Mercenary Fighter, 8th Level
Dwarf Dwarven Defender 1/Fighter 7
LG Medium Humanoid (Dwarf)
darkvision 60 ft.; Listen +1, Spot +1
26, touch 17, flat-footed 24; Dodge, giantfoe (+1 Dex, +1 dodge, +9 armor, +5 shield)
72 (8 HD)
+2 vs. Spells, Spell-Like Abilities, and Poison
20 ft. (4 squares); relentless
Melee +1 dwarven waraxe
composite shortbow (+2 pull) +9/+4 (1d6+2/x3; 70 ft./x10; 20 arrows)
racial hatred +1 (orc, goblinoid)
Dodge, giantfoe +4, Shield Ward, stability
defensive stance 1/day
Combat gear potion of cure light wounds
Str 17, Dex 13, Con 16, Int 10, Wis 12, Cha 6
stonecunning (intuit depth, passive search (10 ft./stonework), trapfinding (stone)), weapon familiarity (dwarven)
Dodge, Endurance, Iron Will, Shield Specialization (heavy), Shield Ward, Toughness, Weapon Focus (dwarven waraxe)
(ACP -5) Appraise +0 (+2 stone/metal/weapons, +4 metal weapons), Craft (weaponsmithing) +11 (+13 metal weapons), Intimidate +8, Listen +1, Search +0 (+2 stonework), Sense Motive +2, Spot +1
combat gear plus +1 full plate armor, +2 heavy steel shield
, standard adventurer's kit, 54 gp
Defensive Stance (Ex):
Once per day (as a free action on his turn), the mercenary fighter can assume a defensive stance. While in the stance, the mercenary fighter's stats change as follows:
30, touch 21, flat-footed 24; Dodge, giantfoe (+1 Dex, +5 dodge, +9 armor, +5 shield)
88 (8 HD)
+9 (+2 vs. Spells, Spell-Like Abilities, and Poison)
~ Melee +1 dwarven waraxe
Str 19, Con 20
While in a defensive stance, the mercenary fighter cannot use skills or abilities that would require him to shift his position. A defensive stance lasts for eight rounds. The mercenary fighter may end his defensive stance voluntarily prior to this limit. At the end of the defensive stance, the mercenary fighter is winded and takes a -2 penalty to Strength for the duration of that encounter.
Racial Hatred (Ex):
Dwarves receive a +1 racial bonus on attack rolls against creatures with the orc or goblinoid subtype.
Dwarves receive a +4 dodge bonus to AC against creatures of the giant type.
This feat allows the mercenary fighter to add his shield bonus to his touch AC, and on checks made to resist bull rush, disarm, grapple, overrun, or trip attempts.
Dwarves are exceptionally stable on their feet. A dwarf has a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).