How to Build a Stealthy Tank?


Advice


I looking into a backup PC in case my current one dies. Even though my current one seems pretty survivable as a ranged flyer, bad things happen. And then there is always the chance I will do something dumb and/or heroic to get myself killed.

Now it wasn't planned, but with the gradual evolution of the group as players and characters have come and gone, we suddenly find ourselves with a moderately stealthy group. Most have light armor and high dexterity. Along with the stealthy scout. We have actually been sneaky pretty successfully. The rest of the group doesn't even have to be a half mile behind the scout to avoid blowing his chances.

We have most of the really essential roles covered. Me have a couple of melee PC's, but they are fairly fragile glass cannons. Something we don't have is a blocker. Someone who can just get in the way of advancing enemies. But I don't want to ruin the stealthiness we have developed with a typical Sir-Clanks-Alot type plate and tower shield build.

Also, we are in a moderately modified Strange Aeons AP campaign at about 7th level. Will saves and most especially fear/horror saves are abundant and at least moderately difficult (occasionally very difficult).

Any suggestions for a stealthy tank with good will saves?


Stealthy, high AC, good will save. It might be worth trying an avenger vigilante here. The armor skin talent lets you use medium armor without penalties to stealth and if you take the heavy training talent then the same applies in full plate. Follow those up with the mockery talent and you get antagonize+ to get enemies to direct attacks at you. You can have all those by 7th level.

Alternately an inquisitor can use stealth synergy and solo tactics to be reliably stealthy even with a -5 ACP and can have the remove fear spell. And the invisiblity spell if you need to be really stealthy for a few minutes. With a good will save by class and some need for Wis in class features as well as spellcasting you're encouraged to be good there.

And Merry Christmas. It's the day here in NZ even if it isn't to those of you on the wrong side on the date line yet.

Grand Lodge

The you could do a dex based pali.

Swashigator. Good saves, parry, king of skills invisibility, or potion talents and invisibility sphere.

Inquisitor's get invis. Dex or range.

Slayers have plenty of ability to improve stealth and D10 HD but you're going to want to beef up the will save.


Dot, for that last character build before P2 hits. Ah, so many options and such little time.


Never looked at the Avenger Vigilante before. I like that idea.

Current PC is an inquisitor so I don't want that for the replacement.

Don't know how well a paladin would work with this AP and our group. The swift action self heals definitely would help the tank aspect though. And they certainly have good saves. Will think about whether or not I can make it work. How would you build it?

Already have 2 swashbucklers and an investigator in the group. Don't want to step on toes.

Never thought of Slayers as particularly tank-ish. How would you do this?

avr wrote:

...

And Merry Christmas. It's the day here in NZ even if it isn't to those of you on the wrong side on the date line yet.

Right back at you (tomorrow for those of us on the correct side of the world). ;)

steelhead wrote:
Dot, for that last character build before P2 hits. Ah, so many options and such little time.

So far, almost no one I play with has been impressed with anything they have seen of PF2. They would rather switch to DnD 5thEd rather than PF2. Unless it changes significantly, we will probably keep playing PF1.0 for the foreseeable future.


* There are some stealth armor enchantment. As well as armor with reduced penalty (ex: mithral).

* Armored Athlete lets you reduce the penalty by upto 6 (need armor training 2 for heavy armor).

* Exquisite Sneak lets you ignore the penalty for stealth on light and medium armor.

I might be missing other things/class abilities


U asked how a paladin would work? well there is a pali archetype that focuses on stealth and the like....

PFS Legal Dusk Knight
Source Blood of Shadows pg. 18
Some paladins focus their training to combat the shadows and use darkness to their advantage. Known as dusk knights, these paladins are primarily worshipers of Abadar, but dusk knights who serve Iomedae and Irori, though rare, do exist.

Skills: A dusk knight adds Stealth to her list of class skills, instead of Sense Motive.

This alters the paladin’s class skills.

Shadow Smite (Su): A dusk knight gains concealment for 1 round per paladin level against the target of her smite evil ability in addition to its other effects. The dusk knight doesn’t deal additional damage with her smite evil ability.

This ability alters smite evil.

Illuminating Zeal (Su): At 4th level, a dusk knight gains the ability to grant darkvision to her allies. As a standard action, the dusk knight grants one target touched darkvision with a range of 60 feet for 1 hour. If the target already has darkvision, the range increases by 60 feet instead. If the dusk knight targets herself, using this ability is a swift action. Using this ability consumes two uses of her lay on hands ability.

This ability replaces channel positive energy.

Shadow’s Embrace (Su): At 5th level, a dusk knight learns to fight effectively in areas of darkness. She gains Blind- Fight as a bonus feat and darkvision with a range of 60 feet. If she already has darkvision, the range increases by 30 feet instead. At 10th level, a dusk knight gains Improved Blind- Fight as a bonus feat. At 15th level, a dusk knight gains the see in darkness ability.

This ability replaces divine bond.

Cloak of Shadow (Su): At 8th level, a dusk knight becomes adept at moving through darkness. She ignores her armor penalty when attempting Stealth checks and gains a bonus on Stealth checks equal to half her paladin level while in areas of dim light or darkness.

This ability replaces aura of resolve.

Clouding Smite (Su): At 11th level, a dusk knight’s smite impairs her foe’s abilities in the dark. When a dusk knight successfully smites a foe, she reduces the target’s darkvision by 60 feet for the duration of the smite. If the target has the see in darkness ability, it must succeed at a Fortitude save or lose this ability for the duration of the smite. The save DC is equal to 10 + 1/2 the dusk knight’s paladin level + her Charisma modifier.

This ability replaces aura of justice.


And this one for pali as well....

PFS Legal Faithful Wanderer
Source People of the Wastes pg. 18
While most paladins stride brazenly forth to battle evil in gleaming armor, faithful wanderers understand that to accomplish real change in Abyssal environments, a paladin must learn to be self-sufficient and unobtrusive and that she must pick her battles carefully, lest her mission end abruptly in a blaze of glory.

Wanderer’s Lore: A faithful wanderer quickly learns that everything in the wastes is evil, and she develops the skills she needs to survive. She gains Knowledge (nature), Knowledge (planes), Perception, Stealth, and Survival as class skills but doesn’t gain Diplomacy, Handle Animal, Knowledge (nobility), or Ride as class skills. A faithful wanderer gains a number of skill ranks equal to 4 + her Intelligence modifier at each level (instead of gaining a number of skill ranks equal to 2 + her Intelligence modifier).

This alters the paladin’s class skills and replaces detect evil.

Hidden Aura (Su): A faithful wanderer doesn’t have an aura of good like other paladins do, as this would give her presence away to hostile denizens of the Abyssal wastelands. Her other auras likewise don’t reveal her presence. The benefits of her aura of courage, aura of resolve, aura of faith, and aura of righteousness affect only her. At 3rd level, her alignment aura emulates the alignment planar traits (Pathfinder RPG GameMastery Guide 187) of her current location (chaotic evil in the Worldwound or the Abyss) for the purposes of alignment-detection effects, though this doesn’t change her actual alignment. At 8th level, she takes no penalties from the mildly chaos-aligned and mildly evil-aligned planar traits and treats all opposed strongly aligned planar traits as if they were only mildly aligned. At 11th level, she takes no penalties even in areas with strongly chaos- and evil-aligned planar traits. At 14th level, she leaves no trail in areas with chaos- and evil-aligned planar traits, can’t be tracked in such terrain, and can use Stealth to hide in such terrain, even if the terrain doesn’t grant cover or concealment. At 17th level, she can use Stealth to hide in areas with these planar traits even while being observed.

This replaces aura of good and aura of justice, and it alters aura of courage, aura of resolve, aura of faith, and aura of righteousness.

Stalk Evil (Su): A faithful wanderer isn’t interested in going out in a blaze of glory after exhausting a limited ability to smite evil. Instead, she has developed techniques to evade, stalk, and punish evil whenever necessary. She gains a +2 bonus on Knowledge, Perception, Sense Motive, Stealth, and Survival checks against evil outsiders, as well as a +2 bonus on weapon attack and damage rolls against them. These bonuses don’t stack with favored enemy bonuses. At 5th level and every 5 levels thereafter, these bonuses increase by 2 (to a maximum of +10 at 20th level). At 7th level, the faithful wanderer also gains these bonuses against undead, and at 13th level, she also gains these bonuses against evil dragons.

This replaces smite evil.

Champion’s Bond (Su): At 5th level, a faithful wanderer must choose the weapon option of her divine bond class feature. At 20th level, whenever her divine bond is active, she gains several additional benefits, as follows: Her DR improves to 5/—. Additionally, if she rolls a natural 20 on an attack roll against an evil outsider and confirms the critical hit, the outsider is also subject to banishment, using the faithful wanderer’s paladin level as the caster level (her weapon and holy symbol automatically count as objects that the subject hates). Finally, whenever she uses lay on hands to heal herself, she heals the maximum possible amount of hit points.

This alters divine bond and replaces holy champion.


The Creeping enchantment eliminates the penalty for stealth on armor. At 5,000 gold it is pretty expensive but if you want to use heavy armor it works. Shadow armor gives a bonus to stealth so that could also help. Shadow armor is the cheaper way to go as it only cost 3,750 gold. If you have the cash they can be combined but it is pretty expensive.

Use a trait to get stealth as a class skill if it is not already and put at least one point into it.


You could consider...a Monk. Not a Unchained Monk, but a classic Monk.

Downside: only your flurry is full BAB.
Upside: Make it a dex + wis build and you can throw 2 stats into AC, plus a level adjustment. While you can't wear armor, there are several magic items intended for wizards that will give you an armor bonus.

Also old style Monks have full advancement for all saves. Dex, Wis and Con are all important stats for the Monk so stat bonus from all 3. Paladin can have better saves with their Charisma to saves, but a finesse monk doesn't suffer as much from needing every stat like a Paladin does.

Probably the biggest problem with this sort of character build is figuring out which monk archetypes you'll want to use.


Alchemist, you go for dex, get a dex based mutagen, ironskin/ magearmor/shield as extracts, as well as invisibility etc.
Not to mention displacement, healing and debuffs with bombs
(If the enemy can't hurt you, your a tank :D)

Silver Crusade

Alchemists unfortunately don't have good will saves.

As previously noted, a Swashtigator would fit the bill.

Another possibility is a Halfling Dawnflower Dervish Bard. They're plenty tanky and stealthy, and have great fear saves when Battle Dance is going (double inspire courage morale bonus vs fear). Good Hope also helps everyone else's saves (and their own before they start Battle Dance). The only downside is that wisdom is otherwise a dump stat.


Alchemist is probably the best thing for strict AC. They have just about every defensive spell you can want plus light armor proficiently. An Internal Alchemist also gains Uncanny Dodge and gains resistance and eventual immunity to disease as well as poison at the lose of damage with bombs and other splash weapons. Combined with Mummification discovery and you have a list of several full on immunities to some of the nastier effects.

However, alchemist have poor will saves and Dex mutagen exacerbates this problem as it penalizes Wisdom. Traits and/or resist cloaks are needed to shore up this weakness.


Halfling rogue-paladin multiclass with the Fey Foundling & Greater Mercy + racial favored-class-bonus thing going. --You're sneaky, and can churn more hitpoints daily than two barbarians.


Ranger or Slayer taking the Weapon & Shield style is very viable. Improved Shield Bash at level 2, Shield Master at 6, both skipping prerequisites. Medium armour and shield is solid enough, and shield bash, combined with bull rush if you want, is totally viable close quarters battlefield control. Add in Enlarge Person for reach, if you are so inclined, from UMD / a wand or from a party member, and it's not bad at all. You might even be able to swing Combat Patrol, although it gets feat intensive at that point.

Obviously, aim for a mithril breastplate and darkwood or mithril shields, to get that ACP down.

Alternatively, a Lore Warden fighter with a polearm and combat reflexes can be a solid frontliner, too. Add trip to taste and go to town.


How about a bolt ace gunslinger with crossbow mastery?

Hand crossbows can be fired with one hand, so you could grab a light shield for a nice chunk of AC that doesn't stop you from reloading. Add light armor, dex, and the gunslinger's scaling AC bonus, and you have some decent AC bonus. Their saves are decent enough- you only have to patch up will, and you are encouraged to get wisdom.

With the right feats, you can make it so that you don't draw AoOs at all from using your crossbow- either shooting it or reloading it. That means you can jump into the fray to shoot enemies directly in the face, or you could sit back and still get your damage at mid range.

Obviously, this doesn't give you direct bonuses to stealth... but you are a light armored character that needs a lot of dex. So you are likely fine.


If you are a Fighter that DOESN'T trade out Bravery (unfortunately this means no Lore Warden for you) or Weapon Training, and you have a feat to spare at 5th level, you can get Advanced Weapon Training (Armed Bravery), and suddenly your Will Save isn't so bad, and your Will Save against Fear is actually pretty good. Of course, you don't want to trade out Armor Training either, because it helps alleviate Armor Check Penalties, and at 7th level, you'll just be getting your 2nd rank of it. Of course, Fighter also gives you plenty of Bonus Combat Feats to be able to afford other feats to improve your stealth -- for instance, at level 10(*), you could take Advanced Weapon Training (Fighter's Tactics) to fake being an Inquisitor for the purpose of benefiting from Teamwork Feats (such as Stealth Synergy) even if you couldn't convince the rest of the party to get them.

(*)You can take Advanced Weapon Training as a feat (including a Fighter Bonus Combat Feat) once for every 5 Fighter levels.

Another possibility is to build a tanky Bloodrager, Magus, Spiritualist, or Warpriest, and then use a trait to get Stealth in class, and then use magic to improve your Stealth. Of these options:

* Bloodrager has the best hit points, decent feat availability (although with some weird restrictions), and passable skills, but worst Will Save (although being in Bloodrage helps with this).
* Magus has the best spellcasting (except can't cast Silence) and skills (as long as you didn't go Eldritch Scion) and the 2nd best Will Save (and Myrmidarch even gets Weapon Training and Armor Training), but the worst Bonus Feat availability (partially compensated for by Magus Arcana, although most of these don't help with being stealthy), and starts with the worst armor (but has ways to mitigate that, both archetype-based and otherwise); also eventually counts partially (fully if Myrmidarch) as a Fighter for the purpose of feat prerequisites.
* Spiritualist ties for the best Will Save, has good spellcasting, and passable skills, but has the worst feat availability, armor, and weapon proficiency (unless you go Phantom Blade, which gives good weapon proficiency and okay armor proficiency).
* Warpriest ties for the best Will Save, feat availability, and armor availability and counts as a Fighter for feat prerequisites when choosing Bonus Combat Feats (and Molthuni Arsenal Chaplain even gets Weapon Training), and can cast Silence for Stealth, but has the worst skills.

The list formatting on the forums still seems to be broken -- had to fake it manually.


Race can be pretty helpful for stealth tank. A goblin gets +10 to stealth (race plus size plus dex). If you get stealth as a class skill, a goblin should be at least +16 to stealth at level 1. Will saves on full BAB are harder; most have it as bad save, and don’t really give a lot of other reason to boost it. One exception is Paladin, but goblins aren’t really optimal paladins so if you were going to go that way, probably Halfling would be better.

Outside Paladin, a lot of the 3/4 BAB classes can tank, stealth, and provide a good will save. Inquisitor and Warpriest are two pretty simple options. All of this is assuming you are looking toward a dex build.


Samurai X / unchained rogue 4.
dex to hit, to damage.
the best mithral armro you can wear .
great skills, full mount (boon companion..) , smite, debuffs...

learn 2 styles:
1. elven curved blade OR 2 kukri style.
2. ranged (bow)

your mount can help to tank.


Might I suggest an Aether/Earth Kineticist who takes "Conceal Spell"? Not only are you not encumbered with armor and weapons, but you have a regenerating temp HP pool, DR, and you can throw tons of earth and giant statues at people all sneaky-like.

With telekinetic finesse you can pick pockets and locks from across the room...


Vigilante actually can be full BAB, has a good will save (and an ‘ignore failed will save 3x/day for a bunch of rounds), some great stealth talents (including hide in plain sight), and so forth.


A Dex-based Slayer with Defensive Study and a custom-created exotic 2h finesse reach weapon (you could create something similar to a Flying Blade) is a pretty formidable tank. For feats, get Hellcat Stealth, Ledge Walker, and Fast Stealth. Get the Child of the Moon trait for a +1, +2, or +4 to stealth depending on the Moon cycles. Take Dangerously Curious so you can use Wands/Scrolls for Invisibility, Cat's Grace, Pass without Trace, etc.

Consider going Human for the 1/6 Slayer Talent FCB or Halfling for the 1/4 AC vs Studied Target.

Also, Slayers can make great use of poisons even without picking up the Poison Use talent. With Poison Use, it's a 0% chance of failure, but without it, it's only 5%. You can seriously debilitate your first target of an encounter with poisons.

My fav poisons:
Drow Poison
Burnt Othur Fumes
Deathblade
Blue Whinnis
Diplopic Serum
Dreaming Death
Night's-Eye Dust
Rainbow Scarab Shell

The only thing that sucks about a Slayer is the complete lack of a proper Will Save, so if you get Dominated you have a good chance of putting your whole party in the hospital. It's worth it to get Improved Iron Will if you know your DM likes to use Dominate, or if you're just facing a crapton of Vampires :P


Umm elven branched spear is finesse two-handed and has reach.


Ryze Kuja wrote:


My fav poisons:
Drow Poison
Burnt Othur Fumes
Deathblade
Blue Whinnis
Diplopic Serum
Dreaming Death
Night's-Eye Dust
Rainbow Scarab Shell

Is poison ever worth the investment? Low DCs and significant gold costs. By the time you can afford to throw away the 100ish GP each does costs the save is a joke. Right?


Meirril wrote:
Ryze Kuja wrote:


My fav poisons:
Drow Poison
Burnt Othur Fumes
Deathblade
Blue Whinnis
Diplopic Serum
Dreaming Death
Night's-Eye Dust
Rainbow Scarab Shell

Is poison ever worth the investment? Low DCs and significant gold costs. By the time you can afford to throw away the 100ish GP each does costs the save is a joke. Right?

There's some poisons with 20+ DC's :)


I was thinking in terms of a Snakebite Striker Brawler/Bounty Hunter Slayer/Ninja. All 3 have a lot of Skill Points to be sneaky with.

I was thinking a Half Orc with Smog Sight, Shaman's Apprentice, and Sacred Tatoos.

I like to have multiple ways to lock in the Sneak Attack Damage:

You take Improved Feint and Snake Feint.
You take Greater Dirty Trick and the Dirty Trick Bounty Hunter Class Ability.
You take Ninja Vanishing Trick.
You take Smog Sight, Improved Blindfight, and acquire and Eversmoking Bottle.

Both Improved Feint and Improved Dirty Trick require Combat Expertise. If you take Die Hard and Stalwart, you can turn the AC bonus from CE into Damage Reduction n/-

The Eversmoking Bottle will give you Total Concealment: 50% Miss Chance. You can fight with a Shield, and you were planning to make your Dex high. Your AC should be respectable, and you can give yourself DR 5/-. You will have layers of defense against being hit.

Reviewing the Saving throws, your Will Save will be comparable as if you had single-classed in one of those classes, but your Fort and reflex saves will be quite high Sacred Tattoo will give you a +1 on all your saves. There is a character trait that gives you a +1 on Will Saves: Indomitable Faith. You could dip a level in Arcanist and give yourself a +2 on Will Saves, the ability to use Sorcerer/Wizard Wands, and an Arcane Exploit like Dimensional Slide that will give you more ability to Flank and lock in Sneak Attack Damage that way.


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This is a great conversation.


I like a lot of these ideas folks. I appreciate your responses. So far the Avenger Vigilante, and Sneaky Paladin archtypes seem like the best fit. (Though the paladin alignment a code might be aproblem in this AP.) However, I think some of them are losing focus on the goal, so I will try to restate it a bit more clearly.

1) A decently high will save is mandatory for this campaign (and this GM in general). I don't think there has been a single significant fight in this campaign without each of the PC's (especially the melee PC's) having to make at least 1 high DC will save or several moderate DC will saves. If he fails a save vs. Fear, he runs away and isn't tanking to protect the squishies. If he fails a save vs. Mind Control, he is likely to kill the squishies he is supposed to be protecting. So 'band-aiding' a horrible will save up to halfway decent is not good enough. It needs to be an actually good will save.

2) Tank - Anvil not Hammer. His DPR only needs to be good enough that people can't just ignore him and walk by to kill the squishies. So sneak attacks and flanking bonus are not a priority. (Not a bad bonus to have but it isn't the focus.) We have several glass cannons that do a pretty fair amount of damage. But they need someone to hide behind when they start to take a few solid hits.

3) Tank means taking the hits for the rest of the group. High AC, high hit points, the other saves, SR, energy resistance, evasion, self healing, etc... Things which allow him to take the spells or strikes and keep standing in the way. Our point man has often been taking hits from a couple of large-huge creatures or getting hit with several spells right at the start of the fight.

4) Sneaky for a tank, not necessarily incredibly super stealthy. He isn't the group scout. He just needs to be sneaky enough that at something like 20'-30' behind the scout, his clanging won't wake up the whole castle. Which is the norm for most tank builds.

As an example, a couple levels ago our point guy was a bloodrager with high hit points. He took iron will, VMC oracle with the shattered mind curse, and the courageous trait. So he did have an excellent will save vs. Fear and Mind Control effect. However, his dex save and AC were pretty low. Yes he had high hit point, but nearly everything always hit him. And he usually took full damage to the energy spells as well. So his will save was good enough, but he really wasn't good enough at taking the spells and hits to function well enough as a tank.


Really feels like nobody took the idea of a monk seriously. Here is a monk build I did for a tanking thread a while back. Of course you don't have to follow that build but it shows just how powerful of a tank a monk can be. The old style monk is a much better defender than it is at dealing damage. Combine that with spell like abilities and unlimited Ki and it becomes something other than the flailing miss machine we use to associate monks with before Unchained became a thing.

Just change Swim to Stealth and the build is set.


Meirril wrote:

Really feels like nobody took the idea of a monk seriously. Here is a monk build I did for a tanking thread a while back. Of course you don't have to follow that build but it shows just how powerful of a tank a monk can be. The old style monk is a much better defender than it is at dealing damage. Combine that with spell like abilities and unlimited Ki and it becomes something other than the flailing miss machine we use to associate monks with before Unchained became a thing.

Just change Swim to Stealth and the build is set.

Hmm... Guess maybe I will have to play around with it in some fake combats. I've never seen a monk be at all tank-ish. They've always been rather fragile.


Sounds like you want an inquisitor. Weapon and shield, travel domain maybe, mithril breastplate, use judgement to shore up whatever you need to.


Revolving Door Alternate wrote:
Tank - Anvil not Hammer... Tank means taking the hits for the rest of the group.

I like defense in layers:

Miss chance. Take 3 (or more) levels in Bard with the Flame Dancer Archetype. That gives you a Bardic Song that will give the whole party to see through Fire and Smoke. Than make Smoke: Obscuring Mist, Pyrotechnics, Smokesticks, Horn of Fog, and my favorite, the Eversmoking Bottle. All your opponents will be Blinded, but you will empower your allies to see. Blinded means the whole party enjoys Total Concealment: 50% Miss Chance, and your targets get no Dex Mods to AC, and that means you all get your Sneak Attack Damage.

High AC for a Stealthy Character says Mithril Agile Breastplate to me. Since increases plusses on the same item increase geometrically, it's best to spread out the plusses from as many sources as possible: high Dex, Enchant your Armor, carry a magic shield, maybe a Quickdraw or Throwing Shield so you can get rid of it if you need 2 hands quickly. Amulet of Natural Armor, Ring of Protection. Combat Expertise is highly underrated. I often find a martial character as Attack Bonus to Spare.

DR: The Stalwart Feat lets you turn your AC bonus from Combat Expertise into DR/-. You need Endurance and Diehard, so I like the idea of being a Half Orc with the Shaman's Apprentice Alternate Racial Trait, which gives you Endurance.

Fast Healing (sort of). Take one or more levels in Fighter with the Eldritch Guardian Archetype. That gives you a Familiar. A Level 5 Protector Familiar protects you with Shield Other. Cast Infernal Healing on your Familiar to keep it alive. There are other ways to get a Familiar.

You'll make a T-34 look like a crystal wine goblet!

Silver Crusade

I'll also mention that the Half-Orc Bloodrager in my Strange Aeons party has a good will save. He has the Pariah alternate racial trait (+2 racial bonus vs emotion and fear), the Courageous trait (+2 trait bonus vs fear), and took Iron Will early. All this saved his life when the Revenant came for him (he just barely survived).


Barbarian , DR archetype.
1 level dip into shadow dancer and a trait that allow stealth to be used while you rage.

high DR, high mobility, decent saves, super HP, good offence.

no armor = no ACP = great stealth. (why wear armor with DR that high).
add stalwart tree and you are golden.


One other idea since damage doesn't have to be this guys strength. Take a kinetic knight (kineticist), they're expected to wear heavy armor with a shield. Add the telekinetic invisibility wild talent, it explicitly covers sound too and can be used at will. Aether element first required for that BTW. With elemental whispers (hedgehog) giving +2 to will saves and the resolve ability giving them a will save reroll 3/day they're not too bad at those.

For the second element which you get at level 7 you might go with air for a lightning sword or whip, or aether again for another wild talent and an actual force sword. Jedi imagery tends to be popular IME. With air or another element your character level 4 talent might be telekinetic haul, with aether you might get kinetic healing and kinetic restoration perhaps, or kinetic healer and angelic protection. Taking telekinetic haul and touchsight would also be an option.

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