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==Example "Black Mask" Orc Stats== ===Narzob=== Formerly called #2, of 25 in column 3. Narzob reminds you of a hateful bear-beast. He has round eyes the color of dark rubies. He is bald, but used to have needle, straight, ink-colored hair. He's got stubble. He is very tall and has an athletic build. His skin is dirt-dark. He has a wide forehead and stubby-fingered hands. He has an upturned nose and bushy eyebrows. His wardrobe is utilitarian. He is envious and ambitious - which deliberately conceals being hateful. :: Narzob is of the [http://wiki.rpg.net/index.php/ORC_TRIBES#Crooked_Back_Mother Crooked Back] tribe When the Shadow corrupted the eldethar, some tried to resist. Those that did were tortured and mutilated until their spirits broke and they accepted Izrador as their master. One of the original mother-wives was one of those who had been tortured. Her spine was malformed and her body was strangely stretched. It was a dark miracle that she could give birth, but she did. Her children were as malformed as she was, but they gained immense strength and strong wills. However, they were ponderously slow and not quick to learn from their mistakes. They neither dominated their neighboring tribes nor were they dominated. Instead of destroying the tribe, the Shadow found a use for their damaged bodies. The Crooked Back tribe became the Shadow's destroyers of fortifications. Their great strength allowed them to be heavily armored and to carry their mauls and great axes and use them to destroy walls and tower gates. :: Physical description: If they could stand erect, the Crooked Back orcs would be taller then most orcs. Due to their malformed spine, they are permanently hunched over. Their arms (at least one of them) are abnormally long and they sometimes use their arms to help propel them when they run. :: male orc Bbn2/Ftr5 :: '''Hit Dice''': 2d12+5d10 (HP 37) :: '''Initiative''': +0 :: '''Speed''': 40 ft. :: '''Armor Class''': 10 :: '''Attack''': +12/+7 melee, or +7/+2 ranged :: '''Saves''': Fort +7, Ref +1, Will +1 :: '''Alignment''': LE :: '''Abilities''': Str 20, Dex 10, Con 11, Int 9, Wis 11, Cha 9 :: '''Size''': Medium (7'4", 376lbs) :: '''CR''': 7 :: '''Languages''': Black tongue, Erenlander (pidgin), High elven (fluent), Jungle mouth (pidgin), Old dwarven (fluent, literate), Orcish (fluent), Trader's tongue (fluent). :: '''Feats''': Armor proficiency (heavy), Power attack, Weapon focus (light flail), Weapon focus (greataxe), Weapon focus (vardatch), Weapon specialization (vardatch). :: '''Class Abilities(Bbn)''': Speed bonus +10ft, Rage 1/day, Illiteracy, Uncanny dodge. :: '''Class Abilities(Ftr)''': Bonus feat (any fighting) (x3), Adapter, Extra skill point. :: '''Skills''': Handle animal +0, Hide +0, Intimidate +0, Jump +4, Listen +0, Move silently +0, Ride +10, Speak language +10, Spot +0, Swim +12 :: '''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. ---- ===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. ---- ===Búlfim=== Formerly called #8, of 25 in column 1. Búlfim is a solumn orc with slanted black eyes that are like two dark pits. His thick, grissled, shoulder-length hair is the color of dark chocolate, and is worn in an utilitarian style. He has a fat build. He has nearly-nonexistent eyebrows and wide feet. His skin is deeply-tanned almost leather green in color. He has long-fingered hands, with broken clawed nails on each finger. His wardrobe is tight. He is contemplative, but many mistake it for being Powerless. :: Búlfim is a member of the [http://wiki.rpg.net/index.php/ORC_TRIBES#Iron_Mother Iron Mother] tribe. Long with the Mother of Aryth tribe, the Iron Mother orcs are the closest to their eldethar ancestors. Both tribes are similar in size and shape. While the Mother of Aryth orcs specialize in mining and fortification, the Iron Mother orcs are the race's armorers and weaponsmiths. The weapons they create are not ornate or beautiful, but they are easy to make and very, very effective. Some of the tribe practice a form of self mutilation were they insert shards of steel into their skin in an attempt to be one with the metal. :: Physical description: Much smaller and squatter than normal orcs. They tend to be dressed in all brown and are sometimes derogatorily called mud orcs. :: male orc Bbn2/Ftr5 :: '''Hit Dice''': 2d12+5d10 (HP 51) :: '''Initiative''': +0 :: '''Speed''': 40 ft. :: '''Armor Class''': 10 :: '''Attack''': +10/+5 melee, or +7/+2 ranged :: '''Saves''': Fort +7, Ref +1, Will +1 :: '''Alignment''': NE :: '''Abilities''': Str 16, Dex 10, Con 10, Int 8, Wis 10, Cha 8 :: '''Size''': Medium (5'11", 380lbs) :: '''CR''': 7 :: :: '''Languages''': Black tongue, High elven (pidgin), Old dwarven (pidgin), Orcish (basic). :: '''Feats''': Dodge, Exotic weapon proficiency (greater vardatch), Improved shield bash, Point blank shot, Quick draw, Rapid reload, Weapon focus (vardatch). :: '''Class Abilities(Bbn)''': Speed bonus +10ft, Rage 1/day, Illiteracy, Uncanny dodge. :: '''Class Abilities(Ftr)''': Bonus feat (any fighting) (x3), Survivor, Bonus feat (survivor). :: '''Skills''': Climb +12, Heal +2, Hide +0, Intimidate +8, Listen +0, Move silently +0, Profession (soldier) +1, Sense motive +1, Spot +0, Survival +3, Tumble +0 :: '''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. ---- ===Olash=== Formerly called #13, of 25 in column 4. Olash is a boorish orc with slanted narrow black eyes that are like two drops of oil. His thick, straight, lemon-yellow hair is worn in a style that reminds you of a rooster's crest. He is short and has a wide-chested build. He's got five o'clock shadow with large wire-bushy sideburns. He has a weak chin and large feet. His skin is a rotted-cream-colored. He has small hands. His wardrobe is tight, with a lot of blood soaked in the seems. He is pesimistively inquisitive on the surface, which deliberately conceals being despair underneath. :: Olash is of the [http://wiki.rpg.net/index.php/ORC_TRIBES#Motherless_Ones Motherless Ones]. As Izrador bred the orcs from their original fey ancestors he created many lineages. Some became the ancestral stock of the modern tribes, others became extinct, a few were destroyed, but one lives on as a feral line known as the Motherless Ones. These wild orcs are of an old but uncontrollable lineage. They are savage brutes, even for their kind, and so uncivilized they live only in ephemeral, combative packs. Their numbers are small, and they occupy the most northern regions of the Marches, often living in small nomadic camps and glacial ice caves. They survive by hunting and raiding more southerly orc settlements for weapons and tools they are unable to make themselves. The other tribes have long sought to eradicate the Motherless Ones but have thus far been unsuccessful. :: male orc Bbn2/Ftr5 :: '''Hit Dice''': 2d12+5d10+7 (HP 42) :: '''Initiative''': +0 :: '''Speed''': 40 ft. :: '''Armor Class''': 10 :: '''Attack''': +9/+4 melee, or +7/+2 ranged :: '''Saves''': Fort +8, Ref +1, Will +1 :: '''Alignment''': CE :: '''Abilities''': Str 15, Dex 10, Con 12, Int 8, Wis 11, Cha 8 :: '''Size''': Medium (6'8", 326lbs) :: '''CR''': 7 :: '''Languages''': Black tongue, High elven (fluent), Jungle mouth (pidgin), Old dwarven (fluent), Orcish (fluent), Trader's tongue (fluent, literate). :: '''Feats''': Exotic weapon proficiency (greater vardatch), Improved shield bash, Improved unarmed strike, Quickened donning, Weapon focus (vardatch), Weapon focus (club), Weapon focus (greater vardatch). :: '''Class Abilities(Bbn)''': Speed bonus +10ft, Rage 1/day, Illiteracy, Uncanny dodge. :: '''Class Abilities(Ftr)''': Bonus feat (any fighting) (x3), Improviser, Bonus feat (improviser). :: '''Skills''': Craft (blacksmithing) +4, Hide +0, Intimidate +8, Jump +4, Listen +5, Move silently +0, Speak language +9, Spot +0 :: '''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. ---- <br> ---- [[Midnight: North & South Portal|PORTAL]] | [[Midnight RPG - THE SOUTHIES|THE SOUTHIES]] | [[DURGAZ]] | [[ERANON]] | [[ZAL'KAZZIR]] | [[Kyuad|KYUAD]] / [[Midnight: the Shadow Killers player Bill|Bill]]
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