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Stalwart Defender (Pathfinder Second Edition Archetype)
(art by s0ulafein on DeviantArt)
There is a stereotype for dwarven fighters of them being heavily-armored warriors that can absorb damage and dish it out in equal measure, often visually resembling a walking rampart or siege tower in appearance. They may not be the fastest, but nothing gets past them, especially when part of a mighty shield wall.
While there’s plenty of opportunity for dwarves to practice other forms of martial specialization, it’s a classic image for a reason, and one that dwarves, and folks that enjoy playing dwarves, are happy to buy into.
Which is where the stalwart defender comes into play. Originally a prestige class in First Edition, the specialization returns as an archetype now, one that is not actually limited to dwarves in either incarnation, though any stalwart defenders of other ancestries will need to get training from dwarves in order to embark down this path.
But yes, in lands where dwarves are common, a highly defensive form of combatant is possible, so if that appeals to you, read on!
The base dedication for this archetype allows them to enter a special defensive stance, making them slower and less agile, but relying on their armor to protect them, letting them absorb more blows before they become truly injured. Many other feats in the archetype also use this stance.
Not every profession learns how to use heavier armors, to training to become a stalwart defender includes it, letting them improve their mastery of said armor with time as well.
Dwarven battle chants can be quite inspiring, and by remembering and reciting them, these defenders can stave off fear.
A shield can block not just blows, but the passage of enemies, and so many learn to set up an immobile stance to become as an impassable wall to their enemies.
The weight of heavy armor crushes down on the ground, and with mighty stomping steps, many learn to crush brambles, flatten uneven rock, and otherwise ignore difficult terrain.
Endurance training allows many to ignore weakness of the flesh that would make a stricken stomach or feeling of illness undermine their ability.
Sometimes there is no time to remove armor when resting, so many stalwart defenders learn how to best sleep and rest comfortably while wearing their protections.
When foes push, these defenders push back, and even a successful blow against them is rewarded by the defender upsetting their foe’s balance, punishing their every effort.
Mighty defenders can even shatter the ground beneath their feet, creating hazards that they can ignore while their foes struggle to stay steady on.
With greater passion, their chanting can help them ignore and push past all manner of mental maladies, not just fear.
Many also fully master all the armors they can use, and while stanced up, improve the benefits of such training.
With a taunt and a punishing strike, these defenders laugh off ineffective strikes and knock back foes that fail to harm them.
For some, the guarded stance of this archetype allows them to calm themselves and recover a bit in a fight, restoring their will to fight slightly.
A boulder cracks and chips, but rarely does it break outright. As such, a stanced defender can sometimes remain standing after a blow that would put down another warrior, and immediately punish foes with a strike of their own.
Those that wear armor that can act as a bulwark often specialize in it, increasing the benefits, letting the effects of spells and the like wash over their armor while they remain relatively safe.
The true masters of this vocation seem to become like the very stone itself when in their stance, reducing the amount of harm they receive from attacks.
There have been other defensive archetypes here and there, but this one is perhaps one of my favorites, and definitely rewards a player that wants to get in close and block foes from doing anything. As such, I recommend combat classes above most other options, particularly ones that have options for preventing foes from getting away or outmaneuvering you, be it with spells or class feats that keep foes close. The only classes I really don’t recommend are full casters with only unarmored defense, since that takes extra training to make them even able to take this archetype in the first place, and for most builds that might be a bridge too far, but if you can make it work, go for it. Just remember no matter what class you play that the archetype wants you to get in close and keep foes close, absorbing and deflecting everything that comes your way.
It is not just the strength of the steel in one’s armor, or the way you carry your own weight to be harder to topple that makes this archetype what it is. What really forms the core of a stalwart defender is discipline. These warriors understand better than any that in order for your enemy to fall, you must not fall first. And so they train, ignoring pain, exhaustion, and the like in order to become as hard as stone in spirit as well as body. Consider how that colors your character personality-wise.
Built in the shape of an orc and sporting a personality to match, the poppet Duskarr is proud and strong despite being made of wood and twine. In a fight, he prefers to block and endure enemy blows, pushing back against them as they exhaust themselves on his impenetrable defenses.
Dwarven expeditionary forces often keep a few stalwart defenders on the team to help fight whatever monsters are found in the dark tunnels. However, they are not suited for every encounter, such as such as shallow cisterns filled with brood leech swarms that can engulf and drain heavy warriors in spite of their armor.
Some might assume armor is simple. Forge good steel around the client’s measurments, provide protection to all areas vital and not, and enough flexibility to be able to move around reasonably well. However, Bixi the inventor is not content to let armor technology stagnate, and so she has been developing and iterating on her own personal suit of steam-powered armor, which she hopes will one day be able to stand against dragons and worse without flinching.
3980 AR: Capital moved back to Highhelm https://pathfinderwiki.com/wiki/Tar_Khadurrm Due to the Rending, King Sidrik III of the dwarven nation moved its capital from Jernashall back to Highhelm.
-4880 AH: Highhelm founded https://pathfinderwiki.com/wiki/Highhelm Construction of the city began three years earlier, on the centennial of breaching the surface.
3980 AR: Capital moved back to Highhelm https://pathfinderwiki.com/wiki/Tar_Khadurrm Due to the Rending, King Sidrik III of the dwarven nation moved its capital from Jernashall back to Highhelm.

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Broch, King's Crown, Highhelm https://pathfinderwiki.com/wiki/Broch
Earth and Ore Smithy, Helmsborough, Highhelm https://pathfinderwiki.com/wiki/Earth_and_Ore_Smithy
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