Author Topic: Tank build idea  (Read 2940 times)

Offline Brains

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Tank build idea
« on: March 23, 2014, 07:40:14 PM »
Tanks in D&D have never really worked out, but it's still fun to try.

Crusader 1/Fighter 2/Paladin 2/Hellreaver 5/Binder 1/Exemplar 4/Hellreaver +3

Feats
1: PA, Combat Expertise, Martial Study, 2 flaws
2: Improved Trip
3: Knockback, Improved Bull Rush
6:Shock Trooper
9:Skill Focus (concentration)
12: Shape Soulmeld
14: Blind-fight
15: Endurance
16: Track
18: Mage Slayer

Be a dwarf.
+enlarge person
By level 6 you have a decent lock down build going on.

Martial study feat and 2 Diamond Mind rings:  Mind Over Body, Moment of Perfect Mind, and Action Before Thought.

This build has Con and Cha applying to all saves and AC, so defenses will be pretty high.
Every round you can self heal yourself or an ally for 10 (ECL7), 20 (ECL10), 30 (ECL 20) points of damage as a swift action. By around 11-12, this healing, furious strikes, and divine shield can be used as often as you like without having to worry about Holy Fury Points.
Decent, constant healing, high AC and saves and a basic lock-down strategy that kicks in by level 6.

Thoughts?
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Offline awaken_D_M_golem

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Re: Tank build idea
« Reply #1 on: March 25, 2014, 04:38:25 PM »
idk enough about Locks to critique that.

Healing?
So 5 rounds of combat you could heal 100 hp at level 12, for 5 Swifts.
The usual beef, is don't bother with in-combat healing.
And that a Wand of CLW is fine out-of-combat.
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Offline Brains

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Re: Tank build idea
« Reply #2 on: March 25, 2014, 04:49:30 PM »
idk enough about Locks to critique that.

Healing?
So 5 rounds of combat you could heal 100 hp at level 12, for 5 Swifts.
The usual beef, is don't bother with in-combat healing.
And that a Wand of CLW is fine out-of-combat.

Anything with a focus of healing isn't going to be very high-tier obviously, but since it only requires swift actions, it's effectively fast healing 20 that can be applied to any friendly target. If nothing more, that could be fun.
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Offline Leviathan

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Re: Tank build idea
« Reply #3 on: March 25, 2014, 04:54:42 PM »
Furious Strike is probably a better use of your swift action than healing. In a round where you weren't going to use your swift action anyway, however, the healing is basically free.


Edit: Just finished reading through Hellreaver. Almost all of its class features are swift or immediate actions, so you should almost never be left with a spare swift action lying around.
« Last Edit: March 25, 2014, 04:59:12 PM by Leviathan »

Offline Brains

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Re: Tank build idea
« Reply #4 on: March 25, 2014, 05:55:59 PM »
Yeah and most of the Hellreaver abilities are also pretty bad, considering many of them can only be used on evil outsiders. Divine Succor and Furious Strike are the ones worth using I believe, and one or the other will be used pretty much every round, except those following a saving throw.
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Offline Andion Isurand

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Re: Tank build idea
« Reply #5 on: March 26, 2014, 12:54:19 AM »
here's a little something that I'm toying with
only 19 levels used so far... just throwing it in as is...

CG Human using Greatcleaver and minimal magic

Greatcleaver = 2d8 (x3) exotic melee slashing weapon with reach
(use weapon groups variant to to gain proficiency)

Trait: Detached (-1 ref, +1 will)
Trait: Plucky (-1 fort, +1 will)
Flaw: Quick Burning Rage
Flaw: Slow to Anger

1) Jotunbrud
1) Combat Expertise (human)
1) Combat Reflexes (flaw)
1) Weapon Focus [heavy blades] (flaw)
3) Mage Slayer
6) Dodge
9) Mobility
12) Versatile Unarmed Strike (so your unarmed attacks can deal slashing for the dervish dancing)
15) ----open---
18) --- open --

Barbarian 1 (Pounce w/ rage nerfed by class flaws)
Battle Dancer 1 (Charisma to unarmored AC, unarmed strike for when enemies get to close for a reach weapon)
Paladin of Freedom 2 (Cha to saves)
Feat Rogue 2 (for Evasion, Improved Disarm, Power Attack)
Fighter 2 ( for Improved Bull Rush, Knockback )
Crusader 1 (for Thicket of Blades @ total initiator level of 5)
Dervish 10

basically, while in a Dervish Dance with your greatcleaver and "slashing" unarmed strikes...
....you can make a full attack while moving your speed as a full round action,
with at least 5 feet moved between each attack, possibly knocking back each foe you hit...


included Improved Disarm so you can overcome a caster using Shielded Casting feat
Improved Combat Expertise or Allied Defense are possibilities that one might take
Whirlwind Attack is also an option
as is Deft Opportunist
etc
etc
« Last Edit: March 26, 2014, 09:07:43 AM by Andion Isurand »