Best 10th lvl Melee "Tank"

As I understand it, the OP wants suggestions for a solid melee combatant, using SRD material, that is fairly simple, and doesn't do anything "questionable" as the DM has some restrictions in place.

That means... CoDzilla.

DRUID.
Feats: SF (Conjuration), Augment Summoning, Craft Wondrous Item, Quicken Spell
Notable Mentions: Improved Grapple (used with grapple wildshape forms)
Downside - Wildshape can be complicated.

CLERIC.
The upside to cleric is that its simpler than druid.

Only "necessary" feat is Power Attack. Quicken Spell is nice at higher levels. I like finding something to do with my Turn Undead attempts. Divine Might (in the SRD), Divine Vigor (burn a turn attempt for +2 temp HP/level and +10' move speed for 1 min per cha bonus) or DMM Quicken Spell (burn 5 turn attempts to spontaneously quicken any spell) are good. In a pinch if your DM doesn't like the Divine Feats, just dump CHA and grab Weapon Focus, Imp Initiative, or Item Crafting feats. They're boring but effective.

Use the best two handed weapon you can. Suggested domains are Luck & Travel, perhaps War if you can get the Great Sword somehow.

Buffs - Quickened Divine Favor, Divine Power, and Righteous Might. Greater Magic Weapon & Magic Vestment should be on all day long.

Quick, simple, done. You'll be a melee powerhouse and have highly versatile spells. Plus I can't see any DM turning down a simple Cleric 10 build with Power Attack, Quicken Spell, and 1-2 other non-objectionable feats (Imp Init and Weapon Focus, for example). The only essential gear is a Ring of Counterspelling with a Dispel Magic loaded into it.
 

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Ungruush said:
ok, ive basically given up...

my DM is simply railroading me into the ground, so now i'm calling for assistance...

I need to make the biggest baddest tank i can using only core races (including races of destiny/stone) and any feats and classes in 3.5...

but here's the biggie...

i need to minimize the magic items to nothing more than mundane...and pretty cheap...

this is now a formal call for help


any ideas would be much appreciated


[edit]
and for the records, i'm just trying to make a max'd, more or less invulnerable melee character...

the dm has kicked back every character ive made so far on the basis that i rely too heavily on magic items. i mean, if they items are there, and i have the money and the resources to purchase them, why can't i?

sheer craziness...
Cheese Approach:
Cause-Cleric, Domains: Undeath (for Extra Turning) and Planning (for Extend Spell) (if you can dig up an obscure diety with them, that's good).
Race: Human.
Feats:
Human: Persistent Spell
1st: Divine Metamagic(Persistent Spell)
3rd, 6th, 9th: Extra Turning * 3

Stat Priority: Wis, Cha, Str, Con, Dex, Int

Assuming a Charisma score of 10, you now have 19 Turning Attempts, enough to power Divine Metamagic(Persistent Spell) twice. If you can arrange a Charisma score of 14, you can get three in. Now the issue becomes what to use that on.

Reccomendations: Persist: Divine Favor, Divine Power, Righteous Might. Keep a lot of spells handy to convert to cures. Grab the best armor you can afford, and slap Magic Vestments on it. Take a two-handed weapon, and slap Greater Magic Weapon on it.

Cheesy, but it'll do what you ask. Of course, you really don't want to get into an arms race with your DM - he'll beat you, and it won't be pretty. That's not the solution to your problem.
 

The problem with a non-caster is they are very dependent on magic items, which the DM isn't allowing.

Clerics, with greater magic weapon and magic vestment, are far more self sufficient. Druids are even better.

By level 10, casters are dominant anyway, even with plentiful magic items. With none... it's no choice at all.
 



Quartz said:
How about Kt 4 / Ftr 4 / Mk 2? Use a flail and you can take MWM twice.
Do you mean morning star? And IIRC the FAQ 'ruled' that MWM wouldn't apply to that weapon twice, even though thw damage type uses an 'AND'.
 



1. Thread necro

2. Spam?

Looks like the spammer is gone.

However, the OP wanted an SRD based character that was a melee tank. Level 10 human paladin, mounted.
With no magic, he can still do big damage on a charge, mounted and with a lance. Give him the spirited charge feat and he is at x4 on the charge, and he can smite & power attack on the charge and get huge damage because the smite & power attack are at x4, too... then cast either Rhino's Rush (makes it x5) or Find the Gap as a paladin spell as you're charging.
 
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Well, I guess we need to know what kind of attacks or tricks the OP's DM was using to beat his PC.

If the DM is just using nasty melee/ranged attacks, high AC and high HPs will do the job.

If the DM is using a lot of optional attacks which involves grapple, trip, disarm, etc., the OP would better prepare for them (Dwarf, Goliath, Half-Ogre, etc.).

If the DM is using spells and special attacks to beat PC melee tank (basically, more efficient way), he needs better saves and maybe evasion and mettle.
 

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