Sunday, February 8, 2015

Tank Build

Concept-

·         Armor heavy Tank character with taunting abilities, but slow speed. Excels in large number of attacks, reach, and knockback.
·         Armor – Mechanus Gear Armor (High AC) Enchanted with Retaliation.
o   A suit of armor that has this property strikes back at foes who hit hard in melee. While wearing retaliation armor, each time you take 10 or more points of damage from a single melee attack, the armor deals 1d6 points of damage to the attacker. If a single melee attack drops your hit points below 0, the armor strikes the attacker for 3d6 points of damage.
o   Damage from retaliation armor is treated as magic for the purpose of over-coming damage reduction.
·         Primary weapon - Reach weapon that can be set against charges for extra damage that has the Shock enchantment. STATs- DMG: 2d6+1d6(Shock)+STR+3, CRIT:x3
o   Does double damage when set against a charge (free action that can be done once per round) DMG: 4d6+2d6(Shock)+STRx2+6, CRIT: x6
o   Attacks of opportunity against multiple targets (due to combat expertise) when targets enter threat area (normal movement). Or when they charge (Charge does not incur an AoO, but moving through a threatened area does, due to reach weapon any charge incurs an AoO)
o   Weapon can also be used to attempt to trip enemies
o   Weapon cannot be used against adjacent enemies
·         Secondary Weapon – Heavy Steel Spined Shield enchanted with Bashing and Shield Spikes enchanted with Brutal Surge. STATS- DMG: 2d6 (Physical, from shield spikes and the Bashing enchantment) +STR+3, CRIT: x2.
o   Does not take a penalty if it is the only weapon used in an attack (EX: With a +7/+2 you have two attacks, for the first one you hit with your primary weapon and no penalties are applied. For your second attack you hit with your shield, because this is the only weapon you are using with this attack no penalties are applied)
o   If you wield a second weapon in your off hand (Or shield in this case), you can get one extra attack per round with that weapon. You suffer a -4 penalty with your regular attack or attacks with your primary hand and a -8 penalty to the attack with your off hand when you fight this way. (Example: With a +7/+2 you would get you two normal attacks, but then also be able to hit with your shield in a third attack. You would use your highest BAB but apply the penalty (7-8= -1) and roll you attack roll with a -1 (+STR and +1 for the Magic bonus + any other bonus’ you may have).
o   You do not lose your Shield bonus to AC when you use it to attack, this is due to improved shield bash.
o   A Number of times per day equal to 1+CON modifier the wielder of this weapon is able to attempt a BULL RUSH against an enemy, this actions is a free action that takes place as a part of the wielders normal attack.
o   After a successful melee attack with a brutal surge weapon, you can command the weapon to initiate a bull rush attempt against the target of the attack in addition to dealing its normal damage. This attempt does not provoke attacks of opportunity and is resolved using your size, Strength, and other relevant characteristics. If you wield a brutal surge weapon in two hands, you gain a +2 bonus on the opposed Strength check. You and the defender make opposed Strength checks.
o   You each add a +4 bonus for each size category you are larger than Medium or a –4 penalty for each size category you are smaller than Medium. You get a +2 bonus if you are charging. The defender gets a +4 bonus if he has more than two legs or is otherwise exceptionally stable.
o   If successful, the bull rush pushes the affected creature back the greatest possible distance allowed by the result of the opposed check, but you do not move along with the target. Movement caused by this bull rush attempt provokes attacks of opportunity from other creatures normally, but you cannot make an attack of opportunity against the affected creature.
o   If you beat the defender’s Strength check result, you push him back a minimum of 5 feet, and back an additional 5 feet for each 5 points by which your check result is greater than the defender’s check result.

Primary Class (7 levels)

PrC (Take at 8th)

Armor:
Mechanus gear [Heavy]
Maximum Dex Bonus:   +0
Armor Check Penalty:    –10
Arcane Spell Failure Chance:       50%
Hardness:            10
Size Medium, Cost 1750gp, Armor Bonus +10, Weight 75lbs, Hit Points 25, Speed -5ft


Armor Enchant - RETALIATION
Price: +2 bonus (4,000gp)
Property: Armor
Caster Level: 9th
Aura: Moderate; (DC 19) necromancy
Activation: —

The surface of this armor roils with pent-up energy.

A suit of armor that has this property strikes back at foes who hit hard in melee. While wearing retaliation armor, each time you take 10 or more points of damage from a single melee attack, the armor deals 1d6 points of damage to the attacker. If a single melee attack drops your hit points below 0, the armor strikes the attacker for 3d6 points of damage.

Damage from retaliation armor is treated as magic for the purpose of over-coming damage reduction. Prerequisites: Craft Magic Arms and Armor, symbol of pain.
Cost to Create: Varies.

Weapon and Shield:
NOTE: Although the Dwarven Warpike is an exotic weapon, dwarves have a racial ability called weapon familiarity. The Player’s handbook has this applying to the Dwarven Waraxes and the Dwarven Urgrosh. However Wizards of the Coast online errata has stated that it doesn’t have to be these specific weapons, Dwarves may choose two (2) specific Dwarven Weapons.

Warpike, Dwarven 45 gp 1d8 2d6 x3 -  15 lb. Piercing or Slashing Dragon #331 Two-handed weapon. This weapon has reach; you can use it to strike foes 10 feet away, but not adjacent foes. This weapon deals double damage when readied against a charge. You can use this weapon to make trip attacks. If you are tripped during the attempt, you may drop the weapon to avoid being tripped in return.

Masterworked weapon (+300) - http://www.dandwiki.com/wiki/SRD:Masterwork_Weapons

Weapon Enchantment - Shock
Upon command, a shock weapon is sheathed in crackling electricity. The electricity does not harm the wielder. The effect remains until another command is given. A shock weapon deals an extra 1d6 points of electricity damage on a successful hit. Bows, crossbows, and slings so crafted bestow the electricity energy upon their ammunition.

Moderate evocation; CL 8th; Craft Magic Arms and Armor, call lightning or lightning bolt; Price +1 bonus.

Weapon Enchant - MORPHING
This weapon’s shape constantly fl ows and reforms in slightly different compositions.
You can reshape a morphing weapon into any other melee or thrown weapon of the same size and type (light, one-handed, or two-handed). For instance, a morph-ing greatsword could become a spear, greataxe, or dire fl ail. If a single weapon created with the mor-phing property becomes a double weapon, only one end of the double weapon retains the weapon’s magical bonus, although the other end is masterwork. If a double weapon created with the morphing property becomes a single weapon, it can have the properties of either end of the original double weapon. The proper-
ties of the other end are dormant but not lost; they become active again when the morphing weapon once again becomes a double weapon.

Aura: Moderate; (DC 19) transmutation Activation: Standard; Caster Level: 9th; Property: Melee or thrown weapon; Price: +1 bonus; Prerequisites: Craft Magic Arms and Armor, fabricate.
Cost to Create: Varies.

Spined Shield
This +1 heavy steel shield is covered in spines. It acts as a normal spiked shield. On command up to three times per day, the shield’s wearer can fire one of the shield’s spines. A fired spine has a +1 enhancement bonus, a range increment of 120 feet, and deals 1d10 points of damage (19-20/×2). Fired spines regenerate each day.

Moderate evocation; CL 6th; Craft Magic Arms and Armor, magic missile; Price 5,580 gp; Cost 2,740 gp + 223 XP.

Shield enchantment - Bashing: A shield with this special ability is designed to perform a shield bash. A bashing shield deals damage as if it were a weapon of two size categories larger (a Medium light shield thus deals 1d6 points of damage and a Medium heavy shield deals 1d8 points of damage). The shield acts as a +1 weapon when used to bash. (Only light and heavy shields can have this ability.)
Moderate transmutation; CL 8th; Craft Magic Arms and Armor, bull’s strength; Price +1 bonus.

Masterworked Shield Spikes - http://www.dandwiki.com/wiki/SRD:Heavy_Shield

Shield Spike Enchant - BRUTAL SURGE
Price: +1 bonus (2,000)
Property: Melee weapon
Caster Level: 11th
Aura: Moderate; (DC 20) evocation Activation: Swift (command)
This weapon is broader, thicker, and darker in color than a normal weapon of its type.
After a successful melee attack with a brutal surge weapon, you can command the weapon to initiate a bull rush attempt against the target of the attack in addition to dealing its normal damage. This attempt does not provoke attacks of opportunity and is resolved using your size, Strength, and other relevant characteristics. If you wield a brutal surge weapon in two hands, you gain a +2 bonus on the opposed Strength check.

If successful, the bull rush pushes the affected creature back the greatest possible distance allowed by the result of the opposed check, but you do not move along with the target. Movement caused by this bull rush attempt provokes attacks of opportunity from other creatures normally, but you cannot make an attack of opportunity against the affected creature.

The brutal surge property is usable a number of times per day equal to 1 + your Con bonus (if any). Once you activate this property, it can’t be activated by any other creature until the following day. Prerequisites: Craft Magic Arms and Armor, Bigby’s forceful hand. Cost to Create: Varies.


Feats:
Monkey Grip [fixed](Requires flaw #1)- http://brilliantgameologists.com/boards/index.php?topic=11896  
Improved Shield Bash (Level 6 Feat)- http://www.dandwiki.com/wiki/SRD:Improved_Shield_Bash
Combat reflexes (requires flaw #2)- http://www.dandwiki.com/wiki/SRD:Combat_Reflexes
Dodge (Level 3 Feat, needed for Dwarven Defender PrC)
Endurance (Knight lvl5 Bonus Feat, needed for Dwarven Defender PrC) - http://www.dandwiki.com/wiki/SRD:Endurance
Toughness (Level 1 Feat, needed for Dwarven Defender PrC) - http://www.dandwiki.com/wiki/SRD:Toughness

Total cost of equipment – 17,985 GP