Editing ORC TRIBES

Jump to: navigation, 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.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.
Latest revision Your text
Line 600: Line 600:
 
::*  '''Shaelgruf One-Arm''':  Shaelgruf commands the forces around '''Alvedara'''. His huge size and vicious fighting style make up for him losing an arm in his first live engagement. The soldiers in his command worship him as a living incarnation of war and tell tales to one another of his numerous exploits.
 
::*  '''Shaelgruf One-Arm''':  Shaelgruf commands the forces around '''Alvedara'''. His huge size and vicious fighting style make up for him losing an arm in his first live engagement. The soldiers in his command worship him as a living incarnation of war and tell tales to one another of his numerous exploits.
  
 
 
 
 
 
=ORC PLACES OF NOTE=
 
==Gasterfang==
 
Gasterfang, known also as the Black Warren, is the largest orc settlement in the Marches. It is one of the oldest orc warrens and occupies the ruins of what was once a great fortress city of the elthedar. Though even the kurasatch udareen have forgotten the tale, the ancient city was built in the Time of Years by the fey ancestors of the dwarves, the banished clans Izrador corrupted to spawn the orc kin. <br> Gasterfang squats atop a series of natural terraces on the southeastern verge of the Vale of Tears. It commands a dominating view of the lowland, watching over distant leagues of shattered stone and ash-laden sky. Once a formidable place constructed of crudely worked basalt, the thick walls, sturdy buildings, and stout watchtowers have mostly fallen to ruin, wracked by countless quakes and ages of neglect. Most of the surface structures are half-collapsed and unsound. Those that remain are unoccupied or used only to shelter slaves and livestock. Most of the population instead lives in the massive underground warren beneath the ruins, consisting of the numerous basements, subterranean halls, and catacombs excavated by the original builders, and the many tunnels, pits, crawl-ways, and other cramped spaces dug by countless generations of Blood Mother orcs. Gasterfang is home to over 25,000 members of the Blood Mother Tribe, and another 100,000 orcs of various lineages live within two days march of the city. The kurasatch udareen are numerous and powerful there, and many Wounded Mother acolytes live and train in the Black Warren as well.  <br> Most significantly, Gasterfang is home to the oldest (and arguably most powerful) black mirror in Eredane. Known as the Eye of Izrador, this grand mirror was first consecrated at the end of the First Age and therefore holds a unique place in the rites of the Order of Shadow. The Eye has been drawing magical energy from the region for so long that its both radius and its effects at each radius are double that of a normal grand mirror.
 
 
==Highwall==
 
More than 14,000 orcs occupy Highwall, divided among the '''Hungry Mothers''', '''Mother of Blood''', '''Feral Mother''', and '''Dark Mother''' tribes.
 
 
 
 
==ORC NOTEWORTHY NAMES==
 
[[Midnight Names By Race]]:  See here for Orc and Goblinkind name ideas.
 
::*  '''Lashnak the Nettle''':  an aging female orc, no longer suited to the battle fields, but with extensive knowledge of plants and alchemy, specifically poisons. Favored weapon; cat o' nine-tails.
 
::*  '''Pol and Kol''':  conjoined twins. Born in a northern outpost, Pol and Kol were born with one body, but two heads. The duo are surprisingly coordinated and intelligent despite their sometimes differing opinions.  How they were allowed to live is something of a mystery. (Fill in your own. A mother's love (hahaha), the fact that they were bodily sound and healthy... etc.)
 
::*  '''Daruk the Shark''':  Daruk did not fare well in the frozen northern expanses, with his leaner frame, and so was sent south to hunt the elves along the southern shores. Swift in the water, and merciless, he became known as the Shadow's Shark.
 
::*  '''Arguk Impaler''': an orc commander who wields an old and ornate dornish spear in combat, he is known to enjoy melee fights with anyone stupid enough to cross his path and fights only to the death, many opponents and fellow orcs have met their fate on the end of his spear. Utterly loyal to Izrador Arguk serves under Sunulael in the coming offensive for Three Oaks.
 
::*  '''Jarsk & Krask Twins''':  These two twins are slender and short for orcs, each scarred in a single side, have always been bullied when younger and suffered immensely, by the time they left the warrens, though, they had already shown the strength of team work, each wields a single longsword (in opposed arms) and make use of dexterity and tactics instead of brutality and intimidation. They have since then served in Steel Hill and recently were sent to the Gamaril's Delta to serve under Belark the Blackheart, they are loyal to him and have been the only real threat to those seeking to dispose of the incompetent commander. Unknown to most the twins are sealing deal with Menethas, who they see as more capable of pursuing Izrador's goals on the area, and whose power over demosn they both fear and admire.
 
::*  '''Togruk Weakeater''':  The captain of a halfling slave-village (or other camp in Erenland), Weakeater is an orc of average height with a shaven head, who carries a little more fat than most of his race. He wears heavy steel pauldrons (shoulder plates) with a number of halfling skulls riveted to them, a testament to his taste for the sweet meat of dunni. He prefers to use his wogren-hide whip or a club to mete out punishments, and his vardatch is usually back in his quarters.
 
::*  '''Skorth the Red Stone Painter''':  A wild-haired orc sergeant with a wide mouth and especially jagged fangs and tusks he takes pride in, Skorth got his 'title' from his favourite means of execution. After killing the warriors of any band of dwarves he and his troops encounter, he takes any crippled, injured, infant or geriatric survivors and hurls them off the nearest cliff, letting their blood splatter the stones.
 
::*  '''Heknar''':  is perhaps a symbol of what the oruk leaders were not intended to be. He is obese, violent and nigh-insane. From the throne room of Kardoling Keep he shouts orders to existing and imaginary forces alike; he is paranoid and has eaten several of his orcish lieutenants after unfounded accusations of treachery. His paranoia is not without reason however, as many of the senior orcs are beginning to loathe him.
 
::*  '''Cpt Varek Bane of Fey''': 
 
::*  '''Lord Kalach The Bonebreaker''': 
 
::*  '''Urlak The Nightserpent''': 
 
::*  '''Heknar the mad''': 
 
 
 
 
=Orc Troop Stats=
 
''(Created by "Doomed Hero" from the Against the Shadows message board in his "[http://www.againsttheshadow.org/index.php?topic=1047.0 Organization]" thread)''
 
  
  
Line 662: Line 629:
  
  
===Orc-ganizational Breakdown===
 
:  Its established in 'canon' that an "Orc FIST" is 23 orc. On p.389 of the Core...
 
:::  '''Orc Fist''': 20 orc recruits, 2 orc troopers, 1orc elite
 
  
  
:  Organizational Breakdown from smallest standard group-type to largest. The level listed next to the leader of each group is their title and their minimum level. Leaders 1 or 2 levels higher are known to exist.
+
=ORC PLACES OF NOTE=
::*  '''Fist'''  . 4 infantry (1st level). 1 Fist Leader (2nd level) (5 total)
+
==Gasterfang==
::*  '''Squad'''  2 Fists, 1 Squad Leader (3rd level) (11 total)
+
Gasterfang, known also as the Black Warren, is the largest orc settlement in the Marches. It is one of the oldest orc warrens and occupies the ruins of what was once a great fortress city of the elthedar. Though even the kurasatch udareen have forgotten the tale, the ancient city was built in the Time of Years by the fey ancestors of the dwarves, the banished clans Izrador corrupted to spawn the orc kin. <br> Gasterfang squats atop a series of natural terraces on the southeastern verge of the Vale of Tears. It commands a dominating view of the lowland, watching over distant leagues of shattered stone and ash-laden sky. Once a formidable place constructed of crudely worked basalt, the thick walls, sturdy buildings, and stout watchtowers have mostly fallen to ruin, wracked by countless quakes and ages of neglect. Most of the surface structures are half-collapsed and unsound. Those that remain are unoccupied or used only to shelter slaves and livestock. Most of the population instead lives in the massive underground warren beneath the ruins, consisting of the numerous basements, subterranean halls, and catacombs excavated by the original builders, and the many tunnels, pits, crawl-ways, and other cramped spaces dug by countless generations of Blood Mother orcs. Gasterfang is home to over 25,000 members of the Blood Mother Tribe, and another 100,000 orcs of various lineages live within two days march of the city. The kurasatch udareen are numerous and powerful there, and many Wounded Mother acolytes live and train in the Black Warren as well. <br> Most significantly, Gasterfang is home to the oldest (and arguably most powerful) black mirror in Eredane. Known as the Eye of Izrador, this grand mirror was first consecrated at the end of the First Age and therefore holds a unique place in the rites of the Order of Shadow. The Eye has been drawing magical energy from the region for so long that its both radius and its effects at each radius are double that of a normal grand mirror.
::*  '''Company'''  4 Squads, 1 Lieutenant (6th level) (45 total)
 
::*  '''Force'''  4 Companies, 1 Captain (9th level) (181 total)
 
::*  '''Warband'''  4 Forces, 1 Warmaster (12th level) (725 total)
 
::*  '''Horde'''  4 Warbands, 1 Commander (15th level) (2901 total)
 
::*  '''Legion'''  4 Hordes, 1 Overlord (17th level) (11,605 total)
 
::* '''Army'''  4 Legions, 1 General (19th level) (46,421 total)
 
  
 +
==Highwall==
 +
More than 14,000 orcs occupy Highwall, divided among the '''Hungry Mothers''', '''Mother of Blood''', '''Feral Mother''', and '''Dark Mother''' tribes.
  
  
  
===quick reference stat blocks===
+
==ORC NOTEWORTHY NAMES==
 
+
[[Midnight Names By Race]]See here for Orc and Goblinkind name ideas.
====Basic Infantry====
+
::* '''Lashnak the Nettle''':   an aging female orc, no longer suited to the battle fields, but with extensive knowledge of plants and alchemy, specifically poisons. Favored weapon; cat o' nine-tails.
Orc Fighter 1
+
::* '''Pol and Kol''':   conjoined twins. Born in a northern outpost, Pol and Kol were born with one body, but two heads. The duo are surprisingly coordinated and intelligent despite their sometimes differing opinions. How they were allowed to live is something of a mystery. (Fill in your own. A mother's love (hahaha), the fact that they were bodily sound and healthy... etc.)
:  HP:12  AC:17 (chain+shield)
+
::* '''Daruk the Shark''':   Daruk did not fare well in the frozen northern expanses, with his leaner frame, and so was sent south to hunt the elves along the southern shores. Swift in the water, and merciless, he became known as the Shadow's Shark.
:  M.Atk: +6  Dmg: D12+4 (Vardatch)
+
::* '''Arguk Impaler''': an orc commander who wields an old and ornate dornish spear in combat, he is known to enjoy melee fights with anyone stupid enough to cross his path and fights only to the death, many opponents and fellow orcs have met their fate on the end of his spear. Utterly loyal to Izrador Arguk serves under Sunulael in the coming offensive for Three Oaks.
:  R.Atk: +1  Dmg: D8 Range: 100' (Longbow)
+
::* '''Jarsk & Krask Twins''':   These two twins are slender and short for orcs, each scarred in a single side, have always been bullied when younger and suffered immensely, by the time they left the warrens, though, they had already shown the strength of team work, each wields a single longsword (in opposed arms) and make use of dexterity and tactics instead of brutality and intimidation. They have since then served in Steel Hill and recently were sent to the Gamaril's Delta to serve under Belark the Blackheart, they are loyal to him and have been the only real threat to those seeking to dispose of the incompetent commander. Unknown to most the twins are sealing deal with Menethas, who they see as more capable of pursuing Izrador's goals on the area, and whose power over demosn they both fear and admire.
:  Move:20 F:+4 R:+0 W:+0
+
::* '''Togruk Weakeater''':   The captain of a halfling slave-village (or other camp in Erenland), Weakeater is an orc of average height with a shaven head, who carries a little more fat than most of his race. He wears heavy steel pauldrons (shoulder plates) with a number of halfling skulls riveted to them, a testament to his taste for the sweet meat of dunni. He prefers to use his wogren-hide whip or a club to mete out punishments, and his vardatch is usually back in his quarters.
:  Wpn. Focus Vardatch
+
::* '''Skorth the Red Stone Painter''':  A wild-haired orc sergeant with a wide mouth and especially jagged fangs and tusks he takes pride in, Skorth got his 'title' from his favourite means of execution. After killing the warriors of any band of dwarves he and his troops encounter, he takes any crippled, injured, infant or geriatric survivors and hurls them off the nearest cliff, letting their blood splatter the stones.
:  Power Attack
+
::* '''Heknar''':  is perhaps a symbol of what the oruk leaders were not intended to be. He is obese, violent and nigh-insane. From the throne room of Kardoling Keep he shouts orders to existing and imaginary forces alike; he is paranoid and has eaten several of his orcish lieutenants after unfounded accusations of treachery. His paranoia is not without reason however, as many of the senior orcs are beginning to loathe him.
 
+
::*  '''Cpt Varek Bane of Fey''': 
====Light Infantry====
+
::*  '''Lord Kalach The Bonebreaker''':  
:  stats in parenthesis are adjusted for Rage
+
::*  '''Urlak The Nightserpent''':  
Orc Barbarian 1
+
::*  '''Heknar the mad''':  
:  HP:12 (14)  AC:16 (14) (chain shirt+shield)
 
:  M.Atk:+5 (+7)  Dmg: D12+4 (+6) (Vardatch)
 
: R.Atk:+2 Dmg: D6+4 (+6) Range: 30' (Javelin)
 
:  Move:40  F:+4 R:+0 W:+0 (+2)
 
:  Extended Rage (11 rounds)
 
 
 
====Heavy Infantry====
 
:  Orc Fighter 1
 
:  HP:12  AC:20 (splint mail+tower shield)
 
:  M.Atk: +4  Dmg: D12+4 (Vardatch)
 
:  R.Atk: +1  Dmg: D8+4 (Javelin)
 
:  Move:20  F:+4 R:+0 W:+0
 
:  Wpn. Focus Vardatch
 
:  Power Attack
 
 
 
==Fist Leaders==
 
 
 
====Blade Breaker====
 
:  Orc Fighter 2
 
:  HP:20  AC:17 (chain+shield)
 
:  M.Atk: +7  Dmg: D12+5 (vardatch)
 
:  R.Atk: +2  Dmg: D8 Range: 100' (longbow)
 
:  Move: 20  F:+5 R:+1 W:+0
 
:  Power Attack
 
:  Improved Sunder
 
:  Block Arrows (like monk ability, only with shield)
 
 
 
====Dead Eye====
 
:  Orc Fighter 2
 
:  HP:20  AC:16 (S.Leather+Dex)
 
:  M.Atk: +6  Dmg: d12+4 (vardatch)
 
:  R.Atk: +6  Dmg: d8+4 Range: 120' (composite longbow)
 
:  Move:30  F:+5 R:+3 W:+0
 
:  Weapon Focus- Longbow
 
:  Point Blank Shot (add +1 atk for close range)
 
:  Precise Shot
 
 
 
====Relentless ====
 
:  Orc Fighter 1/Barbarian 1 (stats in parenthesis are adjusted for Rage)
 
:  HP:23 (27)  AC:14 (12) (chain shirt)
 
:  M.Atk: +7 (+9)  Dmg: 2d8+7 (+10) (Greater Vardatch)
 
:  R.Atk: +2 Dmg: d6+5 (+7) Range: 30'
 
:  Move: 40  F:+7 R:+0 W:+0
 
:  Endurance
 
:  Rage x1
 
:  Die Hard
 
:  Extended Rage (11 rounds)
 
 
 
====Blade Warden Initiate====
 
:  Orc Fighter 2
 
:  HP:20  AC:19 (breast plate+ 2-w defense)
 
:  M.Atk: +6 (+4/+4)  Dmg: d12+4
 
:  R.Atk: +2 Dmg: d6+4 Range: 30' (javelin)
 
:  Move: 20 F:+5 R:+1 W:+0
 
:  2 weapon fighting
 
:  oversize 2 weapon fighting
 
:  2 weapon defense
 
 
 
====Grey Hand Initiate====
 
:  Orc Legate 2
 
:  HP:17  AC:18 (splint mail+shield)
 
:  M.Atk: +5  Dmg: d12+4
 
:  R.Atk: +2 Dmg: d10 Range: 80' (heavy crossbow)
 
: Move: 20 F:+5 R:+0 W:+5
 
:  0th level spells x4
 
:  1st level spells x3+1 Death and War domains)
 
:  (Liberal use of Cause Fear and Cure Light, Blesses before combat if possible)
 
:  Rebuke Undead x3
 
:  Sacred Vengeance (complete divine)
 
 
 
 
 
==Supplement Troops==
 
 
 
====Piker====
 
:  Orc Fighter 3
 
:  HP:29  AC: 17 (Chain+Dex)
 
:  M.Atk: +7  Dmg: d10+6 (Pike, 10' reach)
 
:  Move: 20  F:+5 R:+3 W:+1
 
:  Combat Reflexes (+2 Dex bonus)
 
:  Combat Expertise
 
:  Improved Trip (hooked pike grants +2 bonus)
 
:  Knockdown (10+ damage dealt= free trip check)
 
:  (Trained to go Full Defensive while being engaged, letting squad mates attack from reach)
 
 
 
====Shield Bearer====
 
:  Orc Fighter 2
 
:  HP:22  AC: 19 (alone) 24 or 29 (from feats and equipment bonuses) (1/2 Plate+ Shield)
 
:  M.Atk: +5  Dmg: d12+4 (Vardatch)
 
: Move: 20 F:+5 R:+1 W:+0
 
:  Phalanx Fighting (complete warrior)
 
:  Combat Expertise
 
:  Flanker (miniatures handbook. Flank from squares you threaten instead of the one you're in)
 
:  (Interlocking shield. +1 AC while fighting adjacent to another character w/ and interlocking shield)
 
 
 
 
 
==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.
 
 
 
 
 
==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.  
 
 
 
 
 
 
 
=Order of the Grey Hand (Orc Legates)=
 
 
 
:  Weakness is not tolerated by Orcish midwives. A child that shows any hint of imperfection, malformation or stunted growth is cast into the stew pot. There is only one thing which may save such a youth. A simple test.
 
:  Orcish midwives bare a bracelet which is the mark of their important position. On each of these bracelets is a rare piece of pale obsidian which has imbued with the Dark One's blessing. Should this talisman darken when touched to the flesh of a newborn Orc, that child is spared, no matter their malady.
 
Instead they are given to a member of a small and often shunned order of the Shadow's priests. The sect of the Grey Hand. The infant is taken to a hidden temple in the mountains north of Gasterfang. There, in that barren and tainted land which has been poisoned by the corpse of their master, the young Orc will be raised as a Grey Hand apprentice.
 
:  The tenants of the Grey Hand are very different from the teachings of the Orcs, and even the other Legate orders. They are not taught that they are superior and loved by their God. They are not taught that their place is to subjugate the other races for the glory of Izrador. Instead they are taught that they are not worthy. That they are mistakes that should have been left to die, but that their presence so disgusts their dark master that they are required to earn the bliss of death before being allowed into his shadowy embrace.
 
The way they will earn their place in the afterlife is by serving the Dark One's will on Erdane. The Order of the Grey Hand are the Orcish Army's version of combat medics. Their job is to keep the warriors going another day.
 
:  Orc warriors will never submit to being healed by a human Legate. Such a show of weakness would be intolerable. Further more, Legates would rather chew glass than lower themselves to healing a filthy Orc. The Grey Hand does not have these problems. Orc warriors are taught to not even acknowledge the presence of an acolyte of the Grey Hand. This gives the Order some amount of autonomy. A rare thing among orcs. They answer only to their superiors and to the highest ranking officer of the force they are assigned to.
 
:  Their intense self loathing and their desire to please their god creates a powerful zeal, unique in it's complete lack of personal desires or ambition. Surprisingly, among this order of rejected and hated priests, Izrador has found a group of servants who are completely devoted to his goals, without the interference of their own desires. This has not gone unnoticed by him.
 
 
 
:  Being a member of the Order of the Grey Hand makes the following changes to the Legate class.
 
 
 
::   A Legate of the Grey Hand has the Domains of Evil and War. They bear longswords rather than Vardatches as a symbol of thier devotion to izrador and as a symbol of their shame. Only true Orcs are worthy of bearing a Vardatch.
 
::   Grey Hand legates are able to spontaneously cast Heal spells rather than Inflict spells.
 
::    Grey Hand legates gain the ability to cast Spectral Hand as a swift action a number of times per day equal to 3+thier Wisdom modifier.
 
::   Grey Hand legates do not recieve Astirax companions. Instead they are granted a continuous Deathwatch ability (as the spell)
 
::    Grey Hand legates are shunned by the other Legate orders, but they are still reluctantly allowed to witness the sacrifices at the Zordrafin Corith in order to maintain their connection to their god. While they are allowed to witness, they are never allowed to participate in a more than superficial fashion.
 
::   Spells cast by a Grey Hand legate are never allowed to positively effect them. For example, if a Grey Hand legate were to cast Mass Bull Strength, it would effect everyone else normally, but would not effect the Grey Hand Legate themselves.
 
::   A Grey Hand legate is never granted spells of higher than 3rd level. If they become high enough level to cast spells of levels higher than 3, those spell slots are instead used for more lower level spells, or metamagic enhanced spells.
 
 
 
  
  
:  I like it but was wondering about the touch spells changed to short (range) spells.  The only reason I could see the change is to prevent the Grey Hand legates from having to touch those they have to heal.  I really like the inclusion of deathwatch as it allows the Grey Hand to clearly see which warriors are fell and a possible threat to the orc armies.
 
:  Actually the main reason for the Touch spells at Short range thing is to give them the ability to stay out of the front lines and still do their jobs. And yes, there's potential for abuse, but with the limit on their spell level, I couldn't think of a single instance where it would be game breaking.
 
:  Blindness/Deafness was the one that I was most concerned about, but I kinda like the image of a crippled Orc waving his hand at you and everything going black. The PC's would have no idea what happened.
 
:  Maybe I'll change it to a (x) times per day thing. 3+Wis modifier? 1/2 class level?
 
  
  

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)