Help Build An Uber-Tank!

Inconsequenti-AL

Breaks Games
All this and not a whisper of an animated shield & 2 handed weapon build! I'm suprised.


For uncomplicated fun I'd go with that for a 20th level barbarian - they're tough and fun to play, without getting swamped in options.

Possibly trade in 8 of those levels to play a minotaur - those guys are tough as old boot nails and being a size large monster is just mean.

Possibly consider going for a spring attack/power attack build with a high ground speed - going to extend lifespan considerably against high CR encounters - don't stick around long enough to eat full attacks from the badguys. Use the AC for damage feat from CW (Shock trooper?) to really go for single smackdown hit and run attacks.

Although some GMs I've player with ruled you can't spring attack whilst raging, which is probably worth checking.

As a non-human:
Dodge, Mobility, Spring Attack, Power attack, Shock Trooper, Improved Critical: Falchion, +1 more (Track for the outdoors flavour?)

Access to true strike in some way probably wouldn't hurt. Some sort X/day Quickened True Strike item, perhaps?


Or another tank option is a single class paladin - with a 20th level mount. Yikes!
 

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Inconsequenti-AL

Breaks Games
Here we go:

This schtik for this character is: tough, hard hitting, exceptionaly mobile and a skilled outdoorperson.

'Wriggles' the Minoutaur Barbarian 12
Str 34 (+12) (8 points + 8 Racial + 5 Advance + 6 item)
Dex 20 (+5) (6 points + 6 item)
Con 26 (+8) (6 points + 6 item + 4 racial)
Wis 12 (+1) (4 points)
Int 10 (0) (6 points - 4 racial)
Chr 8 (0) (2 points - 2 racial)

BAB/Grapple: +18/+34
Face/Reach: 10*10/10
Full Attack:
+5 Large Cold Iron keen falchion: +35/+30/+25/+20 2D6+23 Crit 15+. +3 hit/+4 damage with greater rage.

AC: 39 (10 -1 size + 5 natural + 5 dex + 9 armour + 7 shield + 4 ring)
AC: 37 with rage
Flat footed: 39
Touch: 18

Hit points: 8+5D8+12D12+144 (252 average + 54 with rage)

Speed
Land: 50 (30 race + 10 item + 10 class)
Fly: 60 (good)
+30 to either with haste

Initiative +5
Saves:
Fort 23 (2 racial +8 class + 8 stat +5 item)
Ref 19 (5 racial +4 class + 5 stat +5 item)
Will 15 (5 racial +4 class + 1 stat +5 item)
+4 vs traps, +3 Fort/Will with rage.

Skills
Spot 15 (9 ranks + 1 stat + 5 item)
Listen 11 (10 ranks + 1 stat)
Survival 22 (21 ranks + 1 stat)
Intimidate 9/22 (10 ranks depending on Chr(-1) or Str(+12)
Jump 27 (5 ranks - 3 armour + 12 strength + 5 item + 8 speed)
Climb 14 (5 ranks - 3 armour + 12 strength)
Swim 12 (6 ranks - 6 armour +12 strength)

Feats: Power Attack, Shock Trooper, Dodge, Mobility, Spring Attack, Track + 1 other.

Class Features: Fast Move, Illiterate, Greater Rage 4/day, Improved Uncanny Dodge, DR 2/-, Trap Sense +4.

Powers from items:
Teleport 3/day - Caster Level 9
Flight at will
Continual Freedom of Movement.
10 rounds of haste per day.
100% immunity to criticals/sneak attack

Items:
Amulet of Health (6) - 36000
Belt of Giant Strength (6) - 36000
Gloves of Dexterity (6) - 36000
Helm of teleportation - 73500
+5 large keen cold iron falchion - 74650
Wings of Flying with a +5 resistance bonus to saves - 91500
Mithral breastplate of speed +4 heavy fortified - 100500
+5 animated large shield - 49170
Boots of springing and striding - 5500
Ring of Freedom of Movement - 40000
Ring of Protection +4 - 32000
Bag of Holding (I) - 2500
Eyes of the eagle - 2500

Total Spent so far = 579820 GP
 


Sereg

First Post
In a word: Don't

The only way to make a viable tank type character is to *HEAVILY* abuse armor class. Does your DM allow Book of Exalted Deeds / Dragon Magazine?

Don't take my word for fighters (and tanking) sucking the big one in D&D however. Listen to what one of the main designers of the Complete Warrior (and indeed the entire game) has to say:

Andy Collins
Checkin' my e-mail
(1/22/04 9:31 am)
Reply Re: Attack vs. Defense
--------------------------------------------------------------------------------
High-level fighters simply can't survive without the assistance of the spellcasters in their group. Without displacement, stoneskin, and similar defensive effects, the fighters are simply eviscerated by high-BAB, high-Str monsters.

Now, its a fact that high-level fighters have no skills, no real options to move the plot forward outside of combat. They are TERRIBLE vs spellcasting/special ability heavy monsters. Add on their inability to tank squat (without being babysat by characters who don't suck), and you see why you don't want to play one in a high level game. Trust me, been there, done that, got the t-shirt with bloodstains. Save yourself some grief and play a Druid if you want to melee.


Sereg
 

Majere

First Post
Dwarf: Barbarian 1/ Figther 6/ Paladin (3)/Dwarven defender 10
Alignment LG (From CG)

32 Point Buy:
Str: 12 +6 =18 (20 in Stance)
Dex: 10 +6 =16
Con: 15 +6+4+5=30 (32 in Stance)
Int: 12 +1 =13
Wis: 12 =12
Cha: 16 +2 =18

Hp= 11d12+9d10+203 (+40 in stance)
For=17+10+1+4 =+32
Ref=6 +3 +1+4+2=+16
Wil=10+1 +1+4+2=+18

Speed: 30
Ac= 10+13(plate)+7(shield)+3(dex)+1(dodge)+1(ioun stone)+5(deflection)
= 40 (/20/36)
-> Get barkskin off the druid For another 5 ac
-> Can add upto 19 more Ac from expertise/defending/fighting defensively
-> +4 Ac in Stance
-> Thus with all the above, fighting defensively your AC is ... 63 (/39/NA)

DR 6/-
20% miss chance for attackers

Elemental resistances:
Fire 10
Cold 10

Immune to :
Critical Hits
Sneak attacks
Diseases
Fear
Gass Attacks
Asphyxiation
Spells under 8th level (50 Charges)

Attacks:
+30/+25/+20/+15
-> 2d4+7+d6(acid)+d6(electricity)[+2d6(holy, vs evil only)]
-> 19-20,x2

Abilities:
Detect Evil at will
Defensive Stance 5/Day (5' Step Per round, 14 rounds Per stance)
Trap Sense +2
Unconny Dodge (10th)

Shield 85k - +5, Aminated Energy Resistance (Fire,Cold)
Armor 111 - +5, Fortified (Heavy), Mithril plate
Weapon 201k- +5, Ghost Touch, Acidic,Shocking, Holy, Defending, Iron Spiked Chain

Tome of bodily health (+5) -137k
Belt of Giant Strength (+6) -36k
Amulet of health (+6) -36k
Glove of Dexterity (+6) -36k
Boots of striding and springing -5.5k
Cloak of Minor displacement -24k
Efficient Quiver -1.8k
Hand Haversack -2k
Ring of protection (+4) -32k
Ioun Stone (+1 ac) -5k
Ioun Stone (+2 Cha) -8k
Necklace of adaptation -9k
Stone of Good luck -20k

7k change

Feats:
Toughness (1)
Dodge (4)
Endurance (Ft1)
Weapon Focus (Ftr2)
Exotic Weapon proficiency (Ftr4)
Weapons Specialization (Ftr6)
Combat Expertise (8)
Enhanced criticals (12)
Iron will (16)
Lighning Reflexes (20)

-> The reach of the Chain should help offset The restrictions of the stance
-> Fairly simple to play really, Lots of immunities and damage reduction, though your attacks suck ass.
 

Darklone

Registered User
I do love barbarian/paladin multiclasses ;)

Wouldn't one level more paladin with access to some Divine Feats help more?
 
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Synchronicity

First Post
Try this guy on for size: (Racial paragon class is from Unearthed Arcana)

Dwarf male, CG

Dwarf Paragon 3/Barbarian 17 (32 pt buy)
Str 17+3 stat = 20: /w magic 26
Dex 12
Con 17+2 race +2 paragon +2 stat +5 book= 28: /w magic 34
Int 8
Wis 10
Cha 6
HP 10+2d10+17d12+260. If d10=5 and d12=6, then HP = 382. Not too bad for average rolling!
AC 41; touch 16, flat-footed 40. (10 base+13 armour+7 shield+1 dex+5 deflection+5 natural armour)
BAB +20/15/10/5

Saves
Fort +34 (13 base, 12 con, 5 resist, 4 sacred)
Ref +16 (6 base, 1 dex, 5 resist, 4 sacred)
Will +15 (6 base, 0 wis, 5 resist, 4 sacred)

Skills
Climb +22 (20 ranks, 8 str, -6 acp)
Jump +22 (20 ranks, 8 str, -6 acp)
Swim +19 (23 ranks, 8 str, -12 acp)

Feats
1st: Power Attack (PHB)
3rd: Roll With It (Savage Species; 2/- DR; stacks with all existing DR)
6th: Roll With It
9th: Roll With It
12th: Roll With It
15th: Roll With It
18th: Improved Toughness (Complete Warrior: +1 hp/ lvl you take feat and every level after; also retroactive)

Special
Dwarf Paragon:
Craft expertise (bonus equal to total lvl on craft checks related to stone or metal)
Improved darkvision (90 ft)
Improved stonecutting (double bonus to see traps, etc in stone to +4; spot such at 20ft range; intuit north underground at any time)
Save bonus (dwarf bonus vs poisons and magic increases to +3)

Barbarian:
Damage reduction 4/-
Fast movement
Greater rage
Illiterate
Improved uncanny dodge
Indomitable will
Rage 5/day
Tireless rage
Trap sense +5
Uncanny dodge


Stuff (757,500 out of 760,000 spent; can't be bothered spending the last 2,500.)
Helmet of perpetual protection from evil (1x1x2000x2 for perpetual = 4,000; ignore this item if you're not big on super-cheese)
+6 Con amulet (36,000)
+6 Str belt (36,000)
+5 Con book (137,500)
+5 Resistance cloak (25,000)
Cold iron greataxe +5, holy (100,000)
+5 heavy fortification adamantine full plate (115,000)
+5 animated heavy steel shield (64,000)
+4 soulfire empyreal bracers of armour (100,000)
Ring of Protection +5 (50,000)
Ring of Natural Armour +5 (50,000)
Boots of Freedom of Movement (40,000, as ring)*

*NB: Seems logical boots would have an affinity for freedom of movement

Thus, this dwarf has:
1) DR 14/- OR DR 17/- depending on whether you allow his armour to stack with his class-based DR;
2) Immunity to dath effects, death spells, energy drain, negative levels, undead stat drain, and al other negative energy attacks (soulfire armour property from BoED);
3) Immunity to critical hits and sneak attack (heavy fortification armour property from DMG);
4) Immunity to being grappled, held, slowed, or impeded (freedom of movement from PHB)
5) Immunity to having mind control exercised over him (protection from evil from PHB)
6) Cannot be touched by summoned creatures (protection from evil from PHB)
7) Transfers the AC bonus of his bracers to a sacred bonus to saves on his action every round (not even an action) due to empyreal armour property (BoED).

All in all, not too shabby! Plus, he has pretty good hit points (he does add 13 hit points from Con and feat per hit dice, so..), and that's before he goes into greater, tireless, rage! (which lasts ages due to his obscene Con score.) Just don't ask him to do any public speaking or take any IQ tests. ;)

He's a no-brainer to play, too. Your only decisions consist of the following:
1) Do I or don't I rage? [Usual answer; hell yes I rage. It lasts 16 rounds and I can do it 5 times a day!]
2) Exactly how much DO I Power Attack for? :p

You can make better fighters, but for sheer toughness and tenacity, nothing says "indomitable" like a dwarf. :]

Have fun,
Synch.
 
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Darklone

Registered User
I'd squeeze one cleric level for the Luck domain in there. It's easily worth it for that single "1" on the most important saving throw...
 

milo

First Post
Fighter 10/Dwarven Defender 10
32 pt
Str 16 +6 enhancement = 22
Dex 13
Con 18 +5 levels +5 book +6 Enhancement = 34
Int 13
Wis 10 +2 enhancement = 12
Cha 6
HP 263+10D10+10D12
Str 22
Dex 13
Con 34
Int 13
Wis 14
Cha 6
AC 42 base 10 fullplate 13 shield 7 def 4 nat 4 dodge 4
Fort 31 Base 14 con 12 items 5
Ref 12 base 6 dex 1 items 5
Will 16 base 10 wis 1 items 5
Init +1
Speed 30


DR 8/-

Cold Iron Dwarven Waraxe +5, defending +33/28/23/18 1d10+13+1 Cold
Can take -25 to hit -5 to damage for +25 AC = 67 AC
Defensive Stance 5/day +2 Str, +4 Con, +4 AC (+40 Hp, AC 46, Fort 33, +1 to hit and damage)
Trap Sense +2
Improved Uncanny Dodge
Mobile Defense

Feats: 13
Dodge, Improved Toughness, Toughness, Endurance, Weapon Focus, Weapon Specialization, Improved Weapon Focus, Improved Critical, Diehard, Improved DR, Greater Resiliency, Expertise, Improved Expertise

Possesions:
Fullplate +5, Heavy Fortification 100,000
Lg.Steel Shield+5 Acid, Cold, Electricity, Fire, Sonic Resistance Minor 115,000
Dwarven Waraxe,Cold Iron +5 Defending 72,000
Manual of Health +5 137,500
Ring of Protection +4 32,000
Ring of Natural AC +4 32,000
Cloak of Resistance +5 25,000
Belt of Str +6 36,000
Amulet of Con +6 36,000
Periapt of Wisdom +2 4,000
Dwarven Waraxe, Silvered +1 2,500
Dwarven Waraxe, Adamantine +1 5,000
Boots of Striding and Springing 5,500

No offensive capabilities, but can stand there and take some hits
 
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