Good "body guard" type build?


Advice


Hey all, I am making my back-up PC and am looking for feedback on a solid defender / protector. He's a dwarf and I'm using some of the flavor from the dwarves of golarion about the huscarls.

All that said, I've looked through the APG at Fighter archetypes and feats, and there seems to be an overwhelming amount of options that would fit for a shield-using defensive fighter, but there is often a lot of overlap and I am having trouble seeing some good synergies. At first I though the Bodyguard/In Harm's Way feats made sense, but then if I went into Stalwart Defender, which Im considering, it does the same thing but better.

ps: Starting at level 4.


Varthanna wrote:

Hey all, I am making my back-up PC and am looking for feedback on a solid defender / protector. He's a dwarf and I'm using some of the flavor from the dwarves of golarion about the huscarls.

All that said, I've looked through the APG at Fighter archetypes and feats, and there seems to be an overwhelming amount of options that would fit for a shield-using defensive fighter, but there is often a lot of overlap and I am having trouble seeing some good synergies. At first I though the Bodyguard/In Harm's Way feats made sense, but then if I went into Stalwart Defender, which Im considering, it does the same thing but better.

What archetype would you recommend? Polearm? Phalanx? Shield? None?

ps: Starting at level 4.

Dark Archive

I made a huge post but the post monster ate it :\

In short, my suggestion is to take 2 levels of monk first so you can pick up deflect arrows, snatch arrows, and Imp Unarmed strike in trade for 1 BAB. He is going to need a free-hand and wear light armor but that isn't a problem since you have the increased unarmed attack die and access to mithral armor.
He uses a heavy shield in his "Main-hand" since a free hand will always be considered off since you wont really be using it. He can work his way towards getting some neat shield bash feats from here out as well and slam his way to victory. You give him Enlarge Person and he will threaten up to 10 feet out and has the combat reflexes to make multiple AoO if the occur as well. You can literally keep your little buddy under your wing for the entire combat.
Also note he can still FoB with his unarmed attacks at his total BAB. Built off a 15 point buy, if you are working with a 20PB, then bump STR and DEX up by 1 each.
He isn't optimized for damage but that isn't what you asked for so...

Here is a statblock for an example Dwarf Monk/Fighter[Free-Hand Fighter]

CRUNCH:

B-GUARD
Male Dwarf Fighter (Free Hand Fighter) 2 Monk 2
LN Medium Humanoid (Dwarf)
Hero Points 1
Init +2; Senses Darkvision (60 feet); Perception +5
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DEFENSE
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AC 20, touch 14, flat-footed 17 (+6 armor, +2 Dex, +1 dodge)
hp 32 (2d10+2d8+8)
Fort +8, Ref +5, Will +4
Defensive Abilities Defensive Training, Evasion
--------------------
OFFENSE
--------------------
Spd 20 ft.
Melee Shield, Light Spiked Steel +6 (1d4+3/20/x2)
Special Attacks Flurry of Blows +0/+0
--------------------
STATISTICS
--------------------
Str 16, Dex 15, Con 14, Int 8, Wis 12, Cha 8
Base Atk +3; CMB +6 (+7 Disarming); CMD 20 (21 vs. Disarm)
Feats Bodyguard, Combat Reflexes (3 AoO/round), Deflect Arrows, Improved Unarmed Strike, In Harm's Way, Monk Weapon Proficiencies, Snatch Arrows, Stunning Fist (2/day) (DC 13), Weapon Focus: Unarmed Strike
Traits Fast-Talker, Ruthless
Skills Acrobatics +6, Bluff +0, Climb +7, Escape Artist +1, Fly +1, Perception +5, Ride +5, Sense Motive +5, Stealth +1, Survival +5, Swim +6
Languages Dwarven, Taldane (Common)
SQ AC Bonus +1, Deceptive Strike +1 (Ex), Elusive +1 (Ex), Greed, Hardy, Hatred, Hero Points (1), Slow and Steady, Stability, Stonecunning +2, Stunning Fist (Stun) (Ex), Unarmed Strike (1d6)
Combat Gear Mithral Agile Breastplate, Masterwork Shield, Light Steel;
--------------------
SPECIAL ABILITIES
--------------------
AC Bonus +1 The Monk adds his Wisdom bonus to AC and CMD, more at higher levels.
Bodyguard Use an AoO to use aid another to improve an ally's AC.
Combat Reflexes (3 AoO/round) You may make up to 3 attacks of apportunity per round, and may make them while flat-footed.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Deceptive Strike +1 (Ex) +1 to Disarm CMB/CMD, Bluff checks to feint or create a diversion to hide.
Defensive Training +4 dodge bonus to AC against monsters of the Giant type.
Deflect Arrows Deflect an incoming arrow once per round.
Elusive +1 (Ex) +1 Dodge AC
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Flurry of Blows +0/+0 (Ex) Make Flurry of Blows attack as a full action.
Greed +2 to Appraise checks to determine the price of nonmagical goods that contain precious metals or gemstones.
Hardy +2 racial bonus to Poison, Spells and Spell-Like effects.
Hatred +1 racial bonus to attacks against Orcs and Goblinoids.
Hero Points (1) Hero Points can be spent at any time to grant a variety of bonuses.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
In Harm's Way When you aid another's AC and the attack succeeds, you may take the damage and effects of that attack yourself.
Ruthless You gain a +1 trait bonus on attack rolls to confirm critical hits.
Slow and Steady Your base speed is never modified by encumbrance.
Stability +4 to avoid being bull rushed or tripped while standing.
Stonecunning +2 +2 bonus to Perception vs unusual stonework. Free check within 10 feet.
Stunning Fist (2/day) (DC 13) You can stun an opponent with an unarmed attack.
Stunning Fist (Stun) (Ex) At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This conditio
Unarmed Strike (1d6) The Monk does lethal damage with his unarmed strikes.


Here's a helpful shield enchantment:
Arrow Catching: A shield with this ability attracts ranged weapons to it. It has a deflection bonus of +1 against ranged weapons because projectiles and thrown weapons veer toward it. Additionally, any projectile or thrown weapon aimed at a target within 5 feet of the shield's wearer diverts from its original target and targets the shield's bearer instead. If the wielder has total cover relative to the attacker, the projectile or thrown weapon is not diverted. Additionally, those attacking the wearer with ranged weapons ignore any miss chances that would normally apply. Projectiles and thrown weapons that have an enhancement bonus higher than the shield's base AC bonus are not diverted to the wearer (but the shield's deflection bonus still applies against these weapons). The wielder can activate or deactivate this ability with a command word.

Moderate abjuration; CL 8th; Craft Magic Arms and Armor, entropic shield; Price +1 bonus.

With that enchantment you can cover your charge with your shield from missile fire almost totally. Best if you've got a good AC yourself though.

Dark Archive

Even better if the wearer has deflect arrows :D

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