No.
Just no.
You're setting up some paradigm's that are totally out of synch. Well not troll1 but that in a second.
@BkDubs123[spoiler]
a) it's only source of credible damage is purely reactionary
Okay well, to be fair it would access to tome feats and as much as I hate to say it items. Blitz which add's damage = to your base attack bonus is pretty vaild along with murderous intent and combat school. You can rack up some healthy damage even without knights challenge.
b) it's only great at protecting party members within its reach (which won't be very many).
That... thats not really true. Heres why:
Designate Opponent works at "medium range"! and thats the primary aggro mechanic. Draw fire is the aggro mechanic vs Mindless opponent and it works at what? Meduim range. Bastion of Defense actually just blankets the party with a +2 ac and reflex save. The only mechanics that works for the adjacent ally is: Sacrifice and Defend others.
It also adresses some of what NachoFan99 was saying:
Pardon me but, I included OBVIOUS flaws for said "Tank concept." 2.5 of them being 1) Bad AC 2) Possibly terrible Will Save 2.5) Not having Displacement/Mirror Image/Fly up and running, i.e. being able to actually be attacked.
[/spoiler]
@Unbeliever[spoiler]
Further, I think Midnight_V did summarize the relevant part of the Tome Knight class several posts up.
Did I? I dont' remember mentioning it before...
Which is to say, I don't think you need to work so hard to proselytize.
It was meant to be funny, unbeliever, that is all.
On occasion I've even considered playing a Tome Knight. The Tome material overall makes me leery, though, as it comes from very different assumptions about the game than I and my gaming groups make. And, I worry about importing just parts of it.
Well thats kind of a big part of the problem people look at it and get leery and some of that is the way it written but its foolish to be afraid to import PARTS of it. Also, not turning into the tome thread but SOME of those diffrent from you and your gaming group, are likely correct, no offense. No group has all the answers. Not even the people who make the game.
Also, will approximately 30 damage really make the difference?
It affects every attack you make. So if you hit with both your attacks etc its more like 60 damage a round more if you use the tome feats. However, note that one of the more important assumptions is that the bab bonus scales better so you don't attack at 20/15/10/5.
Lastly, the Knightly order prcs have other things going for them, aside from "more damage" hell the angelic knights gain wings. One of the biggest issues w/tanking is "getting there"
really going to deter that Pit Fiend from laying into the Mage?
maybe, maybe not, but giving it enough damage to do so, would offend some people. Bkdubs speaks above about Nuclear Deterent tanking and how thats not his vision of the tank, so it has a small line to work on for damage before people start complaining. Also, thtas 60 bonus damage per attack, in addition to whatever damage a 20 level Knight would otherwise be doing[/spoiler]
@Troll1[spoiler]
I don't think the Knight is the answer since it's homebrew.
Okay, I respect your right to totally refuse to use homebrew. Good on ya.
The Knight from PHB2 is not, but what does that class miss that Frank's & Keith's Knight has?
Apparently unbeliever was mistaken, I didn't think everyone had seen it. I posted it so you could see, people who hadn't had a chancet to look. The phb 2 knight doesn't really do very much at all. Here's the link to the web preview.
The Official Knight I think a real Tank needs lots of immunities (so he doesn't get useless in combat by panicking, getting stunned, getting dazed, dying by getting critted etc.) and a Tank needs some things the barbarian already gives: improved movement speed and high HP. Add some sort of healing (I'm NOT talking about Fast Healing 5 at lvl12, I mean things like Wrathful Healing) and resistances (DR, resistance or immunity to elements etc.) and you got someone who doesn't die. But he also needs more: Wings to fly (pretty easy by grafts) and sometimes/day short-ranged-teleportation.
Okay. This implies to me that you didn't read the class that I posted at all.
I want you to understand that this is a class and really a system that allows for all the things you ask for above. Normally when people make the list of complaints and I point that out they go "Nu-uh, it TOME Material" Which is sad really but thats what I find, though I get you on the Homebrew no-go at all.
It was said a lot in this thread a Tank needs to hit hard, but I think that should not mean you instant-kill an enemy, Pounce to the next one and repeat... You just need to get an enemy down within some hits (maybe 2 for casters and 8 for HP-based monsters).
Same as above statment, and Unbeleiver was stating that its just not enough bonus damage but it really probbably is.
The best tank I'd faced was a Psionic Gish PC with hilarious reach (30" or more), Stand Still, the Mage Slayer line of feats, and a REALLY powerful defence and offence. The guy could shut down an equal level PARTY all alone - and we were all optimized, heavily.
It shows once again, that reach is pretty much the key to make a Tank useful. You stick the enemies to stay around yourself, so they can either hit you or get huge hits by your weapon while walking away/casting (or better: you have standstill and they can't get away).
Practical Tanking with existing material dictates that the "sticky knight" is one of the ways to go. "Sticky Gish" works just as well or better. I would use either a wu-jen, or a cleric for this purpose. LIkely a cleric with the glory domain, someone did it with a build call facored soulzilla but really I'm just getting giantsize the spell, onto a build an using the same tactics as any other tank. I also like the caster tank for its ability to set up fields of darkness or walls or arbitrarium to protect his party from line of sight on a whim. You and I talking about practical tanking is ALMOST a min/max issue though. . . [/spoiler]