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  1. - Top - End - #331
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    Default Re: Any Orc/Goblinoid Fans??

    Okay I pretty much have the example npc done sans the class abilities.

    I'm assuming the Dai-Bakemono have a +1 LA. it doesn't say anything in OA, but with the unbalanced stats and the Natural AC Bonus...
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  2. - Top - End - #332
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    Default Re: Any Orc/Goblinoid Fans??

    Minor update to the Dai-Bakemono, got most of the class abilities up.
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  3. - Top - End - #333
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    Default Re: Any Orc/Goblinoid Fans??

    Well, because nature apparently hates me, surviving Hurricane Gustav doesn't mean anything, and I may have to evacuate for Ike. I will try to have some stuff up here in the meantime, though.
    LGBTitP

  4. - Top - End - #334
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    Default Re: Any Orc/Goblinoid Fans??

    Okay got everything up except the NPC's equipment, and the capstone. As usual I keep drawing a blank for he level 10 ability.
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  5. - Top - End - #335
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    Default Re: Any Orc/Goblinoid Fans??

    For needing Stone Dragon maneuvers, there isn't that much support from the class' features. I would suggest similar damage bonuses that they get for Tiger's Bite or maybe alternate between increasing their bonuses every 2 levels or some such.

    I'd also maybe cut the advancements to just 2 instances and fill in some features that act as maneuvers or replace stances, such as a stance to change your unarmed damage to slashing and get a damage bonus dependent on number of ranks of Jump, in support of Tiger Claw.

    Maybe have improved versions of Bone Crusher and Flesh Ripper as features. I'd have to dig out my copy of the Book of Nine Swords to make suggestions for what to do with them.

    Those are my initial suggestions for giving the class more 'oomph,' as it's kinda boring with static bonuses. Sure, he's powerful in the features he's got but really, he could do so much more that would make him stand out that people would look more into the races they're supporting. Also make the players remember them as that creepy little beasty that ripped through plate armor like it was butter with its bare claws! >=)
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  6. - Top - End - #336
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    Default Re: Any Orc/Goblinoid Fans??

    Hows this as a capstone:

    Once per day per point of Constitution Modifier a Dai-Bakemono may attack with a Tiger Claw or Stone Dragon Maneuver as a Full Round Action, and it does maximum damage, there is no need to roll dice.
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  7. - Top - End - #337
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    Default Re: Any Orc/Goblinoid Fans??

    Sounds good, but I'd be tempted to base it off an ability score that isn't likely to be astronomical (i.e. something other than Strength or Constitution).

  8. - Top - End - #338
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    Default Re: Any Orc/Goblinoid Fans??

    It would have to be a couple of times per day then


    Dex makes no sense, and they have a -4 to Cha, and a -8 to Int


    Wis is a maybe
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  9. - Top - End - #339
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    I was wondering how people felt about two things...

    Now, I'm a big fan of symmetry. I see orcs as being mirror images of elves and likewise half-orcs as mirror images of half-elves. That means that I think Drow and Eladrin need orcish mirrors.
    So...

    High Orcs (Uruk-Hai?) and Light Orcs.

    Uruk-Hai would be a race of super-intelligent orcs bred to lead and innovate in warfare. They would direct the goblin slaves in the creation of siege weapons and act as proxies for the dark lord.

    Light Orcs (name?) would be a race of lawful orcs that abandoned their evil gods and learned to live in the daylight amongst civilized society. They could worship some kind of orcish anti-lolth.

    What do you think?

    *edit*
    This means that the Light Orcs would need some kind of anti-Drizzt who turns evil and doesn't act emo at all!
    Last edited by chronoplasm; 2008-09-10 at 04:30 AM.

  10. - Top - End - #340
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    Quote Originally Posted by chronoplasm View Post
    I was wondering how people felt about two things...

    Now, I'm a big fan of symmetry. I see orcs as being mirror images of elves and likewise half-orcs as mirror images of half-elves. That means that I think Drow and Eladrin need orcish mirrors.
    So...

    High Orcs (Uruk-Hai?) and Light Orcs.

    Uruk-Hai would be a race of super-intelligent orcs bred to lead and innovate in warfare. They would direct the goblin slaves in the creation of siege weapons and act as proxies for the dark lord.

    Light Orcs (name?) would be a race of lawful orcs that abandoned their evil gods and learned to live in the daylight amongst civilized society. They could worship some kind of orcish anti-lolth.

    What do you think?

    *edit*
    This means that the Light Orcs would need some kind of anti-Drizzt who turns evil and doesn't act emo at all!

    The deity would need some explaining. If Gruumsh made the Orcs and thhey turned their backs on him, what other God would adopt them? After all they probably wouldn't initially be too civilized when they initially split from regular Orcs.
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  11. - Top - End - #341
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    Bhu:
    I don't think the light orcs would be adopted by a god right away, but they would get adopted later on.
    Perhaps these are orcs that feel a certain sense of wonder toward the humans and their cities and wish to eventually live in their towers, so they do everything they can to get in good with the humans. They wouldn't be civilized at first, but they would be open to the idea of civilization.
    The light orcs could start out on the fringes of society as mercenaries and laborers and gradually pick up human culture and religion, becoming more accepted by society over time.
    Eventually, the light orcs would be adopted by the human gods they worship.

  12. - Top - End - #342
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    Default Re: Any Orc/Goblinoid Fans??

    Quote Originally Posted by chronoplasm View Post
    I was wondering how people felt about two things...

    Now, I'm a big fan of symmetry. I see orcs as being mirror images of elves and likewise half-orcs as mirror images of half-elves. That means that I think Drow and Eladrin need orcish mirrors.
    So...

    High Orcs (Uruk-Hai?) and Light Orcs.

    Uruk-Hai would be a race of super-intelligent orcs bred to lead and innovate in warfare. They would direct the goblin slaves in the creation of siege weapons and act as proxies for the dark lord.

    Light Orcs (name?) would be a race of lawful orcs that abandoned their evil gods and learned to live in the daylight amongst civilized society. They could worship some kind of orcish anti-lolth.

    What do you think?

    *edit*
    This means that the Light Orcs would need some kind of anti-Drizzt who turns evil and doesn't act emo at all!
    Are you familiar with the Scro from the Spell Jammer campaign setting? They were brought back into 3.5 w/ one of the later Dragon magazines (don't recall the number off hand) and they are supposed to be the polar opposites of normal orcs, Lawful Evil orcs that fight organized and are kick ass monks. Check out some Spell Jammer fan sites if you're curious to see more about them, as it would be cool to see some Scro support as part of this thread =3
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  13. - Top - End - #343
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    Default Re: Any Orc/Goblinoid Fans??

    Chronoplasm

    Have you looked at the Sharakim from Races of Destiny?

    Sigurd
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  14. - Top - End - #344
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    Default Re: Any Orc/Goblinoid Fans??

    Sorry I've been gone my ISP fell down went boom. I hope to have the Dai-Bakemono finished by tomorrow night.
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  15. - Top - End - #345
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    Sorry guys. Hurricane Ike's leftovers mooshed Ohio yesterday. I just now got power back, and I have no idea how long it'll be on.
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  16. - Top - End - #346
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    Quote Originally Posted by sigurd View Post
    Chronoplasm

    Have you looked at the Sharakim from Races of Destiny?

    Sigurd
    That fits perfectly. I'm going to try and adapt this to 4E, but I'm going to do some tweaks.

    4E Sharakim

    Ability Scores: +2 Strength, +2 Wisdom
    Size: Medium
    Speed: 6 squares
    Vision: Low-light

    Languages: Common, ???
    Skill Bonuses: Religion, Endurance
    Orc Origin
    Sharakim Fortitude: You gain a +1 racial bonus to your Fortitude defense.
    In addition, you gain a +5 racial bonus to saving throws against fatigue.

    Sunburst
    Sharakim Racial Encounter Power
    Encounter
    Close burst 1
    Targets: Each enemy in burst.
    Attack: Wisdom vs. Fortitude, Strength vs. Fortitude, or Constitution vs. Fortitude
    Hit: 1d6+Wisdom modifier radiant damage.
    Increase to +4 bonus and 2 d6+Wisdom modifier radiant damage at 11th level, and +6 bonus and 3d6+Wisdom modifier damage at 21st level.
    Special: When you create you character, choose Wisdom, Strength, or Constitution as the ability score you use when making attack rolls with this power.

  17. - Top - End - #347
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    I dont have hte 4e books so I cant help I'm afraid.


    I changed the Dai-Bakemono to have an ability linked to using Stone Dragon maneuvers. Lemme know what you think.
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  18. - Top - End - #348
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    Hmmm....quiet...perhaps I shall have to begin the Orc Transvstite PrC to convince posting
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  19. - Top - End - #349
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    Default Re: Any Orc/Goblinoid Fans??

    I have a setting where Orc's are major players and nobody's pawns. They're still the bad guys but nothing to be pitied.
    The game doesn't start until you reach epic levels.

  20. - Top - End - #350
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    Well I guess I'll come up with a capstone and finish this one up before moving on to the Gray SUns.
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  21. - Top - End - #351
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    What's that? Did I miss the party again?
    The game doesn't start until you reach epic levels.

  22. - Top - End - #352
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    Quote Originally Posted by Bhu View Post
    Hmmm....quiet...perhaps I shall have to begin the Orc Transvestite PrC to convince posting
    I think the Bugbear Drag Queen would be an even bigger incentive! This thread is mighty impressive Mr. Bhu; twelve ever-loving pages of Goblin and Orcish PrCs. Since you seem to be working on ToB classes currently, may I throw in my hat for a PrC that requires levels in Crusader to enter. Oh and I too feel that the Rhinoceros Goblin (aka Dekanter) should have more content based around it. Glad to see this thread is alive and well.

  23. - Top - End - #353
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    Theres a Hobgoblin Crusader PrC I have in mind somewhere..
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  24. - Top - End - #354
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    okay hows this for a capstone: 1 stone dragon or tiger claw maneuver of x level or less is always considered readied.
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  25. - Top - End - #355
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    That I like. Nice and easy, and not (obviously) overpowered, as long as the level of the manoeuver is kept low.

  26. - Top - End - #356
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    The question of course being how low?

    Think 5th or less is okay?
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  27. - Top - End - #357
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    Okay hte capstone is up. Lemme know what you think.
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  28. - Top - End - #358
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    Finally, here's something new from me. A bit of random musings on the origin and religion of one of those kooky Unearthed Arcana orc races.

    Fire Orcs: Origin and Religion
    Fire orcs are the result of a long-forgtten orc tribe's clerics calling upon their divine favor with the fire gods to allow their kind to colonize the ashen lands long-abandoned by creatures beyond dragons and the gods' flaming elemental hordes. These orcs were hardened by dangerous neighbors and the harsh environment, and eventually formed their own culture and religion around one of the most unlikely sources. The first thing one would notice in a fire orc village is a disturbingly large amount of red dragon skulls and hides placed in strategic and highly visible locations. In a considerable departure from other orcs, fire orcs worship Tiamat and her red dragon offspring, considering them the ultimate masters of fire and brute force. This is taken to extremes in some villages, where the residents risk life and limb to "tame the goddess" by wrangling a fully-grown female red dragon and attempting to domesticate her.

    Rather than being led by a chieftain or shaman, a cleric calling himself the Lord of Dragons makes all of the decisions during peace, while a cleric calling herself the Lady of Fire leads the tribe during times of war. The Lady of Fire wears a red dragon skull and carries two ceremonial symbols of the tribe: a flaming spear in her left hand symbolizing wrath and an egg-shaped shield in the right symbolizing survival of the whole. In times of war, fire orcs are bolstered by the Lady of Fire, who leads all combat situations herself. Enemies are not captured or looted; for the glory of the chromatic goddess, fire orcs gather enemy bodies, burn them into ashes, and then use said ashes as components for a ceremony on the summer solstice in reverence of Tiamat and the fire gods.
    LGBTitP

  29. - Top - End - #359
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    WOuldnt Tiamat object to them harming dragons?
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  30. - Top - End - #360
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    Dai-Bakemono is done, and now


    IRONHEART CRUSADER



    ”Didn’t see that strike coming did you?”

    Hobgoblins claim to have created the Iron Heart style, and there is ample proof to back their claim. Even those who become Crusaders, championing their people are loath to study he Sublime Way without including Iron heart.

    BECOMING AN IRONHEART CRUSADER
    Ironheart Crusaders begin as Crusaders who spend extra time studying to gain use of the Iron Heart style as well.

    ENTRY REQUIREMENTS
    Race: Hobgoblin
    Class Abilities: Smite, Steely Resolve
    Feats: Martial Study (must be used to gain Ironheart Maneuver), Martial Stance (must be used to gain Ironheart Stance), Ironheart Aura
    Skills: Balance 4 Ranks, Intimidate 4 Ranks
    Maneuvers: Must have at least 3 Devoted Spirit Maneuvers or Stances


    Class Skills
    The Ironheart Crusader's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Intimidate (Cha), Jump (Str), Knowledge (Religion)(Int), and Martial Lore (Int).
    Skills Points at Each Level : 4 + int

    Hit Dice: d10

    Code:
       BAB  Fort    Ref    Will  Abilities
    1. +1    +2     +0     +0    Iron Strength (+4)
    2. +2    +3     +0     +0    Iron Technique (1/day)
    3. +3    +3     +1     +1    Iron Will (+2)
    4. +4    +4     +1     +1    Iron Strength (+6)
    5. +5    +4     +1     +1    Iron Technique (2/day)
    6. +6    +5     +2     +2    Iron Will (+4)
    7. +7    +5     +2     +2    Iron Strength (+8)
    8. +8    +6     +2     +2    Iron Technique (3/day)
    9. +9    +6     +3     +3    Iron Will (+6)
    10.+10   +7     +3     +3    Iron Soul
    Weapon Proficiencies: Ironheart Crusaders gain no new weapon or armor proficiencies.

    Maneuvers: At each odd numbered level you gain a new Maneuver from the Devoted Spirit, Iron Heart, Stone Dragon, or White Raven discipline. You must meet the Maneuver's Prerequisite to learn it. You add your full Ironheart Crusader Levels to your Initiator Level to determine your total Initiator Level, and your highest level Maneuvers Known. At 3rd, 6th, and 9th levels you gain an additional Maneuver readied per day. When taking additional Crusader Levels you may now also choose Iron Heart Maneuvers and Stances.

    Stances Known: At 5th level you learn a new Stance from the Devoted Spirit, Iron Heart, Stone Dragon, or White Raven disciplines if you meet it's Prerequisites.

    Iron Strength (Su): At 1st level you gain a +4 attack bonus when using Iron Heart Surge instead of the normal +2. This increases to +6 at level 4, and +8 at Level 7.

    Iron Technique (Ex): Once per day you may swap a readied Maneuver you haven't expended for an Iron Heart Maneuver you haven't expended (or optionally when you get a withheld Maneuver at he end of your Turn in combat you may choose for it to be an unexpended Iron Heart Maneuver).
    You may do this twice per day at 5th level, and 3 times per day at eighth level.

    Iron Will (Su): At 3rd level you gain a +2 Bonus to the rerolled Saving Throw you get using Iron Heart Focus. This increases to +4 at level 6, and +6 at level 9.

    Iron Soul (Su): 3 times per day you may add your Ironheart Crusader level to any one Saving Throw as a Morale Bonus.

    PLAYING AN IRONHEART CRUSADER
    Ironheart Crusaders are living symbols of Hobgoblin nationalism and racial superiority. They are the defenders of the tribe who put personal politics aside for the racial good. A bit of an oddity for an evil race, but remember they are also Lawful. And many of them also get more than a few personal rewards and fame for what they do, so perhaps it's merely an unusual route to power.
    Combat:Most of your PrC bonuses come from the Iron Heart style Maneuvers, so make sure to learn as many as you can.
    Advancement: Most Ironheart Crusaders devote their lives to perfecting and teaching the Iron Heart style. Beyond that their development proceeds in whatever direction their Gods choose to prod them.
    Resources: Ironheart Crusaders can always count on each other for help, and most Hobgoblins will do what they can to help them (especially the peasants). They're the closest thing most Hobgoblins will meet to an acceptable Paladin in their societies view.

    IRONHEART CRUSADERS IN THE WORLD
    "How does he do that?"
    You are almost always on a mission, either for the gods, the government, or just to protect your people from the other, lesser, humanoids. Everything you do, in every way, is to benefit yourself or your people, and you take very few chances since so many are depending on you.
    Daily Life: The daily life of an Ironheart Crusader will vary greatly depending on their current mission. It will usually involve combat in some manner, since the Hobgoblins seem obsessed with it, and Ironheart Crusaders in particular delight in showing off their martial prowess.
    Notables: Zeveg the Dead (LN Male Hobgoblin Crusader 6/Ironheart Crusader 5) is a champion of the Hobgoblin people. A great warrior, a diplomat, and a hero. He is also a nigh well emotionless burnout, scarred so badly after years of non stop warfare that it could be said he had lost his humanity of he were human. Zeveg is a shadow of his former glory, staring always ahead with dead, soulless eyes. Crossing him is generally considered unwise.
    Organizations: The Brothers of the Iron Sword are an organization devoted to training and supporting Ironheart Crusaders. They also provide standard military training, and they run many of the better military schools in Hobgoblin society.

    NPC Reaction
    NPC's reserve the same amount of respect and adoration for Ironheart Crusaders that they normally reserve for Blackguards, and Liches. Which is to say, they usually crap themselves and run in fear. Except for Hobgoblins who tend to treat them like rock stars.

    IRONHEART CRUSADERS IN THE GAME
    Ironheart Crusader allows a Crusader access to Stances and Maneuvers they normally wouldn't be able to get. For that reason alone it might be something you want to watch closely.
    Adaptation: This is an interesting idea for a Paladin-like NPC Hobgoblin to oppose your PC's. Or if you allow Evil campaigns, it makes for a nice defender of your tribal people.
    Encounters: PC's will usually encounter an Ironheart Crusader when he has been sent on a mission by one of the Goblin Gods, or if they attack a Hobgoblin settlement.

    Sample Encounter
    Give an example of how one might encounter a member of this PrC.
    EL 12: A lone hobgoblin has been raiding caravans and coaches as a highwayman. The PC's have been hired to stop him, and after some time they will notice a pattern. All of the targets have the same home town in common (or some connection to it), and aren't necessarily wealthy. Richer targets are being passed up for these people. The truth is that the town is waging a campaign of extinction against a small Hobgoblin tribe. Zeveg has come to put an end to it by simply slaughtering anyone trying to leave the help, or bringing aid to it. The caravans he's hit have been carrying supplies or weapons. He appears to be alone but he has aid from the shadows as he only wishes his face to be seen, that way anyone targeting the raiders will only know his face.


    Zeveg the Dead
    LN Male Hobgoblin (Crusader 6/Ironheart Crusader 5)
    Init +0, Senses: Listen +1, Spot +1, Dark Vision 60'
    Languages Common, Giant, Goblin
    ------------------------------------------------
    AC 23, touch 10, flat-footed 23 (+9 Armor, +4 Shield)
    hp 104 (11 HD)
    Fort +13, Ref +3, Will +5
    Indomitable Soul, Zealous Surge
    ------------------------------------------------
    Speed 30 ft. (6 squares)
    Melee +1 Longsword +14/+9/+4 (1d8+4/19-20)
    Base Atk +11, Grp +14
    Atk Options Furious Counterstrike, Smite 1/day (+1 Hit/+6 damage)
    Combat Gear2 Potions of Heroism, 2 Potions of Haste, 2 Potions of Cure Serious Wounds
    Stances Known 1st: Iron Guard's Glare, Martial Spirit, Punishing Stance
    3rd: Absolute Steel Stance
    Maneuvers Known 1st: Crusaders Strike, Douse the Flames, Steel Wind, Stone Bones, Vanguard's Strike
    2nd: Foehammer, Wall of Blades
    3rd: Bonecrusher, Ironheart Surge, Revitalizing Strike
    5th: Iron Heart Focus
    -----------------------------------------------
    Abilities Str 16, Dex 10, Con 18, Int 10, Wis 12, Cha 13
    SQ Steely Resolve 10, Iron Strength +6, Iron Will +4, Iron Technique 2/day
    Feats Ironheart Aura, Martial Study (Steel Wind), Martial Stance (Punishing Stance), Vital Recovery
    Skills Balance +11, Concentration +11, Diplomacy +12, Intimidate +12, Knowledge (Religion) +4, Martial Lore +6, Ride +6
    Possessions+1 Devoted Spirit Iron Heart Mighty Smiting Longsword, Earthplate Armor, +2 Styptic Heavy Steel Shield, 2 Potions of Heroism, 2 Potions of Haste, 2 Potions of Cure Serious Wounds, 385 GP

    EPIC IRONHEART CRUSADER

    Hit Die: d10
    Skills Points at Each Level : 4 + int
    Iron Strength The Epic Ironheart Crusader's Attack Bonus gained by this ability increases by +2 at level 21, and evert 3 levels thereafter.
    Iron Technique The Epic Ironheart Crusader gains 1 additional daily use of this ability at level 22 and every 3 levels thereafter.
    Iron Will The Bonus to your Saving Throw gained when using this ability increases by +2 at level 23 and every 3 levels thereafter.
    Bonus Feats: The Epic Ironheart Crusader gains a Bonus Feat every 5 levels higher than 20th
    Last edited by Bhu; 2009-01-31 at 05:59 AM.
    Revised avatar by Trixie, New avvie by Crisis21!
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