Captain America :- Bonus Options


Conversions


I have started toying with a Captain America build after looking at the boards.

I am going Ranger for levels 1 - 6 taking the Sword & Shield combat style. This will allow me to get Shields Slam and Shield Master ASAP.

1 :- Does anyone have any advice on taking a Combat Style and if so which one?

2 :- Should I stay as a Ranger or would it be better to switch to a prestige class or multi class?

Liberty's Edge

I agree with your choice of shield style, and I'd stick with ranger.


The Brawler archtype for Fighters gives you some nice damage bonuses on shields.


Thank you all


I suggest Slayer instead. Cap's not a spellcaster, and you'll have some spells if you take 6 levels of Ranger.

Take 7 levels of Slayer at least and you can mark a Favored Target as a Swift and then go to town on them.

Can still get Combat Style Feats and whatnot.

And then maybe the rest Brawler. Weapon Training at Brawler 3 is nice, and it has some other abilities that synergize well with a shield bash heavy combat style, but not so much on throwing it.

Scarab Sages

Assuming your game allows it, have you considered the Musketeer Cavalier Archetype, or at least some levels in it? You'd wind up not only with a gun (which Cap seems to have warmed up to at least in his most recent incarnations), but also with the various leadership/valorous combat/charismatic warrior goodness that makes Cavaliers what they are at the "expense" of the Mount and heavy armor that would not suit the character, resulting in something that might otherwise be an all-around good fit.

On the other hand, if you wanted to go as nuts as possible with the "shield" schtick, you could try the Tower Shield Specialist or possibly Thunderstriker Fighter Archetypes.

Rynjin wrote:

I suggest Slayer instead. Cap's not a spellcaster, and you'll have some spells if you take 6 levels of Ranger.

To be fair, magic is nowhere near as common in the Marvel Universe as Pathfinder.


I made a thread recently on making a shield dude, but I figure you want more flavor than optimization.

I would go brawler archetype if you're going fighter, but if you want to bypass twf, and two hand the shield, then definitely take slayer.

I personally am investing in intimidation so I can later shatter defense feat, along with courgan smash (sp?). Pretty much, bull rush for some stars and stripes, and if they hit a wall, they're prone, and each power attack is a chance they'll be shaken so all the rest of your attacks will be on a flat footed opponent and your sneak attack will kick in!


Why not War Priest: Sacred Damage for your Shield?


I have only just got the download for the ACP so I will check out Slayer and War Priest shortly.

Shadow Lodge

I played around with a captain America build too. I went straight fighter. To me he's an archetypal fighter, lots of feats, heavy armor and a shield, no skills to speak of.

Pick up the adventurer's armory. There's an exotic weapon throwing shield in there, also an equipment tricks feat in there which lets you do things like throw a regular shield, make ranged trip attacks with your shield, and ricochet your shield off objects when you throw it.


I'd take a look at the Inspiring Commander archetype for Cavaliers.

I'd also be hesitant to stay too long in Ranger. I think two levels to grab Shield Slam is more than enough.


Sticking with ranger, look at the Freebooter archetype. His abilities model Captain's leadership and fast swimming FWIW.

Also, think about a dip in Monk (Maneuver Master), Lawful Good of course. You pick up Imp Unarmed Strike, Stunning Fist, and Flurry of Maneuvers. Maybe take Imp Disarm or Trip for the bonus feat.

Then you can combine an unarmed strike with your shield bash, because you took Two weapon fighting and Shield Master for your ranger combat feats.

cheers

Liberty's Edge

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I may have built this as a thing...

Steve Rogers CR 17
Advanced Human Monk (Sohei) 2/Paladin (Oath of Vengeance) 4/Ranger 10
LG Medium Humanoid
Init +13; Senses Perception +26,

DEFENSE
AC 39, touch 20, flat-footed 33 (+10 Armor, +6 Dex, +3 Deflection, +1 Luck, +2 Natural Armor, +7 Shield)
HP 196 (14d10+2d8+106)
Fort +29, Ref +26, Will +26
Special Defenses Evasion, Lay on Hands (2d6 9/day, Fatigued Mercy), acts during surprise round, divine health, aura of courage,

OFFENSE
Spd 30 ft.
Melee shield +28/+23/+18 (2d6+17/19–20) or unarmed flurry +25/+25/+20/+15/+10 (1d6+11)
Ranged thrown shield +27 (2d6+13/19-20)
Special Attacks Favored Enemy (Humanoid (Human) +6, Outsider (Chaotic)+2, Monstrous Humanoid +2), Smite Evil 2/day (+7 to hit, +7 Deflection modifier to AC, +4 damage)

RANGER SPELLS
3rd: Instant Enemy
2nd: Barkskin, Perceive Cues,
1st: Feather Step, Lead Blades, Resist Energy,

PALADIN SPELLS
1st: Bless, Lesser Restoration,

STATISTICS
Str 26*, Dex 22*, Con 22*, Int 14, Wis 18*, Cha 24*
BAB +15; CMB +23; CMD 38
Feats Bashing Finish, Combat Expertise, Deadly Aim, Deflect Arrows, Diehard, Endurance, Iron Will, Improved Critical (Shield), Improved Disarm, Improved Initiative, Improved Grapple, Improved Shield Bash, Improved Sunder, Improved Unarmed Strike, Power Attack, Shield Master, Stunning Fist (5/day),
Skills: Acrobatics +30 Climb +12, Diplomacy +27, Disable Device +6, Handle Animal +11, Heal +8, Intimidate +15, Knowledge (Dungeoneering) +6, Knowledge (History) +12, Knowledge (Local) +15, Knowledge (Geography) +6, Knowledge (Nature) +8, Knowledge (Nobility) +6, Knowledge (Religion) +6, Linguistics +5, Perception +26, Profession (Soldier) +17, Ride +17, Sense Motive +23, Stealth +25, Survival +10, Swim +12,
Languages Common, Elven, Dwarven, Infernal, Abyssal, Celestial,
Traits A Friend in Every Town, Reactionary, Indomitable Faith,
Drawback Naive
SQ aura of good, detect evil (at will), wild empathy +17, +5 Survival for tracking, woodland stride, swift tracker, favored terrain (urban) +4, favored terrain (mountain) +2, hunter's bond (Companions),
Combat Gear potion of cure light wounds (1), wand of cure light wounds (40 charges), wand of lesser restoration (40 charges),
Other Gear Belt of Physical Perfection +4, Headband of Mental Prowess (Wis, Chr) +4, +5 Adamantine Bashing Heavy Shield with +1 Adamantine Returning Throwing 'Shield Spikes' (in this case actually just being designed as an offensive weapon), Amulet of Mighty Fists +3, Ring of Protection +3, Mithral Kikko +5, Helm of the Fortunate Soldier, Boots of Elvenkind, Cloak of Resistance +2, Pearls of Power (three 3rd Level, three 2nd level, five 1st Level), Quick Runner's Shirt, Bracers of the Falcon, 3,720 GP,

Made with 20 point buy and 2 Traits. Before the Template. Made with PC WBL.

Notes: Couldn't find either a price or benefits to an Adamantine shield, so I just charged him for twice the weapon cost (an extra 3k) and called it a day.

Mithral Kikko actually describes his usual armor surprisingly well, which I found amusing.

His skills do not include the Armor Check penalty (of -1) from his Shield, since that's usually stowed when he's not in direct combat.

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