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