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Character Builds

The Anti-Magic Tank

By Potato
Last updated: January 1, 2022
11 Min Read
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Have you ever been killed by a fireball cast from behind enemy ranks? Have you ever fallen into a hungry pit while chasing an evil sorcerer? Have you ever been charmed into rubbing the wizards feet for hours? Bad deal am I right?

Meet Kallen the Unbustable

The Anti-Magic Tank

The last clansmen of his bloodline, this hardy dwarf believes in one tried and true battle tactic. Take out the casters first! The focus is to utilize movement, maneuvers and stunting magic while being a capable martial warrior. A walking Thunderstorm.

For this build I’ll break it down into 5 level increments so you won’t have issues whether it be a start of a campaign or the end. Capping at level 15 only because that’s where I feel the build is complete. There are several items in character creation that I left open only because it doesn’t make the build. If you plan to make your character using this concept, you can personalize it to suit your needs this way aswell. Wearing heavy armor and wielding a dwarven long axe won’t hurt though!

So overall he is a level 12 Armored Hulk Barbarian and a level 3 Unbreakable Fighter

Let’s start this off with racial traits. Pick up the following;

Magic Resistant: Gain spell resistance equal to 5 + character level at the cost of a -2 penalty on concentration checks made in relation to arcane spells. This trait replaces Hardy.

Spell Smasher: Gain a +1 bonus on attack rolls against creatures in the process of casting spells or spell-like abilities. This trait replaces Defensive Training and Hatred.

Relentless: Receive a +2 bonus on combat maneuver checks made to Bull Rush or Overrun an opponent. This bonus only applies while both you and your opponent are standing on the ground. This trait replaces Stability.

Now with ability scores, I’ll list them in order of importance to this build but ultimately if you plan on making your character it’s up to you how these stats roll out.

Wisdom for will saves since barbarians aren’t real good at it as a class.

Constitution is a must for a tank.

Strength for damage of course.

Dexterity to help with Initiative, as wearing full plate heavy armor has a low max Dex bonus.

Charisma and Intelligence are tied, doesn’t matter for this build.

Favored class bonus for a dwarven barbarian is nice, gaining 1 to the dwarf’s total number of rage rounds per day. Take this bonus for every level up as a barbarian.

Ok, now into the meat and potatoes.

Level 5 – Entirely Armored Hulk Barbarian (AHB). Class features and feats;

     Rage – The Barbarians classic class feature, you should know what this does already.

     Indomitable Stance – Gain a +1 bonus on combat maneuver checks and to CMD for Overrun combat maneuvers. +1 bonus on Reflex saves against Trample attacks. +1 bonus on AC against Charge attacks and on attack and damage rolls against charging creatures.

     Feat – Power Attack – A classic martial feat, you should know what this does already.

     Proficiencies – All armor types, shields except tower shields, all simple and martial weapons.

     Rage Power 1 – Auspicious Mark – Once per rage, as a swift action that costs 2 rounds of rage, gain a +1d6 bonus on one d20 roll even after seeing the result of the d20 roll.

     Resilience of Steel – While wearing heavy armor, you gain a +1 bonus to AC against critical hit confirmation rolls. This bonus increases by +1 every 3 levels beyond 3rd.

     Feat – Extra Rage Power – Elemental Blood, Lesser (Electricity) – While raging, as a swift action up to three times a day, deal an additional 1d6 points of shock damage from melee attacks for 1 round.

     Rage Power 2 – Superstition – Gain a +2 bonus on saving throws made to resist spells, supernatural abilities, and spell-like abilities. This bonus increases by +1 for every 4 levels.

     Improved Armored Swiftness – Increases movement speed by +10 feet while wearing any armor, even heavy armor.

     Feat – Improved Overrun – Overrun attempts doesn’t provoke attacks of opportunity. Gain a +2 bonus to Overrun and to CMD on Overrun attempts against you.

Level 10 – Take 3 levels in Unbreakable Fighter and 2 levels in AHB. Class features and feats;

     Tough as Nails – You gain Endurance and Diehard as bonus feats.

     Unflinching – Gain a +1 bonus on Will saves against mind-affecting effects.

     Feat – Bulette Charge Style – Gain a +4 bonus to Overrun an opponent.

     Bonus Feat – Step Up – When an opponent takes a 5 foot step away from you, you can immediately take a 5 foot step right back into their face. Taking this immediate action will negate you from taking a 5 foot step on your next turn, and must subtract 5 feet from a move action if you take one.

     Armor Training +1 – Reduces armor check penalty by 1, and increases max Dex bonus by 1.

     Rage Power 3 – Elemental Blood (Electricity) – While Raging you gain 10 energy resistance to shock damage.

     Feat – Extra Rage Power – Overbearing Advance – While Raging, inflict damage equal to Str modifier after a successful Overrun combat maneuver.

     Damage Reduction 1/- Self explanatory.

Level 15 – Rest of the way go AHB. Class features and feats;

     Rage Power 4 – Disruptive – The DC to cast spells defensively increases by +4 for all enemies that are within your threatened area.

    Feat – Extra Rage Power – Roused Anger – Enter Rage while fatigued and become immune to the fatigued condition but will be exhausted once Rage ends.

     Rage Power 5 – Eater of Magic – Once per rage, failing a saving throw against a spell, supernatural ability, or spell-like ability, you can reroll the saving throw against the effect. If successful you’re not affected by the effect and gain a number of temporary HP equal to the caster level or CR of the effect’s creator.

     Feat – Extra Rage Power – Elemental Blood, Greater (Electricity) – While Raging you gain a Fly speed of 60 feet with good maneuverability.

     Damage Reduction 2/- Notable increase.

     Greater Rage – Classic Rage but you gain +6 Str and Con, +3 Will saves instead.

     Rage Power 6 – Spell Breaker – Enemies in your threatened area that fail their checks to cast spells defensively provoke attacks of opportunity from you.

     Feat – Extra Rage Power – Raging Whirlwind – After a critical hit as an immediate action, casue a whirlwind that lifts your target into the air until the end of your turn. The target can attempt a Fort save (DC = 10 + half barbarian level + Con modifier) to negate this effect. If it fails the save, the target loses its Dex modifier to AC and lands prone on the ground at the end of her turn. Raging whirlwind has no effect on flying creatures.

Wonderous Items – Everyone and their mother picks up rings of protection and cloaks of resistance, am I right? The couple of items I’d like to share really help the build but like other equipment it’s completely up to you what you want to do. I’ll list these in order of price to help planning out how to spend your hard earned gold pieces.

Stormlure 5,400gp – Once per day, surround yourself with swirling winds for 1 minute, granting a 50% miss chance against all ranged attacks, spells and rays. During this duration, as a swift action, the wearer can cause the air around you to fill with crackling lightning, dealing 4d6 points of electricity damage to all creatures adjacent to you. A DC 14 Reflex save halves this damage.

Boots of the Mastodon 10,500gp – Take a —2 penalty on Stealth checks, but gain a +2 bonus on Overrun attempts and a +2 dodge bonus to AC while Overruning. Once per day you can make a trample attack against creatures of size Large or smaller in your path. The trample attack deals 2d8+18 points of damage (Reflex DC 29 halves).

Helm of Teleportation 73,500gp – You may teleport three times per day, functions like the teleport spell.

Ring of Spell Turning 100,000gp – Up to three times per day, automatically reflect the next nine levels of spells cast agaisnt you, exactly as if spell turning had been cast upon you.

That about does it. A warrior built to rush past and overrun their opponents and punish casters with the battle prowess of a thunderstorm. Hopefully this concept helps inspire you in your next adventure. If there’s anything I missed or anything I got wrong, or have questions in general let me know. I love helping people with characters and I’m always learning! Until next time, peace.

TAGGED:pathfinder 1e
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