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ORC TRIBES
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====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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