Wow, it's been awhile, huh? I've been distracted from doing PMs by the ongoing work with Mask of Death as well as my home campaigns. I'm coming back with a bang with a level 21 King Obould Many Arrows, and while I don't think I'll quite be back up to doing it on a weekly basis for quite some time (especially with college going again), I'm going to try and keep from waiting this long between updates again.
Also worthy of note - this is the last PM I'm going to do in the classic 3.5 style. All future entries will be designed with the Pathfinder system in mind! If you prefer your 3.5 un-updated though, fear not. It's a very simple matter to reverse engineer from one system to the other.
King Obould Many-Arrows
CRUNCH
Barbarian 11/Orc Warlord 5/Legendary Leader 5
Str 28 (22 + 6 enhancement) - +8
Dex 16 (12 + 4 enhancement) - +3
Con 24 (16 + 6 enhancement) - +7
Int 12 - +1
Wis 14 - +2
Cha 24 - (16 + 6 enhancement) -+7
Speed: 40 ft Initiative: +4
Size: Medium. Height: 6'9 Weight: 314
AC: 33 [10 + 3 (Dex) + 10 Armor Bonus. +5 Deflection +5 Natural Armor]
Flat footed AC: 30 Touch AC: 18
DR 5 (2/-, 3/adamantine)
HP 294
Fort:22 Ref: 11 Will:18
Base Attack Bonus: 19
Grapple: 27
Attacks:
Horde King's Blade: 32/27/22/17
2d6+17 +2d6 Fire Damage (3d6 on crit) 17-20x2
Horde King's Bow: 26/21/16/11
1d8+13 20x3
GREATER RAGE: 5/DAY
DURATION: 18 ROUNDS
Str 34 - +11
Con 30 - +9
HP: 357
AC 31
Will: 21
Grapple: 30
Horde King's Blade: 35/30/25/20
2d6+21+2d6 Fire Damage (3d6 on crit) 17-20x2
Feats:
Blood of the Warlord: You are seen as a king among kings and a natural leader of orcs. You gain a +2 bonus to Diplomacy and Intimidate checks made to influence orcs. Additionally, as long as you are visibly leading them, all your followers gain a +1 morale bonus on their attack rolls and Will saving throws.
Leadership: Leadership score of 33. (level 21 +7 cha +2 for Great Renown, +2 for Stronghold)
Iron Will: +2 to will saves
Power Attack: Trade attack bonus for damage, up to Base Attack Bonus. (19) If you attack with both hands on the weapon, instead add twice the number subtracted from the attack rolls. (max -+38 damage)
Cleave: If you deal a creature enough damage to make it drop you get an immediate extra melee attack against another creature within reach. The extra attack is with the same weapon and same bonus as the one you used to drop the initial creature.
Intimidating Rage: While you are raging, designate a single foe within 30 feet of you that you can attempt to demoralize as a free action (see page 76 of PHB) A foe that you successfully demoralize remains shaken for as long as you continue to rage. You may only use this feat against a single foe in any particular encounter.
Extra Rage: You can rage 2 additional times per day.
Extend Rage: Your rage lasts an additional 5 rounds.
Skills:
Intimidate: 30 (32 against orcs)
Diplomacy: 24 (26 against orcs) (29 if target is not unfriendly) (31 if target is orc and not unfriendly)
Jump: 24
Listen: 15
Spot: 15
Swim 14
Ride: 8
Knowledge, Religion: 4
Knowledge Nobility: 4
Survival: 15
Class Abilities:
Barbarian 11
Fast Movement, Rage, Uncanny Dodge, Improved Uncanny Dodge (cannot be flat footed, cannot be flanked, cannot be sneak attacked by a rogue of lower than 15th level. Damage
Reduction. Greater Rage.
Orc Warlord 5
Gather Horde 200%: Number of followers from the Leadership feat are doubled so long as they are all orcs.
Inspire Courage:
(as Bard) Allies get +2 morale bonus on saves vs charm and fear, +1 morale bonus on attack and weapon damage so long as they can hear the Orc Warlord speak and for five rounds thereafter.
This ability can be activated while in a rage or frenzy.
Final Rage:All allies within 10 feet of the Orc Warlord (and the Warlord himself) immediately enter a rage, even if they could not normally do so or have already used all their rages for the day. If the warlord or his allies are already in a rage at the time, they enter a Greater Rage. This rage lasts until the end of the Warlord's next turn, and all penalties for leaving a rage are applied.
Invoking the Final Rage is a free action.
Legendary Leader 5
Fearless: Immune to fear effects
Hero's Luck: +3 to all saving throws
Natural Commander: Commander rating equal to class level, unless rank would grant a better one.
Legendary Reputation: Add class level to Diplomacy checks made against any NPC who is not already Unfriendly.
Greater Command: 2/day as the spell, DC 23
Quick Rally: May perform a rally check as a free action once per round.
Bonus Feat: Improved Cohort. Cohort level is only one lower than Legendary Leader's character level.
Heroic Success: Once per day you may automatically succeed on a single saving throw instead of rolling the dice.
Additional Commander Aura: At 5th level you may select an additional Commander Aura for which you qualify. Your followers benefit from both Auras.
To Hell and Back: Any followers gained from the Leadership feat are immune to fear effects (including morale checks) so long as they have line of sight to you.
Obould as a commander:
Blood of the Warlord: As long as you are visibly leading them, all your followers gain a +1 morale bonus on their attack rolls and Will saving throws.
Auras:
Orc Commander - Orc allies within 30 feet of Obould deal an extra 1d6 damage on melee attacks. Considered a morale bonus.
Bloodthirsty Commander - All allies within 30 feet of Obould gain a +1 morale bonus on damage rolls against wounded creatures.
Inspire Courage:
as bard; allies get +2 morale bonus on saves vs charm and fear, +1 morale bonus on attack and weapon damage so long as they can hear the Orc Warlord speak and for five rounds thereafter. This ability can be activated while in a rage or frenzy.
Final Rage:All allies within 10 feet of the Orc Warlord (and the Warlord himself) immediately enter a rage, even if they could not normally do so or have already used all their rages for the day. If the warlord or his allies are already in a rage at the time, they enter a Greater Rage. This rage lasts until the end of the Warlord's next turn, and all penalties for leaving a rage are applied.
Invoking the Final Rage is a free action.
Quick Rally: May perform a rally check as a free action once per round.
To Hell and Back: Any followers gained from the Leadership feat are immune to fear effects (including morale checks) so long as they have line of sight to you.
Intimidating Rage: While you are raging, designate a single foe within 30 feet of you that you can attempt to demoralize as a free action (see page 76 of PHB) A foe that you successfully demoralize remains shaken for as long as you continue to rage. You may only use this feat against a single foe in any particular encounter
Gear:
+5 Adamantine Breastplate that adds +6 to the wearer's Dex. (DR 3/Adamantine)
Periapht of Health +6, (+6 Con)
Ring of Moderate Fortification +5. (50% to negate critical strike or sneak attack damage, +5 to
Deflection AC)
Ring of Arming (All weapons and armor stored within ring, can be automatically donned and armed when ring is activated, and removed in the same manner)
Bracers of Wind. (-2 penalty on ranged attacks fired against you, does not affect siege weapons.
+1 competence bonus on all ranged attack rolls. Wind constantly seems to blow wearer's hair or clothing about. Can be suppressed by saying "Calm" in Auren, and re-activated by saying "Zephyr" in the same language.)
True Strike Gauntlets (When you activate True Strike Gauntlets, you gain a +20 insight bonus on the next attack you make before the end of your next turn. This ability functions once per day)
Obould's Mantle (Cloak of Charisma +6, increases Natural Armor +5)
Girdle of Giant's Strength +6 (+6 to Str)
Greater Boots of the Mountain King.(Ignore increased movement cost and skill check DC increases for light and dense rubble. In addition, you can move up stairs and slopes at normal speed and run or charge downhill without making a Balance check. Finally, the boots can be activated to grant the wearer the benefit of the Stoneskin spell once per day)
Crown of Rage (While raging, you can negate the damage dealt by a single sneak attack or critical hit scored against you. You can activate this item after the damage from the attack has been determined. Crown of Rage functions once per day)
Potion of Heal (x2)
Weapons:
Horde King's Bow (+4 Mighty Composite Greatbow [+9]. Range increased to 200 ft. When the bow is drawn, a ghostly pale violet arrow appears nocked. These projectiles are treated as +4 for purposes of damage, though they deal Force damage rather than piercing. The arrows also have the Precise property, which means they can be shot into melee without the standard -4 penalty))
Horde King's Blade (+5 Keen/Brash/Flaming Burst/Adamantine Greatsword. If the wielder of the Horde King's Blade enters a Rage or Frenzy, the Rage or Frenzy lasts an additional 3 rounds. In addition, the wielder becomes immune to fear effects during the duration of the Rage or Frenzy)
FLUFF AND TACTICS
The greatest orc chieftain to ever live, Obould Many-Arrows commands a mighty horde from his seat of power in the northern reaches of Faerûn. A credit to his fecund and ambitious race, he's sired many sons over his life, and intends to carve an even larger empire out of the Forgotten Realms, to make certain that his progeny all have enough elbow room to not fall into civil war at his passing, thereby undoing all he's wrought.
While it's generally accepted by civilized races that an orc horde will pour out of the mountains very few dozen races, the efforts of Obould have made the Many-Arrows clan a much more credible long-term threat to the Silver Marches, and perhaps to all of the Realms.
If Obould finds himself fighting alone, it must be a truly extraordinary circumstance. The few times he enters combat personally it is at the head of a horde for a a particularly important battle, his honor guard berserkers holding the line while he makes use of his famous bow. If a particularly worthy foe should challenge him to single combat however, he will oblige.
He rages at the first opportunity, and makes use of his gauntlets of true strike while power attacking for the full amount with the Horde King's Blade. If brought to below 1/4th his total HP he will quaff one of his potions and keep up the fight. He only flees if there is outside interference, or a more pressing tactical matter catches his attention.
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