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=Orc Troop Stats= ''(Created by "Doomed Hero" from the Against the Shadows message board in his "[http://www.againsttheshadow.org/index.php?topic=1047.0 Organization]" thread)'' ==Izrador's Possessions== Izrador is also rumored to be able to posses any of his faithful but particularly his priesthood the legates and the sisters of the kurasatch udareen. In truth, his foul possession is too much for even the most corrupt soul to bear, and any host would surely die or go insane within moments of the possession. Were the vessel to somehow survive, Izradorís aspect would quickly subsume that of his chosen avatar. Even through a mask of flesh, any that look upon him soon must see the Shadow for what he is. Why he does not do so, whether or not he is at all vulnerable when possessing one of his servants, and how much of his power it takes to do so, are all unknown. It might be too much to hope for to say that possessing one of his minions is beyond his power; it is more likely that he simply has not had the need to do so and that, if he ever has, none who witnessed the event survived. ==Sendings of the Shadow== The endless dreams come early to all orcish children, usually after their sixth birthday. Male orcs turn to what they know when the night-terrors begin. They lash out with tooth and claw, seeking to escape the pain and fear in violence. Older children copy the overseers’ ritual dances and drumming, clumsily at first, then with growing skill and flare. On the march south they may learn more dances, more rhythms, more languages, and more ways to kill. These rituals all have one topic, one metaphor, one goal: to inspire hate. <br> When an orc male catches his first sight of a human or fey all of Izrador’s visions, all of the rituals and drum-beats, come rushing back in a black tide of rage and hate. Only when the last foe falls do they regain control. That fear and rage never fade, though some orcs learn to temper it. Most revel in it as, for a few moments, they share something pure with their brothers. <br> Female orcs suffer under the same dreams as their male kin. Like the males, they turn to what they know. Fortunately, their training includes indoctrination into the orcish cult of the Shadow. This leads them to the priestesses, who sooth young girls by explaining the meaning behind each glimpse into the dark god’s mind. Older girls must speak to their tribe’s head kurasatch udareen upon receiving a vision. The high priestess interprets the vision for them, telling the child a part of the truth. Older women, fully in their caste, may pray directly to Izrador for guidance or revelation. ==The Call to War== Male orcs infest northern and southern Erenland in warbands up to 10,000 strong. All told, roughly 200,000 orcs serve in Jahzir’s armies throughout Eredane. Legates and oruks are often called upon to act as their officers, though some orcs occasionally display a knack for military affairs. Orcs mustered by the tribes to fill the Night King’s demand for soldiers travel to Highwall, Fallport, and Davindale. There they meet military discipline and command structures for the first time. Most never really understand either; the only thing they truly grasp is the system of dominance through which they survived the pits. The army maintains three kinds of garrisons in the southern lands: occupied fortifications, pickets, and supply camps. Wherever possible, warbands occupy existing human or dwarf-built fortifications, repairing any damage done during a siege with slave labor. If no suitable fortifications remain near an important site, they have slaves construct long picket-lines of sharpened stakes, trenches, earthworks, and rubble-strewn fields. The loosely built supply camps act as staging areas for armies on the move and resupply depots for stationary and traveling warbands alike. Jahzir prefers to staff these camps with hobgoblins and humans, as male orcs make terrible record-keepers, organizers, and long-range planners. ==Orc Military Rank== To qualify for a given rank, an orc character has to have a minimum character level, a minimum number of ranks in Profession (soldier), and a minimum number of enemy kills, as indicated by his arm scars. The following guidelines should be used to determine rank, but remember that just because a character has the minimum qualifications, this does not mean automatic promotion. The DM must consider the character’s reputation within his tribe and the nature of his combat experience before allowing the character’s commanders to promote him. Of course, a character that successfully challenges or otherwise displaces a superior usurps that soldier’s rank in fine orc tradition. The only question that remains is how long he will be able to hold it. ::* '''Soldier''' - Rank/Level/Kills ::* '''Recruit''' - 1/1/0 ::* '''Blooded''' - 2/4/10 ::* '''Trooper''' - 4/5/30 ::* '''Warrior''' - 6/6/50 ::* '''Champion''' - 8/7/70 ::* '''Commander''' - 10/9/100 ::* '''Warchief''' - 15/12/150 ===Orc-ganizational Breakdown=== : Its established in 'canon' that an "Orc FIST" is 23 orc. On p.389 of the Core... ::: '''Orc Fist''': 20 orc recruits, 2 orc troopers, 1orc elite : Organizational Breakdown from smallest standard group-type to largest. The level listed next to the leader of each group is their title and their minimum level. Leaders 1 or 2 levels higher are known to exist. ::* '''Fist''' . 4 infantry (1st level). 1 Fist Leader (2nd level) (5 total) ::* '''Squad''' 2 Fists, 1 Squad Leader (3rd level) (11 total) ::* '''Company''' 4 Squads, 1 Lieutenant (6th level) (45 total) ::* '''Force''' 4 Companies, 1 Captain (9th level) (181 total) ::* '''Warband''' 4 Forces, 1 Warmaster (12th level) (725 total) ::* '''Horde''' 4 Warbands, 1 Commander (15th level) (2901 total) ::* '''Legion''' 4 Hordes, 1 Overlord (17th level) (11,605 total) ::* '''Army''' 4 Legions, 1 General (19th level) (46,421 total) ===quick reference stat blocks=== ====Basic Infantry==== : Orc Fighter 1 : HP:12 AC:17 (chain+shield) : M.Atk: +6 Dmg: D12+4 (Vardatch) : R.Atk: +1 Dmg: D8 Range: 100' (Longbow) : Move:20 F:+4 R:+0 W:+0 : Wpn. Focus Vardatch : Power Attack ====Light Infantry==== : stats in parenthesis are adjusted for Rage : Orc Barbarian 1 : HP:12 (14) AC:16 (14) (chain shirt+shield) : M.Atk:+5 (+7) Dmg: D12+4 (+6) (Vardatch) : R.Atk:+2 Dmg: D6+4 (+6) Range: 30' (Javelin) : Move:40 F:+4 R:+0 W:+0 (+2) : Extended Rage (11 rounds) ====Heavy Infantry==== : Orc Fighter 1 : HP:12 AC:20 (splint mail+tower shield) : M.Atk: +4 Dmg: D12+4 (Vardatch) : R.Atk: +1 Dmg: D8+4 (Javelin) : Move:20 F:+4 R:+0 W:+0 : Wpn. Focus Vardatch : Power Attack ==Fist Leaders== ====Blade Breaker==== : Orc Fighter 2 : HP:20 AC:17 (chain+shield) : M.Atk: +7 Dmg: D12+5 (vardatch) : R.Atk: +2 Dmg: D8 Range: 100' (longbow) : Move: 20 F:+5 R:+1 W:+0 : Power Attack : Improved Sunder : Block Arrows (like monk ability, only with shield) ====Dead Eye==== : Orc Fighter 2 : HP:20 AC:16 (S.Leather+Dex) : M.Atk: +6 Dmg: d12+4 (vardatch) : R.Atk: +6 Dmg: d8+4 Range: 120' (composite longbow) : Move:30 F:+5 R:+3 W:+0 : Weapon Focus- Longbow : Point Blank Shot (add +1 atk for close range) : Precise Shot ====Relentless ==== : Orc Fighter 1/Barbarian 1 (stats in parenthesis are adjusted for Rage) : HP:23 (27) AC:14 (12) (chain shirt) : M.Atk: +7 (+9) Dmg: 2d8+7 (+10) (Greater Vardatch) : R.Atk: +2 Dmg: d6+5 (+7) Range: 30' : Move: 40 F:+7 R:+0 W:+0 : Endurance : Rage x1 : Die Hard : Extended Rage (11 rounds) ====Blade Warden Initiate==== : Orc Fighter 2 : HP:20 AC:19 (breast plate+ 2-w defense) : M.Atk: +6 (+4/+4) Dmg: d12+4 : R.Atk: +2 Dmg: d6+4 Range: 30' (javelin) : Move: 20 F:+5 R:+1 W:+0 : 2 weapon fighting : oversize 2 weapon fighting : 2 weapon defense ====Grey Hand Initiate==== : Orc Legate 2 : HP:17 AC:18 (splint mail+shield) : M.Atk: +5 Dmg: d12+4 : R.Atk: +2 Dmg: d10 Range: 80' (heavy crossbow) : Move: 20 F:+5 R:+0 W:+5 : 0th level spells x4 : 1st level spells x3+1 Death and War domains) : (Liberal use of Cause Fear and Cure Light, Blesses before combat if possible) : Rebuke Undead x3 : Sacred Vengeance (complete divine) ==Supplement Troops== ====Piker==== : Orc Fighter 3 : HP:29 AC: 17 (Chain+Dex) : M.Atk: +7 Dmg: d10+6 (Pike, 10' reach) : Move: 20 F:+5 R:+3 W:+1 : Combat Reflexes (+2 Dex bonus) : Combat Expertise : Improved Trip (hooked pike grants +2 bonus) : Knockdown (10+ damage dealt= free trip check) : (Trained to go Full Defensive while being engaged, letting squad mates attack from reach) ====Shield Bearer==== : Orc Fighter 2 : HP:22 AC: 19 (alone) 24 or 29 (from feats and equipment bonuses) (1/2 Plate+ Shield) : M.Atk: +5 Dmg: d12+4 (Vardatch) : Move: 20 F:+5 R:+1 W:+0 : Phalanx Fighting (complete warrior) : Combat Expertise : Flanker (miniatures handbook. Flank from squares you threaten instead of the one you're in) : (Interlocking shield. +1 AC while fighting adjacent to another character w/ and interlocking shield) ==Orcish Chariot Team == : (Not much use against the elves and dwarves, but was used extensively against the sarcosans and halflings.) ====Driver==== : Orc fighter 2 : HP:20 AC:19 (Banded Mail+Shield) : M.Atk: +6 Dmg: d12+4 (vardatch) : R.Atk: +4 Dmg: d6+4 Range: 30' (Javelin) : Move: 20 (dismounted) F:+5 R:+2 W:+0 : Mounted Combat : Ride-by-Attack : Trample : Ride+9 (+2 equipment bonus) : Special Equipment: Chariot. 10x10 vehicle. Driver counts as mounted. +5 to Ride check DC's. +2d6 trample damage. Bladed Wheels- If chariot passes adjacent to a creature in any round that the chariot moves more than 80 feet, that creature must make a DC 15 Reflex save or take 3d6 damage. Chariot is made of steel and wood, has a hardness of 10 and 25HP. If a chariot is destroyed, all riders take Falling damage equal to the amount of distance covered by the chariot's last movement. : Whenever the Driver makes a Ride check, riders that are not the driver must make a Balance check (at the same DC). Failure means a -2 to all actions for one round. Failure by 10 or more means the rider has been thrown. ====Chariot Archer==== : Orc fighter 1 : HP:12 AC: 17 (chain+buckler+dex) : M.Atk:+5 Dmg: d12+4 (vardatch) : R.Atk:+4 Dmg: D6+3 Range: 70' (composite short bow) : Move: 20' (when dismounted) F:+4 R:+3 W:+0 : Point Blank Shot : Precise Shot : Balance +7 (+2 equipment bonus, anchor lines) : Special Equipment: Harpoon Arrows- These unwieldy metal arrows halve the range increment of the bow that fires them. They also incur an additional -2 attack penalty. Should they deal damage, they allow the bowman to make a special Grapple check as a free action. They are attached to long ropes (usually 50') which are often anchored to a moving object. (see Drag rules listed below.) Rope, has a hardness of 0 and 2 HP. These arrows are designed to bend but not break, and as such, if they ever deal damage they must be repaired before they can be used again (assuming they are recovered). ====Lancers (x2)==== : Orc fighter 1 : HP:12 AC:17 (chain+shield) : M.Atk:+5 Dmg: d8+6 (lance, 10'reach) : R.Atk:+1 Dmg: d6+4 Range: 30' (Javelin) : Move:20' (dismounted) F:+4 R:+0 W:+0 : Mounted Combat : Spirited Charge : Balance +6 (+2 equipment bonus, anchor lines) : Special Equipment: Hooked Lance- When using the Ride-by-Attack feat, this wicked spear allows a successful attack to initiate a special Grapple check as a free action. Should the attacker win, they are able do drag the defender along the ground behind their mount. A person being dragged takes 1d6 damage per 20', provokes attacks of opportunity while passing through enemy threat ranges and is Prone (even though they are moving). Any successful grapple check or Escape Artist check by the victim will free them, leaving them prone 1d20' behind the mounted lancer. This maneuver may only be used against a creature of the characters Size or smaller. While dragging an opponent, a character is considered grappled despite the distance between them. ===War Boro=== : See Heart of Shadow (didn't want to post it for copyright reasons) ===Spider Rider=== : Primarily used on the Elven front, where standard Cavalry is useless. ====Orc fighter 2/Rogue 1==== : HP:26 AC:19 (banded mail+shield) : M.Atk:+5 Dmg:d8+4+poison (lance) : R.Atk:+4 Dmg:entangle Range:10' (net) : Move:20 (dismounted) F:+5 R:+4 W:+0 : 1d6 Sneak Attack : Mounted Combat : Ride-by-Attack : Exotic W.P.: Net : Ride +10 (+2 equipment bonus, saddle) : Hide+12 (+4 equipment bonus) : Handle Animal +7 : Poison: DC16, primary and secondary damage= d6 Str. : Special equipment: Saddle- Allows rider to stay mounted even when upside-down. Grants +2 bonus to Ride checks. : Special Equipment: Camouflage uniform. +4 bonus to Hide checks in forested regions. ====Large Monstrous Wolf Spider==== : HP:22 AC:16 (leather barding) (adjusted by Mounted Combat) : M.Atk:+4 Dmg: D8+3+poison : Move:40/30 (climb) F:+5 R:+4 W:+1 : Hide +7, Climb +11 : Tremor Sense 60' (or within contact with Web) : Poison: DC16, primary and secondary damage= d6 Str. : Spin Web (See Monstrous Manual http://www.d20srd.org/srd/monsters/monstrousSpider.htm) : +30 racial modifier on Jump checks, unaffected by normal hight maximums. : Skill Mastery: Climb : Aggressive: +5 to the DC of all Ride checks. ==Higher level commander== : This is the Generic version. The concept can be used with more unique characters pretty easily. The best way of using these guys is by establishing that a friend of someone in teh party was captured or went missing, and then later reveal that they have been enslaved by the Hand of Tyranny. Makes for a gut-wrenching encounter once the PC's figure out how the Collars work. ===Hand of Tyranny=== ====Erenlander Fighter 9==== : HP:88 AC: 13 (dex) : M.Atk: +14/+9 Dmg: D8+4 (longsword) : 2nd M.Atk: +13/+8 Dmg: D4 subdual 15' (whip) : Full Atk: +12 (longsword)/ +11(whip)/ +7 (longsword)/ +6 (whip) : Move:30 F:+8 R:+6 W:+4 : Exotic Wpn: Whip : Wpn. Focus: Longsword : Greater Wpn. Focus: Longsword : Wpn Spec. Longsword : Combat Reflexes (3 bonus attacks of Op.) : 2-wpn fighting : Improved 2-wpn fighting : Combat Expertise : Improved Disarm : Improved Trip : Daunting Presence : Special Equipment: Masterwork Longsword, Masterwork Whip, Rings of the Master (See Pain Bonded Guardian for description) ====Painbonded Guardian==== : Dorn Fighter 3 : HP: 36 AC: 15 (Shield+Dex ) : M.Atk: +4 Dmg: D4+1 (shield) : Move:30 F:+7 R:+4 W:+0 : Improved Toughness : Endurance : Diehard : Improved Shieldbash : Shieldmate : Special Equipment: Collar of the Bound (Worn around the neck, each one of these Collars comes with a matching ring. This collar acts as a Ring of Friend Shield, except that it is continuous in effect, only transfers damage to the character wearing the Collar and it is unable to be removed without first casting Remove Curse. These collars are often welded closed to further prevent removal. Should the character wearing the Ring of the Master die, the character wearing the Collar also immediately dies. Rings of the Master do not take up magic item slots, but must be worn on the hand, which means an individual character can wear as many as 10 of these rings. Should a character wearing multiple Rings of the Master take damage, the damage is divided evenly between the Master and each character wearing a Collar. A character wearing a Collar who moves more than 30 feet from the character wearing their Ring is wracked with pain, takes one point of subdual damage a round and must succeed in a DC 20 Will save every round or attempt to go back to their Master. Putting a Collar on a creature takes 10 minutes and can only be put on a creature while it is willing or helpless.) : Painbonded Guardians often have only their shields to cover themselves, denied even simple clothing by their cruel masters. Typically Painbonded Guardians are chosen from the most attractive and hardy slave and prisoner stock. Dorns are preferred for their tolerance of the cold. ===Blade Warden=== ====Orc Fighter 6==== : HP:54 AC: 19 (Breaastplate+weapons+dex) : M.Atk: +13/+8 Dmg: D12+7 (Masterwork Vardach) : Full Atk: +11/+11/+3/+3 : Move: 20 F:+7 R:+5 W:+2 : 2-Weapon Fighting : Improved 2-Weapon Fighting : Weapon Focus Vardatch : Weapon Spec. Vardatch : Oversize 2-Weapon Fighting : 2 Weapon Defense : 2 Weapon Pounce (from the Players Handbook 2) : Special Equipment: Two Masterwork Vardatchs, with a length of chain connected to the pommel running to a bracer or band around the upper arm. Provides a +10 bonus to resist being disarmed. ===Reckless Ravager=== ====Orc Fighter 4/ Barbarian1/Wildlander1==== : HP:54 (66) AC: 15 (13) (Leather+dex) : M.Atk: +12/+7 (+14/+9) Dmg: 2d8+7 (2d8+10) (Masterwork Greater Vardatch) : R.Atk: +7/+2 Dmg: d6+5 (d6+7) 30' range (Javelin) : Move: 50 F:+7 R:+3 W:+4 (+6) : +14 (+16) Jump : +7 Tumble (cross-class) : Survival +11 : Rage 1x per day (altered statistics are noted in parenthesis) : Fast Movement : Track : Quick Stride : Power Attack : Leap Attack : Powerful Charge (from the Miniatures Handbook) : Greater Powerful Charge (from the Miniatures Handbook, adds 2d6 damage while charging) : Reckless Charge (from the Miniatures Handbook, changes Charge modifiers to +4 to attack, -4 to AC) : This guy hits hard. One of these guys killed a 6th level PC with one blow. Remember to add bonuses for fighting at night or in a group. : So here's how these guys work. Usually they hang back, 100 feet or so from the battle, while the rest of their squad engages. As soon as they spot a support unit (usually a healer, caster or archer) they Charge. They use Tumble to avoid Attacks of Opportunity, and make a Jump check (which they are basically unable to fail) to make a 6 point Leaping Power Attack. The end result is a string of math that looks like this: : Raging, Leaping, Power Attacking Reckless Powerful Charge: : Atk: +12 Dmg: 2d8+2d6+34 : Remember that taking more than 50 points of damage from 1 source requires a Fort save.
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