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"The wrath of Hell can’t move me, but I can hammer you into place!"[MP:27]

Prerequisite: Dwarf, Fighter

Dwarven Defender Path Features

Defensive Action (11th level): Whenever you spend an action point to take an extra action, you gain a +2 bonus to your AC and Fortitude until the end of your next turn.

Stalwart Defender (11th level): Whenever you are adjacent to at least one ally, you and adjacent allies gain a +1 bonus to AC, and all adjacent allies can reduce the distance they are moved by any pull, push, or slide by 1 square.

Roots of the Earth (16th level): The Stand Your Ground racial trait can reduce the distance you are moved by 5 squares.

 Press Forward Dwarven Defender Attack 11
Knocking your enemies back, you step into the gap.
 Encounter + Martial, Weapon
 Standard Action  Close burst 1
 Target: Each enemy in burst you can see
 Attack: Strength vs. AC
 Hit: 1[W] + Strength modifier damage, and you slide the target 1 square. You can then shift 1 square into the space that the target occupied.
 Weapon: If you’re wielding an axe, a hammer, or a pick, the attack deals extra damage equal to your Constitution modifier.


 Forge-Fire Heart Dwarven Defender Utility 12
By looking to your own defense, you instill adjacent allies with courage.
 Encounter + Martial
 Minor Action  Personal
 Effect: Until the end of your next turn, you gain a +4 power bonus to all defenses, and any ally adjacent to you gains a +2 power bonus to Will.


 Keystone Collapse Dwarven Defender Attack 20
Your strike hammers your foe and causes him to flail about, toppling nearby adversaries in the confusion.
 Daily + Martial, Weapon
 Standard Action Melee weapon
 Target: One creature
 Attack: Strength vs. AC
 Hit: 4[W] + Strength modifier damage, and you push enemies adjacent to the target 1 square and knock them prone.
 Weapon: If you’re wielding an axe, a hammer, or a pick, the attack deals extra damage equal to your Constitution modifier.
 Miss: Half damage.
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