
badbak |
Try the vital strike tree and shield specialization route. I went with it as a dwarven fighter/cleric and picked up the prestige class that provides sacred AC bump related to channel dice.
Had dwarven battle axe, heavy steel shield,and the ability to cast enlarge on myself.
feats included: weapon focus, specialization, shield focus, greater shield focus, vital strike, improved vs, greater vs, etc...
worked well.

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Why not just get Improved Shield Bash? Carry some throwing axes, to have range, then wield that heavy shield with two hands, and power attack into awesome.
If you go Ranger, either stick it out, and get Shield Master 6 levels in, or wait until 11th, and get Shield Master. Either way, get Shield Master.

gnomersy |
Ranger's make better Sword and Board Dwarves due to early access to the powerful shield feats (Shield master at level 6 is a beating).
Also funny that you say you have no dump stat... DEX 12 sounds like a dump stat to me.
Compared to a 7 a 12 is pretty darn high. Just saying. Besides it's generally agreed that a dump stat is one that is dropped below a 10 while a non favored stat is between 10 and 14 and a primary stat is 14+ or 16+ depending on the point buy.

Lastoth |

The problem with the shield focused ranger is he can't get access to ITWF or GTWF, and as a full BAB class with a damage bonus (FE/Instant enemy) you want those. If you're only playing to level 11 or so, I'd say the shield focus is better, but if you're playing past 11 for any length of time (and levels take longer here) you'll probably see more benefit out of a TWF focused ranger so you can dump dex and take all the shield feats with your regular selections.

Fleshgrinder |

Fortified Combat Training
You have learned to let your armor bear the brunt of the worst attacks.
Prerequisite: Proficient with armor or shield.
Benefit: If an opponent scores a critical hit against you, you can turn the critical hit into a normal hit. If you do, either your armor or your shield gains the broken condition (your choice).
Spiked Destroyer
You can attack with your armor spikes while using bull rush or overrun.
Prerequisites: Worshiper of Gorum, proficient in spiked armor.
Benefit: When you succeed at a bull rush or overrun combat maneuver, you may automatically make an attack roll with your armor spikes against the target of the maneuver as a swift action. This attack is made using your highest attack bonus.
Covering Defense
You are skilled at protecting yourself and your allies with your shield.
Prerequisites: Shield Focus, base attack bonus +6.
Benefit: When you use the total defense action while using a light, heavy, or tower shield, you can provide a cover bonus to AC against all attacks to an adjacent ally your size or smaller. This cover bonus is equal to your shield’s shield bonus and lasts until the beginning of your next turn. your shield does not provide a cover bonus to reflex saves.
Saving Shield
You deflect attacks that could mean your ally’s death.
Prerequisite: Shield Proficiency.
Benefits: Whenever an adjacent ally is the target of an attack, you can, as an immediate action, grant that adjacent ally a +2 shield bonus to AC. You must be wielding a light shield, heavy shield, or tower shield to use this feat.
Lots of options for real tanky tanks.

WRoy |

If you haven't yet sunk resources into anything axe-related and are open to a different traditional dwarf weapon, you may want to check out the Foehammer fighter archetype in ARG. It looks interesting.
Otherwise, Fleshgrinder listed some decent feats. To expand on those and add some others:
Fortified Combat Training can be paired with oils of mending to essentially let you pay 25gp to negate critical hits, at least until you enchant both your shield and armor. After that, you'd just need to make sure you have a caster in your group with a high enough CL to mend your gear between encounters. Possibly carry a backup shield so your AC doesn't take too much of a hit in mid-combat.
Saving Shield is one of my favorites for a weapon-and-shield build, but I'd avoid Covering Defense. CD is terrible on your action economy to provide about the same AC bonus as SS.
Friendly Switch is terrific, allowing you to reposition your allies with little effort. It's doubly good for PFS where you never know what table composition will be, and may not have the same tactical synergy as a home group of characters who play together every week.
Power Attack/Improved Overrun/Charge Through could be an option for offense. Dwarves aren't fast enough to maneuver around enemies, so being able to charge through a less important enemy to hit/threaten who you want is nice. It'd also pair well with Spiked Destroyer if you worship Gorum, giving bonus attacks on secondary overrun targets. You may never be eligible for free bull rushes with shield bashes due to your build, but Improved Bull Rush could be tacked onto this feat chain easily for added benefit.
Cleave could be useful at lower levels. Just make sure you pick it up with a bonus feat so you can swap it out for something better at 4th or 8th level.
Combat Reflexes isn't very impressive on its own, but it is a prereq for some decent things that benefit a tactical build. Bodyguard and Stand Still are both decent. Pin Down is just plain awesome, although with the lv11 requirement I don't know if it makes this feat group worth it for PFS.
I'd avoid feats that enhance shield bashes. Without TWF, you're better off focusing on your axe for offense and using the shield for personal and group defense.