Korak
First Post
Darklone said:Look in the update sheets for 3.5, it's +2 while fighting defensively.
Korak: These shield monster tanks (not the towershield build) are as dangerous as any TWF fighter. If you don't attack them but the "weak" buddy next to them, you'll eat full attack actions by a fighter type. Not as dangerous perhaps as a twohanded weapon barbarian, but I've seen some shield bashing paladins with TWF and Divine Might who made their opponent wish they would have stayed on the defensive...
Another example is the dwarven ftr4/rog3 with the same build. A 5ft step later after his opponent does not attack him, he's in flanking position. Yihaa.
The builds referenced in this thread are not using the shields as weapons (not optimally anyway). They are all talking about shield and armor spec feats to raise ac, and ways to raise ac by taking attack penalties. Stacking all those things together = pathetic offensive output that is easy to ignore. Furthermore, your situation is a bit oversimplified. If the fight is in a relatively enclosed space and the party casters are appropriately trained in combat maneuvers (they know where to stand), then you can minimize the weaknesses of the slow movement, low to moderate offense, high ac tank. If however, the fight is outdoors, or involving opponents with high movement/tumble, or good reach, they can eat the casters while staying out of the full attack range of the 20' move tank (or even the move and attack range if terrain is rough enough - and no charges from the tank because of intervening PCs or difficult terrain).
Even so, I like the sword and board guy built as a two weapon fighter. I prefer him with a mithril bp or mithril chain shirt to keep movement high, as positioning is vital. This makes more sense anyway as you'll need a high dexterity for the two weapon fighting feats. Mix in some rog4 for sneak attack and uncanny dodge to keep your dex ac when flat footed, or some Bbn2 for fast movement and UD, or both if you feel like giving up the feats. The higher damage output afforded by two weapon fighting over a single weapon is vital in giving the DM a reason to fight the tank instead of passing him by.
My guy, for example is Hum Rng6. It is far from optimal, but I wanted to try one, and the skills are needed by the party.
H: EWP(bastard sword)
1: WF(bastard sword)
R1: Track
R2: Two Weapon Fighting
3: Improved Shield Bash
R3: Endurace
6: Shield Charge
R6: Improved Two Weapon Fighting
When I can afford a sunblade, I am going to use it as my offhand weapon and switch to a heavy spiked shield from a light spiked shield to increase AC and damage. This build gives me decent ac, but if I were to optomize it, I might do something like this:
Human Ftr6
H: Two Weapon Fighting
1: Improved Shield Bash
F1: Dodge
F2: Mobility
3: Combat Expertise
F4: Shield Charge
6: Improved Two Weapon Fighting
F6: Shield Slam
Heavy Spiked Shield is primary weapon, short sword (or kukri, or light pick) is offhand weapon. Future feats are spring attack, elusive target, weapon focus. Another fun synergy is the combination of shield charge with ride-by attack. That would only be useful in primarily outdoor campaigns, but still fun to consider. Food for thought, though I think very little of this applies to the original poster's question... sorry.