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View Full Version : SWSE Tanking Build



Jack Zander
2010-08-20, 11:49 AM
I'm sure this has been done before but I was looking through some talents and discovered how broken Draw Fire can be when given to the right build. The only mandatory part of this build is the first seven levels. After that players should pick up the most defensive feats/talents they can (such as Shii-Cho and Soresu). Anything else is just icing.

Race: Cerean

Starting ability scores (assuming 25 point buy):
Str 8
Dex 6
Con 15
Int 11
Wis 16
Cha 16

Trained Skills at level 1: Initiative, Use the Force

{table=head]Level|Class|Talents/Feats/etc.

1st|Jedi|Deflect, Force Training (Negate Energy x2, Rebuke)

2nd|Jedi|Skill Focus: Use the Force

3rd|Jedi|Block, Force Training (Negate Energy x2, Rebuke)

4th|Noble|Damage Reduction 10, Linguist, +1 Con +1 Int, Persuasion trained

5th|Soldier|Draw Fire, Armor Proficiency (light)

6th|Jedi|Skill Focus: Persuasion, Improved Damage Threshold

7th|Jedi|Elusive Target[/table]

First round of combat, our tank is likely to win initiative even with his horrendous dexterity due to the Cerean's skill focus and option to reroll (if the first roll is below 10, he can take a ten on his reroll to never get below 18 [or higher at higher levels])

The tank uses his standard action and a force point to give himself DR10 for 1 minute. His move action gets him adjacent to an enemy if possible or at least in a position where he does not have cover from any enemies (or as little enemies as possible). Finally, he uses his swift action this round and every round thereafter to make a persuasion check and compare the result to each opponent's Will defense. If he succeeds, that opponent can't attack any of the tank's allies (provided he doesn't have cover relative to them), though they can do any thing else they choose.

However, they may as well just sit and wait to be destroyed by the player's since attacking the tank is likely to be fruitless. First they have to hit his horrendous Reflex defense, but if he got himself adjacent to an enemy they suffer a -5 to the attack. That makes his deflect talent easier to pull off as more and more enemies attack him each round. Once his deflects start taking big enough penalties that he can no longer block attacks, his DR10 stops most damage immediately. If a hard enough hit gets through, he's got plenty enough uses of Negate Energy to help him survive long enough for his allies to DPS their way through the encounter. Rebuke should help against those pesky Force-users, but note that he can still Draw Fire even while held by a Force Grip.