Okay, close enough.
Now here's teh trick: every time this guy hits, he'll EASILY trigger the "Knockdown" feat. With a 40 Strength, +4 for being Large, and +4 for the "Sweeping" enhancement, his Trip check will be +23. Odds are, the opponent goes down.
Combine that with Hold the Line, which means if the ogre is charged on the first turn, the AoO will happen when his threatened area is entered .... twenty feet away from him (heh). That AoO will trigger an immediate, free Trip attempt. Mid-charge, the opponent goes on his backside... twenty feet form teh target. Rather interrupts the charge, n'est-ce pas ... ?
Now, Sunder / Improved Sunder. Double damage to weapons when Sundering; how many weapons do YOU know of, that can handle some 60-odd damage per blow? Not many I can think of.
Vile damage is ... well, it's vile. Almost impossible to heal ... and I sincerely doubt ANY, let alone most, Fighters owuld bring along soe sort of "portable sacred ground", which means healing magicks mid-battle are right out of the picture, at least for the Vile damage. I suppose now I should say, "just be glad it's not Vile Attribute Damage" ... heh.
The poison I don't know if I'd bother using, but it'd be a fun ploy. Plays right into the Trip attack tactic, too.
The pipe's cloud would be hard to utilise, as it's only a 5-foot-radius cloud. Still, puff it out and step back, I guess. I was running out of cheaper items to spend the last few thousand on, anyway.
Glove of storing, duh. Boots of speed, likewise. "Bracers" of health, just an alternate form (and in my first printing DMG, the LIST of items -- not the item-by-item descriptions but hte random LIST -- shows bracers not an amulet). Doesn't make any difference, he's not wearing an amulet it'd conflict with anyway.
The material for the armor (and bothering with full plate armor) is mainly for visual "coolness" ... a chain and armor looking like still-mostly-MELTED steel, hehehehe ... I suppose I could have given him an Animated Shield instead. But the armor just LOOKS cooler.
So, Grog ... bring it on. I tell you what, to keep us both honest, after you make your charater:
For the materials ... roll 1d6; even the weapon and armor are Fever Iron. Odd, and they're Dlarun.
For the enhancements ... roll 1d6 again:
1, use Acidic Burst as above
2, Thundering (modified per MoF, also counts as "screaming"
3, Flaming Burst
4, Shocking Burst
5, Icy Burst
6, roll twice, using the lesser forms of the two elements determined and ignoring further rolls of 6
That way, neither you nor I will know ahead of time what elemental damage type(s) to worry about. Cover all the bases, or risk the Ogre finding the "hole" ... heh!
Now here's teh trick: every time this guy hits, he'll EASILY trigger the "Knockdown" feat. With a 40 Strength, +4 for being Large, and +4 for the "Sweeping" enhancement, his Trip check will be +23. Odds are, the opponent goes down.
Combine that with Hold the Line, which means if the ogre is charged on the first turn, the AoO will happen when his threatened area is entered .... twenty feet away from him (heh). That AoO will trigger an immediate, free Trip attempt. Mid-charge, the opponent goes on his backside... twenty feet form teh target. Rather interrupts the charge, n'est-ce pas ... ?
Now, Sunder / Improved Sunder. Double damage to weapons when Sundering; how many weapons do YOU know of, that can handle some 60-odd damage per blow? Not many I can think of.
Vile damage is ... well, it's vile. Almost impossible to heal ... and I sincerely doubt ANY, let alone most, Fighters owuld bring along soe sort of "portable sacred ground", which means healing magicks mid-battle are right out of the picture, at least for the Vile damage. I suppose now I should say, "just be glad it's not Vile Attribute Damage" ... heh.
The poison I don't know if I'd bother using, but it'd be a fun ploy. Plays right into the Trip attack tactic, too.
The pipe's cloud would be hard to utilise, as it's only a 5-foot-radius cloud. Still, puff it out and step back, I guess. I was running out of cheaper items to spend the last few thousand on, anyway.
Glove of storing, duh. Boots of speed, likewise. "Bracers" of health, just an alternate form (and in my first printing DMG, the LIST of items -- not the item-by-item descriptions but hte random LIST -- shows bracers not an amulet). Doesn't make any difference, he's not wearing an amulet it'd conflict with anyway.
The material for the armor (and bothering with full plate armor) is mainly for visual "coolness" ... a chain and armor looking like still-mostly-MELTED steel, hehehehe ... I suppose I could have given him an Animated Shield instead. But the armor just LOOKS cooler.

So, Grog ... bring it on. I tell you what, to keep us both honest, after you make your charater:
For the materials ... roll 1d6; even the weapon and armor are Fever Iron. Odd, and they're Dlarun.
For the enhancements ... roll 1d6 again:
1, use Acidic Burst as above
2, Thundering (modified per MoF, also counts as "screaming"
3, Flaming Burst
4, Shocking Burst
5, Icy Burst
6, roll twice, using the lesser forms of the two elements determined and ignoring further rolls of 6
That way, neither you nor I will know ahead of time what elemental damage type(s) to worry about. Cover all the bases, or risk the Ogre finding the "hole" ... heh!