Time for a RAGEADIN!
Originally Posted by Heru SunbloodHeru Sunblood
In the desert the sun always looks down with its vengeful glare. So too does Horus-Re, the mighty Lord of the Sun. I am simply a conduit for his divine wrath as I enforce his law.
Spoiler: BackgroundShowThe Sunbloods are a small Orcish tribe living in the Plains of Purple Dust on the borders of Mulhorand. They made their home in the Amethyst Canyons where they mined the canyons namesake for trade to human tribes on the borders of the desert. His mother was an orc who had a brief liaison with a human on one of these trade trips although she refused to speak of his father to Heru. His half breed status meant he was shunned growing up and he left to travel the world and try to find his place at an early age. He travelled in the human lands of the Mulhorand empire hoping to find more acceptance there but was sorely disappointed. His estrangement built into a mighty fury and he raged against the injustices of the world.
It was at this time that he encountered a cleric of Horus-Re. Heru took in his teachings and felt the call of the divine echoing in his soul. He dedicated his life to the Lord of the Sun and began fighting for his his faith. He had found a new outlet for his anger and by channeling it into holy fury he had a new sense of purpose in life. He spent many years waging war on behalf of his god and eventually reached the highest echelons of the church.
Spoiler: Build StubShowLG Male Desert Half Orc
Half Orc Paragon 2 / Paladin 4
Whirling Frenzy variant instead of rage
Half Orc Paladin substitution levels at 1 and 3
Hit die: 2d12+2d10+2d8
Spoiler: Ability ScoresShowStrength: 16
Constitution: 12 + 2 racial = 14
Intelligence: 12 - 2 racial = 10
Charisma: 15 + 1 level up = 16
Spoiler: Build ProgressionShow
Level Class Base Attack Bonus Fort Save Ref Save Will Save Skills Feats Class Features 1st Half Orc Paragon 1 +1 +2 +0 +0 Climb 4, Intimidate 4, Jump 4, Survival 4 Power Attack, Run (racial) Divided Ancestry, Monstrous Mien 2nd Half Orc Paragon 2 +2 +3 +0 +0 Climb +1 (5), Intimidate +1 (5), Jump +1 (5), Survival +1 (5) Whirling Frenzy 1/day 3rd Half Orc Paladin 1 +3 +5 +0 +0 Climb 5, Intimidate +1 (6), Jump 5, Knowledge (Religion) +1 (1), Survival 5 Extra Rage Aura of Good, Detect Evil, Righteous Fury 1/day 4th Paladin 2 +4 +6 +0 +0 Climb 5, Intimidate 6, Jump 5, Knowledge (Religion) +2 (3), Survival 5 Divine Grace, Lay on Hands 5th Half Orc Paladin 3 +5 +6 +1 +1 Climb 5, Intimidate +2 (8), Jump 5, Knowledge (Religion) 3, Survival 5 Aura of Awe, Divine Health 6th Paladin 4 +6 +7 +1 +1 Climb 5, Intimidate 8, Jump 5, Knowledge (Religion) 3, Survival 5, Skill Trick (Never Outnumbered) +2 Imperious Command Turn Undead
E1: Intimidating Rage
E2: Divine Might
E3: Righteous Wrath
E4: Law Devotion
E5: Extra Turning
E6: Menacing Demeanour
E7: Resounding Blow
E8: Initiate of Horus-Re
E9: Extra Rage
E10: Extra Turning
Level Spells per Day 1st 1st - 2nd - 3rd - 4th - 5th - 6th 0 (1 with wisdom)
Typically prepares Rhino’s Rush in his one spell slot
Spoiler: Build Write UpShow1st to 3rd level – Heru starts life as a fairly standard half orc brawler. He has power attack and a decent strength so using a two handed weapon means he functions as a decent damage dealer. He has the first level of the SI which makes him particularly intimidating, a modifier of+10 means he has a solid chance of demoralising most enemies. His other skill selection aid him in traversing the wilderness of his homeland. The second level of the SI grants Heru Whirling Frenzy once a day. This gives him one combat a day with considerably boosted abilities. At third level he picks up Extra Rage bringing his combats with Whirling Frenzy up to a more respectable 3/day. He also leaves behind the SI, accepting the blessings of Horus-Re and progressing into Paladin. Because of his half orc nature he gains Righteous Fury for another combat boost which can be used on a fourth combat in a day or combined with Whirling Frenzy for a boss fight.
4th to 6th level – Heru becomes more charismatic in service of his god. This ties in nicely with gaining Divine Grace and Lay on Hands, both of which run off Charisma. He picks up some religious teachings at this level as intimidate isn’t a class skill for the regular paladin levels, then catches up on intimidate at 5th level. This combines nicely with Aura of Awe which gives a penalty to enemy enemies saves against fear. This in turn shines in combination with Imperious Command and Never Outnumbered which he picks up at 6th level. He can now demoralise everyone within 10ft causing them to cower from his fury. Conveniently this is the same radius as his Aura of Awe so they take a -2 to their check and need to beat his at a +15 modifier. Sadly he doesn’t have enough skill points to fully max out intimidate but his other bonuses more than make up for it. He also picks up Turn Undead which we will come back to later.
E1 to E3 – At epic levels now Heru grabs Intimidating Rage which gives him an alternative method of demoralising whilst in a Whirling Frenzy. If he is facing one opponent the free action activation means this will be his preference, although Never Outnumbered will still be of use against groups of enemies. He then gains Divine Might which lets him put his Turn Undead attempts to good use boosting his damage as a free action for six rounds a day. Then his frenzy become empowered by divine energy, giving him another fear effect against evil creatures. This will leave enemies frightened when they recover from the cowering inflicted by Imperious Command. The DC for this effect will be fairly low but his enemies will be suffering from Aura of Awe to help this land.
E4 to E7 – Heru’s devotion to the laws of his deity manifest and can grant him solid in combat buffs to hit or AC that can be switched each round as needed. Extra Turning provides more fuel to power his divine feats. With it he will have 10 turn attempts a day to split between extra uses of Law Devotion and on Divine Might. Menacing Demeanour gives another large boost to the intimidate skill. His modifier will be +19 now and few enemies should be able to make that save. His blows become particularly fearsome with Resounding Blow and he can leave enemies cowering if they fail a save after he crits them. For the additional crit chance Heru should wield a Falchion and if at all possible it should be enchanted with Keen.
E8 to E10 – His faith in his deity takes another step forward with his 8th epic feat as he gains Initiate of Horus-Re. The ability to turn into a hawk once a day provides some utility options for Heru. This is useful for scouting, infiltration, travel, avoiding obstacles and as a last resort as a method of escape. The last two feats give additional uses of limited resources adding to his combat stamina. Extra Rage a second time gives 5 combats a day in a Whirling Frenzy. Extra Turning brings Heru up to 14 turn attempts which for example would provide 3 additional uses of Law Devotion (4 total) and 5 uses of Divine Might.
AC: 10 + 8 (full plate) + 2 whirling frenzy = 20 (potentially 23 with law devotion)
Attacks: +9 / +4 (base) or +9 / +9 / +4 (+whirling frenzy) or +12 / +12 / +7 (+law devotion) or +15 /+15 / +10 (+righteous fury)
Damage: 2d4+4 (base) or 2d4+7 (+whirling frenzy) or 2d4+10 (+divine might) or 2d4+13 (+righteous fury)
Spoiler: SourcesShowPlayers Handbook / SRD: Paladin, Power Attack, Run, Extra Turning
Unearthed Arcana / SRD: Half Orc Paragon, Desert Half Orc, Whirling Frenzy
Races of Destiny: Menacing Demeanour, Half Orc Paladin
Book of Exalted Deeds: Righteous Wrath, Resounding Blow
Complete Scoundrel: Never Outnumbered
Spell Compendium: Rhino’s Rush
Complete Champion: Law Devotion
Drow of the Underdark: Imperious Command
Complete Warrior: Extra Rage, Intimidating Rage, Divine Might
Champions of Valor: Initiate of Horus-Re