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Help build a 5th Level Tank
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<blockquote data-quote="Yair" data-source="post: 1941288" data-attributes="member: 10913"><p>I want to design a "tank" to play in my next session, and I would appreciate any advice/suggestions/builds.</p><p>We use 3.5e rules, in the Ravenloft setting. For those not familiar with 3.5e Ravenloft, the rules are standard 3.5e except there are no Halflings, Paladins, or Monks, summoning and <em>detect evil</em> like effects don't work, and Will saves are very important. (There are numerous changes, but that's that in a nutshell.)</p><p>We also allow clerics to spontanously cast domain spells (but not cure spells).</p><p></p><p>The character should be 5th level, but with an eye towards higher levels (we rise about 1 level per two months). To generate ability scores we use 76 points distributed between the abilities (from 3 to 18), except 18 costs 1 point extra. (This is before racial and level modifiers.)</p><p>The character's role should be that of a tank - abosrbing hits and engaging in melee. We have two level 6 wizards in the party, plus one unknown character (new player) plues occasionally a ranger 5 or multiclassed bard 5. </p><p>The character should be non-evil.</p><p></p><p>I'm not sure on equipment, but going by DMG standards is probably fine.</p><p></p><p>We have a few weeks of down-time in the campaign every one to two levels. We usually don't have a lot of mometary resources.</p><p></p><p>I'm currently thinking of a dwarven defender build with fgt 4/sor 1 (enlarge person) and a spiked chain, plus the improved trip feat. (The idea is to stop anyone from getting to the rest of the party.) I'm not sure it's doable, however, and I'm open for other suggestions.</p><p></p><p>Anyone? Please?</p></blockquote><p></p>
[QUOTE="Yair, post: 1941288, member: 10913"] I want to design a "tank" to play in my next session, and I would appreciate any advice/suggestions/builds. We use 3.5e rules, in the Ravenloft setting. For those not familiar with 3.5e Ravenloft, the rules are standard 3.5e except there are no Halflings, Paladins, or Monks, summoning and [I]detect evil[/I] like effects don't work, and Will saves are very important. (There are numerous changes, but that's that in a nutshell.) We also allow clerics to spontanously cast domain spells (but not cure spells). The character should be 5th level, but with an eye towards higher levels (we rise about 1 level per two months). To generate ability scores we use 76 points distributed between the abilities (from 3 to 18), except 18 costs 1 point extra. (This is before racial and level modifiers.) The character's role should be that of a tank - abosrbing hits and engaging in melee. We have two level 6 wizards in the party, plus one unknown character (new player) plues occasionally a ranger 5 or multiclassed bard 5. The character should be non-evil. I'm not sure on equipment, but going by DMG standards is probably fine. We have a few weeks of down-time in the campaign every one to two levels. We usually don't have a lot of mometary resources. I'm currently thinking of a dwarven defender build with fgt 4/sor 1 (enlarge person) and a spiked chain, plus the improved trip feat. (The idea is to stop anyone from getting to the rest of the party.) I'm not sure it's doable, however, and I'm open for other suggestions. Anyone? Please? [/QUOTE]
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