
satio of the Steel Fang |
My fellow player wants to for got is normal Bardic party face style character he often plays and wants to try his hand at being a Tank type character. And the GM as asked me to help him with his build.
We be starting. At level 3 Human only 15 point buy
I know how I'd build it but would like a few suggestions on Class and feats to see if there anything i didn't think of.
Path of war is allowed
My thoughts where Fighter or Paladin or maybe warder from Pow.
I'm a fan of the mobile bulwark line but not user if my friend wants to wait till he can afford a towershield
We don't have gold to start but we can start with any item that cost 10GP or less

Claxon |

I want to clarify something. Tanking in Pathfinder doesn't really exist. There are a couple (literally like 2) of feats that will do it IIRC, but I think they're Halfling only. The reason I say this is because "tanking" is general seen as being durable and getting the enemy to focus on you.
Pathfinder doesn't have any direct mechanism to make the enemy focus on you, other than being perceived as too big a threat to ignore.
So I think you need to clarify exactly what the player expects their character to do.
Being durable is great, but it is worth noting that if you're too defensive your damage output can be minimal making the character one that will be ignored by intelligent enemies.
Personally, I do think Paladin's make great defensive characters because of their ability to self heal. Smite will let them deal great damage against evil enemies. And they can always wield a two-handed weapon with power attack so that their damage is always relevant with minimal investment.

John Mechalas |

Agree with Claxon that tanking in PF is difficult. And also with the choice of Paladin: when it comes to durability, they are S-tier.
You might consider nudging your player to an area control defender instead of a pure tank. A reach weapon with trip + the Combat Patrol feat (read the feat carefully and make sure you understand it) is shockingly effective, especially if the party wizard/sorcerer can hit them with Enlarge Person. Even if all you are accomplishing each round is slowing down your opponents' advance, the party is coming out ahead.

Anguish |
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I am playing an incredible tank character in our Tyrant's Grasp campaign.
Spheres, my friend. If you're not familiar, just Google "pathfinder spheres" and there's a wiki full of what you need.
My character is a prodigy (class), and the two key ingredients are the berserker and guardian spheres.
Berserker gives an ability similar to rage, which generates temporary hit points every round. There's your durability.
Guardian gives an ability called "challenge", which incentivizes but does not force enemies to attack her instead of her allies.
Go deeper into those two spheres and the survivability goes up while the incentives to focus on her do also.
If you take a gander and are interested, I'll try and offer some explanations and suggestions.

PossibleCabbage |
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Yeah, the best form of tanking is probably to control an incredible amount of space with reach games, and to punish people for going where they aren't welcome.
Like an aberrant bloodrager with a reach weapon who gets enlarged and casts long-arm has about as much reach as you likely will want, and you get combat reflexes from a a bloodline feat, so you just get to invest on making those hits count.

doc chaos |

I am playing an incredible tank character in our Tyrant's Grasp campaign.
Spheres, my friend. If you're not familiar, just Google "pathfinder spheres" and there's a wiki full of what you need.
My character is a prodigy (class), and the two key ingredients are the berserker and guardian spheres.
Berserker gives an ability similar to rage, which generates temporary hit points every round. There's your durability.
Guardian gives an ability called "challenge", which incentivizes but does not force enemies to attack her instead of her allies.
Go deeper into those two spheres and the survivability goes up while the incentives to focus on her do also.
If you take a gander and are interested, I'll try and offer some explanations and suggestions.
That's right! Spheres of Might has a class called Sentinel that can give itself temporary hp, as well as a type of aggro. They have mobility being able to patrol an area. One of my favorite classes.

Joynt Jezebel |

Agree with Claxon that tanking in PF is difficult. And also with the choice of Paladin: when it comes to durability, they are S-tier.
You might consider nudging your player to an area control defender instead of a pure tank. A reach weapon with trip + the Combat Patrol feat (read the feat carefully and make sure you understand it) is shockingly effective, especially if the party wizard/sorcerer can hit them with Enlarge Person. Even if all you are accomplishing each round is slowing down your opponents' advance, the party is coming out ahead.
I am not disagreeing with this as a way to build an effective character at all. I usually play full casters so am the wrong person to do so.
I want to point out some of the pitfalls of helping someone with their character I know all about from experience. First, does the player you have been asked to help know that he has "no idea" how to build and play a "tank"?
First, make sure you know what the player means by "tank". The proper meaning is discussed on the thread, but a lot of less experienced players mean something like someone with a high AC that hits things.
On having "no idea" does the player know he has no idea? If yes, that is better but you may still have trouble with how much they want you to take over creating their character and telling them how to play it.
If the answer is no you are in for trouble. I suggest trying to get out of helping them.
The build suggested by John Mechalas sounds very effective. But is it what the player wants to play? Do they know it will not be able to do what it is intended to do for many levels? Does the player know how to play the character when they finally reach that time?

Bjørn Røyrvik |
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MMO style tanking, as others have mentioned, doesn't really exist in D&D. You tank by having a high AC and lots of hit points and getting into the thick of melee and keeping people occupied by being a big enough threat that they cannot afford to ignore you. MMO-style taunting is difficult/impossible.
If the DM is kind the player might be allowed to use a house ruled variant of the Call Out combat feat that we use. Instead of challenging a target to a duel, the target considers you a big enough threat they focus on you for the duration. Since it's fear based it doesn't work on everyone but with a decent Intimidate score it will allow the tank to taunt a number of things.

Azothath |
basically there are two styles; dodgy tank and armored tank. The first relies on AC boosts from various types of bonuses and class bonuses. The second is more about armor and shields.
Personally a competent fighter type is good with a big reach weapon, big weapon, and 1hnd weapon with shield (higher AC) option. Unfortunately the specificity of feats and weapon costs makes you focus on one weapon.
Weapon -
> Bastard sword gives you options (1hnd/2hnd) but not the highest damage weapon. Enlarge person and Long arm add reach. So it is a good choice for flexibility (2hnd, 1hnd (sword & quickdraw shield, TWF, fight defensively).
> Greatsword is the standard "big" damage weapon.
start with a cold iron weapon above, morningstar, or your choice. Masterwork transformation spell can fix it later. Get two obsidian daggers (cheap). Use fight defensively rather than a shield or have the caster put shield spell on you. After your first adventure invest in kikko armor. Next war horse (ranks in Ride skill).
Class -
> Fighter is solid with weapon training and weapon groups.
> Paladin has multiple ability scores(MAD) but the bonuses are there. human and 15 pts will make it tough.
> Paladin/Oracle takes advantage of MAD do grant spellcasting and some bonuses from Oracle (Battle). see Paladin.
> others above.
PF1 Class Guides on ZG
Items that can save you
Abilities -
personally I go for a more generalist distribution with higher total bonuses than a focused array with one high score, so 15pts=[14,14,14,10,10,10] then with +2 to Str. MAD 15pts=[14,14,12,10,11,12 or ...11,12,10 opening CmbtExp with circlet of Int & Clr1 or CHA12 for Orcl]. With [... 13,10,10] you open Wiz1, Ftr X which grants basic arcane spellcasting and wand use for buffing along with acting in surprise round for diviners along with extra skill points. The last is especially good if there's no arcane caster in your group.
Traits -
as you are at basics, +1 Rflx & +1 Will as trait bonuses to saves will be hard to beat.

John Mechalas |

First, make sure you know what the player means by "tank". The proper meaning is discussed on the thread, but a lot of less experienced players mean something like someone with a high AC that hits things.
Hard agree. We are assuming your player is working from the same definition of "tank" that we are using here. If it's not what they mean, then we need to know what goal they have in mind. If they just want "high AC and hit things", then that's a completely different build (and there are several different ways to do that).
The rest of this assumes a reach build is something they want to play. And for sure make sure they understand that this build sometimes means "standing still, taking up space".
Could I get a sample of a level 3 Bravo paladin who uses bladed brush with comat patrol / Trip emphasis ?
I assume by "Bravo" you mean "Virtuous Bravo", and that wouldn't make sense for a two-handed polearm fighter with reach. All the bonuses there are for light, one-handed weapons, and...
...if using a polearm it depends on bladed brush, which I would skip entirely. It's another feat, costs you a move action to swap between reach and close-in, and is built around the glaive which is a bad weapon choice. If you want to threaten the squares adjacent to you, use armor spikes. They don't require your hands to be free. (While you could do a spiked gauntlet, the damage is lower, and it could be argued that you lose AoO's with your polearm if you use a gauntlet to attack. See this FAQ on releasing and re-grabbing a polearm. Ask your GM how they would interpret this.)
You can't get Combat Patrol until your BAB is +5 so L5 is the min for a melee build with a full BAB progression. It's also rather feat intensive (combat reflexes and mobility are prereqs, and mobility also requires dodge).
With a 15pt buy array of (14,13,10,10,10,14) with +2 to Cha you get your min qualifying Dex of 13 for Dodge, and +3 to saves via Divine Grace. If you want an extra AoO then dump Int with (14,14,10,8,10,14) again with +2 to Cha.
Feats are: (L1) Dodge+Combat Reflexes, (L3) Mobility, (L5) Combat Patrol
For weapons, either a horsechopper (d10 dmg, 20/x3, reach, trip), a hooked lance (not actually a lance, d8 dmg, 20/x4, reach, trip) or a guisarme (2d4 dmg, 20/x3, reach, trip).
Use the hooked lance if you're crit fishing, the horsechopper if you like higher but swingy base damage, and the guisarme if you just want to be consistent. Eventually, you'll want to take it to +1 and add the fortuitous property to get an extra AoO.
You'll want to keep your armor light (suggest a chain shirt or studded leather) so you don't lose movement. At 4th or 5th level, you'll get boots of striding and springing, and graduate to chainmail or a breastplate.
Then add armor spikes to your armor.
This is just a quick-and-dirty basic build with no archetypes. Someone else might be able to do better.

Mysterious Stranger |

I would go with a standard STR based paladin for this. If this type of character is something the player has never done keep the build simple and functional from the start. Don’t use a complicated build that does not come online until high level. The bladed brush tripping paladin does not really come online until around 9th level.
Also keep in mind that the 15-point buy is going to make a lot of builds out of reach. As a paladin you want to boost your main combat stat as high as you can, you also need a good CHA. All characters need at least some CON. You cannot dump STR, or your damage is garbage and encumbrance becomes an issue. Dumping INT on a low skill character means you have almost no skills. Dumping WIS lowers your will save and perception rolls.
I would recommend a STR based paladin with power attack, shield focus, and shield brace. Use a polearm with reach. Antagonize was recommended and would allow some tanking. Many GM’s hate the feat and may ban it so check with you GM about it.

Claxon |

Many GM’s hate the feat and may ban it so check with you GM about it.
Yeah, I'm not personally a fan of the feat but I don't actually ban it. But I have told players in the past that if they pick up the feat, they can expect to see enemies with it. Players tend to really not like having decisions like who to attack made for them, so they usually opt not to take the feat out of the realization that the thing they're doing to me (as the GM) is a thing they also don't like.

Claxon |

Coming back to this thread, I did have the thought that in a 15pt buy campaign it might be somewhat hard to make a successful Paladin.
The 2 handed weapon using paladin I'm imagining needs Strength, doesn't need dex, but doesn't want to tank it either. Needs con. Doesn't need int, but could feel limiting with basically no skills. I won't say needs wisdom, but doesn't want to tank it either. And needs charisma for abilities.
Conversely, the fighter needs strength and con, has the same issues with dex and int. Arguably needs more wisdom than the paladin, but only for saves, and can relatively safely drop cha.
I feel like the paladin might be harder to feel good with than the fighter due to the point buy.

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So, if he was able to play a dwarf - Stone Lord Paladin is the way to go.
My stonelord paladin was the most defense-oriented PC I ever played in PFS, though I did struggle a bit with keeping up his damage output (mostly because they lose smite).
For a non-dwarf, take a look at the stalwart defender prestige class. However, the earliest you could take start in that class would be 8th level. (In contrast, The stonelord gains the stalwart defender's defensive stance ability at 4th level, but is restricted to dwarves.)

Mysterious Stranger |

On a 15 point buy you could get a 16 STR (after racial), 13 DEX, 12 CON 10 INT, 10 WIS, 14 CHA. As a human paladin he gets 3 feats. Take Shield Focus, Shield Brace and Power Attack. For equipment he gets full plate, a darkwood heavy shield and a masterwork Guisarme. The 13 DEX allows him to pick up combat reflexes to gain an extra AoO. This also gives him 3 skill points per level and can take his favored class bonus to bump that to 4.
The 12 CON is not as bad as it seems because as a paladin he can heal as a swift action in combat. Divine Grace means his Fort save is still higher than normal.
The 16 STR may seem a little low, but keep in mind the rest of the party is also going to be on the same point buy. It can also be boosted with magic. Bulls Strength is on the Paladin’s spell list.

Azothath |
basically...
Class -
> Fighter is solid with weapon training and weapon groups.
> Paladin has multiple ability scores(MAD) but the bonuses are there. human and 15 pts will make it tough.
> Paladin/Oracle takes advantage of MAD do grant spellcasting and some bonuses from Oracle (Battle). see Paladin.
> others above.PF1 Class Guides on ZG
Items that can save youAbilities -
personally I go for a more generalist distribution with higher total bonuses than a focused array with one high score, so 15pts=[14,14,14,10,10,10] then with +2 to Str. MAD 15pts=[14,14,12,10,11,12 or ...11,12,10 opening CmbtExp with circlet of Int & Clr1 or CHA12 for Orcl]. With [... 13,10,10] you open Wiz1, Ftr X which grants basic arcane spellcasting and wand use for buffing along with acting in surprise round for diviners along with extra skill points. The last is especially good if there's no arcane caster in your group. ...
with Race: human only, Abilities 15pt, 3rd level with no gold (WBL is 3000gp), that's a gritty low magic campaign. Keep it simple and don't overthink it. A Fighter 3, Barbarian 3, Brawler 3, Wiz-Diviner 1/Monk-Flowing 2, Wiz-Diviner 1/Fighter 2, Skald/Bard 1/Paladin 2, Orcl-War 1/Pal 2, are all good choices for a player that does bards. They can all go "tankish" based on feats and choices.
Get two tonfas as defense weapons.
Tom Sampson |
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I'll have to caution you that in PF "tanking" is not really a role as there are no good ways in PF to really force your enemies to attack you. High AC and low damage means that monsters ignore you as obviously a bad target unless the GM is being unusually accommodating. Typically what you just do as a martial to keep your allies safe is stand or move in front of them and use a large threatened area with AoOs to try to keep enemies from being able to move past you, typically with Trip or Stand Still maneuvers. In 1st-party Pathfinder, "taunting" foes is only really feasible with the Antagonize feat or magic like the Suggestion spell.
With that said, there is actually a Path of War class for this, specifically the Warder, as the Iron Tortoise and Eternal Guardian disciplines in particular seem quite suited for this playstyle. Iron Tortoise actually does possess some maneuvers that are designed to cause enemies to attack you (enraging strike and taunting turtle) but you will want the Discipline Focus feat to make those DCs work, and the Armiger's Mark class feature also lets you taunt enemies rather effectively. The Shield Brace feat also works for two-handing weapons with a shield. Also, Golden Lion maneuvers that give morale bonuses are much stronger with the Community-Minded trait, turning their 1 round durations into 3 round durations.
If you select 16 str - 12 dex - 12 con - 14 int - 10 wis - 7 cha as your point buy and play a Dual Talent Human, you can obtain a +2 to both Strength and Intelligence (18 str and 16 int total, or you could switch those scores around for 16 str and 18 int if you prefer all the benefits a Warder gets from his int, such as raising the saving throw DCs of taunting abilities among other things) and you should put your favored class bonus towards extra armiger's mark uses. I also very strongly recommend retraining hit points whenever possible to maximize your hit dice ("Unless stated otherwise, retraining costs gp equal to 10 × your level × the number of days required to retrain." and retraining hit points takes 3 days per hit point - if you have no master, the price does not go up but the actual time spent training is doubled) seeing as this character is made to get attacked and you have a d12 hit die. Maximizing hit points is very much worth it, if not necessary, for a character who intends to get attacked a lot.
For non-Path of War solutions, a reach cleric with the Growth subdomain and the Combat Reflexes and Stand Still or Improved Trip (Dirty Fighting is a valid substitute for Combat Expertise if you prefer) feats and likely a race that gets extra domain power uses as their favored class bonus (Dwarf, Half-Elf (using the Elf favored class bonus), or Half-Orc really) would also work.

Melkiador |
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Another option is heal tanking. It’s maybe the most effective way to fulfill the tank role in Pathfinder, but it also thematically doesn’t feel like what you imagine a tank to be. Basically, you use something like the life oracle to make attacking anyone else in your party meaningless. Dumb enemies will attack whoever is closest and smart enemies will want to kill the “healer”. Your own survival will be up to your shield, medium armor and own healing.

Tom Sampson |
Come to think of it, the benefits of Community-Minded should also apply to the warder's Aegis class feature, causing the morale bonuses to last 2 rounds from the moment they leave the AoE radius of the Warder. That actually allows him to walk past his party members to temporarily buff them. I suppose that trait should be regarded as a must-have, then.

Anguish |

I'll have to caution you that in PF "tanking" is not really a role as there are no good ways in PF to really force your enemies to attack you.
I'm just going to repeat my mention that the Guardian sphere in Spheres of Might really, really elegantly handles this.
Basically, you challenge your foe(s) and they get bonuses to attack you and penalties attacking your allies. You also get a "delayed damage pool" that helps you survive being the focus of the baddies' ire.
It's much more DM-friendly.