Tank Fighter

deshrimp

First Post
After many days of searching for a Good Fighter prestige class, I came to the conclusion, that not many are that good for a straight fighter. So without further comments, here is my Tank Fighter Prestige Class.
TANK FIGHTER
Defense, Strength, Fear. These are the things that I live for. No single creature shall every bring me down. Should you cross my path, you will not live to cross it again. - Kroegnaar, Tank Fighter

Adventures: Tank Fighters adventure for many reasons, but most adventure seeking greater strength and power. Most Tank Fighters that are found adventuring have usually made a deal with his companions offering his protection for their money. Some adventure for the sake of protecting others, and many evil tank fighters adventure to gain power.
Characteristics: Tank Fighters fight with extreme strength and valor. Often the first into battle and the last ones out, they can take an assault from several opponents at once. They earn respect from others through battle, because they are the ones who take the most damage. Their reputation as the elite of fighters serves them well, and often causes others to fear them. This can be helpful for the Tank Fighter but can also cause problems for them. Many kings and lords seek Tank Fighters for wars knowing that they will aide them well in the defeat of many enemies. With the aid of clerics and priests, they can become deadly forces. A Tank Fighter also has the ability to become unstoppable if not taking out quickly, making them dangerous to fight. It is known that many tank fighters usually need the assistance of a wizard or cleric to aid them in warding off mind-controlling spells.
Fighters are the most common warriors to become Tank Fighters, while in rare cases it is not unheard of for a Barbarian to become a Tank Fighter. Clerics who follow this path due so out of a desire to further protect their church.
Alignment: Tank fighters align themselves with their own desires. If they do worship a deity or lord, they tend to reflect the path of his god or master. Tank fighters who are Good, are usually protectors or defenders, who serve the meek. Evil tank fighters serve as destroyers seeking power and fear. The lawful tank fighters are servants of the Lords of the lands, upholding the law and causing fear in those who wish to resist those laws. Chaotic tank fighters are those who wish to use their abilities for purposes that aid themselves. Hiring themselves out as mercenaries, they aim to make a profit while doing what they love, fighting.
Religion: Many of the Tank Fighters who actually worship, follow a deity who favors strength and power. Some follow a deity who provides protection. And few even support the desires of the gods of death and destruction.
Background: Tank Fighters have been around as long as the first armor was forged. They are born from the desire to be strong and to destroy. They often arise during times of war, from the strongest of fighters, who wish to survive, and serve their army well. Many tank fighters have their background within armies or the local town guard. In most backgrounds, tank fighters have had some military background, while a few are aspiring warriors of small villages or tribes.
Races: Tank Fighters can come from any race; however, the smaller races tend to follow other opportunities due to their small stature and nimble features. Humans, Half-orcs and dwarves are the usual candidates for the ranks of the tank fighters, while the more frail races who do follow this path do so out of desire to make themselves less frail, or to simply offset their small frames with abilities that many would not expect from them. Most tank fighters tend to focus on a racial weapon, such as the dwarven waraxe.
Other Classes: The tank fighter is the front line warrior who excels in a melee fight. They rely on wizards and sorcerers for backup when surrounded. They often have the mages center their spells on them, risking the pain for the overall damage on the enemies. Ranged combatants are of great help to the tank fighter, as they provide them with a way to take out the enemy spellcasters. Tank fighters understand that the ways of the arcane and divine are needed to help keep him alive.
Tank fighters get along real well with clerics and wizards since they provide him with buffs and healing which in a major battle, keep him alive. They also know that the sneaky ways of a rogue provides useful support in combat to help take out the ranged enemies quicker.
Role: Most parties that enlist the aid of a tank fighter due so to give them a better front line melee combatant who charges into battle while the rest of the party supports him with spells, ranged attacks, and other effects. Tank fighters rarely favor ranged combat as it doesn't help him out very much. However, when they do, they tend to stay back and protect the spellcasters.

GAME RULE INFORMATION
Tank Fighters have the following game statistics.
Abilities: Strength is the main focus for tank fighters because it greatly increases the damage dealt. Constitution is also a key focus for tank fighters due to the increase in hit points it offers, which they need in their many battles as the main attacker. Wisdom is needed for those who wish to better withstand the inevitable enemy mind-affecting spells.
Alignment: Any.
Hit Die: d12.

REQUIREMENTS: To qualify to become a Tank Fighter, a character must fulfill all the following criteria:
Base Attack Bonus: +6
Skills: Intimidate 4 ranks
Feats: Armor Proficiency (heavy), Cleave, Combat Expertise, Toughness, Power Attack, Iron Will, Endurance

Class Skills: The Tank Fighter’s class skills (and the key ability for each skill) are Bluff (cha), Craft (int), Intimidate (cha), Listen (wis), and Spot (wis)
See Chapter 4: Skills in the Player’s Handbook for skill descriptions.
Skill Points at Each Level: 2 + Int Modifier.

Table: Tank Fighter
Code:
LVL	BAB    Fort    Ref    Will    Special
1	+1	+2	+0	+0    Tanker
2	+2	+3	+0	+0    Heavy Armor Defense
3	+3	+3	+1	+1    Armor Mastery, War Taunt
4	+4	+4	+1	+1    Bonus Feat
5	+5	+4	+1	+1    Powerful Build
6	+6	+5	+2	+2    
7	+7	+5	+2	+2    Bonus Feat
8	+8	+6	+2	+2    Ability Boost +2 (Con)
9	+9	+6	+3	+3    
10	+10	+7	+3	+3    Bonus Feat, Construct Self
Class Features
All of the following are class features for the Tank Fighter Prestige Class.

Weapon and Armor Proficiency: Tank Fighters gains proficiency with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (including tower shields).

Tanker (Ex): A Tank Fighter learns of his great strength in battle. In an attempt to use it, he frightens other creatures with every waiting action. This, in turn, allows a Tank Fighter to use his Strength modifier with his intimidate skill instead of his Charisma modifier. This can only be used when a Tank Fighter is wearing heavy armor and is in a battle-ready position.
A Tank Fighter has seen the scariest things in life. Most of them he has overcome, but some still wait to torture him. In an effort to face his fears, he has learned that fears are nothing but unneeded emotions. The character gains a +2 inherent bonus vs. all non-magical fear effects. At 5th level, he gains a +4 inherent bonus vs. all non-magical fear effects and a +2 bonus vs. magical fear effects. At 9th level, a Tank Fighter gains a +6 inherent bonus vs. all non-magical fear effects and a +4 bonus vs. magical fear effects. These bonuses stack with any magical effect from spells or abilities such as the Paladin’s Aura of Courage. This effect applies only when wearing Heavy Armor.

Bonus Feat: A Tank Fighter has journeyed all over. Throughout his journeys he has picked up extraordinary teachings from different experts. At 4th level a Tank Fighter gains a Bonus Feat chosen from the same list as a Fighter. He can also choose the feat Supreme Cleave (see below). The character gains a bonus feat again at 7th and 10th level.

Heavy Armor Defense: A Tank Fighter has used his set of armor throughout his adventures. Because of this, he has grown accustom to wearing heavy armor and he is an expert when using it. When wearing heavy armor, the tank fighter gains a +1 bonus to AC. At 6th level, and again at 10th, the bonus increases by 1 to a total of +3. This bonus to AC applies even against touch attacks or when the tank fighter is flat-footed. However he loses this bonus when he is immobilized, helpless, or has lost his Dexterity bonus by an outside source. This ability only works while he is wearing heavy armor.

Armor Mastery: A Tank Fighter has grown extremely accustomed to wearing heavy armor. This has two different effects on him. At 3rd level, his armor begins to feel almost like a second skin to him, allowing him to ignore the standard speed reduction for wearing heavy armor. Also because he is so accustomed to it, he can now take it on and off in half the time as well as sleep in it.

War Taunt: At 3rd level a Tank Fighter is an expert at taunting his opponent. He can cause his opponents to drop their guards. As a standard action he can taunt the enemy, suffering a -2 to his AC against the targets. The tank fighter may force 1 opponent per 3 levels to make a Will save (DC 10 + Tank Fighter level + Cha modifier). If the target fails his save, he must target the tank fighter. Spell casters may still use their spells, but must choose the tank fighter as the target, or center the spell on the tank fighter. The target also suffers a -2 to their AC against any other enemy. Creatures that fail or make their save may not be affected by this ability again for 24 hours. This effect lasts for a number of rounds equal to 1/2 tank fighter level + his Cha modifier.[/color] This ability is a [mind-affecting] ability. Creatures must be able to see and hear the tank fighter. Those that are blind or deaf gain a +2 bonus to resist. Those that are deaf and blind are immune to this ability.

Powerful Build (Su): At 5th level the physical stature of a Tank Fighter lets him function in many ways as if he were one size category larger. Whenever a Tank Fighter is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the Tank Fighter is treated as one size larger if doing so is advantageous to him. A Tank Fighter is also considered to be one size larger when determining a creature’s special attacks based on size (such as improved grab or swallow whole) can affect him. A Tank Fighter can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this ability stack with the effects of powers, abilities, and spells that change the subject’s size category. The Tank Fighter is treated as one size larger when determining size for a class requirement.

Ability Boost (Con): A Tank Fighter has come to have many close death experiences, and as a result, he learns that the tougher he is, the longer he survives. At 8th level the Tank Fighter gains a permanent +2 bonus to his Constitution score. This bonus stacks with all other bonuses to his Constitution.

Construct Self (Ex): At 10th level, a Tank fighter has become the essence of war, much like a construct. The tank fighter's type changes to Living Construct. He gains all the traits of a living construct..
—Unlike other constructs, a living construct has a Constitution score. A living construct does not gain bonus hit points by size but gains (or loses) bonus hit points through a Constitution bonus (or penalty) as with other living creatures.
—Unlike other constructs, a living construct does not have low-light vision or darkvision.
—Unlike other constructs, a living construct is not immune to mind-influencing effects.
—Immunity to poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, and energy drain.
—Unlike other constructs, living constructs are subject to critical hits, effects requiring a Fort save, death from massive damage, nonlethal damage, stunning, ability damage, ability drain, and death effects or necromancy effects.
—Unlike other constructs, a living construct can use the run action.
—Living constructs can be affected by spells that target living creatures as well as by those that target constructs. Damage dealt to a living construct can be healed by a cure light wounds spell or a repair light damage spell, for example, and a living construct is vulnerable to a harm spell. However, spells from the healing subschool provide only half effect to a living construct.
—A living construct responds slightly differently from other living creatures when reduced to 0 hit points. A living construct with 0 hit points is disabled, just like a living creature. He can only take a single move action or standard action in each round, but strenuous activity does not risk further injury. When his hit points are less than 0 and greater than –10, a living construct is inert. He is unconscious and helpless, and he cannot perform any actions. However, an inert living construct does not lose additional hit points unless more damage is dealt to him, as with a living creature that is stable.
—Can be raised or resurrected.
—Does not need to eat, sleep, or breathe, but can still benefit from the effects of consumable spells and magic items such as heroes’ feast and potions.
—Does not need to sleep, but must rest for 8 hours before preparing spells.

Ex Tank Fighters:
A character that stops gaining levels still retains all abilities, may continue to gain levels at anytime should he still meet the requirements of the Tank Fighter class.

Side Notes:
* The class bonus to AC stacks with both Heavy Armor Optimization and Greater Heavy Armor Optimization feats should a Tank fighter select them.
* The Monkey grip feat should not be allowed to stack with the Powerful Build ability. This is up to the DM however, and he may or may not allow them to stack.
* Maneuvers and Stances are optional.

New Feats
SUPREME CLEAVE [GENERAL]
You can wield a melee weapon with such power and speed that you can move and strike multiple times when you fell your foes.
Prerequisites: Str 13, Cleave, Great Cleave, Power Attack, base attack bonus +6.
Benefit: This feat works like Great Cleave, except that it allows a 5-foot step between Cleaves up to half your total movement speed per round.
Special: A fighter may select Supreme Cleave as one of his fighter bonus feats.

[sblock=Optional]
Code:
LVL	Maneuvers Known	 Maneuvers Readied  Stances Known
1		0		0		0
2		1		0		0
3		1		1		0
4		2		1		0
5		2		1		1
6		3		2		1
7		3		2		1
8		4		2		1
9		4		3		1
10		5		3		2

Maneuvers: At 2nd level, and again at every other level, a tank fighter gains a new maneuver known from the either the Diamond Heart, Iron Heart, Stone Dragon, Tiger Claw, or White Raven disciplines. He must meet the prerequisite to learn it. You add your full tank fighter levels to your initiator level to determine your total initiator level and your highest-level maneuvers known.
At 3rd, 6th, and 9th level, a tank fighter may ready an additional maneuver per day.

Stances Known: At 5th level, you learn a new martial stance from the Diamond Heart, Iron Heart, Stone Dragon, Tiger Claw, or White Raven disciplines. At 10th level you may learn a second stance. You must meet a stance’s prerequisite to learn it.[/sblock]
 
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*sigh* I wanna like it! I really do. But are the goodies balanced by the absurd prerequisites? Or are my instincts right, that this class is just way too overpowered.

Convince me.
 
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:eek: Currently experiencing Borble flashback :eek:

I can see that you've put a lot of work into the class. But despite the prerequisites it just isn't balanced. Go back and check out some other prestige classes then examine it with regard to the relative power and you'll see what I mean.

You have a theme, and an idea for how the class should perform. Just do back over it and ask yourself what abilities it actually needs to fulfill that theme and chop out the rest. Then compare it with the other prestige classes again and add back in anything needed to bring it to a balance point.
 

Ok. This class has been through many revisions. To be honest, It the only ability that it retained from the start is the tanker ability.

As for the others, Im, not sure what needs to be removed/fixed. I've done so much, I'm at a loss for ideas.
 

Okay, you know what would balance this class a bit?

As it is, it's too selfish. The tank in MMORPGs is supposed to draw fire. Make it so that when his allies take damage, he takes penalties. You could make three separate drawbacks at different levels.

Guilt (Ex):
A tanker feels for his allies. When they are hurt, he is hurt. The first time one of his allies within line of sight feet takes damage, he suffers [some penalty, what seems fair?] for the remainder of battle. He may negate this with a Will Save [DC: 10+damage suffered by ally], but he must make the save again if another ally takes damage. Guilt only applies to persons that the tanker cares for greatly; only player characters and NPCs known to the tanker for over a month cause this effect. It never applies anyone who has taken levels in the tanker class.

At the storyteller's discretion, the tanker may choose to have this penalty not apply to characters that the tanker personally dislikes; each of these must be rationalized to the DM. Regardless, he is always responsible for any cohorts or followers he has gained due to the leadership feat, and must dismiss them if he feels that he cannot protect them.

An Urge to Protect (Ex):
The tanker knows his own strength, but not his weaknesses. Whenever the tanker might retreat from a battle, all of his allies, whether living, unconscious or dead, must have done so first. Even after they have retreated, he must make a Wisdom save [DC 18], in order to do so. He may repeat this save every round, but he must make the save before he can retreat. If he needs to retreat more than once in 24 hours, the process becomes easier. The save is reduced by three for every successful previous retreat in 24 hours.

Feelings of Powerlessness (Ex):
Every time that one of a tanker's allies dies, the tanker's heart is scarred permanently. He permanently loses 1d3 Constitution or Strength (player's choice) every time this happens. If an ally is returned to life, the tanker regains lost ability points if he has actively sought to revive them for the entirety of their time in the afterlife.
 

Thats a good idea, problem is, it wouldnt really affect an evil tank fighter, or one in it for the money. He already suffers a -4 AC when using the War Taunt ability.

Im still in the process of lowering the overpoweredness. Im going to drop the STR boost.

Update:
Removed the STR boost.
Added +1 AC to Heavy Armor Defense at 6th and 10th level.
 
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You forgot to drop Strength's ability requirement from anything other than the table.

And it's still overpowered. There is no reason for a fighter not to take this prestige class if it exists. Even one level of the class gains him +1 BAB, +2 Fort, a bonus feat (effectively another first level of fighter), a bonus against his weakest set of abilities (mental) and a bonus to his only (arguably) only useful skill. I really see no way of balancing this other than by giving him great responsibility with his great power.
 

Thoughts:

- The special requirements are lame. I'm going to have to put 9 skill points (and the fighter doesn't have many of those) into a lackluster skill and then take four bad feats, and then pray that I meet the DM lets me meet the special requirements fast enough so I'm not stuck with them for a few levels of not taking this class?

- You shouldn't be giving out a bonus feat at level 1.

- War Taunt is just messed up. No AOE taunt exists, and for good reason. A DC that scales by 1.5*PRC level? With a Strength bonus? That you can't block except with a Will save? Not to mention it'll probably hit every opponent at once. The best way I can see of using it is leading the opponents on a merry chase across the landscape while your friends blast them. This really should function off of charisma, shouldn't have the super scaling DC, and should target only one creature at a time. See the Knight's Challenge ability for a comparable ability.

- The living construct thing feels random and is a bit too powerful. It shouldn't make them immune to crits, just like the Warforged. Also, make it benefit only half from healing effects and fully from repair effects.
 

Ok I've updated it.

Requirements:
4 ranks of Intimidate
Changed Dodge to Toughness
Dropped Special

Bonus Feats:
Level 4, 7, 10

War Taunt:
1 enemy per 3 levels.
DC now CHA based
AC penalties -2

Construct Self:
Living Construct traits


Please Let me know what would make batter requirements
 
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*blink* Ummm, maybe I'm tired from just having woken up, but... is living construct a good thing or not?

Really, the thing that startled me was that they can be hit by critical hits. Why even take it?
 

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