Actually, I really like the throwing/returning! What I don't like is the ghost touch...that seems a relatively useless power unless he's an undead hunter.
Woo-hoo, shock for the win!
If you want to keep 'em parallel, we can give tiger shock instead of ghost touch as well.
Updated. I'm not sure where the 19-20 threat range came from in your sample, but we can give him Improved Critical (mace) as one of his feats.
Tough call on the earthquake. On the one hand, we've got the stomp ability of the goristro...
Stamp (Su): Up to three times per day, a goristro can produce a shock wave that sends its foes careening off-balance by stamping on the ground as a standard action. The shock wave lasts for 1 round and duplicates the effects of an earthquake spell in an 80-foot radius around the goristro. The goristro and others of its kind are unaffected by the earthquake.
...on the other hand, we could borrow something more epic...
Shockwave (Ex): As a standard action, an earth giant can stomp the earth with one of its massive feet. This causes a severe localized earth tremor, affecting all creatures standing on the ground within 100 feet of the giant. Creatures in this region must succeed on a DC 50 Reflex save or fall prone. Structures in this area suffer 4d12+22 points of damage, and this attack ignores hardness. The save DC is Strength-based.
Updated.
Suggested base gore damage?
Our target AC is probably going to be in the 51-55 rarnge. A rhino has +4 greater natural armor than a tiger. General Tiger has +8 natural. So let's say +12 natural. That puts us at AC 44 ((-1 size, +7 Dex, +12 natural, +9 deflection, +7 +5 heavy adamantine shield of exceptional arrow deflection), leaving up to +11 for armor bonus (assuming max Dex bonus allowed). What type of armor do you fancy for him?
For the armour, I was thinking +2 ghost touch heavy fortification full plate. That keeps it just in the non-epic category so it won't cost that much. I'm also tempted to make the plate adamantine too, just for the DR 3/- when he's facing Epic Weapons, but frankly that probably won't make difference.
Putting that all together:
Armor Class: 52 (-1 size, +1 Dex, +16 natural, +9 deflection, +10 armour +2 ghost touch heavy fortification [adamantine?] full plate, +7 shield +5 heavy adamantine shield of exceptional arrow deflection), touch 19, flat-footed 51
Attack: meteoric mace +55 melee (3d6+18+3d6 fire/19-20 6d6+36+9d6 fire) or gore +48 melee (2d6+13) or meteoric mace +49 thrown (3d6+18+3d6 fire/19-20 6d6+36+9d6 fire)
Full Attack: meteoric mace +55/+47/+45/+42 melee (3d6+18+3d6 fire/19-20 6d6+36+9d6 fire) and gore +46 melee (2d6+6/19-20); or gore +48 melee (2d6+13/19-20) and 2 slams +46 melee (1d6+6); or meteoric mace +49/+44/+39/+34 thrown (3d6+18+3d6 fire/19-20 6d6+36+9d6 fire)
Ahh...I found your post upthread that addressed those issues.
I like the proposed armor, but not the ghost touch again. Why the perceived focus on fighting incorporeal foes?![]()
We could make it mithral, rather than adamantine, to improve the Dex bonus to +3. We could boost the enhancement bonus to +5, to offset most of the lost remainder.
Because they're the Ghostbusting Generals!![]()