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Help me build a Tank in a hurry
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<blockquote data-quote="nittanytbone" data-source="post: 2793480" data-attributes="member: 35709"><p>Str 14</p><p>Dex 16</p><p>Con 15 + 1 (stat bump)</p><p>Int 13 </p><p>Wis 13 + 1 (stat bump)</p><p>Cha 11</p><p></p><p>16,14,15,11,13,13</p><p></p><p>Level 1 - Swashbuckler 1 (Weapon Finesse, Combat Expertise, Improved Trip)</p><p>Level 2 - Fighter 1 (Exotic Weapon Prof: Spiked Chain)</p><p>Level 3 - Fighter 2 (Combat Reflexes, W Focus: Spiked Chain)</p><p>Level 4 - Fighter 3</p><p>Level 5 - Fighter 4 (Power Attack)</p><p>Level 6 - Fighter 5 (Improved Sunder)</p><p>Level 7 - Fighter 6 (Combat Brute)</p><p>Level 8 - Exotic Weapon Master 1 (Flurry of Strikes)</p><p>Level 9 - Anything you Want -- Barb 1, Rogue 1 (Improved Bull Rush); Rogue 1 synergizes nicely with Flurry of Strikes</p><p></p><p>This build is an area controller with a lot of versatility. The idea is to get as many attacks as possible with your spiked chain through Combat Reflexes and Flurry of Strikes. You can trip opponents easily during your charge round, and then it is a lot easier to fuel a maxed out momentum swing power attack during round two.</p><p></p><p>Armor should be a mithril breastplate for maximum mobility. Take five ranks in tumble (that was a main reason for frontloading swashbuckler) and you can fight defensively and use combat expertise to get a stratospheric AC of 29, albeit taking -10 to hit (Breastplate +1 = +6; Buckler +1 = +2; Fighting Defensively = +3; Combat Expertise = +5; Dex = +3). That isn't too bad though, as you generally will only have to make touch attacks to trip or you'll have +4 to hit as the enemy is prone.</p><p></p><p>Plus, if they're prone, you can "turn off" combat expertise and fighting defensively the next round and use your BAB to fuel your power attack instead.</p><p></p><p>Defensive benefits are obvious; Great fort save, decent reflex save and will save (due to ability scores), awesome defensive potential due to reach weapon and combat reflexes, good offensive potential, good HP (all D10s), full BAB all the way, and good AC when you need it.</p></blockquote><p></p>
[QUOTE="nittanytbone, post: 2793480, member: 35709"] Str 14 Dex 16 Con 15 + 1 (stat bump) Int 13 Wis 13 + 1 (stat bump) Cha 11 16,14,15,11,13,13 Level 1 - Swashbuckler 1 (Weapon Finesse, Combat Expertise, Improved Trip) Level 2 - Fighter 1 (Exotic Weapon Prof: Spiked Chain) Level 3 - Fighter 2 (Combat Reflexes, W Focus: Spiked Chain) Level 4 - Fighter 3 Level 5 - Fighter 4 (Power Attack) Level 6 - Fighter 5 (Improved Sunder) Level 7 - Fighter 6 (Combat Brute) Level 8 - Exotic Weapon Master 1 (Flurry of Strikes) Level 9 - Anything you Want -- Barb 1, Rogue 1 (Improved Bull Rush); Rogue 1 synergizes nicely with Flurry of Strikes This build is an area controller with a lot of versatility. The idea is to get as many attacks as possible with your spiked chain through Combat Reflexes and Flurry of Strikes. You can trip opponents easily during your charge round, and then it is a lot easier to fuel a maxed out momentum swing power attack during round two. Armor should be a mithril breastplate for maximum mobility. Take five ranks in tumble (that was a main reason for frontloading swashbuckler) and you can fight defensively and use combat expertise to get a stratospheric AC of 29, albeit taking -10 to hit (Breastplate +1 = +6; Buckler +1 = +2; Fighting Defensively = +3; Combat Expertise = +5; Dex = +3). That isn't too bad though, as you generally will only have to make touch attacks to trip or you'll have +4 to hit as the enemy is prone. Plus, if they're prone, you can "turn off" combat expertise and fighting defensively the next round and use your BAB to fuel your power attack instead. Defensive benefits are obvious; Great fort save, decent reflex save and will save (due to ability scores), awesome defensive potential due to reach weapon and combat reflexes, good offensive potential, good HP (all D10s), full BAB all the way, and good AC when you need it. [/QUOTE]
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