Hi Raihan,
I plan to have Goram do silly strength-based stuff in game, so I'll have to ask some rules questions! :-D
I'm planning to use 'Kord's Force' to punch down walls and doors, and smash the ground and ceiling here and there.
In the Rules Compendium (p175), the strongest door listed is forcing open an adamantine portcullis at DC 35, and the DC given to break down the thickest wall (1 foot thick masonry wall) also has a DC 35.
My Athletics is now +22, and I roll twice (Agile Athlete); I can get a 35 approximately 60 percent of the time. Not the best odds, but I can improve it in the next couple of levels.
So with a standard action, I can try to kick down the toughest doors and most solid walls in the game. (It also depends on how thick the walls are in the dungeon. 1 foot walls will be more common in normal buildings I guess, to save building materials and utilize living space. More exotic dungeons may differ.)
Is that all right with you? As the DM, you will probably have to deal with my unusual questions, like 'Can I make a Perception check to look for the weak point in the wall?'
Cool stuff I can think of Goram doing:
1) Spend standard action punching a hole in the wall, then spend another standard action bull rushing a dangerous enemy through that passage into another room, and then block the hole to prevent the enemy from coming out.
2) Minor action to identify load-bearing column with Dungeoneering, spend standard action to knock it down and bring the ceiling down on a bunch of enemies.
3) Spend standard action smash a hole into the floor - will that make some squares of difficult terrain, or a sort of pit - something like that?
4) Smash through the doors and walls of the castle of the Feydark Prince, and shout 'GIANT! I AM HERE FOR MY CHILDREN!'
Also, which skill would you rule the - Perception or Dungeoneering - for identifying and knowing what walls to break down, and how to break down walls safely in a complex?
Perception covers spotting secret Doors and passages, while Dungeoneering covers architectural skills and underground complexes. I have both skills, and want to know which skill do you think is more important and relevant for being a good one-man wrecking crew in your game?
I've invested some powers, feats, and items into developing this ability to be a human bulldozer, so I want these abilities to be useful. I'm more interested in the cinematic and stunting possibilities of being a strong man rather than exploiting a grey rules area, yet I also want a little bit of pay-off for these fluff feats (I could just be boring and go the standard damage route).
Hence, I thought I'll ask you before the next session with Goram begins, since these are all quite out of the box scenarios.