My problem is that people are assuming there's no use whatsoever to Dwarven Defender.
Now, I'm grateful for that feat that uses Con to Will, and Deepwarden 2 seems good but I've never seen a ruling that says whether or not Max Dex on armor translates to Max Con for Deepwarden or whether since there's no such thing as Max Con you can stack Con through the roof. And just so you know for sensibility purposes all my DMs have treated Mithral as a template of sorts.
You can shout Save-Or-Die all you want, there's immunities to that sort of stuff - ergo, Soulfire to take care of your Slaying Finger of Imploding. Get back on topic and focus on what the topic was for - how do I augment this? AGAIN, spell resistance is needed here but I wasn't thinking a crappy enchant for SR 19 was going to help at all. Perhaps the cloak, but I haven't looked at it to see exactly what SR it gives.
Now, how exactly is the build useless? Does a first level barbarian run into an encounter and rage? Yes. Then? He's tired. Next encounter he's useless? I wasn't aware. I don't HAVE to Defensive Stance, that's just a really good boost when appropriate. Crowded hallways, Evard's Black Tentacles, caves, etc. And if the party abandons me? I'm a Dwarven Defender. High AC and all those enchants means my survivability doesn't drain the spell lists of others. And did anyone take the AC into account? With high augmented strength and high AC I can damn the torpedoes and just run through enemies with Bull Rush or run around a battlefield eating up attacks of opportunity. If I can't do damage then that's why I've got a decent number of open feat slots. I was thinking Combat Expertise, Improved Trip and switching my familiarities to our friends the buckler-axe and warpike to make sure the enemies around me stay there and HAVE to fight my defensive stance. Oh, you want to grapple or trip me? Look at my feats - Shield Ward adds my Shield AC to my Touch AC and as a bonus against all that stuff. If I can't do great damage then I can take Power Attack and Combat Brute and Shock Trooper, yes, but why be the Frenzied Berserker? I'm looking for more originality than that. I CAN take more offensive stuff since apparently there's little to find in defenseive aid but as is the build's using two-handed weapons, and a good one at that.
It's a viable PrC that many people think is worthless, and I have to disagree. But, I'm not here to start a fight, I came asking for some aid. I'm not trying to break the game, rather the name of the game is remove my character from party dependancy. Thus, resistances to energies, immunity to instakill, DR, etc.
I'm saying it right now if you're going to tell me to play some weird-as-heck race/class setup with like three prestige classes and four base classes I'm not going to take it into account that well. I can jot it down for later but this character is based a certain way. A lot of people aren't looking at the big picture. I'm the trap-detector. I walk in the room and simply shout out where the enemies are as they attack me. Separation from the party in the event of something like capture or pitfalls won't spell immediate doom like Mr. Squishy the Rogue 6/Pincushion 4. I'm not looking to keep a running killcount and announce it to the party after every battle to overcompensate for having a tiny sized familiar.
PLEASE, for the sake of the boards stay on topic. Needs: Spell Resistance, Armor class boosts preferrable to Touch AC. Damage Reduction. Good magic items to enhance mobility/damage. Feats. Enchants.
Prime32: I have a hard time respecting a book with the Crane Kick from the Karate Kid (written by people with no knowledge of martial arts). See: Baffling Defense.
Solo: It is spelled Maginot, not Manigot. It confused me as I kinda thought you may have been talking about something I hadn't heard of. And comparing the French in this way is like telling me that an orc defeated an Elf in Mithral Battle Plate. It's silly to think the Fren-I mean, elf, could win in the first place.