| Post/Author/DateTime | Post |
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| MoonWizard10-11-04, 11:49 PM | Beast Beast Beast! I have a feeling this build is a blast to role play…and I’ll be starting him soon. I think he has some melee potential (with past help from Caelic): Half-Ogre/2 Bbn/4 Ftr/2 Tribal Protector/2 EWM/9 FB BAB: +19 S: +19/+7/+4 Half-Ogre: +6 STR, +2 CON, -2 DEX, INT, CHA, +4 Nat. AC, Large Size, can use Large weapons, LA +1 Large Bastard Sword (2d8 damage) 1. Half-Ogre Power Attack 2. Bbn 1: Fast Movement, Rage 1 3. Bbn 2: Uncanny Dodge EWP: Large Bastard Sword 4. Ftr 1: Cleave +1 STR 5. Ftr 2: Great Cleave 6. Ftr 3 WF: Bastard Sword 7. Tribal Protector 1: (Bonus Feat: Headlong Rush*); +1 STR 8. TP 2: Wild Fighting; +1 STR 9. Exotic Weapon Master 1: Uncanny Blow Imp. Initiative 10. EWM 2: Trip 11. Ftr 4: Destructive Rage; Intimidating Rage 12. Frenzied Berserker 1 Diehard; Frenzy 1/day +1 STR 13. FB 2: Supreme Cleave 14. FB 3: Frenzy 2 15. FB 4: Deathless Frenzy; Imp. Sunder 16. FB 5: Imp. Power Attack +1 STR 17. FB 6: Inspire Frenzy; Combat Brute 18. FB 7: Greater Frenzy; Frenzy 4 19. FB 8 20. FB 9: Frenzy 5 * This is normally only for orcs and half-orcs, but I think it makes role-playing sense for half-ogres to possibly choose this feat if the DM oks it. (RoF) Let’s do some math. Reasonably at 13th ECL with a +4 sword, rage and frenzy: Summary: +25/+25/+20/+15 avg=55 dam/hit [110 dam w/charge] Beast! Beast! Beast! STR: 18 Base +6 (racial adj) +3 with levels +4 (Bull’s STR or Belt +4) +4 (Rage) +6 (Berserk) = 41 (+16) To hit=+332 +12 (BAB) +16 (STR) +1 (WF) +4 (Enchantment) -1 (Size); with Wild Fighting, PA 5 +25/+25/+20/+15 Damage avg=55/hit 2d8 (Large Bastard Sword) + 32 (Uncanny Blow w/STR) + 4 (Enchantment) + 10 (PA) Beast! Beast! Beast! Tribal Protector is from Sword and Fist. I’m also hesitant with the Frenzied Berserker PrC because how it harms party mechanics. However, I think there’s a spell that allows you to distinguish enemy from ally, and I like the role playing -FB synerg. Headlong Rush gives you that awesome x2 damage but at the cost of provoking attacks of opportunity. However, half-ogres have a reach 10 feet so they avoid most attacks of opportunity, it’s like a extreme version of Shock Trooper. *sigh* Will save is gonna kill me. Recommendations? Simple and exciting tactic: Headlong Rush to Sunder the enemy's weapon, continue through and do that same attack to the enemy himself (Combat Brute). PA the second attack for a x3 PA. Unless you know it’s the BBEG, don’t use Frenzy and Rage together because it’s more efficient to spread it out over the course of a day’s adventuring. Should I grapple enemy spell casters, or complete PA? And at 10th level, he should trip as if he were a Phishhead. His defense will be eh for his tank role. He’d probably only have a chain shirt (unlikely minthrill) and definitely a large size, and two-handed weapon – so stopping Full Attack option (because standing is a move-equivalent action, and -4 to attack when prone) is very nice. My half-ogre would be offspring of an ogre raider and human female from a small barbarian tribe in the Moonshae Isles, Faerun (like Tanis Half-Elf). When the half-ogre was born, the Norlander mother didn't want to kill it because it was her own, and his ogre heritage wasn't his fault (he was the product of barbarianism). She wondered, how could she hold that against him? She realized that her society would be slow to accept him, so she had her half-ogre son join the hunting parties of the tribe at a very early age. He thrived off the harsh environment and embraced his inner savagery (Feral template before any class levels) away from society/civilization. After a few years of learning the basics of the hunt (BBN 2), the half-ogre joins the tribe's elite hunting party, who searches for dire animals and other dangerous creatures. A senior human hunter in the party forges him a mighty sword (large bastard sword) to compliment his massive size. The half-ogre then begins his serious training (FTR 3). His Tribal Protector levels (2) are a natural extension of his love and pride for his tribe, who accepted him after years of proving his worth. Though seldom contemplative, he realizes that he loves his life in the tribe as a top hunter, and will fight accordingly for the tribe with his life. As the half-ogre ages, he goes on more hunts and experiences greater adventuring. Since his large bastard sword is his most trustworthy companion, it’s natural for him to improve his skills with it (EWM 3, FTR 1). After he reached a certain point in martial skill, he spends the rest of his life as monstrous fighter, hunting exotic beasts on the wild frontier of the Moonshae Isles and giving it his all in every fight. Quests away from home with monster encounters are just awesome hunts. |
| Caelic10-12-04, 04:37 PM | A few thoughts: 1. To really take full advantage of your reach and trip, you're going to need Combat Reflexes. I'd drop Improved Initiative--you don't really need to swing first, just to swing last--and possibly move Power Attack up, since it's of little benefit at first level. 2. If you can find the feats for it, Karmic Strike.Knockback is a sweeeet combo for a half-ogre. Then again, this may be too much of a side trip for your build, which is already fairly focused. |
| Persephone Imytholin10-12-04, 06:33 PM | Since this looks, to me, like a post about mechanics I think you were after the Character Optimisation (http://boards1.wizards.com/forumdisplay.php?f=339) board. |