Gorge was Eliot tagars COnstant companion throughtout the mentor game between John (aka Mercoid)and I. Gorge became strong enough to take down some of the toughest figths we had to face and was a power house tank!
the monster class of mosnters had the ability to absorb new abilites and pwoers from other mosnter they had defeated adn it was Up to John what mosnters Gorge absorbed.
this was one of my favorite characters and he was alot of fun to play even as an npc comanion for my only player at the time John.
Gorge is the grandaddy to a number of character archtypes as well. the Big goofy and fun but super helpful NPC companions for other players to bounce off of.
______INVENTORY______
Qui chi Mei Halberd +5 (Blue Fire King) 1d10+4d6+5 Fire.
Qui chi Mei Armor 18 (Fire Resistance).
Scarf of Elior Tagar (a fond memorial heirloom of his oldest and most trusted friend. which he keeps tied around his necks at all times)
_______________________
Player: NPC Companion
Name: Gorge Tagar
Background: (Legendary Familiar)
Race: Ettinmere Giant
Age: (Same age as Elior Tagar)
Class: Fighter (Totem Knight)
Lv: 20
Ac: 18
Hp: (20d10+CON) 224 /
Spd: 30ft
Size: Huge
STR: 22 +6
DEX: 10 +0
CON: 17 +3
INT: 10 +0
WIS: 14 +2
CHA: 10 +0
Languages:
Proficiency Bonus: +6
Saves: STR 12, CON 9.
Passive Perception: 12
Tools:
Skills:
* for Proficiency, ** For Expertise.
*Athletics (Str) 12
*Acrobatics (Dex) 6
Sleight of Hand (Dex) 0
Stealth (Dex) 0
Vehicle Handling (Dex) 0
Arcana (Int) 0
History (Int) 0
Investigation (Int) 0
Mechanics (Int) 0
Nature (Int) 0
Religion (Int) 0
Science (Int) 0
Technology (Int) 0
Animal Handling (Wis) 2
*Insight (Wis) 8
Medicine (Wis) 2
Perception (Wis) (Advantage Sight) 2
Survival (Wis) 2
Deception (Cha) 0
*Intimidation (Cha) 6
Performance (Cha) 0
Persuasion (Cha) 0
Feats: (7)
Telepathic: You awaken the ability to mentally connect with others, granting you the following benefits:
Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
You can speak telepathically to any creature you can see within 60 feet of you. Your telepathic utterances are in a language you know, and the creature understands you only if it knows that language. Your communication doesn't give the creature the ability to respond to you telepathically.
You can cast the Detect Thoughts spell, requiring no spell slot or components, and you must finish a long rest before you can cast it this way again. Your spellcasting ability for the spell is the ability increased by this feat. If you have spell slots of 2nd level or higher, you can cast this spell with them.
Strike of the Giants: You have absorbed primeval magic that gives you an echo of the might of giants. When you take this feat, choose one of the benefits listed below. Once per turn, when you hit a target with a melee weapon attack or a ranged weapon attack using a thrown weapon, you can imbue the attack with an additional effect depending on the benefit you chose:
Hill Strike. The target takes an extra 1d6 damage of the weapon’s type. If the target is a creature, it must succeed on a Strength saving throw or have the prone condition.
Frost Strike. The target takes an extra 1d6 cold damage. If the target is a creature, it must succeed on a Constitution saving throw, or its speed is reduced to 0 until the start of your next turn.
The saving throw DC for these effects equals 8 + your proficiency bonus + your Strength or Constitution modifier. DC 19
You can use this feat a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Heavy Armor Master: You can use your armor to deflect strikes that would kill others. You gain the following benefits:
Increase your Strength score by 1, to a maximum of 20.
While you are wearing heavy armor, bludgeoning, piercing, and slashing damage that you take from nonmagical attacks is reduced by 3.
Sentinel: You have mastered techniques to take advantage of every drop in any enemy's guard, gaining the following benefits.
When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn.
Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach.
When a creature within 5 feet of you makes an attack against a target other than you (and that target doesn't have this feat), you can use your reaction to make a melee weapon attack against the attacking creature.
Fighting Initiate x2 (Interception/Protection): Your martial training has helped you develop a particular style of fighting. As a result, you learn one Fighting Style option of your choice from the fighter class. If you already have a style, the one you choose must be different.
Whenever you reach a level that grants the Ability Score Improvement feature, you can replace this feat's fighting style with another one from the fighter class that you don't have.
Tough: Your hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points.
Race: Ettinmere
Two Heads. The ettin has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.
Wakeful. When one of the ettin’s heads is asleep, its other head is awake.
Monster Absorption: (Absorbed Abilities may be used a total number of times equal to CON+ Half Prof) 6 / 6
DC 8+CON+Prof: 17.
(Ettinmere) Energy Chain (1d4+Int Force, Paralysis on fail)
(Ettinmere) StarLight Heal (heals 3d6+level+WIS HP to 1 target. Also cures POISON.)
(Ettinmere) Wall Rune (Prevents enemy from using Projectile Attacks)
Silf: Magic Missile (as 3rd level).
Quake Worm: Petrifying Breath.
Dragon Death Knight: Dead Zone.
Class: Fighter: Style (Great Weapon Fighting), Second Wind (1d10+20), Extra Attack (x3), Indomitable (x2), Action Surge ( x2 ), ASI (14),
Totem Knight: Markers (5)
Monster Ward Marker (by placing this Rune down inside your camp or on the battlefield will ward off ONE type of monster at the choosing of the totem master)
Demon Ward Marker (by placing this marker inside your camp or on the battlefield will Damage any creature of the Demon subtype who comes near it or anyone inside its radius for 1d12)
Grand Feast Marker (by placing this marker in your camp or on the battlefield will provide enough food to feed 10 people. This Totem grants the use of Hero’s Feast)
Beast’s Friend Marker (This Totem when placed on the ground will attract 1d6+Cha Creatures to fight for you. They remain so long as the totem remains. The CR is based on your level)
Divine Spirit Marker (When placed on the ground this totem will heal all allies within 30ft of it at the end of start of each round for 1d12 Hitpoints)
Giant's Might: At 3rd level, you have learned how to imbue yourself with the might of giants. As a bonus action, you magically gain the following benefits, which last for 1 minute:
If you are smaller than Large, you become Large, along with anything you are wearing. If you lack the room to become Large, your size doesn't change.
You have advantage on Strength checks and Strength saving throws.
Once on each of your turns, one of your attacks with a weapon or an unarmed strike can deal an extra 1d6 damage to a target on a hit.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.
Runic Shield: At 7th level, you learn to invoke your rune magic to protect your allies. When another creature you can see within 60 feet of you is hit by an attack roll, you can use your reaction to force the attacker to reroll the d20 and use the new roll. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Great Stature: By 10th level, the magic of your runes permanently alters you. When you gain this feature, roll 3d4. You grow a number of inches in height equal to the roll. The extra damage you deal with your Giant's Might feature increases to 1d8.
Master of Runes: At 15th level, you can invoke each rune you know from your Rune Carver feature twice, rather than once, and you regain all expended uses when you finish a short or long rest.
Runic Juggernaut: At 18th level, you learn how to amplify your rune-powered transformation. As a result, the extra damage you deal with the Giant's Might feature increases to 1d10. Moreover, when you use that feature, your size can increase to Huge, and while you are that size, your reach increases by 5 feet.
_______________________
Gorge wields variouse magic items including the blue Fire Kings armor and halberd witch helped bring down many baddies durnign the mentor game.
the monster class of mosnters had the ability to absorb new abilites and pwoers from other mosnter they had defeated adn it was Up to John what mosnters Gorge absorbed.
this was one of my favorite characters and he was alot of fun to play even as an npc comanion for my only player at the time John.
Gorge is the grandaddy to a number of character archtypes as well. the Big goofy and fun but super helpful NPC companions for other players to bounce off of.
______INVENTORY______
Qui chi Mei Halberd +5 (Blue Fire King) 1d10+4d6+5 Fire.
Qui chi Mei Armor 18 (Fire Resistance).
Scarf of Elior Tagar (a fond memorial heirloom of his oldest and most trusted friend. which he keeps tied around his necks at all times)
_______________________
Player: NPC Companion
Name: Gorge Tagar
Background: (Legendary Familiar)
Race: Ettinmere Giant
Age: (Same age as Elior Tagar)
Class: Fighter (Totem Knight)
Lv: 20
Ac: 18
Hp: (20d10+CON) 224 /
Spd: 30ft
Size: Huge
STR: 22 +6
DEX: 10 +0
CON: 17 +3
INT: 10 +0
WIS: 14 +2
CHA: 10 +0
Languages:
Proficiency Bonus: +6
Saves: STR 12, CON 9.
Passive Perception: 12
Tools:
Skills:
* for Proficiency, ** For Expertise.
*Athletics (Str) 12
*Acrobatics (Dex) 6
Sleight of Hand (Dex) 0
Stealth (Dex) 0
Vehicle Handling (Dex) 0
Arcana (Int) 0
History (Int) 0
Investigation (Int) 0
Mechanics (Int) 0
Nature (Int) 0
Religion (Int) 0
Science (Int) 0
Technology (Int) 0
Animal Handling (Wis) 2
*Insight (Wis) 8
Medicine (Wis) 2
Perception (Wis) (Advantage Sight) 2
Survival (Wis) 2
Deception (Cha) 0
*Intimidation (Cha) 6
Performance (Cha) 0
Persuasion (Cha) 0
Feats: (7)
Telepathic: You awaken the ability to mentally connect with others, granting you the following benefits:
Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
You can speak telepathically to any creature you can see within 60 feet of you. Your telepathic utterances are in a language you know, and the creature understands you only if it knows that language. Your communication doesn't give the creature the ability to respond to you telepathically.
You can cast the Detect Thoughts spell, requiring no spell slot or components, and you must finish a long rest before you can cast it this way again. Your spellcasting ability for the spell is the ability increased by this feat. If you have spell slots of 2nd level or higher, you can cast this spell with them.
Strike of the Giants: You have absorbed primeval magic that gives you an echo of the might of giants. When you take this feat, choose one of the benefits listed below. Once per turn, when you hit a target with a melee weapon attack or a ranged weapon attack using a thrown weapon, you can imbue the attack with an additional effect depending on the benefit you chose:
Hill Strike. The target takes an extra 1d6 damage of the weapon’s type. If the target is a creature, it must succeed on a Strength saving throw or have the prone condition.
Frost Strike. The target takes an extra 1d6 cold damage. If the target is a creature, it must succeed on a Constitution saving throw, or its speed is reduced to 0 until the start of your next turn.
The saving throw DC for these effects equals 8 + your proficiency bonus + your Strength or Constitution modifier. DC 19
You can use this feat a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Heavy Armor Master: You can use your armor to deflect strikes that would kill others. You gain the following benefits:
Increase your Strength score by 1, to a maximum of 20.
While you are wearing heavy armor, bludgeoning, piercing, and slashing damage that you take from nonmagical attacks is reduced by 3.
Sentinel: You have mastered techniques to take advantage of every drop in any enemy's guard, gaining the following benefits.
When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn.
Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach.
When a creature within 5 feet of you makes an attack against a target other than you (and that target doesn't have this feat), you can use your reaction to make a melee weapon attack against the attacking creature.
Fighting Initiate x2 (Interception/Protection): Your martial training has helped you develop a particular style of fighting. As a result, you learn one Fighting Style option of your choice from the fighter class. If you already have a style, the one you choose must be different.
Whenever you reach a level that grants the Ability Score Improvement feature, you can replace this feat's fighting style with another one from the fighter class that you don't have.
Tough: Your hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points.
Race: Ettinmere
Two Heads. The ettin has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.
Wakeful. When one of the ettin’s heads is asleep, its other head is awake.
Monster Absorption: (Absorbed Abilities may be used a total number of times equal to CON+ Half Prof) 6 / 6
DC 8+CON+Prof: 17.
(Ettinmere) Energy Chain (1d4+Int Force, Paralysis on fail)
(Ettinmere) StarLight Heal (heals 3d6+level+WIS HP to 1 target. Also cures POISON.)
(Ettinmere) Wall Rune (Prevents enemy from using Projectile Attacks)
Silf: Magic Missile (as 3rd level).
Quake Worm: Petrifying Breath.
Dragon Death Knight: Dead Zone.
Class: Fighter: Style (Great Weapon Fighting), Second Wind (1d10+20), Extra Attack (x3), Indomitable (x2), Action Surge ( x2 ), ASI (14),
Totem Knight: Markers (5)
Monster Ward Marker (by placing this Rune down inside your camp or on the battlefield will ward off ONE type of monster at the choosing of the totem master)
Demon Ward Marker (by placing this marker inside your camp or on the battlefield will Damage any creature of the Demon subtype who comes near it or anyone inside its radius for 1d12)
Grand Feast Marker (by placing this marker in your camp or on the battlefield will provide enough food to feed 10 people. This Totem grants the use of Hero’s Feast)
Beast’s Friend Marker (This Totem when placed on the ground will attract 1d6+Cha Creatures to fight for you. They remain so long as the totem remains. The CR is based on your level)
Divine Spirit Marker (When placed on the ground this totem will heal all allies within 30ft of it at the end of start of each round for 1d12 Hitpoints)
Giant's Might: At 3rd level, you have learned how to imbue yourself with the might of giants. As a bonus action, you magically gain the following benefits, which last for 1 minute:
If you are smaller than Large, you become Large, along with anything you are wearing. If you lack the room to become Large, your size doesn't change.
You have advantage on Strength checks and Strength saving throws.
Once on each of your turns, one of your attacks with a weapon or an unarmed strike can deal an extra 1d6 damage to a target on a hit.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.
Runic Shield: At 7th level, you learn to invoke your rune magic to protect your allies. When another creature you can see within 60 feet of you is hit by an attack roll, you can use your reaction to force the attacker to reroll the d20 and use the new roll. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Great Stature: By 10th level, the magic of your runes permanently alters you. When you gain this feature, roll 3d4. You grow a number of inches in height equal to the roll. The extra damage you deal with your Giant's Might feature increases to 1d8.
Master of Runes: At 15th level, you can invoke each rune you know from your Rune Carver feature twice, rather than once, and you regain all expended uses when you finish a short or long rest.
Runic Juggernaut: At 18th level, you learn how to amplify your rune-powered transformation. As a result, the extra damage you deal with the Giant's Might feature increases to 1d10. Moreover, when you use that feature, your size can increase to Huge, and while you are that size, your reach increases by 5 feet.
_______________________
Gorge wields variouse magic items including the blue Fire Kings armor and halberd witch helped bring down many baddies durnign the mentor game.
Category Designs / Fantasy
Species Exotic (Other)
Size 2096 x 763px
File Size 1.65 MB
FA+

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