D&D 3E/3.5 D and D 3.5 optimized tank

Genesist

First Post
I've been working on creating the ultimate tank without anything too cheezy (please, no cheese-wrought kobolds, punpuns, or blackguards with infinite stats). I'd like people's opinions and advice on optimizing this build. The goal of this is max HP with decent attacking abilities, but I am not looking for ways of agro tanking. I am well aware of dwarven defender, but choose not to use it due to sub-optimal feats and the ease of avoiding defensive stance. I realize this could be avoided using a knight or a crusader, but knight is sub-optimal IMO and crusader would lead to a completely different build. I realize that the stoneblessed levels could be removed if I started with a dwarf, such as the earth dwarf, but tested this and found it just made the int requirements too steep to b-line for the other classes. I'd specifically like advice on what items to use since magic items are not a possibility.

Race: Dragonborn (races of the dragon) water orc (unearthed arcana), heart aspect (gives breath weapon with save based on con mod, wing option is useless as you are too heavy to fly without 2 feats)
Stats = +4 con, +4 str, -2 dex, -2 wis, -2 int, -2 cha.
Level 1: Barbarian eagle variant (unearthed arcana): +2 on spot check, rage 1/day. Feat: Iron will
Level 2: Barbraian: uncanny dodge
Level 3: Barbarian: lightning reflexes. Feat: great fortitude
Level 4: Forsaker (masters of the wild): (con +1 from level) con +1, fast healing 1 (10), forsake magic, SR 11
Level 5: Forsaker: con +1, SR 12, magic destruction, damage reduction 3/+1
Level 6: Forsaker: con +1, SR 13, natural weapons, fast healing 1 (20), con mod to nat armor. Feat: entangling exhalation
Level 7: Stoneblessed (RoS): dwarf: apparaise, intimidate, knowledge dungeoneering and architecture as class skills, +2 on appraise and craft
Level 8: Stoneblessed: (con +1 from level) +4 AC vs. gaints, +1 on attack rolls vs orcs and goblinoids
Level 9: Stoneblessed: you count as a dwarf now for all purposes, +2 con, +2 on stone search, automatically search for secret doors, know depth. Feat: endurance
Level 10: Deepwarden (RoS): track, trap sense +1
Level 11: Deepwarden: Con as armor bonus (not limited by armor, you now get con to AC twice!)
Level 12: Forsaker: feat: power attack, (con +1 from level), con +1, SR 14, damage reduction 5/+2
Level 13: Forsaker: con +1, SR 15, fast healing 2 (30)
Level 14: Forsaker: con +1, SR 16, damage reduction 7/+3, slippery mind
Level 15: Forsaker: con +1, SR 17, feat: ???, fast healing 2 (40)
Level 16: Forsaker: (con +1 from level), con +1, SR 18, damage reduction 9/+4
Level 17: Forsaker: con +1, SR 19, fast healing 3 (50)
Level 18: Forsaker: con +1, SR 20, feat: ???, damage reduction 11/+5
Level 19:???
Level 20: ??? (con +1 from level)

The number after the normal damage reduction is for overcoming others damage reduction, for those who don't know a forsaker must destroy 100 gp worth of magic items each day to get each point of DR.

So, thoughts everyone?
 

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Assuming average HP/Max HP per level, what would the Life total be at level 18 (As that is as far as the build goes so far)
Masters of the Wild is not 3.5 is it?

Edit: Also, the ability boost from Forsaker is an Inherent bonus, and so can't raise a single ability more than 5. The inherent ability boost can be gotten in many other ways, the Forsaker class seems like a sub-optimal way of getting +5 Con and +5 Another Ability Score.
 
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I'd specifically like advice on what items to use since magic items are not a possibility.
Caltrops, marbles, oil, matches, hooded lantern, grease, pickaxe, hammer, nails, screws, screwdriver, saw, bar cutter, wirecutter, pruning shears, spade, trowel, candles, chalk, charcoal, galic, grappling hook, rope, chain, wire.

Longbow and a spiked chain for weapons.

It may also be a good idea to take Vow of Poverty in your situation and load up on a cheap ranged weapons and a club or quarterstaff. You probably won't be able to use the gear listed above, though.

Mind you, I don't know how you'll stand up to enemies in melee without a lot of the defensive abilities and bonuses to saves and AC from magical gear, or if you have any real resistance to enemy spellcasters...
 
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Well at level 11 you have 16 AC from your constitution alone, then add in full plate, plus you can get enhancements, just not magic. At level 18 without any item bonuses the HP would be 337.5. AC from con would be 26.
 

I must've missed that, can you direct me in a less sub-optimal way? I'd put the remaining 5 points in strength then. I was also operating under the rule that anything 3.0 not updated could be used in it's previous state for 3.5?
 

Well at level 11 you have 16 AC from your constitution alone, then add in full plate, plus you can get enhancements, just not magic.
Enhancement bonuses to AC are magical bonuses.

At level 18 without any item bonuses the HP would be 337.5. AC from con would be 26.
Look up a list of CR 17-18 monsters. Do you think AC 26 will be enough?
 

At 18 it would be 338 HP, fast healing 3, 11 damage reduction, and at least a 50 AC not counting any non-standard items (Ex +x or masterwork). What would you suggest to make it better?
 

It's seeming like forsaker is a very bad route, what would you suggest that might be able to emulate what I"m going for better? The reason I chose forsaker was mostly to get the double con to AC for synergy, as well as the con pumping.
 

At 18 it would be 338 HP, fast healing 3, 11 damage reduction, and at least a 50 AC not counting any non-standard items (Ex +x or masterwork).
Level 11: Deepwarden: Con as armor bonus (not limited by armor, you now get con to AC twice!)

Deepwardens add Con to AC instead of Dex the Dex bonus. IIRC, that means it is limited by armor like Full Plate.

What would you suggest to make it better?
Things that aren't magical items? I'm going to have to think about that one.
 


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