Another messed up concept of mine based on a previous idea you can find HERE.
To sum up, when the changes to Intimidate kicked in people had doubts if Intimi-tanking would be viable any more. As the only other option is generating more hate through DPS, it seemed like shield turtling was done for. However, there is one method to inflict damage even while blocking, with guards. These do not generate a lot of hate, but when stacked up they can hurt quite enough once you are struck.
As your guards take no effect if the enemy misses, low AC is necessary to build up enough hate. The point of tanking is reduction of damage taken by the party and helping out the healers, so no AC is not a huge problem as long as you can withstand the steady stream of incoming damage. To survive this without AC you need a large HP pool. To avoid taking unnecessary damage and becoming a SP sponge Healing Amplification and good Saves are vital.
Based on those, i came up with the following build.
10 Paladin levels to get the necessary amount of health, hate generation and extra Healing Amp.
8 Sorcerer levels mainly for Fire&Cold shield for additional guards, these are also increased by all hate sources. Also grants you Echoes of Power for infinite Cures and you can pull with Maximized Scorching Rays to begin at the top of the hate list.
2 Monk levels for Evasion and 2 additional feats.
Feats and Enhancements
With the taken feats I concentrated on reducing damage taken and increasing base health, the rest are for fulfilling requirements. As I am obviously not going to melee, Tower Shield Prof. is unnecessary.
Regarding enhancements, HotD is for Healing Amp. Fire Savant improves my 3 greatest sources of damage: Scorching Ray, Fire shield and SLA Burning Hands. Also gives a fancy +2 bonus to Intimidate. The rest were spent to improve survivability.
Self Healing
30% - Human Racial
10% - Paladin Hunter of the Dead I
10% - Dragontouched Eldritch Rune
20% - Con Op Greensteel
30% - Epic Gloves of the Claw
10% - Finger Necklace
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269% Heal Amp
Cure Light Wounds: 10.5 (3.5+2+5) * 2.0 * 1.3 * 1.75 * 2.69 = ~129 per heal
Code:Character Plan by DDO Character Planner Version 3.9.1 DDO Character Planner Home Page Beefcaek The Bold Level 20 Lawful Good Human Male (10 Paladin \ 2 Monk \ 8 Sorcerer) Hit Points: 515 Spell Points: 842 BAB: 15\15\20\25\25 Fortitude: 28 Reflex: 16 Will: 20 Starting Feat/Enhancement Abilities Base Stats Modified Stats (28 Point) (Level 1) (Level 20) Strength 8 8 Dexterity 8 8 Constitution 18 24 Intelligence 10 10 Wisdom 8 8 Charisma 16 22 Tomes Used +2 Tome of Constitution 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 -1 -1 Bluff 3 6 Concentration 8 31 Diplomacy 3 6 Disable Device n/a n/a Haggle 5 14 Heal -1 0 Hide -1 -1 Intimidate 7 34 Jump -1 -1 Listen -1 -1 Move Silently -1 -1 Open Lock n/a n/a Perform n/a n/a Repair 0 0 Search 0 0 Spot -1 -1 Swim -1 -1 Tumble n/a n/a Use Magic Device n/a n/a Level 1 (Paladin) Feat: (Human Bonus) Shield Mastery Feat: (Selected) Toughness Level 2 (Paladin) Level 3 (Paladin) Feat: (Selected) Resilience Switch to Toughness when got enough saves Level 4 (Paladin) Ability Raise: CHA Level 5 (Paladin) Level 6 (Paladin) Feat: (Selected) Toughness Level 7 (Sorcerer) Level 8 (Sorcerer) Ability Raise: CHA Level 9 (Sorcerer) Feat: (Selected) Maximize Spell Level 10 (Sorcerer) Level 11 (Sorcerer) Level 12 (Sorcerer) Ability Raise: CON Feat: (Selected) Improved Shield Mastery Level 13 (Sorcerer) Level 14 (Sorcerer) Level 15 (Monk) Feat: (Selected) Toughness Feat: (Selected) Toughness Level 16 (Monk) Ability Raise: CON Feat: (Monk Bonus) Toughness Level 17 (Paladin) Level 18 (Paladin) Feat: (Selected) Toughness Level 19 (Paladin) Level 20 (Paladin) Ability Raise: CON Enhancement: Human Adaptability Constitution I Enhancement: Human Improved Recovery I Enhancement: Human Improved Recovery II Enhancement: Human Improved Recovery III Enhancement: Sorcerer Improved Maximizing I Enhancement: Sorcerer Improved Maximizing II Enhancement: Way of the Patient Tortoise I Enhancement: Paladin Resistance of Good I Enhancement: Paladin Resistance of Good II Enhancement: Paladin Divine Righteousness I Enhancement: Paladin Extra Lay on Hands I Enhancement: Paladin Hunter of the Dead I Enhancement: Paladin Redemption I Enhancement: Racial Toughness I Enhancement: Racial Toughness II Enhancement: Racial Toughness III Enhancement: Improved Intimidate I Enhancement: Improved Intimidate II Enhancement: Improved Intimidate III Enhancement: Sorcerer Fire Savant I Enhancement: Combustive Spellcasting I Enhancement: Deadly Flame I Enhancement: Frost Manipulation I Enhancement: Flame Manipulation I Enhancement: Flame Manipulation II Enhancement: Flame Manipulation III Enhancement: Paladin Devotion I Enhancement: Paladin Devotion II Enhancement: Paladin Devotion III Enhancement: Sorcerer Energy of the Dragonblooded I Enhancement: Sorcerer Energy of the Dragonblooded 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 Improved Turning I
HP Breakdown
100 Paladin
32 Sorcerer
16 Monk
240 CON
20 Heroic Durability
154 Toughness
75 Enhancements
45 Greensteel
30 GFL
20 Minos
20 Rage
20 Guild CON
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772 Granted HP
10 Draconic
10 SFL
40 Yugo potion
80 Madstone
20 +4 Tome
20 Guild gem
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942 Maximum HP
Spell Hate Generation
Affected by Divine Righteousness, Intimidate and Anathema (others are unconfirmed)
Fire Shield
16.5(1d3+3+11) * 1.75 * 1.3= ~37.5 * 3.25=122 (fire) + 122 (cold)= ~244 Hate when struck
Burning Hands SLA
17.5(5d2+10) * 1.75 * 1.3 * 2.0= ~139 * 3.25= ~452 Hate in a cone, ~1016 on crits
Scorching Ray
Very useful as a ranged pull or getting casters' attention
20(4d3+12) * 1.75 * 1.3 * 2.0 * 3(rays)= ~273 * 3.25= ~887 Hate at range, ~1996 on crits
These could be far more, providing the other hate amplifiers(Levik's, Incite, Claw etc.) work with spells.