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!
==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.
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