Tank (3.5e Class)
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[edit] Tank of power
[edit] Making a Tank
Abilities: High Constitution for high HP and good Strength for good physical damage.
Races: Any race who can take a hit.
Alignment: Any.
Starting Gold: 6d4×10 gp (150 gp).
Starting Age: "Moderate" or "As fighter".
| Level | Base Attack Bonus |
Saving Throws | Special | ||||||||||||||||||||||||||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Fort | Ref | Will | |||||||||||||||||||||||||||||||||||||||
| 1st | +1 | +2 | +2 | +2 | Monster Magnet, Solid Defence, Bonus Feat | ||||||||||||||||||||||||||||||||||||
| 2nd | +2 | +3 | +3 | +3 | Natural Armor +1, Bonus Feat | ||||||||||||||||||||||||||||||||||||
| 3rd | +3 | +3 | +3 | +3 | |||||||||||||||||||||||||||||||||||||
| 4th | +4 | +4 | +4 | +4 | Fast Healing , Bonus Feat | ||||||||||||||||||||||||||||||||||||
| 5th | +5 | +4 | +4 | +4 | Increased Monster Magnet | ||||||||||||||||||||||||||||||||||||
| 6th | +6/+1 | +5 | +5 | +5 | Natural Armor +2, Bonus Feat | ||||||||||||||||||||||||||||||||||||
| 7th | +7/+2 | +5 | +5 | +5 | |||||||||||||||||||||||||||||||||||||
| 8th | +8/+3 | +6 | +6 | +6 | Bonus Feat | ||||||||||||||||||||||||||||||||||||
| 9th | +9/+4 | +6 | +6 | +6 | Fast Healing | ||||||||||||||||||||||||||||||||||||
| 10th | +10/+5 | +7 | +7 | +7 | Natural Armor +3, Greater Monster Magnet, Bonus Feat | ||||||||||||||||||||||||||||||||||||
| 11th | +11/+6/+1 | +7 | +7 | +7 | |||||||||||||||||||||||||||||||||||||
| 12th | +12/+7/+2 | +8 | +8 | +8 | Bonus Feat | ||||||||||||||||||||||||||||||||||||
| 13th | +13/+8/+3 | +8 | +8 | +8 | |||||||||||||||||||||||||||||||||||||
| 14th | +14/+9/+4 | +9 | +9 | +9 | Natural Armor +4,Fast Healing, Bonus Feat | ||||||||||||||||||||||||||||||||||||
| 15th | +15/+10/+5 | +9 | +9 | +9 | Mega Monster Magnet | ||||||||||||||||||||||||||||||||||||
| 16th | +16/+11/+6/+1 | +10 | +10 | +10 | Bonus Feat | ||||||||||||||||||||||||||||||||||||
| 17th | +17/+12/+7/+2 | +10 | +10 | +10 | |||||||||||||||||||||||||||||||||||||
| 18th | +18/+13/+8+3 | +11 | +11 | +11 | Natural Armor +5, Bonus Feat | ||||||||||||||||||||||||||||||||||||
| 19th | +19/+14/+9/+4 | +11 | +11 | +11 | Fast Healing | ||||||||||||||||||||||||||||||||||||
| 20th | +20/+15/+10/+5 | +12 | +12 | +12 | Master Monster Magnet, Bonus Feat | ||||||||||||||||||||||||||||||||||||
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Class Skills (2 + Int modifier per level, ×4 at 1st level) | |||||||||||||||||||||||||||||||||||||||||
[edit] Class Features
All of the following are class features of the Tank.
Weapon and Armor Proficiency: All simple and martial weapons and all armor and shields.
Monster Magnet (Ex):Is a yell, there give the enemy a need to attack you. you can yell ones pr round as a free actions. Any hostile enemy in 30-ft. square radius around the tank, must make a succeed Will Save DC (10+ your Tank level+ your Con modifier.) or be forced to attack you (1d4+ Tank level) rounds.
Solid Defence (Ex): Starting at level 1, a Tank can add his Con modifier to his Armor Class instead of his Dex, when adding Constitution to AC there is no maximum bonus based wearing heavy armors.
Bonus Feat: Starting at level 1 a tank gets a bonus feat from the list of tank bonus feats, he gets an extra bonus feat every two levels(4, 6, 8, ect.).
Tank Bonus Feat List: Improved Natural Armor, Toughness.
Natural Armor: Starting at 2nd level, a Tank gets a +1 bonus to his natural armor. This bonus is increased by +1 every four levels after.
Damage reduction: At level 3, a tank gains Damage Reduction 2/-, this stacks with any other Damage Reduction /- he may have, this damage reduction increases by 2 every five levels(8, 13, 18).
Fast Healing (Su): At 4th level, a tank gains Fast Healing 5. Fast Healing increases by 5 every five levels(9, 14, 19).
Increased Monster Magnet: Starting at level 5 the base DC for Monster Magnet is 15.
Greater Monster Magnet: Starting at level 10 the base DC for Monster Magnet is 20.
Mega Monster Magnet: Starting at level 15 the base DC for Monster Magnet is 25.
Master Monster Magnet: Starting at level 20 the base DC for Monster Magnet is 30.
[edit] Epic Tank
| Level | Special | ||||||||||||||||||||||||||||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 21st | Natural Armor +6, Epic Toughness | ||||||||||||||||||||||||||||||||||||||||
| 22nd | Damage reduction 10/-, Bonus Feat, Epic Toughness | ||||||||||||||||||||||||||||||||||||||||
| 23rd | Epic Toughness | ||||||||||||||||||||||||||||||||||||||||
| 24th | Fast Healing, Bonus Feat, Epic Toughness | ||||||||||||||||||||||||||||||||||||||||
| 25th | Natural Armor +7, Epic Toughness | ||||||||||||||||||||||||||||||||||||||||
| 26th | Bonus Feat, Epic Toughness | ||||||||||||||||||||||||||||||||||||||||
| 27th | Damage reduction 12/-, Epic Toughness | ||||||||||||||||||||||||||||||||||||||||
| 28th | Bonus Feat, Epic Toughness | ||||||||||||||||||||||||||||||||||||||||
| 29th | Natural Armor +8, Fast Healing, Epic Toughness | ||||||||||||||||||||||||||||||||||||||||
| 30th | Bonus Feat, Epic Toughness | ||||||||||||||||||||||||||||||||||||||||
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1 + Int modifier skill points per level. | |||||||||||||||||||||||||||||||||||||||||
Epic Toughness Every level the epic tank gains thirty additional hit points.
Natural Armor: An epic tank increases his Natural Armor by 1 every four levels (21, 25, 29, ect.)
Damage reduction: An epic tank increases his Damage Reduction by 2 every five levels(22, 27, ect.).
Fast Healing An epic tank increases his Fast Healing by 5 every five levels(24, 29, ect.).
Bonus Feats: The epic tank gains a bonus feat selected from the list of epic tank bonus feats every two levels after 20th.
Epic Tank Bonus Feat List: Armor Skin, Damage Reduction, Epic Toughness, Fast Healing, Great Constitution, .
[edit] Campaign Information
[edit] Playing a Tank
Religion: Tanks worship a variety of gods but mostly war gods.
Other Classes: Tanks are valued in quests due to their high hp and monster magnet.
Combat: Run into a room and attract all the attention of the enemys and let your friends take care of the rest.
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