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<blockquote data-quote="Krug" data-source="post: 622789" data-attributes="member: 2141"><p>All this is tentative. Still in the process of building him. Guess he'll be the muscleman of the group. Trying to load him with buffing spells. Any suggestions?</p><p></p><p>----------</p><p></p><p><strong>Inkar the Banished</strong>, Half-Orc Barbarian 2/Grey Mage 3 (Earth); HD 2d12 + 3d6 + 10; HP: 41</p><p></p><p>Str: 18 Dex: 14 Con: 14 Int: 10 Wis: 14 Cha: 8</p><p></p><p>BAB: +4 Spellcaster Level: +3</p><p></p><p>AC: 17 (+3 Armor, +2 Dex, +2 Bracers of Defense)</p><p></p><p>Fort Save: +3 (Barb) +2 (G Mage) +2 (Con) = +7</p><p>Ref: +2 (G Mage) +2 = +4 Will: +2 (G Mage) +2 (Wis) = +4</p><p></p><p>Skills: (Rank/bonus)</p><p>Climb (1/+4) = +5; Concentration (4/+2) = +6; Handle Animal (4/-1) = +3; Knowledge [Nature] (2/+1) = +3; Hide (4/+2/cc)=+4; Intuit Direction (1/+2) = +3; Move Silenty (4/+2/cc)=+4; Listen (2/+2) = +4; Ride (1/+2) =+3; Spellcraft (1/+1) = +2; Spot (2/+2/cc) = +3; Swim (1/+4) = +5; Wildernss Lore (5/+2) = +7</p><p></p><p>Feats: Power Attack, Cleave</p><p></p><p>Armor: Studded Leather+1 (Bonus: +3, ASF: 15%)</p><p></p><p>Weapons: </p><p>Masterwork GreatAxe (+9[+4 +6 (Str, Two Handed) +1(MW)]/1d12+4/x3), Masterwork Mighty Composite Longbow +4 (+7 [+4 +2 (Dex) +1 (Str)/1d8+4/x3), Dagger (+8 [+4 +4(Str)/1d4+4/19-20x2))</p><p></p><p>Equipment: Bracers of Defense +2, Rope, </p><p>Potion of Cure Light Wounds (x3)</p><p></p><p>Max Spell Level: 2, 12 Spell Lists Known, MP: 5, Free Cantrips: 4</p><p></p><p>Spell Lists:</p><p>Bind [Earth], Evoke [Earth], Infuse Creature with [Earth, Metal, Lava], Infuse Object with [Earth, Metal], Invisibility, Summon [Earth, Metal], Sight, Wall [Earth]</p><p></p><p>Custom Spells:</p><p></p><p>Strength of the Earth: Inkar swallows a piece of rock and his Strength score increases by 4</p><p></p><p>Worms of Stone: When Inkar summons Elemental with the metal component, he summons forth long stone worms that attempt to trip foes. The statistics are otherwise as Elemental Spirit I.</p><p></p><p>Bind Booda: Inkar summons an elemental creature, Booda the Cowardly who never engages in combat. However, he can burrow through Earth and Stone to spy and relate what he sees to the half-orc. </p><p></p><p>-----------</p><p></p><p>Inkar was a Half-Orc warrior who could hear the Earth speak to him. His power and strength made him rise quickly in his tribe, much to the envy of the leader Urik. Urik sent Inkar on a false quest, and ambushed him, but Inkar managed to escape. He wanders the lands, banished from his tribe, and fulfilling his potential in magic.</p><p></p><p>The spirits of his tribe have spoken to him, and say only through his magic can his tribe survive. At present, he wanders the world eager to learn. Inkar knows his spells aren't very effective against foes, so tends to use them to buff himself up.</p><p></p><p>Inkar never wears shoes, as he always wants to be next to the ground. His feet are rock-hard, with the composition of stone up to his knees.</p></blockquote><p></p>
[QUOTE="Krug, post: 622789, member: 2141"] All this is tentative. Still in the process of building him. Guess he'll be the muscleman of the group. Trying to load him with buffing spells. Any suggestions? ---------- [b]Inkar the Banished[/b], Half-Orc Barbarian 2/Grey Mage 3 (Earth); HD 2d12 + 3d6 + 10; HP: 41 Str: 18 Dex: 14 Con: 14 Int: 10 Wis: 14 Cha: 8 BAB: +4 Spellcaster Level: +3 AC: 17 (+3 Armor, +2 Dex, +2 Bracers of Defense) Fort Save: +3 (Barb) +2 (G Mage) +2 (Con) = +7 Ref: +2 (G Mage) +2 = +4 Will: +2 (G Mage) +2 (Wis) = +4 Skills: (Rank/bonus) Climb (1/+4) = +5; Concentration (4/+2) = +6; Handle Animal (4/-1) = +3; Knowledge [Nature] (2/+1) = +3; Hide (4/+2/cc)=+4; Intuit Direction (1/+2) = +3; Move Silenty (4/+2/cc)=+4; Listen (2/+2) = +4; Ride (1/+2) =+3; Spellcraft (1/+1) = +2; Spot (2/+2/cc) = +3; Swim (1/+4) = +5; Wildernss Lore (5/+2) = +7 Feats: Power Attack, Cleave Armor: Studded Leather+1 (Bonus: +3, ASF: 15%) Weapons: Masterwork GreatAxe (+9[+4 +6 (Str, Two Handed) +1(MW)]/1d12+4/x3), Masterwork Mighty Composite Longbow +4 (+7 [+4 +2 (Dex) +1 (Str)/1d8+4/x3), Dagger (+8 [+4 +4(Str)/1d4+4/19-20x2)) Equipment: Bracers of Defense +2, Rope, Potion of Cure Light Wounds (x3) Max Spell Level: 2, 12 Spell Lists Known, MP: 5, Free Cantrips: 4 Spell Lists: Bind [Earth], Evoke [Earth], Infuse Creature with [Earth, Metal, Lava], Infuse Object with [Earth, Metal], Invisibility, Summon [Earth, Metal], Sight, Wall [Earth] Custom Spells: Strength of the Earth: Inkar swallows a piece of rock and his Strength score increases by 4 Worms of Stone: When Inkar summons Elemental with the metal component, he summons forth long stone worms that attempt to trip foes. The statistics are otherwise as Elemental Spirit I. Bind Booda: Inkar summons an elemental creature, Booda the Cowardly who never engages in combat. However, he can burrow through Earth and Stone to spy and relate what he sees to the half-orc. ----------- Inkar was a Half-Orc warrior who could hear the Earth speak to him. His power and strength made him rise quickly in his tribe, much to the envy of the leader Urik. Urik sent Inkar on a false quest, and ambushed him, but Inkar managed to escape. He wanders the lands, banished from his tribe, and fulfilling his potential in magic. The spirits of his tribe have spoken to him, and say only through his magic can his tribe survive. At present, he wanders the world eager to learn. Inkar knows his spells aren't very effective against foes, so tends to use them to buff himself up. Inkar never wears shoes, as he always wants to be next to the ground. His feet are rock-hard, with the composition of stone up to his knees. [/QUOTE]
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