What is your favorite frontliner, That can take and deal damage?


Pathfinder First Edition General Discussion

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So, My group was talking about this yesterday and I started wondering, What frontline classes do people like best? With Frontline I dont just mean damage dealers, But the "tankier" classes, Who can have much HP and armour so they can take much hits and damage, Aswell as dish some out.

My group realised our only real frontliners are my Cavalier, And one of our Rogues (I have 22 AC and the Rogue has 21, And both are arround 50 HP, At level 7) The others are squishy damage dealers, Or skill focused characters. And our healer is a blaster oracle who throws stars at people for massive damage.


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Arcane spelleater bloodrager can dish and take damage in fun ways. Paladin or warpriest for the self healing route.


For tanking the paladin is probably the best because of the self healing and I think they also have some spells that make the enemies focus on them like Challeng Evil. They are also good at doing damage, especially when they get to smite. After that the best is probably the barbarian due to dr, high hp and high damage


I usually frontline with a barbarian or bloodrager, but I have a soft spot for the daring champion cavalier. It is essentially a swashbuckler with a cavalier chassis, trading the animal companion and charging stuff for some of the swashbuckler goodies. With a decent dexterity, a (magical) buckler and the nimble feature your AC should be at least as high as it is now, easily higher (presuming at least +1 armor and buckler).


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Favorite to play? Barbarian, no question, just because of how ridiculous so many of the rage powers are. Favorite to have on the team? Paladin. The aura buffs, the self-healing, the condition removal, a great partner to have in melee and a solid solo frontliner.


Invulnerable rager barbarian with the spell sunder and beast totem lines of rage powers.

Paladins are pretty good at being tanky. With a 3-4 level dip or VMC in life oracle you make a global damage sponge for your team.

Pretty much any d8 caster class with quick draw (the feat) and a quickdraw light (wooden or steel) shield makes for a versatile front liner.

One I really want to try out is fighter 1/alchemist X that grabs extra arm twice at level 3 (once from discovery once from the extra discovery feat) and wields a two handed weapon and shield at the same time; while leaving a hand free for bombs, extracts, and potions.

Shadow Lodge

Paladin is the best paizo published tank, but Aegis is a great one if you can use dreamscarred press, so is soulknife
Super versatile for martial classes and quite tanky especially if you can use the Elan race
Hell, with advanced weapon/armor training and weapon/armor/shield mastery feats even fighter is pretty great now


Fighter. So glad it finally got at least some of the love it deserves.

I have a Drill Sergeant fighter in a PFS PbP teamwork experiment and am very happy with him. Also loved my PFS Seeker cavalier (human on a horse, Order of the Sword). His AC was good but not stellar, so he ended up picking up Snake Style to take advantage of his solid Wis and excellent Sense Motive skill. Helps against touch attacks, which is fantastic.

I'd like to try out a Brawler (even though per-day nonmagical abilities annoy me) or a Sacred Shield Paladin (perhaps with Crane Style).

I don't really like the 3E/PF barbarians, wish rage had been more like what the 2E berserker had. I am playing an Aberrant Bloodrager in a PbP. He has a cool backstory at least.


There's a lot of ways to do it, so I'll bring up the amusing one that I played. Weapon and shield style dwarved ranger, with primary weapon dwarven waraxe and off-"hand" weapon dwarven boulder helmet. Shield focus, greater shield focus, two werapon fighting feats, the racial feat that gives a point of natural armor, and enchantments both on armor and shield combine to give good AC and damage, particularly with the Dex needed to get up to improved 2WF.


The Shaman wrote:
I usually frontline with a barbarian or bloodrager, but I have a soft spot for the daring champion cavalier. It is essentially a swashbuckler with a cavalier chassis, trading the animal companion and charging stuff for some of the swashbuckler goodies. With a decent dexterity, a (magical) buckler and the nimble feature your AC should be at least as high as it is now, easily higher (presuming at least +1 armor and buckler).

I've had a lot of fun with a daring champion cavalier in Skull & Shackles - you can get to an extremely high AC, good damage (that becomes great damage when using a challenge) - all whilst being able to maintain excellent social skills and a good selection of dex based ones.


The kineticist. Good damage. Great HP. Depending on build though, AC would vary. With high HP I didn't bother trying to keep up with the AC race and focused on HP and status/damage mitigation effects with magic items.


I have a Savage Technologist 1/Bramble Brewer 10 in PFS, and her AC is through the roof. It's a self-buffing monster that can stack AC and Strength buffs all the way.

My favourite is still the Occultist. I had one for PFS until he retired, and he might be my favourite character ever. Abjuration implement, put as many points in there as possible, use Mind Barrier whenever you can. I've survived so many ridiculous things, it's not even funny. And he can still dish out damage through Bane effects and the like.


Cavaliers/Samurai tend to be pretty good - two tanks in one counting the animal companion...

Silver Crusade

Paladin is #1, invulnerable rager is #2. I also like Hellknights, which I usually build on a fighter chassis. Outside of that I generally only play tanks on occasion.


Snake and eventually jabbing style on an unchained monk, you don't actually take much damages between Dex focused for AC and good reflex saves and evasion.

Then when they miss you, you hit them in the face :P

Silver Crusade

I've been quite impressed with the unchained monk as a tank. We have one in a pbp i'm in, gets up to a ridiculous 33AC at level 5 and does OK damage with a three-section-whip (monk weapon). The high AC comes from defensive fighting in crane style, barkskin ki power, mage armour (needs a party member's help, but at higher level you can afford bracers of armour if you want to be self-sufficient), crane wing, probably a +1 ring in there too.


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Meh, I like to do my tanking with the power of Nature at my beck and call. To that end, a Nature Fang Druid (of Gorum) that picks up a Protector familiar from his Crocodile Domain, will do just as nicely as a Barbarian. Toss a variant multiclass on it consisting of Barbarian, or Bard, Or Magus, and you can improve it even more. I tend to favor the Barbarian VMC more because it lowers the MADness.

3/4 BAB + Studied Target = Effectively Full BAB
d8 HP + 50% more (sharing damage with familiar) = effectively d12 HD
Slayer Talents = Ranger fighting style
Sneak attack (damage boosters)

oh ... and 9th level casting. Not while wearing metal armor, of course, but you can eventually afford something nice.

Shadow Lodge

If you're going to martial as a Druid you should pick up the feats creature focus and shapeshifting hunter for full favored enemy


Fighter is a favorite of mine, feats that grant Advanced Armor Training are lovely and you can easily become one of the best if not THE best AC tank in the game with Dex focus and you deal fairly good damage. Now if only they had energy resistance options; With certain races Brawler can be quite a lovely surprise without needing to invest in Strength; with the same Build I plan to play a "non Str-reliant damage source" Monk. I'd have to search around more for anything else I found fun.

Silver Crusade

Druid can be very good at tanking. For example: Huge earth elemental wild shape, then into Stalwart Defender prestige class. Using Shaping Focus, you can go something like Fighter 1/Druid 8/Stalwart Defender X. Go with Unbreakable Fighter.


Paladin and fighter did great, the paladin is better though, because of his superior saves and spells. Barbarian can work, but I have not yet seen a high level one in action.

I would like to try a Soulknife myself, but it is probably not better than those three, just different (unless its the power-using variety).

Shadow Lodge

It's hard to bring down a Fey Foundling/Greater Mercy paladin with Bracers of the Merciful Knight swift-topping himself off every round for 6d6+17 LoH as early as 6th level.


Sir Thugsalot wrote:
It's hard to bring down a Fey Foundling/Greater Mercy paladin with Bracers of the Merciful Knight swift-topping himself off every round for 6d6+17 LoH as early as 6th level.

Especially if that Paladin is a chosen one and has a familiar that can use your own Lay on Hands to heal you if a swift action is not enough to keep you healed.


Merellin wrote:

So, My group was talking about this yesterday and I started wondering, What frontline classes do people like best? With Frontline I dont just mean damage dealers, But the "tankier" classes, Who can have much HP and armour so they can take much hits and damage, Aswell as dish some out.

My group realised our only real frontliners are my Cavalier, And one of our Rogues (I have 22 AC and the Rogue has 21, And both are arround 50 HP, At level 7) The others are squishy damage dealers, Or skill focused characters. And our healer is a blaster oracle who throws stars at people for massive damage.

Oath of Vengeance Paladin - particularly a Tiefling - can not only take far more punishment than any other class, but has many immunities, can cure himself and others of conditions as well as damage and provides significant bonuses to saves for his allies.

Damage-wise, in addition to Smite, he has a customizable weapon and spells which can significantly boost his damage output. Just doesn't get any better than that.


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DeathlessOne wrote:
Sir Thugsalot wrote:
It's hard to bring down a Fey Foundling/Greater Mercy paladin with Bracers of the Merciful Knight swift-topping himself off every round for 6d6+17 LoH as early as 6th level.
Especially if that Paladin is a chosen one and has a familiar that can use your own Lay on Hands to heal you if a swift action is not enough to keep you healed.

...with the Protector archetype buffing his AC and giving him a well of extra HP to draw on.


DeathlessOne wrote:
Sir Thugsalot wrote:
It's hard to bring down a Fey Foundling/Greater Mercy paladin with Bracers of the Merciful Knight swift-topping himself off every round for 6d6+17 LoH as early as 6th level.
Especially if that Paladin is a chosen one and has a familiar that can use your own Lay on Hands to heal you if a swift action is not enough to keep you healed.

Take UMD and give your improved familiar a wand of shield other for an extra 50% HP.


I'm a fan of the fighter for damage but the samurai for tank. Mountless samurai like sword saint.

Fighter is just straight dependable. Hits hard, often and with little need for resource management.

The samurai (ronin or warrior) just can't be stopped. Strong damage boosts and replenished up by using resolve, with massively increased defenses vs will fort and hit point loss.

Shadow Lodge

DeathlessOne wrote:
Sir Thugsalot wrote:
It's hard to bring down a Fey Foundling/Greater Mercy paladin with Bracers of the Merciful Knight swift-topping himself off every round for 6d6+17 LoH as early as 6th level.
Especially if that Paladin is a chosen one and has a familiar that can use your own Lay on Hands to heal you if a swift action is not enough to keep you healed.

Still hate that archetype. Core pally rocks the socks.


Invulnerable rager barbarian for a super string melee.

Urban ranger with 1 shdowdancer level (what i play now) for a skirmisher skilled melee that has a rogue feel but STR focused.
with a full wolf to cover the the rear area of the group, and spring attacks to get into position.

halfling cavalier on a naive looking war dog. ride in cities with ease, go blundering defence road foe super tank that can also super charge.
can split with the dog to take care of 2 fronts, with the special halfling feats can reach decent melee damage.


but if you look only on the melee angel, not off combat?
Invulnerable rager barbarian is by FAR the strongest class in melee in the game. all into STR zone with high CON and 1 oracle level for fatigue immunity.
dont wear armor.... your DR and HP will do.

i was a grapple master, no weapons. VS 1 opponent ? it was auto win (i pinned a Balor in 1 round...)

vs many i had claw-claw-bite.....


fatigue immunity from 1 oracle level? what mystery/curse does that already?


Klorox wrote:
fatigue immunity from 1 oracle level? what mystery/curse does that already?

The lame curse. Non-oracle levels count as half for advancing it so at oracle 1/barbarian 8 you're 5th level for the purposes of the curse & immune to fatigue.


D'oh, I'd forgotten about curse advancement from levels in something else than oracle... still have to wait for lvl 9 but for a barb, it's worth it.


Sir Thugsalot wrote:
DeathlessOne wrote:
Especially if that Paladin is a chosen one and has a familiar that can use your own Lay on Hands to heal you if a swift action is not enough to keep you healed.
Still hate that archetype. Core pally rocks the socks.

Eh, sorry to hear that. I think the Chosen One is a great archetype that (after 5th level) is strictly better than the core Paladin. Merely delaying a few abilities (that still progress at the same rate, as if not delayed) and only replacing Divine Bond? But then, I happen to enjoy a bit of delayed gratification and don't mind being a level or two behind on some abilities, especially early on.


Swashbucklers tend to be beefy- they might ahve light armor, but they tend to be dex based, get bonuses to AC from leveling, and they can use bucklers (having another item slot for AC enhancement means you can split the costs between the shield and armor, getting more AC for a lowerprice). And that is before accounting for parry/riposte. Their general damage is...fine. It is about balanced out to a full martial 2 hander if you take power attack/piranha strike.

Swashbucklers can also oddly do reach if you get that blue scarf item- more attacks=more damage, as always.

Aberrant bloodragers get a non-standard defense- reach. The ability to attack from a further distance away from your opponent means the other side may well ahve to spend move actions to reach you, while you are in full attack range. Their 10' reach, with a reach weapon for +5', and lunge for another +5'... that is enough that you can full attack at ranges that dwarves have to mvoe+attack at.


lemeres wrote:
Aberrant bloodragers get a non-standard defense- reach. The ability to attack from a further distance away from your opponent means the other side may well ahve to spend move actions to reach you, while you are in full attack range. Their 10' reach, with a reach weapon for +5', and lunge for another +5'... that is enough that you can full attack at ranges that dwarves have to mvoe+attack at.

Don't forget to trigger Long Arm with your greater bloodrage and carry some potions of enlarge person if you want this to get really silly.


PossibleCabbage wrote:
lemeres wrote:
Aberrant bloodragers get a non-standard defense- reach. The ability to attack from a further distance away from your opponent means the other side may well ahve to spend move actions to reach you, while you are in full attack range. Their 10' reach, with a reach weapon for +5', and lunge for another +5'... that is enough that you can full attack at ranges that dwarves have to mvoe+attack at.
Don't forget to trigger Long Arm with your greater bloodrage and carry some potions of enlarge person if you want this to get really silly.

I might avoid enlarge person (it doesn't play nice with reach weapons- it leaves a large doughnut where enemies can attack you well, but you can't attack well with your big shiny 2 handed weapon; nice for trip builds for defending others, bad for self defense after they cross you). So that would end up as a 'one or the other' thing, particularly if you have to spend actions to get it going.

But yes, long arm is great. It is a fantastic buff- no balance of bonuses/penalties, or the doughnut. It is just a plain 'do better' buff. It is great for any blood rager as a default self buff for greater bloodrage.

Shadow Lodge

I've had quite a lot of fun with a reach bloodrager. Compares favourably to the party paladin in tankiness, with a more consistent damage output (though of course you can't beat the pally when smiting a demon).

However if you're looking at this specific party, druid. In my experience the damage is not as good as the ragers or paladin, but it's very tanky and provides more magical versatility with defensive buffs (like Barkskin and Resist Energy) and control spells (like Obscuring Mist, Entangle, and Wall of Thorns). Can also help the oracle with condition removal.


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Weirdo wrote:

I've had quite a lot of fun with a reach bloodrager. Compares favourably to the party paladin in tankiness, with a more consistent damage output (though of course you can't beat the pally when smiting a demon).

However if you're looking at this specific party, druid. In my experience the damage is not as good as the ragers or paladin, but it's very tanky and provides more magical versatility with defensive buffs (like Barkskin and Resist Energy) and control spells (like Obscuring Mist, Entangle, and Wall of Thorns). Can also help the oracle with condition removal.

Eh. Why decide? You could make a reach druid. A GOLIATH druid!

Goliath druids turn into giants instead of elementals and stuff. they can still do animals, but it has to be dinos and mammoths and such (dinos provide enough of the basics that it doesn't matter except for the loss of stealth options). Since they turn into humanoids, they have the tall reach template (ie- 10' reach when large, 15' when huge) and their equipment scales up with them in size.

In terms of tankiness... they are great. They can still use normal armor, so that is simple. They get natural armor bonuses. Heck, they can get regeneration at level 12 if they turn into trolls (which means that you can't even die unless someone uses fire or acid- although you can get knocked out, and in a TPK that leaves enough time for enemies to start a bonfire).

They can also do reach stuff due to their large size. They automatically come with options like scimitars (basically a falchion when you are large) or the spear (not exciting, but it hits like a greatsword when large).

If you want other weapons, you could use a half orc to grab a great axe or actual falchion. This could give a 'mean green' backstory if you pick trolls as your main shape. As in 'my orc brothers used to kick sand in my face for not being big and green enough. But now I am the greenest and biggest one around!'

Shadow Lodge

*sigh*

I guess I'm going to have to play another half-orc druid.


Weirdo wrote:

*sigh*

I guess I'm going to have to play another half-orc druid.

Sorry... but trolls are pretty much the best giant form mechanically (regeneration and all) and half orcs are one of the best races for such a druid (because of the items). It was just hard to avoid.


Warder from Path of War: d12 HD, full BAB, Heavy Armor and Shield. Int to Init and Reflex saves, Combat Reflexes, based off of Int.

or you can grab the Dervish Defender archetype: dual wield, light armor, but Int to AC.


One concept that seemed interesting was an archer Stalwart Defender with the snap shot line. Not sure how good it is, but it seemed interesting. Rain down the arrows for pain, and stay in the back protecting the other squishies there. Plus, while you're in defensive stance not being able to move won't matter.


Barb/rage prophet/oracle.

I have one at 16, 2/4/10. 198 hp unbuffed and have self-buffed to 360's.

Easily outclasses any pure melee and can cast heal, not to mention all of the other spells.

This combo has dr, high to-hit, can easily get high AC, self-heals/buffs, and 47 intim.

Oh, and +40 damage/hit.

No pure melee comes close.

Dark Archive

Wizard. I pick up mount and alter summon monster. If needed heigthen can make it so i can choose from any level list.

Now we have an hour per level meatshield that can probably fly. No need to waste a spell on the figther.

Grand Lodge

Sword and board slayer. Best sword and board character in the game.

Druid with a bodyguard animal companion. One of the best damage sinks in the game. A great way to keep an animal companion useful to level 20.

Tower shield specialist 4 wild child brawler x. Fair damage darn near unhitable. Double bodyguard.

Melee alchemist with a protector familiar, spontaneous healing, mummification line. This build has 1.5x hp, amazing ac, shrug of crit and sneak attack. Extracts can provide Dr. It is also an easy build to get a lot of natural attacks on.

Even more unique than the builds above a shaman, Dex based, using an ability like the Air Barrier. This can be used with extended shild of faith (human fcb), and extended bark skin for amazing ac at zero cost. Empowered frostbite or pale flame can keep you damage high especially with a one level monk dip for flurry.

Barbarians and bloodrager.


eidolon are the immortal front liner.

they cannot die (resurrect next day) and can be heavily customized.


I don't like playing full melee characters because I find myself getting bored easily without any spells to manage. As such, my best front-liners have been a sanctified slayer inquisitor and a warpriest. Juggling swift actions was a bit of a challenge on both but they hit pretty hard, had high AC's and could take a hit decently enough.

The inquisitor hit harder with less swift action conflict but had to take time to buff himself whereas the warpriest didn't hit quite as hard but could buff in combat with fervor although that meant lots more swift action conflict as a result. If I were to do it again, I'd not pump intimidate or take Hurtful on the warpriest--I failed to realize how precious swift actions are to a warpriest before actually playing one.

Shadow Lodge

DeathlessOne wrote:
Sir Thugsalot wrote:
DeathlessOne wrote:
Especially if that Paladin is a chosen one and has a familiar that can use your own Lay on Hands to heal you if a swift action is not enough to keep you healed.
Still hate that archetype. Core pally rocks the socks.
Eh, sorry to hear that. I think the Chosen One is a great archetype that (after 5th level) is strictly better than the core Paladin. Merely delaying a few abilities (that still progress at the same rate, as if not delayed) and only replacing Divine Bond? But then, I happen to enjoy a bit of delayed gratification and don't mind being a level or two behind on some abilities, especially early on.

Give up Divine Bond (and especially if we're in a home-game)? Don't think so.

Note: if you're the whiny munchkin sort, your paladin might not get one of those.

Lantern Lodge

For sure there are stronger builds but I’m loving my paladin 2 / noble fencer 7 in pfs. Power attacking for decent damage (1d6+25) on 15-20 crit, AC of 32 with +13 fort and will saves against mind affecting. Plus opportune parry and riposte either means negated attacks / more damage or GMs ignore you.

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