Designed for PvM, Level 1-40, but should also be welcome in PvP.

The War Lord - Half-Orc, Barbarian-Mage

By Deborah Tyr

Concept: Ever wonder why, in medieval times, feudal lords were able to rule with an iron fist over their fiefdoms, inspiring sheer terror over their serfs and would-be foes alike? Meet the War Lord, who is an exemplary example of one such beast. The War Lord is a combat-slinger/rager, a half-orc barbarian mage, and would be the first of its kind to make a debut (in terms of the class combination), according to Pulse Cap.

While saves are somewhat problematic (could definitely be better, but by no means dismal), the War Lord can self-buff, having access to a nice laundry list of fifth (5th) level wizard spell-buffs to chose from (also, being augmented by still spell and extend spell, with spellcraft being maximized). Champion of Torm levels are of assistance here, but this character has essentially no divine wrath or other COT stuff to speak of. Rather, this character’s strengths are good AB (with IKD), which s/he can further self-buff to the cap, with the ability also to dish out some nice melee and arcane damage. The War Lord’s hitpoints are also quite high, but his/her most impressive feats are Terrifying Rage, and the ability to dish a rather nice blend of different damage types, and for which this build has been designed.

This character started initially as a bit of a novelty, but I think it has merit, and thought I’d bring it on in for your review and comments. As always, I welcome your thoughts ~ Tyr.


The War Lord – Overview
Wizard(10), Barbarian(24), Champion of Torm(6)
Race: Half-Orc / Alignment: True Neutral (or NE)
Hitpoints: 588 (668 Endurance, +120 Raging)

Final Stats:
STR: 18 (28)
DEX: 8
CON: 16 (20)
WIS: 8
INT: 14 (16)
CHA: 6


Saving Throws:
Fort: 31 (34) (37 Raging)
Will: 20 (21) (24 Raging)
Reflex: 20 (24)

Saving Throw bonuses: Spells: +9, Traps: +5
Other: Darkvision, Barbarian Speed, Uncanny Dodge, and Damage Reduction.


* FINAL SKILLS (227):
Concentration 42(47)
Discipline 43(52)
Intimidate 43(51)
Spellcraft 42(45)
Tumble 20(19)
Heal 17(16)*, OR a skill of your choice.


* COMBAT VITALS:
BAB: 29, AB (max, naked): 42 (melee), 29 (ranged)
+2 Bull’s Strength
+3 Greater Magic Weapon
+3 Rage
--
AB 50, + i.e., True Strike (Spell) (or, AB 67)
--
Capped AB: 68, + 3 Raging

Note: Calculation Does Not Include IKD or the Beneficial Effects of Terrifying Rage.



* DAMAGE CALCULATION:
Mundane Long Sword: 1d8 + 9 (17-20 crit./x2) (15-20 w. Keen Edge)
+2 Bull’s Strength
+3 Greater Magic Weapon
+3 Raging
--
Total: 18-25
--
Haste: Extra Attack (for Arcane Damage, see below)*
--
* Raging: in addition to enhancing damage, adds another +2d6 damage on a critical hit; In addition, there’s a 50% chance for creature/character hit to be deafened for 3 rounds.



*DEFENSE VITALS:
AC (naked/mundane armor/shield only): 15/23
+4 Haste, +4 Mage Armor
--
AC 31

Other: Epic Barbarian Damage Reduction, Terrifying Rage, Shield & other self-buffs available, but not factored into the above AC calculation; nevertheless, will still likely want to use a shield.


Terrifying Rage:
• Terrifying Rage (DC 61 + 1d10 (Intimidate plus Mind Fog), or: DC 62-71):
o while raging, any enemy that comes close to him/her must make a Will save, or becomes panicked for 1d3 rounds.
o Opponents with up to twice the barbarian's Hit Dice will not flee, but instead will receive a -2 penalty to attack and saving throw rolls (in turn, increasing your AC +2).


* SPELL CASTING:
Spell Casting: Wizard(5), SR 10+1d20 / Recommended School: General
* Illustrative Spell List (Change as your needs/the environment dictate):
• Cantrips: 4 Spells (Resistance, +3 More)
• Level 1 : 5 Spells (Mage Armor, True Strike, Shield, +2 More)
• Level 2: 5 Spells (Bull’s Strength, Endurance, Invisibility, + 2 More)
• Level 3: 4 Spells (Greater Magic Weapon, Keen, Haste & Fire Ball or Energy Burst)
• Level 4: 3 Spells (Phantasmal Killer, Ice Storm, & Evard’s Black tentacles)
• Level 5: 2 Spells (Cloudkill, Mind Fog)


*ARCANE DAMAGE (Some Illustrative Examples):
* Fire Ball: 10d6 Fire (area of effect)
* Cloudkill: 5d10 Poison (area of effect)
* Tentacles: 5d4+10 bludgeon + chance of paralysis (area)
* Neg.Energy: 1d8+10, plus -2 to Enemy Strength (area)
* Ice Storm: 3d6 Bludgeoning, +5d6 Cold (area of effect)



WHAT FOLLOWS is the Epic Path of the War Lord, during the first 40 levels of his/her career:

01: Barbarian(1): weapon focus
02: Barbarian(2): {Uncanny Dodge I}
03: Barbarian(3): power attack
04: Barbarian(4): STR+1, (STR=19)
05: Barbarian(5)
06: Wizard(1): extend spell, {Scribe Scroll}
07: Barbarian(6)
08: Barbarian(7): STR+1, (STR=20)
09: Champion of Torm(1): knockdown
10: Champion of Torm(2): blind fight
11: Barbarian(8)
12: Barbarian(9): STR+1, improved critical, (STR=21)
13: Barbarian(10)
14: Barbarian(11)
15: Barbarian(12): still spell
16: Champion of Torm(3): STR+1, {Smite Evil}, (STR=22)
17: Barbarian(13)
18: Barbarian(14): improved knockdown
19: Barbarian(15)
20: Barbarian(16): STR+1, (STR=23)
21: Champion of Torm(4): great strength I, epic weapon focus, (STR=24)
22: Wizard(2)
23: Wizard(3)
24: Barbarian(17): STR+1, terrifying rage, (STR=25)
25: Wizard(4)
26: Wizard(5): great intelligence I, (INT=15)
27: Champion of Torm(5): great strength II, (STR=26)
28: Wizard(6): CON+1, (CON=17)
29: Barbarian(18)
30: Barbarian(19): thundering rage
31: Champion of Torm(6): epic prowess
32: Barbarian(20): CON+1, (CON=18)
33: Barbarian(21): great strength III, (STR=27)
34: Barbarian(22)
35: Wizard(7)
36: Wizard(8): CON+1, great strength IV, (STR=28), (CON=19)
37: Wizard(9)
38: Barbarian(23)
39: Wizard(10): epic skill focus: intimidate, great intelligence II, (INT=16)
40: Barbarian(24): CON+1, armor skin, (CON=20)



Skills Progression:

01: Discipline(4), Intimidate(4), Tumble(2), Save(12),
02: Discipline(1), Intimidate(1), Save(16),
03: Discipline(1), Intimidate(1), Tumble(1), Save(18),
04: Discipline(1), Intimidate(1), Save(22),
05: Discipline(1), Intimidate(1), Tumble(1), Save(24),
06: Concentration(9), Spellcraft(5), Save(14),
07: Discipline(2), Intimidate(2), Tumble(1), Save(14),
08: Discipline(1), Intimidate(1), Save(18),
09: Discipline(1), Tumble(1), Save(19),
10: Discipline(1), Save(22),
11: Discipline(1), Intimidate(3), Tumble(1), Save(22),
12: Discipline(1), Intimidate(1), Save(26),
13: Discipline(1), Intimidate(1), Tumble(1), Save(28),
14: Discipline(1), Intimidate(1), Save(32),
15: Discipline(1), Intimidate(1), Tumble(1), Save(34),
16: Discipline(1), Save(37),
17: Discipline(1), Intimidate(2), Tumble(1), Save(38),
18: Discipline(1), Intimidate(1), Save(42),
19: Discipline(1), Intimidate(1), Tumble(1), Save(44),
20: Intimidate(1), Save(49),
21: Discipline(2), Tumble(1), Save(49),
22: Concentration(10), Spellcraft(10), Save(33),
23: Concentration(2), Spellcraft(5), Tumble(1), Save(28),
24: Discipline(3), Intimidate(4), Save(27),
25: Concentration(5), Spellcraft(5), Tumble(1), Save(19),
26: Concentration(3), Spellcraft(1), Save(19),
27: Discipline(3), Tumble(1), Save(18),
28: Concentration(2), Spellcraft(5), Save(15),
29: Discipline(2), Intimidate(5), Tumble(1), Save(12),
30: Discipline(1), Intimidate(1), Save(16),
31: Discipline(1), Tumble(1), Save(17),
32: Discipline(1), Intimidate(2), Save(20),
33: Discipline(1), Intimidate(1), Tumble(1), Save(22),
34: Discipline(1), Intimidate(1), Save(26),
35: Concentration(5), Spellcraft(5), Tumble(1), Save(18),
36: Concentration(2), Spellcraft(3), Save(17),
37: Concentration(2), Spellcraft(1), Tumble(1), Save(16),
38: Discipline(4), Intimidate(4), Save(14),
39: Concentration(2), Spellcraft(2), Save(14),
40: Discipline(2), Heal(17), Intimidate(2).


• Note on Magic Specialization:
Wizards can specialize in any school of magic, which grants them one extra spell/level (& +2 bonus to Spellcraft checks to learn spells in that school); however, specialization in one school comes at the cost of being prohibited from casting spells in another one, not even from a wand or scroll.

Edit. Corrected spelling in title to fit it into the search-engine.

Edited By Grimnir77 on 07/01/06 07:16

Power Attack

I don't like boosting CON just for the sake of boosting CON (seeing how you already have 500+ HP with 16 CON); I suggest you either leave it at 16, using the points for another stat or maybe Epic Save feats or somesuch; or get EDR.

I'd consider a level split of 20/10/10. Thundering Rage, BTW, isn't really a powerbuilder's choice but it's nice conceptually I agree.

One more thing, your max AB is indeed 68 - there's no +3 raging. Should you ever get your hands on a +12 CHA items you could smite for +72 AB, however.

Cheers, nice work overall.
_________________
"We keep our Feast of Feasts, sure of our bourne,
Our aims self-same:
The Guest of Guests, friend Zarathustra, came!
The world now laughs, the grisly veil was torn,
And Light and Dark were one that wedding-morn."

Edited By FinneousPJ on 06/29/06 18:51

Thanks, Finn: glad you like him, and appreciate the compliment. Some good ideas, as always, from you

May I impose on you to make the following edits?

1. drop power attack for iron will, thus changing will stats as follows: Will: 22 (23) (26 Raging)

2. Con – that’s necessary, I learned from Mith on a different brbn build; con-mod dictates duration of the rage which, in this build is about 9 rounds, being a nice amount) (Also, fort but reason is rage duration, HPs just a bonus, albeit a nice one I must admit)

3. As to thundering, yeah, I kinda like that one conceptually a lot, too, but you’re right in terms of PvP; might be a bit more sane to boost fort save instead. Thus, maybe on the level 30 line, we can add in Epic Fort as an option, as follows:

30: Barbarian(19): thundering rage –OR- Epic Fortitude (for +4 Fort Save, and recommended for PvP)

4. And while we’re at it, if we could fix up that cap (thanks, Finn).

While we're making those changes (please and thank you so much), I’ll give the level split a bit of thought; he gets epic brbn damage reduction at level 23, and a bonus feat at brbn 24; however, 4 more COT’s would give him +1 saves and 1 more feat overall, to take EDR and something else. I'll look into it,& thanks. Appreciate your thoughts and assistance, as always (hey, in the meantime, we got those saves up!- thanks ~ Tyr

p.s. Cha-6 – oh, yes, a +12 boost, taking smite AB up +4 – Yah!!!! (gotta admit, after all those pally builds, that whopping half-orc 6, . . . . best to rage 'em me thinks (funny)

Edited By TyrTemplar on 06/29/06 20:49

Quote: Posted 06/29/06 20:38:06 (GMT) -- TyrTemplar

2. Con – that’s necessary, I learned from Mith on a different brbn build; con-mod dictates duration of the rage which, in this build is about 9 rounds, being a nice amount) (Also, fort but reason is rage duration, HPs just a bonus, albeit a nice one I must admit)

I realize that your CON mod is tied to the duration of your rage. However, the difference here is 3 +5 +6 = 14 rounds vs. 3 +3 +6 = 12 rounds. The point is I don't think the approx. 17% increase in duration is worth four ability points. Furthermore, if we assume you'll be running around with Endurance cast, the difference is merely 14%.

Anyway just post a revised version in this thread or PM me with it and I'll copypaste it over the original.
_________________
"We keep our Feast of Feasts, sure of our bourne,
Our aims self-same:
The Guest of Guests, friend Zarathustra, came!
The world now laughs, the grisly veil was torn,
And Light and Dark were one that wedding-morn."

Edited By FinneousPJ on 06/29/06 21:40

Out of curiousity, seems that I'm confused (wouldn't be the first time ... what's the calculation on that? I'm working on the assumuption that rage duration is con. mod., +3 rounds (which is where I get the 9-10 rounds from as in, 5 + 1-2 (Endurance) +3 (and why I thought it was worth taking con up) - but, if my underlying assumption's wrong (again, wouldn't be the first time LOL), and for sure, would change things (thanks, Finn) AFAIK it's 3(set number) + CON modifier AFTER RAGE! So you check your CON modifier after rage to see duration.
_________________
I see the fear you have inside, you can run but never hide.
I will hunt you down and tear you limb from limb.

I run the Pre-Epic Builders guild. Join and share your experience. Well, just as a note, your DCs will be crap, other than that, 10 Wizard levels does gives some nice buffs.

Oh and you mispelled Wizard in the topic name

As for me, CON is taken mostly for EDR, which is a hell of a strong feat, other than that, probably taking STR would be better.

I think it's pretty neat and strong. The formula is actually 3 +C +R, where C = your CON modifier and R = rage bonus, i.e. +4 for normal and +6 for Greater Rage.
_________________
"We keep our Feast of Feasts, sure of our bourne,
Our aims self-same:
The Guest of Guests, friend Zarathustra, came!
The world now laughs, the grisly veil was torn,
And Light and Dark were one that wedding-morn." Thanks guys - appreciate the compliments and great advice on this one; Thanks much also for the formula, Grim & Finn - and totally see now what you mean, Finn. (& since Finn's a self-described half-orc mage type (or was), we gotta please him of course ...

Thax, Finn: yeah, EDR's an option, and could well be considered here, but you're advice re: STR is def. wise -nice call! As to those spells, well, all those wiz goodies makes me feel like a kid at the toy factory for sure! As for the DC, totally, will want to stick with area effect-type stuff, such as ice storm, with main focus bein' the buffs of course (that a brbn can do that, well, me thinks it's just kinda cool, seein' as brbns are supposedly not able to read and write (how could I possibly resist; plus, really helps to overcome the typical save issues the class is so famous for (also neat

OK, but back to the orc factory I goes, to retweak a bit, taking in all of your good advice: thanks, guys, appreciate it much, and back soon ~ Tyr


(oh, sorry about the misspelling of wiz(z)ard- OOOPS! nice catch, Thax - you know, Kail's gonna kill me (that's one z not two - got it!

Edited By TyrTemplar on 07/01/06 06:11