Class Features
The following are class features of the stalwart defender prestige class.
Hit Die:
d12
Weapon and Armor Proficiency
A stalwart defender is proficient with all simple and martial weapons, all types of armor, and shields.
AC Bonus (Ex)
A stalwart defender receives a bonus to AC that starts at +1 and improves as the defender gains levels, until it reaches +4 at 10th level.
At 1st level, a stalwart defender can enter a defensive stance, a position of readiness and trance-like determination. The stalwart defender can enter a defensive stance as a free action. The Stalwart Defender can use this ability a number of times per long rest equal to their PB, this stance lasts for one minute. While in a defensive stance, the stalwart defender gains a +2 to AC, as well as a +2 on all saving throws while in this stance. 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.
The stalwart defender can end his defensive stance as a free action; after ending the stance, he is fatigued for a number of rounds equal to 2 times the number of rounds spent in the stance. A stalwart defender cannot enter a new defensive stance while fatigued but can otherwise enter a stance multiple times during a single encounter or combat. If a stalwart defender falls unconscious, his defensive stance immediately ends, placing him in peril of death. A defensive stance requires a level of emotional calm, and it may not be maintained by a character in a rage (such as from the rage class feature)
Defensive Powers (Ex)
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.
Clear Mind (Ex): The stalwart defender may reroll a failed 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.
Enduring Reservoir (Ex): While in a defensive stance, whenever the defender suffers a critical hit from an opponent, she regains 1 charge of defensive stance. The defender can gain no more than 1 extra charge of defensive stance each round.
Fearless Defense (Ex): While in a defensive stance, the stalwart defender is immune to the shaken and frightened conditions. He must be at least 4th level in this class before selecting this power.
Halting Blow (Ex): If a foe’s movement in the defender’s threatened area provokes an attack of opportunity and the stalwart defender successfully hits the foe with the attack, the foe’s movement ends immediately. The foe cannot move again until its next turn but can still take the rest of its action.
Increased Damage Reduction (Ex): The stalwart defender’s damage reduction from this class increases by 1. This increase is always active while the stalwart defender is in a defensive stance. He can select this power up to two times. Its effects stack. The stalwart defender must be at least 6th level before selecting this defensive power.
Intercept (Ex): Once a 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.
Internal Fortitude (Ex): While in a defensive stance, the stalwart defender is immune to the sickened and nauseated conditions.
Mighty Resilience (Ex): 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 (Such as a Vorpal Blade). The stalwart defender takes only normal damage from the attack. This power may only be used once per defensive stance. The stalwart defender must be at least 6th level to select this power.
Rage Power: You may use Rage while in the Defensive Stance
Renewed Defense (Ex): As a standard action, the stalwart defender heals 1d8 points of damage + his Constitution modifier. For every two levels the stalwart defender has attained above 2nd, this healing increases by 1d8, to a maximum of 5d8 at 10th level. This power can be used only once per day and only while in a defensive stance.
Roused Defense (Ex): 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 gains a point of exhaustion per round spent in a defensive stance.
Smash (Ex): While in a defensive stance, the stalwart defender may make an additional attack per round. If the attack hits, any grapple checks made by the stalwart defender against the target this round are at a +2 bonus.
Unexpected Strike (Ex): The stalwart defender can make a free attack 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. This power can only be used once per stance. A stalwart defender must be at least 4th level before selecting this power.
Uncanny Dodge (Ex)
At 3rd level, a stalwart defender gains the ability to react to danger before his senses would normally allow him to do so. When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.
Damage Reduction (Ex)
At 5th level, a stalwart defender reduces all incoming damage by 1. At 7th level, this increases to 3, and at 10th level it increases to 5.
Improved Uncanny Dodge (Ex)
At 7th level, a stalwart defender can instead take no damage instead of half damage when using Uncanny Dodge.
Mobile Defense (Ex)
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 (Ex)
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. Once the defender’s attack is resolved, he suffers the normal effect of the attack that provoked this ability.
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