So the viability of Turtling/Intimi-tanking is getting closer and closer to 0, as tanks have to deal more and more damage to generate enough hate and keep the mob on themselves. When turtled up, there are only two options to deal damage: bashing or guards.
Stacking up lots of guards can be painful, especially if you are being hit a lot (which is going to happen if you're a tank). Usually the point of tanking is not being hit, but in this case a low AC is required to keep aggro. This means everything will strike you with 95% accuracy, and while this will be partly mitigated by the high blocking DR, the incoming damage will be pretty high. To make it easier for healers, I aimed for an exceptionally high Health to buy them enough time for heals, and superios Healing Amplification to drain less SP and make up for the high HP.
As spells do not trigger guards, casters will require more attention. Either run up to it and spam everything you have (main reason i included Divine Sacrifice) or let someone else take care of them.
As notable equipment, i would get a Triple Positive one-hander, Levik's Defender, dragontouched gearm Minos Legens and GS Guard items.
Code:Character Plan by DDO Character Planner Version 3.8.2 DDO Character Planner Home Page Level 20 Lawful Good Half-Elf Male (18 Paladin \ 2 Rogue) Hit Points: 458 Spell Points: 286 BAB: 19\19\24\29\29 Fortitude: 25 Reflex: 17 Will: 17 Starting Feat/Enhancement Abilities Base Stats Modified Stats (32 Point) (Level 1) (Level 20) Strength 12 14 Dexterity 8 10 Constitution 18 22 Intelligence 8 10 Wisdom 14 16 Charisma 14 22 Tomes Used +2 Tome of Strength used at level 7 +2 Tome of Dexterity used at level 7 +2 Tome of Constitution used at level 7 +2 Tome of Intelligence used at level 7 +2 Tome of Wisdom used at level 7 +2 Tome of Charisma used at level 7 Starting Feat/Enhancement Base Skills Modified Skills Skills (Level 1) (Level 20) Balance 3 5 Bluff 2 6 Concentration 6 23 Diplomacy 2 6 Disable Device n/a n/a Haggle 6 10 Heal 4 5 Hide -1 0 Intimidate 6 36 Jump 5 6 Listen 2 3 Move Silently -1 0 Open Lock n/a n/a Perform n/a n/a Repair -1 0 Search -1 0 Spot 2 3 Swim 1 2 Tumble n/a n/a Use Magic Device 6 10 Level 1 (Rogue) Feat: (Half-Elf Dilettante) Half-Elf Dilettante: Monk Feat: (Selected) Toughness Level 2 (Paladin) Level 3 (Paladin) Feat: (Selected) Shield Mastery Level 4 (Paladin) Ability Raise: CON Level 5 (Paladin) Level 6 (Paladin) Feat: (Selected) Tower Shield Proficiency Level 7 (Paladin) Level 8 (Rogue) Ability Raise: CON Level 9 (Paladin) Feat: (Selected) Improved Shield Mastery Level 10 (Paladin) Level 11 (Paladin) Level 12 (Paladin) Ability Raise: CHA Feat: (Selected) Toughness Level 13 (Paladin) Level 14 (Paladin) Level 15 (Paladin) Feat: (Selected) Skill Focus: Intimidate Level 16 (Paladin) Ability Raise: CHA Level 17 (Paladin) Level 18 (Paladin) Feat: (Selected) Toughness Level 19 (Paladin) Level 20 (Paladin) Ability Raise: CHA Enhancement: Unyielding Sovereignty Enhancement: Follower of the Sovereign Host Enhancement: Human Adaptability Charisma I Enhancement: Human Improved Recovery I Enhancement: Human Improved Recovery II Enhancement: Half-Elf Improved Recovery I Enhancement: Half-Elf Improved Recovery II Enhancement: Paladin Resistance of Good I Enhancement: Paladin Divine Righteousness I Enhancement: Paladin Divine Sacrifice I Enhancement: Paladin Divine Sacrifice II Enhancement: Paladin Extra Lay on Hands I Enhancement: Paladin Extra Lay on Hands II Enhancement: Paladin Extra Smite Evil I Enhancement: Paladin Extra Smite Evil II Enhancement: Paladin Extra Smite Evil III Enhancement: Paladin Hunter of the Dead I Enhancement: Paladin Hunter of the Dead II Enhancement: Paladin Hunter of the Dead III Enhancement: Racial Toughness I Enhancement: Racial Toughness II Enhancement: Improved Intimidate I Enhancement: Improved Intimidate II Enhancement: Improved Intimidate III Enhancement: Improved Intimidate IV Enhancement: Paladin Devotion I Enhancement: Paladin Devotion II Enhancement: Paladin Charisma I Enhancement: Paladin Charisma II Enhancement: Paladin Toughness I Enhancement: Paladin Toughness II Enhancement: Paladin Toughness III Enhancement: Paladin Toughness IV Enhancement: Paladin Extra Turning I Enhancement: Paladin Extra Turning II Enhancement: Paladin Extra Turning III Enhancement: Paladin Improved Turning I Enhancement: Paladin Improved Turning II Enhancement: Paladin Improved Turning III
Here is what i could reach with this concept:
- Good Saves with Evasion
- Effective Intimidate
- Ridiculous Base HP
- High Healing Amplification
- High blocking DR
- Nice self healing and solo capability
Healing Amp broken down
20% - Half-Elf Racial
20% - Half-Elf Monk Dilettante
10% - Paladin Hunter of the Dead I
10% - Paladin Hunter of the Dead II
10% - Paladin Hunter of the Dead III
10% - Dragontouched Eldritch Rune
20% - Dragontouched Tempest Rune
30% - Triple Positive GS
30% - Epic Gloves of the Claw
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427% Healing Amplification
Blocking DR
9(BAB) +2 +15(Levik's Defender) +5 Passive(Buffs etc)= DR31 with 25% damage off from Improved Shield Mastery