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Tank Fighter
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<blockquote data-quote="Kisanji Arael" data-source="post: 4002722" data-attributes="member: 20056"><p>Okay, you know what would balance this class a bit?</p><p></p><p>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. </p><p></p><p>Guilt (Ex):</p><p>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.</p><p></p><p>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. </p><p></p><p>An Urge to Protect (Ex):</p><p>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.</p><p></p><p>Feelings of Powerlessness (Ex):</p><p>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.</p></blockquote><p></p>
[QUOTE="Kisanji Arael, post: 4002722, member: 20056"] 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. [/QUOTE]
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