Durgaz's, Black Mask Orc

From RPGnet
Revision as of 16:24, 17 January 2008 by 161.38.223.221 (talk)
Jump to: navigation, search

the Black Mask

Created by Durgaz Mirrorbreaker, this "army" is little more than the remains of Shealgruf One-Arm's legion... It is unknown at this time how they will proceed...

Unit Numbers

Orc

Prior to The Battle for First-Hold there were over 163 orc in this unit, previously called the "Blood Wolves". These orc were purposely mis-matched from seperate tribes and clans. One-Arm allowed no more than a dozen orc from any one clan in this unit. And under no circumstances would more than five orc of the same clan work within a smaller Fist Unit. These are their current numbers.

  • 163 - 45 defectors =
  • 118 - 12 captured defectors =
  • 106 - 3 (killed by Durgaz as examples) =
  • 103 - 24 (4 units of 6 orc gone to find the defectors at Durgaz's order) =
  • 79 (in camp at current, plus the 12 captured defectors)
TOTAL UNIT = 103 at current.

Darkin

Darkins have been bred over the centuries by the orcs who fight for the dark lord. Originally dire wolves, these creatures have been instilled with an evil intelligence and a great hatred of humans, elves, and other non-orc feykind. They are trained as mounts and companions, and are said to be able to track creatures over great distances even without their masters to guide them. The sound of a darkin’s howl sends shudders through those who hear it, for it usually means orcs are on the horizon and preparing for battle.
TOTAL UNIT = 129 at current. (in camp at current, several escaped with their masters in defection, several more have been eaten by the camp)

Darkin Statistics

Large Animal
Hit Dice: 6d8+12 (39 hp)
Initiative: +2 (Dex)
Speed: 40ft. (8 squares)
Armor Class: 14 (-1 size, +2 Dex, +3 natural), touch 11, flat-footed 12
Base Attack/Grapple: +4/+10
Attack: Bite +5 melee (d10+3)
Full Attack: Bite +5 melee (d10+3)
Space/Reach: 10 ft./5 ft.
Special Attacks: Rage, Trip
Special Qualities: Scent
Saves: Fort +7, Ref +7, Will +3
Abilities: Str 15, Dex 14, Con 15, Int 4, Wis 12, Cha 11
Skills: Hide +4, Listen +6, Move Silently +4, Spot +6, Wilderness Lore +7*
Feats: Alertness, Improved Natural Weapon (Bite), Track
Environment: Any land and underground.
Organization: Solitary or pack (4-12)
Alignment: Usually neutral evil
Challenge Rating: 4
Advancement: 7-12 (large)
When found in the wild, darkins will either be found alone or with a pack. Wild darkins are quite common in the north, where individuals have escaped and formed packs, or where their orcish masters were killed, leaving them to fend for themselves.
Combat
Darkins are vicious in combat, using their bite attacks to rip their enemies apart. They have been bred to fly into a rage when outnumbered or injured, which increases their power and durability and allows them to overcome otherwise greater foes.
Rage (Ex): A darkin that takes damage in combat flies into a berserk rage the following round, clawing and biting madly until either it or its opponent is dead. An enraged darkin gains +4 Strength, +4 Constitution, and -2 AC. The creature cannot end its rage voluntarily, but a trained handler or rider can calm the creature down with a successful Handle Animal check (DC 15).
Trip (Ex): A darkin that hits with a bite attack can attempt to trip the opponent (+2 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the darkin.
Skills: *Darkins receive a +4 racial bonus to Wilderness Lore checks when tracking by scent.


Notable Orc

The Four

These four orc stepped forward first, looking to lead, giving Durgaz informations about the defectors and others speaking ill of their new leader. They arranged a deal with Durgaz to go after the defectors, with a small Fist of 5 orc, their Darkin, two boro driving a cage. They would each go seperate ways from camp... If they return successful they would be given leadership, as promised by Durgaz. Whoever returned with most success would be most rewarded. They are all related - either brothers or cousins of one another...

  • Durgar: formerly called #12, of 25 in column 2. Formerly of the Wolf Mother Tribe. (he was the first orc to take a name)
  • Akule: formerly called #23, of 25 in column 1. Formerly of the Wolf Mother Tribe. (he led the boro out of First-Hold and was the first to question Durgaz leadership "We should then, follow your words? Not actions?")
  • Ithula: formerly called #17, of 25 in column 7. Formerly of the Wolf Mother Tribe.
  • Noss: formerly called #6, of 25 in column 3. Formerly of the Wolf Mother Tribe.

The Few

Standouts to Durgaz's call and questions. These orc stepped forward to take up Durgaz's new mission.

  • Sardric: formerly called #7, of 25 in column 5. Formerly of the Mother Blood Tribe. Formerly a warchief in Highwall, he was a member of the Mother of Blood Tribe and an experienced soldier who has served for some time in central Eredane. He was also a secret Follower of the White Mother but is now outcast from both his warband and his tribe. His inherent rage against that which would enslave him has turned him against Izrador, but he only seeks to find his own way and fight no longer...
  • Chogon: formerly called #100, of column 4. Formerly of the Mother of the Blooded Claw Tribe, among Noatha's Blooded Claw sect. He seemed attentive to Durgaz's questions, singling himself out for saying... "because there is another way"


Example "Black Mask" Orc Stats

Narzob

Personality: This orc 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.

male orc Bbn2/Ftr5
Hit Dice: 2d12+5d10 (HP 37)
Initiative: +0
Speed: 40 ft.
Armor Class: 10
Attack: +10/+5 melee, or +7/+2 ranged
Saves: Fort +7, Ref +1, Will +1
Alignment: LE
Abilities: Str 16, Dex 10, Con 11, Int 9, Wis 11, Cha 9
Size: Medium (6'11", 276lbs)
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

Personality: This spiritual orc has 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.

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

Personality: This solumn orc has 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.

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 (6'8", 420lbs)
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

Personality: This boorish orc has 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. 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.

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 (6'4", 316lbs)
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.







PORTAL  |  THE SOUTHIES  |  DURGAZ  |  ERANON  |  ZAL'KAZZIR  |  KYUAD / Bill