Jaethal tank build
(Inquisitor 16/Stalwart Defender 4
)
Skills: 5/level mostly
- Perception: essential skill
- Mobility (3): adds +1 bonus Dodge AC to Fighting Defensively
- Whatever other skills you require
Camp Role: Guard or Other
Some recommended equipment:
- Main Hand: Perfection (+5 Longsword, +2 Inherent to AC, saving throws, atk rolls, skill checks)
- Armor: Talwyn's Armor (+4 Chainmail, 50% incoming crit/Sneak Attack negation)
- Feet: Owlbear Skin Boots (Slow/Paralyze/Entangle/Difficult Terrain immunity)
- Head: Helmet of Battlefield Clarity (+2 Insight bonus to Will saves, +2 ?? bonus to attack rolls when using Combat Expertise)
- Belt: Mirrored Belt (Mirror Image 2x day, +4 Resistance bonus to Reflex saves)
- Neck: The Narrow Path (+2 ?? bonus to AC, +2AC/Saves vs Evil, can't attack Good)
- Any WIS-boosting item.
- Any DEX-boosting item.
Immunities: All mind-affecting effects, Death effects, Disease, Poison, Stun, Ability or energy drain, Ability damage, Exhaustion/Fatigue, Slow, Paralyze, Entangle, Difficult Terrain.
Feats (*: bonus feat):
L01 Inquisitor 1: Toughness
L02 Inquisitor 2: -
L03 Inquisitor 3: Dodge, Precise Strike*
L04 Inquisitor 4:
L05 Inquisitor 5: Weapon Focus (Longsword),
Bane
L06 Inquisitor 6: Outflank*
L07 Inquisitor 7: Dazzling Display
L08 Inquisitor 8: -
L09 Inquisitor 9: Shatter Defenses, Back-to-Back*
L10 Inquisitor 10: -
L11 Stalwart Defender 1: Combat Expertise,
Defensive Stance
L12 Stalwart Defender 2:
Defensive Power: Rousing Defense
L13 Stalwart Defender 3: Blind-Fight,
Uncanny Dodge
L14 Stalwart Defender 4:
Defensive Power: Smash
L15 Inquisitor 11: Improved Unarmed Strike
L16 Inquisitor 12: Shake It Off*,
Greater Bane
L17 Inquisitor 13: Crane Style
L18 Inquisitor 14: -
L19 Inquisitor 15: Crane Wing, Coordinated Defense*
L20 Inquisitor 16: -
Suggested Spells (H: Heighten spell):
1st: Cure Light Wounds, Remove Fear, Shield of Faith, Expeditious Retreat
2nd: Cure Moderate Wounds, Lesser Restoration, Invisibility, Remove Paralysis
3rd: Cure Serious Wounds, Magical Vestment, Remove Curse, Communal Delay Poison
4th: Divine Power, Greater Invisibility, Death Ward, Freedom of Movement, Cure Critical Wounds
5th: Spell Resistance, Break Enchantment, True Seeing
6th: Heal
AC Bonus Breakdown:
- +10: Basic AC bonus
- +2: Dexterity bonus (14 base)
- +4: Natural Armor bonus [Transformation spell]
- +5: Enhancement to Natural Armor [Barkskin]
- +5: Deflection bonus [Ring of Protection +5]
- +4: Sacred bonus [Judgement]
- +2: Dodge bonus [Stalwart Defender passive bonus]
- +2: Dodge bonus [Stalwart Defender active ability - Defensive Stance]
- +3: Dodge bonus [Fighting Defensively + 3 ranks in Mobility]
- +1: Dodge bonus [Crane Style]
- +4: Dodge bonus [Crane Wing] (note: only versus melee attacks)
- +1: Dodge bonus [Haste spell]
- +1: Dodge bonus [Dodge feat]
- +5: Dodge bonus [Combat Expertise]
- +4: Dodge bonus [15th level Bard Song - Inspire Heroics]
- +2: Inherent bonus [Perfection]
- +2: ??? bonus [The Narrow Path]
- +4: Shield bonus [Shield spell]
- +6: Armor bonus [Talwyn's Armor]
- +4: Enhancement to Armor [Talwyn's Armor]
- Total Armor Class: 71
- Touch Armor Class: 46