Fighter Build... Sword & Board but not TWF


Advice

Liberty's Edge

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Hello All,

As the Subject says... I am looking at creating a Fighter, based on the Sword & Board (maybe Dwarven War Axe & Board, for flavour).

I have seen a good few suggestions... but the vast majority stipulate the use of TWF. This is a character flavour I wished to avoid.

I love putting together the back-story of a character, but I have never been one for optimization... but realise that it can lead to issues as the character gains levels.

Oh, this is not for a specific game. I am about to start Pathfinder again and am toying with a few ideas, mainly fighter or ranger based. Half-Elf was the most likely race.

I have played D&D since the red box days, when optimization didn't exist and have never really considered it... but think I should start.

All assistance gratefully received.

:)

Scarab Sages

Perhaps specialize in a few maneuvers, such as trip. You'll have feats to burn.


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

I'd vote for combat maneuvers or a mounted build with a lance/shield. You need to be a credible threat or smart enemies will just walk around you and attack your allies in the back. A non TWF single handed build usually needs some sort of utility to stay relevant at higher levels.


Personally, I'd go for a Phalanx Soldier (Fighter archetype) that specializes in using a reach weapon one-handed, with Stand Still or trip feats to prevent enemies from getting past you. Put spikes on your armor or use a heavy shield (instead of tower), and you threaten everything within 10 ft without changing your size.


If you wna to use the dwarven axe I recommend to play a darwf. If you are goin to play a half elf I recommend to use a scimitar or a longsword.

Dawrf-Weapon master
- 20 PB:

str 16, dex 14, con 15, wis 12, int 12, cha 8

1. Power attack, Weapon focus (dwarven axe)
2. Shield focus
3. Steel soul (this feat is very important)
4. weapon specialization (dwarven axe)
5. Step up
6. Lunge
7. Disruptive
8. Stand still
9. Missile shield
10. Spell breaker
11. Ray shield
12. Greater sweapon focus (dwarven axe)
13. combat refelexes
14. Pin down
15. teleport tatician

or

half elf-mobile fighter-20 PB:

str 18, dex 14, con 14, wis 12, int 12, cha 7

1. Power attack dodge, Skill focus or adaptability alternate racial trait
2. Shiel focus
3. Iron will
4. Weapon focus (scimitar)
5. Missile shield
6. Weapon specialization (scimitar)
7. Shield specialization
8. Improved critial hit
9. Lighting reflexes
10. Greater weapon focus (scimitar)
11. Greater shield focus
12. Shield specialiation
13. Greater weapon specialization(scimitar)


The reason why so many builds for S&B style call for 2 weapon fighting is they feel the need to try and counter the huge loss in combat ability not fighting with 2hd weapons causes.

Missing out on 1.5 strength bonus and the much larger weapon damage dice hurts quite a bit. Tanking builds tend to also not work especially well. Figuring out what to do with these inherent handicaps is going to be hard since you want to avoid the most viable way to over come them.

Combat maneuvers tend to fall off in effectiveness as you level up. Some don't even work against certain types of monsters (disarm a dragon or trip a snake?)

I am having trouble understanding why you are opposed to sword and board style fighting when you want to use sword and board. Look up the reconstruction of sheild/sword fighting and you will find that the shield was a weapon not just an extra bit of on demand armor.


If you want to Sword & Board, you're going to want to shield bash. The feats that improve your shield defense and share it with your allies are very unimpressive. And if you're shield bashing, you'll probably want to TWF. Otherwise, you might as well be holding a floppy rubber dong in your hand.

Liberty's Edge

Thanks for the amazingly quick responses.

Arthanthos & Castarr4... I understand your points. I have never really played past lvl 10, so I have always appeared to be a threat before. I like the idea of adding trip etc... to make me target of some value.

BetaSprite, I think I will swerve on reach weapons. Not in my character feel at the minute. But I do like the Phalanx Soldier concept. :)

Nicos, I assume my build would not be feat intensive, so having a half-elf wield a DWA was possible. Couldn't play a dwarf, to short and, um... beardy. Although the Mobile Fighter looks tasty...

Escaping work soon, so I will start putting down options when I get home and re-post a "potential"... at the minute, stealing from Nicos' Mobile Fighter.

:)


Another option is to play a human with the adoptive parentage (dwarf) racial trait (Advanced Race Guide). Trades your human bonus feat for proficiency with (racial) weapons. You gain access to all the dwarven weapons for one feat (plus dwarven language).

I built a Dwarven Dorn Dergar specialist as a human raised by dwarves, and it was crazy fun. I ended up retiring him a few sessions later because I over-optimized him a bit :) Cleaving Finish with a reach weapon is just crazy good...especially when you can cleave and pretty much guarantee a kill every other round as a minimum.

Just keeping to a longsword and heavy shield, you could make a pretty crazy high-AC defender (missile shield is just AWESOME at lower levels).


maybe the Viking archtype, it gives your fighter rage and works with a shield. Less damage but could be fun.

note, having played a twohander figher, the damage is crazy, any non giant/boss dead before I even rolled dice, and the DM cried when I crit. However I died a ton, and the shield fighter stayed alive longer.


I started with the red box myself and my first character was a long sword and shield fighter, so I know where you are coming from. I would say just build your fighter and play it.

Too many people here are married to damage and will give up defense and utility to get more DPR (Damage Per Round). But if you are playing in a casual group having a crazy high AC and other defenses can actually be more fun (at least I think so). In their defense they are probably right that it is the most effective way to play, just may not be the most fun, depending on what you want out of your game.

Sovereign Court

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Get a longsword and a shield, take your fighter feats and weapon groups and enjoy the spending time with your friends playing a game and you'll do just fine.


Agreed. Don't worry about "optimization," it's overrated.

Liberty's Edge

Morgen & Lord Twig... that is exactly what I have been doing for all these years. :)

And loving it.

I started with a Halfling, when they had no "class" and could not progress far. I couldn't be the fighter, as that was my older brother's character. And no one wanted to be the cleric (only healer back then) so that was forced upon my other brother.

Both your posts but a smile on my face... 'cause that is the reason I game.

Just thought I should seek some advice on maybe cleaning up my character and adding a bit more thought process to his progression.

I think I might have too many years of "beliefs" to be able to get anything close to an optimized toon.

Now... trying to get something half way there... that is possible :)

Sczarni

Building on Morgen and Twig suggestion for enjoyment, I would second some statements about some combat maneuvers. Going for Greater Trip eventually leads to making them provoke opportunity attacks...and you can only do it on people up to 1 size category larger than you. It sounds useless as you go along, but I have a whip magus that often is able to make good use of it even at level 10.
Why is this fun? Because you can role play the heck out of some cheeky taunts and lets your other melee oriented compatriots feel more useful.
Another role-play opportunity here is to rib the spell casters about doing more to debuff the enemy than they are :) Works fine when traveling with snooty elf wizards or arrogant sorcerers ;-)
In addition to some greater trip, look at some of the dirty tricks...they have fun value to them.

Lantern Lodge

Pump ur str and cha up as high as possible and get the Intimidate feats. There is a feat combo that allows u to perform a 30ft aoe intimidate centered on u to demoralize all enemies and add ur str to cha for that intimidate.


Rondelero Duelist - this is the fighter archetype I used for a slightly more mobile version of a sword and board. it gives you TWF benefits for free, so no need to throw feats at it unless you plan on doing twf without a buckler and it gives you good AC bonuses. this gives you the theme of Sword and Board without the restriction to the traditional idea of a full on shield.


(Consider my advice secondary to Lord Twig and Morgen)

If you're not going to shield bash I would pick up the Tower Shield Specialist archetype (http://www.d20pfsrd.com/classes/core-classes/fighter/archetypes/paizo---fi ghter-archetypes/tower-shield-specialist)

It's flavorful and isn't tremendously different than normal fighter allowing you to take Morgen's advice and since you can't shield bash with tower shields you're not losing anything. Also this will get you cool abilities focused on your shield without them revolving around shield bash or TWF

Shadow Lodge

i just want to point out, since youre going for flavor over optimization, almost all sword and board fighters use twf fighting styles. almost every shield style ive seen uses the shield for bashing or pinning the sword arm of the target they are fighting.

Grand Lodge

What types of weapons are willing to use?

There is the Dwarven Maulaxe, Dwarven Boulder Helmet, Dwarven Waraxe, Dwarven Double Waraxe, Dwarven Dorn-Dergar, Dwarven Urgrosh, Dwarven Longaxe, and Dwarven Longhammer.

What shields are you willing to use?

There is the Buckler, Klar, Light Shield, Heavy Shield, Madu, and Tower Shield.

Almost all these can be combined in some way.


As an example of a classic sword and shiel style here is a level 10 build.

Half elf-mobile fighter 10:

=== Stats ===

str 18 (22), dex 14, con 14, wis 12, int 14, cha 8

=== Defense ===

hp: 89 (10d10+30)

AC: 32

CMD: 36

=== Saves ===

Fort: +13
Ref : +11
Will: +12

+4 agaisnt Enchanmet spells and effects
+3 against effects that cause him to become paralyzed, slowed, or entangled

=== Attacks ===

+2 Silversheen Scimitar: +19/+14 (1d6+18 15-20/x2)

Ranged

+1 Adaptative Longbow: +15/+10 (1d8+9 20/x3)

=== Traits ===
Birthmark, Prince (diplomacy)

=== Feats ===

1. Power attack, dodge
2. Shield focus
3. Iron will
4. Weapon focus (scimitar)
5. Missile shield
6. Weapon specialization (scimitar)
7. Shield specialization
8. Improved critial hit
9. Lighting reflexes
10. Greater weapon focus (scimitar)

=== Skills ===

Perception +11
Diplomacy +13
Knowledge (dungeonering) +15
Swim +6
Acrobatics +3
Climb +6

=== Special ===

Dual minded: +2 to wil saves
Leaping Attack +2
Armor training 2

=== Gear ===

+2 Silversheen Scimitar (8400)
+2 Full plate (5500)
+4 Belt of strengh (16000)
+2 Darkwood heavy shield (4000)
+1 Adaptative Longbow (2000)
+3 Cloak of resistance (9000)
+1 Ring of protection (2000)
+1 Amulet of natural armor (2000)

Feather step slippers (2000)
Cracked pale grism Ioun stone [saves] (4500)
Dusty rose Ioun stone + Wayfiner (5450)


Personally I consider the belief that sword and board without TWF=fail to be one of the messageboard fallacies. People around here discount AC to far greater an extent than actual play demonstrates. Yes, at very high level spell effects to tend to dominate, but there will still be physical threats present and the 9 points of AC you can leverage on a sword and board is not a trivial matter.

Hitting a 51 AC vs. hitting a 42 is night and day. If you take a gaze at the CR 20 critters, most have to hits in the 31-39 range.

Now the question is, what do you give up using that board for pure defense?

Compared to a two hander build, it's around 1/3 of your damage on a fighter.

If I'm trying to optimize and play to a fighter's strengths, I will be using a scimitar or falchion to get the biggest threat range. This will leverage the ability to stack multiple critical abilities.

So in this case let's compare the damage between the sword(scimitar) and board and 2 hander.

18 str to start+ 5(levels) +5(tome)+6 belt = 34= +12 damage or +18 2 handed.
weapon spec+ greater spec+ weapon training + gloves of dueling = +10
+5 weapon
Power attack +12 or +16 2 handed.

So 1 handed fighter does 1d6+36 while the 2 hander does 2d4+51 so 42.5 vs 56 on average.

14/42 = 1/3.

So yes, you give up a third extra damage, and that is significant, but not a world breaker considering how much higher your AC is. Yes, probably a spell will kill you in either case, but at least some lackey won't beat you down.

Now the way I'm make the optimal survival fighter is to start with a dwarf and really build to survive. You'll give up a smidge of damage, but you will be much better off on saves, and get the ability to sunder spells.

Something like
16 Str
14 Dex
16 Con
11 Int
14 wis
5 chr

(if you can live with a 12 wisdom, you don't dump stat char so hard, but every bit of will save helps).

With this build you will have more flexibility in taking feats (though you do need to burn on the focus/spec stuff, dodge, shield focus, gr shield focus). You will want iron hide, iron will and steel soul as well (probably improved iron will too). Indomitable faith isn't a bad idea either.

With all this you can have pretty damned solid saves to work with. Against spells we're talking +23 will. That's nothing to sneeze at.

(6+5 cloak +5 wisdom +2 iron will +1 trait +4 steel soul)

Now I understand the advocacy for the shield bash, and sure getting damage while keeping the shield defense is nice. However there is an opportunity cost. You pay in both MAD(though admittedly I'm pumping dex in this build as well, so this is something of a wash) and tons of feats. I mean there's 3 TWF feats and 3 more shield feats (not to mention it wouldn't be a bad idea to so spec/focus on the shield, so another 4).

Liberty's Edge

Sorry for the non-response last night. I have a 3 month old... it makes for making plans and sticking to them a little tricky.

Thank-you very much to all posted. Healthy debate. And I appreciate peeople understanding I am not about complete optimisation and posting all positive options.

DrBuzzard and Nicos have presented similiar and solid builds. An extra cap dothed to DrBuzzard for the analysis.

Expostfacto.. tower shield build. Curve-ball and nicely suggested. It does give a tonne of flavour.

TheSideKick... I think your arguement is winning me over to the dark side. I might not play a TWF S&B Fighter, but I am not longer against the idea. Fighting with what ever you hold, be it a weapon or a shield is how you survive, so using a sheild as an offensive weapon does make logical sense. Other said it... but you said it better.

Shfish... snooty elf wizards do need to be taught a lesson.

I will get into the details of the replies over the weekend and have something completed before the sun sets on Sunday.

:)


I would be cautious about the tower shield archetype as it will cause a serious hit on your offense since you give up weapon training (though not as large as the difference between 1h and 2h). Weapon training (with gloves of dueling) amount to a +6/+6 at cap level. That's a pretty big chunk of change. The archetype does get some fairly nice things for it (evasion is probably the best of it, the AC difference looks to be 3 or so) but at some point if you are a rock and lack credible offense, you just get ignored.


Lord Twig wrote:

I started with the red box myself and my first character was a long sword and shield fighter, so I know where you are coming from. I would say just build your fighter and play it.

Too many people here are married to damage and will give up defense and utility to get more DPR (Damage Per Round). But if you are playing in a casual group having a crazy high AC and other defenses can actually be more fun (at least I think so). In their defense they are probably right that it is the most effective way to play, just may not be the most fun, depending on what you want out of your game.

Be careful! If you make a character with a crazy high AC (like 29!!!) your GM might start making posts like this one complaining about how pathfinder is a broken unfun game system.

Scarab Sages

Solusek wrote:
Be careful! If you make a character with a crazy high AC (like 29!!!) your GM might start making posts like this one complaining about how pathfinder is a broken unfun game system.

The forums generally hold AC to be sub-optimal, until somebody shows up with an AC build. Then it's overpowered cheese.


Solusek wrote:


Be careful! If you make a character with a crazy high AC (like 29!!!) your GM might start making posts like this one complaining about how pathfinder is a broken unfun game system.

Funny, I have a PFS fighter at 6th with a 32 AC(with no external buffing). Yes, GMs hate him.

Truth be told, though, AC while very handy is some encounters is not an overall panacea. Magic will be you down eventually, as will supernatural abilities and such edge cases as incorporeal, touch attacks, and combat maneuvers. No defense is perfect of course. There's also the opportunity cost of devoting all those resources into AC. You give up other shiny toys to do that.


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32AC at level 6!? I'd like to see the build. I can't even begin to think of how that is possible.

RPG Superstar 2012 Top 16

I like Sword and Board. You really need ONE TWF feat to make it pretty viable. That's so, when you have a full attack, you have the option of doing some additional damage if you need to. Shield Master means that you don't take a penalty on those Shield bash attacks, improved Shield Bash means you keep your Shield AC.

Rondolero Duelist, with the combination of buckler counting as a small shield, and using the falcata, the highest DPR weapon in the game, does much of this for you.

One of the nice things about a shield is that with the Bashing Enhancement it's simply a good weapon. If you have SHield Mastery, in addition, you can maximize use of an Uber Shield (+5 Bashing Shield, +5 Defending Shield, add Spikes if possible). A heavy Uber shield is a 2-12 dmg weapon in your off hand, with no penalty for bashing. If you fight or wield it in combat, the defender bonuses kick in, further upping your AC.

Consider the ROndolero Duelist simply because it stacks wEAPON Mastery for you...that's awesome. COunting a buckler as a light shield means that in any round you choose not to use your buckler, you can go two handed and a mithral or darkwood buckler won't penalize your AC.

And missile shield and ray shield are options that can really shut down ranged attacks and touch attacks against you. If you can get an Augment Stone against missiles and stick it on your shield, that's another +4 AC vs ranged attacks of any kind.

==Aelryinth


How do these AC builds address the issue of intelligent enemies just ignoring you until they've finished off your friends? There is no mechanism for the fighter to "draw aggro" in this game.

Despite several posts raising this issue no one has yet said how to make the AC fighter a credible threat.

Liberty's Edge

It's possible. Consider
Base 10
Mithril Full plate 9 AC, 3 max dex. If you have a 16+dex (Like TWF Shield Bash Fighters) then thats 22. before any Magical items or even the shield.
Shield: say Heavy Darkwood Shield- 24.
Enhancement, by level 6 you can afford +1 to Plate and shield easily, probably +2, but lets keep it simple +1 each- 26.
Ring of Protection +1- 27
Amulet of Natural Armor +1- 28

Feat Selection Shield Focus, Dodge, neither is out of the question with a build like this, 30.
So a TWF Shield Fighter likely has around 30 AC by level 6 easily, as for the 2 extra that I cannot account for, they could be anything really, probably just a +2 shield and plate, seems to be the cheapest way to do it. But their could be a halfling or a Dwarf/half-orc with Iron hide also.


OutsiderSubtype wrote:

How do these AC builds address the issue of intelligent enemies just ignoring you until they've finished off your friends? There is no mechanism for the fighter to "draw aggro" in this game.

Despite several posts raising this issue no one has yet said how to make the AC fighter a credible threat.

At 20th level my AC fighter will be doing 1d6+38 damage vs my TH doing 2d4+51. If you don't mind getting hit for around 42 per strike with a 30% chance of exhaustion and bleed per strike, feel free to ignore me. You won't live long. Oh, and ultimately there is spell sunder and pretty effective normal sunder on top of it.

Sure, it's less of a threat than a two hander, but that doesn't mean we're talking no threat.

I see it as a tortoise and hare kind of thing.


Gherrick wrote:
32AC at level 6!? I'd like to see the build. I can't even begin to think of how that is possible.

Not that tricky really, and it could be a bit higher actually(by 2 points or so if I really tried).

Full plate +2
Large shield +1
dodge
iron hide
shield focus
defender of the society
amulet of natural armor +1
ring of protection +1

This sums to 10(base) +12 armor (includes trait)+ 4 shield + 1 dodge +2 natural armor +1 deflection +2 dex

Money spent = 5650gp + 1170 +2000 +2000

I did consistently play up so I'm fairly strong on cash.


Altus Lucrim wrote:

It's possible. Consider

Base 10
Mithril Full plate 9 AC, 3 max dex. If you have a 16+dex (Like TWF Shield Bash Fighters) then thats 22.

With armor training you don't need to burn the money for mithril (though you are correct that I would if I had a 16 dex in the pot). At 4 the max dex bonus on full plate with armor training is +2, which suits my 14 dex. This will increase to +3 at 7, so that would cover a 16.


Of course if you really want to consider a defensive build then the Stalwart Defender PC is pretty cool. The lack of mobility is only a problem if you use the Defensive Stance, so don't use it unless you are certain you won't need to move. Also the capstone ability (Last Word) is so bad that I would consider NOT taking level 10 in the class even though it gives you another +1 AC, +2 DR/- and another defensive power. As an aside, there is a defensive power that gives you a bonus attack with a shield without having to take TWF.

As for being a threat with one weapon, let's consider level 10.

Stats: 24 Str, 14 Dex, 14 Con, 10 Int, 12 Wis, 8 Cha
(Str is 16 base, + 2 racial, +2 level, +4 belt)

Scimitar damage: 1d6, +2 magic, +7 str, +2 specialization, +2 training, +6 Power Attack = 1d6+19 avg. 22.5 (crit 45)
Falchion damage: 2d4, +2 magic, +10 str, +2 specialization, +2 training, +9 Power Attack = 2d4+25 avg. 30 (crit 60)

Both have the same attack bonus of +20 with Power Attack and threaten a crit on a 15 or better with Improved Critical.

So the TWF absolutely out damages the S&B fighter. As a matter of fact the TWF might even take out the CR10 monster in one round if lucky. But are you going to casually ignore around 45 damage a round when you have a little over 100hp? I don't think so.


The phalanx soldier archetype for fighter suggestion seems great since many polearms also help with various maneuvers. For standard martial weapons, the Bill and the Ranseur can disarm and the Guisarme and Halberd can trip. I'm sure there are even better options in the exotic weapons section if you feel it is worth a feat. Being able to knock enemies down from 10 feet away is a valuable asset. As shown in this discussion of group tactics from the forum's guide to guides, the focus on a fighter being a raw damage dealer forgets how they can control the battlefield. Utilizing reach goes to the very heart of what it means to be a shield user: you become a wall 25 feet wide that protects everyone. Load up on DEX and get combat reflexes, and then suddenly you are the one in control of the battlefield. The classic argument that intelligent enemies would avoid you becomes moot when you turn yourself into an impassible barrier. Even in an open field, the enemy would be forced to waste their turns taking the long route around you, allowing archers, blasters, and debuffers to take their time.

I would keep a few feats for shields so that you can still effectively threaten adjacent squares though. This would allow you to threaten all of the 20 squares around you.

Sczarni

....now if only there was a way to make a non-whip reach weapon finessable.... :-) *has a vision of a pure dex pole arm wielder tapping everything that approaches*


Every weapon can disarm and every weapon can trip. not onlythat but every weapon add its enhacement bonust to the roll. There is not need to use a special weapon for this.


Nicos wrote:
Every weapon can disarm and every weapon can trip. not onlythat but every weapon add its enhacement bonust to the roll. There is not need to use a special weapon for this.

I know, but with the bestiary filled with creatures bigger and stronger than you, those extra points in disarm could make the difference.

Trip quality also has an advantage since it includes a line about releasing the weapon after a failed trip attempt instead getting tripped yourself. Sure, if you consistently fail by 10 or more you might want to just avoid a trip build, but I was more looking at extreme but vital circumstances (four legged BBEG?). The errata about this seems to also mention that you can use the enhancement bonus of trip weapons for reposition or drag maneuvers, which helps you to further control the enemies' movements.

Lantern Lodge

The 2 following characters are characters i made a while back that are rocking a sword and board style of play. The 1st is 1 that uses his shield offensively and is more of a crit proc build. 2nd build uses the shield for defense more and is a great aid to making the party survive fights more smoothly.

Human
Fighter (Weapon Master Scimitar)

-Stats-
STR 14 (+4 Leveling)(+6 Magic item) = 24
DEX 17 (+2 Racial)(+1 Leveling) = 20
CON 11
INT 14
WIS 10
CHA 07

-Feats-
01 Two-Weapon Fighting, Improved Shield Bash, Weapon Focus Scimitar
02 Combat Expertise
03 Power Attack
04 Weapon Specialization Scimitar
05 Improved Sunder
06 Greater Sunder
07 Improved Two-Weapon Fighting
08 Improved Critical
09 Critical Focus
10 Shield Slam
11 Shield Master
12 Bashing Finish
13 Greater Two-Weapon Fighting
14 Sundering Strike
15 Tiring Critical
16 Exhausting Critical
17 Sickening Critical
18 Critical Mastery
19 Greater Weapon Focus Scimitar
20 Greater Weapon Specialization Scimitar

-Method-
Use a Heavy Spiked Shield enchanted with +4 for defense and enchanted with Bashing, Holy, and Speed for offense so when u are shield bashing ur shield counts as a +5 holy weapon that does 1d10+str that also does not take the two-weapon fighting penalty and keeping shield bonus to AC. When ever u score a crit with ur Scimitar, on a 15-20 dice roll, u get a free shield bash and sunder while also giving the target the Exhausted and Sickened condition. Scimitar should also be enchanted with Speed to give u 5 attempts to get a free shield bash on those crits. If ur lucky u can get 14 attacks in a single round.

-Race-
Human

-Classes-
Fighter (Lore Warden) 14/ Monk (Monk of the Four Winds / Monk of the Sacred Mountain) 2/ Ranger (Weapon and Shield) 2/ Rogue 2

-Stats-
STR 14 (+6 magic item) = 20
DEX 16 (+4 leveling)(+6 magic item) = 26
CON 15 (+2 racial)(+1 leveling) = 18
INT 14
WIS 10
CHA 08

-Saves-
fort 22
ref 22
will 13

ac 47 (+5 combat expertise)(+3 fighting defensively) = 55
touch 24 (+5 combat expertise)(+3 fighting defensively) = 32
flat-footed 29

to hit with unarmed attacks with weapon finesse 26 (-4 combat expertise)(-1 fighting defensively) = 21

-Traits-
Threatening Defender

-Feat / Level Progression-
Ra01) Combat Reflexes, Stand Still
Ra02) Shield Focus
M 03) Elemental Fist, Dodge, Crane Style
M 04) Toughness, Deflect Arrows
F 05) Weapon Focus Unarmed Strike, Missile Shield
F 06) Combat Expertise, Weapon Finesse
F 07) Crane Wing
F 08) Saving Shield
F 09) Bodyguard
F 10) Crane Riposte
F 11) Draconic Defender
F 12) Greater Shield Focus
F 13) Disruptive
F 14) Spellbreaker
F 15) Pin Down
F 16) Ray Shield
F 17) Mobility
F 18) Spring Attack
Ro19) Whirlwind Attack
Ro20) Talent - Combat Trick (Weapon Specialization Unarmed Strike)

-Magic Gear-
Bracers of Armor(+8)
Mithril Heavy Shield (+5 Arrow Catching, Arrow Deflection)
Ring of Protection (+5)
Ring of Regeneration
Amulet of Natural Armor(+5)
Belt of Physical Might (+6 str / +6 dex)
Cloak of Resistance (+5)

-Tanking Method-
Fight with caster standing behind u since any thing that enters ur threaten area will not be able to exit ur threaten are via Stand Still and Pin Down as well all incoming missile attacks would veer towards u via Arrow Catching. When making an attack action fight defensively and use combat expertise to up personal ac and grant 1 adjacent party member a natural armor bonus equal to the dodge bonus from combat expertise and fighting defensively via Draconic Defender. Use AoO to grant aid another ac to an adjacent party member via Bodyguard and an immediate action grant shield bonus via Saving Shield. Negate 1 melee attack, 1 ranged spell attack, and 3 ranged missile attacks a round via Crane Wing, Ray Shield, Deflect Arrows, Missile Shield, and Arrow Deflection.


lemeres wrote:
Nicos wrote:
Every weapon can disarm and every weapon can trip. not onlythat but every weapon add its enhacement bonust to the roll. There is not need to use a special weapon for this.

I know, but with the bestiary filled with creatures bigger and stronger than you, those extra points in disarm could make the difference.

Trip quality also has an advantage since it includes a line about releasing the weapon after a failed trip attempt instead getting tripped yourself. Sure, if you consistently fail by 10 or more you might want to just avoid a trip build, but I was more looking at extreme but vital circumstances (four legged BBEG?). The errata about this seems to also mention that you can use the enhancement bonus of trip weapons for reposition or drag maneuvers, which helps you to further control the enemies' movements.

The trip property just prevents counter-trips. Disarm works on almost none of those bestiary monsters because you can't disarm a natural weapon. There are some large weapon using outsiders, but that's about it and they tend to have ludicrously high strength and dex so they're all but immune to maneuvers anyways.


Dwarf Weapon Master
Str 16 dex 14 con 16 int 12 wis 14 cha 5
1st level feats: Steel Soul, Weapon Focus (Dwarven waraxe)
Traits: Defender of society, trait that gives class skill (either perception or diplomacy).
skills: Perception, Diplomacy (to make up for your horrid charisma), plus 1 of your choice (2 if you make your favored class skill points). With your wisdom, survival is a good choice, possibly profession: stonemason.

At first level, with scale mail, heavy shield and a dwarven waraxe, you'll have an AC of 20 and be +5 to hit, 1d10+3 damage. You're saves vs. magic will be +9 fort, +6 reflex, +6 will. You also have 13 hit points, plus possibly one from favored class bonus. Get chainmail as soon as possible for another +1 AC.

By third level, you can either go combat reflexes/stand still to keep people from moving by you, dodge/shield focus/iron hide to up AC, or power attack/cleave to up your damage potential. At third, you also get weapon training. 4th you take weapon specialization (Dwarven waraxe) and up your strength by 1.

You may not do quite as much damage as a two hander, but you are much better at surviving. And a dead fighter isn't doing any damage.

Liberty's Edge

My roommate is playing a Phalanx Fighter with every intention of using a tower shield (next level)...he uses a ranseur...so far, he's doing fine, and as he gets into the real combat options, I think he'll rock pretty hard. At this point he has a +1 ranseur, a 20 Str, combat reflexes, power attack, cleave, dodge...he's heading for combat patrol. Should be pretty nice.


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Decided to crank out a build more or less as I suggested. I ran out of feats before I could get everything I wanted done, so I'd say that makes my point about opportunity cost. I decided to opt out of the critical mastery to spend more on my defenses. Offense is still good with the exhausting critical, wide threat range, and solid damage. He does have the shatterspell ability with step up, so that has some potential. Saves are extremely solid with (vs spells) +29 fort, +20 reflex, +24 will. Stats are with power attack in effect.

Tank
Dwarf Fighter 20
NG Medium Humanoid (dwarf)
Init +5; Senses darkvision 60 ft.; Perception +26
--------------------
Defense
--------------------
AC 51, touch 21, flat-footed 45 (+15 armor, +9 shield, +5 Dex, +6 natural, +5 deflection, +1 dodge)
hp 284 (20d10+160)
Fort +25, Ref +16, Will +20 (+5 vs. fear); +4 vs. effects that cause you to lose your grip on weapons, +2 vs. poison, +4 vs. spells and spell-like abilities
Defensive Abilities bravery +5, defensive training; DR 5/—
--------------------
Offense
--------------------
Speed 30 ft.
Melee Heavy Shield Bash +25/+20/+15/+10 (1d4+23/x2) and
. . +1 Kukri +30/+25/+20/+15 (1d4+28/18-20/x2) and
. . +5 Ghost touch, Glamered Adamantine Scimitar +38/+33/+28/+23 (1d6+38/15-20/x3)
Ranged +1 Adaptive Composite longbow (Str +0) +31/+26/+21/+16 (1d8+17/x3)
Special Attacks hatred, weapon training abilities (heavy blades +6, light blades +4, bows +5, thrown +3)
--------------------
Statistics
--------------------
Str 32, Dex 20, Con 26, Int 14, Wis 22, Cha 5
Base Atk +20; CMB +31 (+33 Sundering); CMD 52 (52 vs. Bull Rush, 56 vs. Disarm, 58 vs. Sunder, 52 vs. Trip)
Feats Critical Focus, Disruptive, Dodge, Exhausting Critical, Greater Shield Focus, Greater Weapon Focus (Scimitar), Greater Weapon Specialization (Scimitar), Improved Critical (Scimitar), Improved Iron Will (1/day), Improved Sunder, Iron Will, Ironhide, Power Attack -6/+12, Shatterspell (3/day), Shield Focus, Spellbreaker, Steel Soul, Step Up, Tiring Critical, Weapon Focus (Scimitar), Weapon Specialization (Scimitar)
Traits Defender of the Society, Indomitable Faith
Skills Acrobatics +5 (+10 to jump), Appraise +2 (+4 to determine the price of nonmagic items with precious metals or gemstones), Climb +23, Craft (stonemasonry) +13, Knowledge (dungeoneering) +25, Knowledge (engineering) +15, Perception +26 (+28 to notice unusual stonework, such as traps and hidden doors in stone walls or floors), Ride +20, Survival +19, Swim +23
Languages Common, Dwarven, Terran
SQ ghost touch, glamered, glamered, greed, hardy, impervious, slow and steady, stability, stonecunning +2, weapon mastery (scimitar)
Other Gear +5 Comfort, Glamered Mithral Full plate, +5 Impervious Mithral Heavy steel shield, +1 Adaptive Composite longbow (Str +0), +1 Kukri, +5 Ghost touch, Glamered Adamantine Scimitar, Amulet of natural armor +5, Belt of physical perfection +6, Boots of striding and springing, Cloak of resistance +5, Gloves of dueling, Handy haversack (1 @ 101.14 lbs), Headband of inspired wisdom +6, Manual of gainful exercise +5, Manual of quickness of action +4, Ring of evasion, Ring of protection +5, Tome of clear thought +1, Tome of understanding +3, 5057 GP
--------------------
Special Abilities
--------------------
Bravery +5 (Ex) +5 to Will save vs. Fear
Critical Focus +4 to confirm critical hits.
Damage Reduction (5/-) You have Damage Reduction against all attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defender of the Society +1 trait bonus to Armor Class when wearing medium or heavy armor.
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Disruptive +4 DC to cast defensively for those you threaten.
Exhausting Critical Critical hit Exhausts target.
Ghost touch Full damage against incorporeal creatures.
Glamered Assumes appearance of normal clothes on command.
Glamered Weapon is cloaked in illusion and doesn't radiate magic. Suppressed 1 min after attack.
Gloves of dueling These supple gloves grant the wearer a +4 bonus to her CMD against disarm attacks, attempts to sunder her wielded weapons, and effects that cause her to lose her grip on her weapons (such as grease). The wearer doesn't drop held weapons when panicked or stunned. If the wearer has the weapon training class feature and is using an appropriate weapon, her weapon training bonus increases by +2.

Construction
Requirements Craft Wondrous Item, greater magic weapon; Cost 7,500 gp
Greed +2 to Appraise checks to determine the price of nonmagical goods that contain precious metals or gemstones.
Hardy +2 Poison/+4 Spells or Spell-like Effects Gain a racial bonus to saves vs Poison, Spells and Spell-Like effects.
Hatred +1 Gain a racial bonus to attacks vs Goblinoids/Orcs.
Impervious 2x enhance bonus to hardness, Hp, break DC. Item gains +5 to saves.
Improved Iron Will (1/day) Can re-roll a Will save, but must take the second result.
Improved Sunder You don't provoke attacks of opportunity when sundering.
Ironhide Your skin is thicker and more resilient than that of most of your people.

Prerequisites: Con 13; dwarf, half-orc, or orc.

Benefit: You gain a +1 natural armor bonus due to your unusually tough hide.
Power Attack -6/+12 You can subtract from your attack roll to add to your damage.
Ring of evasion No damage if you succeed on a Reflex save for half damage.
Shatterspell (3/day) Sunder ongoing spell effect like spell sunder rage power.
Shield Focus +1 Shield AC
Slow and Steady Your base speed is never modified by encumbrance.
Spellbreaker If an enemy you threaten fails to cast defensively, they provoke an AoO from you.
Stability +4 Gain bonus to CMD vs bull rush/trip while standing on ground.
Steel Soul Hardy's save vs. spells and spell-like abilities becomes +4
Step Up When a foe makes a 5 ft step away from you, you can move 5 ft to follow them.
Stonecunning +2 +2 bonus to Perception vs unusual stonework. Free check within 10 feet.
Tiring Critical Critical hit fatigues target.
Weapon Mastery (Scimitar) (Ex) Chosen weapon has an improved critical multiplier, always confirms criticals, and cannot be disarmed.
Weapon Training (Blades, Heavy) +6 (Ex) +6 Attack, Damage, CMB, CMD with Heavy Blades
Weapon Training (Blades, Light) +4 (Ex) +4 Attack, Damage, CMB, CMD with Light Blades
Weapon Training (Bows) +5 (Ex) +5 Attack, Damage, CMB, CMD with Bows
Weapon Training (Thrown) +3 (Ex) +3 Attack, Damage, CMB, CMD with Thrown weapons

Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.

Liberty's Edge

Thanks to all for the info contributed. Sterling work !

I think I am very much leaning to a version based off DrBuzzard's creation. Dropping dwarf (note, "dropped", not "tossed") for my own flavoured half-elf... I know, I know, sub-optimal, but that is the point sometimes. :)

I like shield focus with critical focus etc... which means I will have to swap Dwarven War Axe for something that is better crit based. A small concession for optimization. Scimitar. Maybe. I will pour over the books to see.

The concept of being an armoured tank that can dish out some decent crit based damage if the enemy does decide to walk right past seems to hit the spot. But don't worry peeps of TWF fame, I have not completely decided to skip TWF with the shield bash line... yet... still tinkering.

I see most people use Hero Lab to construct a build... which appears smarter than my long hand attempts with pen and paper. I might have to purchase and then load up the final output.

Cheers for the assistance and healthy discussion.

Heading to the "Looking for players" page now to post for players in the east of London (Shoreditch)... reply there if you are keen !

g8crasherUK

Liberty's Edge

in our carrion crown game we have a three man shield wall (plus channeled shield wall, which we house ruled to a sacred bonus rather than deflection). It works nicely. Check out Knight of Ozem as a good shield user prestige class.

Also, none of us shield bash (dex is way too low)


Oh, fair warning on Herolab, it's a lot more expensive than it appears at first. Yes, the basic package isn't too expensive, but by the time you have bought everything in the way of packages, it's pretty pricey.

As for my build, I suppose it is optimal in a way, but honestly the pursuit of shatterspell takes too many feats (which are lousy) for a nice trick 3/day. I don't know that it is optimal. I could to better damage way sacrificing those for things in the critical feat family.

Liberty's Edge

DrBuzzard... I had a look @ Hero Lab... Yikes, lots of extra charges for the expansions. Thanks for the warning.

By sticking to Half-Elf, I cannot spend all those feats all the dwarven feat tree. Which is nice, as it saves feats, but I will be losing out on some nice additions.

Still... there can never be the "perfect" build.


Yep, there's always tradeoffs. There's a lot of ways you can alter the build, and a half elf will be pretty interesting. You will be a lot weaker on the saves, but the spare feat and ability to pump strength will be helpful. I'd probably go with skill focus perception since I'm of the opinion that can never have too much of that skill.

I've heard the new version of PC Gen works pretty well with Pathfinder. I haven't tried it since buying Hero Lab though. Nice thing about PC Gen is it's free.

PC Gen

Liberty's Edge

Coridan wrote:

in our carrion crown game we have a three man shield wall (plus channeled shield wall, which we house ruled to a sacred bonus rather than deflection). It works nicely. Check out Knight of Ozem as a good shield user prestige class.

Also, none of us shield bash (dex is way too low)

Not only is my Dex too low for proper shield bashing, I'm using a tower shield. You, me, and Harvey the Wonder Cleric are a literal wall. =p

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