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6th level tank
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<blockquote data-quote="Arkhandus" data-source="post: 3698318" data-attributes="member: 13966"><p>So, to throw up a quick statblock cuz I feel like it......the best path seems to be like so.</p><p></p><p>Grag, orc bear-totem barbarian 1/orc paragon 1/fighter 4, ECL 6/CR 6</p><p>Str 22, Dex 16, Con 16, Int 6, Wis 9, Cha 6</p><p>HP 49 (supposing half the maximum from each hit die)</p><p>AC 19 (touch 13, flat-footed 16), Initiative +7, BAB +6/+1, speed 20 feet</p><p>Fortitude +11, Reflex +4, Will +2</p><p></p><p>Feats: Power Attack, Improved Sunder, Weapon Focus (Greatsword), Reckless Offense, Weapon Specialization (Greatsword), Iron Will</p><p>Skills: Intimidate +7, Survival +3</p><p>Racial Trait: Darkvision 90 feet (after orc paragon level)</p><p>Class Features: Rage 1/day, illiteracy, improved darkvision (90 ft. total), no light sensitivity</p><p></p><p>Possessions: Greatsword +1, Breastplate +1, Potion of Haste (10th-level caster), Potion of Cure Moderate Wounds (3rd-level caster), Traveler's Outfit, 2 Belt Pouches, Flint and Steel, 44 gold pieces, 20 silver pieces</p><p></p><p>Attacks: Greatsword +14/+9 melee for 2d6+12 damage, PA(1/2) greatsword +11/+6 melee for 2d6+18 damage, PA(full) greatsword +8/+3 melee for 2d6+24 damage</p><p></p><p>Attack Notes: Add +4 on attack rolls against items on other creatures, does not provoke an attack of opportunity when attacking an opponent's weapon, can take a -4 AC penalty for the round with an attack or full-attack action in melee to gain +2 on melee attack rolls. Likely to charge first, getting +2 on the attack roll and -2 to AC for 1 round, but cannot use Reckless Offense's AC/attack tradeoff during the charge. Likely to enter a Rage as soon as he gets into melee range for an attack. But just might chug his Potion of Haste before all that.</p><p></p><p>Rage: One use per day, lasts a total of 8 rounds when used. Add +4 Strength and Constitution, +2 morale on Will saving throws, -2 to Armor Class, and gain the Diehard feat temporarily (can stay conscious and fight onward while at negative hit points, as though disabled, until reaching -10 hit points). Greatsword attack rolls go up by +2 as a result, and greatsword damage goes up by +3 as a result. Fortitude save goes up by +2 as a result, and hit points go up by +12 as a result, but loses 12 hit points at the end of the rage.</p></blockquote><p></p>
[QUOTE="Arkhandus, post: 3698318, member: 13966"] So, to throw up a quick statblock cuz I feel like it......the best path seems to be like so. Grag, orc bear-totem barbarian 1/orc paragon 1/fighter 4, ECL 6/CR 6 Str 22, Dex 16, Con 16, Int 6, Wis 9, Cha 6 HP 49 (supposing half the maximum from each hit die) AC 19 (touch 13, flat-footed 16), Initiative +7, BAB +6/+1, speed 20 feet Fortitude +11, Reflex +4, Will +2 Feats: Power Attack, Improved Sunder, Weapon Focus (Greatsword), Reckless Offense, Weapon Specialization (Greatsword), Iron Will Skills: Intimidate +7, Survival +3 Racial Trait: Darkvision 90 feet (after orc paragon level) Class Features: Rage 1/day, illiteracy, improved darkvision (90 ft. total), no light sensitivity Possessions: Greatsword +1, Breastplate +1, Potion of Haste (10th-level caster), Potion of Cure Moderate Wounds (3rd-level caster), Traveler's Outfit, 2 Belt Pouches, Flint and Steel, 44 gold pieces, 20 silver pieces Attacks: Greatsword +14/+9 melee for 2d6+12 damage, PA(1/2) greatsword +11/+6 melee for 2d6+18 damage, PA(full) greatsword +8/+3 melee for 2d6+24 damage Attack Notes: Add +4 on attack rolls against items on other creatures, does not provoke an attack of opportunity when attacking an opponent's weapon, can take a -4 AC penalty for the round with an attack or full-attack action in melee to gain +2 on melee attack rolls. Likely to charge first, getting +2 on the attack roll and -2 to AC for 1 round, but cannot use Reckless Offense's AC/attack tradeoff during the charge. Likely to enter a Rage as soon as he gets into melee range for an attack. But just might chug his Potion of Haste before all that. Rage: One use per day, lasts a total of 8 rounds when used. Add +4 Strength and Constitution, +2 morale on Will saving throws, -2 to Armor Class, and gain the Diehard feat temporarily (can stay conscious and fight onward while at negative hit points, as though disabled, until reaching -10 hit points). Greatsword attack rolls go up by +2 as a result, and greatsword damage goes up by +3 as a result. Fortitude save goes up by +2 as a result, and hit points go up by +12 as a result, but loses 12 hit points at the end of the rage. [/QUOTE]
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