The one responsible for defense.

Schmoe said:
If you are serious about playing a straight fighter (which I think is very cool, btw), you really want to discuss some of the feats in the PHB2 with your DM. That book has some great options to make the tank concept more viable. For example, Shield Ward allows you to apply your shield bonus to touch AC. It won't make you a super-munchkin, but it makes you a little less likely to be completely hosed by touch spells.
That was the plan. I have to prepare my grovelling for Saturday ;)
 

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Xini said:
Hmmm I wasn't thinking of dodge but rather heavy armour optimisation (or what ever the races of stone book feat is called) and the improved shield feat from PHBII (you can tell I'm good with specifics no ;) ).

I'm surprised you suggest the tower shield. I realise that this would give me a higher AC but would it not also reduce my offensive potential? I did consider an extreme shield but both of these we're discarded as the improved shield feat won't work with them and neither will shield ward which is my only hope of getting a decent touch AC versus all those nasty no save spells in 3.5!


Yes, the Tower Shield does reduce your offensive capabilities, but I was under the impression that defensive capabilities were your primary concern. But, you can work out a great build using a heavy shield and some of the newer feats as well.
 

Xini said:
That was the plan. I have to prepare my grovelling for Saturday ;)

Maybe you don't care about fixing any of your party's fundamental problems, but just throwing out there that having awesome AC does not make you a useful tank. It just means that all your friends die, and then you die last while foes ignore your fairly inconsequential attacks. If you were selecting who to take out, would you pick (A) the raging greatsword maniac doing 20+ damage/round but who you can hit on a "6" or (B) the sullen dwarf that's doing <10 damage/round who you can hit on a "19"?

Or they throw a Command Word or Fear Effect or Domination or Charm or other Will Save spell at you and either make you leave the fight or kill your friends.

It sounds like the party has a big problem with "every man for himself" and the only way to change that is to introduce a character that can take of themself AND help his teammates out, showing how useful some tactical cooperation can be.

If you are set on a defensive tank, just make a cleric. They can wear full plate and use shields no problem, have plenty of buffs, and will be scarier and more versatile and more effective than any fighter would be, IMHO. They are also good team players and can let you play a proactive role.
 
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