Help Me Theorycraft: A Support Fighter


Advice


Hey there guys. So, anyone who plays this game knows that the fighter is the absolute master of picking one niche thing and doing it better than anyone. I was wondering if he could maybe be effective in a support role as well. Here's my idea, and I'm looking for some help to expand.

A full defense-buffing master of the tower shield. No attacking, pure support, but VERY defensive in your own right. We'll need strength 18 to handle a tower shield with full plate as a light load while leaving room for a weapon, while 14 con and dex will round out our defense a bit. Here's the thing. Magic armor enchantment is cheap. Literally half the cost of a weapon. So upgrading your armor and tower shield together costs as much as upgrading a weapon, which we likely won't be doing.

Here's how the character functions. While using total defense at level 4 with full plate, a tower shield, shield focus and 14 dex as a fighter, we get a cumulative 32 AC. So we're basically untouchable against regular attacks, and investing in the mobile bulwark feats? Pretty good against touch attacks. But we're using total defense, so how do we stop the enemies from simply wrecking our party members? Well, with the helpful trait and bodyguard, we can increase anyone's ac by 3 against a single attack. Heres the cool thing though: That cheap, high enhancement bonus we'll be buying on out armor? For 2000 extra, not counting towards our total enhancement bonus, we can add Benevolent, which lets us add our enhancement bonus to our armor on aid another checks. This lets use raise our bodyguard to a potential +8 ac on bodyguard checks. A bonus, I'll point out, that will only cost 28,500 for +5 Benevolent Full Plate.

Further, at level 6, we get Covering Defense. What's covering defense do? When you total defense, you get to add your FULL shield bonus, INCLUDING enhancement bonus to an ally's AC. So, assuming a +1 tower shield at level 6, we can add +6 to an ally's ac just standing next to them. Thats a 30% reduction in hit that STACKS with whatever we can offer from bodyguard. Your barbarian is going to love you.

In short? Fairly easily, a fighter can transfer his FULL shield bonus and the enhancement bonus on his armor to an ally of his choice.

1- Combat Reflexes
1b- Bodyguard
1Human- Shield Focus
2- Missile Shield
3- Mobile Bulwark Style
4- Mobile Fortress
5- Covering Shield
6- Covering Defense
7- Mobile Stronghold
8- Greater Shield Focus

I'm considering dropping feats like missile shield and maybe some style feats to pick up Nature Soul, Animal Ally and Boon Companion. Since we have a free hand when we don't wield a weapon, we can also pick up Flagbearer, and at higher levels can invest some of our plentiful leftover gold for a Banner of Ancient Kings to double its effect.

Any criticisms and alternate build ideas would be greatly appreciated. Still refining everything.


I would sunder your shield Asap. Also really low will saves , so... You will defence the enchantress with ease.


It sounds really boring to play, and tight formations like that will both expose you and your protectee(s) to area effects (OK, sometimes you'll be able to provide cover; not that often though I think) and slow them down until you get mithral full plate at least.

Also, with no significant AoO you're going to be unable to control even your little piece of the battlefield. That's a criticism levelled at fighters sometimes and you're going to prove it.

TL;DR version: too specialised IMO.

Dark Archive

Increasing your AoO potential and adding a Reach weapon might make the build a bit less toothless, but I'd also want to increase my Reach with that shield as well, via some sort of Enlarge Person or Large race shenanigans, because that Aid Other/Bodyguard stuff is going to require your party to huddle around you like kids hanging from mamma's skirts.

As with all defensive/reactive builds, it's going to require the GM's help to succeed. If the foes split up in a large room, with some in front, and a caster in back, any party member like a barbarian or monk who wants to dash over there and deal with that caster is forfeiting any advantage of your build, and you might as well not have shown up to this dance, since your partner just left you.

In a 10 wide corridor, with a Reach weapon and two damage dealers in front of you (and no enemies with Reach of their own, outside of your Aid Other/Bodyguard range), this character could rock.

But what percentage of encounters that's going to cover is up to the GM.

That said, I've not played too too many PFS scenarios, but those I have sometimes seem to try to fit encounter maps to a convenient table size, which means that space can be a bit tight, and a build focused on close-quarters like this can shine. In an outdoor adventure, or in a giant cavern or throne room, it gets less fun, since everyone can spread out, and one or more party members may *need* to get across the field from you to handle a distant threat, or snatch a McGuffin, or rescue a hostage, or otherwise deal with an objective.

I'm contrary by nature, and love the *idea* of a support fighter (or a non-divine healer, or whatever), because it flips off 'the man' who's decided that some classes can only ever occupy specific roles, but this might be an exercise in disappointment, mechanically, if your GM isn't planning a campaign (such as an extended dungeon crawl) that will synergize well with your turtle/rally round the flag tactics.

I'd worry less about AoE damage spells (since they generally do crap damage anyway), but being all huddled around the tower (shield) when the dragon's breath weapons, or the black tentacles goes off, could suck as well. Even at lower levels, being packed in isn't a great choice when the grease, create pit, glitterdust, stinking clouds, etc. start going off.


Right, was kind of wondering if there was anything people could add to the build, to give it some different facets beyond granting AC.


Do you have access to Weapon Master's Handbook? There are some great options there.
If you put the human FCB into defense against Sunder/Trip (50/50) and Grapple, you'll cover some significant vulnerabilities (Shield Specialization would also help; fighters can be the kings of CMD). The Armed Bravery advanced weapon training option can shore up your will save.
Since you are planning to be adjacent to allies, you might look at teamwork feats combined with Fighter's Tactics and a Ring of Tactical Precision. I'd prioritize Shake It Off and (if you are LG) Lastwall Phalanx. You might look at the Drill Sergeant archetype, though this gives up Bravery.
Finally, if you are LG, you might consider Iomedae's Inspiring Sword, so instead of attacking you can give everybody a fairly nice bonus.
I am just starting a character in PFS with some of these options.
Despite area spells, I generally prefer tight formations; there has been more upside than downside in my actual experience.

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