Captain Beatdown - Two shields are better than one.


Advice


While Captain America is great at punching people and throwing shields, Captain Beatdown decided to just use the shield (or in his case shields) to just tear his opponents down. The vigilante felt like a great way to accomplish this particular build, especially with the wondering shield of fury talent.

Here is the build I've been working on and wanted to get a bit of input from the experts. Race-wise I am stuck with Human due to the particular campaign... not that being a human is in any way bad. Also, I haven't had a chance to hunt for any traits yet, and this is the first campaign I've been in that has allowed them.

Captain Beatdown will be using TWF with a pair of Spiked Shields to kill his opponents.

Captain Beatdown
Class: Vigilante (Avenger)
Race: Human
Traits: ____________, ______________
Stats: (We use a strange very high rolling system in some games)
Strength: 20 (18+2)
Dexterity: 14
Constitution: 17
Intelligence: 15
Wisdom: 15
Charisma: 16
Stat Increases:
4 - Constitution
8, 12, 16, 20 - Strength

Social Talent
1 - Social Grace
3 - Renown
5 - Many Guises
7 - Quick Change
9 - Mockingbird
11 - Everyman
13 - Immediate Change
15 - Feign Innocence
17 - Any Guise
19 - Subjective Truth

Vigilante Talent
2 - Shield of Fury
4 - Shadow's Speed
6 - Signature Weapon (Spiked Shield)
8 - Cunning Feint
10 - Close the Gap
12 - Mad Rush
14 - Unkillable
16 - Strike the Unseen
18 - Expose Weakness
20 - Armor Skin maybe?

Feats
Human Bonus - ???? (Improved Initiative)
1 - Power Attack
3 - Double Slice
5 - ???
7 - Improved Two-Weapon Fighting
9 - Shield Slam
11 - Shield Master
13 - Greater Two-Weapon Fighting
15 - Two-Weapon Rend
17 - Improved Critical (Spiked Shield)
19 - Bashing Finish

Captain Beatdown is working with his friends the fighter, gunslinger (musketeer), and bard.

I'm very open to the idea of changing the order around on some of the abilities, but this was really my starting point. Are there any ways to improve upon the current plan, or any problems you guys see with the build?


The shield trained trait (http://www.d20pfsrd.com/traits/religion-traits/shield-trained) would be great for the build. It lest you treat heavy shields as light weapons which reduces the TWF penalty.


Oh wow, that's an awesome trait, thanks Cass!

Liberty's Edge

What KIND of shield are you looking at? Light? Heavy? Buckler?

Note that with two heavy shields you can't use your hands for anything else... can't hold a potion to drink, can't pick things up, can't turn a door knob, et cetera.

You could go for a split of one light and one heavy shield, but then you'd have to take 'Improved Critical' and similar feats twice... or only have the benefit for one shield.

Personally, I'd suggest two lights shields, or two bucklers along with the Upsetting Shield Style feat to allow you to bash with them. Light shields would allow you to use your hands for most purposes except wielding weapons. Bucklers would allow even weapons, though some would be at penalties unless you also took the Unhindering Shield feat (which would have the added bonus of allowing you to retain your shield bonus to AC while attacking with both shields, but also requires Shield Focus as a pre-req).

If not taking Unhindering Shield then you should look into some other 'retain your shield AC' option such as the Improved Shield Bash feat. Also, for some versatility (e.g. ranged options) you might want to take the Equipment Trick feat for your chosen shield type.


I second the Light Shield suggestions; the only difference between the two is 1 AC and a slightly bigger damage dice. The AC kinda hurts, but the damage dice is insignificant, and it's not worth losing out the ability to use your hands for things besides your shield. If the AC loss is an issue, that's easily shored up via the Shield of Blades talent (which is pretty amazing).

Shadow's Speed, while useful, isn't crucial to your build. I'd delay it, or even remove it entirely. Shield of Blades is certainly more powerful than that.

Shield-Bearer trait gives a +1 Trait Bonus to damage rolls, and allows you to grant a +2 Trait Bonus to AC for an ally for 1 round as long as they are adjacent to you, 1/day. Otherwise, just go with cookie cutter stuff.

I'd consider revamping your feat and talent trees; they seem out of place and not in a good order of selection. Several of them aren't even worthwhile to take (such as Improved Critical, which is really only good for 18-20, or even 19-20 weapons).


CBDunkerson wrote:
Also, for some versatility (e.g. ranged options) you might want to take the Equipment Trick feat for your chosen shield type.

Only real ranged option he has would be to utilize a +1 Bashing Agile Light Throwing Shield, but that requires two feats (which he can spare, actually), and the requirement to switch his Strength focus into a Dexterity focus.

It's not a bad option, one that I would normally recommend, if not for the fact that TWF with Throwing Shields (or even full attacking with any sort of Throwing Weapon) is a completely flawed waste of time.


CBDunkerson wrote:

What KIND of shield are you looking at? Light? Heavy? Buckler?

Personally, I'd suggest two lights shields, or two bucklers along with the Upsetting Shield Style feat to allow you to bash with them. Light shields would allow you to use your hands for most purposes except wielding weapons. Bucklers would allow even weapons, though some would be at penalties unless you also took the Unhindering Shield feat (which would have the added bonus of allowing you to retain your shield bonus to AC while attacking with both shields, but also requires Shield Focus as a pre-req).

If not taking Unhindering Shield then you should look into some other 'retain your shield AC' option such as the Improved Shield Bash feat. Also, for some versatility (e.g. ranged options) you might want to take the Equipment Trick feat for your chosen shield type.

I'm thinking going with light shields, especially after your suggestions. I'd not noticed the Upsetting Shield Style, which would be a nice bonus to AC against the enemies I attack. The only disadvantage would be no shield spikes or purchasing the bashing enchantment.

And the Vigilante talent Shield of Fury gives my character improved shield bash as a bonus feat.

Darksol the Painbringer wrote:


Shadow's Speed, while useful, isn't crucial to your build. I'd delay it, or even remove it entirely. Shield of Blades is certainly more powerful than that.

Shield-Bearer trait gives a +1 Trait Bonus to damage rolls, and allows you to grant a +2 Trait Bonus to AC for an ally for 1 round as long as they are adjacent to you, 1/day. Otherwise, just go with cookie cutter stuff.

I'd consider revamping your feat and talent trees; they seem out of place and not in a good order of selection. Several of them aren't even worthwhile to take (such as Improved Critical, which is really only good for 18-20, or even 19-20 weapons).

I'm not entirely sold on shield of blades. At level 4 it means I'd gain +1 over my current shield bonus, and it does of course go up from there, but +20 land speed seems exceptionally good. Once I have mad rush it will basically prevent any enemies from being out of range of my pounce attack. Granted having the extra AC would be helpful on the d8 HD.

Honestly most of the abilities after level 13 are more tacked on, as it's extremely unlikely for the campaign to go over level 13. The only reason I threw improved critical on at that point was based on the sheer number of attacks I'll have at that level.

What other abilities seem to be out of order?

Liberty's Edge

MaxBarton wrote:
I'm thinking going with light shields

In that case you might want to consider carrying three (two held, one on back) and taking advantage of the 'quickdraw' and 'throwing' options since they provide extra benefits for extra cost. There is nothing preventing a 'spiked (+10gp) light quickdraw (+50gp) throwing (+50gp) shield'. Likewise, having a mix of metal and wooden shields would be good for rust monsters and similar situations.

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