
Trinam |

Hello all! I've been trying to throw together a possible fighter variant for a homebrew game I've been working on. I went into it with three goals:
1) I wanted to play with the 'drawing aggro' effects of 4th Edition D&D.
2) I wanted to give martial characters some Swift/Immediate loving.
3) I wanted a reason to put points in charisma as a martial character.
What follows is the result. I'm looking at it for any balance issues or other such things, and while it looks okay to me, I know that you message board types are amazing at breaking things wide open. I'll spare you the fluff and put in the mechanical bits. Any input you have is greatly appreciated. The game in question is Core + APG, with the addition of the weapon and armor crystals from the Magic Item Compendium.
Fighter Variant
Damage Reduction (Ex): At 2nd level, a devoted defender gains damage reduction 1/-. This damage reduction is doubled against nonlethal damage. At 6th level and every 4 levels thereafter, this damage reduction increases by 1 point. This ability replaces Bravery.
Battleground Expertise (Ex): A devoted defender has an ability to anticipate his enemy’s attacks which borderlines on precognition. At 3rd level, a devoted defender gains a +2 insight bonus to Armor Class. At 7th level and every 4 levels thereafter, this bonus increases by 1 point. This ability replaces Armor Training 1, 2, 3, and 4.
Dig In (Ex): At 5th level, when a devoted defender moves no more than 5 feet prior to attacking, he gains a +1 bonus to attack and damage rolls. This bonus increases by +1 for every four levels beyond 5th. This ability replaces Weapon Training 1.
Your Opponent is Me! (Ex): As a swift action, the devoted defender can designate an opponent within 30 feet. As long as the opponent can see and hear the devoted defender, that opponent suffers a -4 morale penalty on attack, damage, and combat maneuver rolls against anyone other than the devoted defender. An enemy can only be affected by one devoted defender’s effect at a time. The devoted defender can use Your Opponent is Me! a number of times per day equal to 3 plus his Charisma modifier. At 13th level and every 4 levels thereafter, the morale penalty increases by 2. This ability replaces Weapon Training 2.
Diehard (Ex): At 13th level, the devoted defender gains Diehard as a bonus feat. He does not need to meet the prerequisites to take this feat. This ability replaces Weapon Training 3.
Renewed Vigor (Ex): At 17th level, any Conjuration (Healing) spell cast upon the devoted defender is treated as Empowered for determining the hit points regained. This ability replaces Weapon Training 4.
Determined Shield (Ex): At 19th level, when the devoted defender wears a shield he adds his shield bonus to his touch AC, and as a resistance bonus on all saving throws. This ability replaces Armor Mastery.
Determinator (Ex): The devoted defender is no longer staggered when reduced to 0 or fewer hit points. He may take strenuous actions while at 0 or fewer hit points without the loss of 1 hit point. The devoted defender does not die until his negative total is in excess of twice his Constitution score. This ability replaces Weapon Mastery.

Trinam |

I think it's a cool idea, but in the form it is it is significantly overpowered. DR is way better than Bravery, +2 insight AC is waay better than armor training, etc etc
Thanks very much--this is exactly the sort of feedback I was looking for. Now, for DR I can see where you're coming from. It may be okay to leave the Bravery thing untouched, or else make it a bonus to CMD against Trip and Bull Rush or something like that... Free-Hand Fighter gained a bonus to both CMB and CMD for specific manuvers, so I'm wondering if just a blanket CMD bonus wouldn't be too much.
As for the insight bonus, my reasoning there is a little more grounded in reason. It replaces Armor Training, which as I saw it did three things:
1) Increases your Max Dex to AC (And usually your AC) by 1.
2) Allows you to move in Medium and then Heavy armor without movement penalties.
3) Lowers your Armor Check Penalty by 1.
With an insight bonus, I aimed for the following to counterbalance the loss:
1) The bonus would be usable while flat-footed (unlike the AC bonus)
2) A similar bonus without stat investment to counter the lack of armor check reduction meaning a decrease in skill checks across the board.
3) Added on one to the bonus at the start in return for the lack of increased movement.
I can see where this might be too much. Would moving it to a Dodge bonus (And losing the first of the three perks by doing so) make it more even?
That looks cool, but this should really be in the Suggestions/House Rule/Homebrewed section, not advice...
...you hit it on the head. I missed that section, sorry. With any luck it'll get moved to the proper place by our lovable moderating staff--doesn't look like I can do it myself.

FireberdGNOME |

iirc, Devoted Defender was a Prestige Class from 3.0. And if, I remember it revolved around taking the hit for your buddy, or, the gist was devoted defenders were bodyguards...
In keeping with that, may I suggest:
No DR; leave DR to the Barbs-it's the only thing they get!
Attentive: at 2nd level, +1 to Perception, add +1 at 6/10/14/18 Replaces Bravery 1,2,3,4
Cagey Defender: at 3rd level +1 (dodge or insight would be appropriate) bonus to AC. (Dodge stacks with other Dodge, and as it can be beaten (flat footed, et al)it makes a fair balance. However, Free Hand Fighters already get a Dodge bonus instead of Armor Training, and Insight is nice as it can't be beaten/removed) This replaces Armor Training 1
Run Interference: at 5th level the Devoted Defender may spend an Immediate Action to interfere with an attack directed at an adjacent ally. This ability grants a +2 Circumstance Bonus to the AC, or REF save of the assisted Ally. This bonus increases to +4 at 13th. This replaces Weapon Training 1,3
Keep them back!: at 9th level the devoted defender gains a +2 bonus CMD against Bull Rush and Overrrun manuevers. This bonus increases to +4 at 17th. This replaces Weapon Training 2,4
***
When you talk about a Devoted Defender, I imagine someone that is takes the hits, or prevents the hits. If my opinion matters, I would recommend staying away from any offensive abilities :) Of course, it is up to you. Maybe a PrC would be better? Some folks like 'em, some don't.
Thank you for the food for thought :)
GNOME

Interzone |

Ah yes, I forgot the increased movement thing with armor training, so that part is not as far off as I was thinking. The rest of it still seems mostly like getting some good stuff without really trading anything much for it, a good deal but just kind of strictly better than the normal fighter for some things.

Trinam |

Ah yes, I forgot the increased movement thing with armor training, so that part is not as far off as I was thinking. The rest of it still seems mostly like getting some good stuff without really trading anything much for it, a good deal but just kind of strictly better than the normal fighter for some things.
I agree that Damage Reduction seems to be a little too powerful to trade for Bravery in and of itself. Looking at it, either a flat bonus to CMD or a bonus to Perception would be the best way to fix that... if we do a flat bonus to Perception, though, I'd want to make it a bonus equal to half the character level to make it seem meaningful. (Perception really doesn't seem like a Fighter thing; they don't even get it as a class skill.) The purpose of the class is to be able to dig in and 'hold the line' against foes. I traded the Weapon Trainings for abilities that would allow it to do just that. (Dig In needs to have a contingency that says it works with Melee attacks, and while I agree the class should be primarily defensive, the stats of monsters/what have you necessitate some kind of bonus to attack and damage rolls.)
That said, all of the cool abilities the class is getting for the later levels comes at the loss of Weapon Training (Which means they lose their bonus to weapon attacks), or else the mastery skills (of which Armor Mastery may be low-powered vs Determined Shield, but Diehard is a very underwhelming trade for a level of Weapon Training.)

Phneri |
I actually think the DR is fine. It's weaker than what the invulnerable rager gets at a similar cost.
What I think is a bit busted is Dig in (this is for all weapons and should replace every level of weapon training with it's scaling ability. That's a HUGE benefit since a good party will be funneling bad guys to you anyway).
Your Opponent is Me! is WAY too powerful to be a swift action debuff that requires no save. Also not specific enough. Written as is I could build a defender fighter who does nothing but use that ability and take total defense while everything else murders the debuffed bad guy. I'd instead give him the barbarian rage power that does the same thing, but at a reduced level of power (Boastful Taunt from the APG).
I'd redo battleground expertise to this:
Battleground Grit: Through force of personality a devoted defender can give himself an advantageous position in combat. The devoted defender may add his Charisma modifier (to a maximum of one-third his fighter level) as a bonus to AC. This functions in all ways as a dexterity modifier, save the following:
Battleground grit remains active when a defender is flat footed. However, any time the defender is under a charm, domination, fear, or silence effect this bonus to AC is lost. If the defender is rendered unconscious the bonus is lost.

kyrt-ryder |
I really don't think "your opponent is me" is that powerful Pneri. Yes it's a no-save swift action debuff, but that's the point. It's intended to let this guy actually do some tanking. Honestly I'd be tempted to just make something similar (although probably with a save, but it would be a good DC) a core mechanic available to a bunch of classes (or at least all Fighters and Paladins)

Phneri |
I really don't think "your opponent is me" is that powerful Pneri. Yes it's a no-save swift action debuff, but that's the point. It's intended to let this guy actually do some tanking. Honestly I'd be tempted to just make something similar (although probably with a save, but it would be a good DC) a core mechanic available to a bunch of classes (or at least all Fighters and Paladins)
I like the ability, but it needs to be at minimum a move (and probably a standard to start) action, and it needs a save DC.
Compare it to the witch evil eye hex. that's a -2 to ONE of these, not four, requires a save (to last more than a round) and it's a mind-affecting ability. The Barbarian counterpart goes off of intimidate for a demoralize check (fighters get intimidate, too), and like the hex works as a standard action.
The closest I can get to it with a comparable ability is quickened doom (5th level spell slot, so 9th level caster) for shaken (-2, not -4) against a will save, or quickened bestow curse (8th! level spell) which will pull this off with a touch attack (not ranged) and still gets a save.
Again, I like the concept, but as written that's an enormously powerful ability compared to what almost anything else can pull off. I'd make it a standard action (move or free to maintain on a target) and allow a save.

Trinam |

I actually think the DR is fine. It's weaker than what the invulnerable rager gets at a similar cost.
What I think is a bit busted is Dig in (this is for all weapons and should replace every level of weapon training with it's scaling ability. That's a HUGE benefit since a good party will be funneling bad guys to you anyway).
Your Opponent is Me! is WAY too powerful to be a swift action debuff that requires no save. Also not specific enough. Written as is I could build a defender fighter who does nothing but use that ability and take total defense while everything else murders the debuffed bad guy. I'd instead give him the barbarian rage power that does the same thing, but at a reduced level of power (Boastful Taunt from the APG).
I'd redo battleground expertise to this:
Battleground Grit: Through force of personality a devoted defender can give himself an advantageous position in combat. The devoted defender may add his Charisma modifier (to a maximum of one-third his fighter level) as a bonus to AC. This functions in all ways as a dexterity modifier, save the following:
Battleground grit remains active when a defender is flat footed. However, any time the defender is under a charm, domination, fear, or silence effect this bonus to AC is lost. If the defender is rendered unconscious the bonus is lost.
Dig In is the exact opposite of the 5th level ability of the Mobile Fighter, who can take a five foot step or more and then get +1 to attack and damage rolls. Since that variant still receives his additional weapon trainings (And it gets flat out SICK when he uses his level 5 power with a weapon he has WT with) I figured Dig In would only replace one of them. I do need to make sure it says 'Melee Only' to prevent archer cheesing, as while a Mobile Fighter can 5 foot step at level 9 and get both a Bow weapon training and his class's ability to a full attack, only a defender could do it while forcing the opponent (within 30 ft) to maneuver around all his allies or else suffer penalties on getting to him.
YOIM! is literally designed to force your tanker to actually be able to tank--I've seen several complains from various sources saying that there was nothing that forced the opponent to stay and hit the fighter when the squishy wizard behind you was still out in the open, and thinking on it there's a fairly good point there. Yes, if they bypass your Defender under normal circumstances they suffer an AoO. However, an AoO is normally worth it to hit the big squishy in the back. (One hit vs One Dead Opponent? I'll usually take the hit.) The -4 ATK/DMG is to give them an actual good reason to stay behind and try to hit the fighter. For most squishy wizard types the -4 from each attack isn't enough to stop a hit, but the damage definitely goes down. It also doesn't stop enemy spellcasters from casting their spells on whomever they want unless the spell requires an attack roll. I would say that an enemy can only be under the effect of one Your Opponent Is Me! at a time, since otherwise they get stuck between two defenders and suffer the penalties of both.
I love Battleground Grit as an idea, since it also gives even more bonus to devoted defenders who boost their CHA, however, this gives a Devoted Defender build a crazy amount of MAD, since they'd need...
STR: As much as possible--this is the most likely dump stat, but you still have to carry your full plate.
DEX: 13 (Full plate, take dodge; you're not moving anyways.)
CON: As much as possible
INT: 13 (Combat Expertise is a must)
WIS: 10 (Lower is crazy, higher is ALWAYS useful)
CHA: 24 (To get the maximum bonus from Battleground Grit)
This means standard gear on a good high-level Defender would have a +6 belt for Str/Con, and a +6 headband for Cha.
They would save money once they hit 19th level on a cloak of resistance, since their +5 shield they'll have anyway provides their resistance bonus to saves...
I'm not sure how I feel about STR being the logical dump stat for a fighter.

Trinam |

kyrt-ryder wrote:I really don't think "your opponent is me" is that powerful Pneri. Yes it's a no-save swift action debuff, but that's the point. It's intended to let this guy actually do some tanking. Honestly I'd be tempted to just make something similar (although probably with a save, but it would be a good DC) a core mechanic available to a bunch of classes (or at least all Fighters and Paladins)I like the ability, but it needs to be at minimum a move (and probably a standard to start) action, and it needs a save DC.
Compare it to the witch evil eye hex. that's a -2 to ONE of these, not four, requires a save (to last more than a round) and it's a mind-affecting ability. The Barbarian counterpart goes off of intimidate for a demoralize check (fighters get intimidate, too), and like the hex works as a standard action.
The closest I can get to it with a comparable ability is quickened doom (5th level spell slot, so 9th level caster) for shaken (-2, not -4) against a will save, or quickened bestow curse (8th! level spell) which will pull this off with a touch attack (not ranged) and still gets a save.
Again, I like the concept, but as written that's an enormously powerful ability compared to what almost anything else can pull off. I'd make it a standard action (move or free to maintain on a target) and allow a save.
Regarding this, I'd like to point out that YOIM! only works when the enemy can see and hear the defender in question. You can completely negate the ability by dropping a 'darkness' spell on the defender in question, or just shutting their eyes/plugging their ears.

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Dig In (Ex): At 5th level, when a devoted defender moves no more than 5 feet prior to attacking, he gains a +1 bonus to attack and damage rolls. This bonus increases by +1 for every four levels beyond 5th. This ability replaces Weapon Training 1.
Dig In might be a reasonable replacement for Weapon Training 1 to 4, but just in place of Weapon Training 1? The bonus is the same as a the first group that a fighter selects for Weapon Training, but it applies to any weapon. The only downside is that he can't move more than 5' prior to attacking. So he gets it whenever he does a full attack, or he can drop a foe, and then move. Like I said, Weapon Training 1 to 4. Consequently, the abilities that you gave in exchange for Weapon Training 2 through 4 are just gravy.
And Damage Reduction in place of Bravery? Really?
The problem with your archetype is that it would be disadvantageous to play a standard fighter, rather than your archetype. Playing an archetype should offer disadvantages that balance out with it's advantages. This doesn't. Playing your class versus the standard fighter is a complete no-brainer. It's way overpowered.

Trinam |

Trinam wrote:Dig In (Ex): At 5th level, when a devoted defender moves no more than 5 feet prior to attacking, he gains a +1 bonus to attack and damage rolls. This bonus increases by +1 for every four levels beyond 5th. This ability replaces Weapon Training 1.Dig In might be a reasonable replacement for Weapon Training 1 to 4, but just in place of Weapon Training 1? The bonus is the same as a the first group that a fighter selects for Weapon Training, but it applies to [i]any[-i] weapon. The only downside is that he can't move more than 5' prior to attacking. So he gets it whenever he does a full attack, or he can drop a foe, and [i]then[-i] move. Like I said, Weapon Training 1 to 4.
I just checked the information on the Pathfinder SRD for the Mobile Fighter, and sure enough there was an errata from the APG that made Leaping Attack replace Weapon Training 1, 2, 3, and 4. It's not listed that way in the original entry, hence why I figured it'd be acceptable. Darned erratas, always messing me up. ;)
This makes for a fairly easy fix, however. Move Your Opponent Is Me! to being a level 5 skill, and start its bonus at -2 instead of -4 with the same progression, so it grows with the character. If there is a great worry about it not having ANY sort of check and being a swift action, then having it be an intimidate roll seems like a happy medium. This may free up a slot for level 9, though my immediate thought is 'move Diehard bonus feat to level 9, you get NOTHING at 13 ahaha deal with it.'
Regarding the Damage Reduction, as I've said--I considered changing it to a bonus to CMD instead. Would that be a good change to make?

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Regarding the Damage Reduction, as I've said--I considered changing it to a bonus to CMD instead. Would that be a good change to make?
I think the problem that I have with any ability that replaces Bravery, is that Bravery kind of sucks to begin with. The existing archetypes typically give a rather modest ability to replace it.
Archers get Hawkeye, which give a bump to Perception checks and range increments with their bows. Free Hand Fighters get Deceptive Strike, which give a bonus to CMB and CMD only on disarm checks, and on Bluff checks to feint or create a diversion to hide. Phalanx Soldiers get Stand Firm which gives a bonus to CMD against a few combat maneuvers. Polearm Masters get Pole Fighting, which gives them the ability to attack adjacent targets with a reach weapon, at a penalty until higher levels. Roughriders get Steadfast Mount, which grants a dodge bonus to their mounts, and a morale bonus to their mount's saves. Savage Warriors get Spark of Life get a bonus to saving throws versus energy drain and death effects. All of these replacement abilities are situational in nature, and none of them are game changers.
Since you want the archetype to make good use of Charisma, I would look at opportunities to have Charisma replace another stat for a specific purpose, rather than add to it.
Something like Sidestep Secret, the Lore Oracle's revelation on p.50 of the APG, which would substitute an armor's maximum Dexterity bonus, for a maximum Charisma bonus, and adds Charisma (instead of Dexterity) to Reflex saves.
Or maybe something that replaces Dexterity with Charisma in the calculation of your CMD.
I know that someone above mentioned that your DR bonus replacing Bravery was no better than what an Invulnerable Rager gets. However, the Invulnerable Rager was already going to be getting DR at a higher level. He loses that ability, plus Uncanny Dodge and Improved Uncanny Dodge. That's a much more significant trade off than Bravery.
Just some thoughts.

Phneri |
This makes for a fairly easy fix, however. Move Your Opponent Is Me! to being a level 5 skill, and start its bonus at -2 instead of -4 with the same progression, so it grows with the character. If there is a great worry about it not having ANY sort of check and being a swift action, then having it be an intimidate roll seems like a happy medium. This may free up a slot for level 9, though my immediate thought is 'move Diehard bonus feat to level 9, you get NOTHING at 13 ahaha deal with it.'Regarding the Damage Reduction, as I've said--I considered changing it to a bonus to CMD instead. Would that be a good change to make?
Intimidate check definitely works for the ability, as that converts it to a standard and puts it in line with similar things.
Don't fret the DR. By level 20 the defender has DR 5/-. Inulnverable Rager can have DR 10/-, significant elemental resistance, and kick that up to DR 13/- with rage by comparison. It's nice, but not an end-all, and makes up for the MAD you have with YoiM being charisma-based.
I think you're also misreading my intention for grit. CHA bonus functions identically to Dex save as written. That means off of regular plate you're maxing at a +1 from a CHA bonus, but you get double the benefit for lighter armor (or mithral full plate).
So yeah, you can use a +6 CHA modifier, but the armor would have to allow a +6 dex mod, too.
However, using a mithral breastplate v. full plate you can boost both of those ability scores for a pretty solid AC bonus.

Trinam |

By level 20, a standard fighter also gets DR 5/-, as long as they're wearing armor or using a shield. 'Keeping something you'd get eventually anyway, and spreading it out slowly over the course of the progression instead of all at once later on' seemed an appropriate bonus for the loss of bravery, even if it is relatively useless (The best thing done with it IMO was the bonus vs Level Drain and Instadeath)
With Battleground Grit, I guess we're aiming for a 'Canny Defense but for CHA' sort of feel. Since any defender is probably to get Dodge for the bonus to AC, this means that unless they feel like wearing mithral or lighter armor, they won't get to put any of the CHA bonus to use. This is the same choice as ever, of course, but I like the juxtaposition there. It by itself doesn't make up for the bonuses Armor Training gives, but if we add it to Heymitch's idea of putting CHA into CMD instead of Dex...
Maybe instead of armor training, an ability that allows a third of your level's amount of CHA to both your Dex to AC and your CMD? At higher levels, it would also add the same amount of CHA mod to DEX to your reflex save (and maybe initiative?) That'd make for a neat build where they actually wear light armor, and focus on DEX and CHA for maximum benifit--like a current-day duelist.
As for YOIM!, making it a standard action means I'd be hesitant to make it quite so easy to shake off... not sure how I'll do that yet, but I'll put some thought into it. Probably I'll use the same rules as apply to intimidate.

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By level 20, a standard fighter also gets DR 5/-, as long as they're wearing armor or using a shield. 'Keeping something you'd get eventually anyway, and spreading it out slowly over the course of the progression instead of all at once later on' seemed an appropriate bonus for the loss of bravery, even if it is relatively useless (The best thing done with it IMO was the bonus vs Level Drain and Instadeath)
Again, I'd have to disagree with this. A Fighter doesn't get DR as a class ability until Armor Mastery at 19th level. Giving him DR at 2nd level and claiming that he'd have it anyway by 19th level seems unreasonable. For one thing, most groups never even hit this level, and those that do tend to do so at the end of a campaign.
If I created a Wizard archetype that could cast Time Stop at second level, and I argued that it wasn't overpowered because he'd eventually (by 17th level) be able to cast it anyway, I believe that you would see that as an insane stretch.
Trading Bravery for Damage Reduction is a trade that every player in the known universe would take for their Fighter character if they could. If anyone here would, in all honesty, post that they would find Bravery to be the more useful ability, then I will withdraw my complaint (and back slowly away from the poster)...

Trinam |

Trinam wrote:By level 20, a standard fighter also gets DR 5/-, as long as they're wearing armor or using a shield. 'Keeping something you'd get eventually anyway, and spreading it out slowly over the course of the progression instead of all at once later on' seemed an appropriate bonus for the loss of bravery, even if it is relatively useless (The best thing done with it IMO was the bonus vs Level Drain and Instadeath)Again, I'd have to disagree with this. A Fighter doesn't get DR as a class ability until Armor Mastery at 19th level. Giving him DR at 2nd level and claiming that he'd have it anyway by 19th level seems unreasonable. For one thing, most groups never even hit this level, and those that do tend to do so at the end of a campaign.
If I created a Wizard archetype that could cast Time Stop at second level, and I argued that it wasn't overpowered because he'd eventually (by 17th level) be able to cast it anyway, I believe that you would see that as an insane stretch.
Trading Bravery for Damage Reduction is a trade that every player in the known universe would take for their Fighter character if they could. If anyone here would, in all honesty, post that they would find Bravery to be the more useful ability, then I will withdraw my complaint (and back slowly away from the poster)...
If a wizard could use time stop for 1 round/day at 1st level up to a maximum of 6 rounds/day at 20th in return for not getting the ability to cast time stop at the point that they'd normally get to cast time stop...
Well, the fact that you can't use a metamagic rod to quicken what would be a Supernatural or Spell-Like ability might make it an almost even trade? (This is an odd metaphor as DR/- is not a finite resource and Time Stop is, but this is the closest analogy I can figure at the moment.) Iunno. That said, fear effects seem to get tossed around a lot within my group, so the bonus bravery provides to a save that's usually will-based is always welcome. I'm not sure I'd pick it over Damage Reduction (I mean, why not go Invulnerable Rager and get both?) but I do see your point about +1 to specific saves being a lower power than a -1 to each instance of damage you take.
I'm definitely leaning towards moving that to a bonus to CMD, though I'm not sure if it'd be blanket or specific.

Rockhopper |

Perhaps you should tie in the use of shields a bit more? You gain a rather nice bonus for shield use at level 19, but there's nothing until then to really cement their importance. I suppose that's the freedom of a Fighter in one sense, but equipment priorities will begin to weigh on most other Fighter archetypes within their first few levels.
Your Opponent is Me! in particular is a nice idea, as it goes ahead and fills a role that other abilities have been dealing with in much more indirect ways. It also simplifies things conceptually, as it doesn't define exactly what's being done or how (makes me think of Cavalier's Challenge). I had to do a bit of thinking and digging to realize that as a morale penalty, some creatures will be immune to YOIM!, which seems appropriate and more or less resolves my initial reservations about the mechanics.
Also, YOIM! is a very, very fun acronym, to the point where I would worry a "Yoim" would become synonymous at my table for the "sound" of an attack which missed based on this ability, and then simply as the sound of any miss, ever. Take that however you will.
I do think that the potential synergy for the Stalwart Defender prestige class is significant enough that the potential combining of the two should be factored into your choices. An aspect I like about the APG class options is that many can serve to springboard a character into a specialized build (like going Archer archetype to Arcane Archer, as an obvious, if superficial, example). As things stand, the DR/- wouldn't stack, yet Dig In practically screams to be included in a Stalwart Defender build. This wouldn't be the first time class features don't mesh perfectly, but it just feels off to me, like if the Free Hand Fighter's class features weren't syncing up with the Duelist's.

Abraham spalding |

I would suggest just replacing the Armor Training with DR that eventually stacks with the DR provided by armor mastery would be fine.
For replacing the bravery ability I suggest something like the active defense ability of the shielded fighter -- maybe instead of having it work on fighting defensively or with combat expertise just have it be a bonus that you can apply to allies that are adjacent as an immediate action (that way you can choose which ally when it matters instead of choosing on your round and the enemy attacking someone else).
I would leave weapon training personally or replace it with something like the duelist parry ability... in fact:
Level 5 -- gain parry as per the duelist, with +1 bonus on the parry ability at level 5 +1 per four levels after level 5 (and on to hit and damage with the riposte ability later).
Level 9 -- Can parry attacks on adjacent allies.
Level 13 -- riposte
Level 17 -- ????
Feats I would recommend for such a thing: Combat Reflexes, Bodyguard, In Harm's Way.

Trinam |

The bonus to the shield up until level 19 would be the additional AC to a character who you are forcing the opponent to attack...
Actually, I believe you've just given me a brilliant idea. I could tie in the defensive bonus from Battleground Expertise to using a shield.. i.e. providing the bonus only when the defender is using a shield. I'd definitely want to keep it as dodge or insight, however, since adding to the shield bonus itself would cause... 'problems...' with the 19th level ability. Dig In has definitely become an issue and has been changed for the next draft (Which I will include at the end of this post!)
Regarding the Stalwart Defender, one of my usual tablemates (The one who normally DMs) immediately cobbled together the idea of a dwarf with 9 levels in this, 1 level of lame oracle, and then 10 levels of Stalwart Defender to have a moving immovable object.
...Seeing what Stalwart and Dig In could do in a world immune to fatigue was also part of my reason for changing Dig In.
<tangent>
I love the name for YOIM! myself. I got it from all those times when the BBEG in a show is about to attack the innocent bystanders, when the hero shoots/energy beams the bad guy and goes 'Your opponent is me..!' but the YOIM! itself is fun to say.
</tangent>
Fighter Variant
Steady Confidence (Ex): At 2nd level, a devoted defender gains a +1 bonus to his CMD. At 6th level and every 4 levels thereafter, this bonus increases by 1 point. This ability replaces Bravery.
Battleground Expertise (Ex): A devoted defender has an ability to anticipate his enemy’s attacks which borderlines on precognition. At 3rd level, a devoted defender gains a +2 insight bonus to Armor Class while using a shield. At 7th level and every 4 levels thereafter, this bonus increases by 1 point. This ability replaces Armor Training 1, 2, 3, and 4.
Your Opponent is Me! (Ex): At 5th level, as a swift action the devoted defender can designate an opponent within 30 feet. As long as the opponent can see and hear the devoted defender, that opponent suffers a -2 morale penalty on attack, damage, and combat maneuver rolls against anyone other than the devoted defender. An enemy can only be affected by one devoted defender’s effect at a time. The devoted defender can use Your Opponent is Me! a number of times per day equal to 3 plus his Charisma modifier. At 9th level and every 4 levels thereafter, the morale penalty increases by 2. This ability replaces Weapon Training 1.
Diehard (Ex): At 9th level, the devoted defender gains Diehard as a bonus feat. He does not need to meet the prerequisites to take this feat. This ability replaces Weapon Training 2.
Renewed Vigor (Ex): At 13th level, any Conjuration (Healing) spell cast upon the devoted defender is treated as Empowered for determining the hit points regained. This ability replaces Weapon Training 3.
Dig In (Ex): At 17th level, when a devoted defender moves no more than 5 feet during his turn, he gains Damage Reduction 5/-. This damage reduction is doubled against nonlethal damage, and remains until the devoted defender next moves more than 5 feet in a round (Including bull rush or similar, but not the defender using this ability on a vehicle like a boat). This ability replaces Weapon Training 4.
Determined Shield (Ex): At 19th level, when the devoted defender wears a shield he adds his shield bonus to his touch AC, and as a resistance bonus on all saving throws. This ability replaces Armor Mastery.
Determinator (Ex): The devoted defender is no longer staggered when reduced to 0 or fewer hit points. He may take strenuous actions while at 0 or fewer hit points without the loss of 1 hit point. The devoted defender does not die until his negative total is in excess of twice his Constitution score. This ability replaces Weapon Mastery.
I've removed any bonuses the class had to out-and-out damage dealing, changed the Bravery replacement, reworked Dig In to give the bonus damage reduction (But only when they don't move/move at a snail pace) and made YOIM! their keystone ability since it really is the coolest thing about the class. After reading the intimidation rules and whatnot, I decided to leave it unchanged for the moment, since the fact that it's a morale penalty keeps it from stacking with other morale penalties like Doom, and it has several incredibly easy ways to deal with it. (Even Obscuring Mist would do it, though you're probably never going to use this on a spellcaster anyways.)
As it stands now, the Stalwart Defender variant of this class is still very intimidating, though there isn't quite as much sync as there was with the original Dig In. +3 AC from Battlefield Expertise is still very good, but it now takes away a Defender's ability to TWF or THF in return, as Sword and Boarding would be difficult when you take into account the dropoff in feats once you hit Stalwart Defender. In all, a solid defensive class, but they give up a great deal of pure offense to do it.

Rockhopper |

I've removed any bonuses the class had to out-and-out damage dealing, changed the Bravery replacement, reworked Dig In to give the bonus damage reduction (But only when they don't move/move at a snail pace) and made YOIM! their keystone ability since it really is the coolest thing about the class. After reading the intimidation rules and whatnot, I decided to leave it unchanged for the moment, since the fact that it's a morale penalty keeps it from stacking with other morale penalties like Doom, and it has several incredibly easy ways to deal with it. (Even Obscuring Mist would do it, though you're probably never going to use this on a spellcaster anyways.)As it stands now, the Stalwart Defender variant of this class is still very intimidating, though there isn't quite as much sync as there was with the original Dig In. +3 AC from Battlefield Expertise is still very good, but it now takes away a Defender's ability to TWF or THF in return, as Sword and Boarding would be difficult when you take into account the dropoff in feats once you hit Stalwart Defender. In all, a solid defensive class, but they give up a great deal of pure offense to do it.
I like the changes. By putting Dig In at level 17, you sweeten the deal for single class characters without clashing with Stalwart Defender builds. At fifth level, YOIM! makes a worthwhile export to other classes or develops into a powerful primary feature.
The DR on Dig In being situational also helps distinguish the Invulnerable Rager (Barbarian variant) as a DR-focused archetype. After all, its DR is balanced out by medium armor and Rage penalty to AC, whereas the first version of Devoted Defender was getting heavy armor and insight bonuses on top of DR.
Emphasizing defense over offense makes for a distinct class variant, so it's probably just as well you've removed the offensive bonuses. CMD is a solid and appropriate advantage, and a fair trade for the loss of offense. Also, if I understand correctly, moving more than 30 feet from the Devoted Defender would end the YOIM! effect, which could add some interesting tactical choices.
One thing I noticed is that this archetype is, essentially, providing some equalization between itself and the rest of the party in terms of AC. This makes it sort of a parallel to the Bard's offense boosts, and gives the Fighter some serious mileage as a support/leadership role. I think you've done a solid job combining aggro control mechanics with 3.X's sense of function via a simple ability. The Fighter works its magic from there, having a myriad of feats to further disrupt the enemy's offenses, or to bolster its own offensive options.
This class could also make a scary grappler. Its huge CMD would make the enemy's grapple checks to break free or gain advantage a lot harder (in fact, I believe morale penalties to attack rolls would affect CMB as well, so YOIM! would also help an allied grappler in a similar manner).
Looks good to me. Unless I think of anything else, I'll sit back and see what others think.

Trinam |

This class could also make a scary grappler. Its huge CMD would make the enemy's grapple checks to break free or gain advantage a lot harder (in fact, I believe morale penalties to attack rolls would affect CMB as well, so YOIM! would also help an allied grappler in a similar manner).
This is exactly the sort of 'I never even considered that!!' thing I posted this variant to get... Take your average fighter with his full plate move of 20 feet. Monk charges ahead and grapples something that would normally give him a decent run for his money in the checks. Defender charges forward as a double-move (40 total feet) and uses his swift action to YOIM! the grappled enemy (30 feet away, maximum effective range of 70 feet), giving it a -2 to a -8 to its roll depending on level. Since Monks move up to 80 feet so long as the monk stays at least 10 feet behind the fighter in party order they can do this on ANY ENEMY in front of them the monk can reach. The same can be said of Barbarians, but most grapple-barbs eventually get Power Surge for that sort of thing anyway.
They would make an incredible enabler for grapple-based characters.