Ok, so my buddy Icey asked me to help him build a tank.
He said that he needed something new and different from his rogue, cleric and sorcerer. He wanted something that could take a beating, but still deal a bit of DPS. and if possible AC. So sounded pretty much ranger/monk to me. I went with 13 ranger/2 monk/1 rogue. Two levels of monk to make every feat fit in, 1 level of rogue for UMD and Intimidate (hey, with crazy saves, high AC, Evasion and HP over 350 you can take a beating).
I tried to keep it low on the +2 tomes, 'cause I know he's fairly broke right now.Anyway, they can be eaten later on without any problem.
If you need help for gear allocation or enhancements, Icey, you know when to find me.
13 ranger/2 monk/1 rogue
Alignment: Lawful Neutral
Race: Dwarf
Stats:
16 Str + 4 level + 6 item + 2 Ram's = 28 Str
14 Dex + 3 enhancements + 6 item + 1 tome = 24 Dex
16 Con + 6 item + 2 enhancements + 2 favor tome = 26 Con
12 Int + 1 tome = 13 Int
12 Wis + 1 tome + 6 item + 1 enhancements = 20 Wis
9 Cha + 1 tome + 6 item = 16 Cha
- +2 Dex tome would help saving you 6 APs, so if you can get one it'd be great.
- +2 Str tome would up your DPS.
Feats:
- 1. Toughness
- 3. Combat Expertise (Monk feat)
- 6. Two-Weapon Defense (to be switched at high level)
- 8. Dodge (Monk)
- 9. Mobility (Monk)
- 9. Spring Attack
- 12. Improved Critical: Slashing
- 15. Power Attack
Start with 1 rogue.
Then, go for 6 levels of ranger.
Then take 2 levels of monk at level 8 and 9.
Then go 7 rangers.
This build is mostly there to tank, hence why PA is taken so late.
As for Favored Enemies, at end game, go for:
- Evil Outsiders
- Aberation
- Whatever you feel like taking for the third one, probably Contruct or Elemental for Shroud.
Armor Class:
10 Base
+7 Dexterity
+8 Armor (with Stone of Change ritual - becomes 9 if you get 8 AC bracer)
+2 Tempest
+1 Two-Weapon Defense
+8 Dodge (Icy Rainment, Chattering Ring, Dodge feat)
+4 Insight
+5 Wisdom
+5 Deflection
+1 AC (monk)
51 unbuffed AC (56 with Combat Expertise)
+5 Barkskin
+1 Dodge (Haste)
+4 Shield (Shield wand)
61 AC self-buffed (66 with Combat Expertise)
+3 Favored Defense
64 AC vs favored enemies (69 with Combat Exertise)
Skills:
Puts points into Jump.
Max Balance
Max Intimidate
Max UMD.
- UMD:
19 Ranks
3 Charisma bonus
3 Golden Cartouche
2 Head of Good Fortune
4 Greater Heroism
34 UMD
- Intimidate:
19 Ranks
3 Charisma bonus
15 Intimidate Helm
2 Head of Good Fortune
4 Greater Heroism
43 Intimidate
A crafted Cha skills item would but you at 37 UMD and 49 Intimidate.
Hit Points:
118 base
20 Heroic Durability
10 Draconic Vitality
128 Con
30 GFL
55 Toughness enhancements
18 Toughness
369 HP
Saving throws:
So, with GH, it's 35/36/27. Awesome saves. Might be a bit lower in real, but oh well, still really high.Code:Base Saves: +11 +13 +6 Enhanced abilites: +8 +7 +5 Luck bonus: +2 +2 +2 DSD: +5 +5 +5 Resistance: +5 +5 +5 Total Saves: +31 +32 +23
So, guys, let me know if you find any big mistakes. And Icey, hope you like it.