Heavily armored combatants who are designed to take damage, they go toe-to-toe with the biggest, meanest, and most fearsome of enemies. Courageous, self-assured, and insane are just a few ways to describe them, but when push comes to shove, someone has to be willing to stand at the front and hold their ground. This role represents the central point in combat around which allies gather to make their attacks; they position themselves to setup flanking positions and stand between enemies and ranged allies. At their core, the goal of these armored combatants is to stand their ground and draw attacks away from those who are less able to endure damage.

Build Notes

The specialties and skill choices have been selected specifically to get started in this niche role, focusing on combat. By selecting only one combat specialty and utilizing the proficiencies, the character is able to begin with a large number of starting skills. Because damage mitigation is one of the primary aspects of the Tanker, all available defend skills are included in this build.

Skill Trees

Martial Combat
(20 + 10 skills = 30 points)
• Armor Proficiency
• Block
• Charge
• Deflect
• Evade
• Militant Stance
• Parry
• Shield Bash
• Swing
• Weapon Proficiency

(4 skills = 4 points)
• Climbing
• Intimidate
• Jumping
• Punch

(3 skills = 3 points)
• Goad
• Lore
• Observation

(3 skills = 3 points)
• Care
• Dodge
• Search

Starting Gear

All Tankers begin play with a suit of heavy armor, shield, melee weapon, and a travelers pack, the quality of which is based on the starting wealth class. These packs do not have a specific monetary value, rather they are designed to ensure that starting characters have the basic gear they need to begin play. Substitutes for items of a roughly equal value may be made with GM approval.

♦ Impoverished
♦ Working Class
♦ Professional
♦ Capitalist
♦ Magnate
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