
BrazenGolem |
To preface this, I'm playing a Thundercaller Bard that, by virtue of good loot rolls and being the only guy to use a shield, ended up with 25 AC at level 4, which makes me the de facto tank of the party. That being said, I can't seem to draw any aggro. I've looked for feats and such for getting enemies to attack you instead of the squishier members of the party, but I can't find any, and the last couple of sessions have been highlighted by enemies ignoring the 6'3 viking quite literally calling down the thunder, instead thinking that the sorcerer firing off magic missiles is the more immediate threat.
So is there anything I can do to draw aggro?

mplindustries |

No, the game has no aggro. You can physically be in the way, or you can present a better target, but there's no guarantee.
The closest thing in the game to it is the Antagonize feat, which is nearly universally hated because, well, it's the closest thing to "aggro" and most people don't want that in their roleplaying games.

Ruggs |

Something less mentioned is use of the grid or battlemap. Depending on how far your DM pushes into it, there can be high level of strategy involved. If you've a good group, you stand a fair chance of controlling who gets attacked and when through the use of position, terrain, distance, and so forth.
I wouldn't attempt this in PFS, however. You really do need a group who will work with you.

Liegence |
This really comes down to an understanding with your DM about what is realistic in combat.
If you're fighting mindless creatures, then getting "aggro" just means being in front. Against anything more intelligent then it's simply a matter of party tactics vs. enemy tactics. This isn't an MMO, and it's completely fair for an enemy to take a shot at the squishies if they're open.

La'Vantis Tuen |

Honestly, If YOU are fighting a group of 3-5 powerful enemies who at any moment could MURDER you or your friends and family; what tactic would you use? Personally, I'd thin the herd, narrow the fight... and the guy wearing a piece of cotton built like a toothpick seems to me like the quickest way about that. Especially if that guy is blasting balls of light that NEVER miss their target!!!
As a DM, the guy build for war is almost never my first target when running intelligent NPCs. And for the record, it only takes an 11 or 12 Int or Wis to be that smart. I usually will try and inhibit them in some way so I can focus on the rest. Depending on the villain this can be a Hold Person, or taunting him into charge attacking the guy on the other side of a concealed pit trap.
But when fighting things like trolls who think a crunchy meal is better, different story...
Lastly, I truly appreciated the almost irritated tone these responses seemed to have with the term aggro. Probably because 4th ED really did try to turn a beautiful thing into a darn MMO. Either way, what I believe we're all collectively trying to say is: look at it from a different perspective. Your not 'grinding dungeons' for 'epic drops'... your dealing with enemies as real as the computer screen your staring at, (unless that IS IN FACT your game style... in which case disregard my whole post).

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Marc, Aggro is short for Aggression.
In computer games , or MMORPGs, (massivly multiplayer online role playing games) as they are commonly called, you have a computer "AI" determining the actions of the "NPCS" and monsters or "Mobs" as they are commonly called. Your character, and the other player characters with you, based on your actions generate a certain amount of "Threat". ( healing, doing damage (Damage Per Second), etc) which ever character has the most "Treat" draws the Aggression or "Aggro" of the monsters you are fighting.
Someone playing a "tank" character is designed to draw the monsters "aggression" and hold it on them, The tank generally isn't the biggest damage dealer (DPS) Damage per Second, but they are designed to take a pounding.
Since these monsters often wander back and forth in a given circle, or hang out in a "mob", often a character will try to "pull" one monster out of the group by attacking it, and drawing its "agro" and have the monster come out and attack. Hopefully you can draw one out at the time, beat on it, and move onto the next monster.
I hope this helps.
As it was posted up thread, there is no Aggro Mechanic in the game. The GM controls what the monsters do. Often if you try and introduce something that emulates "aggro" that will only serve to irritate an old school GM.
I hope this helps

Bobo Rolliolis |
Step 1 is to stop thinking Aggro is a thing.
Give them a reason to want you deaded first, they only won't ignore you if you make yourself unignorable. And if they do decide to avoid you to engage the cleric you should be in a position where you can punish them for it. If you're trying to defend the squishies it should be next to impossible for enemies to get to them without first facing you. This can either be by you literally standing between them, throwing a spell in their way, or even just making them have to eat an AoO from you.
Thus, Aggro isn't a thing, but battlefield control is, and I'm sure if you look into that, you'll find a wealth of information.
Control can be handled by a wizard dropping walls, pits, and obstacles on the field, or a fighter with reach and combat reflexes making it quite painful to try to walk through a zone, so if you want to control the field you see AC doesn't matter nearly as much as tactics.

Redjack_rose |
See if your GM will let you shout/talk during combat as a free action (should). Then role-play insulting their mother.
For all seriousness though, it is a role-play game. There is no major "aggro" grab or "taunt" mechanics. But, you can:
1: Be a threat.
2: Be up front. Going First gives you time to position yourself to the front, and gives you a decent chance to be the main target by default.
3: Use creative solutions. Intelligent creatures have both tactics and (usually) feelings. Boast about killing their kin, get under their skin, make declaration of victory. Insult them, etc... Perhaps with a high bluff/intimidate skill to back it up. Not fool proof, but Good GM's tend to reward creative situations.
^_^

Unruly |
Creative solutions, like Redjack said, are almost always a good choice, even if you don't have the mechanical skills in game to back it up.
If it can talk, you can insult, belittle, and taunt it. Had a fight against a worg in a game where he was aided by his "harem" of wolves. I killed one of them, and immediately threw it in the worg's face because he had previously talked tough but sent his girlfriend to do his fighting. But now she's dead and he's not going to be having any fun anymore. It nearly killed me, but it got his attention away from the unconscious character and the squishy guy beside him. It also put the worg into an unfavorable position and made it that much easier to beat him.
Other tactics could include forgoing the obvious armor and instead getting stuff that makes you look squishy while still providing protection(amulet of natural armor, bracers of armor, etc), but that requires you to have decent amounts of money and makes you pretty easy to hit at later levels. You could also be the guy with the biggest stick. Hit like a truck and things tend to take notice.
Or you could find ways to interpose yourself between the enemy and their intended target. Certain feat combos allow for this, such as Bodyguard and In Harm's Way. You don't necessarily draw their attack, but you can make your allies harder to hit and/or take the hit for them when it lands.
And, as always, battlefield control spells and items are your friend. Caltrops, marbles, tanglefoot bags, nets, pit spells, grease, wall spells... The list goes on. Even a spell like Silent Image can have battlefield control uses. Use it to make an imaginary wall between you and the enemy. Unless the enemy directly attempts to interact with the wall, they don't get a Will save to recognize it as an illusion. They just see a wall pop up out of nowhere, just as if you'd used a real wall spell.
Just don't think of a tabletop RPG as having the same rules and play styles as an MMORPG. They're completely different beasts.

Taku Ooka Nin |

Basically there are no "tanks" in Pathfinder, if you want you can move in such a way that prevents the enemies from getting past you, or do the whole "I hold my action each round until an enemy comes within 10 feet of me, then I 5-foot step and full attack him/grapple him."
There is Compel Hostility which can do what you are looking for. Basically you mock them with a spell, alternatively you can just be first person they see and have your allies ready to attack.
My favorite is still image which in effect can just make a fake wall in front of the rest of the party to make the bard look as though he is alone. Though, you have to do this before the enemies see you, and it wont work if they know the layout.
As someone pointed out there is also antagonizebut this is using your standard to do this to one enemy. A decent DM will probably send at least the same number of monsters as there are PCs or will outnumber them, with a single big-bad-kill you all by itself occasionally.

Katya |

As a DM the thing that convinces me to attack a "tank" is the lack of a better target. Whether that's through party positioning, ease of access (lower AC or bonuses on the monster's side to hit the tanking PC) or some other factor it doesn't matter.
My group has a holy defender paladin that I largely ignored for about 5 levels. He was ridiculously difficult to hit, could heal himself and was often positioned in a way that made him easy to avoid. Now he regularly uses 2 abilities that make him a threat: he gives his shield bonus (+6) to all allies and he can reduce all damage done by 1 enemy by half if that target hits anyone but him. So now it's very hard to hit his allies and even if I do, it 'a barely worth the effort. So now I focus everything on him.
Feats like the Step Up chain can also help since it makes you more annoying and sticky.

Pendagast |

Basically there are no "tanks" in Pathfinder, if you want you can move in such a way that prevents the enemies from getting past you, or do the whole "I hold my action each round until an enemy comes within 10 feet of me, then I 5-foot step and full attack him/grapple him."
There is Compel Hostility which can do what you are looking for. Basically you mock them with a spell, alternatively you can just be first person they see and have your allies ready to attack.
My favorite is still image which in effect can just make a fake wall in front of the rest of the party to make the bard look as though he is alone. Though, you have to do this before the enemies see you, and it wont work if they know the layout.
As someone pointed out there is also antagonizebut this is using your standard to do this to one enemy. A decent DM will probably send at least the same number of monsters as there are PCs or will outnumber them, with a single big-bad-kill you all by itself occasionally.
I disagree there are several ways a fighter can be a tank, in the way of feats and movement....have the right feats and just get in peoples way.
something that, by the way a cavalier can be pretty good at too...since they can generally move more than anyone else.

Taku Ooka Nin |

I disagree[ . . . ]a fighter can be a tank[ . . . . ]
When the term "tank" is used it is used to say that the character can force enemies to attack him, and has the ability to soak or avoid the damage. This is a term that was born from Gen 1 MMOs and prior, but was popularized by the former--Gen 1s--. Since enemy decisions are made based on their tactics and not on aggro, hate, or any other number the enemies tend to do what they set out to do regardless of party composition.
In Pathfinder the abilities that force enemies to attack them are few and far between. There are other abilities, such as trip, grapple, and so forth that allow the PC to use a "soft" version of this since the enemy can just get up and go after who it was targeting originally.
If the DM is sending one enemy then the DM is either a Noob or is already cackling at your eminent demise.
There are no true tanks in Pathfinder, there are resilient characters. My experience is that the more resilient a character is the less dangerous the character is, so the only way to be "tankish" is to a major threat while also being able to absorb a lot of damage. My werewolf is resilient as well as dangerous, but as we get higher levels his resiliency goes down as he becomes more dangerous to enemies--the consequence of not wearing armor--.
Personally 2-handed fighters make fantastic tanks. At level 3 with a crit and a max roll with the great-axe he can do 90 damage in one blow, and not to mention he'll probably do 24 per hit(15[10*1.5]+3[2*1.5]+6[1d12 average]) and will hit often while being able to wear full-plate.
My level 3 werewolf above is stacked into spell damage and, on average, hits for 12 damage aoe with burning hands due to synergy, but that cannot crit to insta-kill things.
True tanks are so dangerous that they take priority. They are not just that guy who runs in first, but instead are just as dangerous as the other front-lines, mid-lines, and back-line characters.
For the best experiences, IMO, the party shouldn't feel as though there is a "tank", but instead feel as though everyone is just good at what they do. John the 2-handed fighter goes in first, but the Cleric stays in the back looking for ambushes.
Maybe it is just me, but I LOVE having the BBEG know what is going on. I like having him watch the heroes, and adjust his minions tactics based upon the heroes. The Nauseating Cloud trap mixed with Skeletons or Zombies is by far my favorite.
Then again I use 5-bad-bands and groups of (Number of players *1) to (Number of Players *4) for this very reason.

TarkXT |

I wrote like a whole big thing on this subject.
There is no aggro mechanic. There is simply controlling the pace of the fight.