A Change of Direction

Apr 18, 2005 18:38

Yet another character profile. This time I went all offense. No wonky tactics, no special rogue-ninja-furrby tricks. This character is pure brute force. I ask Jung to take note. If you are serious about playing a Barbarian at PAX, this is about as rude as they get. Then again, I still frimly believe that a smart dex-based or stealth based character can severly punish this kind of character, but we'll see.



Name: Mu’grok Granite-Axe
Class/Level: Barbarian 8/Frenzied Berserker 10
Race/Gender: Ogre Male

Strength: 32 (38)
Dexterity: 12 (16)
Constitution: 22 (28)
Intelligence: 4
Wisdom: 10 (12)
Charisma: 4

Hit Points: 326 (370 while raging)

Armor Class: 33 ( +3 Dex, +10 Armor, +1 Insight, +5 Natural, +5 Deflection, -1 Size)
31 (while Enlarged)
31 (while raging)
29 (while frenzied)
29 (Enlarge and rage)
27 (Enlarge and frenzy)
25 (Enlarge, rage and frenzy)

Skills

Jump 21 ranks, +1 Competence, -3 Armor, +14 Strength (+33)
Listen 3 ranks, +1 Competence, +1 Wisdom (+5)
Spot 4 ranks, +1 Competence, +1 Wisdom (+6)

Feats

Weapon Focus, Greataxe (Ogre)
Power Attack (Ogre)
Cleave (1st Level)
Destructive Rage (3rd Level)
Intimidating Rage (6th Level)
Monkey Grip (9th Level)
Diehard (1st Level Frenzied Berserker Bonus)
Blind-Fight (12th Level)
Leap Attack (15th Level)
Improved Sunder (18th Level)

Abilities

Large Size (-1 to hit and to AC)
10’ Reach
Darkvision 60’
40’ base movement
Natural Armor +5
Fast Movement
Rage (3/day)
Uncanny Dodge
Improved Uncanny Dodge
Trap Sense +2
Damage Reduction 1/-
Frenzy (5/day)
Supreme Cleave
Deathless Frenzy
Improved Power Attack
Supreme Power Attack
Inspire Frenzy (3/day)
Greater Frenzy
Tireless Frenzy

Saving Throws

Fortitude: +32
Will: +13
Reflex: +15

Equipment (By Slot) (760,000 gp spent)

Main Hand: Huge Greataxe +5, Keen, Speed (162,000 gp)
Face/Eyes: Mask of the Skull (22,000)
Neck: Amulet of Health +6 (36,000 gp)
Shoulders: Cloak of Displacement, Major (50,000 gp)
Chest/Torso: Vest of Resistance +5 (25,000 gp)
Armor: Breastplate +5, Heavy Fortification, Cold Resistance (Improved)(142,000 gp)
Hands: Gloves of Dexterity +4 (16,000 gp)
Ring 1: Ring of Protection +5 (50,000 gp)
Ring 2: Ring of Blinking (27,000 gp)
Waist: Belt of Giant Strength +6 (36,000 gp)
Feet: Winged Boots (16,000 gp)
Other: Dusty Rose Ion Stone (5000 gp)
Other: Pale Green Ion Stone (30,000 gp)
Other: Incandescent Blue Ion Stone (8,000 gp)
Other: Large Spear +3, Distance, Returning (50,000 gp)
Expended: Manual of Bodily Health +2 (55,000 gp, the effects of this item is reflected in the character’s base ability values)

Carried: Heward’s Handy Haversack (2,000 gp)
Dust of Appearance x 2 (3,600 gp)
Stone Salve, 1 ounces (4,000 gp)
Potion of Enlarge Person x 4 (1,000 gp)
Potion of Heroism x2 (2,250 gp)
Potion of Fly x2 (1,500 gp)
Potion of Resist Fire (30) (1,100 gp)
Potion of Resist Electricity (30) (1,100 gp)
Potion of Resist Sonic (30) (1,100 gp)
Potion of Invisibility x2 (600 gp)
Potion of Cure Light Wounds x19 (1050 gp)
Potion of Cure Serious Wounds x10 (7,500 gp)

Attack Breakdown

Base Attack Bonuses (Including all feat, weapon and item modifiers)

Single Attack (Huge Greataxe): +39
Full Attack (Huge Greataxe w/ Speed): +39/+39/+34/+29/+24

Situational Modifiers

Full Attack (with Enlarge Person): +39/+39/+34/+29/+24
Full Attack (with Heroism): +41/+41/+36/+31/+26
Full Attack (with Heroism and Enlarge Person): +41/+41/+36/+31/+26

Full Attack (Heroism, Enlarge, and Power Attack at -10): +31/+31/+26/+21/+16

Single Attack (while raging): +41

Full Attack (while raging): +41/+41/+36/+31/+26
Full Attack (Heroism and raging): +43/+43/+38/+33/+28

Single Attack (while frenzied): +44
Full Attack (while frenzied): +44/+44/+39/+34/+29
Full Attack (Heroism and frenzy): +46/+46/+41/+36/+31

Single Attack (while raging and frenzied): +46
Full Attack (rage and frenzy): +46/+46/+41/+36/+31
Full Attack (Heroism, rage and frenzy): +48/+48/+43/+38/+33

Damage Breakdown

Base Damage (Including all feat, weapon and item modifiers)
*assumes all attacks hit

Single Attack (Huge Greataxe): 4d6 + 19
Full Attack* (Huge Greataxe w/ Speed): 20d6 + 95
Critical: add 8d6 + 38 additional damage for each attack that is critical

Situational Modifiers

Single Attack (while raging): 4d6 + 21
Critical: add 8d6 + 42 additional damage for each attack that is critical
Single Attack (while frenzied): 4d6 + 24
Critical: add 8d6 + 48 additional damage for each attack that is critical
Single Attack (rage and frenzy): 4d6 +26
Critical: add 8d6 + 52 additional damage for each attack that is critical
Single Attack (Enlarge Person): 6d6 + 20
Critical: add 12d6 + 40 additional damage for each attack that is critical
Single Attack (Enlarge Person and raging): 6d6 + 22
Critical: add 12d6 + 44 additional damage for each attack that is critical
Single Attack (Enlarge Person and frenzy): 6d6 + 25
Critical: add 12d6 + 50 additional damage for each attack that is critical
Single Attack (Enlarge Person, rage and frenzy): 6d6 + 27
Critical: add 12d6 + 54 additional damage for each attack that is critical

Special: On a Leap Attack, calculate power attack damage as per the rules for Supreme Power Attack, then multiply the bonus damage by three. Example: Mu’Grok takes -5 to hit on a Leap Attack using Supreme Power Attack. His damage is increase by 4 per point of hit reduction, so the bonus damage would be 20 points. Leap Attack then triples the bonus, so the final bonus damage for this attack would be 60 points, making the total damage calculation for this charge attack 4d6 + 79 if no other spells or abilities are in effect.

Full Attack* (while raging): 20d6 + 105
Critical: add 8d6 + 42 additional damage for each attack that is critical
Full Attack* (while frenzied): 20d6 + 120
Critical: add 8d6 + 48 additional damage for each attack that is critical
Full Attack* (rage and frenzy): 20d6 + 130
Critical: add 8d6 + 52 additional damage for each attack that is critical
Full Attack* (Enlarge Person): 30d6 + 100
Critical: add 12d6 + 40 additional damage for each attack that is critical
Full Attack* (Enlarge Person and raging): 30d6 + 110
Critical: add 12d6 + 44 additional damage for each attack that is critical
Full Attack* (Enlarge Person and frenzy): 30d6 + 125
Critical: add 12d6 + 50 additional damage for each attack that is critical
Full Attack* (Enlarge Person, rage and frenzy): 30d6 + 135
Critical: add 12d6 + 54 additional damage for each attack that is critical

Special: On Power Attacks during a full action the penalty to hit is applied to all attacks made in that round, however, the damage bonus is also applied to every attack. With Supreme Power Attack, Mu’Grok gets +4 to damage for every -1 he takes to his rolls.

Strategy

Three Round Warm-up:

1)Stone Salve
2)Potion of Enlarge Person
3)Activate Ring of Blinking

Once the fight starts:
If you win initiative (by some miracle): Go into your barbarian rage, charge right away and use a Leap Attack to try and plow your opponent while he’s still flat-footed. You can move 100 feet on a charge attack due to ogre base movement plus the barbarian’s special ability. If you lose initiative, which is much more likely, don’t rage right away. First figure out what kind of opponent you are fighting. If it’s a rogue-type, you will have to be very careful about when you rage since all a smart shadow dancer or rogue will do once you rage is hide until you come down out of it. Drink your Potion of Heroism while you observe. If it appears to be another straight-up bruiser type, don’t be afraid to go head to head. Try and lead off with a charge, but if they get the jump, don’t worry. If you can survive a single charge attack (which you should be able to easily), your full attack response is going to put them on the floor in several bloody pieces. Since the PAX tournament is only allowing 1 free action per round, only activate rage and frenzy on the rounds you intend to use them. You may want to start with frenzy since it gives you a larger bonus, but be careful, you can not stop your frenzy voluntarily without a will save, so be ready to commit fully once you use it. Other than that, there isn’t a lot of subtlety to this character. Your goal is to strike first, strike hard, and kill your opponent as quickly as possible, since it’s likely that they will be hitting you with every single one of their own attacks.

Things to keep in mind:
1)Keep in mind that the Blink effect from your ring will give you a 20% miss chance as well. This isn’t a huge deal considering how many attacks you get, but characters like fellow Ghost-faced Killers that can see ethereal, or anyone with a True Seeing effect will negate this item. In such encounters, just shut it off.

2)Make use of your Large Spear +3 and Winged Boots to engage opponents that fly or use high terrain to evade you.

3)Against opponents that have lots of displacement effects or against rogues and shadow dancers, use your Dust of Appearance to negate their stealth.

4)You can only use your Mask of the Skull between rages or before you rage. Time the use of this item for maximum effect.

5)You have 10’ reach, 15’ reach when Enlarged. Opponents who charge you or move into your reach provoke an attack of opportunity from you when they do so. Give them a whack as they move in on you.

6)You have Improved Sunder. Use it with your disgustingly huge weapon to shatter your opponent’s tools, leaving them helpless.
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