weapon targeted feats in the future.

Perfect Counter: Gain the ability Perfect Counter.

Ward: The Stalwart will no longer suffer ill effects on surprise rounds. They will also gain a +1 +1 per 4 HD competency bonus to Spot and Listen.

Offensive Weapon Training: This will apply a +2 training bonus on all damage rolls made with the weapon selected with Weapon Fixation.

Weapon Defensive Training: The weapon selected for Weapon Fixation will now provide a +1 parry bonus when wielded.

Greater Rage: Upgrade Rage to Greater Rage.

Improved Weapon Fixation: The weapon chosen for weapon fixation will now have a +2 training bonus on rolls to hit.

Shattering Feedback: Upgrade Endure to Shattering Feedback.

Tough as Nails: Gain 20 maximum HP and a +4 inherent bonus on fortitude saves against Disease and Poison.

Improved Weapon Offensive: The weapon chosen for weapon fixation will now have a +4 training bonus on damage rolls.

Intensified Rage: Upgrade Greater Rage to Intensified Rage.

Improved Shield Focus: The shield selected for Shield Focus will gain further bonuses see, Improved Shield Focus for specific information.

Weapon Mastery: The weapon selected for weapon fixation will now have a +4 training bonus to hit, a +8 training bonus to damage, and a +2 parry bonus to AC while wielded.

Improved Defensive Fighting: Defensive fighting is now selective in penalty and bonus. Before any attacks are made, your character can select up to a -5 penalty on rolls to hit, and gain the same amount as a dodge bonus to AC until the start of their next turn.

Resistive Focus: Select one of your character's low save and make it a high save.

Taunting Challenge: Placeholder and is very much going to get replaced.

Improved Trip: Making a trip attempt no longer provokes an attack of opportunity. A +4 training bonus will also be applied on the opposed strength check. If the attempt is successful your character will get an immediate attack against that opponent as if an attack hadn't been used to initiate the trip attack.

Improved Disarm: Attempting to disarm no longer provokes an attack of opportunity. Your opponent will lose any chance to disarm your character back as well. During the opposed attack roll your character will have a +4 training bonus for resisting and performing a disarm.

Ally Shielding: Gain the ability Ally Shielding.

Resistive Focus: Select one of your character's low save and make it a high save.