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Grudge

Grudge

Tham'mak| AC 16 | Ini: 5 | BAB +3 | Hit Points: 45/45 | Size: Medium | Speed: 30 ft |
Touch: +11| FF: +10 Fort: +7 | Ref: +5 | Will: +4 | Maneuvers Readied: 3/3

 


https://i.pinimg.com/564x/a7/a1/8e/a7a18ee56d15af0ee33da58bdbb09be3.jpg

"Finally decent doors." the voice is deep but once glanced toward the doors, and saw that it reached the speaker's lower jaw it could be safely concluded it could be deeper. Tham lowers his head a bit and enters. Goliath is both larger and more muscular than it is usual for his species. The multitude of scars testify that was tested many times, as does the Minotaur horn he wears as the necklace.

If he noticed any tension in the room it didn't show as he walks toward the bar and leans his enormous Greataxe to the bar, just showing a perspective that not only his axe but all weapons were made for Giants. He flatly ignores near-godly creatures and their business. Just waiting for someone to come and take his order.

 


Tools of the Trade

Weapon:

 

Mwk Greataxe (Large): 1d20+10, 3d6+5 (x3)

Warhammer (Large): 1d20+8, 2d6+5, (×3)

Dagger(Large): 1d20+8, 1d6+5 (19/20x2)

 

Armor: Mithral Chain Shirt

None:

Actions/OOC

Free:

Swift:

Move:

Standard:

Immediate:

Stances:

Level 1: 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.

 

OOC:


 

 

 

 

 

 

 

Grudge

Grudge

  

Tham'mak| AC 16 | Ini: 5 | BAB +3 | Hit Points: 45/45 | Size: Medium | Speed: 30 ft |
Touch: +11| FF: +10 Fort: +7 | Ref: +5 | Will: +4 | Maneuvers Readied: 3/3

 


https://i.pinimg.com/564x/a7/a1/8e/a7a18ee56d15af0ee33da58bdbb09be3.jpg

"Finally decent doors." the voice is deep but once glanced toward the doors, and saw that it reached the speaker's lower jaw it could be safely concluded it could be deeper. Tham lowers his head a bit and enters. Goliath is both larger and more muscular than it is usual for his species. The multitude of scars testify that was tested many times, as does the Minotaur horn he wears as the necklace.

If he noticed any tension in the room it didn't show as he walks toward the bar and leans his enormous Greataxe to the bar, just showing a perspective that not only his axe but all weapons were made for Giants. He flatly ignores near-godly creatures and their business. Just waiting for someone to come and take his order.

 


Tools of the Trade

Weapon:

 

Mwk Greataxe (Large): 1d20+10, 3d6+5 (x3)

Warhammer (Large): 1d20+8, 2d6+5, (×3)

Dagger(Large): 1d20+8, 1d6+5 (19/20x2)

 

Armor: Mithral Chain Shirt

None:

Actions/OOC

Free:

Swift:

Move:

Standard:

Immediate:

Stances:

Level 1: 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.

 

OOC:


 

 

 

 

 

 

 

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