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deshrimp
2009-06-30, 05:29 PM
Well, I'm back, and this time, I return with my Tank Fighter. A Prestige Class i once posted on this site a long time ago. It has been completely rewritten. Here is the old version - Old Tank Fighter (http://www.giantitp.com/forums/showthread.php?t=54635)

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: Tank Fighters who worship a diety, tend to follow one who favors strength and power. Some follow a deity who favors protection, while others follow 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: +8
Skills: Intimidate 11 ranks
Feats: Combat Expertise, Dodge, Iron Will, Endurance

Class Skills: The Tank Fighterís class skills (and the key ability for each skill) are Bluff (Cha), Craft (int), Intimidate (cha), Ride (Dex), and Sense Motive (Wis)
Skill Points at Each Level: 2 + Int Modifier.

Class Features
All of the following are class features for the Tank Fighter Prestige Class.
Weapon and Armor Proficiency: Tank Fighters gain no proficiency with weapons and armor.
Strong Intimidate (Ex): A Tank Fighter learns how to use his great strength to intimidate others. This, in turn, allows a Tank Fighter to use his Strength modifier with his intimidate skill instead of his Charisma modifier.
Fearless (Ex): 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. At 1st level, a tank fighter gains a +4 bonus vs. fear effects. At 4th level, he becomes immune to all fear effects. These bonuses stack with any magical effect from spells or abilities such as the Paladinís Aura of Courage.
Bulwark: Starting at 1st level, a fighter gains a limited power to hold foes in place. Any opponent that begins a turn in the area the fighter threatens treats all the squares the fighter threatens as difficult terrain (movement costs are doubled in those squares). In addition, the fighter provides quarter cover to all adjacent allies.
Bonus Feat: A Tank Fighter has journeyed all over. Throughout his journeys he has picked up extraordinary teachings from different experts. At 2nd level a Tank Fighter gains a Bonus Feat chosen from the same list as a Fighter. The character gains another bonus feat at 4th level.
Damage Reduction: At 2nd level, the tank fighter gains DR 2/-. At 4th level, the DR increases to 4/-.
Heavy Body: At 2nd level the fighter gains a +2 bonus on checks made against Bull Rush, Disarm, Overrun, or Trip attempts whenever he is wearing armor or using a shield and on the ground. He also gains a +2 bonus on checks when making a Bull Rush, Disarm, Overrun, or Trip attempt. At 4th level, this increases the bonus on checks made against Bull Rush, Disarm, Overrun, or Trip attempts increases to +4. When making a Bull Rush, Disarm, Overrun, or Trip attempt, the bonus increases to +4.
Armor Mastery: Starting at 3rd level, a fighter can ignore the speed reduction for wearing medium armor, and has its maximum dexterity bonus increased by 2 and its armor check penalties reduced by 2. Starting at 5th level, a fighter can ignore the speed reduction for wearing heavy armor, and has its maximum dexterity bonus increased by 2 and its armor check penalties reduced by 2.
Armor Defense: A Tank Fighter is used to wearing armor and as such has learned to better defend himself with it. When wearing armor, the tank fighter gains a bonus to his Armor Class equal to his Tank fighter levels. 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.
Improved Bulwark: At 3rd level, any opponent that makes a 5-foot step into, through, or out of a square the tank fighter threatens provokes an attack of opportunity. He also now grants allies in adjacent squares 1/2 cover.
Powerful Build (Ex): 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 creatureís 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 subjectís size category. The Tank Fighter is treated as one size larger when determining size for a class requirement.
Greater Bulwark: At 5th level, any enemy that is hit by the attack of opportunity when moving through, into, or out of a threatened square stops movement and cannot move anymore this round.

Table: Tank Fighter UPDATED[CODE]
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+1|
+2|
+0|
+0|Strong Intimidate, Fearless, Bulwark

2nd|
+2|
+3|
+0|
+0|Bonus Feat, Heavy Body, DR 2/-

3rd|
+3|
+3|
+1|
+1|Improved Bulwark, Armor Mastery, Armor Defense

4th|
+4|
+4|
+1|
+1|Bonus Feat, DR 4/-

5th|
+5|
+4|
+1|
+1|Greater Bulwark, Powerful Build[/table]
New Use for a Skill: Intimidate
Provoke: You can also use Intimidate to provoke an enemy to attack you in combat. To do so, The enemy must be within 60 feet, and must be able to see and hear you. Make an Intimidate check opposed by the targetís modified level check (1d20 + character level or Hit Dice + targetís Wisdom bonus + targetís modifiers on saves against fear). If you fail the check by 5 or more, the target gains a +2 bonus to hit you for 4 rounds. If you win, the target becomes provoked and changes his target to you for 1d4 rounds. You can Provoke more than one opponent, but you suffer a -1 penalty to your Intimidate check for each enemy beyond the first. Make one roll for all enemies you want to provoke. [I]Example you provoke 1 person, standard roll. provoke 4 enemies, suffer -3 to your roll. etc..
Action: Intimidating an opponent in combat is a standard action.
Try Again: No. Those you attempt to provoke just blow you off if you fail in provoking them.
Special: You gain a +4 bonus on your Intimidate check for every size category that you are larger than your target. Conversely, you take a Ė4 penalty on your Intimidate check for every size category that you are smaller than your target.

PairO'Dice Lost
2009-06-30, 09:48 PM
Since immunity to fear isn't all that impressive (paladins get it at 3rd level), powerful build is very good in the right hands, and 4th and 8th level are kind of lacking, I'd move fear immunity down to 4th level and powerful build up to 8th.

Otherwise, I think this is a nice solid PrC (no pun intended).

Jane_Smith
2009-06-30, 10:11 PM
Problem - This is all toughness, raw hp and armor class. The true theme of a tank is damage mitigation AND being able to hold 'aggro' on enemy's, which is why its so difficult to play a true tank in D&D. I would ask you consider these effects; Basically these would let you force an enemy to tango with you... and not the pretty sorceress behind you with the skimpy cloths. :smallwink:

This is just a small example of a 5-level build of the "Fighter Tank".


Bonus Feats: At 1st level, a fighter gains a bonus feat. This feat must be from the (core) fighter's list of bonus feats. The fighter gains an additional bonus feat at 3rd and 5th level. He must meet the prerequisites for these feats.

Bulwark: Starting at 1st level, a fighter gains a limited power to hold foes in place. Any opponent that begins a turn in the area the fighter threatens treats all the squares the fighter threatens as difficult terrain (movement costs are doubled in those squares). In addition, the fighter provides cover to all allies from attacks that pass threw his occupied space.

Armor Mastery: Starting at 2nd level, a fighter can ignore the speed reduction for wearing medium armor, and has its maximum dexterity bonus increased by 2 and its armor check penalties reduced by 2. Starting at 4th level, a fighter can ignore the speed reduction for wearing heavy armor, and has its maximum dexterity bonus increased by 2 and its armor check penalties reduced by 2.

Defensive Stance: At 2nd level the fighter gains Damage Reduction 3/-, and gains a +2 bonus on checks made against Bull Rush, Disarm, Overrun, or Trip attempts whenever he is wearing armor or using a shield and on the ground. At 4th level, this increases to Damage Reduction 5/-, and the bonus on checks made against Bull Rush, Disarm, Overrun, or Trip attempts increases to +4.

Advancing Pursuit: At 3rd level, whenever a enemy the fighter threatens makes a 5 foot defensive retreat into a space the fighter does not threaten, the fighter may make a free immediate 5 foot move as an immediate action in the same direction the enemy moved.

King of the Hill: At 5th level, the fighter may make attacks of opportunity even on targets who use the defensive retreat action. In addition, he may make up to two attacks of opportunity against a single enemy in a round instead of the usual one, however he still may only make a single attack of opportunity per action the target makes that provokes an attack of opportunity.

deshrimp
2009-07-01, 01:13 AM
EDITED THE CLASS PLEASE NOTE NEW SECTIONS LABELED 'New uses for a skill: Intimidate' and 'Before changes'.



Problem - This is all toughness, raw hp and armor class. The true theme of a tank is damage mitigation AND being able to hold 'aggro' on enemy's, which is why its so difficult to play a true tank in D&D.First off, It depends on your definition of Tank Fighter. In my opinion, Tank referes to Heavy Armor, and ability to withstand a crapload of damage. But i understand what your saying as well.


Bulwark: Starting at 1st level, a fighter gains a limited power to hold foes in place. Any opponent that begins a turn in the area the fighter threatens treats all the squares the fighter threatens as difficult terrain (movement costs are doubled in those squares). In addition, the fighter provides cover to all allies from attacks that pass threw his occupied space.Now this is an ability i like. I might incorperate it into this class. if thats ok with you.


Armor Mastery: Starting at 2nd level, a fighter can ignore the speed reduction for wearing medium armor, and has its maximum dexterity bonus increased by 2 and its armor check penalties reduced by 2. Starting at 4th level, a fighter can ignore the speed reduction for wearing heavy armor, and has its maximum dexterity bonus increased by 2 and its armor check penalties reduced by 2. This is what i was trying to get at but for some reason, couldn't figure it out. Thanks.


Defensive Stance: At 2nd level the fighter gains Damage Reduction 3/-, and gains a +2 bonus on checks made against Bull Rush, Disarm, Overrun, or Trip attempts whenever he is wearing armor or using a shield and on the ground. At 4th level, this increases to Damage Reduction 5/-, and the bonus on checks made against Bull Rush, Disarm, Overrun, or Trip attempts increases to +4.This might be useful. and possibly may incorporate a variation of this.


Advancing Pursuit: At 3rd level, whenever a enemy the fighter threatens makes a 5 foot defensive retreat into a space the fighter does not threaten, the fighter may make a free immediate 5 foot move as an immediate action in the same direction the enemy moved.Nice, but doesnt quite fit. Especially since hes bound to be surrounded, so why move away from the enemies.


King of the Hill: At 5th level, the fighter may make attacks of opportunity even on targets who use the defensive retreat action. In addition, he may make up to two attacks of opportunity against a single enemy in a round instead of the usual one, however he still may only make a single attack of opportunity per action the target makes that provokes an attack of opportunity.Just not likeing this. Since its easier to give the Tank Fighter the Combat Reflexes feat to give him more than one attacks. As far as the two AoO vs same target, how often would that happen?

PairO'Dice Lost
2009-07-02, 03:13 PM
You might want to add an Improved Bulwark ability that lets him make AoOs against enemies taking 5-foot steps in his threatened area, like the ToB stance Thicket of Blades, to make him just a bit more "sticky".

Jane_Smith
2009-07-02, 03:26 PM
Their ya go. :3 That would be a great capstone.

Last thought - Instead of a con bonus ; maybe it gets 1/2 its level as a bonus to armor class? Like the Defender prc. Its just an uptyped, raw ac bonus.

Frosty
2009-07-02, 04:18 PM
This has too much of an overlap with the "Knight" base class I feel, and the Knight can probably do it better since their Test of Mettle isa Swift action for all enemies within 100 feet and with no penalties for failing.

Jane_Smith
2009-07-02, 04:25 PM
Eh, i got the ideas from the knight. And the knight is a sucky class despite a few features. And no - the knight cant do it better, its bound by all those codes of honor and crap.

Put it in the hands of a fighter who specializes in fighting, instead of whining? You got -win-.

Frosty
2009-07-02, 04:33 PM
THe code is a bit annoying, but as it stands, it controls aggro better than the Tank Fighter. Intimidate checks are hard as heck to succeed on, especially since a lot of enemies you fight have a crapton more HD than you do. Will saves, however, go up much slower than HD.

Now the Powerful Build is very nice, but the earliest you get it is level 18? Eww.

Jane_Smith
2009-07-02, 04:44 PM
No, the knight is not good at holding anything better. In fact - If your group has a rogue or ninja or anything with sneak attack damage? Your -screwing- your own group because you cannot flank as a knight. nor give them flanking benefits due to the whole 'code' crap.

You can't use bluff to feint, your code only works usually on one creature at a time, its against your rules for anyone to interfere.. i mean... jesus christ their is so many things wrong with the knight class it makes me want to cry.

Bad class design is bad class. -pokes knight-

Frosty
2009-07-02, 04:48 PM
You haven't read the rules correctly. You can grant flanking just fine. You just can't RECEIVE flanking bonuses without losing ONE use of your Knight's Challenge. Ooooh.

Test of Mettle potenially works for ALL ENEMIES WITHIN 100 FEET. You tank as many as you can, the party attacks a small portion of the enemy, causing that portion to break free, which is fine because now only like 1 or 2 of the original 10 enemies are attacking anyone but the Knight. The enemy forces are no longer concentrating fire on the party wizard.

If the Knight only manages to snag like 5 out of the 10 enemies, then that's still not bad. Just don't attack the ones affected. The point is to DIVIDE AND CONQUER, which the Knight does just fine.

deshrimp
2009-07-03, 12:46 PM
EDIT:
OK I'VE ADDED/REMOVED THINGS. ALSO I AM AWARE THAT LVL 7, 8, AND 9 ARE WEAK.
any suggestions as to what would work in those levels to make it worth making it to lvl 10?


The purpose of this class wasnt to control the aggro, but rather to be able to stand up to a large group of enemies. If i wanted to control aggro, I would have made it do that.


Also, im still not sure where Powerful Build should be placed.

As for the improved Bulwark that might be a good idea. As well as the boost to AC by 1/2 level instead of con. +5 AC vs +2 HP/lvl.

Survey says: Harder to hit is better than hp. Also if that bonus AC applies to touch attacks your set.

deshrimp
2009-07-03, 02:16 PM
COMPLETE REVISION

Due to the fact that the later levels of the class were lacking. I decided that this class would be best suited as a 5 level prestige class.

As such, it has been changed. The abilities have mostly changed the same.
Please continue to Examine And Critique Helpfully.

Thank you.

PairO'Dice Lost
2009-07-03, 05:32 PM
As such, it has been changed. The abilities have mostly changed the same.
Please continue to Examine And Critique Helpfully.

Looks good. The only thing I'd tweak would be the DR; since you're giving DR 2 at 2nd and DR 4 at 4th, you might as well give DR X, where X is his class level, so it scales more neatly.

imp_fireball
2009-07-03, 07:36 PM
Suggestion: Ability to avoid damage from 'friendly' aoe spells by taking cover as an immediate action (using a tower shield, since it wouldn't involve movement)?

I also had an idea for a 'battlecruiser' PRC much earlier - one of its abilities included dealing damage on a bullrush/overrun attempt however it had to be wearing spiked armor.

It was also able to multiply its weight up to a factor of 10 for dealing falling damage. :smallamused:


Looks good. The only thing I'd tweak would be the DR; since you're giving DR 2 at 2nd and DR 4 at 4th, you might as well give DR X, where X is his class level, so it scales more neatly.

But he might not be looking for players to merely dip into levels of this class - which is very common for a lot of PRCs.