Tank (3.5e Class)
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Tank of power
Making a Tank
Races: Any race who can take a hit.
Starting Gold: 6d4×10 gp (150 gp).
|1st||+1||+2||+2||+2||Monster Magnet, Solid Defense, Bonus Feat|
|2nd||+2||+3||+3||+3||Natural Armor +1, Bonus Feat|
|3rd||+3||+3||+3||+3||Damage Reduction 2/-|
|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|
|8th||+8/+3||+6||+6||+6||Bonus Feat, Damage Reduction 4/-|
|10th||+10/+5||+7||+7||+7||Natural Armor +3, Greater Monster Magnet, Bonus Feat|
|13th||+13/+8/+3||+8||+8||+8||Damage Reduction 6/-|
|14th||+14/+9/+4||+9||+9||+9||Natural Armor +4,Fast Healing, Bonus Feat|
|15th||+15/+10/+5||+9||+9||+9||Mega Monster Magnet|
|18th||+18/+13/+8+3||+11||+11||+11||Natural Armor +5, Bonus Feat, Damage Reduction 8/-|
|20th||+20/+15/+10/+5||+12||+12||+12||Master Monster Magnet, Bonus Feat|
Class Skills (2 + Int modifier per level, ×4 at 1st level)
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):With a mighty shout the Tank pulls the attention of enemies away from his allies. This primal challenge cannot go unanswered. Any hostile enemy within a 30-ft. radius of the tank must succeed on a Will Save DC (10 + Tank class level + Tank's Con modifier) or be forced to attack the Tank for (1d4+ Tank level) rounds. The Tank can shout this challenge once per round as a free actions.
Solid Defense (Ex): Starting at level 1, a Tank can add his Con modifier (instead of his Dex modifier) to his Armor Class. Armor, however heavy, does not limit how much Constitution bonus can be added to AC.
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.).
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. If the Tank wears no armor, he gains 1.5 times the benefit from natural armor. This effect also applies to any dodge bonuses.
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.
|21st||Natural Armor +6, Epic Toughness|
|22nd||Damage reduction 10/-, Bonus Feat, 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|
2 + 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.
Playing a Tank
Religion: Tanks worship a variety of gods. Mostly war gods, but many also revere gods of protection.
Other Classes: Tanks are valued in quests due to their high hp and monster magnet. Tanks rely on their team-members for damage-dealing and skills.
Combat: Run into a room and attract all the attention of the enemies. Let your friends take care of the rest.