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Only one thing board and shield Fighter does not do well, and that is big damage after midgame. And Twohanded fighter is less tanky, but does more damage.
But note what matters for Fighter tankiness comes mostly from items, and like 8-18% from feats (Armor Focus, Shield Focus, Greater Shield Focus, Dodge). His accuracy and damage comes from picking one weapon and sticking with it (for Greater Weapon Focus, Greater Weapon Specialization, Weapon Training+Gloves of Dueling). Longsword is probably best pick.
Fighter really benefits a lot from blacksmith and weaponsmith (+3 Heavy Shield in chapter 3 is great, you should ask for shield if you do not get it as first randomized item) and their masterpieces. So you idealy you should not set Kingdom managment to Auto.
Here is Fighter with no dips, it would be possible to get 78 AC on lvl 20 with this Fighter.
https://steamcommunity.com/sharedfiles/filedetails/?id=3093216493
I didn't even dip Valerie into the usual monk etc stuff. I did build Octavia as an Arcane Trickster tho.
Otherwise, just play on a lower difficulty - customize it as needed. And/or use the Bag of Tricks mod to further adjust how difficult the game is, as it has tons of options.
Crane feats do work with 2-handed weapons which make it plenty tanky, and you can still do those without the Monk dip by just taking Improved Unarmed Strike (IUS) as a feat, in addition to Dodge, to get to Crane Style. (If you’re Slayer Deliverer, you could also get IUS for free by picking Irori as your deity).
Many spells to enhance its melee capabilities can be done by others, including normally “personal” spells like Shield, False Life, or Echolocation, thanks to Alchemist’s Infusion ability.
By not multiclassing, you will benefit from accessing good class features earlier, which is cool.
I don’t know your brother, but it seems like he’s given you some pretty bad advice. I’ve been playing Pathfinder 1e (the system this game is based on) and D&D 3.5 (the system PF1 is essentially a successor to) for… damn, creeping up on 15 years, now, and one of the worst things you can do as a new player is a lot of multiclassing. And I say this as somebody who does a lot of multiclassing.
Multiclassing is tricky to get right. It requires a lot of familiarity with the system to get a feel for how to balance what you’d sacrifice by switching away from your old class against what you’d gain in a new class, and how many levels, and at what levels, you should switch for/at. And the thing is, most high tier multiclass builds aren’t stronger than single classed ones—you mostly multiclass to enable you to do different things, or the same things under different circumstances, or just to make a character or build concept that no single class really fills effectively.
In general, the best thing to do when trying to get into PF1 is to avoid multiclassing. The system is complicated enough without throwing in even more complications in a new player’s build.
Calculations to hit are:
random number from 1-20(=d20) + attacker's AB - target's AC = if number is 0 or higher you will hit.
So AC-AB=X, X*5= miss chance in percetange.
That is average 15*5= 75% chance to miss early game.
As you level up, get better weapons, take some feats, increase STR/DEX your AB will raise by very much, while AC of enemies will be raised by very little. By level 7 you will hit way more often even on singleclass without need to multiclass.
Thing is that if your brother was DM for DnD 3E or 3.5E then in those editions multiclassing is way much stronger than singleclass. Especialy with high number of prestiges.
Also abilities for few seconds in tabletop from many multiclassing, will be stronger in tabletop that has few big fights, and passage of time spent in fights will be cca minute, while here you will be running around and fighting many fights for dozen of minutes, where your short lasting buffs will not last, and if you do not use them you will be weaker than singleclass.
Another thing different compared to tabletop is that in tabletop you get few magical items, while in videogame you get a lot of powerful magical items at lvl 10, you would only get at lvl 20 in tabletop. These items replace a lot of buffing as they give same buffs as buffs spells.
So you do not need to do it.
But the game balance is not always very good, and the early game is mechanically "harder" as you have few buffs