Post by tujamofalamontyr on Jan 16, 2015 20:49:26 GMT
Tujam of Alamontyr
Played by: BanditoWalrus
Character Sheet: www.myth-weavers.com/sheetview.php?sheetid=1098963
Other Characters: None
Race: Half-Ogre (Savage Species) [ECL +1, Bought Off]
Classes: Grom's Paladin, Sword of God variant (4)
www.giantitp.com/forums/showthread.php?221312-A-hero-is-a-man-too-stubborn-to-die-a-3-5-Paladin-fix-%28PEACH%29&p=12150015#post12150015
Effective Character Level: 4
Gender: Gentleman
Age: 24
Alignment: Lawful Good
Deity: Torm
Height/Weight: 7.8 feet/398 pounds
Personality:
Owing to his uncommon heritage, Tujam tries to downplay his ogre side as much as possible to better fit in to human society. He overcompensates in this respect, trying to act as kind and polite as possible to dispel the stereotypes normally heaped upon an ogre (or half-ogre) such as himself. His politeness is to the point it is unsettling to most others, and can often cause confusion as his mannerisms do not line up with how one expects a half-ogre to act. He has a love of fine food, art, music, and dancing, though (due to his wish to distance himself from his Ogre side as much as possible) he shuns all but the highest of high culture. He idolizes knights and embraces chivalry wholeheartedly. He piously follows the teachings of Torm, and emphasizes honor over anything else. Being a native to Alamontyr, he has a fond liking of strategy, although he lacks the intelligence to formulate any strategy of his own. He's dim witted, but focuses his limited knowledge on of nobility and etiquette. His polite nature and limited intellect make him often assume other people's suggestions are better informed than his own ideas, and he thus tends to go along with other people's suggestions and politely retract any of his own.
Appearance:
Tujam's Ogre heritage shows clearly. He is almost eight feet tall, strong and burly, portly and somewhat overweight due to his love of fine cuisine. He bears dull-yellow skin, which he out of pride refers to as "dark gold". His eyes have the white pupils of an ogre, and his mouth is filled with orange fangs. He has short black hair, and a proper, knightly beard paired with a curling mustache, his hair immaculately kept and trimmed, in keeping with propriety. His orange fingernails are similarly well-kept and finely manicured, and he even spends time grooming and trimming his body hair, every act of sculpting his appearance an attempt to reinforce a sense of decorum and deny his barbaric heritage. He washes and bathes as much as possible, but is unable to fully suppress his natural Ogre Musk. He's undenyably the best smelling half-ogre around, though that isn't saying much. He has an almost obsessive-compulsive need for cleanliness, although due to his natural smell he can never achieve his own standard.
He normally wears a well-kept suit of armor, bearing a massive tower shield while on the field or in a dungeon. Slung across his back is his Great Scimitar, which he refers to as "An Elegant Sword for the Larger Gentleman". The scimitar is masterwork in quality, and has two points (similar to the holy sword "Zulfiqar" within Shia Islam).
When in cities or more casual environments, he wears red and white priestly robes of Torm, as people tend to have panicked reactions when encountering a well-armored half-ogre (wheras encountering a half-ogre dressed as a priest simply provokes confused reactions). Even in casual-wear, he still wears his right-handed gauntlet (the Holy Symbol of Torm), and carries his sword slung across his back, believing a Paladin of Torm must be ready to defend the downtrodden at all times.
History:
Tujam was, predictably, not born of a happy marriage, but speaking to the specific circumstances would, of course, be indecent and not in keeping with filial conduct, and so Tujam speaks very reservedly (if speaking at all) on this subject. Born in the city of Alamontyr in the Border Kingdoms, he grew up attempting very strongly to deny his ogre heritage and act as properly and well-mannered as possible. He idealized the knights of his town, making their romanticized image his ideal goal. In order to support his ageing human mother, he took to the life of a paladin, entering the service of the church of Torm and swearing to uphold all that was good, honorable, and proper, sending some of the proceeds of his exploits back to his mother for the financial support that every dutiful child owes their parents. In his career as a paladin for the church of Torm, he aquired for himself a proper suit of armor, a "decent sized" shield (actually a massive tower shield, due to his freakish strength he feels it is "just right"), and an "elegant sword for a larger gentleman" (actually an oversized Great Scimitar).
Threads:
Party Role Proficiency:
(In order of Proficiency)
Meat Shield: 1 Being a half ogre paladin, can take quite a beating before going down.
Melee Damage: 1 Large sized weaponry and the Great Scimitar in general makes for excellent damage output.
Pack Mule: 1 Can pretty much carry a house if you need him too.
Healer: 2 Some skills as a healer, being a Paladin. Not as good as, say, a Cleric, but decent.
Party Face: 3 No skills in Bluff that you'd typically want in a party face, but has fair skills in Diplomacy, as it is necessary to convince others he is not a threat upon occasion. Thus, a passable face if no better one exists in the group, though his tendency to be polite and agree with others is likely are a detriment to this role.
Racial Abilities:
Half-Ogre Stats: +6 STR, -2 DEX, +2 CON, -2 INT, -2 CHA
Natural Armor: Half Ogres have a Natural Armor bonus of +4
Darkvision 60 Feet: Half Ogres can see in darkness up to 60 feet, though only in black and white.
Giant Blood: For all spells or abilities affecting type or subtype, a half-ogre counts as a Giant.
Feats:
1: Exotic Weapon Proficiency[Great Scimitar] (PHB[Sandstorm]): Allows the Great Scimitar to be wielded one-handed without the usual exotic weapon penalty.
3: Power Attack: Before making attack rolls for a round, may choose to subtract a number from all melee attack rolls and add the same number to all melee damage rolls. This number may not exceed your base attack bonus (+4). The penalty on attacks and bonus on damage apply until your next turn.
Grom's Paladin Bonus Feat: Improved Smiting (Complete Divine): Smite Evil attacks deal an extra 1d6 damage against evil targets and is considered Good aligned for the purpose of overcoming damage reduction.
Class Abilities:
Aura of Good: Tujam radiates an strong aura of the Good alignment.
Detect Evil (at Will): Tujam detects evil in a 60 foot cone emanating from him. First round detects presence or absense of evil. Second round detects the number of evil auras. Third round detects the strength and exact location of the auras.
Smite Evil (1/Day): Tujam can designate an attack as a Smite attack. If the target of the attack is Evil, Tujam adds his Charisma bonus (3) to the attack, and his Paladin level to the damage (4). If the target is not evil, he does not benefit but the ability is still lost. Affected by Improved Smiting (See Feats above, 1d6 extra damage and the attack is Good aligned)
Divine Grace: Tujam adds his Charisma Modifier (3) to all saves.
Lay on Hands (12 Points): Tujam can heal with a touch a number of points equal to his Charisma modifier (3) times his paladin level (4). He can divide these points in any way and does not have to use all in a single touch. He can alternately use the Lay on Hands points to damage an undead creature with a successful melee touch attack that does not provoke attacks of opportunities.
Sword of God (Su): Tujam's weapon is a direct manifestation of his link to his deity. At first level, he gains a masterwork weapon of any type he is proficient with. This is henceforth referred to as his Paladin Weapon. In addition to the abilities described below, his paladin weapon becomes the focus for his spells, and he cannot use his smite evil ability with another weapon.
If his weapon is destroyed, he may forge a new one, at a cost of 200 experience points, in addition to the usual materials needed to craft a masterwork weapon.
At 2nd level, a Tujam's weapon becomes good-aligned.
At 3rd level, a Tujam's weapon gains a +1 enhancement bonus to attack and damage. This bonus increases by one at 6th level, and every third level thereafter, to a maximum of +5 at 15th level (Currently +1).
Hero’s Presence: Each ally within 30 feet gain a morale bonus to saves against fear and spells with the [Evil] description equal to the paladin’s Charisma modifier (3).
A Hero Never Stops: Tujam is immune to fear, paralysis effects, and disease, magical or otherwise.
Turn Undead (6/Day): Tujam turns undead as a Cleric of his level (as a 4th Level Cleric). He can turn undead a number of times equal to his Charisma modifier +3 (total of 6).
Spells(Caster Level 2): Tujam can cast 2 0th level and 3 1st level spells from the Paladin Spell List.
Equipment:
Large Sized Masterwork Great Scimitar (Sandstorm): 2d6+1 Damage Slashing 18-20 *2 Crit Range, 16 lbs: -700 GP
[Paladin Weapon]: The Great Scimitar is Tujam's Paladin Weapon, and benefits from a +1 Enhancement Bonus and is considered Good Aligned.
Large Sized Tower Shield (PHB): +4 AC, 90 lbs, -10 Armor Check: -60 GP
Large Sized Full Plate (PHB): +8 AC, 100 lbs, -6 Armor Check: -3000
Cleric's Vestiments (PHB): Priestly clothing of a Torm Cleric, for when Tujam goes about unarmored, 6 lbs : -5
Silver Holy Symbol (PHB): Torm's symbol, a right handed gauntlet, worn 1 lbs: -25
Backpack (PHB): A bag strapped to the back, for carrying things, 2 lbs: -2
Bedroll (PHB): For sleeping, kept in backpack, 5 lbs: -0.1
Crowbar (PHB): +2 circumstance bonus on STR checks made with it, 5 lbs: -2
Flint and Steel (PHB): For starting fires: -1
Grappling Hook (PHB): For climbing, 4 lbs: -1
Silk Rope (PHB): 50 feet, 5 lbs: -10
Tent (PHB): 20 lbs: -10
Sledge (PHB): For smashing open treasure chests, though the PHB neglects to say what mechanically this means... 10 lbs: -1
[20 Lbs of] Soap (PHB): How else is an ogre adventurer gonna stay clean??, 20 lbs: -10
Small Steel Mirror (PHB): To maintain propriety and decorum in appearance, 1/2 lbs: -10
Large Sized Dagger (PHB): 1d6, 19-20 Crit range, 4 lbs, its a weapon, though Tujam uses it for shaving: -4
Water Skin (PHB): 4 lbs: -1
20 Rations (PHB): Not fine cooking as Tujam prefers, but necessary for travel, 20 Lbs: -10
Bottle of Fine Wine (PHB): 1.5 lbs: -10
Total Inventory Cost:3862.1
Companions:
Other Misc Information:
Level 4 Ability Point went into Charisma, just in case anyone's parsing the math behind my stat scores