TEXT: 1
  Warrior Prestige Archetype  
  Stalwart Defender
  Carl Cramér
  
  2
  Introduction
  A prestige archetype is a prestige class turned into a 
  normal 20-level class, similar to an archetype or alternate 
  class. 
     The goal when making these prestige archetypes has 
  been to capture the flavor of the prestige class rather 
  than to make an exact copy of how it would normally 
  be. Attack bonuses, hit dice, class skills, spells, and class 
  features have been unified and spread evenly over lev-
  els. This means that most prestige archetypes have their 
  prestige abilities spread over the entire 20 level spread. 
  Unlike how prestige classes normally work, these ar-
  chetypes have a few complete class abilities rather than 
  many abilities limited to a low level. In some cases, you 
  get the choice of one of several class abilities rather than 
  stymied versions of all the abilities. 
     A prestige archetype generally has elements of one or 
  more regular character classes, to represent how prestige 
  prerequisites were met and character development after 
  the prestige class has ended. Sometimes there is more 
  than one class that naturally leads itself to a particular 
  prestige class, which can lead to several different pres-
  tige archetypes for different combinations. A few are 
  not built on a regular class, instead expanding the idea 
  behind the prestige class to a full 20 levels. 
  Prestige vs. Archetype
  One thing about prestige classes is that you grow 
  into them - they can represent special training 
  opportunities that the character did not know ex-
  isted. Prestige archetypes don’t do this; you play 
  a prestige archetype from level one. In this case 
  I’d suggest using the retraining rules - the char-
  acter retrains those abilities that differ between 
  his old class and the new prestige archetype. Or, 
  if this feels cumbersome, simply change the class 
  abilities and say the sudden change is a result of 
  special training. This should generally work fine 
  at lower levels, the more experienced the char-
  acter is and the more abilities it has, the greater 
  the disconnect when those abilities change. GMs 
  wanting this kind of plot are advised to present 
  such options early on in a campaign. 
  Prestige Archetype
  Stalwart Defender
  Author: Carl Cramér
  Development: Justin Sluder
  Editing: Perry Fehr
  Cover Design: Mark Gedak
  Cover Image: Jacob Blackmon
  Layout: Mark Gedak
  Publisher: Purple Duck Games
  Compatibility with the Pathfinder Roleplaying 
  Game requires the Pathfinder Roleplaying Game 
  from Paizo Publishing, LLC. See http://paizo.
  com/pathfinderRPG for more information on 
  the Pathfinder Roleplaying Game. Paizo Publish-
  ing, LLC does not guarantee compatibility, and 
  does not endorse this product.
  Prestige Archetype: Stalwart Defender is copy-
  right 2015; Purple Duck Games.
  All text is considered Open Game Content.
  
  3
  Stalwart Defender
  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.
  Prestige Class: Stalwart defender from Pathfinder Role-
  playing Game: Advanced Player’s Guide.
    
  Role: 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.
  Table 13.1 - Stalwart Defender
  Level
  Base Attack 
  Bonus
  Fort 
  Save
  Ref 
  Save
  Will 
  Save
  Special
  1st
  +1
  +2
  +0
  +2
  Damage reduction 1/—, defensive stance
  2nd
  +2
  +3
  +0
  +3
  Defensive power, uncanny dodge
  3rd
  +3
  +3
  +1
  +3
  AC bonus +1
  4th
  +4
  +4
  +1
  +4
  Damage reduction 2/—, defensive power
  5th
  +5
  +4
  +1
  +4
  Improved uncanny dodge
  6th
  +6/+1
  +5
  +2
  +5
  AC bonus +2, defensive power
  7th
  +7/+2
  +5
  +2
  +5
  Damage reduction 3/—
  8th
  +8/+3
  +6
  +2
  +6
  Defensive power, mobile defense
  9th
  +9/+4
  +6
  +3
  +6
  AC bonus +3
  10th
  +10/+5
  +7
  +3
  +7
  Damage reduction 4/—, defensive power
  11th
  +11/+6/+1
  +7
  +3
  +7
  Greater defensive stance
  12th
  +12/+7/+2
  +8
  +4
  +8
  AC bonus +4, defensive power
  13th
  +13/+8/+3
  +8
  +4
  +8
  Damage reduction 5/—
  14th
  +14/+9/+4
  +9
  +4
  +9
  Defensive power, tireless defensive stance
  15th
  +15/+10/+5
  +9
  +5
  +9
  AC bonus +5
  16th
  +16/+11/+6/+1
  +10
  +5
  +10
  Damage reduction 6/—, defensive power
  17th
  +17/+12/+7/+2
  +10
  +5
  +10
  Last word
  18th
  +18/+13/+8/+3
  +11
  +6
  +11
  AC bonus +6, defensive power
  19th
  +19/+14/+9/+4
  +11
  +6
  +11
  Damage reduction 7/—
  20th
  +20/+15/+10/+5
  +12
  +6
  +12
  Defensive power, mighty defensive stance
  Alignment: Any. Anyone can be as stubborn as a rock 
  and dedicated to holding one point no matter the cost, 
  so stalwart defenders can be of any alignment. The 
  dedication and practice required to learn the talents of 
  a stalwart defender come more easily to characters with 
  a strong respect for order and organization, however, so 
  lawful stalwart defenders are much more common than 
  chaotic ones.
  Hit Die: d12.
  Starting Gold: 5d6 x 10 gp (175 gp average).
  Class Skills
  The stalwart defender’s class skills (and the key ability 
  for each skill) are Acrobatics (Dex), Climb (Str), Intimi-
  date (Cha), Perception (Wis), and Sense Motive (Wis).
  Skill Ranks Per Level: 2 + Int modifier.
  Class Features
  All of the following are class features of the stalwart 
  defender.
  
  4
  Weapon and Armor Proficiency: A stalwart defender is 
  proficient with all simple and martial weapons, all types 
  of armor, and shields (including tower shields).
  Damage Reduction (Ex): At 1st level, a stalwart de-
  fender gains DR 1/—. At 4th level and every three levels 
  thereafter, this DR increases by one. Damage reduction 
  from different sources does not stack; however, a stal-
  wart defender of 5th or higher level that gains DR from 
  armor (but not from any other source) increases her 
  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/—.
  Defensive Stance (Ex): At 1st level, a stalwart defender 
  can enter a defensive stance, a position of readiness and 
  trance-like determination. A stalwart defender can main-
  tain this stance for a number of rounds per day equal to 
  4 + her Constitution modifier. At each level after 1st, 
  she 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 defen-
  sive 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 consecu-
  tive. While in a defensive stance, the stalwart defender 
  gains a +2 dodge bonus to AC, a +4 morale bonus to her 
  Strength and Constitution, as well as a +2 morale bonus 
  on Will saves. The increase to Constitution grants the 
  stalwart defender 2 hit points per Hit Die, but these hit 
  points disappear when the defensive stance ends and are 
  not lost first like temporary hit points. While in a de-
  fensive stance, a stalwart defender cannot willingly move 
  from her current position through any means (includ-
  ing normal movement, riding a mount, teleportation, 
  or willingly allowing allies to carry her). If she enters a 
  defensive stance while on a moving vehicle she does not 
  control (such as a wagon or ship), she can maintain the 
  stance even if the vehicle moves, as long as she remains 
  stationary relative to the vehicle. If the stalwart defender 
  moves under her own power, even if compelled to do so, 
  her defensive stance ends.
     The stalwart defender can end her defensive stance 
  as a free action; after ending the stance, she 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 or exhausted 
  but can otherwise enter a stance multiple times during 
  a single encounter or combat. If a stalwart defender falls 
  unconscious, her defensive stance immediately ends, 
  placing her 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 fea-
  ture or the rage spell).
  Defensive Powers (Ex): As a stalwart defender gains 
  levels, she augments her defensive stance. Starting at 2nd 
  level, the stalwart defender gains a defensive power. She 
  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. Unless otherwise noted, she 
  cannot select an individual power more than once.
  Bulwark (Ex): The defender adds her armor 
  check penalty as a bonus to the DC of oppo-
  nents attempting to Bluff her and Acrobatics 
  checks to pass by her without provoking an 
  attack of opportunity for moving through spaces 
  she threatens.
  Clear Mind (Ex): 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 (Ex): While in a defensive 
  stance, the stalwart defender is immune to the 
  shaken and frightened conditions. She must be 
  at least 10th level before selecting this power.
  Halting Blow (Ex): When in a defensive stance, 
  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. A stalwart 
  defender must have selected the bulwark power 
  prior to selecting halting blow.
  Hold the Line (Ex): When in a defensive stance, 
  if a creature takes a 5-foot step out of an area 
  both adjacent to and threatened by a stalwart 
  defender, or if the creature withdraws out of that 
  area, it provokes an attack of opportunity from 
  her. The stalwart defender must be at least 10th 
  level to select this power.
  
  5
  Immobile (Ex): While in a defensive stance, 
  the stalwart defender adds her class level to her 
  CMD against any bull rush, overrun, pull, and 
  push combat maneuvers, as well as grapple at-
  tempts to move her. The stalwart defender must 
  be at least 10th level to select this power.
  Increased Damage Reduction (Ex): The stal-
  wart defender’s damage reduction from this class 
  increases by 1/—. This increase is only active 
  while the stalwart defender is in a defensive 
  stance. She can select this power up to two times. 
  Its effects stack. The stalwart defender must be 
  at least 12th 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 
  her instead of the intended target. The attack 
  automatically hits the stalwart defender, regard-
  less her AC or any miss chance in effect, and she 
  suffers the normal consequences of the attack.
  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 success-
  ful critical hit or sneak attack (such as blind-
  ing from Blinding Critical or bleed from sneak 
  attack). 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 12th level to select this 
  power.
  Renewed Defense (Ex): As a standard action, 
  the stalwart defender heals 1d8 points of damage 
  + her Constitution modifier. For every two levels 
  the stalwart defender has attained above 2nd, 
  this healing increases by 1d8, to a maximum 
  of 10d8 at 20th level. This power can be used 
  only once per day and only while in a defensive 
  stance.
  Retaliate (Ex): Once per round when in a defen-
  sive stance, if a creature threatened by a stalwart 
  defender attacks and hits an adjacent ally, she 
  may make an attack of opportunity against that 
  creature. The stalwart defender must be at least 
  14th level to select this power.
  Roused Defense (Ex): The stalwart defender 
  may enter a defensive stance even if fatigued. 
  While maintaining a defensive stance after using 
  this ability, she is immune to the fatigued con-
  dition. Once this stance ends, she is exhausted 
  for 10 minutes per round spent in a defensive 
  stance.
  Smash (Ex): 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 she doesn’t normally have a slam attack). If 
  used as part of a full attack action, the extra at-
  tack is made at the stalwart defender’s full base 
  attack bonus –5. The smash deals 1d4 points of 
  damage if the stalwart defender is Medium (1d3 
  if she is Small) 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 grap-
  ple 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.
  Stalwart Opportunity (Ex): The stalwart de-
  fender improves her ability to respond to enemy 
  action and protect her allies when in a defensive 
  stance. She may make a number of additional 
  attacks of opportunity per round equal to her 
  Constitution bonus.
  Unexpected Strike (Ex): 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 at-
  tack of opportunity. This power can only be used 
  once per stance. A stalwart defender must be at 
  least 16th level before selecting this power.
  Uncanny Dodge (Ex): At 2nd level, a stalwart defender 
  gains the ability to react to danger before her senses 
  would normally allow her to do so. She cannot be caught 
  flatfooted, even if the attacker is invisible. She still loses 
  her Dexterity bonus to AC if immobilized. A stalwart 
  defender with this ability can still lose her Dexterity 
  bonus to AC if an opponent successfully uses the feint 
  action against her. If the character gains uncanny dodge 
  from a second class, she automatically gains improved 
  uncanny dodge (see below).  
  AC Bonus (Ex): At 3rd level, a stalwart defender receives 
  a +1 dodge bonus to AC. This bonus increases by +1 
  
  6
  every three stalwart defender levels thereafter (6th, 9th, 
  12th, 15th, and 18th level).
  Improved Uncanny Dodge (Ex): At 5th 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 defend-
  er can flank her (and thus sneak attack her).
     If the character gains uncanny dodge from a second 
  class (see above), she 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 (Ex): At 8th level, a stalwart defender 
  can adjust her position while maintaining a defensive 
  stance. While in a defensive stance, she can take one 
  5-foot step each round without losing the benefit of the 
  stance.
  Greater Defensive Stance (Ex): At 11th level, when 
  a stalwart defender enters defensive stance, the dodge 
  bonus to AC increases to +3, the morale bonus to her 
  Strength and Constitution increases to +6 and the mo-
  rale bonus on her Will saves increases to +3.
  Tireless Defensive Stance (Ex): Starting at 14th level, a 
  stalwart defender no longer becomes fatigued at the end 
  of her defensive stance.
  Last Word (Ex): A stalwart defender learns the last word 
  ability at level 17. 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 at-
  tack that would reduce her to negative hit points, knock 
  her unconscious, or kill her. For example, a stalwart 
  defender has 1 hit point left when a red dragon bites her; 
  the defender may use this ability even if the dragon’s bite 
  would otherwise kill her 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 preci-
  sion-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 resolved, she suffers the normal effect 
  of the attack that provoked this ability.
  Mighty Defensive Stance (Ex): At 20th level, when 
  a stalwart defender enters defensive stance, the dodge 
  bonus to AC increases to +4, the morale bonus to her 
  Strength and Constitution increases to +8 and the mo-
  rale bonus on her Will saves increases to +4.
  Favored Class Bonuses
  Instead of receiving an additional hit point or skill rank 
  when she gains a level of stalwart defender, the following 
  races have the option of choosing an alternate bonus as 
  defined below.
     Dragonblood: Reduce the armor check penalty of 
  armor worn (not shield) by 1/3 point, but not below 0.
     Dwarf: Add +1/3 to your Combat Maneuver Defense 
  against bull rush, drag, reposition, and trip combat ma-
  neuver attempts.
     Elf: Gain +1/4 dodge bonus to Armor Class while 
  wielding a longbow (including composite), longsword, 
  rapier, shortbow (including composite), or any weapon 
  with “elven” in the name.
     Gnome: Add +1/3 on saving throws against spells and 
  spell-like abilities.
     Half-Elf: The stalwart defender gains +1/6 of a new 
  defensive power.
     Half-Orc: The stalwart defender gains +1/6 of a new 
  defensive power.
     Halfling: Add +1 to the stalwart defender’s CMD 
  when resisting a bull rush or trip attempt.
     Human: Add +1 to the stalwart defender’s total num-
  ber of defensive stance rounds per day.
  Sample Stalwart Defender 
  Below is a sample stalwart defender NPC created using 
  these rules at levels 1, 5, 10, and 15. Favored class bonus 
  is used to provide additional hit points.
  Gyaxes Sapphire-Shield
  As sits the stone upon my shield, so shall I sit, and will not 
  yield!
  Gyaxes Sapphire-Shield (CR 1/2; XP 200)
  Female dragonblood stalwart defender 1
  LN Medium humanoid (reptilian)
  Init +1; Senses Perception +4
  Defense
  AC 20, touch 11, flat-footed 19
  (+5 armor, +1 Dex, +1 natural, +3 shield)
  hp 16 (1d12+4)
  Fort +5, Ref +1, Will +2; +1 vs. poison
  
  7
  DR 1/—
  Offense
  Speed 20 ft.
  Melee battleaxe +3 (1d8+2/x3) or morningstar +3 
  (1d8+2)
  Ranged light crossbow +2 (1d8/19-20)
  Special Attacks defensive stance (7 rounds/day)
  STATISTICS
  Str 14, Dex 13, Con 17, Int 10, Wis 10, Cha 10
  Base Atk +1; CMB +3 (+5 sunder); CMD 14
  Feats Shield Focus
  Skills Bluff +1, Diplomacy +1, Perception +4, Sense 
  Motive +4; Racial Modifiers +1 Bluff, +1 Diplomacy
  Languages Common, Draconic
  SQ dragon magic, gatecrasher
  Combat Gear potion of cure light wounds; Other Gear 
  scale mail, heavy wooden shield, battleaxe, light cross-
  bow with 10 bolts, morningstar, backpack, bedroll, belt 
  pouch, explorer’s outfit, flint and steel, gear maintenance 
  kit, 5 porphyrite flakes, rope (50 ft.), torch (5), trail ra-
  tions (5 days), waterskin, whetstone, 3 sp, 3 cp
  Gyaxes Sapphire-Shield (CR 4; XP 1,200)
  Female dragonblood stalwart defender 5
  LN Medium humanoid (reptilian)
  Init +1; Senses Perception +7
  DEFENSE
  AC 22, touch 12, flat-footed 22
  (+6 armor, +1 Dex, +1 dodge, +1 natural, +3 shield)
  hp 68 (5d12+30)
  Fort +8, Ref +2, Will +4; +5 vs. poison
  DR 2/—; Defensive Abilities improved uncanny dodge
  OFFENSE
  Speed 20 ft.
  Melee mwk battleaxe +8 (1d8+2/x3) or morningstar +7 
  (1d8+2)
  Ranged mwk light crossbow +7 (1d8/19-20)
  Special Attacks defensive powers (bulwark, halting 
  blow), defensive stance (16 rounds/day)
  STATISTICS
  Str 14, Dex 13, Con 18, Int 10, Wis 10, Cha 10
  Base Atk +5; CMB +7 (+9 sunder); CMD 19
  Feats Power Attack, Shield Focus, Toughness
  Skills Bluff +1, Climb +6, Diplomacy +1, Perception +7, 
  Sense Motive +7, Swim +0; Racial Modifiers +1 Bluff, 
  +1 Diplomacy
  Languages Common, Draconic
  SQ AC bonus +1, dragon magic, gatecrasher
  Combat Gear potion of bull’s strength, potion of cure 
  moderate wounds (2); Other Gear masterwork agile 
  breastplate, masterwork darkwood heavy wooden shield, 
  masterwork battleaxe, masterwork light crossbow with 
  20 bolts, morningstar, backpack, bedroll, belt pouch, 
  explorer’s outfit, flint and steel, gear maintenance kit, 
  muleback cordsUE, 5 porphyrite flakes, rope (100 ft.), 
  torch (5), trail rations (5 days), waterskin, whetstone, 5 
  pp, 23 gp, 3 sp, 3 cp
  Gyaxes Sapphire-Shield (CR 9; XP 6,400)
  Female dragonblood stalwart defender 10
  LN Medium humanoid (reptilian)
  Init +2; Senses Perception +9
  DEFENSE
  AC 28, touch 16, flankers 28
  (+7 armor, +2 Dex, +4 dodge, +1 natural, +4 shield)
  hp 130 (10d12+60)
  Fort +11, Ref +5, Will +7; +10 vs. poison
  DR 4/—; Defensive Abilities improved uncanny dodge
  OFFENSE
  Speed 30 ft.
  Melee mwk battleaxe +14/+9 (1d8+3/x3) or morningstar 
  +13/+8 (1d8+3)
  Ranged mwk light crossbow +13 (1d8/19-20)
  Special Attacks defensive powers (bulwark, halting 
  blow, intercept, renewed defense, stalwart opportunity), 
  defensive stance (26 rounds/day)
  STATISTICS
  Str 16, Dex 14, Con 18, Int 10, Wis 10, Cha 10
  Base Atk +10; CMB +13 (+17 sunder); CMD 29 (31 vs. 
  sunder)
  Feats Dodge, Improved Sunder, Power Attack, Shield 
  Focus, Toughness
  Skills Bluff +1, Climb +12, Diplomacy +1, Perception 
  +9, Sense Motive +9, Swim +6; Racial Modifiers +1 
  Bluff, +1 Diplomacy
  Languages Common, Draconic
  SQ AC bonus +3, dragon magic, gatecrasher, mobile 
  defense
  Combat Gear potion of cure moderate wounds (3), potion 
  of enlarge person (2), potion of shield of faith (2); Other 
  Gear +1 mithral agile breastplate, +1 darkwood heavy 
  wooden shield, masterwork battleaxe, masterwork light 
  crossbow with 20 bolts, morningstar, backpack, bedroll, 
  belt of giant strength +2, belt pouch, everburning torch, 
  explorer’s outfit, flint and steel, gear maintenance kit, 5 
  porphyrite flakes, rope (100 ft.), trail rations (5 days), 
  waterskin, whetstone, 20 pp, 13 gp, 3 sp, 8 cp
  Gyaxes Sapphire-Shield (CR 14; XP 38,400)
  Female dragonblood stalwart defender 15
  
  8
  LN Medium humanoid (reptilian)
  Init +2; Senses Perception +13
  DEFENSE
  AC 32, touch 20, flat-footed 32
  (+7 armor, +2 deflection, +2 Dex, +6 dodge, +1 natural, 
  +4 shield)
  hp 163 (15d12+90)
  Fort +16, Ref +10, Will +12; +15 vs. poison
  DR 5/—; Defensive Abilities improved uncanny dodge 
  OFFENSE
  Speed 30 ft.
  Melee +1 battleaxe +20/+15/+10 (1d8+5/x3) or mwk 
  morningstar +20/+15/+10 (1d8+4)
  Ranged mwk light crossbow +18 (1d8/19-20)
  Special Attacks defensive powers (bulwark, halting 
  blow, hold the line, intercept, renewed defense, retali-
  ate, stalwart opportunity), greater defensive stance (36 
  rounds/day)
  STATISTICS
  Str 18, Dex 14, Con 19, Int 10, Wis 10, Cha 10
  Base Atk +15; CMB +19 (+25 sunder); CMD 39 (41 vs. 
  sunder)
  Feats Dodge, Greater Sunder, Improved Sunder, Im-
  proved Vital Strike, Power Attack, Shield Focus, Tough-
  ness, Vital Strike
  Skills Bluff +1, Climb +12, Diplomacy +1, Perception 
  +13, Sense Motive +13, Swim +8; Racial Modifiers +1 
  Bluff, +1 Diplomacy
  SQ AC bonus +5, dragon magic, gatecrasher, mobile 
  defense, tireless defensive stance
  Combat Gear potion of barkskin, potion of cure serious 
  wounds (2), potion of enlarge person (2), stonewall elixir’s 
  plumed helm; Other Gear +1 mithral agile breastplate, +1 
  darkwood heavy wooden shield, +1 battleaxe, masterwork 
  morningstar, masterwork light crossbow with 20 bolts, 
  backpack, bedroll, belt of giant strength +4, belt pouch, 
  cloak of resistance +3, everburning torch, explorer’s outfit, 
  flint and steel, gear maintenance kit, 5 porphyrite flakes, 
  rope (100 ft.), trail rations (5 days), waterskin, whet-
  stone, 13 gp, 3 sp, 8 cp
  “It is decreed that since the days of The Lizard Kings, 
  the blood of the Winged Kings shall arise in the people 
  of the So’Cha, Ma’linas, and A’tez, and that they shall 
  be recognized as sacred, and not due any abuses.  The 
  bloodline of Dragons shall be held sacred, the dragon-
  bloods shall know the respect of the crowns of crystal, 
  and those that speak their tongue shall speak for the 
  Three Courts, and be their Stalwart Defenders…” – 
  Lord Ogema Thunderchild, Fragile Son of the A’tez
  Gyaxes was born under another name, as all dragon-
  bloods are, to a family of minor court functionaries in 
  the Fourlands city of Solimat.  She was highly fortunate, 
  as the traditions in the Clandoms indicated a drag-
  onblood birth as a good omen.  She was raised in the 
  temple of Lord Shankhil the Gatekeeper, trained in the 
  defense of the Fragile Ones, the ruling caste of the great 
  city of Solimat.  She adopted the purple stone of porphy-
  rite as her totem, and incorporated the mystical mineral 
  into her great shield as her heraldry.  On missions for the 
  Fragile Ones, Gyaxes Sapphire-Shield helped support the 
  shaky power of the cities in the wild lands of the So’Cha 
  nomads, exercising the will of civilization and expound-
  ing Shankhil when she could.  Gyaxes specialized in 
  border actions, moving against the alien female warriors 
  of the Advent Imperiax, the secretive, paranoid elves of 
  Iluriel, and the treasure-hunters of Mount Xoa.  It was 
  on the slopes of Xoa, on the Great Road that Gyaxes 
  nearly fell to the axe of Chaul-Grey, crazed leader of the 
  Grey Reivers, duergar fanatical zealots who lay waste to 
  her expedition.  Gyaxes in torn between the slow-burn-
  ing draconic need for revenge, and turning once again to 
  serve her masters and the Twilight Man; between duty 
  and bloodlust…
  Stonewall Elixir’s Plumed Helm
  Aura faint transmutation; CL 5th 
  Slot none; Price 750 gp; Weight —  
  Description
  This gritty paste is standard-issue for many front-line 
  defenders of dwarven colonies in the underworld, as it 
  can quickly turn a small party of fighters into an impreg-
  nable defensive wall.  When consumed, it grants +2 en-
  hancement bonuses to armor class, Strength, and Con-
  stitution for 1 minute, and the imbiber gains DR 1/-, 
  which stacks with existing DR.  The price paid, however, 
  is that the user gains a stony exterior, and cannot will-
  ingly move from the position that they took when the 
  elixir was consumed.  This includes any willing move-
  ment such as teleportation, 5-foot step, or being carried 
  by their fellows.  When the stonewall elixir’s duration 
  expires, the drinker takes 1 point of Dexterity damage.
  Construction
  Requirements Craft Wondrous Item, rage, calm emo-
  tions, creator must possess personal damage reduction; 
  Cost 375 gp
  
  9
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  System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; 
  Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by 
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  Advanced Player’s Guide. Copyright 2010, Paizo Publishing, LLC; Author: 
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SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Purple Duck Games/WPA Stalwart Defender.pdf