Crazy Tanky Builds


Pathfinder First Edition General Discussion


Drafting some characters for an upcoming campaign. DM has never DM'd, and players haven't played (except me). I'm making everyone's characters, at their request, to speed things up and make it a bit less overwhelming.

All books and official supplements. No 3rd party material. campaign starts at first level. Setting is high magic, in a city mostly. Lots of intrigue.

And now we come to Jacob. One of my best friends who wants to play a tank type role in the party.

To get things out of the way, I know the 3 keys to a good tank:
1) Threat: Enemies need to want to hit you first and foremost, or you somehow need to make them do so.
2) Control: Putting your enemies where they need to be, away from the rest of the party, and near yourself. On their backs is even better.
3)Survivability: None of it matters if you can't live to do the other two in the first place.
4* Pathfinder sucks at tank builds, just make a durable damage dealer.
...I know. But that's less fun.

Here's my starting idea: Samasran Bloodrager (primalist) with mystic past life, placing compel hostility on the bloodrager's spell list. Greater bloodrage now lets you make people attack you all damn day as long as you can see them. Swap out a couple bloodline powers for the rage powers: come and get me, boasting taunt, reckless abandon, and renewed vigor. And you have someone who consistently make people attack him.

"But, why not just be a barbarian, and be better at stuff?"
Bloodrager is more fun.
"But, by the time you get greater bloodrage up, the spell itslef can last for 11 rounds anyway. What's the point of using it with bloodrage?"
Bloodrage is more fun, and doesn't take up an action.
"But Greater bloodrage specifies that the spell used is a bloodrager spell. Just because you can add a spell to the spell list, doesn't mean it's a bloodrager spell."
That is the most litigious interpretation I've ever heard. How is not a bloodrager spell if it's on the spell list?
"Samasran is a terrible racial choice for a bloodrager just so you can get some lame corner case use of it."
I know. Not looking to min-max, just looking to make a fun and effective build. Also, Mystic past life adds more than just one spell, so there are other effects to be used with greater bloodrage that I haven't even considered.

Now that the rhetorical conversation is out of the way, any ideas for cool and unusual tank builds or ways to make this one more efficient (while retaining the core idea of the build)?


I'm not sure your intrigue-focused campaign is going to feature the typical cast of evil-aligned enemies, but if it does, Sacred Shield paladin is awesome at protecting allies so well that enemies target them first.

Whatever you go with, consider the feats Combat Reflexes, Bodyguard, and In Harm's Way, preferably with a way to further boost aid another actions from feats, traits, or items.

Edit: I should also mention that the Paladin has amazing protection spells, like Shield Other, Litany of Escape, Protection from Evil, Paladin's Sacrifice, Sacrificial Oath, and King's Castle.


I hear flowing monk can "tank" well, by constantly tripping everything.

Liberty's Edge

Hi


Paladin with a one level dip in Life-Link oracle is extremely effective. Set up life link to absorb damage done to your allies, then swift action lay on hands yourself to heal the damage. The boards should have a few Oradin builds you can search up.


A geokineticist seems to be an excellent choice for a tank, as you can easily be a very clear threat while still being able to take some major hits.


mourge40k wrote:
A geokineticist seems to be an excellent choice for a tank, as you can easily be a very clear threat while still being able to take some major hits.

A geokineticist who is a dwarf(thematic!) with the kinetic knight archetype is especially tanky: in addition to your DR, you've got plate armor and a shield, and the dwarven save bonuses (take steel soul).


Water into Geokineticist can get some pretty high AC and DR, into Kinetic whip for a powerful reach weapon and you'll end up with at will walk on air.

+ since you don't need Str you can still pump dex and have ranged options as well.

You could also start with Aether Kineticist into Geo for temp hit points and Dr with their own weird pseudo flight eventually.

I wouldn't start with Geo because it really delays your mobility based options.


Chromantic Durgon <3 wrote:
I wouldn't start with Geo because it really delays your mobility based options.

If you go Earth into Air (you don't get a composite if you pick lightning, but the Kinetic Knight doesn't care) you'll get Wings of Air at level 10 if you spend an Extra Wild Talent feat for one of the prereqs at level 7 or 9 (get Air's Cushion, it's better). This is the same time that Aether, Void, and Fire would get their pseudo flying, plus you save spending a utility talent on picking up the earth defense. You could take Air's Cushion with your level 8 utility talent, but that seems like a waste considering talents are more precious than feats.


Yeah but Air's defensive wild talent is kinda crap compared to water and Aether. I suppose its a case of how much you don't want to start as Water or Aether over earth.


Errant Inlad wrote:
Paladin with a one level dip in Life-Link oracle is extremely effective. Set up life link to absorb damage done to your allies, then swift action lay on hands yourself to heal the damage. The boards should have a few Oradin builds you can search up.

You can only have as many life links as oracle levels. So either a 3+ level dip, or VMC to have it come online at level 7 with no dipping.


Oh, here's another one. Take a Spirit Guide Oracle (ideally as a kitsune with the wrecking mysticism curse), select the Life Mystery and take the Channel revelation at level 1. Then at level 3 you get the Shaman's Wandering Spirit so you can channel the Life spirit (this is why you want to have wrecking mysticism, since all the bonus spells are the same so you can trade duplicate spells for tails).

Then at level 7 you will get the spirit power for the life spirit which is, you guessed it, a second full strength pool of channels.

So at 7th level with a Charisma of 22 you will have 14 uses of channel energy ever day, which heal 4d6 each. Not only will you not die, but nothing near you will die either (unless it's undead.) This costs only class features, and the CHA focus is not a problem since you're a 9-level CHA caster, so feel free to do what you want with the rest.


Aberrant bloodrager with a tumor familiar that has the protector archetype. You will be hard to kill while threatening a lot of the battlefield and hitting for big damage.


Darigaaz the Igniter wrote:
Errant Inlad wrote:
Paladin with a one level dip in Life-Link oracle is extremely effective. Set up life link to absorb damage done to your allies, then swift action lay on hands yourself to heal the damage. The boards should have a few Oradin builds you can search up.
You can only have as many life links as oracle levels. So either a 3+ level dip, or VMC to have it come online at level 7 with no dipping.

I missed that line in Life Link, thanks for pointing it out.


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Kobolds can be deceptively hard to hit frontliners.
Small size, +2 Dex and +1 NA goes a long ways (true, he isnt as durable once he actually hit but still :)
Dress him in blue robes, give him a pointy hat and a quarterstaff and stick him on the front line. Then watch as everyone tries to dogpile him!


You could always use compel hostility with a summoner of any race. Eidolons can be tanky, and are slightly more disposable than you are. The action advantage there comes from the eidolon making the attacks and the summoner casting spells etc.

A catfolk bloodrager taking what I think is supposed to be their racial archetype, Prowler at World's End can be very tanky when channelling the guardian spirit. Combat reflexes and stand still should be reasonably effective for them with bloodrage. They could get compel hostility from ~7th level with a ring of spell knowledge II.

For the original idea tho' - The Aberrant bloodline is very resistant to effects. The main problem is that you won't want to give up the bloodline powers for rage powers. Arcane too. You can trade out the 12th and 20th level arcane bloodline powers without feeling bad at least.


Bladebound Kensai with a focus on self-buffs and control spells.

Don't bother with Shocking Grasp, all your damage comes from your sword.

A 12 CHA, reasonable investment, and an eventual Circlet of Persuasion gives you enough social skills to feel useful.


Dwarf using a Dorn Deggar that starts off life as a fighter. A feat will enable you to change from a reach to non-reach. You prestige into Stalwart Defender. This gets you abilities like Halting Blow, which can enable you to stop the enemy from moving around you. Combine this with a a friend providing enlarge person and you have area denial. Combine this further with Cut from the air, Smash from the Air and you can literally cut ranged attacks and magic out of the air and stop it from harming your allies.

You job isn't to deal damage at all, your job is to stand in one spot with your allies around you and make the take no damage.


Claxon wrote:

Dwarf using a Dorn Deggar that starts off life as a fighter. A feat will enable you to change from a reach to non-reach. You prestige into Stalwart Defender. This gets you abilities like Halting Blow, which can enable you to stop the enemy from moving around you. Combine this with a a friend providing enlarge person and you have area denial. Combine this further with Cut from the air, Smash from the Air and you can literally cut ranged attacks and magic out of the air and stop it from harming your allies.

You job isn't to deal damage at all, your job is to stand in one spot with your allies around you and make the take no damage.

The bladebound kensai can do nearly all of this, including the Cut from Air / Smash from Air.

Long Arms (and/or Enlarge or Monstrous Physique) to provide reach with no need to juggle weapon sizes.

Gloves of Arcane Striking + Bodyguard + the highest total AOO's in the game.

Control spells for area denial.

And deals enough damage that foes cannot ignore him.


fighter can get over 60ac by level 13 while still dealing decent damage to warrant being a threat

as stated above aberrant bloodrager with tumor familiar will be an hp sponge

synthesist normal summoner is also a contender


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Lady-J wrote:
fighter can get over 60ac by level 13 while still dealing decent damage to warrant being a threat

I'm going to call this a bit of hyperbole. Can you give a breakdown about how said fighter is achieving this while remaining within wbl?


Anyway I am not sure this would even be necessary. I mean, a lower AC would still be effective and all the resources invested in having such a high AC could be placed into another options that would increase the character's effectivity in other aspects than just avoiding attacks.

I mean, I have a tankish PC on my RoW group who has just a bit more than 40 AC at level 17 and CR appropriate enemies still miss most of their hits against her and he is also good at doing damage, protecting other characters, saving throws etc.

Overspecializing on one aspect can be impressive but in the end it isn't usually very effective.

Shadow Lodge

Paladin with their swift action self heals (immediate action +1d6 if you spend a 1st level spell slot) is my thought for most survivable tank
But since that has already been said....
Hmm


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Darigaaz the Igniter wrote:
Lady-J wrote:
fighter can get over 60ac by level 13 while still dealing decent damage to warrant being a threat
I'm going to call this a bit of hyperbole. Can you give a breakdown about how said fighter is achieving this while remaining within wbl?

Lady-J's game has fighters being able to craft basically all their gear.

Here's a post of their's in another thread.

Spoiler:
Lady-J wrote:
MichaelCullen wrote:
Lady-J wrote:
Chess Pwn wrote:

Lady-J,

Your comparison's aren't usually helpful since you play a game very different from most people. As shown in the other thread your games run at about 3x the normal power range for characters.

And it's especially not helpful if you don't show how you're getting your "insane" numbers.

+6 from bab +6 from str=12 +3 from weapon training and +1 from weapon focus will get a fighter +16 at level 6 add in +2 from the weapon and you have +18 and thats just a flat fighter nothing else added onto it other than a +2 str belt a +2 weapon and gloves of dueling so no nothing special about it if it where i would of added in atleast another +5-8 somewhere

Well there is the problem. A level 6 character should have 16,000 wealth by level. The gloves alone are 15,000. The belt is 4,000, the weapon is 8,300.

So assuming no other gear you are 170% of your budget.

crafting gear reduces cost by 50% so the gloves are 7500 the belt is 2000 the weapon is around 4000 for a total of 13500 and you have money left for some defense items

So I wouldn't be surprised to hear Lady-J saying they have like +5 celestial plate (14) with a +5 tower shield(9), maxed dex of +9 (9), crafted +4 ring and amulet of natural armor (8) as this gets one to 50AC. armor focus, shield focus, dodge, be a tiefling with the pit armor for 3 natural AC, trait for 1 Ac and that puts you at 57. Using advanced armor training for Armor Specialization gets you +3 for 60. and due to getting the expensive gear at half-price it'll probably put you under WBL still.

So for Lady-J's Games of super high power and stuff I'm not surprised to hear them saying they reach 60AC at 13. I really wish they'd stop posted such unhelpful posts by stating that "it's super easy to reach some insane number" in threads.


I feel like in an ordinary game spending a huge percentage of your resources on AC is basically going to serve to bait the GM into attacking your touch AC and/or saves anyway. This isn't really even "GM vs. Players" since an intelligent NPC would figure "that person in really heavy armor probably will not have an easy time dodging out of the way of my ray."

For a really tanky character, I figure you want balanced defenses, or things that are near the back line of defense (DR, really efficient healing, say.)

Shadow Lodge

PossibleCabbage wrote:

I feel like in an ordinary game spending a huge percentage of your resources on AC is basically going to serve to bait the GM into attacking your touch AC and/or saves anyway. This isn't really even "GM vs. Players" since an intelligent NPC would figure "that person in really heavy armor probably will not have an easy time dodging out of the way of my ray."

For a really tanky character, I figure you want balanced defenses, or things that are near the back line of defense (DR, really efficient healing, say.)

play a hellknight signifier

Play a full caster in hellknight plate
My first encounter with hellknights was with one that we assumed to be one of the more martial sort, but was apparently an arcanist
It had full plate, the counterspell exploit that let him counter spell as an immediate action
Spell parry and cast fickle winds to counter the Gunslinger


Chess Pwn wrote:
Darigaaz the Igniter wrote:
Lady-J wrote:
fighter can get over 60ac by level 13 while still dealing decent damage to warrant being a threat
I'm going to call this a bit of hyperbole. Can you give a breakdown about how said fighter is achieving this while remaining within wbl?

Lady-J's game has fighters being able to craft basically all their gear.

Here's a post of their's in another thread.

** spoiler omitted **
So I wouldn't be surprised to hear Lady-J saying they have like +5 celestial plate (14) with a +5 tower shield(9), maxed dex of +9 (9), crafted +4 ring and amulet of natural armor (8) as this gets one to 50AC. armor focus, shield focus, dodge, be a tiefling with the pit armor for 3 natural AC, trait for 1 Ac and that puts you at 57. Using advanced armor training for Armor Specialization gets you +3 for 60. and due to getting the expensive gear...

actually the calculations i gave in the other forum was for 70 ac at level 13 i reduced the ac some for this suggestion so it would fit better into other peoples tables


Lady-J wrote:
Chess Pwn wrote:
Darigaaz the Igniter wrote:
Lady-J wrote:
fighter can get over 60ac by level 13 while still dealing decent damage to warrant being a threat
I'm going to call this a bit of hyperbole. Can you give a breakdown about how said fighter is achieving this while remaining within wbl?

Lady-J's game has fighters being able to craft basically all their gear.

Here's a post of their's in another thread.

** spoiler omitted **
So I wouldn't be surprised to hear Lady-J saying they have like +5 celestial plate (14) with a +5 tower shield(9), maxed dex of +9 (9), crafted +4 ring and amulet of natural armor (8) as this gets one to 50AC. armor focus, shield focus, dodge, be a tiefling with the pit armor for 3 natural AC, trait for 1 Ac and that puts you at 57. Using advanced armor training for Armor Specialization gets you +3 for 60. and due to getting the expensive gear...

actually the calculations i gave in the other forum was for 70 ac at level 13 i reduced the ac some for this suggestion so it would fit better into other peoples tables

until you're using 20 pt buy AND not crafting any gear you're not going to be fitting in to other tables. So please, share how to reach 60 AC while doing decent damage to be a threat off of a 20 pt buy and not crafting.

EDIT: and HOW are you reaching AC of 70 at lv13? I can't see it being possible.


Chess Pwn wrote:
Lady-J wrote:
Chess Pwn wrote:
Darigaaz the Igniter wrote:
Lady-J wrote:
fighter can get over 60ac by level 13 while still dealing decent damage to warrant being a threat
I'm going to call this a bit of hyperbole. Can you give a breakdown about how said fighter is achieving this while remaining within wbl?

Lady-J's game has fighters being able to craft basically all their gear.

Here's a post of their's in another thread.

** spoiler omitted **
So I wouldn't be surprised to hear Lady-J saying they have like +5 celestial plate (14) with a +5 tower shield(9), maxed dex of +9 (9), crafted +4 ring and amulet of natural armor (8) as this gets one to 50AC. armor focus, shield focus, dodge, be a tiefling with the pit armor for 3 natural AC, trait for 1 Ac and that puts you at 57. Using advanced armor training for Armor Specialization gets you +3 for 60. and due to getting the expensive gear...

actually the calculations i gave in the other forum was for 70 ac at level 13 i reduced the ac some for this suggestion so it would fit better into other peoples tables

until you're using 20 pt buy AND not crafting any gear you're not going to be fitting in to other tables. So please, share how to reach 60 AC while doing decent damage to be a threat off of a 20 pt buy and not crafting.

EDIT: and HOW are you reaching AC of 70 at lv13? I can't see it being possible.

i explained how in the other thread and even without crafting you should still be able to get 50ac and still be a credible threat at level 13 if you can get dex to hit and damage with a 20 point buy


I'm kinda curious how you hit 50 AC at level 13 on a dex build. I played a Swasbuckler in WotR and through 20 levels and 10 mythic tiers, despite being virtually impossible to successfully attack, I only hit 57 AC before temporary mods like buffs, fighting defensively, dodging panache, etc.


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So if someone asks for your build, saying it's in another thread doesn't help much, linking to your post with the build would have.

Now, were you referring to this build?

Lady-J wrote:
while im unsure about level 12(as wbl is a thing heres my stats)base 10, trait defender of society+1,mythril full plate+9,mythril tower shield +4, armor enchant +5, shield enchant+5,dex +7, amulet of natural armor +5, ring of protection +5, armor specilization+5, shield focus(and greater)+2,armor focus(and greayer +2) race with natural armor +2,improved natural armor +1,if 3rd party is allowed theres another feat called armor spicilisation for +2, combat expertice +4ish, fighting defencivly +3 total=72 there are a few more things i had as well but that gets more into if your dm allows templates and some feats i may have forgotten about

Where you have a +5 for armor specialization which is only a +3 at lv12/13. Requires being a merfolk for the +2 natural armor and the allowance of a monster feat. Using a 3rd party feat. Also, you're factoring in post attacking AC because of combat expertise and fighting defensively, most of the time people will say that their AC is X and that AC is Y when using combat expertise and fighting defensively.

so taking this build and turning it into a more normal campaign build.

AC without gold spent is
trait +1 AC
5 feats, armor focus, shield focus, improved shield focus, *dodge, Ironhide(we're going with half-orc for the dex bonus) for +5 AC
a feat for advanced armor training for armor specialization +3 AC
improved armor focus for increased dex cap +1 AC*
Tower Shield Specialist feat to not have your tower shield cap your dex AC at 4.
combat expertise feat for conditional AC.
Weapon finesse for dex to attack
that's 10 feats used out of the 14 feats you have

20 pt buy is
16/18+2/14/7/7/7 and forces your other trait to be Muscle of the society to reach a str score high enough to carry the mithral full plate and tower shield as to not reduce our dex cap to AC. and 2 of your stat bumps are going to dex.

lv 13 gold is 140,000 gp.
Mithral full plate is 10,500 gp
mithral tower shield if possible is 1,030 gp
belt of dex is 4,000 gp
agile weapon is 8,000 gp
armor +5 is 25,000 gp
shield +5 is 25,000 gp
amulet +4 is 32,000 gp
ring +4 is 32,000 gp

this leave you 2,470 gp

AC is 57 base and 64 ac after attacking via combat expertise and fighting defensively.

your attack is at (+13+7+3+1-2) +22/+17/+12 for 1d6+11 normally, with AC boosting (-8) it's +14/+9/+4 for 1d6+11
And you only have 4 feats to work with to boost your attacks, lets do WF, GWF, WS, and GWS for +24/+19/+14 for 1d6+15 and +16/+11/+6

This build does get over 60 AC as claimed, but it's no where near being decent at damage to warrant being a threat. Even if you reduce the AC by 5 at the lastest claim and remove the combat expertise and fighting defensively to reach AC 51 that refunds enough to upgrade belt for only attack boost, gloves of dueling, and +2 to the weapon. for +5 boost. Now the attack is +29/+24/+19 for 1d6+20. This puts you up to DPR 62 against CR 13, 54.3 DPR against CR 16. This I guess qualifies for decent damage, doing 62, 86.6 hasted against =CR enemies.

Now your will saves are garbage, and you have no out of combat stuff to do. But it does meet the your claim of AC 50 and decent damage with a fighter.


Good analysis, Chess Pwn.
With the numbers you posted, I think the AC is still ridiculously high. Is such a high AC really needed?
I mean, probably an AC of 35-38, which is way more achievable, would already make its work and still allow a more versatile character, with good saves, good damage and low damage taken, as enemies would be missing most hits.
AC on a tank should allow him to survive the fight and not to be a healing sponge, but aside from that, the difference on AC past certain points is unnecessary.

Having better saves and finishing combats quicker will probably lower the damage input more than a uselessly high AC.

Also some gear and feats to improve mobility would be great for being able to get into melee and remain being a threat. Combat reflexes are great combined with feats like stand still i.e.


Chess Pwn wrote:

So if someone asks for your build, saying it's in another thread doesn't help much, linking to your post with the build would have.

Now, were you referring to this build?

Lady-J wrote:
while im unsure about level 12(as wbl is a thing heres my stats)base 10, trait defender of society+1,mythril full plate+9,mythril tower shield +4, armor enchant +5, shield enchant+5,dex +7, amulet of natural armor +5, ring of protection +5, armor specilization+5, shield focus(and greater)+2,armor focus(and greayer +2) race with natural armor +2,improved natural armor +1,if 3rd party is allowed theres another feat called armor spicilisation for +2, combat expertice +4ish, fighting defencivly +3 total=72 there are a few more things i had as well but that gets more into if your dm allows templates and some feats i may have forgotten about

Where you have a +5 for armor specialization which is only a +3 at lv12/13. Requires being a merfolk for the +2 natural armor and the allowance of a monster feat. Using a 3rd party feat. Also, you're factoring in post attacking AC because of combat expertise and fighting defensively, most of the time people will say that their AC is X and that AC is Y when using combat expertise and fighting defensively.

so taking this build and turning it into a more normal campaign build.

AC without gold spent is
trait +1 AC
5 feats, armor focus, shield focus, improved shield focus, *dodge, Ironhide(we're going with half-orc for the dex bonus) for +5 AC
a feat for advanced armor training for armor specialization +3 AC
improved armor focus for increased dex cap +1 AC*
Tower Shield Specialist feat to not have your tower shield cap your dex AC at 4.
combat expertise feat for conditional AC.
Weapon finesse for dex to attack
that's 10 feats used out of the 14 feats you have

20 pt buy is
16/18+2/14/7/7/7 and forces your other trait to be Muscle of the society to reach a str score high enough to carry the mithral full plate and tower shield as to not reduce our dex cap to AC. and 2...

weird coulda sworn armor specialization was half fighter level not quarter level and while yes its not great in some aspects and at normal tables really high ac isn't as great as natural 20 are always hits if using exploding dice rules natural 20 only adds +20 which means most things would need 2 natural 20s in a row to hit the max capabilities this build is capable of which turns the 5% of a hit to a 0.25% chance of a hit but is still weak compared to most of my other builds i only built this build cuz one of my friends wanted a character with all of the ac and said he didn't care about anything else so that's what i built for him

Silver Crusade

This is a favourite tank build, based around wildshaping into an earth elemental. There are some other good ideas in the thread too.


this guide says max AC should be 36 (higher is unnecessary), so over about 40 will be completely pointless and a waste of resources unless your campaign is really high powered or it's a mythic one - I once had a Fighter with 31 AC at lvls 4-6 (that's 3-5 above blue) and it was kinda hard for him to work well


PossibleCabbage wrote:

I feel like in an ordinary game spending a huge percentage of your resources on AC is basically going to serve to bait the GM into attacking your touch AC and/or saves anyway. This isn't really even "GM vs. Players" since an intelligent NPC would figure "that person in really heavy armor probably will not have an easy time dodging out of the way of my ray."

For a really tanky character, I figure you want balanced defenses, or things that are near the back line of defense (DR, really efficient healing, say.)

The beauty of the Bladebound Kensai is he can have a high touch AC and good saves.

WBL that he does not have to spend on armor/weapon can be invested elsewhere.

dharkus wrote:
this guide says max AC should be 36 (higher is unnecessary), so over about 40 will be completely pointless and a waste of resources unless your campaign is really high powered or it's a mythic one - I once had a Fighter with 31 AC at lvls 4-6 (that's 3-5 above blue) and it was kinda hard for him to work well

When your running Mirror Image, you have an image popped on rolls that miss by 1-4. The goal is to have opponents miss by 5+ on a roll of 19.

With a bodyguard magus build, you want to be able to do this while hitting for at least 75% of the damage of the highest DPR member of the group while increasing everyone else's AC by at least +10.


Synthesist Summoner is an absurdly good tank, and can generate plenty of threat too.

Grand Lodge

Build 1 - Anything with an animal companion that is not melee.

In my opinion the most effective tank build is actually a bodyguard + in harms way animal companion. With shield companion they have tones of hp. It is easy to keep their AC. They can benefit from lots of defensive buffs with spell share.

Build 2 - Gnome mesmerist.

Mesmerist with Reflexive Trick, Meek Facade, Mesmeric Mirror, protector familiar, Compel Hostility and Lock Gaze.

Build 3 - get off my friend halfling high dex and con.

Halfling Dex based guiding blade with helpful trait, bodyguard, the classes special Perry ability, benevolent enchantment. Boost the AC of everyone around you, and redirect attacks toward yourself.

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