[RPG] How to force enemies to attack the tank

combatdnd-3.5etactics

I am having a group, in which I play as a Crusader. I specialised to be a support tank – I can shrug off respectable amounts of damage all the while improving the rest of the group's fighting capabilities with White Raven manoeuvres, Song of Courage and some lesser abilities.

However, my GM is a smart one and he likes us to be challenged. The enemies we fight are never dumb, they usually are either intelligent enough to lead us into trouble and disrupt the ideal combat conditions by focusing on the casters and damage dealers. Examples include a group of orcs that flat out ignored the tank and charged into close combat with the casters, a group of zombies with a row of archers that persistently readied an attack "as soon as he starts casting" and some beasts lead by a druid, who set an ambush to attack us from the rear. Whenever I tried to intercept these creatures, I would be either ignored or occupied by on tougher enemy to allow the rest to swarm the group.

I think that I would be more useful if I could compel the enemies to attack me. I know I can taunt them, but it doesn't force the enemy to keep on attacking on me if I want to taunt another one.

What abilities could I acquire to make the enemy attack me without fail?

Best Answer

Size and Reach

Simply stand in things’ way.

You should definitely be using a reach weapon (guisarme is most popular for its tripping property). All other options pale in comparison to reach: other two-handers hit only slightly harder (barring mounted lance charges, but then you’re playing a rather different role than tank), and a shield is actively bad for you (because more AC means more reason for enemies to attack someone else).

If you have even 12 Dexterity, Combat Reflexes is worthwhile, and Improved Trip is not a terrible idea by any means (if you consider levels cheaper than feats, consider two levels in barbarian: the wolf totem can get you Improved Trip without Combat Expertise or needing 13 Intelligence).

Aside from a reach weapon, crusader doesn’t have any native way to increase reach or size, and feats and items rarely offer the option, but if you can do it, it’s very good.

Inhuman Reach and Deformity (tall) are expensive (two feats each for an extra 5 feet of reach), and have some problematic fluff considerations (Inhuman Reach requires Aberration Blood, and Deformity (tall) requires Willing Deformity and an Evil alignment), but reach is worth it if you can fit them in.

A dip in psychic warrior or war mind, if you have half-decent Wisdom, could get you expansion, which would help. Practiced Manifester can give you a bit more ML with it.

I have often considered Cloistered Cleric 1/Barbarian 2/Psychic Warrior 1/Crusader to be just about the best tank platform in the game. The barbarian and psychic warrior get you feats and expansion, while cleric gets you Knowledge Devotion for a decent accuracy boost, and Turn Undead and domains give you a lot of options. Plus hey, a few times per day you can use identify without spending money.

Tactics also warrant mention here. If you can hold a chokepoint, you don’t need to be big to be in enemies’ way. To a certain extent, friendly spellcasters can try to create chokepoints for you to hold; in some situations, may actually be better to leave enemies a narrow opening (that you’re standing in) than to wall them out completely.

Buff your allies more than yourself

Options like iron guard’s glare, defensive rebuke, and others make you a more inviting target than your allies. There aren’t a lot of options for this, but you have to be careful not to make yourself too good a tank – then you’ll just be ignored.

Song of the White Raven is an excellent feat. Bard is another excellent option for you.

Make yourself impossible to ignore

The best defense is a good offense – force your enemies to attack you by punishing them for ignoring you. Strikes are good at this with minimal extra investment.

Healing also works pretty well for this; if you can heal sizeable amounts of others’ damage taken, they’ll have to get rid of you to get anywhere. Crusader is a rather-good HP-healer.

Limit spellcasting, especially teleportation

Mage Slayer is a pretty good feat that prevents spellcasters from casting defensively. Magic Item Compendium also has +1 weapon properties that dispel buffs or prevent teleportation, which are very useful for you.

Having your own teleportation is key, too, for positioning. Anklet of translocation is 1,400 gp for 2/day 10-ft. swift-action teleportation: you want this, and then you want backups of this. Consider using Martial Study to grab the Shadow Hand teleportation maneuvers (shadow jaunt, shadow stride, and shadow blink).

If you really, really need to force enemies to attack you...

Knight gets the test of mettle challenge at 4th level, and it basically forces one enemy to fight you and only you. Its DC is based on your knight levels and Charisma; at least one of those might be decent. The 3rd-level knight feature, bulwark of defense, is also quite good.

There is also the Goad feat, but it’s absolutely awful.