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===Lúr=== Formerly called #21, of 25 in column 5. Lúr seems to be a spiritual orc with wide gray eyes that are like two pools of mercury. His narled, curly, gray hair is shoulder-length and is worn in an uncomplicated style. He has an animalistic build. His skin is pea-soup-green. He has a domed forehead and a weak chin. His garb is practical and severe, with a lot of violet and gray. His wardrobe is plain, with a lot of red. He is mean-spirited on the surface, but dull underneath. :: Lúr is of [http://wiki.rpg.net/index.php/ORC_TRIBES#Beast_Mother The Beast Mother] orcs are the name given to a tribe that has degenerated to an almost animalistic state. Most orcs don't think they are orcs at all but are merely some bestial race that was in the north before the Dark God created his chosen. Over the centuries the tribe was driven into the western wastes. Hunting the Beast Mother orcs was a common practice of the western tribes. The tribe survived due to their ability to live like animals and through their superior tracking skills. As the Third Age was nearing its end, the Shadow attempted to bring the tribe back into its embrace so they could be used as fodder for the assaults on the Dorn and the fey. Since the fall of the Kingdom of Erenland, they have been used as the Shadow's hounds to track those who continue to resist in the north. :: Physical description: From a distance, a Beast Mother orc looks like a worg or small crouching bear. They normally propel themselves using all four limbs and can actually move very quickly. They are extremely hairy, normally filthy, and you can barely sense any intelligence in their eyes. Their faces have a pronounced, almost canine appearance. :: male orc Bbn2/Ftr5 :: '''Hit Dice''': 2d12+5d10 (HP 35) :: '''Initiative''': +0 :: '''Speed''': 40 ft. :: '''Armor Class''': 10 :: '''Attack''': +10/+5 melee, or +7/+2 ranged :: '''Saves''': Fort +7, Ref +1, Will +3 :: '''Alignment''': CE :: '''Abilities''': Str 16, Dex 11, Con 10, Int 9, Wis 11, Cha 8 :: '''Size''': Medium (6'3", 275lbs) :: '''CR''': 7 :: '''Languages''': Black tongue, High elven (pidgin), Old dwarven (pidgin), Orcish (basic). :: '''Feats''': Cleave, Combat reflexes, Iron will, Lucky, Orc fighting initiate (Lunging Cleave, Iron-Handed Grappling), Power attack, Quickened donning. :: '''Class Abilities(Bbn)''': Speed bonus +10ft, Rage 1/day, Illiteracy, Uncanny dodge. :: '''Class Abilities(Ftr)''': Bonus feat (any fighting) (x3), Leader of men, Bonus feat (leader of men). :: '''Skills''': Climb +13, Handle animal +4, Hide +0, Jump +10, Listen +0, Move silently +0, Spot +0, Swim +11 :: '''Weapon Familiarity''': Orcs can use vardatches as martial weapons, rather than martial weapons. :: '''Night Fighters''': Orcs have darvision, which allows them to see in normal darkness up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight. Further, orcs are so at home in darkness that they gain a +1 racial bonus on attack rolls when there is no light at all. :: '''Light Sensitivity''': Orcs suffer a -1 penalty on attack rolls in bright sunlight or within the radius of a daylight spell. :: '''Resistance to Cold''': Orcs are immune to nonlethal damage caused by cold dangers like cold weather, severe cold or exposure, or extreme cold. Additionally, orcs suffer only half the normal damage (rounded down) from the lethal cold damage caused by extreme cold. :: '''Natural Predators''': Orcs may add their Strength modifiers (in addition to their Charisma modifiers) to Intimidate checks. :: '''Spell Resistant''': Orcs gain a +2 racial bonus on all saves against spells and spell-like effects, but those with spell energy have two fewer points of spell energy than they otherwise would. Only the kurasatch udareen may avoid this drawback. :: +1 racial bonus on damage rolls against dwarves. :: +1 racial bonus to attack rolls when fighting in groups of 10 or more orcs, whether they are enemies or allies. :: '''EQUIPMENT''' ::: '''Vardatch''': 6 vp; 1d12; x2; --; 12 lb.; Slashing. This crude, brutal weapon, which translates to "cleaver" in the orcish tongue, is a heavy, broad-bladed sword with a blunt edge and a serrated edge. The vardatch is considered a slashing weapon, though it does not so much slash as tear. They are sturdy, heavy, and cheap to produce. A vardatch is too large to use in one hand without special training; thus it is an exotic weapon. Wielding a vardatch with one hand, even with the appropriate Exotic Weapon Proficiency, requires a Strength of at least 13. A Medium character can use a vardatch two-handed as a martial weapon. ----
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