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Front Line Tank - Build Help
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<blockquote data-quote="Empirate" data-source="post: 5368098" data-attributes="member: 78958"><p>How does going a more martial route sound to you? With Crusader 4/Cloistered Cleric 1/Ruby Knight Vindicator 3 you could still cast buffs and heals, but your main focus would be shrugging off the blows.</p><p></p><p>Crusader 4 allows a save reroll 1/day, and has a delayed damage pool of 10.</p><p>Instant maneuver recovery by spending a Turn attempt is very nice indeed, and RKV offers that. Your maneuvers allow you to lay on the hurt as a standard action, allowing you to move wherever a Tank's needed.</p><p></p><p>Stat points must go into Con. Actually, that's necessary with any tank build, Con 12 simply won't cut it for you. I mean, your role implies you <em>want </em>to get hit more than your party colleagues!</p><p></p><p>That's also the reason I'd pick Dwarf as a race over Human, Con is just that important. If you don't want a Cha penalty (Turn attempts! Crusader maneuvers!), go Gold Dwarf, they get a Dex penalty instead.</p><p></p><p>For Feats, consider Power Attack (maneuvers mean you'll take single attacks, so PA away with no regard to iterative attacks), Additional Granted Maneuver (or whatsitsname), Stand Still (so your enemies remain where they are), Law Devotion (welcome bonuses changeable on the fly), and Knowledge Devotion ( makes sure your attack bonus stays in order, so you're a threat at all - a common failing of many so-called tank builds). Devotion feats can be got by swapping out Domains, freeing up feat slots.</p><p></p><p>Take a reach weapon and armor spikes, get yourself an Enlarge spell and a Str item, and stay right in the face of your enemies!</p></blockquote><p></p>
[QUOTE="Empirate, post: 5368098, member: 78958"] How does going a more martial route sound to you? With Crusader 4/Cloistered Cleric 1/Ruby Knight Vindicator 3 you could still cast buffs and heals, but your main focus would be shrugging off the blows. Crusader 4 allows a save reroll 1/day, and has a delayed damage pool of 10. Instant maneuver recovery by spending a Turn attempt is very nice indeed, and RKV offers that. Your maneuvers allow you to lay on the hurt as a standard action, allowing you to move wherever a Tank's needed. Stat points must go into Con. Actually, that's necessary with any tank build, Con 12 simply won't cut it for you. I mean, your role implies you [I]want [/I]to get hit more than your party colleagues! That's also the reason I'd pick Dwarf as a race over Human, Con is just that important. If you don't want a Cha penalty (Turn attempts! Crusader maneuvers!), go Gold Dwarf, they get a Dex penalty instead. For Feats, consider Power Attack (maneuvers mean you'll take single attacks, so PA away with no regard to iterative attacks), Additional Granted Maneuver (or whatsitsname), Stand Still (so your enemies remain where they are), Law Devotion (welcome bonuses changeable on the fly), and Knowledge Devotion ( makes sure your attack bonus stays in order, so you're a threat at all - a common failing of many so-called tank builds). Devotion feats can be got by swapping out Domains, freeing up feat slots. Take a reach weapon and armor spikes, get yourself an Enlarge spell and a Str item, and stay right in the face of your enemies! [/QUOTE]
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