[OOC] If Thoughts Could Kill


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Damn you! My character was going to be a Half-Orc. We can't have two Half-Orcs in the same party. Time to fall to the backup plan... My character will be in tonight.

And ....uh, your cleric isn't proficient in his greatsword.

I have some questions before I finalize my character: How often can I count on buffs like Bull's Strength, Haste, or Greater Magic Weapon?
 

Hammerhead said:
Damn you! My character was going to be a Half-Orc. We can't have two Half-Orcs in the same party. Time to fall to the backup plan... My character will be in tonight.

And ....uh, your cleric isn't proficient in his greatsword.

I have some questions before I finalize my character: How often can I count on buffs like Bull's Strength, Haste, or Greater Magic Weapon?
You are correct. I forgot I didn't take war as a domaine. changed the feat to Martial weapon.

I think 2 half orcs in the party is a great Idea. Besides we have been adventuring together acording to what Gru said to me. Maybe it was an all Half orc party?
What if they are family? Brothers or whatever. Might be fun to role play.
 
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Great idea! Two Half-Orc brothers. I warn you though, I'm a little wacko, despite my high wisdom.

Also, your lack of Concentration is disturbing. Do you not plan on casting spells in combat?
 
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Groknar Bloodfist
Half Orc Barbarian 4 Fighter 6
Alignment: Chaotic Good

Strength: 22 [+6]
Dexterity: 16 [+3]
Constitution: 18 [+4]
Intelligence: 8 [-1]
Wisdom: 14 [+2]
Charisma: 8 [-1]

Racial Abilities:
Darkvision 60'
Orc Blood

Class Abilities: Rage 4/day, Fast Movement, Uncanny Dodge (Dex bonus to AC), Bonus Feats

Skills:
Intimidate +6 (7 ranks, -1 Charisma)*
Climb +8 (6 ranks, -6 Armor, +6 Strength, +2 Circumstance)
Jump +47 (7 ranks, -6 Armor, +6 Strength, +10 Competence, +30 Circumstance)
Wilderness Lore +9 (7 ranks, +2 Wisdom)

Feats: Power Attack, Cleave, Weapon Focus: Greataxe, Weapon Specialization: Greataxe, Extra Rage*, Iron Will, Improved Critical: Greataxe

Speed: 60 feet/round

Hit Points: 109

Armor Class: 28 (+10 Armor, +3 Shield, +3 Dex, +2 Natural)

Saving Throws:

Fortitude +16 (+9 Base, +4 Constitution, +3 Resistance)
Reflex +9 (+3 Base, +3 Dexterity, +3 Resistance)
Will +10 (+3 Base, +2 Wisdom, +3 Resistance, +2 Feat)

Attacks:
Unarmed +16/+11 (+9 Base, +6 Strength)
1d3+6 Subdual, Provokes AoO, 20/x2

+2 Corrosive Greataxe +19/+14 (+10 Base, +6 Strength, +1 Feat, +2 Enhancement)
1d12+13+1d6 Acid, 19-20/x3

Javelin +13/+8 (+9 Base, +3 Dexterity)
1d6+6, Range 30 feet

Equipment:
Mithral Full Plate +2 -14,500 GP
+2 Corrosive Greataxe* -18,350 GP
Cloak of Resistance +3 -9,000 GP
Boots of Striding and Springing -6,500 GP
"Jobu," a floating ball of black metal that circles Groknar, acting as a +1 Animated Shield -9,170 GP
Amulet of Natural Armor +2
Bracers of Speed -8,000 GP
Ring of Jumping -2,000 GP
Potion Belt
-Potion of See Invisibility (3rd) -300 GP
-Potion of Alter Self (3rd) -300 GP
-Potion of Cure Moderate Wounds (2) (3rd) -600 GP
Javelins
Backpack
-Climber's Kit
-Bedroll
-Blanket
-Rope, Silk 50 feet
-Grappling Hook
-Rations (7)
Waterskin (3)
-Explorer's Outfit
314 GP


*Assuming no variant Intimidation rules are used. According to the current system, the average gnome is more intimidating than a Half-Orc!
**From MotW, allowing you to Rage 2 additional times per day
***From MoF, like Flaming, but with Acid Damage

Groknar is a tall, well-built Half-Orc bulging with muscles. His greasy black hair is in a crew cut, and his body is covered with scars. His Full-Plate is festooned with trophies and tokens of defeated foes, and his Axe, when grasped, seems to drip burning blood. On Groknar's back is a quiver holding half a dozen javelins, and a black cloak trimmed with silver and specked with dried mud. Circling him is a black sphere that shields him from incoming attacks. When enraged, his black eyes widen, he yells constantly, and his hair stands on end. When moving, Groknar strides boldly, facing forward, and at a very quick pace.

Loyal to his friends and ruthless to his enemies, Groknar solves his problems with the application of brute force. If that doesn't seem to work, he applies more. He is also curious, and investigates the strange and alien places one oft finds while adventuring with relish and fearlessness. However, Groknar is highly superstitious, and he fears the soul-stealing nature of demonic reflective surfaces, like mirrors. He also relies on insights from the spirit world, following advice no one else seems to hear.
 
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Looks great, Argent. Do it for Kord!

Everyone, I've got a plan for introducing Argent and Hammerhead's characters shortly, but not in the current city.
 

Oops, didn't see Hammerhead's character until I posted. That one looks good, too. This will be like a party of mental folks hooking up with a party of physical monsters.

;)
 

For Buff spells, I really need a GMW and a Bull's Strength. If we plan an attack, should I talk to the cleric or the wizard?

Do it for Kord!
 

I would think cleric would be good for the Bull's strength, but GMW isn't a cleric spell so wizard would have to be your choice there.

Keia
 


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