Captain America
Steve Rogers was a nobody WW2 soldier who became Captain America after being injected with the famous Super Soldier Serum. To date, he is one of the few successful recipients of the famous serum. Many more attempts have been made since, mostly disasters.
After becoming Cap, Rogers became an outlet for the governments war bond effort. He appeared in films and other war propaganda to help the cause. Interestingly, this is a bit of art imitating life. The initial Captain America comics were made during the real World War 2. They even featured the stars and stripes adorned hero literally punching Hitler.
In recent years, Captain America is known for his presence in the MCU. This has caused his popularity to surge – including with me. I didn't really care about the hero in the past. However, seeing the shield-throwing master in action really piqued my interest.
From there, the idea of playing a defensive, grappling, shield-bashing and throwing field marshal seemed like a fun build to try in Pathfinder. It is a unique take on the fighter, focusing on control and support over damage without the traditional tank playstyle.
In fact, it was this build – along with a hammer toting dragon rage Thor style barbarian – that really got this site started. I was so interested in seeing how those characters would play, and I discovered that others wanted to see for themselves. Thus, Pop Culture Pathfinder was born.
But, even considering all that, how does he play in Pathfinder?
Keys to the Character
The First Super Soldier
Enhanced by the Super Soldier Serum, Captain America has strength, speed and durability that far exceeds regular humans.
Block Party
Beyond its use for protection, Captain America’s vibranium shield defies natural physics by bouncing off walls, people and anything else to return to him every time.
I Can Do This All Day
It was Steve Roger’s heart and tenacity that made him the perfect selection for the super soldier serum. He never gives up the fight.
Uncle Sam Needs Steve
Rogers rallies the troops around the tenants of justice, liberty and freedom. In fact, the government initially used him in that capacity – inspiring others to support the war through bonds.
This is the second version of a Captain America build on the site. The first was a bit more focused on the Marshal Dedication, deliberately attempting to take those feats early to fill the role of field leader more clearly.
No offense to that build, but people want Cap to block things with shields, hit things with shields and throw shields at things. And so this V2 version was built – more shields, less feels. The Marshal Dedication is still there, starting at level 10, but the early levels are about blocking. The result is among the Pathfinder 2e best fighter builds, from a flavor perspective. Let's go cap!
In a party, Cap primarily fills the roles of Tank and Bruiser. By utilizing many feats that enhance his shield usage, he gains a lot of versatility with how he can block attacks – and who he can block them for. His shield also contributes to his battlefield control, as he utilizes the shove trait to push back and chase after the targets of his shield bashes.
This is made possible with the rules as written by an item introduced in The Grand Bazaar - Shield Augmentation. By applying to Captain America's shield, he can add runes that affect his bash, as well as weapon traits (specifically thrown 10 ft. and shove).
When he’s up close, Rogers focuses on grapples and shield bashes to further render targets ineffective and set up easier strikes for his allies. Despite this focus on control, his high strength and proficiency keeps him dishing out damage while doing so.
Finally, the build splashes into the Marshal Dedication to represent Captain America’s role as a propaganda symbol – inspiring his fellows to push themselves to greater heights.
As well, Cap can be an asset outside of battle, with his Legendary Diplomacy (and Master Intimidation) getting the party into places it may not have had access to.
Build OVERVIEW
Ancestry
Human – Versatile
The versatile human combo is one of the best in the game for starting a build out with a lot of flavor right from level 1. That can be important for builds like Cap's, which take two different dedications down the line. Having Natural Ambition to give an extra fighter feat early let's him capitalize on his own class before dipping into others.
The versatile heritage also gives an extra general feat that we use for Toughness, giving some extra health right from the start of the game, positioning Steve to be the team's heavy.
Background
Guard
This background works great for Cap’s military training and service. The Strength boost is key, to go along with a Constitution boost. Warfare Lore can come in handy in understanding the tactics of enemy forces.
Being trained in Intimidation is nice too. That's a skill he will eventually take to Master level, so getting a point in it early is great.
Class
Fighter
No other class better represents Captain America's depth and well-roundedness as a combatant and defender. He is a fighter, through and through.
One thing that fighter specifically does well is provide a great base class for other dedications. Weapon and Armor specializations continue to climb regardless of class feats, and features like Combat Flexibility give us access to a few fighter feats even if we spend every class feat on archetype choices.
That said, Fighter also is a class that has a ton of options to fit different playstyles – including a shield build. That's tought, because Cap would love to have a lot of those. There is definitely some FOMO and tough choices along the way. The biggest choice beign when to focus on feats that improve his shieldplay, and when to focus on other things, like damage or the Marshal line.
This build is a pretty robust collection of those elements. Early game is focused more on blocking, then mid-game is leading, and we end with bashing. All of it's fun.
Skills & General Feats
Steve's Super Soldier Serum shows its power through a legendary Athletics skill. This is Steve's climbing and jumping, sure, but it's also his grappling – somethign his teammates will want him to do to keep foes away from them.
Of course, Captain America also knows when not to fight. A legendary diplomacy skill ensures that he can talk his way out of tense situations when the need occurs, rather than bash his way out.
Legendary: Athletics, Diplomacy
Master: Intimidation
Expert: Acrobatics
Attribute Increases
Equipment
Suggested Starting Equipment
Returning Sturdy Shield - Captain America needs his shield! For the returning (and any potency) runes, add Shield Augmentation: Thrown 10 ft., Shove
Gauntlet - To make sure the other hand can still make strikes
Mail Armor – A good mix of maneuverability and AC.
Key Spells
Changelog
2023-07-15
- Removed: Keeping Up Appearances, Reactive Shield, Quick Shield Block, Shield Warden, Rallying Charge, Overwhelming Blow, Back to Back
- Added: General Training, Everstand Stance, Bastion Dedication, Disarming Block, Drive Back, Everstand Strike, Coordinated Charge, Stance Savant, Guiding Finish
- Added Attributes