Charismatic Half-Orc [Archive] - Wizards Community

Post/Author/DateTimePost
jstorrie

11-17-06, 04:07 AM
As my current will soon have all of his TUs slurped up by Red Hand of Doom, I'm considering making a new character, focusing on an often-unused mechanic: Intimidate. Intimidate generally has two main uses: in-combat it can be used to demoralize, and out of combat can be used to pseudo-Diplomacy (treat someone as Friendly for a while, after which point they become Unfriendly/Hostile.)

Accordingly, I have decided to go with Menacing Brute, for its bonus to Intimidate, which makes the race Half-Orc. Since MB is a five-level class, I'll cap with another five-level class, and charismatic half-orc shouts Outcast Champion to me. This is what I have in consideration so far:

1 Barb Iron Will
2 Ftr Pwr Attack
3 Ftr Intimidating Rage, Extra Rage
4 Hex
5 Hex
6 MB Reckless Rage
7 MB
8 MB
9 MB Staggering Strike
10 MB
11 OC
12 OC Imp Crit Falchion
13 OC
14 OC
15 OC Leadership?

With Str 18 Dex 10 Con 14 Int 6 Wis 8 Cha 14, and level-up points into Cha, this seems like it could do reasonably well. Demoralizing is interesting in that it stacks with itself all the way down to panicked, and while panicked foes may run off (robbing you of some gold) they at least drop what they're carrying (so hopefully you'll still hit gp cap every adventure?) Intimidating Rage is kind of a free-action Hexblade's Curse that's better than a Hexblade's Curse. What are people's thoughts on a build like this?
Lupo

11-17-06, 04:39 AM
As my current will soon have all of his TUs slurped up by Red Hand of Doom, I'm considering making a new character, focusing on an often-unused mechanic: Intimidate. Intimidate generally has two main uses: in-combat it can be used to demoralize, and out of combat can be used to pseudo-Diplomacy (treat someone as Friendly for a while, after which point they become Unfriendly/Hostile.)

Accordingly, I have decided to go with Menacing Brute, for its bonus to Intimidate, which makes the race Half-Orc. Since MB is a five-level class, I'll cap with another five-level class, and charismatic half-orc shouts Outcast Champion to me. This is what I have in consideration so far:

1 Barb Iron Will
2 Ftr Pwr Attack
3 Ftr Intimidating Rage, Extra Rage
4 Hex
5 Hex
6 MB Reckless Rage
7 MB
8 MB
9 MB Staggering Strike
10 MB
11 OC
12 OC Imp Crit Falchion
13 OC
14 OC
15 OC Leadership?

With Str 18 Dex 10 Con 14 Int 6 Wis 8 Cha 14, and level-up points into Cha, this seems like it could do reasonably well. Demoralizing is interesting in that it stacks with itself all the way down to panicked, and while panicked foes may run off (robbing you of some gold) they at least drop what they're carrying (so hopefully you'll still hit gp cap every adventure?) Intimidating Rage is kind of a free-action Hexblade's Curse that's better than a Hexblade's Curse. What are people's thoughts on a build like this?

with an int of 6 you might not get enough skill points to get your skills where you want them to be.

i would go with str 15 and/or cha 12 for a start and give int at least 2, better 4 points more.

taking leadership early offers you an interesting combo: get a sorc or wiz cohort or even cleric with the suitable domain that readies any fear spell AFTER you have started demoralizing.

ciao

martin m.
UMiskatonic

11-17-06, 08:48 AM
Umm, thoughts

Exotic weapon Master has an intimidate ability. You might want to work it in, or not....

Speak language will be useful for you to have. It might be hard to intimidate if you can't talk to them. DMs may vary.

Cloak of charisma, circlet of persuasion, will help intimidate, as will some meta-orgs. Lifestyle might, I 'm too lazy to go and look.


Not too sure about your feats, there. Doesn't staggering strike require sneak attack? And is one of your 3rd level feats a fighter feat?
Mommy was an Orc

11-17-06, 09:37 AM
With Str 18 Dex 10 Con 14 Int 6 Wis 8 Cha 14, and level-up points into Cha, this seems like it could do reasonably well. Demoralizing is interesting in that it stacks with itself all the way down to panicked, and while panicked foes may run off (robbing you of some gold) they at least drop what they're carrying (so hopefully you'll still hit gp cap every adventure?) Intimidating Rage is kind of a free-action Hexblade's Curse that's better than a Hexblade's Curse. What are people's thoughts on a build like this?

I don't think it has quite enough Charisma synergy going at the moment. Especially with Outcast Champion being available at 6th regardless, I'd try to stick a level of Marshal in there and get your 2nd level of Outcast Champion at 10th, finish up Menacing Brute after that, then finish up Outcast.

Also, your two Rage feats at 3rd level aren't Fighter bonus feats, you can't take both. If you do the Marshal thing, just drop Reckless at 6th. I don't think it does that much for you. The build would go:
Barbarian 1, Fighter 1, Hexblade 1-2, Marshal 1, Outcast Champ 1, Menacing Brute 1-3, Outcast 2, Menacing Brute 4-5, Outcast 3-5. That way, you still get your d6 of sneak in by 9th and you don't really have any real Charisma effects going until 4th, when you can afford a Cloak of Charisma and therefore have a 16 Charisma.

I'd also probably start with a 13 Charisma to give yourself a couple of extra points.
amnuxoll

11-20-06, 02:20 PM
I've thought about doing a character like this before as well. I'm surprised you haven't included Kiai Shout and Greater Kiai Shout into your build.
Mommy was an Orc

11-20-06, 02:24 PM
I've thought about doing a character like this before as well. I'm surprised you haven't included Kiai Shout and Greater Kiai Shout into your build.

I think one of the problems with the two Shouts is that they're hit die based. When you're fighting a lot of EL+3-4 encounters, you're often behind on that count.
solbergb

11-21-06, 09:15 PM
Yeah...I looked at them for my warchanter and decided to just wait for inspire awe, which I get for free eventually.

In the short run, I max intimidate and occasionally speak with dark edged word balloons. (for comic fans out there).

I did an intimidate build as an NPC for a minimission. It mixed menacing brute levels with exotic weapon master levels and had intimidating rage...various unrelated ways to get intimidate checks in combat at range with very high DC's to beat.

But it worked a lot better when teamed with the sorcerer who had some good fear spells and draconic presence. People playing up, cohorts, summoned critters were often sent scurrying.

I think intimidate is fun for flavor but risky to build a char around. Too many of the opposition will be either immune to fear or advanced to a zillion hitdice and made kind of immune that way. Kiaii shout or intimidate tricks are kind of like improved disarm. If the opportunity cost isn't too high to have the ability, it's kind of handy at times. But you really need other things to do the rest of the time.
hoosierhayeslpe

12-19-06, 01:36 PM
I am also making a high intimidate half-orc, and taking him through Red Hand right now. The plan looks very similar to yours:

Str- 18, Dex- 12, Con- 14, Int- 6, Wis- 10, Cha- 12

1- Barbarian (power attack)
2- Barbarian
3- Fighter (exotic weapon- great falchion, cleave)
4- Fighter (improved initiative)
5- Rogue
6- Outcast Champion (iron will)
7- Outcast Champion
8- Outcast Champion
9 through 13- Menacing Brute
14&15- finish Outcast Champion

The low int is a hit, so the Rogue level will let me get the skill points needed for Menacing Brute, and add sneak attack to compliment the Menacing Brute sneak attack. Since the Brute abilities are impacted by critical hits, I took a Great Falchion (Sandstorm) for a weapon (1d12 damage, 18-20x2 crit). He is at 4th level now, should be 5th this week if he can survive the first part of Red Hand.