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Tham'mak "Stoneskull" of Vamei-Laga-Goliath Warblade 3 II LA+1/ Fighter 2


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Tham'mak
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Tham'mak "Stoneskull" of Vamei-Laga

Class: Warblade 3 II LA+1/Fighter 2

Race: Goliath

Appearance: Tham'mak, as appearance goes, makes his race proud. He is about an inch taller than the already significant average, at 8'1" and 350 pounds of thickly corded muscle he is without doubt the strongest one in his tribe of his generation. And more than capable of competing with some of older kin. But skin markings that by their belief are tied to one's fate are relatively sparse on him. While abundant on his bald skull and neck and shoulders, as Goliath's sense of beauty goes, are impressive. However, they stopped there and Shamans and Elders even from other tribes of the Vamei-Laga clan discussed them in minutia when he was younger. They landed which means his fate is still unwritten, able to be changed by his own actions. They were precedents for that, two to be precise. Goliaths of the past were born with a lack of markings. Both ended up doing remarkable things during their lifetime and as they changed the history of their clans markings started to appear on their skin as if their fate was written in real-time. What made Elders uneasy was that both of those individuals, while influential were as different as the sun and moon. One bringing great prosperity not only to his clan but also advancing their race as a whole. The second one was on the other hand almost a synonym for bloodshed. Goliaths are not race-prone to starting wars, yet this individual not only took his clan to war but irreparably damaged many relations both, between clans and Goliaths and some other races. So birth of a third one could be a good or bad omen but one to keep an eye on definitely. Unlike most of his kin, Tham'mak wears a thick black beard which, while neatly trimmed, goes almost to his chest. It's a sign of his good relationship with the nearby Dwarf clan and their Smith who made most of his equipment. Many outsiders think of Tham'mak's eyes as white, but it is an optical illusion brought by thanks to his shade darker skin than usual which is some mix of dark gray and light blue. His eyes are in fact light blue, not too dissimilar then the eyes of most of his kin maybe only slightly less vibrant. As all Goliaths are accustomed to living on cliffs and above drops where you don't see the ground, he moves with surety and grace one would not expect from someone of his size. Voice while not as deep as one would expect is gruff, almost hoarse.

Personality: Most Goliaths get their honorific name for some deed their performed or admirable trait. While "Stoneskull" might hint at the former it is actually about traits, and not very admirable at that. Some blame the long time he tends to spend with Dwarves but Tham'mak is likely the most stubborn creature you'll meet that is not a Dwarf, he even has their tendency of Grudge Keeping. He was always like that, but from the moment he became a grown member with the right his voice to be heard it came to the forefront. Once Tham (as friends called him) decided on something it would take something extraordinary to change his mind. Famously during the Orc raid he fought through a horde to reach Goliath he had an argument before the attack. They spent the rest of the fight back to back killing Orcs and arguing at the same time. While that trait of his can be a pain in the butt, in truth he's often right or at least his position come from a wish to do good and damn consequences. Other than that he is good company and generally beloved in his clan and their allies, he is aware of his...peculiarities and he is always ready to laugh at jokes made at his expense. Actually, it is nearly impossible to insult him by using his own deficiencies be they physical or mental. Naturally everyone has pain points, if you want to get on his s*it list make malicious jokes at someone else's expense because of their deformities physical or mental and you will secure the place there. But, as mentioned, from Dwarves he also got the tendency to settle Grudges. So your position on the s*it list might soon be vacated... permanently.

Background: Tham always had the heavy weight of responsibility placed on him, first thanks to an anomaly with his markings, then the fact his father became the youngest Chieftain ever, which thanks to Goliath's social structure, which places tribe above family, alone would not be that big of a deal if his birth mother already wasn't Tent-Mother of the tribe. And his physical gifts mixed with the wish not to seem nepotistic made her grant him the status of assistant to various kathunae (captains) since he was 13. And even if it was never told to him explicitly, it was unsaid expectation. For him, failure was not an option. The only blessing he had was that kathunae who asked for him most often were both wise and understood boy's predicament and made sure he was ready. That did not mean sheltering, opposite throwing him into the deep end but teaching him to swim first. Golnea "Wolfstalker" was older than his father for a good 10 years when he called Tham first time. It was a miserable experience as it was following 10 until stubborn youth started to get it. Wolfstalker knew if he tried to explain things to stubborn youth he'd get nowhere so he took it slowly teaching him by doing and allowing for Tham to see why he was doing things in a certain order. As the deed name suggests Golnea was able to track and stalk nearly anything or anyone on these mountains. He was not a hunter, his job was even harder, finding a game for hunters, leaving signs for them to follow and vanish leaving the game none the wiser. From him Tham learned how something that is able to headbutt a Giant can be nearly invisible, surety of the step even when the drop is an entire mountain tall, Golneas second, less talked about job, is making the problems vanish before they grew too large. Few Tent-Mothers would willingly second their own blood for that, but tribe comes first and that job doesn't only steels the nerves but teaches the psychology better than any other. Killing the upstart tribe Chieftain is easy, making sure that he doesn't even think about fighting you in the first place is the art. Tham for his part learned, first begrudgingly, then willingly, then with both understanding and respect. There was no place in the tribe for those who couldn't pull their weight he knew that, but by learning from Wolfstalker he understood what it took since even when he was in his 20s 10 years later Wolfstalker was still the best in the tribe at what he did.

The second kathunae was Allith Avalancheweaver, unlike old hand as Golnea Allith was only 5 years older than Tham himself, 18 when they met. Tham was already as tall as him, only in the mass of the two differences was visible. Allith was sort of a Diplomat, usually traveling to other Vamei-Laga tribes but other clans too, sometimes to Dwarves too, but in his dealing with the rarest of their "diplomatic" ties, Tham understood why he was there as did his Deed Name. Stone Giants lived about three days away from them. Too close for many of Goliath's liking but space was at a premium on Mountains and his tribe had about three flat terraces, spring broke from the stone 10 minutes from their camp joining one of the larger rivers some 10 miles lower. The place was picture-perfect for their 40-strong tribe and if they had to deal with some undesirable neighbors so be it. Allith, being almost his age was always a fun assignment. They actually had much fun together, so much in fact that it took almost half a year for Tham to see why he was seconded to him. Goats started missing from their small herd and since they never found remains they knew it wasn't predator but theft. Moreover, they knew who was guilty, Dwarves who hated giants always kept an eye on them and one of the scouts saw the theft. That morning when Tham was seconded to Allith there was a knot in his stomach, he expected a show of strength, hormones flew through him at 14 and he knew that in their neighborhood only Dwarves would be able to hold their own against them. They had 20 full-grown and blooded warriors and 10 more greenhorns. While Giants could field maybe 15 people. They counted on their size to bully them, Tham wanted to step on their pride and kick it of the highest peak around. Yet there they were Allith and him alone jumping over crevasses and climbing vertical cliffs to gain time. Allith was his old self the entire time kind of pissing off Tham even more. Avalanchweaver must have noticed it as they stopped for sleep, instead of the usual games they played to pass the time, Tham went right to sleep. It bordered on insult, but Allith let it slide. Thanks to all the jumping and climbing they did they managed to arrive at Giant camp a few hours after noon. Large lummoxes got caught by surprise, since to placate him Allith allowed Tham to show off a bit and get to practice his Wolfstalkers training. One moment Giants were lazing around after lunch, next two Goliaths stood in the middle of them, the ruckus was loud and Tham enjoyed every bit of it since he trusted that would be the highlight of the day. He was on a fair bit of these Diplomacy visits, soon talking will start. Giants clearly thought so since after they yelled their hearts out, their leader approached ready to start whatever brought "their small cousins" to their terrain, and clearly thought he was owed some apology due to the way they appeared. There both, Giant and Tham were surprised as Allith took a stone the size of two of Tham's head and flung it forward. It crushed into a goat skull not even hidden some 30 feet away. Deathly silence fell as all Giants went silent some of their hands closing to the weapons. Allith pointed to the remains of the skull that were now more just a pair of horns "Ours!!" then he pointed at the chief's strongest bodyguard "Thief!!!" Allith looks at all the Giants "Unless you want the next Goliaths that appear unannounced by your worthless guards to be 30 armed warriors baying for your blood. That thief will have a duel with me now!!" He pointed at Tham "I brought my second to report everything was done by the laws of the mountain!!" There was a brief pause before several Giants laughed, chief and the bodyguard laudest before Giant Chief straightened up to show the size difference. The average Stone Giant was around 12 feet but by the Giant's norm strongest rule, hence Chief was anything but average, clocking at around 14 feet which made him just a few inches lower than exactly twice the height of Allith who while wide at 19 y.o. at the time was around 7'4", even Tham began to reach him at the time with 7'5" at 14 y.o. and was so taken aback by the turn of the situation that even now 10 years later have no idea what he felt "You want to have your skull crushed by Yulkh little cousin?" Allith removed his leather jerkin staying naked to the waist "Someone will die alright." One called Yulkh stood up showing that he was clearly larger than Chief, 15 feet definitely, maybe also a few inches but at that point those hardly mattered. As with all Stone Giants, his hands were really long, and while definitely packed with muscle thanks to his height he seemed lanky. He started with some showmanship grabbing the stone size of Allith and lifting it to his waist then with one spin hurled it over the chasm that separated terace where we stood into the rock on the opposite side impact crushing both into a bunch of rubble incoherent roaring exploded around them. Tham had no idea what to do but his ingrained Goliathness demanded to do something, so he stood at the edge lifted his loincloth, and pressed maybe only muscles he never trained, Gods (which would be funny), Faith (which would piss him off) or just Wind (which was most likely) took his pee in a lovely arc right into the center of that rubble and he kept going until half amazed, half shocked silence covered everything like a shroud. Allith calmly took a waterskin and poured it so Tham could wash his hands. "Couldn't say it better myself brother."

Yulkh roared, clearly taking defilement of his work of art personally. Tham for a second thought Giant would charge him, but Allith was calm as in their own camp and waiting for his turn to use fire hand waterskin to Tham and take several steps forward roughly halfway between Tham and Yulkh and gestured toward Giant to approach. Either from rage or it was just in his nature, Yulkh wasn't about to play fair. Grabbing an obscenely large club, more akin to the fallen tree and just barely shaped, and charging toward Allith. Tham was about to protest, but there was something in Alliths eyes when he gave him the skin which completely calmed Tham down. Avalancheweaver will do his art and something told him he had to watch carefully, yet again, even if now knowing what he had done, he did not see it. Not really. One moment 15 feet tall Giant charged with a tree above his head, in the next Avalancheweaver did something and Yulkh was gone instead there was first an angry, then a terrified roar from the chasm above which he threw the rock and Tham peed over. Now he was apparently firsthand testing the depth of it, and deep it was. Since the sound of his screams bounced off the peaks before the sound stopped, if it did stop instead just fell so far they couldn't hear him anymore. Allith took his jerkin and put it back on before turning to Giant Chief "We'd hate to have to return." Giant was all to fast to say "You won't have to." Avalancheweaver nodded "Awesome. Tham let's go home." They were barely out of earshot when actually flabbergasted Allith turned to his charge "How the hell you managed to pee that far?" From then on when they went on assignments Allith thought him their ancestral martial arts.Tham got good at some, some slid off him as the water off fish.

According to Allith that is a part of it, nobody was the master of all styles even Swordsages who knew most by far, and still... Even he was concerned by those Tham showed talent in. As he explained, he showed the hallmarks of a good Warblade, the same as Allith was. However, these were exact words "Rarely he saw someone with so little defensive potential." Allith had no doubt once Tham got going his offense mixed with his natural talents had every sign of a living blender on the field. However, every defense style he tried he bumbled. He was almost a savant of Stone Dragon and Iron Heart he understood sometimes better than Allith, but those two were the only ones that spoke to him and those were high-risk high reward styles. If he adjusted some of his Stone Dragon maneuvers since that style did not lack some decent defense he instead looked at Charging Minotaur in Iron Heart stance that gave the enemy extra damage. While at first look seemed ludicrous, he was Goliath Glass Cannon. And when anyone broached the subject Tham would just dig his heels deeper. Before long he found a foolproof way to beat all those prophesies and expectations, there were very active being scenes in Goliath society, it kind of goes with their hypercompetitive nature, even if it brings non-Golath members of Adventuring groups where they join insane. For almost 8 years reigning champ was getting a drop on Wolfstalker. Without any modifiers, just Vanilla drop was 30 goats or equivalent. Considering Tham's tribe was one of the richer ones as goats go, numbering a healthy population of around 40. The equivalent was nearly certain and for almost 4 years proper alternative was in talks because some sources heard that Latho'o Longsrider of the Ker'ashana Clan was presumably starting to prepare, however, Tham's father became chief at 23, only 6 years since then Tent Mother deemed him grown at 17. Wolfstalker bet was still there but the second-best in Goliaths was the same as last. Two bets spring around that one, the "cheaper" one, becoming chief in less than six years. vanilla price was 400 pounds of adamantine and paying to the Dwarven clan of their choice to make any equipment that could be made for that amount of Adamantium, second one is becoming chief younger than at 23. The winner would get 1400 pounds of metal of their own choice made into whatever they wanted, and naturally combo-womb becoming chief in less than 6 years AND younger than 23. As Reward Kalkev'thua, the High Chair of the Vamei-Laga clan would step down and give the rule of the entire Clan to the winner. If anything it made an interesting talk. But after Tham was released as an adult at 17 he wiped them all away. The bet was that he will not live to his 30th birthday to the enormous relief of all Clans he managed to 21 albeit barely, year previously he was gored by Minotaur into his chest, he still wore the horn as the necklace, Kalkev'thua was one who whiffed on that one but reward would be juicy. Now 1056 years empty Stone Throne at the Nieimar mountain chain, the last person who sat at it was one of the two other anomalies and he united all Clans. Many asses puckered when Tham got that chest wound but he survived, next mark was 23, and despite the war with Orcs and a Duel with the Giant that replaced Yulkh, it came and went with Tham's ticker intact. 25th birthday was the next milestone and the entire goat herd from Tribe of Mountain Bear versus spring and all grazing land of Tham's own clan.

He was getting closer, 24, and just a few months to the birthday, there were so many bodyguards around so it's adjudicated fairly that Tham couldn't do anything for almost the last half a year. For someone with a deed named "Stoneskull" the situation was getting more and more explosive by the day, until once everyone was afraid of, happened. After all, he was trained by Wolfstalker and Avalancheweaver. They will keep an eye on him until he decides otherwise and he will do it with flair appropriate to the bet. He was taking a walk to the top of the Southern Fang followed by his cohort of watchers and a few friends. By this day many swear both of his teachers knew what he would do but they kept their mouths shut and no one was dumb enough to accuse them to their face. They reached the top of Southern Fang around noon and it was already obvious it would be the summer storm in the lowlands soon. There was no rain that high since all clouds were under but a mist from the sun made visibility poor and the wind began to blow. Still, no one worried, they brought lunch. They will just find a nice place, and enjoy the view of the storm from above. Something a few lowlanders ever had a chance to see. First warning bells began to ring when Tham almost nostalgically stepped with the right foot n the tip of the Fang and looked through the mist at his poorly visible Northern brother. He turned to Allit and asked, "No one ever jumped from top to the top." Allith had to search his head and think a bit Goliaths did do such things for fun but at the end shook his head "Nope, I heard about a hunter from Ker'ashana Clan who tried to jump from base to base but missed for some 6 feet. Tham nodded and started to walk back. Entire proof of conspiracy was there. Allit didn't come after him and Gol was in such a position that he would get in the way of anyone who would try to stop him. Tham took 10 paces turned around, sprinted to the top placing his right foot on the top of the, and jumped. The last anyone saw of him was a grey behemoth vanishing in the mist and the sound of laughter bouncing off the mountains. some tried to claim suicide and take the winnings but there was nobody and considering how many side bets were on the side, a LOT of people looked. Then there was the fact that four days later someone took his weapon, armor, and traveling gear. Very few Goliaths that were not exiled ever became adventurers, but few Goliaths had so many of his own people make bets about his own demise. If there is one whose action might be understood, Tham'mak "Stoneskull" of Vamei-Laga fit that bill. Wherever he ended, alive or dead, his home plain did not see him again.

 

 

STATS:

Stat Line:  Str 20, Dex 12, Con 16, Int 14, Wis 10, Cha 10

 

Skills: Balance (8), Climb (10), Concentration (8), Diplomacy (5), Intimidate (5), Jump (12), Tumble (9)

Abilities: VariousStats: +4 Strength, –2 Dexterity, +2 Constitution
Speed: 30 ft.
Monstrous Humanoid
+2 bonus on Sense Motive checks
Automatic Languages: Common and Gol-Kaa
Favored Class: Barbarian
Level adjustment +1
Powerful BuildThe physical stature of a goliath lets him
function in many ways as if he were one size category
larger. Whenever a goliath is subject to a size modifi er
or special size modifi er for an opposed check (such as
during grapple checks, bull rush attempts, and trip
attempts), the goliath is treated as one size larger if doing
so is advantageous to him. A goliath is also considered to
be one size larger when determining whether a creature’s
special attacks based on size (such as improved grab or
swallow whole) can affect him. A goliath can use weapons
designed for a creature one size larger without penalty.
However, his space and reach remain those of a creature
of his actual size. The benefi ts of this racial trait stack
with the effects of powers, abilities, and spells that change
the subject’s size category.
Mountain MovementBecause goliaths practically live
on the ledges and cliffs of the most forbidding moun
tains, they are particularly adept at negotiating mountain
hazards. Goliaths can make standing long jumps and
high jumps as if they were running long jumps and high
jumps. A goliath can engage in accelerated climbing
(climbing half his speed as a move action) without taking
the –5 penalty on the Climb check
AcclimatedGoliaths are automatically acclimated to
life at high altitude. They don’t take the penalties for
altitude described in the Mountain Travel section
on page 90 of the Dungeon
Master’s Guide.
Unlike other denizens of the mountains, goliaths don’t lose their acclimation to high altitudes even if they spend a long time at a lower elevation.
Bonus FeatsAt 1st level, a fighter gets a bonus
combat-oriented feat in addition to the feat that
any 1st-level character gets and the bonus feat
granted to a human character. The fighter
gains an additional bonus feat at 2nd level
and every two fighter levels thereafter
(4th, 6th, 8th, 10th, 12th, 14th, 16th,
18th, and 20th). These bonus feats
must be drawn from the feats noted as fighter bonus
feats on Table 5–1: Feats (page 90). A fighter must still
meet all prerequisites for a bonus feat, including ability
score and base attack bonus minimums. (See Chapter 5:
Feats for descriptions of feats and their prerequisites.)
These bonus feats are in addition to the feat that a character of any
class gets from advancing levels (see Table 3–2: Experience and
Level-Dependent Benefits, page 22). A fighter is not limited to the
list of fighter bonus feats when choosing these feats.
Battle Clarity (Reflex Saves)You can enter a state of almost mystical awareness of the battlefield around you. As long as you are not flat-footed, you gain an insight bonus equal to your Intelligence bonus (maximum equals your warblade level) on your Reflex saves. Weapon AptitudeYour training with a wide range
of weaponry and tactics gives you great skill with particular
weapons. You qualify for feats that usually require a minimum
number of fighter levels (such as Weapon Specialization) as
if you had a fighter level equal to your warblade level –2. For
example, as a 6th-level warblade, you could take Weapon Specialization, since you’re treated as being a 4th-level fighter
for this purpose. These effective fighter levels stack with any
actual fighter levels you have. Thus, a fighter 2/warblade 4
would also qualify for Weapon Specialization.
You also have the flexibility to adjust your weapon train-
ing. Each morning, you can spend 1 hour in weapon practice
to change the designated weapon for any feat you have that
applies only to a single weapon (such as Weapon Focus). You
must have the newly designated weapon available during
your practice session to make this change. For example, if
you wish to change the
designated weapon for
your Weapon Focus feat
from greatsword to long-
sword, you must have a
longsword available to
practice with during your
practice session.
You can adjust any
number of your feats in
this way, and you don’t
have to adjust them all
in the same way. How-
ever, you can’t change
the weapon choices in
such a way that you no
longer meet the prerequisite for some other feat
you possess. For instance,
if you have both Weapon
Focus (longsword) and
Weapon Specialization
(longsword), you can’t
change the designated
weapon for Weapon
Focus unless you also
change the weapon for
Weapon Specialization
in the same way.
Uncanny DodgeAt 2nd level, you
gain the ability to react to
danger before your senses
would normally allow you to do so. You retain your Dexterity a bonus to AC (if any) even if you are caught fl at-footed or struck by an invisible attacker. However, you still lose your
Dexterity bonus to AC if you are immobilized.
If you already have uncanny dodge from a different class
(barbarian or rogue, for example), you automatically gain
improved uncanny dodge (see below) instead.
Battle Ardor (Critical Confirmation)The sheer love of battle lends uncanny
strength to your blows. Starting at 3rd level, you gain an
insight bonus equal to your Intelligence bonus on rolls made to confirm critical hits.

Feats:
 

Regular: Weapon Focus (Greataxe) (Lvl 1)Choose one type of weapon, such as greataxe. You can also choose
unarmed strike or grapple (or ray, if you are a spellcaster) as your
weapon for purposes of this feat. You are especially good at using
this weapon. (If you have chosen ray, you are especially good with
rays, such as the one produced by the ray of frost spell.)

Prerequisites: Proficiency with selected weapon, base attack
bonus +1.

Benefit: You gain a +1 bonus on all attack rolls you make using
the selected weapon.

Special: You can gain this feat multiple times. Its effects do not
stack. Each time you take the feat, it applies to a new type of weapon.
A fighter may select Weapon Focus as one of his fighter bonus
feats (see page 38). He must have Weapon Focus with a weapon to
gain the Weapon Specialization feat for that weapon
, Iron Will (Lvl 3)You have a stronger will than normal.

Benefit: You get a +2 bonus on all Will saving throws

Flaw Ones: Adaptive Style With just a short period of meditation, you can change your
maneuvers and tactics to meet the threat you currently face.

Prerequisite: Crusader, swordsage, or warblade level 1st.

Benefi t: You can change your readied maneuvers at any
time by taking a full-round action. If you’re a crusader, your
current granted maneuvers are lost and you gain new granted
maneuvers as if you had just readied your maneuvers for
the day.

Normal: You can change maneuvers only by spending 5
minutes to do so.
, Sudden RecoveryYou can instantly recover
your focus, balance, and
personal energy after using a martial maneuver.

Prerequisite: One martial
maneuver.

Benefit: Once per day as
a swift action, you can
instantly recover an expended
maneuver. It is now ready again.
If you are a crusader, the maneuver
is also granted immediately.

Bonus: Heavy Lithoderms ( Fighter Bonus lvl 1)You have stony growths on your skin that afford you protection against attacks.

Prerequisite: Goliath.

Benefit: You gain a +1 natural armor bonus.
, Improved Initiative ( Fighter Bonus lvl 2)You can react more quickly than normal in a fight.

Benefit: You get a +4 bonus on initiative checks.

Special: A fighter may select Improved Initiative as one of his fighter bonus feats

 

Flaws: Code Of ArmsTrained to only kill other armed warriors, you hesitate when attacking unarmed opponents.

Prerequisite: Good or lawful alignment.

Effect: You suffer a -4 penalty on attack rolls made against an enemy not armed with a melee weapon. If the enemy uses a natural attack against you, you may then attack it without penalty.

Suggested Class/Race: Paladins

Source: Dragon Magazine #324 (Class Acts - Flaws For Paladins)
, Grudge KeeperYou have an overpowering need for vengeance and have difficulty letting go of grudges.

Effect: if you are damaged in combat, you suffer a -2 penalty on attack rolls, skill checks, saving throws, and ability checks until you damage the foe who caused you harm. This penalty does not apply if you cannot discern the source of the damage. This penalty disappears when the combat ends.

Suggested Class/Race: Dwarf

Source: Dragon Magazine #328 (Nobody’s Perfect – New Flaws for Nonhumans)

 

Stances:

Punishing StanceIron Heart

Level: Warblade 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

You chop down violently with your weapon, lending extra force to your blows. These attacks come at a cost, as your enemies slash at your undefended legs and flanks.

You hold your weapon overhead, allowing you to chop down with superior force. However, this fighting stance leaves you vulnerable to an opponent's attacks. Only an initiate of the Iron Heart tradition can manage the perilous balance between trading attack power for defense. A lesser warrior would leave himself nearly helpless to resist an opponent’s attacks. While you are in this stance, you deal an extra 1d6 points of damage with all melee attacks. You also take a -2 penalty to AC, because this fighting stance emphasizes power over a defensive posture.

Maneuvers:

Level 1: Charging MinotaurStone Dragon

Level: Crusader 1 , Swordsage 1 , Warblade 1
Initiation Action: 1 full-round action
Range: Melee attack
Target: One creature

You charge at your foe, blasting him with such power that he stumbles back.

As you roar across the battlefield, your position yourself to deliver a devastating charge attack. When you slam into an opponent, you crush him with concussive force and send him stumbling backward.

As part of this maneuver, charge, but replace the attack at the end of the charge with a Bull Rush attempt. Resolve the bull rush attempt normally. If your Strength check exceeds the opponent's result, you deal bludgeoning damage equal to 2d6 + your Str modifier in addition to pushing the target back as normal. Assuming your Strength check is high enough, you can push your target back more than 5 feet (as normal for a bull rush, but without having to follow).

If you have the Pounce ability or another ability that lets you make multiple attacks on a charge, those abilities do not apply to this maneuver.
, Steely StrikeIron Heart

Level: Warblade 1
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: 1 round; see text

You focus yourself for a single, accurate attack, shrugging off your opponent’s blows and ignoring the need for defense as you make your assault.

The Iron Heart discipline teaches focus, allowing you to engage and defeat one opponent at a time. Your other enemies mean nothing to you as you press your attack.

You make a single melee attack as part of this strike. You gain a +4 bonus on the attack roll. All opponents other than the one you attacked gain a +4 bonus on attack rolls against you for 1 round.
, Steel WindIron Heart

Level: Warblade 1
Initiation Action: 1 standard action
Range: Melee attack
Target: Two creatures

You swing your weapon in a broad, deadly arc, striking two foes with a single, mighty blow.

Through a combination of sheer power and unmatched talent, you make an attack that injures multiple opponents. As you initiate this strike, you make two melee attacks, each against a different foe that you threaten. Resolve each attack separately.
, Leading the AttackWhite Raven

Level: Crusader 1 , Warblade 1
Initiation Action: 1 standard action
Range: Melee attack; 60 ft
Target: One creature
Duration: 1 round

You boldly strike at your enemy. As you attack, you shout a war cry to demonstrate that victory is at hand. This attack inspires nearby allies to join the fray with renewed vigor.

When you make an attack, your allies take heart in your example and fight with renewed purpose. By stoking the fire of battle in your allies' hearts, you inspire them to greater heroics.

As part of this maneuver, you make a single melee attack. If your attack is successful, your allies gain a +4 morale bonus on attack rolls for 1 round against the creature you hit.

You are your own ally.

Level 2: Battle Leader's ChargeWhite Raven

Level: Crusader 2 , Warblade 2
Prerequisite: 1 White Raven maneuvers
Initiation Action: 1 full-round action
Range: Melee attack
Target: One creature

You lead from the front, charging your enemies so that your allies can follow in your wake. The White Raven discipline teaches that he who seizes the initiative also seizes victory. You have learned to lead an attack with a mighty charge, the better to disrupt the enemy and inspire your allies in battle.

As part of this maneuver, you charge an opponent. You do not provoke attacks of opportunity for moving as part of this charge. If your charge attack hits, it deals an extra 10 points of damage.

 

Equipment

MWK Greataxe---340 gp

Dagger---4 gp

Warhammer---24 gp

Mithral Chain Shirt---1100 gp

Cloak of Resistance +1---1000 gp

Backpack---2 gp

Bedroll---1 sp

Blanket, winter---5 sp

Flask---3 cp

Flint and Steel---1 gp

Grappling Hook---1 gp

Lantern, Bullseye---12 gp

Pouch, belt---1 gp

Rations, trail x 5---2gp 5 sp

Rope, hempen (50 ft.)---1 gp

Oil (1-pint flask)---1 sp

Waterskin---1 gp

Whetstone---2 cp

Gold Remaining: 509 gp 9sp 1 cp

 

Statblock

%5BURL%3Dhttp%3A%2F%2Fwww.myth-weavers.com%2Fsheet.html%23id%3D2900585%5D%5BB%5D%5BSIZE%3D%2B1%5DTham'mak%20%22Stoneskull%22%20of%20Vamei-Laga%5B%2FSIZE%5D%5B%2FB%5D%5B%2FURL%5D%0AMale%20CG%20Goliath%20Warblade%202%2F%2FFighter%202%2C%20%5BB%5DLevel%5B%2FB%5D%203%2C%20%5BB%5DInit%5B%2FB%5D%205%2C%20%5BB%5DHP%5B%2FB%5D%2045%2F45%2C%20%5BB%5DSpeed%5B%2FB%5D%2030%0A%5BB%5DAC%5B%2FB%5D%2016%2C%20%5BB%5DTouch%5B%2FB%5D%2011%2C%20%5BB%5DFlat-footed%5B%2FB%5D%2015%2C%20%5BB%5DFort%5B%2FB%5D%207%2C%20%5BB%5DRef%5B%2FB%5D%205%2C%20%5BB%5DWill%5B%2FB%5D%204%2C%20%5BB%5DBase%20Attack%20Bonus%5B%2FB%5D%203%20%20%20%0A%5BB%5D%20%20MWK%20Greataxe%20%5B%2FB%5D%20%2B10%20(3d6%2B5%2C%20x3)%0A%5BB%5D%20%20Warhammer%20%5B%2FB%5D%20%2B8%20(2d6%2C%20x3)%0A%5BB%5D%20%20Dagger%20%5B%2FB%5D%20%2B8%20(1d6%2B5%2C%2019%E2%80%9320%2F%C3%972)%0A%5BB%5D%20%20Mithral%20Chain%20Shirt%5B%2FB%5D%20(%2B4%20Armor%2C%20%2B1%20Dex%2C%20%2B1%20Natural)%0A%5BB%5DAbilities%5B%2FB%5D%20Str%2020%2C%20Dex%2012%2C%20Con%2016%2C%20Int%2014%2C%20Wis%2010%2C%20Cha%2010%0A%5BB%5DCondition%5B%2FB%5D%20None%20
Tham'mak "Stoneskull" of Vamei-Laga
Male CG Goliath Warblade 2//Fighter 2, Level 3, Init 5, HP 45/45, Speed 30
AC 16, Touch 11, Flat-footed 15, Fort 7, Ref 5, Will 4, Base Attack Bonus 3
MWK Greataxe +10 (3d6+5, x3)
Warhammer +8 (2d6, x3)
Dagger +8 (1d6+5, 19–20/×2)
Mithral Chain Shirt (+4 Armor, +1 Dex, +1 Natural)
Abilities Str 20, Dex 12, Con 16, Int 14, Wis 10, Cha 10
Condition None

 

 

Edited by Grudge (see edit history)
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18 hours ago, Rudolf said:

When you’re ready, please add the ‘ready for review’ tag.

Sure thing, still kinda agonize over one Stat (Changing Charisma for intelligence), since I basically took Charisma because the book recommended it but besides skill Mod bonuses it doesn't really gel with Class while Int would already give me a much-needed boost to Saves and bonus to Crit confirm. Once that is done mechanics are basically done only fluff left and I have something in mind.

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Personally, I’d make the switch. Warblades get lots of neat INT bonuses. The bonus to social skills matter most at 1st level. As you gain levels, more skill points will catch up and eventually pass where you would be.

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2 hours ago, Rudolf said:

Personally, I’d make the switch. Warblades get lots of neat INT bonuses. The bonus to social skills matter most at 1st level. As you gain levels, more skill points will catch up and eventually pass where you would be.

I tend to agree, I believe the line in the book is more for flavor and the fact they have access to White Raven maneuvers and they kinda represent leadership so the user should be Charismatic and blah, blah, blah, I'd rather have +2 on Reflex saves and +2 on Crit confirming. And as you said any lack of Charisma I'll deal with extra skill points that I'll get thanks to Intelligence, maybe later get a Headband of Charisma +2. I'm not going for White Raven anyway. It's a third wheel so to speak. I plan to main in Iron Heart and Stone Dragon with occasional White Raven. They do have some useful maneuvers for the entire party. But as I said Very much last on the docket. I asked in questions but it may have gotten missed in the shuffle, however, it is important now. If I take Monkey Grip Feat should I be able to use Huge weapons with just a -2 penalty?

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24 minutes ago, Steel Warrior said:

In another game I am pretty much human (roleplaying the daughter of Poseidon) and she's got feats that grant concentration bonuses. So something else to consider for a 1 hit maneuver.

At level 6, she has +19 in concentration. Although her strength is only 16, she has 1d20+19 to damage.

INSIGHTFUL STRIKE
Diamond Mind (Strike)
Level: Swordsage 3, warblade 3
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature

You study your opponent and spot a weak point in her armor. With a quick, decisive strike, you take advantage of this weakness with a devastating attack.

Your mind rather than your physical power allows you to deal grievous injuries to your foes. When you attack, your training and mental focus allow you to score a telling blow.

As part of this maneuver, make a melee attack. If this attack hits, you do not deal normal damage. Instead, you make a Concentration check and deal damage equal to the check result. Your Strength modifier, your weapon’s magical properties (if any), and any other extra damage you normally deal do not modify this check (including extra damage from class abilities, feats, or spells).

I...don't like Diamond Mind. There is no rational reason for it since if Concentration is your class skill there are a bunch of great strikes, counters, and even boosts that use it instead of attack and if you pump it to the max every level it soon turns beastly. Rationally I know all of that, but Diamond Mind is a style I take with Swordsage because they have so many slots that is basically unavoidable.

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1 hour ago, Grudge said:

If I take Monkey Grip Feat should I be able to use Huge weapons with just a -2 penalty?

Yes, but Power Attack is a far better feat if you look closely at the math.

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Posted (edited)
37 minutes ago, Rudolf said:

Yes, but Power Attack is a far better feat if you look closely at the math.

Not a big math guy. This is -2 penalty for an extra 1d6 so 6 maximum unless it crits, Power Attack depends on how much you are willing to sacrifice so it is risk vs reward. There is likely a definite answer at higher levels but now at a lower level I'd have to risk 3-6 to attack to make it equal on average. Also if I drop Improved Ini and Iron Will I can take both Power Attack and Monkey Grip

Edited by Grudge (see edit history)
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11 minutes ago, Rudolf said:

Power attack = -2 to hit, +4 damage. Can be turned off

Monkey grip = -2 to hit, +3.5 damage. Always on.

Addendum there. Always on if I always use Huge Weapon. Nothing stopping me from using the large weapon most of the time and bringing out Big Slugga' only on special boss killing occasions when as I said I could use both combined Monkey Grip and Power Attack.

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5 minutes ago, Steel Warrior said:

Until the GM takes you into a narrow space and argues, you simply can't swing a huge weapon in a 5-10 foot corridor or passage. That dagger will be the backup ;)

Actually, that could be a good Huge weapon to have. Even Large weapons could get into space issues but having a Huge dagger, since it's also piercing can be lifesaving, with no need for swinging it could be effectively used even in spaces where Large weapons could have issues, but 1d8 Dagger could make do with stabbing since if it's too narrow it could stab forward/backward, side to side, up to down, down to up, in any diagonal way, Only way to stop him is if space is so small Goliath himself has issue fitting since if he can stand he can stab down to up. Yeah both, gimmicky and situational as hell. Still, story of "The Dagger That Saved The Day" would get at least to the third page of Goliath Weekly 😂. I mean I already took large one and 1d6 isn't bad for dagger either, still dagger that damages as longsword if just too funny. Too bad it's too expensive to do that just for funsie. 1d6 dagger will do

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Someone might see through my clever ruse 😂 But I did once ask GM could I as a Halfling fighter use the Medium Longsword we found as loot if I use it as the Greatsword.

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Off to a great start.
 

Offical moderator comments:

1) Since you’re a goliath, please indicate the sizes of your weapons. That’s the price for a large MW greataxe, but we want to be crystal clear.

2) To make life easier for the judges, can you either provide a link to Tome of Battle (if that’s allowed), or a quick description of your strikes and maneuvers. We don’t need everything, just a hint, like ‘Mountain hammer: bypass DR’. Not all GMs know that book well.

3) What do those flaws do?

Unofficial 2cp:

I like when the picture is also on the character sheet. ; )

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7 hours ago, Rudolf said:

Off to a great start.
 

Offical moderator comments:

1) Since you’re a goliath, please indicate the sizes of your weapons. That’s the price for a large MW greataxe, but we want to be crystal clear.

2) To make life easier for the judges, can you either provide a link to Tome of Battle (if that’s allowed), or a quick description of your strikes and maneuvers. We don’t need everything, just a hint, like ‘Mountain hammer: bypass DR’. Not all GMs know that book well.

3) What do those flaws do?

Unofficial 2cp:

I like when the picture is also on the character sheet. ; )

Most of those things are done just not in both places since some can't be. All weapons are indicated Large on the sheet, all Maneuvers and stances are OOC here on the app so just click on any of them and you will get in paste from the book everything about them, from prerequisites, whether are they full action, standard, immediate... The same goes for flaws just press say Grudge Keeper and it will show what it does. I'll add a pic on the sheet it's not an issue.

As an aside for GM's in the Template I have that little thingy on the bottom "Tools of the Trade" There are all weapons with the mods, sizes (except Medium since I take it as a default), damage etc and if they have it OOC of spells and Maneuvers so everything is there. If Gms peek there there should not need to go and look anywhere else.

 

Edited by Grudge (see edit history)
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