Editing
ORC TRIBES
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
==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.
Summary:
Please note that all contributions to RPGnet may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
RPGnet:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
View history
More
Search
Navigation
RPGnet
Main Page
Major Projects
Categories
Recent changes
Random page
Help
Tools
What links here
Related changes
Special pages
Page information