Walking Fortress (3.5e Prestige Class)

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The Walking Fortress

Requirements[edit]

Abilities: 25 Constitution Score

Feats: Shield Proficiency(Tower), Armor Proficiency(Heavy)

Special: Must Have a Base Attack Bonus of at least +10

Table: Walking Fortress

Hit Die: d12

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +1 +2 +2 +2 Bonus Feat, First Tower, Bulwark, Golem Body
2nd +2 +3 +3 +3 Epic Toughness, Fast Healing, Strength of Shield
3rd +3 +3 +3 +3 Bonus Feat
4th +4 +4 +4 +4 Epic Toughness, Fast Healing
5th +5 +4 +4 +4 Bonus Feat, Second Tower, Improved Bulwark
6th +6/+1 +5 +5 +5 Epic Toughness, Fast Healing
7th +7/+2 +5 +5 +5 Bonus Feat, Shield of Soul
8th +8/+3 +6 +6 +6 Epic Toughness, Fast Healing
9th +9/+4 +6 +6 +6 Bonus Feat, Greater Bulwark
10th +10/+5 +7 +7 +7 Epic Toughness, Fast Healing, Third Tower
11th +11/+6/+1 +7 +7 +7 Bonus Feat, Anchored
12th +12/+7/+2 +8 +8 +8 Epic Toughness, Fast Healing
13th +13/+8/+3 +8 +8 +8 Bonus Feat, Master Bulwark
14th +14/+9/+4 +9 +9 +9 Epic Toughness, Fast Healing
15th +15/+10/+5 +9 +9 +9 Bonus Feat, Fourth Tower
16th +16/+11/+6/+1 +10 +10 +10 Epic Toughness, Fast Healing
17th +17/+12/+7/+2 +10 +10 +10 Bonus Feat, Armored Deflection
18th +18/+13/+8+3 +11 +11 +11 Epic Toughness, Fast Healing
19th +19/+14/+9/+4 +11 +11 +11 Bonus Feat, Armored Saves
20th +20/+15/+10/+5 +12 +12 +12 Epic Toughness, Fast Healing, Unmovable, The Fortress

Class Skills (1 + Int modifier per level, ×4 at 1st level)
Gather Information(Cha), Listen(Wis), Search(Int), Spot(Wis).

Class Features[edit]

All of the following are class features of the Tank.

Weapon and Armor Proficiency: All simple and martial weapons and all armor and shields.

Bonus Feat: Starting at level 1 the Walking Fortress gains a bonus feat every other level. Example level 1, 3, 5,....etc

First Tower: A Tower Shield Permanently circles the Walking Fortress granting him an armor bonus of a +3 Steel Tower Shield. The Walking Fortress can control these to defend a specific target, in doing so he needs to make a concentration check of DC 15 every round. These shields are treated as equipped shields for the purpose of gaining mods and buffs and like wise debuffs. These cannot be destroyed or disintegrated.

Golem Body: The Walking Fortress gains the Golem Body feat

Bulwark: The Walking Fortress gains +3 to his AC

Epic Toughness: Starting at level 2 and every other level the Walking Fortress gains the Epic Toughness feat. Example level 2, 4, 6, etc.

Fast Healing: Starting at Level 2 and every other level the Walking Fortress gains the Fast Healing (5) feat. Example level 2, 4, 6, etc.

Strength of Shield: The Walking Fortress gains strength from protecting others and thus gains 1/2 of his total AC to attack and damage rolls.

Second Tower The Walking Fortress gains his second tower shield. The shields are now +4 Steel Tower Shields

Improved Bulwark: Natural AC bonus increases to +6

Shield of Soul: The Walking Fortress gains spell resistance and damage reduction equal to 1/4 of his total AC. This stacks with any spell resistance he has. Also the Walking Fortress is immune to all supernatural effects

Greater Bulwark: Natural AC bonus increases to +9

Third Tower: The Walking Fortress gains his third tower shield. The shields are now considered +4 Mithral Tower Shields.

Anchored: The Walking Fortress is so grounded that throwing him is very difficult. When attempting to grapple and throw the Walking Fortress the opponent must make a strength DC equal to 10 + Walking Fortress level + 1/2 of Walking Fortress AC or fail the grapple and/or throw.

Master Bulwark: Natural AC bonus increases to +12

Fourth Tower: The Walking Fortress gains his fourth and final tower shield. The shields are considered to be +5 adamantite tower shields

Armored Deflection: Acts as a Greater Deflection, however this also grants the ability to deflect supernatural and spell-like abilities. The Walking Fortress reflects a total of 1/3 of his total AC spell levels back at the caster, if it is a supernatural or spell-like ability and does not have a caster level then deflect a percentage of the damage back at the caster equal to the Walking Fortress' spell resistance, this cannot exceed 80% total damage deflected.

Armored Saves: The Walking Fortress is used to being bombarded by all sorts of attacks and thus gains 1/10 of his total AC to all saving throws.

The Fortress: Once activated the Walking Fortress gains concealment of +50%. All attempts to throw or shove the Walking Fortress fails. The Walking Fortress gains 100% of his total AC added to his AC. This lasts for 10 + Character level + Con Mod rounds and cannot be activated again for another 5 + 1d10 rounds.

Campaign Information[edit]

Playing a Walking Fortress[edit]

Religion: Walking Fortress worship a variety of gods but mostly Protection gods.

Other Classes: Walking Fortresses are a valued part of the team they may not deal damage but they do take it so stacking defensive classes are a great idea, or a strong offensive to balance out.

Combat: Walk into a room and gather attention and stand there and take it and defend allies.


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