Building a Character around a Tower Shield


Advice


As the subject title says, I am thinking about building a character designed around the use of a tower shield. Something fun, and unexpected.

The campaign being set up right now is being hosted by a substitute DM who isn't all that experienced, neither are some of the other players (including myself,) so for right now our group consists of a Rogue, Sorcerer, Wizard, and Monk. Squishies.

I did a little bit of looking around and came across this:

http://www.d20radio.com/forums/viewtopic.php?f=114&t=6522

Its a Dwarf based around Bull rushing, etc. So it kind of got me thinking about building something with sort of an 'Ultimate Defense' and incredible threat range. Doesn't need to do alot of damage, but if possible control a large area and create humorous havoc... If that makes any sense at all.

For the sake of playing around I'll just use a 15 point buy and max CL of 10. Race and class is entirely open. This campaign will be backwards compatible within DM discretion. If its TOO game breaking, its not allowed, but due to the nature of our current party he is willing to make some exceptions. Starting GP is 1,000 GP, and starting level is 1.

Thanks!

Grand Lodge

Erghiez wrote:

As the subject title says, I am thinking about building a character designed around the use of a tower shield. Something fun, and unexpected.

The campaign being set up right now is being hosted by a substitute DM who isn't all that experienced, neither are some of the other players (including myself,) so for right now our group consists of a Rogue, Sorcerer, Wizard, and Monk. Squishies.

I did a little bit of looking around and came across this:

http://www.d20radio.com/forums/viewtopic.php?f=114&t=6522

Its a Dwarf based around Bull rushing, etc. So it kind of got me thinking about building something with sort of an 'Ultimate Defense' and incredible threat range. Doesn't need to do alot of damage, but if possible control a large area and create humorous havoc... If that makes any sense at all.

For the sake of playing around I'll just use a 15 point buy and max CL of 10. Race and class is entirely open. This campaign will be backwards compatible within DM discretion. If its TOO game breaking, its not allowed, but due to the nature of our current party he is willing to make some exceptions. Starting GP is 1,000 GP, and starting level is 1.

Thanks!

Paladin and/or Fighter are what people will tell you. Shield bash I think would be a good feat. Get your hands on the APG. There are wonderful feats in there to give your allies your shield bonus if they are next to you.

If you are going to be the large target look into having Con and Intimidate, to demoralize your opponents to help out.
Look at the Stalwert Defender prestige class too. That maybe a direction to go.
I'd say dwarf or half orc for the extra con. Maybe Human for the extra feat. It all really depends on what you want to do with a personality quarks or how hard you want to power game it. That's part of the fun of making a character, picking a background and what you want and then decide what "history" would be most fitting.
To help start out with a little more gold to afford items, if you are doing the trait options, i think there is one that gives you a little more starting gold.
Gear you will want. Potion of enlarge. But if the group has wizards, make sure they know it and cast it. It will help them stay alive and you defend them.

The Exchange

Pathfinder Rulebook Subscriber

I have also looked at that concept, and my take would end up looking something like this.

Fighter
Dwarf
Str 16, Dex 14, Con 15, Int 10, Wis 10, Cha 7 (after racials)

Feats - Power Attack and Imp Bull Rush

I would focus on the dwarven dorn-dergar as my main form of offense with the darting viper feat and armor spikes if someone got in close. Heavy armor and a buckler for defense.

Down the line I would go for feats like combat reflexes and bull rush strike to really make the most out of pushing people away from me and making them close the distance again.

You wouldn't be dishing out incredible amounts of damage with this character but I think it would be fun to play.


I've liked the idea of the Phalanx fighter heading into Stalwart Defender. Uses a tower shield for awesome defense and a reach weapon for ease of making attacks when in a defensive stance.

The big drawback to the tower shield that I see is the inability to shield bash with it.

Also some cavaliers can make use of a big tower shield. And there are some non-shield-bash shield feats that would work well with it too.


Erghiez wrote:

As the subject title says, I am thinking about building a character designed around the use of a tower shield. Something fun, and unexpected.

The campaign being set up right now is being hosted by a substitute DM who isn't all that experienced, neither are some of the other players (including myself,) so for right now our group consists of a Rogue, Sorcerer, Wizard, and Monk. Squishies.

I did a little bit of looking around and came across this:

http://www.d20radio.com/forums/viewtopic.php?f=114&t=6522

Its a Dwarf based around Bull rushing, etc. So it kind of got me thinking about building something with sort of an 'Ultimate Defense' and incredible threat range. Doesn't need to do alot of damage, but if possible control a large area and create humorous havoc... If that makes any sense at all.

For the sake of playing around I'll just use a 15 point buy and max CL of 10. Race and class is entirely open. This campaign will be backwards compatible within DM discretion. If its TOO game breaking, its not allowed, but due to the nature of our current party he is willing to make some exceptions. Starting GP is 1,000 GP, and starting level is 1.

Thanks!

If you do go the bull rushing route , you have to make sure the wizard/ sorcerer have the create pit spells . that combo would not only be efective , but fun to :)


Race Dwarf
Str: 17
Dex: 12
Con: 14+2
Int: 13
Wis: 7+2
Cha: 7-2

Alternative Racial Trait: Relentless

1st (Fighter - Phalanx Soldier): Combat Expertise, Improved Trip
2nd (Fighter - Phalanx Soldier): Power Attack
3rd (Fighter - Phalanx Soldier): Weapon Focus (Glaive-guisarme)
4th (Monk of the Sacred Mountain): Combat Reflexes, +1 Str
5th (Monk of the Sacred Mountain): Dodge, Improved Overrun/Bull Rush
6th (Monk of the Sacred Mountain):
7th (Monk of the Sacred Mountain): Greater Trip
8th (Fighter - Phalanx Soldier): Greater Overrun/Bull Rush, +1 to Wis
9th (Fighter - Phalanx Soldier): Weapon Specialization (Glaive-guisarme)
10th (Ranger - Guide):

Or slightly modified:
1st (Fighter - Phalanx Soldier): Combat Expertise, Improved Trip
2nd (Fighter - Phalanx Soldier): Power Attack
3rd (Fighter - Phalanx Soldier): Weapon Focus (Glaive-guisarme)
4th (Monk of the Sacred Mountain): Combat Reflexes, +1 Str
5th (Monk of the Sacred Mountain): Dodge, Endurance
6th (Monk of the Sacred Mountain):
7th (Monk of the Sacred Mountain): Greater Trip
8th (Fighter - Phalanx Soldier): Lunge, +1 to Wis
9th (Stalwart Defender): Weapon Specialization (Glaive-guisarme)
10th (Stalwart Defender):

Explanation: Phalanx Soldier gets you ability to use Glaive-guisarme with Tower Shield at level 3.

Monk of the Sacred Mountain:
1st level of Monk: GREAT saves, d6 unarmed damage (and ability to use spells to increase it... to kick those who are too close... convinient backup weapon), a bonus feat with no prerequisites and stunning fist.... yeah you can't use flurry or wis bonus to AC in Heavy Armor, but who cares after all that?
2nd level of Monk: Again good boost to your saves, +1 natural armor, toughness and a bonus feat
3rd level of Monk: well this one more quiet, but effectively +2 to manouvers and again greater saves against annoying events
4th level of Monk: Ki pool (although just 1-2 uses per day, unless you have wisdom increasing item) is great. Especailly +4 to dodge bonus for one round is great, if you need to block enemies. Saves are also good, Bastion Stance definately fits in the profile & you get slightly better alternate weapon (kick).


It takes a few levels but i think you want the phalanx fighter from the apg.

Phalanx Soldier

Spoiler:

The phalanx soldier specializes in defensive tactics, using his shield to guard himself and his allies and forming a shield wall like an unbreakable anvil against which his enemies break.

Stand Firm (Ex): At 2nd level, a phalanx soldier gains a +1 bonus to CMD against bull rush, overrun, and trip attempts. This bonus also applies on saves against trample attacks. The bonus increases by +1 for every four levels beyond 2nd. This ability replaces bravery.

Phalanx Fighting (Ex): At 3rd level, when a phalanx soldier wields a shield, he can use any polearm or spear of his size as a one-handed weapon. This ability replaces armor training 1.

Ready Pike (Ex): At 5th level, a phalanx soldier can, once per day, ready a weapon with the brace property as an immediate action, gaining a +1 bonus on attack and damage rolls. For every four levels beyond 5th, this bonus increases by +1, and he can use the ability one additional time per day. He cannot use this ability when flat-footed. This ability replaces weapon training 1.

Deft Shield (Ex): At 7th level, the armor check penalty from a shield and the attack roll penalty are reduced by –1 for a phalanx soldier using a tower shield. At 11th level, these penalties are reduced by –2. This ability replaces armor training 2 and 3.

Shield Ally (Ex): At 9th level, when a phalanx fighter is using a heavy or tower shield, he can, as a move action, provide partial cover (+2 cover bonus to AC, +1 bonus on Reflex saves) to himself and all adjacent allies until the beginning of his next turn.

At 13th level, he can instead provide cover (+4 cover bonus to AC, +2 bonus on Reflex saves) and evasion (as a rogue) to one adjacent ally until the beginning of his next turn. This cover does not allow Stealth checks.

At 17th level, he can provide cover to himself and all adjacent allies, or he can provide improved cover (+8 cover bonus to AC, +4 bonus on Reflex saves, improved evasion) to a single adjacent ally. This ability replaces weapon training 2, 3, and 4.

Irresistible Advance (Ex): At 15th level, a phalanx fighter gains a bonus on bull rush and overrun CMB checks. This bonus depends on the type of shield used: +1 with a buckler, +2 with a light shield, +3 with a heavy shield, or +4 with a tower shield. This ability replaces armor training 4.

Shielded Fortress (Ex): At 20th level, a phalanx fighter's shield cannot be disarmed or sundered. He gains evasion (as a rogue) when using a shield (improved evasion when using a tower shield). As a move action, a phalanx fighter can provide evasion to all adjacent allies until the beginning of his next turn. As an immediate action, he can provide improved evasion to an adjacent ally against one attack. This ability replaces weapon mastery.

Going trip would be nice, but at 15 pt buy that 12 int isn't going to happen.

STR 16
DEX 14
CON 16
INT 7- take perception as your skill.
WIS 15
CHA 5 I gotta take an arrow for you. Doesn' tmean i gotta like you.

Level 1******** Combat reflexes
Level 1 Fighter Weapon focus, Guisarm (lets you trip at range. You draw an aoo.. which they can't make because you're out of reach)
Level 2 fighter mobility
Level 3******** Iron will
Level 4 fighter Shield Focus (Combat)
Level 5 ******* Combat patrol

hmmm.. stand still isn't as useful as i thought for this, it only works on adjacent squares. You can still trip with a guisarm unless your opponent has reach too.


It takes a few levels but i think you want the phalanx fighter from the apg.

Phalanx Soldier

Spoiler:

The phalanx soldier specializes in defensive tactics, using his shield to guard himself and his allies and forming a shield wall like an unbreakable anvil against which his enemies break.

Stand Firm (Ex): At 2nd level, a phalanx soldier gains a +1 bonus to CMD against bull rush, overrun, and trip attempts. This bonus also applies on saves against trample attacks. The bonus increases by +1 for every four levels beyond 2nd. This ability replaces bravery.

Phalanx Fighting (Ex): At 3rd level, when a phalanx soldier wields a shield, he can use any polearm or spear of his size as a one-handed weapon. This ability replaces armor training 1.

Ready Pike (Ex): At 5th level, a phalanx soldier can, once per day, ready a weapon with the brace property as an immediate action, gaining a +1 bonus on attack and damage rolls. For every four levels beyond 5th, this bonus increases by +1, and he can use the ability one additional time per day. He cannot use this ability when flat-footed. This ability replaces weapon training 1.

Deft Shield (Ex): At 7th level, the armor check penalty from a shield and the attack roll penalty are reduced by –1 for a phalanx soldier using a tower shield. At 11th level, these penalties are reduced by –2. This ability replaces armor training 2 and 3.

Shield Ally (Ex): At 9th level, when a phalanx fighter is using a heavy or tower shield, he can, as a move action, provide partial cover (+2 cover bonus to AC, +1 bonus on Reflex saves) to himself and all adjacent allies until the beginning of his next turn.

At 13th level, he can instead provide cover (+4 cover bonus to AC, +2 bonus on Reflex saves) and evasion (as a rogue) to one adjacent ally until the beginning of his next turn. This cover does not allow Stealth checks.

At 17th level, he can provide cover to himself and all adjacent allies, or he can provide improved cover (+8 cover bonus to AC, +4 bonus on Reflex saves, improved evasion) to a single adjacent ally. This ability replaces weapon training 2, 3, and 4.

Irresistible Advance (Ex): At 15th level, a phalanx fighter gains a bonus on bull rush and overrun CMB checks. This bonus depends on the type of shield used: +1 with a buckler, +2 with a light shield, +3 with a heavy shield, or +4 with a tower shield. This ability replaces armor training 4.

Shielded Fortress (Ex): At 20th level, a phalanx fighter's shield cannot be disarmed or sundered. He gains evasion (as a rogue) when using a shield (improved evasion when using a tower shield). As a move action, a phalanx fighter can provide evasion to all adjacent allies until the beginning of his next turn. As an immediate action, he can provide improved evasion to an adjacent ally against one attack. This ability replaces weapon mastery.

Going trip would be nice, but at 15 pt buy that 12 int isn't going to happen.

STR 16
DEX 14
CON 16
INT 7- take perception as your skill.
WIS 15
CHA 5 I gotta take an arrow for you. Doesn' tmean i gotta like you.

Level 1******** Combat reflexes
Level 1 Fighter Weapon focus, Guisarm (lets you trip at range. You draw an aoo.. which they can't make because you're out of reach)
Level 2 fighter mobility
Level 3******** Iron will
Level 4 fighter Shield Focus (Combat)
Level 5 ******* Combat patrol

hmmm.. stand still isn't as useful as i thought for this, it only works on adjacent squares. You can still trip with a guisarm unless your opponent has reach too.


A slight modification to the paladin build I posted on your other thread might be in order.

Sczarni RPG Superstar Season 9 Top 16, RPG Superstar 2015 Top 32

Everyone pretty much has posted what I would suggest.

I am playing a Phalanx Solider right now and I love it. I use and fight with a Heavy Shield, so the feats would be very different if you focus on using a Tower Shield.

Some ideas for a Tower Shield build:
Focus on reach weapons and carry lots of spears and polearms. An Efficient Quiver should help you out with that too. As soon as you can, have the weapon you have taken Weapons Focus for enchanted with the Tranformative property (in the APG). This will let you have all of the spears and polearms in one weapon and you can go from disarming to tripping, to sundering without drawing another weapon.

If you use polearms, take feats that help you with the combat maneuvers they take advantage of. Though you wont be in danger of attacks of opportunity most of the time, you will want to gain more bonuses. Also, if you want to invest the feats you can have additional effects with combat maneuvers.

If you want to focus more on Bull Rushing and Overrunning, then you can still use reach weapons. This is done by setting yourself in a good position in the front lines. Let the bad guys come to you, provoking attacks of opportunity if they rush in. On your turn, bullrush them but don't follow. Because you can do combat maneuvers as attacks of opportunity you can use a guisarme to trip, a ranseur to disarm, or a lucerne hammer to sunder on that first turn or any other turn. If you don't have a transformative weapon, then feel free to drop and draw to change up the strategy. It's a move action to draw or pick up a weapon, and if you keep the enemy back with bullrushes (a standard action) then you won't have to worry about being attacked for picking weapons off the ground. The problem with drop and draw though is if you have to move. Once you move, you can't pick up any weapons you dropped in previous rounds until you move back to that space.

Some helpful feats:
Lunge can add another 5 feet to your attacks, letting you attack 15 feet away. If you fight Large creatures, that can help keep you out of their reach.

Combat Reflexes can help you deal with multiple enemies who try to get under your reach.

Power Attack is a must.

Whirlwind Attack if you find you are fighting lots of enemies at the same time. Keep in mind though that you wont be able to attack foes adjacent to you if you use a reach weapon, so make sure you use this feat when most of the baddies are in reach range, or when you can switch to non-reach weapon.

Shield Focus/Greater Shield Focus will help boost your AC even further. While Shield Specialization will help keep you from taking critical hits.

Saving Shield and Covering Defense will help you keep allies safe.

The P.Class Stalwart Defender (APG) is a good choice if you want to be the heavy armored fighter who stands his ground.

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