Help plan a Dwarven Tower shield specalist for Giant slayer


Advice

Silver Crusade

Hey guys, I wanted some help planing a dwarven Tower shield specialist for giant-slayer. I've heard that the AP starts out fairly difficult, and only gets more difficult. So, While I'll be make a few sub-par choices for flavor/RP I still want to "not die".

We are using the alternate crafting rules. (I understand I could use shield bracer, and get reach, but, doesn't fit thematically.)

here are the stats- (at level 1 after racial adjustments)
Str: 17 +3 (4/8/12) level boosts
Dex: 14
Con: 16
Int: 12
Wis: 14
Cha: 05
Traits: Glory of Old, Roll with it,

Feat lay out-
1- Toughness, Steel soul
2- Endurance (because, dwarf sleeping in heavy armor in wild surrounded by giants.)
3- Weapon focus (warhammer)
4- Weapon spec. (warhammer)
5- Master Crafter (Flavor here)
6- Craft Magical Arm and Armor (flavor that may come in handy a little bit here)
7- Dodge (for touch, since I am getting full shield bonus to it as well)
8- Greater Weapon focus.
9- Iron will?? mobility?
10- Advanced armor training (Armor specialization)
11- Shield focus
12- Penetrating Strike
13- Greater weapon Spec.
14- Greater Shield focus
(at this level, I feel like it won't much matter)
15- ????(lightning reflexes?)
16- Greater penetrating Strike
17-

Armor training-
3- normal
7- normal
10- Armor specialization
11- Armored Juggernaut
15- normal or steel headbutt

Priority items- I would like to know, Will I have possible access too-
+5 weapon (warhammer, I can potentially craft this if needed)
+5 adamantine full plate(again, if needed, can craft)
+5 Mithral Tower shield (craftable?)

Cloak of resistance, while not as needed for other fighters (thanks to dwarven stubborness) more save bonuses are nice.
Ring of protection +5 (deflection is always nice)
at least a belt of +6/+6, if possible, a belt of +6/6/6 but, not counting on that.
ring of freedom of movement.
amulet of natural armor?

Any other items I have missed/forgotten that could prove useful. Remember, I am asking if I am going to have access to any of these, or potential access. I don't want to base an end build around items I'll never get or have the chance to get.

break down every 5 levels with 0 magic items and assuming no magical enhancements or buffs

Level one-[vs giant subtypes]
HP: 18
AC: 22[24] T:12 [16], FF: 21 [25]
Saves:
Fort: +6 (+4)
Ref: +3 (+4)
Will: +3 (+4)

Offense:
Warhammer/Dwarven waraxe
+4[+5] to hit, 1d8+3[+4] or 1d10+3[+4]

Level six-
HP: 57
AC: 25 [29] T: 12[16] FF: 23[27]
Saves:
Fort: +10(+4)
Ref: +7 (+4)
Will: +5 (+4)
Offense:
War-hammer: +12[+13]/+7[+8]
damage: 1d8+6[+7]

level eleven-
HP: 123
AC: 30[34] T:13 [17] FF: 28[32]
DR6/- (3 is DR3/adamantium)
Fort:+12 (+4)
Ref: +10 (+4)
Will: +8 (+4)

Offense:
Warhammer: +19[+20]/+14[+15]/+9[+10]
Damage: 1d8+6[+7] (yeesh, lets hope for a magic weapon)

After this point, looking at stats without magic items is basically pointless I think, so. Can my character survive, and still provide use to the party?


Pretty sure a Tower Shield is mostly constructed of wood. Maybe look into Whipwood for its crafting instead of Mithral.

Boots of Speed should perhaps be on your list of necessary items.

Maybe the Fleet or Run feats.

Power Attack, perhaps boost your damages some.

I don't know what your party is doing for feats, but there's a teamwork feat for alerting teammates of incoming rocks, if I remember correctly, giants have been known to throw rocks.


If you can afford to spare the feats, then Mobile Bulwark Style coupled with Step Up would help you gain Total Cover against creatures with Reach.

If you also take the next feat in the chain, Mobile Fortress, then you can grant Total Cover to your allies. I'd recommend to have some way of enlarging yourself, so that you can grant Total Cover towards a 10ft edge, instead of only 5ft.

Silver Crusade

@wonderstell Looking into those, I probably won't be using those feats, as they are half redundant with my archetype. Though I guess I'm glad Paizo made one of their archetypes almost redundant....

@voodistmonk Power attack is def. an option to increase damage, and for flavor sake the DM is letting a tower shield function as a metal shield (yay dwarf) true, Especially since we have no wizard in our group.

Grand Lodge

Drop weapon focus and weapon spec. for improved shield bash and shield brace and use a polearm together with your tower shield.


*Khan* wrote:
Drop weapon focus and weapon spec. for improved shield bash and shield brace and use a polearm together with your tower shield.

OP says it doesn't fit thematically with his build. He also said that he is willing to make sacrifices for RP reasons.


rorek55 wrote:
@wonderstell Looking into those, I probably won't be using those feats, as they are half redundant with my archetype. Though I guess I'm glad Paizo made one of their archetypes almost redundant....

The important part of Mobile Bulwark/Fortress is the ability to gain Total Cover as a move action, and that you can grant this to your allies. Since you can still use your Standard action to attack, you're actually going to use the Total Cover option in battle.

And are you sure you want to play the archetype 'Tower Shield Specialist'? You could play an even more effective Tower Shield fighter as the vanilla fighter, since the loss of Weapon Training really hurts.

Grand Lodge

VoodistMonk wrote:
*Khan* wrote:
Drop weapon focus and weapon spec. for improved shield bash and shield brace and use a polearm together with your tower shield.
OP says it doesn't fit thematically with his build. He also said that he is willing to make sacrifices for RP reasons.

I didn’t think it was those two feat he meant. They are not that RP oriented.


If I ever play that AP, I would play a Sacred Fist warpriest or monk that leverages Earth Child Style and Ascetic form with a sansekuton... because why not...

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