the most interesting to play "tanks"


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Gambit wrote:
If 3rd party material is allowed I was going to suggest a Warder, the only Pathfinder class I've encountered that makes playing a "tank" actually feasible and viable.

I'd go for 3.5 and 3rd edition Sundering Feats. On top of Greater Sunder, you could take Combat Brute, where if you Sunder your opponet's weapon or shield, you get an extra attack as a Free Action. Both the d20 Modern and 3rd edition Improved Sunder feats are different: You do double damage when targeting your opponents' weapons. With Deadly Concussion, if you destroy your opponent's armor or shield with a blunt weapon, the wielder takes again as much damage. There is a 3rd edition Feat called Knockdown, where if you do more than 10 points of damage, you get a free Trip attempt. So then take Greater Trip and Vicious Stomp, of course. But the 3rd edition Improved Trip is a different Feat from the Pathfinder version: you get a Free action attack after a successful Trip, so you could Sunder for double damage, inflict again as much damage on your opponent, The residual damage goes through to the opponent; get 2 free action attacks, one of them to Trip, if that Trip is successful, you get another free action attack + 2 attacks of opportunity as he goes down! While you're at it, get Pushback, which allows a free Bull Rush with every hit, and Shock Trooper, where if you Bull Rush one opponent into another, you get a free Trip Attempt on both. Your DPR will be over 1000 by level 7.


Rycaut wrote:

how do you get 3d6 on the tentacles? the normal giant octopus gets 1d4 on the tentacles

also you need Beast Shape III before you get Constrict

@ Beast Shape 3, oops. I guess you do need to take all the levels in Alchemist, or take 2 levels in White Haired Witch and get Constrict that way. but those 2 levels would put you past level 12.

Feral Combat Training lets you do your Monk Damage intead of your tentacle damage with your tentacle attack. If you take Monastic Legacy, that puts it up to 1d8 by level 5, 1d10 by level 13, and 2d6 by level 21. If you took a 4th level in Monk, then you'd get your 1d10 by level 12 and 2d6 by level 20.

Improved Natural Attack ups your selected natural attack effectively by 1 size, so from 1d8 to 2d6.

Then actually growing to large size ups the damage from 2d6 to 3d6.


Here's one inspired by Prototype00 and his up and coming guide to Wildshaping Monk Builds

1Fighter1: Power Attack, Cleave, Improved Bull Rush
2F1Druid1: Nature Sense, Wild Empathy, Spells
3F1D2: Woodland Stride, Quick Bull Rush
4F1D3: Trackless Step
5F1D4: Resist Nature's Lure, Wild Shape 1/day, S or M, Natural Spell
6F2D4: Great Cleave, Wild Shape 2/day, sizes T,S,M,or L
7F3D4: Shaping Focus
8F4D4: Improved Natural Attack, Gore, Wild Shape 3/day, sizes D,S,M,L, or H
9F4D4Magus1: Arcane Pool, Spell Combat, Magus Spells, Greater Bull Rush
10F4D4M1Cavalier1: Mount, Tactician, Challenge, Paired Opportunist
11F5D4M1C1: Combat Reflexes
12F6D4M1C1: Minotaur Charge

So with this build, you specialize into Wild Shaping into a Triceratops at level 8, a Styracosaurus at level 6. With Improved Natural Attack, your Gore Damage is base 4d8 at level 8. Since you only have 1 attack, make the most of it with Great Cleave, Quick, Great bull rush, with Paired Opportunist and Combat Reflexes so you get the Attacks of Opportunity, too.

You might decide to go with pumping yourself with the Strong Jaw spell instead of Improved Natural Attack, adding an extra d8 to your damage and making room for another Feat like Awesome Blow, Merciless Rush or Powerful Shape.

The level in Magus is so you can cast Swift Girding and dress yourself in Dinosaur Barding which you would have made for you. In PFS, acquiring things like level 1 Wands is very easy. If that isn't in the cards, you still have Natural Spell, or maybe you can prevail upon an ally with Swift Girding to dress you for battle. You might take Spiked Destroyer to go with your Bull Rushing: 2d6 damage for size Huge Triceratops.

What to do with that Mount ability? If it's not PFS, ask your GM if instead of getting a Mount, getting a rider, a low level Cavalier who couldn't possibly get a cooler mount that a Triceratops!


Nagaji/Angelkin Aasimar/anything with +2 Str
Divine Hunter Paladin 2, Archaeologist Bard 2, Bloodrager 1, Dragon Disciple 7.

pre racial stat spreads:
20 pt buy: Str 16 Dex 14 Con 14 Int 10 Wis 10 Cha 14
25 pt buy: probably bump Cha up to 16.

Take Quick Draw early on, along with Lingering Performance (at 3) and Extra Rage (probably at 5.) Take Fate's Favored as a trait.

In combat: Activate Archaeologist's Luck for +2 to hit/dmg/saving throws/other stuff we might care about. Activate Rage. On our turn, two hand a 1h weapon (say, a longsword for ease of access) and use a free action to draw a quickdraw shield for extra AC. On our next turn, stow the quickdraw shield as a free action, 2 hand hit stuff, then draw the quickdraw shield again as a free action.

This on top of a build chassis that has higher than normal base saves due to multiclassing and +Cha +2 to saves.

Good and tanky, nice and hitty. Can even chuck javelins with good accuracy thanks to Divine Hunter giving us Precise Shot. Just gotta abide that paladin code.


Scott Wilhelm wrote:

Here's one inspired by Prototype00 and his up and coming guide to Wildshaping Monk Builds

1Fighter1: Power Attack, Cleave, Improved Bull Rush
2F1Druid1: Nature Sense, Wild Empathy, Spells
3F1D2: Woodland Stride, Quick Bull Rush
4F1D3: Trackless Step
5F1D4: Resist Nature's Lure, Wild Shape 1/day, S or M, Natural Spell
6F2D4: Great Cleave, Wild Shape 2/day, sizes T,S,M,or L
7F3D4: Shaping Focus
8F4D4: Improved Natural Attack, Gore, Wild Shape 3/day, sizes D,S,M,L, or H
9F4D4Magus1: Arcane Pool, Spell Combat, Magus Spells, Greater Bull Rush
10F4D4M1Cavalier1: Mount, Tactician, Challenge, Paired Opportunist
11F5D4M1C1: Combat Reflexes
12F6D4M1C1: Minotaur Charge

So with this build, you specialize into Wild Shaping into a Triceratops at level 8, a Styracosaurus at level 6. With Improved Natural Attack, your Gore Damage is base 4d8 at level 8. Since you only have 1 attack, make the most of it with Great Cleave, Quick, Great bull rush, with Paired Opportunist and Combat Reflexes so you get the Attacks of Opportunity, too.

You might decide to go with pumping yourself with the Strong Jaw spell instead of Improved Natural Attack, adding an extra d8 to your damage and making room for another Feat like Awesome Blow, Merciless Rush or Powerful Shape.

The level in Magus is so you can cast Swift Girding and dress yourself in Dinosaur Barding which you would have made for you. In PFS, acquiring things like level 1 Wands is very easy. If that isn't in the cards, you still have Natural Spell, or maybe you can prevail upon an ally with Swift Girding to dress you for battle. You might take Spiked Destroyer to go with your Bull Rushing: 2d6 damage for size Huge Triceratops.

What to do with that Mount ability? If it's not PFS, ask your GM if instead of getting a Mount, getting a rider, a low level Cavalier who couldn't possibly get a cooler mount that a Triceratops!

For PFS you won't be able to take Improved Natural Attack as it is a feat that you can only take if you have a specific ability to take that feat (Rangers with the natural attacks combat style is among the only ways I know of that are PFS legal)

Also in PFS (and RAW I believe) your Cavalier Mount if you are a Druid would require your animal companion and mount to be the same which would limit you to Cavalier mounts I believe. However you could take an archetype of Cavalier that gives up Mount. Or possibly better take three levels of Hunter (they would stack with your Druid levels for your animal companion) - you would get to share all your teamwork feats with your animal companion, would get Outflank or Precise Shot for free and you get a free teamwork feat for Paired Opportunist. (and you get ranger spells or more druid spells so your have a lot of low level spells per day)

With your animal focus you could either boost a stat for free or you could get things like Evasion for a few minutes every day (and your animal companion gets a boost all of the time - which you can change as a swift action).

Alternatively you could take the Sacred Huntmaster Inquisitor archetype for 3 levels if you prefer the Inquisitor's abilities to those of the hunter.

(or if not PFS you could take Primal Companion Hunter archetype and get a pool of evolution points that you could enhance your animal companion with for a few minutes every day - with some creativity that could be very very effective indeed)


I was working on a Ranger/Fighter Vital Strike build, but I'm pretty sure it doesn't qualify as it relies on using an essentially endless supply of cheap consumables (Enlarge Person potions and Lead Blades wands) to get damage up, not to mention relying on an oversized exotic weapon...


Rycaut wrote:
For PFS you won't be able to take Improved Natural Attack as it is a feat that you can only take if you have a specific ability to take that feat (Rangers with the natural attacks combat style is among the only ways I know of that are PFS legal)

Yes. You would have to substitute 2 of those levels in Fighter for Ranger. Your would take INA as the Combat Style Feat. Another option would be to just cast Strong Jaw on yourself, which you could do as either a Druid or a Ranger via a Wand.


A witch with massive use of the slumber hex


Kaouse wrote:

Invulnerable Rager Barbarian with Flesh Wound Rage Power. 1/rage, you can Fort save against the damage of a single attack, and if you succeed, the damage is halved and turned to nonlethal, which your DR is doubly effective against. It's entirely possible to outright negate the damage from an attack this way, especially since your Fort save is the highest among all the classes.

Combine this with Come and Get Me and Rage Cycling (I perfer the Internal Fortitude Rage Power with a Flawed Scarlet and Green Cabochon, myself) and you can provoke attacks that you can negate on your turn while gaining extra attacks of your own. This works especially well if you use maneuvers you aren't proficient with (and with Strength Surge, they'll still hit, too). Specifically Disarm, Trip, and Sunder though, as other maneuvers require standard actions instead of attacks.

Despite being a Barbarian, you don't have to have poor AC, either. Barbarians get access to Natural Armor through their class, and can even get Dodge bonuses (though these require a move action to activate I believe). Because of this, you can actually have comparable or even greater AC to an equivalent Fighter, if you so choose.

On top of this, you can have great saves against spells, spell-like abilities, and even supernatural effects through Superstition, and great Touch AC against rays and incorporeal with Ghost Rager. Most importantly though, you can Sunder Spells, which is an amazing boon for a martial class (and can also be combined with Strength Surge for automatic success).

Barbarians also have a host of other rage powers that allow them to get extra health when they fall low, ignore ability damage, or even ignore negative levels, but those are fairly limited in scope, so I won't suggest them as "must haves" when there are a bunch of other things Barbarians could have instead.

I don't play PFS, so don't know if Goblins are legal... regardless, add to the above build a Goblin with the 'Roll with it" feat. Hilarity ensues. Name the little guy "Superball" or something similar.


Gregory Connolly wrote:
I was working on a Ranger/Fighter Vital Strike build, but I'm pretty sure it doesn't qualify as it relies on using an essentially endless supply of cheap consumables (Enlarge Person potions and Lead Blades wands) to get damage up, not to mention relying on an oversized exotic weapon...

Dont give up, this idea will work.

However I reccomend Alchemist, going Vital Strike - perhaps with and Kirin Strike (Unchained stamina version). Alchemical Allocation, Enhance and Extend potion, best buffs available, etc.


alexd1976 wrote:
Kaouse wrote:

Invulnerable Rager Barbarian with Flesh Wound Rage Power. 1/rage, you can Fort save against the damage of a single attack, and if you succeed, the damage is halved and turned to nonlethal, which your DR is doubly effective against. It's entirely possible to outright negate the damage from an attack this way, especially since your Fort save is the highest among all the classes.

Combine this with Come and Get Me and Rage Cycling (I perfer the Internal Fortitude Rage Power with a Flawed Scarlet and Green Cabochon, myself) and you can provoke attacks that you can negate on your turn while gaining extra attacks of your own. This works especially well if you use maneuvers you aren't proficient with (and with Strength Surge, they'll still hit, too). Specifically Disarm, Trip, and Sunder though, as other maneuvers require standard actions instead of attacks.

Despite being a Barbarian, you don't have to have poor AC, either. Barbarians get access to Natural Armor through their class, and can even get Dodge bonuses (though these require a move action to activate I believe). Because of this, you can actually have comparable or even greater AC to an equivalent Fighter, if you so choose.

On top of this, you can have great saves against spells, spell-like abilities, and even supernatural effects through Superstition, and great Touch AC against rays and incorporeal with Ghost Rager. Most importantly though, you can Sunder Spells, which is an amazing boon for a martial class (and can also be combined with Strength Surge for automatic success).

Barbarians also have a host of other rage powers that allow them to get extra health when they fall low, ignore ability damage, or even ignore negative levels, but those are fairly limited in scope, so I won't suggest them as "must haves" when there are a bunch of other things Barbarians could have instead.

I don't play PFS,...

Sadly, Goblins are not PFS legal, but this thread is not limited to PFS. I believe the OP is running a campaign, and he is asking us to preview what sorts of Tank Characters he might see players bring.

I love Goblins and the Roll with It Feat. I was just thinking it would be awesome to combine Roll with It, Tangle Feet, and Panther Claw. When you Roll with it, you might get thrown through Threatened Squares and might provoke attacks of opportunity. I believe you are allowed Acrobatics checks to avoid AoO's provoked by moving through Threatened squares this way, if the check is successful, use Tangle Feet to knock them prone. If the check is unsuccessful, you get a Retaliatory Strike through Panther Claw. Then I would acquire a Crown of Swords and take Snake Fang. If that provoked attack of opportunity misses, you get an attack of opportunity of your own, if it hits, a Spiritual longsword goes after the attacker. I'm working on the build.


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Okay, here's my Goblin Tank Build

25 point buy

S12
I10
W16
Dex18 (of course!)
C13
Cr10

Level 1: Ranger, Freebooter, Roll with It
2R1Monk1: Master of Many Styles, Snake Style, Unarmed Damage1d4
3R1M2: Snake Fang, Evasion, Combat Reflexes
4R1M2Fighter1: Panther Style, Con +1
5R1M3F1: Maneuver Training, Still Mind, Monastic Legacy, Unarmed Damage 1d6,
6R1M3F2: Panther Claw
7R1M3F3: Panther Parry
8R1M3F4: Dodge, +1 ability score
9R1M3F5: Mobility
10R1M3F6: Underfoot
11R1M3F7: Tangle Feet

12: +1 ability score. Maybe a level in Ranger and take 2 weapon? a level in Alchemist for the Mutagen? Maybe a level in Monk for increased Unarmed Strike Damage? Maybe just another level in Fighter and take Vicious Stomp?

So this character would use a heavy shield and Mithril Agile Breastplate for a AC of 10 +1size +2shield +6armor +4Dex=23. Between Panther Parry+2, Dodge+1, Mobility+4, and Underfoot+2, this goes up to 32, and that's before any consideration like magic armor and shield, belts of this and that.

BAB: +10/+5

His base saves considering levels and ability at level 10: Fort +12 Reflex: +11, Will: +10

This character might use a weapon, but most of his attacks will be Unarmed from Snake Fang and Panther Claw, between them 8/round by level 6! His base unarmed damage will be 1d6 by level 5, 1d8 by level 13, possibly by level 12. With a level in Ranger, he might acquire a Wand of Strong Jaw bringing his MUSD up to 2d6 by level 5, 3d6 by level 13. Ask the DM about the effect of Gauntlets enchanted as weapons and look into like Amulets of Mighty Fists.

He will run around the battlefield right through the heart of the enemy forces, provoking lots of attacks opportunity until he gets to level 11, then perhaps unbalancing opponents, either way leaving a trail of destruction in his wake. When he does fail an Acrobatics check and provokes an AoO, he gets a free attack for starters, he'll have a very high AC so he might get an additional Attack of Opportunity besides. And if you do hit him, he'll use Roll with it, sending him on a skittering path, still through enemy forces, Tangling opponents' feet and getting free attacks and Attacks of opportunity, and in general crashing through enemies like a wrecking ball.


The best way to tank imo in Pf is to be the biggest threat. 4E has literal tanking, wherein you control space and prevent people from basing squishys. PF does not, outside of caster control spells.

If you have a high AC, tons of HP and do little damage, badguys will blitz passed your AoO and hit someone who matters.

THW Barbarians go all day long with or without rage and are so deadly, they have to be focused down. Pick a highly resistant class like Duergar add 18 strength and go beat face. A mix of Invulnerable rager and superstitious is amazing.

Trip builds can also work well, but the trip boosting mechanics lost a lot from the 3.5 to 3.x transition.


Errant Mercenary wrote:
Gregory Connolly wrote:
I was working on a Ranger/Fighter Vital Strike build, but I'm pretty sure it doesn't qualify as it relies on using an essentially endless supply of cheap consumables (Enlarge Person potions and Lead Blades wands) to get damage up, not to mention relying on an oversized exotic weapon...

Dont give up, this idea will work.

However I reccomend Alchemist, going Vital Strike - perhaps with and Kirin Strike (Unchained stamina version). Alchemical Allocation, Enhance and Extend potion, best buffs available, etc.

Maybe dip into MOMS Monk and get Tiger Claws for that big single strike. Maybe stack some other things on it, like Stunning Fist, cause why not, Scorpion Style, and Punishing Kick.

Tiger Claws might not stack with Vitals Strike, though.

Grand Lodge

Pathfinder Battles Case Subscriber; Pathfinder Maps Subscriber

Mud Monster

Lvl 12 Half Orc Kineticst Water/Earth

S 10 D 19 (22) C 16 (20) I 10 W 12 Ch 10

Fates Favored + Sacred Tattoo

Get Kinetic Whip plus kinetic form plus entangling infusion for 6d6+19 damage attacks with reach that threaten in a 10, area and entangle.

Have an AC in the thirties without gear (Armor 9, Shield 1, Natural Armor 5, Dex 6, Dodge) DR 6/adamantine (higher with burn)

Great Fort/Ref Saves ok Will (Fort 15 Ref 16 Will 7 before gear)
Use kinetic Cover to create 24 hp walls as a Standard action or readied.

Silver Crusade

I am a pretty effective tank, Hammer and Board Dwarf Warpriest at level 10 base AC 33 (can get to 37, +2 sacred armor, +2 extra shield of faith), Saves of +13,+6, +13, with +4 vs spells and 1/day heroism to boost those by 2, with Divine Favor and Bull's Strength have around +19/14 for 1d10+18 dmg, those go up by 2 with sacred weapon. 119hp

Main weakness Touch AC is 15 (17 with shield of faith), damage is high enough to be a threat while defenses are high enough to be very hard to take down.


Gevaudan wrote:

The best way to tank imo in Pf is to be the biggest threat. 4E has literal tanking, wherein you control space and prevent people from basing squishys. PF does not, outside of caster control spells.

If you have a high AC, tons of HP and do little damage, badguys will blitz passed your AoO and hit someone who matters.

THW Barbarians go all day long with or without rage and are so deadly, they have to be focused down. Pick a highly resistant class like Duergar add 18 strength and go beat face. A mix of Invulnerable rager and superstitious is amazing.

Trip builds can also work well, but the trip boosting mechanics lost a lot from the 3.5 to 3.x transition.

The trick is to have strong defenses and also be the biggest threat.

For example take an evangelist cleric. Dip one level of fighter or samurai for heavy armor and shield proficiencies and invest in summoning. Who's going to go after the BMX Bandit when Angel Summoner is not only summoning angels, but is also the one making the BMX Bandit dangerous by boosting his attack and damage rolls and giving him lots of archons to flank with? Even the wizard starts looking low priority, especially if you position some of the summons to prevent your enemies from reaching him easily.

In a mostly martial party bards and skalds can also contribute enough to paint big huge targets on themselves while having both reasonably high AC and illusion based defenses.


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I think I have this working, it still does a nova but now it can put out a reasonable offense for quite a while.

Half-elf Barbarian 1/ Ranger (Guide, Shifter) 4/ Fighter (Weapon Master) 3/ Horizon Walker 3/ Cleric (Separatist) 1

Str 20 (10 points, +2 race, +2 levels)
Dex 13 (3 points)
Con 14 (5 points)
Int 10 (0 points)
Wis 16 (7 points, +1 level)
Cha 10 (0 points)

B1 Rage, Fast Movement, Exotic Weapon Proficiency: Bastard Sword (Ancestral Arms), Power Attack
R1 Ranger's Focus
R2 Weapon Focus: Bastard Sword (Style), Furious Focus
R3 Shifter's Blessing: Form of the Bear, Endurance
R4 Terrain Bond, Pushing Assault
F1 Vital Strike
H1 Favored Terrain: Desert, Grasping Strike
H2 Favored Terrain: Urban, Terrain Mastery: Desert
H3 Terrain Dominance: Desert, Furious Finish
F2 Improved Critical: Bastard Sword
F3 Weapon Training: Bastard Sword, Improved Vital Strike
C1 Growth Subdomain, Travel Domain, Channel Positive Energy

Rage, Enlarge Person, Lead Blades, Enlarge, Form of the Bear, Ranger's Focus, Grasping Strike, and Agile Steps will all be limited but they can be combined to devastating effect.

You can rage cycle, but I'm not sure whether Terrain Dominance trumps Furious Finish or the other way around. If it doesn't work you could change the desert to underground or astral without messing anything up, or take Horizon Walker out entirely.

I used Gozreh as the deity for this, but anyone who grants Travel or Growth should work just as well.

It relies on using a large size bastard sword, but you can easily take enough ranks of craft: weapons to make your own if it is a concern. You can wear heavy armor but you lose the benefits of Weapon Focus and Fast Movement if you do. I suggest getting a set of mithral full plate, taking ranks in craft: armor if needed.

Pushing Assault and Grasping Strike can be used to position opponents where you want them.

For a nova strike you can use Form of the Bear in the surprise round, Ranger's Focus and Lead Blades in the first round, and then Enlarge, Rage, move, and Furious Finish for 120 on a hit or 176 on a crit.


There is a character trait you might use, Heirloom Weapon. You are automatically proficient in that particular weapon. Make your 'Weapon a Large Bastard Sword, and you are in business. It will save you a feat, but it does mean you forgo the possibility of having an adamantine bastard sword. Compared with a Greatword, you would be at -2 to attack but +2 damage, fair trade. If that bothers you maybe early on take Second Chance.

There is a problem with Enlarge Person. You are casting EP so that you are big enough to wield your large Bastard Sword, yes? But with EP, your weapon gets bigger along with you. If that's a problem, then what you need to do is drop the weapon and pick it up again. You could store it in a Handy Haversack: being in an extradimensional space not linked by causality except through the opening at the top of the 'sack, it wouldn't be affected by the spell, I think, and then you would recover it as a Move Action. You could keep it on a Weapon Cord. Dangling from a cord and not in your hand might count as not being on your person, but check with your DM. There is probably some other feat that is designed just so you can recover dropped weapons quickly, though at the moment one escapes me. And there are some spells that would let you do something like that, like Summon Weapon or Recall Weapon or Word of Recall or something. But either way, you wouldn't cast Enlarge Person on Round 2, but on Round 1, or better yet on Round 0 before you engage the enemy.

Another problem with Enlarge Person is that it has a full round casting time.

And once again, you'll be wanting to acquire some Effortless Lace.


Greg, have a look at this

Summoning Weapons


Scott Wilhelm wrote:

There is a character trait you might use, Heirloom Weapon. You are automatically proficient in that particular weapon. Make your 'Weapon a Large Bastard Sword, and you are in business. It will save you a feat, but it does mean you forgo the possibility of having an adamantine bastard sword. Compared with a Greatword, you would be at -2 to attack but +2 damage, fair trade. If that bothers you maybe early on take Second Chance.

There is a problem with Enlarge Person. You are casting EP so that you are big enough to wield your large Bastard Sword, yes? But with EP, your weapon gets bigger along with you. If that's a problem, then what you need to do is drop the weapon and pick it up again. You could store it in a Handy Haversack: being in an extradimensional space not linked by causality except through the opening at the top of the 'sack, it wouldn't be affected by the spell, I think, and then you would recover it as a Move Action. You could keep it on a Weapon Cord. Dangling from a cord and not in your hand might count as not being on your person, but check with your DM. There is probably some other feat that is designed just so you can recover dropped weapons quickly, though at the moment one escapes me. And there are some spells that would let you do something like that, like Summon Weapon or Recall Weapon or Word of Recall or something. But either way, you wouldn't cast Enlarge Person on Round 2, but on Round 1, or better yet on Round 0 before you engage the enemy.

Another problem with Enlarge Person is that it has a full round casting time.

And once again, you'll be wanting to acquire some Effortless Lace.

No, the idea is that if you are holding a large bastard sword when you enlarge it will become huge. Then Lead Blades makes it hit as if it were a colossal bastard sword for 4d8 damage. It is always oversized for the character, they always eat the -2 to hit and use it two handed. The growth subdomain lets you enlarge as a swift 6 times/day. The Domain Spell is for when you have the time for it.

Even when you can't get any of those buffs off it is still a large bastard sword that you can vital strike with for 6d8 + 1.5str + power attack (with a -2 to hit.)


Well, okay, then!


Scott Wilhelm wrote:


8R2M3F1A1Witch1: White Haired Witch, Crab Familiar
9R2M3F1A1W2: Constrict, Final Embrace.
With Constrict, This character becomes "a creature with the Constrict Ability," allowing her to take the Final Embrace Feat, giving her Claws the Grab Ability. Constrict applies to all natural attacks and every successful Grapple attempt, and she will use her Claw damage for constrict.

I now think this part of the build won't work. I think you can't qualify for Final Embrace this way. The prerequisite of the Feat is to be a Naga, a Serpentfolk, or a Creature with the Constrict ability, as in the Constrict Universal Monster Ability and Special Attack. While I gaining the Constrict Universal Monster Abilility via 2 levels in White Haired Witch would make you “a creature with the Constrict ability,” The White Haired Witch Constrict is different from the Universal Monster Ability, and I cannot say for certain that that would qualify as a prerequisite for Final Embrace.

The build is just fine up to level 6, and there are still lots of options for making this a devastating character. You can still develop this character as a Grappler. Hamatuala Strike works has an effect that works like Grab for Initiating a Grapple, only without the +4 bonus. You can get that bonus the Lockjaw Spell, and you can purchase and use that in Wand form by virtue of your Ranger Levels. Dipping into Alchemist starting at level 7 still gives you the Alchemal Mutagen. If you take Dex, you increase your AC by 4 points and can take 2 more Attacks of Opportunity/round. Take 1 more level, and you can grow a Tentacle, and that will give you the Grab Ability and that +4 bonus. Even if you don't attack with the Tentacle, you still get the +4 to your Grapple Checks. Take another 2 levels, and you can grow a Tumor Familiar. A Crab Famililar will give you a +2 on your Grapple checks.

Not doing Constrict damage is sorely missed, but you can still do Armor Spike Damage with every Grapple, and you can still Grapple with every hit. Greater Grapple and Expert Captor gives you the devastating iterative grapple ability to Tie Up your opponent in 1 round, and combining that with Potion Glutton lets you benefit from True Strike twice in 1 round, letting you take down very powerful monsters very fast. Plus, a grappling feature is nice to put into a natural attack build since natural attack builds, this one especially, gets seriously neutered by DR. But even most creatures that can't get damaged can still get hogtied.

If you are going to grow an alchemal tentacle, you might want to develop the tentacle as your natural weapon attack instead of claws. In that case, you shouldn't be a Tengu, you should be a character with no natural attacks. Tentacles are secondary natural weapons that suffer a -5 to attack rolls and gain only ½ St bonus. But secondary natural weapons are not secondary if they are your only natural weapons. So you might be some other race, instead. I like Half Orc so I can Keen Scent and Blind-Fighting and carry an Eversmoking Bottle to Blind my opponents while I move at will through them. If you aren't playing Pathfinder Society, you can and probably should take Multiattack and 2 weapon Fighting so you can incorporate more and regular attacks into your regular combat round. You might hope to cast of acquire a wand of Beast Shape 3 so you can Polymorph into a Giant Octopus and use your monk/tentacle feats to be a Monktopus.

You don't have to develop Grappling. You could start taking levels in Rogue or Ninja, maybe a level or 2 in Brawler with the Snakebite Striker Archetype and start doing Sneak Attack Damage. Develop Dirty Tricks, and Blind your opponents. Blind opponents don't get their Dex Mods, so you get to do your Sneak Attack Damage. Sneak Attack Damage will apply to all your natural attacks, so get as many as you can. As a Tengu, you are already doing Claws and a Bite. Get a Mammoth Helm and do Gore Damage. Take a level in WHW and do Sneak Attack damage with your hair.


I was just thinking I could make my Goblin Tank Build for PFS. I was reviewing the Additional Resources section of this site, and I think my plan is legal, but if any of you spot a problem, I would appreciate it. Even if I argue with you, I will appreciate it.

I was thinking that instead of making my character a Goblin, make him a human, and take the Racial Heritage Trait, applying the Goblin race. Then he can take those lovely Goblin Feats like Roll with It and Tangle Feet.

Am I missing something, or is this the way to get Goblin Feats in PFS?


Most of it seems fine, but Underfoot and Tangle Feet run into some issues in PFS.

Firstly, you need to be small sized or smaller to take either of them, so you'd need to get a permanent reduce person or something for it to even be possible.

Secondly, Tangle Feet is from the ARG, which means this sentence from the ARG section of the Additional Resources page applies:
"Note: Alternate racial traits, racial archetypes, racial evolutions, racial feats, and racial spells are only available for characters of the associated race."
There has been some debate over whether this overrides Racial Heritage or whether Racial Heritage overrides this. I am under the impression that the general consensus was that the former was the case, in which case Tangle Feet is not PFS-legal for a human with Racial Heritage (goblin). But you might want to do some more investigation and see whether you think it would be allowed.


Urban barbarian mouser swashbuckler unchained rogue Kitsune in fox form

Waltz into someone's space

-4 to hit anyone but you.

Sneak attack them (you only need someone adjacent) -4 to hit you, -6 to hit anyone else.


Scott Wilhelm wrote:

I was just thinking I could make my Goblin Tank Build for PFS. I was reviewing the Additional Resources section of this site, and I think my plan is legal, but if any of you spot a problem, I would appreciate it. Even if I argue with you, I will appreciate it.

I was thinking that instead of making my character a Goblin, make him a human, and take the Racial Heritage Trait, applying the Goblin race. Then he can take those lovely Goblin Feats like Roll with It and Tangle Feet.

Am I missing something, or is this the way to get Goblin Feats in PFS?

I'm 99% sure that doesn't work. You should ask on the pfs boards though

Additional resources limits most goblin options to goblin pcs. If you're not a goblin, they're not on your additional resources list


BigNorseWolf wrote:
Scott Wilhelm wrote:

I was just thinking I could make my Goblin Tank Build for PFS. I was reviewing the Additional Resources section of this site, and I think my plan is legal, but if any of you spot a problem, I would appreciate it. Even if I argue with you, I will appreciate it.

I was thinking that instead of making my character a Goblin, make him a human, and take the Racial Heritage Trait, applying the Goblin race. Then he can take those lovely Goblin Feats like Roll with It and Tangle Feet.

Am I missing something, or is this the way to get Goblin Feats in PFS?

I'm 99% sure that doesn't work. You should ask on the pfs boards though

Additional resources limits most goblin options to goblin pcs. If you're not a goblin, they're not on your additional resources list

Aww, but I want to play a Goblin! I can still take Racial Heritage to take Burn! Burn! Burn! and make a Goblin Grenadier Alchemist, but that's off topic for this thread.

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