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So here is my goal and challenge to everyone. I am looking into building the ultimate defensive character. Not looking to hit hard but would at least like the capability of hitting, more of a war of attrition. So the goal is to min/max all defenses. So high AC/Touch/Flat Footed, and All Saves. Rolled out 17/16/16/14/12/11 for scores. Looking for final product, so level 20 geared out to the max. Using only the pathfinder standard rules and books lets see what we can do.
Choon wrote:
Wow so simple i completely missed it lol. I don't know why I didn't think of this and kind of feel stupid now for not even looking at monk. Thank you lol.
Do you want physical defense, saves, debuff immunities, or all of the above? Paladin saves are off the charts, they can sword-and-board for decent AC, and they can self-heal as a swift action, effectively increasing your HP by a ton. And they can Smite Evil, so they still have some offensive punch against evil creatures. Crane Style Monks, as mentioned, get to ignore 1 attack per round, can get a crazy AC will sacrificing damage, and get natural spell-resistance and debuff immunities. 1 Monk, 19 Synth. Summoner with Crane Style feats could be have absurd pure-physical defense, decent spell defense, and could be evolved to have spell resistance and/or "Undead Appearance," which grants them some very nice debuff immunities at level 12+. Any of those 3 would suit your purposes.
Dwarf Monk. Go 18 WIS, 16 DEX, 14 CON, pick up Dodge and Ironhide as level 1 feats, and you've got 19 AC (18 Touch, 15 Flat-footed), and +4/+5/+6 for your saves at level 1. Add another +2 on saves vs. spells and SLAs from the hardy racial trait. Pick up Weapon Finesse and an Amulet of Agile Fists as soon as possible for your attacking. Use the Qinggong archetype to get Barkskin as a ki power at level 4 for even more AC. I wouldn't go Crane Style, because you can only use that once per round. If you invest everything in that, you'll die the first time someone full-attacks you.
RainyDayNinja wrote:
Remember, even on a full attack most of the attacks will miss, unless you're fighting a dragon or something.
One problem with 'win the war of attrition' is that with a pure defensive build, your attacks will suffer. If you and your opponent both need a 20 to hit, the winner will be whichever one has more hit points (monsters will likely do more damage on a hit, but the probably-a-monk will likely get more attacks; those sorta cancel each other). That's going to be the monster more often than not.
Azaelas Fayth wrote:
I will have a 32 AC on my Kensai at level 5. While I don't plan on giving him Crane style, I could. My attacks are not sub-par. As for a build: the below is not entirely optimized for defense. You could drop 1 more level of synth for MoMS & change out a few feats for crane wing (+7 AC/Touch & negate 1 attack). Change out burrow & tremor sense for energy immunities. Ulthor the Cursed
DEFENSE
HP 389 / 253 (106+3+280) / (71+182)
Quadraped: +4 CMD vs trip OFFENSE
FUSED STATISTICS Str 50, Dex 17, Con38, Int 16, Wis 25, Cha 34
UNFUSED STATISTICS Str 20, Dex 10, Con 24, Int 16, Wis 25, Cha 34
ABILITIES
EVOLUTIONS . legs x2
FEATS . Arcane Strike(1)
TRAITS . Magical Knack
SKILLS . Acrobatics(20) +25
LANGUAGES Common, Elven, Dwarf, Orc
Naedre wrote:
This! Paladins are easily your best group tanking with the buffs and Auras they bring to the table. With a one level dip in Holy Vindicator a Paladin's AC will sky rocket along side having the best saves and lots of immunities.
What should a Crane Style monk be attacking with at higher levels, once all their Trip-fu is useless against big or flying enemies? I have such a monk, or the beginnings of that build, in CoT, and I am thinking a Holy or Bane weapon would do the trick, while deflecting attacks and whatnot with a free hand.
Azaelas Fayth wrote:
I haven't checked to see if the following styles mesh all that well, but once the MoMS can fuse styles couldn't he also take Snake Style and use immediate actions to use Sense Motive as AC - even vs touch attacks? I know it's quite easy to have +11 or +12 Sense Motive at level 1, so it can probably get absurd at higher levels. If averaged the d20 at 10 that's 21 or 22 AC @ 1st level.
The best 'Tank' I ever played was an Elven Paladin (Oath of Vengeance/Divine Defender) with Fey Foundling and lots of Extra Lay on Hands... at 20th level he had high saves, many immunities, high AC, defensive spells, the ability to remove conditions, DR 10/Evil and most importantly the ability to swift heal 98 hit points of damage 32/day as a swift action. That's an additional 3,136 hit points a day to play around with. Another effective defensive player I've had was an Invulnerable Rager/Urban Barbarian. With Superstition (jacked up by the Human favored class option), a trick using the Stalwart feat line and the Beast Totem, he had excellent AC, impenetrable saves vs. Spells and DR 24/- at 20th level... plus some minor self-healing ability. He also hit like a truck.
Azaelas Fayth wrote: @Arthantos: how did you get CHA to AC? Or am I missing something obvious. I believe its from the one level in Oracle, there is a revelation that gives you CHA to AC. Axolotl wrote: In order to prevent Feints? Neat. I believe he is using snake style and his immediate action to get a crazy touch AC vs one attack per round.
Azaelas Fayth wrote:
1 level dip into a Lore Oracle for the Sidestep Revelation. See it here
Azaelas Fayth wrote:
Assuming your not a Synthesist, Im not sure its such a great pick up. Since your losing a BAB and acquiring a curse. Also, how high are you going to have your CHA? Granted at level 20 you can have tombs or headbands but in regular game as a tank your not going to have that much extra money to pump up a stat thats not primary (STR/CON). So if you going the paladin route I would just dip in Holy Vindicator.
If you use fighter(tower shield specialist archetype)10/stalwart defender 10 then the defenses can be very high. Classic builds...THERE'S A REASON THEY ARE CLASSIC. You can use heavy armor, so adamantine full plate. Also use a tower shield. Also high Dex and DR thanks to armor mastery and defender. Also he is duergar he getting more con, bonuses to saves vs magic, immunities, iron hide feat for natural armor then take improved natural armor feat 4 times. Also dodge feat, shield focus, greater shield focus, shield specialization, combat expertise, diehard, endurance, toughness, stalwart, greater stalwart. Also Defender of society trait, blood of tar targath trait. All class ability points into a maxed out Con. With magic items and defensive stance ability scores ends with Str:20/Dex:22/Con:40/Int:13/Wis:22/Cha:3
Magic items: belt of physical prowess(+6 all physical stats)
Attack wasn't too bad either!
This is the best tank that I've ever bothered to make. He didn't skimp on attack and damage either. (I actually had higher AC, but toned it down and invested a few resources elsewhere when I realized that I was well past the point where pretty much nothing published could hit him without a natural 20.)
Pretas wrote: So here is my goal and challenge to everyone. I am looking into building the ultimate defensive character. Not looking to hit hard but would at least like the capability of hitting, more of a war of attrition. So the goal is to min/max all defenses. So high AC/Touch/Flat Footed, and All Saves. Rolled out 17/16/16/14/12/11 for scores. Looking for final product, so level 20 geared out to the max. Using only the pathfinder standard rules and books lets see what we can do. Here are two outstanding options, though your Attribute scores are a bit higher: The Tank Barbarian AC ain't the end-all be-all... how about high saves, ridiculous DR and tremendous versatility? The Tiefling Paladin
Ravingdork wrote:
Combat Gear: potions of cure serious wounds (10), potions of enlarge person (10), potions of fly (10) Other Gear: +5 animated heavy mithral shield, +5 defending distance returning shortspear (Geol), +5 determination heavy fortification mithral full plate, +5 keen speed adamantine greatsword (Guruthos), amulet of natural armor +5, belt of physical perfection +6, boots of striding and springing, cloak of resistance +5, gloves of dueling, ring of protection +5, ring of regeneration For some reason that character seems a little more about the equipment than the character's actual abilities... When someone asks for a build, I generally try to avoid offering one that relies almost completely on magic items they may or may not ever be able to obtain. And he still has a dangerously low Will save for such a high level.
I did a paladin with sacred shield alternative. Full Charisma.
But the real plus is: GM can't ignore you when opponents is evil. Cause halving damage done reaally change a game... :)
Piccolo wrote:
With standard actions, which means he's not doing anything else... a Paladin can self heal and remove conditions with a swift action, enabling full round attacks, and that Tiefling I posted above is doing it at a clip of 100 hp per round at 20th level. In addition to high AC, High saves and Paladin immunities.
Ravingdork wrote:
I think what you're saying is true to a degree, RD, but I also think that for many who plan builds, magic items on demand - in some cases almost a million gold's worth - have become integral parts of the character creation process... so much so that the mindset seems to be that glaring weaknesses can simply be shored up if I have this item or that which in turn makes the character build vulnerable or even impractical if they happen to game in a world where 100,000 gp magic items aren't bought, sold and traded like baseball cards. The fact is that if one can free themselves from that mindset and seek alternative options within the rules as they are, some truly remarkable things can be done. To use the Fighter tank build you mention above - yes, stripped naked he has an AC of 24 which is very, very solid but it should be as you've invested 10 feats into that stat alone... however, his saves 'stripped naked' near as I can tell are Fortitude +14, Reflex +10, Will +8 and that is a very real vulnerability. He also has DR 5 which is nice, but isn't achieved until level 19 and it doesn't even apply stripped naked as it requires armor or shield. A tank has to be viable in that role levels 1-20, not merely when he maxes out because so little of gaming actually takes place at level 18+. A tank also needs to have multi-layered defenses to be able to handle a wider variety of threats than just people who want to hit him with things. By contrast (and again, just using the examples above), the Barbarian I've built has the following stats 'stripped naked' at 20th level: AC 12 which would elevate to 17 if I chose not to use Reckless Abandon and 20 if I chose to use Focused Rage to enhance Dexterity rather than Strength.
On top of those, he has access to the Come and Get Me rage power which not only invites attack which is a good thing for a tank but allows him to kill foes much faster which is just about the best defensive tactic I know. He also has a wider variety of skills, is a legitimate ranged threat, can Pounce, and can grow claws as natural weapons so that even stripped naked he's never without the ability to deal lethal damage - all without a single magic item.
LOL - I just realized that this was a ressurected thread from back in October... Anyway, the Barbarian build I linked to earlier using the OPs' rolled stats and standard item buys would be as follows:
Attributes:
(Traits and Feats listed in build) Equipment:(879,000)
Combat stats:
Melee Attack: +32/+32/+27/+22/+17
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