UnbuffedSize: Large
HD 9d8+2d10+55+11 (51+55+11=117)
AC: 30 (10+9nat+4dex+8armor-1size)
Saves: F16, R11, W14
Stats: Str 20, Dex 19, Con 22, Int 18, Wis 18, Cha 18
BAB/Grapple: 11/20
Attacks: Large guisarme +19/+14/+14 (2d6+11)
+16/+9/+9 (2d6+11) w/Stone Power
+20/15/15 (2d6+11) w/Stone Power and flanking
Large Bow +18/+13/+13 (2d6+9)
and bite +12 (1d8+2)
+7 (1d8+2) w/Stone Power
+11 (1d8+2) w/Stone Power and flanking
Planned Tactics (this didn't happen...): The barghest and his minions use Mass Invis. to ambush enemies. They buff silently while waiting or stalking with Mass Enlarge, Bull's Strength, Rage, and Blink on the Barghest.
Suprize round: Barghest takes the highest initiative of one minion via WPT, and activates Leading the Charge, granting them all +6 damage. They charge, and set up flanking, all gaining a +4 to hit. The worgs attack first, hoping to trip and make it easier for everyone. The goblins use Combat Alacrity to get 2 attacks each, but save their immediate actions.
Round 1: Barghest activates Thicket of Blades. Everyone attacks.
Buffed with Mass Enlarge and Bull's StrSize: Huge
HD 9d8+2d10+55+11 (51+55+11=117)
AC: 28 (10+9nat+3dex+8armor-2size), Touch 11, FF 25
Saves: F16, R10, W14
Stats: Str 26, Dex 17, Con 22, Int 18, Wis 18, Cha 18
BAB/Grapple: 11/27
Attacks: Huge guisarme +24/+19/+19 (3d6+19+2d6fire)
+19/+14/+14 (3d6+19+2d6fire) w/Stone Power
+23/18/18 (3d6+18+2d6fire) w/Stone Power and flanking
Huge Bow +20/+15/+15 (3d6+12+2d6fire)
and bite +14 (2d6+6+2d6fire)
+9 (2d6+6+2d6fire) w/Stone Power
Defenses: DR 5/-, 10 THP/round (w/-5 attack penalty), Thicket of Blades
Offenses: Flanks anyone allies flank, gains +4 from flanking and so do allies, one AoO against an enemy hit by an ally once per round
Items: Large magic guisarme (+1/3 enh, so +4), Gloves of Dex (+1/3, so +4), Belt of Con (+4), Large composite magic bow (+4 enh, made for 20 str, 2d8+8 dmg, 140' range inc.) with least weapon crystal of returning, magic chain shirt
Crusader Maneuvers (IL6):
* 1st level (5, all readied thanks to 3 rounds of not using any): Defensive Rebuke (DS3 1 prereq, swift, boost, enemies attacking allies provoke), Vanguard Strike (DS1, no prereq, std, if attack hits allies gain +4 to attack target till next turn), Revitalizing Strike (DS3, 1 prereq, std, heal 3d6+7 to one ally w/in 10 ft), Stone Vise (SD2 no prereq, std +1d6 dmg, Fort (DC 12+Str) or movement is 0 for 1 round), Bonecrusher (SD3 no prereq, std, +4d6 damage and target suffers +10 to confirm crits afterward), Leading the Charge (WR1, no prereqs, swift, stance, allies that charge gain +IL to damage)
* 2nd level: Thicket of Blades (DS3 1 prereq, swift, stance, all movement provokes)
Cha to Will saves
Feats: 1, 3, 6, 9, 1 bonus from taint (thanks Kuro!
)
Wolfpack Tactics [Combat]Benefits: This combat feat scales with your base attack bonus.
* BAB+0: If an ally is flanking an opponent you are in melee with, you are considered to be flanking that opponent also, and get all the normal benefits of flanking.
* BAB+1: Once per round you make make an Attack of Opportunity on an opponent damaged by one of your allies.
* BAB+6: If one of your allies is flanking an opponent, you are considered to be flanking that opponent also, even if you are using a ranged attack.
* BAB +11: You may change your initiative order to act on the same initiative count as one of your allies. This free action must be taken after initiative checks are rolled, but before regular rounds begin. It lasts for the entire combat, or until you ready or delay your action, just as if you had initially rolled this initiative roll.
* BAB +16: You may step in front of an attack directed at one of your allies that is within your reach as an immediate action. You take the damage from the attack instead of them, or if it is a non-damaging attack you are affected instead of them. Any resistances or immunities you have against the attack apply normally. This can work against rays, but not against area attacks.
Expert Tactician (Tome): (+4 flanking for you and allies, feint as immediate,
make difficult terrain as move, count as being 5' from position for flanking)
Stone Power (take up to -5 attack, gain 2x temp. hit points for 1 round. Can use w/normal attacks or Stone Dragon strikes)
Extra Granted ManeuverGreat Fortitude [Combat]You are so tough. Your belly is like a prism.
Benefits: This is a combat feat that scales with your Base Attack Bonus.
* +0: You gain a +3 bonus to your Fortitude Saves.
* +1: You die at -20 instead of -10.
* +6: You gain 1 hit point per level.
* +11: You gain DR of 5/-.
Skills (copy/paste from MM, except Concentration): Bluff +16, Climb +17, Concentration +20, Diplomacy +8, Disguise +4 (+6 acting), Hide +10*, Intimidate +18, Jump +21, Listen +16, Move Silently +14, Sense Motive +16, Spot +16 Survival +16 (+18 following tracks), Tumble +16