Tank Building: 101

A defensive tank's main weakness is the ability of monsters to ignore him and go for the squishier members of the party. Thus you will need either something to make monsters attack you (and here the Knight's ability really shines, although there are a few things you can do with the Goad feat or the Crusader stances as well) or get in the monster's face (this is where the movement abilities work well).

Personally, I am a fan of the Knight. If you can take other non-core stuff at higher levels while still a knight, you can snap up some maneuvers from Bo9S, as noted above, as well.
 

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I have a Crusader 6/Cleric 1/Ruby Knight Vindicator 6 in my group at the moment - he's extermely hard to deal with, as he can do insane amounts of damage using a floating shield and a +1 keen shocking burst greatsword - something like (with a +24 to hit and 34ish ac) 3d6 + 8d8 +16, and then using his turn attempts he can take back Divine Surge over and over... It's not nice at all.

I played a Warblade/Bloodclaw Master, and though I had low-ish AC I did a hell of a lot of damage (full attack on a charge with two extra attacks and keen kukris, in blood in the water stance is mean to my poor DM).

Or you could go Knight, or Barbarian 1/Dragon Shaman X, or just fighter/barbarian/frenzied berserker.
 

There's a feat (PHBII, I think) that's called... Overwhelming Assault? Something like that. If you threaten a foe at the beginning and end of his turn and he still attacks someone else... you get a +4 to all attacks against him.

It would combine well with the Knight's 'difficult terrain' ability and the Crusader's stance... Of course, it has a high BAB requirement. (15, I think...)
 

Elder-Basilisk said:
Actually, barbarian excludes neither paladin nor knight.

Ex-Bbn 2/Knight 4/Pal 2/Fighter 14 is a perfectly legal build

ITYM Ftr 12 if you're topping out at 20th level.

Quite, but Bbn 2 / Kt 5 / Pal 3 / Ftr 10 is a better build for the special abilities that Knights get at L5 and Paladins get at L3.
 

The Souljourner said:
I highly suggest a level or two of crusader. They get a stance that makes any enemy in their threatened area take -4 to hit anyone but you. I think that's the #1 best ability for a tank, because nothing else in D&D does that - force someone to worry about you instead of your low AC friends.

Test of Mettle (Knight ability) and Goad (Feat) both do that.
 

Where's the goad feat from? I'll need to look at test of mettle again (and the knight class as a whole, since it sounds like a fountain of good stuff).

-Nate
 

The Souljourner said:
Where's the goad feat from? I'll need to look at test of mettle again (and the knight class as a whole, since it sounds like a fountain of good stuff).

-Nate

You'll be looking at Complete Warrior for Goad.

It's fun! Generally a good book for that stuff.
 


I've just discovered that I am permitted to use all Complete books in addition to the PHB and DMG. I can use one non-core per level beyond those. Does this change any of the aforementioned builds?
 

Great topic!

Half-Celestial Ftr 2/Warmain 9 (Arcana Unearthed)

Two nice feats- Natural Swordsman (you get +1 to hit with all sowrds, and +1ac if your oponent is using a sword)

Fleet of Foot- +10 to your base speed (so you don't have to be a Barbarian). If your DM doesn't want to use ceremonial feats, see if he'll allow it as a talent (this is why your first level would be Fighter).

Warmains get d12 hps and Weapon Specialization at 4th level.

Losing 4 character levels to be Half-Celestial isn't toooo horrible since you get +4 Con, DR, SR, Resistances, and a whole bunch of other fun stuff. And it fits in with the whole Good v Evil thing!
 

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