Slaved tank (3.5e Class)

From D&D Wiki

Jump to: navigation, search

Slaved Tank[edit]

Note: this is a variant of tank

Description[edit]

Slaved since childhood, the Slave was tortured everyday of his meaningless life. Pain was present every waking moment, and eventually he grown accustomed to it. His slave master were surprised by his Indomitable Will, they decided to use him for their nefarious reasons.

They decided to hone his defenses since his Will allowed him to adapt, giving him heightened natural defenses.

Eventually though the Slave broke free. With his newfound freedom the Slave trains everyday until he once again runs into his former masters just to laugh in there face at their attempt to hurt him, only to slowly chip away at them until one day they fall, just like they tried, and failed, to do to him.

Making a Slave[edit]

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".

Table: The Slaved Tank

Hit Die: d12

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +1 +2 +0 +0 Solid Defense, Indomitable Will, Bonus Feat
2nd +2 +3 +0 +0 Shield Block, Will of Courage 1
3rd +3 +3 +1 +1 Damage Reduction 1/-, Bonus Feat
4th +4 +4 +1 +1 , +2 Constitution, Toughness
5th +5 +4 +1 +1 Fast Healing 1, Will of Courage 2
6th +6/+1 +5 +2 +2 +2 Constitution, Bonus Feat
7th +7/+2 +5 +2 +2 Damage Reduction 2/-
8th +8/+3 +6 +2 +2 Plate Specialization, Will of Courage 3
9th +9/+4 +6 +3 +3 Bonus Feat, +2 Constitution
10th +10/+5 +7 +3 +3 Will to Live, Improved Bull Rush
11th +11/+6/+1 +7 +3 +3 Damage Reduction 3/-, Will of Courage 4
12th +12/+7/+2 +8 +4 +4 +2 to Constitution, Bonus Feat
13th +13/+8/+3 +8 +4 +4 Will to Flee
14th +14/+9/+4 +9 +4 +4 Bonus Feat, Will of Courage 5
15th +15/+10/+5 +9 +5 +5 Damage Reduction 4/-, Bonus Feat
16th +16/+11/+6/+1 +10 +5 +5 +2 to Constitution
17th +17/+12/+7/+2 +10 +5 +5 Bonus Feat, Will of Courage 6
18th +18/+13/+8+3 +11 +6 +6 Slave Memory, +2 Constitution, Bonus Feat
19th +19/+14/+9/+4 +11 +6 +6 Damage Reduction 5/-
20th +20/+15/+10/+5 +12 +6 +6 Will to Sacrifice, Will of Courage 7, +2 Constitution

Class Skills (2 + Int modifier per level, ×4 at 1st level)
Climb (Str), Intimidate (Cha), Jump (Str), Listen (Wis), Ride (Dex), Search (Int), Spot (Wis), Swim (Str).

Class Features[edit]

All of the following are class features of the Slave.

Weapon and Armor Proficiency: All martial weapons and all armor and shields.

Solid Defense (Ex): Also starting at level 1, a Slave can add his Con modifier to his Armor Class. (Instead of Dex) Armor, however heavy, does not limit how much Constitution bonus can be added to AC. You also gain +3 HP.

Bonus Feat: Starting at level 1, the Slave gets a bonus feat and another one at level 3 and every 3 levels after. (The Bonus Feat list for a Slave is the same as that of a Fighter.)

Indominitable Will (Ex): Base bonus of 1 Natural Armor and 1 Energy Resistance, Every 3 levels gain 1 bonus AC, and every 4 levels gain 4 bonus Energy Resistance.

Damage Reduction (Ex): Starting at level 3, the Slave is able to shrug off light damage from each hit he takes. The Slave gains Damage Reduction 1/- (this bonus stacks with any other Damage Reduction bonuses the Slave may have). This damage reduction increases by 1 every four levels after.

Will of Courage (Ex): Gain +1 to Saving Throws per level.

Will to Live (Ex): If an attack brings you below 25 % HP, you may gain +5 AC, +10 Energy Resist, and you drop your main weapon. You also take -5 move penalty

Will to Flee (Ex): If an attack brings you below 15 % hp, you may ignore Will to Live, the slave drops both his main weapon, and shield, gain 10 move speed and you can move this turn.

Will to Sacrafice (Ex): If the slave takes lethal damage, reduce the slaves level by 1 and regain all of your HP.

Slaves Memory (Ex): Whenever a creature damages the slave, he remembers it for the future and gains +4 AC and +8 Energy against that creature.

Fast Healing (Ex): Starting at level 5, the Slave has gained the ability to force his body to recover from his injuries faster.

Plate Specialization (Ex): The Slave grows very accustomed to wearing Plate armor. While wearing Plate, the Slave no longer takes movement penalties. In addition to gaining an additional +1 to his AC.

Shield Block (Ex): The Slave realizes that he has a shield, raising it allows him to add 4 AC and 4 Energy Resist against the next attack made against him. If he manages to get hit the shield reduces the damage, 1/-, + 1 every 5 levels. Can be used twice a day.

Note: Energy Resistance to acid, cold, electricity, fire, and sonic based attacks

Epic Slaved Tank[edit]

Table: The Epic Slaved Tank (WIP)

Hit Die: d12

Level Special
21st Fast Healing 2, Bonus Feat
22nd +4 Constitution
23rd Damage Reduction 6/-, Will of Courage 8
24th Fast Healing 4, Bonus Feat, +4 Constitution
25th
26th Will of Courage 9, +4 Constitution
27th Damage Reduction 7/-, Fast Healing 6, Bonus Feat
28th +4 Constitution
29th Will of Courage 10
30th Fast Healing 8, +4 Constitution

2 + Int modifier skill points per level.

Campaign Information[edit]

Playing a Slaved Tank[edit]

Religion: Slaved Tanks worship a variety of gods. Mostly war gods, but many also revere gods of protection.

Other Classes: Slaved Tanks are valued in quests due to their high hp. Slaved Tanks rely on their team-members for damage-dealing and skills.

Notable Tanks:

"No! You should have waited! Well, it's too late now. I, Siegward of the Knights of Catarina, fight by your side!" (aaarh!)" -Siegward of Catarina

"Don't worry my friends. I will be your shield" -Reinhardt of Overwatch

Combat: Run into a room and attract all the attention of the enemies. Let your friends take care of the rest.


Back to Main Page3.5e HomebrewClassesBase Classes

Home of user-generated,
homebrew pages!