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@Blue Star: I understand with "tank" bit. I was an 11B (Infantry) so playing a "meat shield" paints funny pictures in my imagination. Thanks for the antagonize advice. Also thanks for your service and I hope this past Veterans Day you had great time.

To all the comments: We played 4th ed D&D for a while(till we ran screaming from essentials) and the taunting concept was a truth that was relied upon to protect the party. It is a bummer with the loss of taunting team bad guy.

The shield bash thing sounds like the build I am going for with my current character. So I will have to dig in with some research to ensure this fighter is on the right track feat and ability-wise.

Thanks for all the comments and advice.


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Blue Star wrote:

What bugs the crap out of me is that most "tanks" are more accurately described as "meat shields" the primary purpose of the tank, is to be the guy with the biggest gun on the scene, able to reach out and obliterate enemies from extreme range while still having eyes on the field of battle.

Real tanks are fast, agile, heavily armored, and they carry some of the largest land-based weapons. Most "tanks" in games are slow, they don't hit hard, and they typically aren't all that agile.

The M1 Abrams, Leopard 2, and the Challenger 2 are the best examples of this. They each can turn on a dime, hit upwards of highway speeds (with the governors off), and are functionally immune to their 120mm cannons on the front hull/turret. Oh, and they carry a 120mm cannon, and 2-3 secondary weapons, the lightest of which is a 7.62mm machine gun, the heaviest of which is this horrifying little number called the MK19 Grenade Launcher, which is a fully-automatic grenade launcher....it's almost like they hate everyone or something.

So if I used the term "meat shield" would I have received some advice on the above questions and not a content summary from FM 17-15?

@Vuvu: Do you mean like using Dazzling Display? Which from quick research is a standard action, would using intimidate work the same with your suggestion?


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So currently in my group I am playing the tanking role with the limited abilities of a fighter at 5th level. Though the concept of tanking seems fun in theory, it doesn't translate in pathfinder very well. Most of my abilities and feats aren't as detrimental on the table versus team bad guy. Is this a player error or just pathfinder in general? What locks down monsters outside of the feat extensive trip maneuvers? To better understand the fighter class the guide posted by Rogue Eidolon has been immensely helpful, is there another guide about this subject? Rogue's build for the sword and board fighter is pretty well what I am using for the time being if you all are curious. I will be grateful for some tactics or advice to keep my party from getting curb stomped.

As an after thought would it be worth it to multiclass into rogue to have the ability to stack some damage on AoO's?

Thanks for your help.


It seems that Elemental Rage would make for a great starter choice for damage if I really push the barbarian levels. Though inversely going the other direction of Superstition seems like great way to help a weak defense.


My group is starting a 8th lvl campaign next week with a 25 point spread. I am interesting in doing is making the topic happen effectively. So here is what I am looking at:

Human, Fighter 7(Two-handed)/ Barbarian 1(Invul. Rager)
Abilities, Str 20 Dex 16 Con 14 Int 12 Wis 10 Cha 8

Feats:
Weapon Focus: Nodachi
Power Attack
Intimidating Glare
Dazzling Display
Step Up
Following Step
Step Up and Strike
Weapon Spec: Nodachi
Improved Critical Nodachi

Traits:
Killer
Indomitable Faith

My questions are pretty simple:
1. Is furious focus a good feat since the two-handed fighter can get a bonus to damage with backswing and it would eliminate the minus to hit on the first swing?

2. Is Barbarian even worth it? The bonuses are nice but are they really needed at the end of the day?

3. What is a good investment to either class level? Should I stay fighter for the feats or go for the damage reduction?

4. What are good rage powers?

5. Magic Weapons, is the general rule stay away from fire damage?

I know that a Int 12 is worthless but we might be in the Underdark, so knowing Undercommon might be a good thing. So for the most part any info would be awesome. Rogue Eidolon's Guide really helped, I would like to thank him for his hard work. Also Jon Kines, who's build I shamelessly ripped many of the feats from for this character.

Thanks for the help.

-Gent