Help me build a tank damage dealer

Krud

First Post
Hi guys,

I've may have a new campaign coming up and I was thinking of playing a melee tank. I was thinking of a standard two handed power attacking damage machine. It's just the standard 28 point buy for the campaign and we are starting at lvl 2 or 3. Feel free to scale it up to whatever level you're motivated to.

I was thinking of a Barb1/Fighterx/prestigex or similar, although if anyone has anything esoteric I'd be happy to hear it as long as it can do and take the damage in melee combat. HP's rather than AC would be emphasised due to the two handed weapon.

I've got the complete books, so things like combat brute aren't out of the question. Neither are tank ecls, although I'd be loathe to go anything higher than +1 so a goliath would be in, but a 3.5 half ogre would not (aww...). Large greatsword or spiked chain wouldn't go astray.

One last point, I'd probably like to stay away from psionics due to campaign reasons so no psychic warrior either.

I appreciate any help,
Krud
 

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How one dimensional do you want to be?

The classic one-dimensional build is a half-orc:
Str 20, Dex 12, Con 14, Int 6, Wis 10, Cha 6
Bbn 2/Ftr 4/prestige classes the rest of the way.
Power Attack (1), Cleave (Ftr 1), Extra Rage (3), Iron Wil (6),l Weapon Focus (Ftr 2), and Weapon Specialization Greatsword (Ftr 4).

A more flexible and defensive build might be:
Dwarf: Bbn 2/Ftr 4/Exotic Weapon Master 2
Str 16, Dex 12, Con 16, Int 14, Wis 10, Cha 6
WF: Waraxe (1), Combat Expertise (3), Power Attack (Ftr 1), Improved Trip (Ftr 2), WS: Waraxe (Ftr 4), Extra Rage (6), Uncanny Blow and Exotic Trip tricks form Exotic Weapon Master.

You can go defensive if you want, but you can also loose the shield and do more damage with your waraxe two-handed. (Uncanny Blows doubles your strength damage with an exotic one handed weapon wielded in two hands, so you actually deal more damage than you would with a greatsword by level 8--especially when you rage or pick up an enhancement bonus to str).
 


:)

Thanks for your help guys. I see why you're better off with 2 levels of barb as odd levels of fighter are a waste. 4 levels of fighter gives you a good amount of feats and weapon spec.

I think the waraxe wielding dwarf barb/fighter/exotic wm might be right for me as it has more defensive options and uncanny blow will up the offense eventually anyway.

Is there any incentive for a large greatsword wielding goliath at all? Is +1 ecl worth it for powerful build etc?

Uncanny blow will probably be better in the long run, but I keep comparing 1d10 to 3d6.

Cheers,
Krud
 

I think Powerful Build is worth it, yes. If it wasn't for the restrictions on what race I could be, that Barbarian multi-class bastard would be a Half-Giant.

But remember the cardinal rule of Tanks - Strength, Strength, Strength!

Get that Str stat as high as possible, take whatever powerful magic weapons you can and power attack wenever possible.

Take the Combat Brute Feat, and if possible, Leap Attack. Leap Attack triples your Power Attack bonus on a charge with a two-handed weapon. Combat Brute triples your Power Attack damage with a two-handed weapon on the round after a charge.

Also look into the Armbands of Might if possible. If you subtract your BAB by at least 2 on a Power Attack, it adds an additional 2 to the damage.

As for defensive options, Barbarian and Frenzied Berserker severely hamper your AC. Rage subtracts 2 and Frenzy subtracts 4 more. Of course, having both active at once kicks your Strength by 10, so it may be a decent trade-off. ;)

EDIT: After crunching the numbers, that Barbarian multi-class character of mine can do a full Power Attack (-9 BAB) with a +11 (assuming Rage and Frenzy active) attack bonus dealing 1d10+53. Definately worth it. :D

Of course, that only last 9 rounds, and only gets that much damage every other round. Normally it is +30, so still not too shabby for 9th level.
 
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At higher levels, Combat Expertise becomes useful.

Your AC will be fairly low fighting two handed weapon most of the time, and your party healer (if you have one) might start getting annoyed at healing you all of the time.

Course, it requires Int 13, but Int 13 (or Int 14 since you have an even 28 point buy) will give you decent (for a Fighter) skills as well. It also allows you to get Improved Trip, Improved Disarm, and Whirlwind which are very very very nice at higher levels.


For example, a 12th level Dwarf with a Dwarven Waraxe with Improved Trip and Improved Unarmed Strike could attack with his weapon at +12+, his weapon at +7+, and then try to Trip at +2+.

Since tripping is a touch attack, the chances of hitting, even at low level, with a trip as the third attack is very high. Then, it becomes a Strength check versus Str or Dex where the attacking Dwarf would get a +4 bonus for being stable and a +4 bonus for Improved Trip.


Ditto for Improved Disarm. If you disarm with your Improved Unarmed Strike, the weapon does not fall to the ground. You get it in your off hand and the opponent's mega-weapon is now out of his control for the moment.


And, I don't even have to tell you how nice Whirlwind is for someone also using Power Attack.
 
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Race choices for a Tank

The best races are:
Dwarf: con+2, chr -2
Orc: Str +4, int -2, wis -2, chr -2
Goliath: Racial substitution levels for barbarian, ECL +1
Centaur: often overlooked, but powerful. LA +2, 4 centaur Hit Dice

For two handed weapon damage dealing, go pure barbarian and follow the power attack and Shock Trooper chain (heedless charge). Lots of Rage and the higher levels you get, the more powerful it gets. DR also comes in handy. Feats: Power Attack, Cleave, Great Cleave, Improved Bull Rush, Shock Trooper (Complete Warrior), Reckless Rage (Races of Stone). Also, for Barbarian, consider the Unearthed Arcana Barbarian Totems.

Other alternatives: Dwarven Fighter/Dwarven Defender and use the heavy armor feats from Races of Stone

If your GM will allow Monte's Arcana Unearthed, consider instead the heavy armored heavy warrior the "Warmain".
 

wow

Thanks for the great ideas guys. You've definitely given me enough to start with. I'll probably go for the barb2/fighter4/exotic wm1/.... then whatever I feel like.

Either that or that nifty goliath with a large two handed weapon and racial sub levels of barbarian... oh the choices.. :)
 

Krud said:
Thanks for your help guys. I see why you're better off with 2 levels of barb as odd levels of fighter are a waste. 4 levels of fighter gives you a good amount of feats and weapon spec.

If all you're after is not having odd fighter levels, a level of ranger or a prestige class available at level 6 is better than Bbn 2. I personally recommend Bbn 2 for Uncanny Dodge which is well worth a feat. It's not quite Immunity to Rogues because they can still flank you, but being invisible or beating you on initiative no longer lets them sneak attack and that helps a lot.
 

Are you guys getting the Exotic Weapon Master from somewhere other than Masters of the Wild? It requires Exotic Weapon Proficiency in 3 weapons as a prerequisite.
 

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