- Location
- United Kingdom
Weirdly the class skill isn't even that useful.Could he talk to the dead with his pyre caller and light skills?
At 6th level, the pyremaster may speak with the ashes of a dead creature. He may ask as many questions as he wishes. The ashes' knowledge is limited to what the creature knew during life, including the languages it spoke (if any). Answers are usually brief, cryptic or repetitive. If the creature's alignment was different from the pyremaster's, the ashes get a Will save (DC 10 + the pyremaster's levels in this class + the pyremaster's Charisma modifier) to resist this ability. The pyremaster can use this ability on ashes that have been deceased for any amount of time, but the ashes must represent the bulk of the creature's body. Partial ashes may be able to give partial answers or partially correct answers. The pyremaster cannot actually speak to the person (whose soul has departed). This ability instead draws on the imprinted knowledge stored in the ashes. The ashes retain the imprint of the soul that once inhabited them, and thus they can speak with all the knowledge that the creature had while alive. The ashes, however, cannot learn new information. Indeed, it can't even remember being questioned.
If I was running a warcraft tabletop game then I'd rely on the players to decide what to ask and go from there. If you had something specific then sure we can discuss, but it looks like there's not a lot you can get out of them.
Also, in terms of tabletop levels I suppose, Grok is pretty multiclassed by now. In tabletop terms, he probably only has 1 level in pyremaster, whereas he has most of his levels in Orc Warrior or Gladiator (as that's what the tabletop treats Blademasters as), he'll have a few in shaman, and now recently a couple in paladin. Obviously in the 'real life' of the story, there's not the same incentives to single class as there are in tabletop. For example, Grok's 'levels' in blademaster, shaman and pyremaster all sort of flow together.
For interest, the blademaster from the rpg book. I must admit I've never fully grasped how DnD works, so if anyone happened to be aware of it you could comment on whether Moogul here would be powerful or not.
Typical Blademaster — Moogul the Sly, 6th-Level Warrior/ 10th-Level Gladiator
Once part of the Burning Blade clan, the few blademasters who still exist are now loyal to the Horde. They have sworn oaths to free their people from demonic corruption, and they usually do this through example: If they can be as formidable as they are without the Legion's help, other orcs can as well.
Moogul the Sly, Male Orc Warrior 6/Gladiator 10: CR 16; Medium humanoid (orc); HD 15d10+45, hp 137; Init +6; Spd 30 ft.; AC 23, touch 13, flat-footed 20; Base Atk +16; Grp +24; Atk +22 melee (2d6+10/17–20, greatsword); Full Atk +22/+17/+12/+7 melee (2d6+10/17–20, greatsword); SA command (5 rounds), critical strike (+4d4 4/day), maximize blow (3/day), supreme cleave, two-handed mastery; SQ low-light vision, orc traits; AL LN; SV Fort +15, Ref +7, Will +6; Str 17, Agy 15, Sta 16, Int 13, Spt 13, Cha 12. Languages Spoken: Common, Orcish and Taur-ahe. Skills: Bluff +15, Climb +21, Intimidate +24. Feats: Battle Shout, Cleave, Combat Expertise, Dodge, Exotic Weapon Proficiency (bastard sword), Exotic Weapon Proficiency (net); Exotic Weapon Proficiency (whip); Furious Charge, Great Cleave, Improved Grapple, Improved Initiative, Improved Unarmed Strike, Intimidating Shout, Mobility, Power Attack, Spring Attack, Weapon Focus (bastard sword), Weapon Focus (grapple), Weapon Focus (greatsword), Weapon Specialization (bastard sword), Weapon Specialization (greatsword), Whirlwind Attack.
Possessions: Mithril +3 breastplate, +2 keen greatsword, amulet of natural armor +2, ring of protection +1, four potions of cure serious wounds.
Description: The orc moves with quickness and fluidity, carrying a long, slender blade in one hand. A red banner rising over his back marks him as a leader, and his long white beard marks him as a sage. Blademasters lead their people into melee combat, unhesitatingly seeking the most vulnerable enemy champions — magi, druids and the like. Blademasters willingly go toe-to-toe with other melee experts as well, drawing from ages of tradition to fuel their combat prowess. Their sashimono banners allow their troops to identify them on the battlefield and move to where the action is thickest. Many act as bodyguards for other Horde champions.
Once part of the Burning Blade clan, the few blademasters who still exist are now loyal to the Horde. They have sworn oaths to free their people from demonic corruption, and they usually do this through example: If they can be as formidable as they are without the Legion's help, other orcs can as well.
Moogul the Sly, Male Orc Warrior 6/Gladiator 10: CR 16; Medium humanoid (orc); HD 15d10+45, hp 137; Init +6; Spd 30 ft.; AC 23, touch 13, flat-footed 20; Base Atk +16; Grp +24; Atk +22 melee (2d6+10/17–20, greatsword); Full Atk +22/+17/+12/+7 melee (2d6+10/17–20, greatsword); SA command (5 rounds), critical strike (+4d4 4/day), maximize blow (3/day), supreme cleave, two-handed mastery; SQ low-light vision, orc traits; AL LN; SV Fort +15, Ref +7, Will +6; Str 17, Agy 15, Sta 16, Int 13, Spt 13, Cha 12. Languages Spoken: Common, Orcish and Taur-ahe. Skills: Bluff +15, Climb +21, Intimidate +24. Feats: Battle Shout, Cleave, Combat Expertise, Dodge, Exotic Weapon Proficiency (bastard sword), Exotic Weapon Proficiency (net); Exotic Weapon Proficiency (whip); Furious Charge, Great Cleave, Improved Grapple, Improved Initiative, Improved Unarmed Strike, Intimidating Shout, Mobility, Power Attack, Spring Attack, Weapon Focus (bastard sword), Weapon Focus (grapple), Weapon Focus (greatsword), Weapon Specialization (bastard sword), Weapon Specialization (greatsword), Whirlwind Attack.
Possessions: Mithril +3 breastplate, +2 keen greatsword, amulet of natural armor +2, ring of protection +1, four potions of cure serious wounds.
Description: The orc moves with quickness and fluidity, carrying a long, slender blade in one hand. A red banner rising over his back marks him as a leader, and his long white beard marks him as a sage. Blademasters lead their people into melee combat, unhesitatingly seeking the most vulnerable enemy champions — magi, druids and the like. Blademasters willingly go toe-to-toe with other melee experts as well, drawing from ages of tradition to fuel their combat prowess. Their sashimono banners allow their troops to identify them on the battlefield and move to where the action is thickest. Many act as bodyguards for other Horde champions.
Last edited: