Author Topic: Orcs  (Read 25396 times)

Offline bhu

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Re: Orcs
« Reply #20 on: November 10, 2011, 02:26:24 AM »
VOICE OF GRUUMSH


   
"I am Gruumsh's Voice.  To disobey me is to disobey our Lord."

 The Voices of Gruumsh are evangelical Orcs, driving their fellows into combat, pushing them to ever higher extremes in order to secure victories for their race and their religion.  They are also nearly psychotic madmen, eternally haunted by the voice of their God commanding them to commit more acts of bloodshed.  Some burn out spectacularly, and it is often said of the Voices that more of them die by their own hand than by their enemies.

BECOMING A VOICE
Every so often Gruumsh seems to randomly select a Cleric he finds appropriate to be his voice.  Their abilities seem eerily similar, so perhaps there are criteria to meet to be chosen.  Many are not happy to be a Voice though...

 ENTRY REQUIREMENTS
   Race:  Any Orcish
   Class Abilities:  Turn Undead
   Patron:  Gruumsh
   Domains: Orc, War
   Feats:  God's Voice (See below), Spontaneous Domains
   Skills:  Diplomacy 8 ranks, Knowledge (Religion) 8 ranks


Class Skills
 The Voice of Gruumsh’s class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Diplomacy (Cha), Intimidate (Cha), Knowledge (Religion)(Int), Listen (Wis), and Sense Motive (Wis).
Skills Points at Each  Level : 4 + int

Hit Dice: d8

   BAB  Fort    Ref    Will  Abilities
1. +0    +0     +0     +2    Spontaneous Command, +1 level of Divine spellcasting class
2. +1    +0     +0     +3    Spell Focus (Enchantment), +1 level of Divine spellcasting class
3. +1    +1     +1     +3    +1 level of Divine spellcasting class
4. +2    +1     +1     +4    Spontaneous Smiting, +1 level of Divine spellcasting class
5. +2    +1     +1     +4    Greater Spell Focus (Enchantment), +1 level of Divine spellcasting class
6. +3    +2     +2     +5    +1 level of Divine spellcasting class
7. +3    +2     +2     +5    Spontaneous Presence, +1 level of Divine spellcasting class
8. +4    +2     +2     +6    Unsettling Enchantment, +1 level of Divine spellcasting class
9. +4    +3     +3     +6    +1 level of Divine spellcasting class
10.+5    +3     +3     +7    Divinity, +1 level of Divine spellcasting class


Weapon Proficiencies: A Voice of Gruumsh gains no new weapon or armor proficiencies.
 
Spontaneous Casting (Su): The Voice of Gruumsh begins to be able to spontaneously cast more than Inflict spells.  At level 1 he can spontaneously cast any spell with the Compulsion or Mind-Affecting descriptors. 

At 4th level he can "lose" a prepared spell to spontaneously cast any Cleric spell from the necromancy school.

At 7th level he can "lose" a prepared spell to spontaneously cast an Cleric spell with the words Deific, Deity, Divine, or Divinity in the title he meets he alignment requirements for.

Bonus Feats: At 2nd level the Voice gains Spell Focus (Enchantment) as a Bonus Feat.  At 5th level he gains Greater Spell Focus (Enchantment), and at 8th level he gains Unsettling Enchantment.

Divinity (Su): At 10th level the Voice may spontaneously cast his Domain spells, as well as any spells on the Cleric list with the Evil Descriptor.

PLAYING A VOICE
 You labored long and hard hoping to become a Voice of Gruumsh.  You did everything, sacrificed everything for what you believed would be the ultimate honor.  And here you are.  Stuck with a God peering out at the world from inside your head.  He knows everything you do, and can read your mind anytime he wishes.  You know no rest or comfort.  But old One Eye cannot control your body directly yet.  Just use it as a spying glass on the world.   The knife in your hand looks more tempting by the day.  A few quick cuts across the wrists and it would be over.  But then you'd be in the afterlife fleeing from him.  You must find a way.
 Combat: You try to avoid combat if you can, as you are no longer as suited to it as you once were.  Hopefully you can convince a few tough Orcs to be bodyguards.
 Advancement: You pretty much are bound to do whatever Gruumsh tells you to do.  This includes what you study or what career you choose to embark upon.
Resources: The church considers Voices to be holy men, but are incredibly jealous of their power.  The military as well.  Since they pretty much comprise the two segments of the Orc population in any position of authority you'll have to rely on your oratory to get any real help.  After all if you die Gruumsh can simply choose another.

VOICES IN THE WORLD
"Has Barka seemed a little stressed out to you lately?"
 Voices generally react to the world by screaming at it to submit or be killed.  or rather, they do what the voice in their head tells them.  After all it's Gruumsh's voice right? And he has the Orcs best interests at heart right?  You'd like to believe that anyway...
 Daily Life: Your daily life consists of whatever Gruumsh would like you to do.  Seriously.  He's a 24 hour presence in your head, and knows everything you do.  There's a reason the suicide rate is high.
 Notables: Barka (CE Male Orc Cleric 6/Voice of Gruumsh 6) walks a tightrope.  His own people want him dead, the outsiders want him dead, and his own God considers him an easily expendable chess piece...
 Organizations: The Voices aren't an organization, and generally operate outside the official church. 

NPC Reaction
 People who don't worship the Orc pantheon or have reason to dislike it's Gods tend to hate Voices with a passion.  Orcs tend to view them as holy men, and hold them in awe.  There really isn't much middle ground.

VOICES IN THE GAME
 DM's should avoid picking on players with this PrC (or seeming like they are).  His God may be interfering with his life quite heavily, and make sure the PC knows this up front.
 Adaptation: This is best for a darker style campaign given the problems facing the Voice.  You may wish to restrict it to NPC's.
 Encounters: Voices tend to be encountered everywhere in Orc settlements.  Outside they are generally only seen in war parties.

Sample Encounter
EL 12: The PC's are at the temple of Heironeous praying when an Orc walks in, and tells the priest he has a little problem he needs fixing.  You can tell immediately there's something wrong with him.  Normal Orcs don't come here, and this one looks like he's one moment away from losing his mind.


Barka
CE Male Orc Cleric 6/Voice of Gruumsh 6
Init +0, Senses: Listen +3, Spot +3, Dark Vision 60'
Languages Orc Common
------------------------------------------------
AC 23, touch 10, flat-footed 23 (+13 Armor)
hp 66 (12 HD)
Fort +8, Ref +4, Will +13 
------------------------------------------------
Speed 30 ft. (6 squares)
Melee +1 Longspear +9/+4 (1d8+2, 19-20, x3)
Ranged +1 Longspear +8 (1d8+2, 19-20, x3)
Base Atk +7, Grp +8
Atk Options Turn Undead 4/day
Combat Gear
Spells Per Day 0: 6 (DC 13)
1st: 6 (DC 14)
2nd: 5 (DC 15)
3rd: 5 (DC 16)
4th: 3 (DC 17)
5th: 3 (DC 18)
6th: 2 (DC 19)
Caster Level 12
-----------------------------------------------
Abilities Str 12, Dex 10, Con 13, Int 10, Wis 16, Cha 12
SQ Light Blindness, Domains (Orc, War)
Feats Divine Metamagic, Divine Spell Power, God's Voice, Holy Potency, Orc Devotion, Spontaneous Domains,
Skills Bluff +9, Concentration +9, Diplomacy +9, Knowledge (Religion) +8, Intimidate +9, Sense Motive +5
Possessions Retributive Amulet, 2 Gauntlets of Gruumsh, +1 Keen Throwing Returning Longspear, +5 Full Plate, Corsair's Eyepatch, 441 GP



EPIC VOICE OF GRUUMSH

Hit Die: d8
Skills Points at Each  Level : 4 + int
Spells Caster level continues to increase with Epic levels, but you do not gain extra spells per day.
Bonus Feats: The Epic Voice gains a Bonus Feat every 3 levels higher than 20th



God's Voice
You can speak with the voice of your deity.
 Prerequisites: Turn/Rebuke Undead, must be taken at 1st level, must be same alignment as Deity
 Benefits: You can "lose" 1 Turn/Rebuke undead attempt when casting a spell from the Enchantment school.  Your opponent only gets 1d20 plus his Base Willpower Save for the Saving Throw for that spell.

Orc Devotion
You can empower your brother Orcs to fight harder.
 Prerequisites: Access to the Orc Domain
 Benefits: Once per day as a Swift action you may "lose" 1 spell slot (or 1 spell you have memorized) to grant a Profane Bonus equal to the spells level to all Orcs within 60' that are Allies for 3 rounds plus one round per point of Wisdom modifier.  When you use this ability choose whether the Bonus is applied to damage rolls, attack rolls, or Fortitude Saving Throw rolls.
« Last Edit: January 03, 2017, 06:37:51 PM by bhu »

Offline bhu

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Re: Orcs
« Reply #21 on: November 10, 2011, 02:26:59 AM »
ORC REDNECK


   
”EEEEEEEEEEEEEEEEEEEEHAAAAAAAAAAAAAAAAAAAAHHHHHH!!!!”

Think of an Orc.  A swaggering, loud-mouthed bully that looks down on women and strangers, and believes fanatically in his one true god.  Now give him a pair of bib overalls, a jug of homemade whiskey, and badly stereotyped accent.  Voila.  You have the guaranteed to offend Orc Redneck.

BECOMING AN ORC REDNECK
Virtually all Orc Rednecks are Barbarians, some may have a bit of Scout or Ranger..

 ENTRY REQUIREMENTS
   Race:  Orc
   Class Abilities:  Rage, Illiteracy
   Skills:  Profession (Distiller) 4 Ranks,
   Feats:  Destructive Rage, Intimidating Rage, Instantaneous Rage
   Special:  Cannot have bought off Illiteracy (levels in Orc Redneck do not grant literacy unlike other classes)


Class Skills
 The Orc Redneck’s class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Hide (Dex), Jump (Str), Knowledge (Local, Nature)(Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Sense Motive (Wis), Spot (Wis), Survival (Wis), and Swim (Str)
Skills Points at Each  Level : 4 + int

Hit Dice: d12

   BAB  Fort    Ref    Will  Abilities
1. +1    +2     +0     +2    Drunken Rage
2. +2    +3     +0     +3    Reckless
3. +3    +3     +1     +3    Stone Drunk
4. +4    +4     +1     +4    Drunken Rage
5. +5    +4     +1     +4    Reckless
6. +6    +5     +2     +5    Stone Drunk
7. +7    +5     +2     +5    Reckless
8. +8    +6     +2     +6    Drunken Rage
9. +9    +6     +3     +6    Stone Drunk
10.+10   +7     +3     +7    Rageaholic


Weapon Proficiencies: Orc Rednecks gain no new weapon or armor proficiencies.
 
Drunken Rage (Ex): At 1st level whenever the Orc Redneck is Intoxicated (defined as having taken ability damage from alcohol consumption), he may Rage at will.  This does not count towards his normal limit of x times per day. He must also make a DC 20 Willpower Save when insulted, injured, angered, or frightened when he is Intoxicated or he goes berserk as well.

At 4th level the Orc Redneck no longer has to make a Willpower Save when Intoxicated.  He can also choose to fail a Fortitude Save vs alcohol.

At 8th level when Intoxicated and Raging the Orc Redneck makes 1 additional attack per round at his highest Attack Bonus.  This does not stack with  similar affects such as Haste.

Reckless (Ex): At 2nd level you may choose to become Reckless when Raging.  For every –1 penalty you take to your AC, you do +2 damage.

At 5th level when being Reckless you also gain a Luck Bonus to all Saving Throws equal to your AC penalty.

At 7th level your attacks use double the Strength modifier they normally would when you are Reckless (i.e. if you normally use your Strength Modifier it’s now double your Strength modifier, if it normally uses double your Strength Modifier, it’s now quadruple your Strength Modifier).

Stone Drunk (Ex): At 3rd  level when Intoxicated and Raging the Orc Redneck feels no pain.  He is immune to Pain only effects such as Symbol of Pain or Wrack.

At 6th level when Intoxicated and Raging you gain a Natural Armor Bonus equal to your Orc Redneck level.

At 9th level when Intoxicated and Raging you gain DR/- equal to half your Orc Redneck level.  This stacks with similar DR from other classes.

Rageaholic (Ex):  You may now Rage freely at will.  Once you have finished Raging you must wait at least 3 rounds before Raging again.


PLAYING AN ORC REDNECK
You are oddly enough more tolerant than other Orcs.  Maybe it’s the booze, but everyone is equal in Gruumsh’s eyes if he’s willing to buy some shine.  Except the Elves.  Elves are for hanging only.  Except for the freaky ones.  Uncle Jessi likes them freaky elves…
 Combat: Combat usually consists of shooting from behind cover, or yelling maniacally and pounding the opponent with whatever is at hand.  Sometimes both at the same time if you can manage it.
 Advancement: Advancement for Orc Rednecks usually means becoming more tolerant of whiskey (which of course just means you drink more)..
Resources: Orc Rednecks can always call on family.  Blood is thicker than water, and you’re family is about as thick as they come.

ORC REDNECKS IN THE WORLD
”Best homemade whiskey ever.  Just don’t touch his sister.”
To say that you are stereotyped, minimalized, looked down upon, and made fun of is soft pedaling it a bit.  You are one hated sob.  But you have a crossbow, a whackin’ stick, and a bad temper.  That makes up for the rest of it cause it lets you have some fun.  Well that, and fire.  Fire is the answer to most of life’s problems.  Especially elf problems.
 Daily Life: You live the life of a typical farmer slash illegal whiskey maker.
 Notables: Bubba (CN Male Orc Barbarian 6/Orc Redneck 6).  Gruumsh didn’t make too many like Bubba.  And the world thanks him for that…
 Organizations: The closest thing you have to an organization is running shine or family reunions.

NPC Reaction
NPC’s tend to make you the butt of their jokes, and endlessly stereotype you.  They also spend a lot of time fleeing you because of it…

ORC REDNECKS IN THE GAME
Some of the Orc Rednecks abilities are over the top.  Okay it was meant for that but still…
 Adaptation: This is obviously a goofy PrC, and probably offensive to some people as well.  On the other hand it could be darn fun to roleplay the Orcs of Hazzard…
 Encounters: The PC’s will encounter you in the midst of a feud, running from the law, hunting, running shine, beating up elves, getting drunk, etc.

Sample Encounter
Give an example of how one might encounter a member of this PrC.
EL 12: It’s a lovely day.  A lovely day to watch the wind in the trees and relax in the grass.  A lovely day to unwind munching on some wine and cheese.  A lovely day to watch the naked Orc with the moonshine jug being chased by a group of Elven Paladins.  Wait, what?


Bubba
CN Male Orc Barbarian 6/Orc Redneck 6
Init +1, Senses: Listen +2, Spot +2, Dark Vision
Languages  Orc, Common
------------------------------------------------
AC 18, touch 11, flat-footed 17 (+1 Dex, +7 Armor)
AC Raging 16, touch 9, flat-footed 15 (-2 Rage, +1 Dex, +7 Armor)
AC Raging Intoxicated 19, touch 9, flat-footed 18  (-2 Rage, +1 Dex,  +3 Natural, +7 Armor)
hp 90 (12 HD), 114 hp Raging
Fort +13 (+15 Raging), Ref +5, Will +6  (+8 Raging)
Uncanny Dodge, Improved Uncanny Dodge
------------------------------------------------
Speed 40  ft. (8 squares)
Melee +1 Brash Brutal Surge Club +18/+13/+8 (1d6+6)
Melee Raging +1 Brash Brutal Surge Club +20/+15/+10 (1d6+8)
Ranged +1 Explosive Sling (1d4+1+2d6 Fire)
Base Atk +12, Grp +17 (+19 Raging)
Atk Options Rage 3/day, Drunken Rage, Reckless
Combat Gear 4 Cure Serious Wounds Potions
-----------------------------------------------
Abilities Str 20 (24 Raging), Dex 13, Con 16 (20 Raging), Int 6, Wis 8, Cha 10
SQ Damage Reduction 2/-, Trap Sense +3, Fast Movement, Illiteracy
Feats Destructive Rage, Instantaneous Rage, Intimidating Rage, Power Attack, Improved Sunder
Skills Climb +5 (+7 Raging), Intimidate +7, Hide +4, Jump +5 (+7 Raging), Listen +2, Move Silently +4, Profession (Distiller) +7, Spot +2, Swim +5 (+7 Raging), Survival +2
Possessions Explosive Sling, +1 Brash Brutal Surge Club, +5 Leather Armor, Bag of Holding II, 4 Cure Serious Wounds Potions, 240 GP


« Last Edit: January 03, 2017, 06:38:24 PM by bhu »

Offline bhu

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Re: Orcs
« Reply #22 on: November 10, 2011, 02:27:26 AM »
ORC DOMINATRIX


   
”Mistwess wuvs Elfie.  Elfie wuv Mistwess?”
”Look here you mind numbingly vulgar old crone…”
CRACK!
”AAAAAAAIIIIIIIIIIEEEEEEEEE!!!!”
”WHAT WAS THAT!?!?!”
”I…I meant would you like for me to shave your back hair ma’am?”
CRACK!
”AAAAAAAIIIIIIIIIIEEEEEEEEE!!!!”
”Yes actually.  I’m due for a shave…”

Orc society is usually described as being based on two unfortunate concepts.  The first is that men are in charge and do everything (i.e. running about killing stuff for their god), and the women obey without question.  The second is that slaves seem to form the basis of their economy, much like the Spartans.  This means much work is done by the slaves, and there are several generations of bored Orc women who have repressed their natural tendencies towards hitting things to achieve a workable marriage with their husbands.

However at some point the husbands have to go off to war, leaving the wives in charge of the slaves.  You have to wonder why the slaves simply don’t revolt.  The reason is a longstanding tradition among Orc women to let their hair down and take out their frustrations once the menfolk are gone (unbenknownst to said menfolk).  It gives them a chance to vent, relax, regroup, and most importantly to beat the living hell out of some elves.

BECOMING AN ORC DOMINATRIX
The class requires a certain degree of innate magical ability, which can really be provided with almost any Divine or Arcane spellcaster class.  Usually they have some mild magical talent (i.e. 1 level of something) or have dabbled.  Due to their penchant for sneakiness most have a few levels of Rogue as well.  Many are multiclass Rogue/Barbarian/Spellcasters.

 ENTRY REQUIREMENTS
   Race:  Any Orcish
   Gender:  Female
   Skills:  Intimidate 6 Ranks
   Feats:  Must have any two of the following Feats: Any Feats with Rage or Sneak Attack as a prerequisite, any Metamagic Feat
   Class Abilities: Choose one of the following: Must be able to cast at least 1 first level spell from the Enchantment school (can be Divine or Arcane), Must have 1d6 Sneak attack, Must be able to Rage


Class Skills
 The Orc Dominatrixes class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Diplomacy (Cha), Intimidate (Cha), Knowledge (Arcana)(Int),  Sense Motive (Cha), Spellcraft (Int), and Use Rope (Dex)
Skills Points at Each  Level : 4 + int

Hit Dice: d8

   BAB  Fort    Ref    Will  Abilities
1. +0    +2     +0     +2    One of These Days Ralph…, +1 Level of Divine or Arcane Casting Class
2. +1    +3     +0     +3    Black Leather, +1 Level of Divine or Arcane Casting Class
3. +2    +3     +1     +3    Magic Whip
4. +3    +4     +1     +4    POW…, +1 Level of Divine or Arcane Casting Class
5. +3    +4     +1     +4    Black Leather, +1 Level of Divine or Arcane Casting Class
6. +4    +5     +2     +5    Magic Whip
7. +5    +5     +2     +5    Black Leather, +1 Level of Divine or Arcane Casting Class
8. +6    +6     +2     +6    Right In The Kisser!, +1 Level of Divine or Arcane Casting Class
9. +6    +6     +3     +6    Magic Whip
10.+7    +7     +3     +7    Domestic Goddess


Weapon Proficiencies: Orc Dominatrixes gain proficiency with the Whip and Light Armor if they do not already have it.

One of These Days Ralph…(Ex):  You may use this ability a number of times per day equal to your Charisma modifier.  When you make a successful attack with a Whip you may declare that you are using 1 use of this ability and your opponent must make a Fortitude Save (DC is 10 plus half hit dice plus Charisma modifier).  If he fails, he is Stunned for 1 Round.

Black Leather (Ex): At second level you take no Armor check penalties while wearing Light Armor.

At 5th level you have no Arcane spell failure chance while wearing Light Armor.

At 7th level you add your Charisma Bonus as an Enhancement Bonus to your Armor (i.e if you have a 14 Charisma, you are now wearing +2 Leather Armor, this does not stack with existing Enhancement Bobuses).  This is a Supernatural Ability.

Magic Whip (Su):  The effects of Magic Whip vary greatly depending on your former class levels.  At 3rd level you may choose on of the following effects you qualify for:

A) If you can Rage at least twice per day, your Barbarian and Orc Dominatrix levels stack for determining how many times per day you Rage.  Attacks you make with a whip do 2d4 lethal damage, and do not provoke attacks of opportunity. You may make whip attacks regardless of an opponents AC.

B) If you have at least 3d6 Sneak Attack, your Rogue and Orc Dominatrix levels stack for determining how many dice of Sneak Attack damage you have.  Attacks you make with a whip do lethal damage, and if your to hit roll hits by 5 or more or is a critical you add your Sneak Attack damage, whether your opponent is denied his Dex Bonus to AC or not.  Attacks you make with your whip do not provoke attacks of opportunity.  You may make whip attacks regardless of an opponents AC.

C) If you may cast Arcane spells of at least second level, you may imbue your whip with any spell as a Standard Action.  The next time you strike someone with the whip they also take the effects of the spell it is imbued with.  Attacks you make with your whip do lethal damage and do not provoke attacks of opportunity. You may make whip attacks regardless of an opponents AC.  Obviously your spell selection is limited to spells that target a single creature. 

Once chosen you may not change the effect you get with magic whip.

At 6th level your powers with the whip increase.  If you chose A, the Critical threshold for your Whip attacks increases by half your Orc Dominatrix level, rounded up.  For example a level 10 Orc Dominatrix would critical on a 15-20. If you chose B, you get a +4 Enhancement Bonus on any Trip  or Disarm attack made while your opponent is Denied his Dex Bonus to AC, or Flat-footed (your Trip or Disarm attacks made with the whip do not provoke attacks of opportunity).  If you chose C, the Save DC’s of spells imbued in your whip are +2 (this stacks with the Spell Focus Feat).

At 9th level your powers increase again.  If you chose A, your whip now does untyped damage on a Critical while Raging, ignoring Damage Reduction.  If you chose B, whenever you successfully strike an opponent who is Flat-footed or Denied his Dex Bonus to AC he must make a Fortitude Save (Save DC is 10 plus half hit dice plus Charisma modifier) or be Paralyzed for 1d3 rounds.  If you chose C, the Save DC’s of spells imbued in your whip are +4.

POW…(Ex):  You gain 2 extra daily uses of One of These Days Ralph.  When using it the opponent is now automatically Stunned for 1d2 rounds on a successful Critical.

Right In The Kisser! (Ex): You gain 2 extra daily uses of One of These Days Ralph.  If he now fails the Save he is Stunned for 1d3 Rounds.  On a Successful Critical hit he is Helpless for 1 Round instead if he fails the Save, or Stunned for 1d2 rounds if he makes it.

Domestic Goddess (Su): You gain 2 extra daily uses of One of These Days Ralph.  Instead of the normal effect you can decide to have them make a Willpower Save (Save DC is 10 plus half hit dice plus Charisma Modifier).  If they fail and haven’t gone in the round yet, you decide what they will do this round.  If they have gone, you decide what they will do next round.


PLAYING AN ORC DOMINATRIX
You lead a double life.  A devoted and meek wife, and a ticked off elf-whooping amazon.  The disparity in your private and public lives do cause some occasional grief for you, but Orc women seem to have a remarkable tolerance for pain (they have to since they’re barely second class citizens).
 Combat: OD’s who took option A will be looking to increase the number of times per day they can Rage, and their unarmed attack options.  Choosers of B will want some Ambush Feats perhaps, or Feats allowing them some more options while flanking and such.  They’ll be fighters who set targets up for the kill by their friends.  Choosers of C will want to increase the power and variety of their spells.
 Advancement: Depending on which option you first choose with Magic Whip there are 3 very different paths to choose from with this PrC.  If you went with A you’ll be focusing on melee combat.  If you went with B, you’ll be focusing on using your Sneak Attack, and Trip/Disarm to it’s best extent.  If you went with C, you’ll want to increase your caster level to get those really neat spells to imbue the whip with.
Resources: Orc Dominatrixes can call upon one another for protection and aid, but that’s really all the resources they have.  Their own society looks down upon them simply for being women.  Other societies look down upon them for being Orcs.  Life isn’t easy for them to say the least.


ORC DOMINATRIXES IN THE WORLD
”Y’know Krusk…I think my wife is different somehow….”
If your husband had any idea what you were up to when he’s gone he’d probably cough up his own spleen.  Of course there’s always the chance he might like the idea of an equal partner (yeah right, we’re talkin’ Orcs here).  There’s also the chance that eventually once he puts the axe down you’ll be well trained enough to simply repeatedly club him into submission with your fist. 
 Daily Life: Slaves do much of the cooking, cleaning, and raising what little livestock or agriculture you have.  That leaves you to raise your kids, tend to your husbands many wounds, and of course join a secret society devoted to one day overthrowing the Patriarchy.  Plus you get to wear kewl leather armor. 
 Notables: Barda (CN Female Orc, Sorcerer 1/Barbarian 5/Orc Dominatrix 6.  Barda is the local headmistress of her group.  By day she is the submissive Orc wife who tends to her husbands wounds and teaches the children.  By night she meets clandestinely with the other Orc wives and plots to achieve power in the tribe.  Or at least a way to break the priesthood of Gruumsh’s stranglehold on all aspects of the tribes life.
 Organizations: Orc Dominatrixes sometimes form loose cliques or clubs that help one another out.  Especially when someone’s slave has escaped or their husband is being difficult.  Or when they’ve finally gone overboard in the eyes of Orc society and gave hubby a whoopin' and need to hide out.

NPC Reaction
NPC’s reaction tends to be disgust or pure terror.  Which one rather depends on whether or not they’re currently a captive or an innocent bystander.  There are other reactions, but we’ll leave those to the Mature Boards…

ORC DOMINATRIXES IN THE GAME
Be prepared for a lot of giggles when you announce you wanna play this thing.  Especially by the male players.  God knows we aren’t subtle.
 Adaptation: As classes go this one is kind of tongue in cheek, but it could be adapted to a serious campaign, especially a horror campaign.
 Encounters: PC’s will most likely encounter an Orc Dominatrix if they are taken captive by an Orc tribe.  There are other ways but unfortunately we’ll once again leave those to the Mature Boards…

Sample Encounter .
EL 12: The PC’s have been asked to infiltrate and close a local Slave Auction house.  Wanna guess who’s gonna try to outbid them on the local elves?


Barda
CN Female Orc Sorcerer 1/Barbarian 5/Orc Dominatrix 6
Init +1, Senses: Listen +4, Spot -1, Dark Vision 60’
Languages Orc, Common
------------------------------------------------
AC 20, touch 11, flat-footed 19  (+1 Dex, +6 Armor, +3 Natural)
AC while Raging 18, touch 9, flat-footed 17  (-2 Rage, +1 Dex, +6 Armor, +3 Natural)
hp 74 (12 HD), 98 hp while Raging
Fort +10 (+12 while Raging), Ref +4, Will +7 (+9 Raging)
Uncanny Dodge, Improved Uncanny Dodge
------------------------------------------------
Speed 40 ft. (8 squares)
Melee +1 Paralysis Paralytic Burst Whip +14/+9 (1d10+4/17-20) or Unarmed Strike +13/+8 (1d10+4)
Melee Raging +1 Paralysis Paralytic Burst Whip +16/+11 (1d10+6/17-20) or Unarmed Strike +15/+10 (1d10+6)
Base Atk +9, Grp +13 (+15 while Raging)
Atk Options Rage 3/day (6 rounds duration),  One of These Days Ralph (3/day, DC 17), POW
Combat Gear
Spells Known (Caster Level 1) 0 (5/day, Save DC 11): Daze, Detect Magic, Flare, Touch of Fatigue
1 (4/day, Save DC 12): Reduce Person, Shocking Grasp
Supernatural Abilities Magic Whip
-----------------------------------------------
Abilities Str 18 (22 while Raging), Dex 13, Con 12 (16 while Raging), Int 8, Wis 9, Cha 13
SQ Light Sensitivity, Fast Movement, Trap Sense +1, Black Leather
Feats Improved Unarmed Strike, Stunning Fist, Superior Unarmed Strike, Instantaneous Rage, Intimidating Rage
Skills Concentration +11 (+13 Raging), Intimidate +12, Jump +9 (+11 Raging), Knowledge (Arcana) +3, Listen +4, Sense Motive +5, Spellcraft +3
Possessions +4 Menacing Leather Armor, +3 Amulet of  Natural Armor, +1 Paralysis Paralytic Burst Whip, Shackles of Silence, 539 GP

« Last Edit: January 03, 2017, 06:49:35 PM by bhu »

Offline bhu

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Re: Orcs
« Reply #23 on: November 10, 2011, 02:27:57 AM »
THE INCREDIBLE ORC


   
”HORK ANGRY!”
”HORK SMASH PUNY HUMANS!”
”Hork secretly fear Hork’s habit of referring to Hork in the 3rd person will one day spiral wildly out of control.  Make Hork lapse into delusional self parody.”


You’re big, your green, and you get stronger as you get madder!  Not a copyright violation.  Really we swear.  Came up with the idea while on cold medicine.  Yup.  Yup. 

BECOMING AN INCREDIBLE ORC
Incredible Orcs have usually survived some sort of gigantic unleashing of Arcane or Divine power.   Instead of becoming dust like everything around them, they got big.  Real big.

 ENTRY REQUIREMENTS
   Race:  Any Orcish
   Class Abilities:  Rage
   Special:  Must have survived being exposed to huge unleashing of mystical energies somehow, and lived. DM’s discretion.
   Feats:  Improved Unarmed Strike, Superior Unarmed Strike
   BAB:  +6


Class Skills
 The Incredible Orc’s class skills (and the key ability for each skill) are Climb (Str), Jump (Str), Survival (Wis), and Swim (Str)
Skills Points at Each  Level : 2 + int

Hit Dice: d12

   BAB  Fort    Ref    Will  Abilities
1. +1    +2     +0     +2    Holy Crap I’m Alive
2. +2    +3     +0     +3    Your Puny Arrows Mean Nothing To Me
3. +3    +3     +1     +3    My Fists Solve All My Problems
4. +4    +4     +1     +4    ORC ANGRY!!
5. +5    +4     +1     +4    Puny Humans Not Understand Orc
6. +6    +5     +2     +5    Orc Smash Puny Human!
7. +7    +5     +2     +5    Orc Does Not Need Bandaids
8. +8    +6     +2     +6    You Dare Attack Orc!
9. +9    +6     +3     +6    RAAAAAAH!!
10.+10   +7     +3     +7   The Worlds Baddest Orc


Weapon Proficiencies: Incredible Orcs gain no new weapon or armor proficiencies
 
Holy Crap I’m Alive (Ex): When you rage now, your skin changes color to a hue of your choice (Grey, or bright Green/Red seem popular).  You also gain Powerful Build (see page 13 of the Expanded Psionics Handbook) while Raging.  Duration of your Rage now doubles.

Your Puny Arrows Mean Nothing To Me (Ex):  When Raging your Natural Armor Bonus increases by a number equal to your Incredible Orc Level.

My Fists Solve All My Problems (Ex):  You may now Sunder weapons or items with your unarmed strike attacks, and you do not provoke attacks of Opportunity when making Sunder attacks.  In addition if you critical with an unarmed strike or a weapon you may make a Trip Attack as a Free Action without provoking an Attack of Opportunity.  If you do not succeed your opponent does not get a trip attack in return.

ORC ANGRY!! (Ex): While Raging or Frenzying, you gain a cumulative +2 Enhancement Bonus to Strength each round you continue to Rage.  This stacks with the Strength Bonus you get from Rage or Frenzy.  Theoretically the only upper limit is the duration of your Rage.

Puny Humans Not Understand Orc (Ex):  When Raging you are now Large Size Class, gaining all the abilities listed on page 291 of the Monster Manual.  You still also have the Powerful Build Ability. You may now Rage 1 additional time per day.  Learn to get stretchy clothes or become embarrassingly naked when you get mad.

Orc Smash Puny Human! (Ex): Any time you successfully strike something of a size class smaller than yourself or that has a Strength at least 10 points less than yours you may make a Trip Attack as a Free Action without provoking an Attack of Opportunity.  If you do not succeed your opponent does not get a trip attack in return.  If you Critical with a melee weapon or unarmed Strike, you are considered to be using the Awesome Blow Feat, even if you would not qualify for it.

Orc Does Not Need Bandaids (Ex): When Raging you gain Fast Healing 5.  You may now Rage 1 additional time per day.

You Dare Attack Orc! (Ex): You gain DR x/- when Raging.  X is equal to your Incredible Orc level.

RAAAAAH! (Ex):  You gain Awesome Blow as a Bonus Feat, whether you meet the requirements or not.  If you Critical with an attack your opponent must make a Fortitude Save (DC is 10 plus half hit dice plus Strength Modifier) or be Stunned 1d4  Rounds.

The Worlds Baddest Orc (Ex): When Raging you now have Regeneration 5 instead of Fast Healing 5 (Regeneration does not work against damage taken by Fire or Acid).  You gain a +8 Enhancement Bonus to all Strength Checks, and Strength Based skill checks.  Your carrying capacity is that of a creature 2 Size classes bigger. You may now Rage 1 additional time per day

PLAYING AN INCREDIBLE ORC
Big, dumb, and pissed off.  The stereotypical orc brawler boy.  With a few extras of course…
 Combat: Hit it with your fist.  If it can still move, hit it with your fist again until it stops.  If that fails grab the neck and start choking.  These are about the most complex tactics you can understand.
 Advancement: Incredible Orcs generally try to get stronger and meaner.  It's what they do best after all.
Resources: Yourself.  I’d say your fellow Orcs but they’re just a wee bit jealous and would secretly like to see you get whooped so you’d stop showing them up…

INCREDIBLE ORCS IN THE WORLD
”Paw…..”
”Paw…..”
”Whut you want boy?”
”An orc just shoved his pinky thru mah brain Paw…”
Generally you interact with the world with the back of your fist.  It’s your way, or someone gets a beating.
 Daily Life: Fight some token mooks.  Find who sent them.  Beat him until he’s pulp.  Wipe out half the city in the process.  Beat down the city guard when they intervene.  Beat down some heavily armed vagrants with lots of money when they intervene.  You get the idea.
 Notables: Hork (CN Male Orc Barbarian 6/Incredible Orc 6) is an anomaly among his people: An orc that seems to be a nice enough guy.  Unless you make him angry.  You wouldn’t like him when he’s angry…
 Organizations: Most organizations will be devoted to hunting you down and wiping you out, not supporting you.

NPC Reaction
NPC’s generally run screaming once they realize that the usual process will not suffice for killing you. (i.e. the arrows don’t seem to be sticking in you…).

INCREDIBLE ORCS IN THE GAME
If you have a space in your campaign for delusional brawlers with bad tempers, look no further.
 Adaptation: Obviously not a serious class.  Obviously only for really tongue in cheek campaigns. But darn it it would be so fun just once…
 Encounters: Usually PC’s will encounter one of you when your throwing someone they may or may not know through a wall, and then repeatedly jumping up and down on his head.

Sample Encounter
EL 12:  Hork has just been chased by puny human army who interrupted his lunch.  Hork just want beanie-weanies.  Why can’t puny humans just leave Hork alone?  Oh look there’s 4 more of them over there.  HORK SMASH!!!


Hork
CN Male Orc Barbarian 6/Incredible Orc 6
Init +1 (+0 Raging), Senses: Listen +4, Spot -1, Dark Vision 60’
Languages Orc, Common
------------------------------------------------
AC 24, touch 15, flat-footed 23  (+1 Dex, +9 Armor, +4 Deflection)
AC Raging 29, touch 12, flat-footed 29  (-1 Size, -1 Dex, +8 Natural Armor, +9 Armor, +4 Deflection)
hp 102  (12 HD), 150 hp Raging
Fort +12 (+18 Raging), Ref +5 (+4 Raging), Will +6 (+8 Raging)
Uncanny Dodge, Improved Uncanny Dodge
------------------------------------------------
Speed 40  ft. (8 squares)
Melee Unarmed Strike +18/+13/+8 (1d10+6) or +3 Greatclub +21/+16/+11 (1d10+9)
Melee Raging Unarmed Strike +24/+19/+14 (1d10+12) or +3 Greatclub +27/+22/+17 (1d10+15)
Base Atk +12, Grp +18 (+30 Raging)
Atk Options My Fists Solve All My Problems, Orc Smash Puny Human, Rage 3/day (20 rounds duration)
-----------------------------------------------
Abilities Str 22 (34 Raging), Dex 13 (11 Raging), Con 14 (23 Raging), Int 6, Wis 8, Cha 10
SQ Light Sensitivity, Powerful Build, Fast Movement, Illiteracy, Trap Sense +2
Feats Destructive Rage, Improved Grapple, Improved Unarmed Strike, Instantaneous Rage, Superior Unarmed Strike
Skills Climb +8, Intimidate +10, Jump +8, Listen +4, Swim +8, Survival +5
Possessions +5 Chain Shirt, +4 Ring of Protection, +3 Greatclub, 2445 GP

« Last Edit: January 03, 2017, 06:52:37 PM by bhu »

Offline bhu

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Re: Orcs
« Reply #24 on: November 10, 2011, 02:30:43 AM »
TANARRUK ARSONIST


   
"Burn a city, and it's people will follow it into the ashes.

Flamers are Tanarruks who have sold out to their demonic parents, and agreed to further the goals of the Abyss.

BECOMING A TANARRUK ARSONIST
Flamers begin as Warlocks, and usually develop a taste for fire...

 ENTRY REQUIREMENTS
   Race:  Tanarruk
   Eldritch Blast:  3d6
   Invocations:  Brimstone Blast, Eldritch Spear
   Skills:  Concentration 2 ranks, Intimidate 4 ranks, Knowledge (Arcana, Religion, The Planes) 2 ranks
   Feats:  Ability Focus (Eldritch Blast), Potent Eldritch Blast (see below)
   Alignment: Cannot be Good.


Class Skills
 The Tanarruk Arsonist's class skills (and the key ability for each skill) are Concentration (Con), Intimidate (Cha), Knowledge (Arcana, Religion, The Planes)(Int), Sense Motive (Wis), Spellcraft (Int), and Use Magic Device (Cha).
Skills Points at Each  Level : 2 + int

Hit Dice: d6

   BAB  Fort    Ref    Will  Abilities
1. +0    +0     +0     +2    Eldritch Blast, Improved Brimstone Blast
2. +1    +0     +0     +3    Resistances, Invocation (Least or Lesser)
3. +2    +1     +1     +3    Immunities
4. +3    +1     +1     +4    Resistances, Invocation (Least or Lesser)
5. +3    +1     +1     +4    Immunities
6. +4    +2     +2     +5    Resitances, Invocation (Least, Lesser, or Greater)
7. +5    +2     +2     +5    Immunities
8. +6    +2     +2     +6    Resistances, Invocation (Least, Lesser, or Greater)
9. +6    +3     +3     +6    Greater Brimstone Blast
10.+7    +3     +3     +7   Abyssal Blast, Invocation (Least, Lesser, Greater, or Dark)


Weapon Proficiencies: A Tanarruk Arsonist gains no new weapon or armor proficiencies.

Eldritch Blast: Your Tanarruk Arsonist and Warlock levels stack for purposes of how powerful your Eldritch Blast is.
 
Improved Brimstone Blast: From now one you may choose to make any of your Blasts Brimstone Blasts, and you may apply another Eldritch Essence Invocation to the Eldritch Blast if you want.

Resistances (Ex): At level 2 the Flamer gains Energy Resistance 5 (Cold).  At level 4 it also gains Energy Resistance 5 (Acid).  At level 6 it's Resistance to Cold becomes 10.  At level 8 it's Resistance to Acid becomes 10.

Invocations: At each even numbered level the Arsonist learns a new Invocation.  It can be from the Warlock or Arsonist Invocation list.  Note that once you resume levels in Warlock you may now take an Invocation of any level or type if you gain a Warlock level that grants a new Invocation.  Also, if you have at least 5 levels in this PrC, and take more levels in Warlock, you may take Invocations specific to this PrC with any Warlock level in which you learn new Invocations.

Immunities (Ex): At third level the Arsonist becomes immune to poison.  At 5th level he becomes immune to fire.  At 7th level he becomes immune to electricity.

Greater Brimstone Blast (Su): When using your Eldritch Blast as a Brimstone Blast from now on your opponent receives no saving throw and automatically catches fire.

Abyssal Blast (Su): You gain the Abyssal Blast Invocation.

PLAYING A TANARRUK ARSONIST
 Some people just want to see the world burn, and you are one of them.  Tired of the Orcs who wont accept you because of your tainted blood, and tired of the other humanoids who rightly regard you as a terrible monster, you have reached a point in your life where you'd do anything to just watch them all die screaming.  And for a price, the Abyss will give you just that...
 Combat: You are a Blaster devoted to fire.  Many consider you a hazard because of this, as fire can get out of hand quickly, but your immunity makes you scoff at these notions.  Good think you think friends are replaceable.  You'll lose them to the inferno that results from your fights pretty often.
 Advancement: Arsonists tend to be single minded in their devotion to fire and destruction (and to a somewhat lesser extent the schemes of their Demonic masters).
Resources: As an agent of the Abyss, you can occasionally call upon them for aid IF you are able to produce consistent results.  Otherwise your best bets are the local demon worshiping cults and loonies.  A mixed bag at best. 

TANARRUK ARSONISTS IN THE WORLD
"Oh ____."
 You prefer to interact with the world by bringing about it's end.  Honestly, you are never happier than making others weep.  Death by burning is something you consider only fitting for a world that has rejected you continuously, despite your blatantly deserving such shunning.  In short, you are a madman who is used by others to burn down the Churches of opposing Gods or the houses of less divine rivals. 
 Daily Life: Most of the time you are left to your own devices unless the Demons have need of you.  Unless you're a member of a cult or something (which is likely) in which case you'll have to put up with taking their orders.  Until then, it's just burning everything in reach.
 Notables:
 Organizations: Most Arsonists belong to a cult or military of some sort if they belong to an organization.  Crazed arsonists are notoriously unreliable, and with your parentage people are willing to believe the worst of you.

NPC Reaction
 NPC's are generally horrified of you.  they can't really help it as you're a sadistic killer who burns villages to the ground.

TANARRUK ARSONISTS IN THE GAME
 This is a problematic class for DM's since using copious amounts of fire tends to create problems during and after combat, and the locals may not be as happy to see the PC's kill the local monster if they torch the city in the process.
 Adaptation: This is intended mostly for serious campaigns, but crazy people making things go boom is also a staple of the humor genre.
 Encounters: PC's will generally encounter Flamers burning people or other things into ash and laughing maniacally while doing so (especially churches).  Sometimes it seems as if it's their goal to burn the entire world, despite the fact that they won't have any food if they succeed.

Sample Encounter
EL 15: "Pardon me sir.  I know it isn't often you escape your mystic prison and all, but the mayor has sent me to inform you that if you don't cease and desist in burning the city down, he will have your arse handed to you by those four homeless ruffians wielding objects of significant magical power standing over there by the mead hall."


"_________"

"Profanity.  Right.  Well then, I'll alert the homeless people shall I?"


Name
CE Male Tanarruk Warlock 6/Arsonist 1
Init +4, Senses: Listen +8, Spot +8, Dark Vision 60'
Languages Abyssal, Orc
------------------------------------------------
AC 32, touch 18, flat-footed 29 (+3 Dex, +4 Natural, +10 Armor, +5 Deflection)
hp 59 (12 HD)
Fort +7, Ref +9, Will +11 
------------------------------------------------
Speed 20 ft. (4 squares)
Melee Bite +10 melee (1d6+1)
Melee +1 Spear +11/+6 (1d8+2 plus 1d6 Fire)
Ranged +1 Spear +14 (1d8 plus 1d6 Fire)
Base Atk +9, Grp +10
Atk Options Eldritch Blast 4d8, Improved Brimstone Blast
Combat Gear
Invocations Known Least: Eldritch Spear, Frightful Blast, Miasmic Cloud
Lesser: Brimstone Blast
-----------------------------------------------
Abilities Str 12, Dex 16, Con 13, Int 10, Wis 10, Cha 14 (20 w/Cloak)
SQ Fire Resistance 10, SR 26, Control Flame, Orc Blood, Detect Magic, DR 1/Cold Iron, Deceive Item
Feats Ability Focus (Eldritch Blast), Improved Initiative, Point Blank Shot, Potent Eldritch Blast, Precise Shot
Skills Concentration +7, Hide +11, Intimidate +14, Knowledge (Arcana, Religion, The Planes) +2, Listen +8, Move Silently +7, Search +8, Spellcraft +4, Spot +8, Use Magic Device +4
Possessions +1 Unholy Flaming Burst Returning Spear, +6 Chain Shirt, +5 Ring of Protection, +6 Cloak of Charisma, Type IV Necklace of Fireballs. 48 GP



EPIC TANARRUK ARSONIST

Hit Die: d6
Skills Points at Each  Level : 2 + int
Eldritch Blast The Epic Tannaruk Arsonists Eldritch Blast increases by +1d6 every even numbered level, beginning at Level 22.
Invocations The Epic Tannaruk Arsonists caster level is equal to it's character level, but it does not learn any new Invocations.
Bonus Feats: The Epic Tanarruk Arsonist gains a Bonus Feat every 3 levels higher than 20th


NEW INVOCATIONS

Least

Frenzy of the Bulezau
Least; 2nd
You gain a Circumstance Bonus to all Attack and Damage Rolls with your Eldritch Blast equal to your Charisma Modifier for 24 hours.

Screech of the Vrock
Least; 2nd
Identical to the Sound Burst spell.

Arsonist's Weapon
Least, 2nd
Identical to the Burning Sword spell.

Arsonist's Cloak
Least, 2nd
Identical to the Body of the Sun spell.

Dancing Flame
Least, 1st
Identical to the Animate Fire spell.

Flare
Least, 2nd
Identical to Raging Flame spell.

Fuel
Least, 2nd
Identical to Slow Burn spell.

Dazing Blast
Least; 1st; Eldritch Essence
This Eldritch Essence Invocation allows you to change your Eldritch Blast into a Dazing Blast.  Opponents successfully struck by it must make a Willpower Save or be Dazed for 1 round (they still take damage from the Blast whether they make the Save or not).

Eldritch Grenade
Least; 2nd; Blast Shape
This Blast Shape Invocation changes your Eldritch Blast into an Eldritch Grenade.  The range is the same, but it affects a 5' area (damaging all in that square).


Lesser

Grip of the Glabrezu
Lesser; 4th
You gain huge pincers replacing your hands for (3 rounds plus 1 round per point of Charisma Modifier).  They do 1d8 plus Charisma Modifier in damage, and you get two attacks with them on a full attack.  If you successfully hit with a pincer you may immediately make a Grapple Check as a Free Action without provoking an Attack of Opportunity.

Unholy Light of the Nalfeshnee
Lesser; 4th
Identical to the Rainbow Pattern spell.

Arsonist's Caress
Lesser, 4th
Identical to Flame Whips spell.

Burning Gate
Lesser, 4th
Identical to Fire Stride spell.

Demonic Blast
Lesser; 4th; Eldritch Essence
This Eldritch Essence Evocation allows you to turn your Eldritch Blast into a Demonic Blast, doing an extra +2d6 damage against Lawful or Good beings.

Rending Blast
Lesser; 4th; Eldritch Blast
This Eldritch Essence Invocation lets you change your Eldritch Blast into an Rending Blast.  If you successfully hit your target with this Blast, and that target is a Construct, this blast can still threaten a critical hit against it despite Constructs being immune to Criticals.  If used against an object it ignores Hardness.


Greater

Whip of the Balors
Greater; 6th
Identical to the Howling Chain spell.

Arms of the Marilith
Greater; 6th
Identical to the Energy Spheres spell, except it summons 6 energy spheres one of which does Profane damage.

Arsonist's Blessing
Greater, 5th
Identical to the Mass Fire Shield spell, cannot use cold version.

Arsonist's Curse
Greater, 5th
Identical to the Greater Fireburst spell.

Chaotic Blast
Greater;6th;Eldritch Essence
This Eldritch Essence Invocation allows you to turn your Eldritch Blast into a Chaotic Blast.  Good or Lawful Outsiders struck by this Blast must make a Willpower Save or be sent back to their home plane (they take damage regardless if they made the Save or not).

Seeking Blast
Greater; 6th; Blast Shape
This Blast Shape Invocation lets you turn your Eldritch Blast into a Seeking Blast.  It does damage as per you normal Eldritch Blast but ignores concealment.


Dark

Roar of Baphomet
Dark; 9th
Identical to Quickened Fear spell.

Gaze of Demogorgon
Dark; 9th
Identical to the Dominate Monster spell.

Smile of Malcanthet
Dark; 8th
Identical to the Greater Bestow Curse spell.

Call of Orcus
Dark; 9th
Identical to the Plague of Undead spell.

Flail of Yeenoghu
Dark; 9th
Identical to the Black Blade of Disaster spell.

Spores of Zuggtmoy
Dark, 9th
Identical to the Mass Drown spell.

Burn the World
Dark, 9th
Identical to the Transmute Rock to Lava spell.

Abyssal Blast
Dark; 8th; Eldritch Essence
This Eldritch Evocation lets you turn your Eldritch Blast into an Abyssal Blast.  The Abyssal Blast ignores Spell Resistance and does Vile Damage as opposed to it's usual damage.

Eldritch Explosion
Dark; 8th; Blast Shape
This Blast Shape Invocation lets you change your Eldritch Blast into an Eldritch Explosion.  When you successfully hit the target with this Ray (the target can be a square), all opponents within 15' of that square must make a Strength Check against your Caster Level Check or be pushed to the outside of the blasts area of effect, which is 20'.


Potent Eldritch Blast
Your Eldritch Blast does a lot more damage than usual
 Prerequisites: Eldritch Blast 2d6, Ability Focus (Eldritch Blast)
 Benefits: Your Eldritch Blast uses d8 dice instead of d6 dice.

Offline bhu

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Re: Orcs
« Reply #25 on: November 10, 2011, 02:31:18 AM »
PANDEMONICUS


   
"It's not rage that drives me, it's competition."

 Many Tanarruk are perfectly willing to be ordinary Berserkers like their Orcish brethren.  Some however feel the calling of heir demonic ancestry, and begin to dabble in the powers all Tanarruk have lying within them.  Eventually they end up more Demon than Orc, and they either leave this world for the Abyss, or cause much grief before they die.

BECOMING A PANDEMONICUS
Any Tanarruk Barbarian who eventually turns to spontaneous arcane spellcasting can become a Pandemonicus.

 ENTRY REQUIREMENTS
   Race:  Tanarruk
   Class Abilities:  Rage
   Spellcasting:  Must be able to cast Arcane spells without preparation
   Skills:  Knowledge (Arcana, Religion, The Planes) 2 ranks, Spellcraft 4 ranks
   Feats:  Extend Rage, Instantaneous Rage
   Alignment: Must be Chaotic Evil


Class Skills
 The Pandemonicus' class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Concentration (Con), Intimidate (Cha), Jump (Str), Knowledge (Arcana, Religion, The Planes), Listen (Wis), Spellcraft (Int), and Survival (Wis)
Skills Points at Each  Level : 2 + int

Hit Dice: d8

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +0    +2     +0     +2    Demonic Rage
2. +1    +3     +0     +3    Demonic Power, +1 Level of Arcane casting class
3. +2    +3     +1     +3    Demonic Endurance, +1 Level of Arcane casting class
4. +3    +4     +1     +4    Demonic Rage
5. +3    +4     +1     +4    Demonic Power, +1 Level of Arcane casting class
6. +4    +5     +2     +5    Demonic Endurance, +1 Level of Arcane casting class
7. +5    +5     +2     +5    Demonic Rage
8. +6    +6     +2     +6    Demonic Power, +1 Level of Arcane casting class
9. +6    +6     +3     +6    Demonic Endurance, +1 Level of Arcane casting class
10.+7    +7     +3     +7   Demonic Transformation, +1 Level of Arcane casting class

Weapon Proficiencies: A Pandemonicus gains no new weapon or armor proficiencies.
 
Demonic Rage (Su): Your Pandemonicus and Barbarian levels stack for purposes of determining how many times per day you can Rage.  You also gain some new abilities while Raging: At 1st level when Raging, your Spell Resistance increases by an amount equal to your Charisma Modifier.  You also become immune to poison whether you're raging or not.

At 4th level you get Damage Reduction x/Good or Cold Iron while raging, where x is equal to your Charisma score (maximum DR 15).

At 7th level you are immune to electricity while raging. 

Demonic Power (Su): As a Free Action, while Raging you may expend a spell slot to enhance the offensive abilities you have gained from your demonic parentage (or that are waiting latently within your system). At 2nd level you can expend a spell with the Chaos descriptor to temporarily turn all weapons (including natural weapons, grapples, and unarmed strikes) you wield for the next x rounds (where x is equal to the spells level) as Anarchic weapons.  You may only use Demonic Power while Raging.

At 5th level you can expend a spell with the Evil descriptor to temporarily turn all weapons (including natural weapons, grapples, and unarmed strikes) you wield for the next x rounds (where x is equal to the spells level) as Unholy weapons.  You may also "lose" 2 such spells at the same time to have Anarchic and Unholy attacks.

At 8th level you can expend a spell with the Chaos or Evil descriptor to temporarily increase the damage of all weapons (including natural weapons, grapples, and unarmed strikes) you wield for the next x rounds (where x is equal to the spells level) if they make a successful critical.  All critical confirmation rolls get a Profane Bonus equal to the level of the spell lost, and if they successfully critical they do an additional 1d6 Profane damage per level of the spell.

Demonic Endurance (Su): As a Free Action, while Raging you may expend a spell to enhance the defensive abilities you have gained from your demonic parentage (or that are waiting latently within your system).  At 3rd level you can "lose" a spell to gain Energy Resistance x to any 1 type of energy of your choice for the duration of your Rage (you can choose to lose up to 3 spells at a time, thus choosing up to 3 energy types per Rage).  X is equal to the spells level plus your Charisma Modifier.  You may only use Demonic Endurance while Raging.

At 6th level you can expend a spell to gain a Profane Bonus on one type of Saving Throw for the Duration of your Rage.  You can lose three spells to gain a Bonus to all three Saving Throw types.

At 9th level you can expend a spell to gain Fast Healing equal to the level of the spell (i.e. a first level spell gives you Fast Healing 1) for the duration of your Rage.

Demonic Transformation (Ex): The Pandemonicus becomes a demon at level 10, gaining the Chaotic, Evil, Extraplanar, and Tanar'ri Subtypes (and losing the Native Subtype).  It also gains a permanent +4 increase to both Strength and Charisma. 

PLAYING A PANDEMONICUS
 Mercy is for the weak.  You don't need love or compassion, or acceptance.  Your hate keeps you company in the lonely hours, and it your one true friend.  Hate was with you from the day you were born screaming into the world, and hate will be there when you are lain into your grave.  No one else can or will be there for  you with that kind of dedication.
 Combat: The Pandemonicus relish combat, and fling themselves happily into any fight that comes their way.  Believing their powers give them an edge over mortal opponents, they have faith that evil will always overcome good, because of goods many inherent weaknesses.
 Advancement: Most Pandemonicus walk a pretty similar path of violence and bloodshed before being murdered either by religious crusaders, victims who were more powerful than they looked, or their own fellows. 
Resources: Most Pandemonicus are trained as warriors, and will have connections to their tribes military.  But they have also forsaken Gruumsh for the Abyss, which places them at odds with the usual Orcs religious fanaticism.  Tribal deserters often become members of demonic cults as they think of it as their new tribe.

PANDEMONICUS IN THE WORLD
"Most people need to confront their inner demons, not embrace them."
 You wield power granted by your demonic ancestry.  The second people connect you to Demons, it's all over for you in most civilized lands.  Being Orcih certainly doesn't help your case either.
 Daily Life: Pandemonius spend their days wreaking havoc.  Whether it's doing something they've been ordered to, or they just went looking for trouble out of boredom, it's never pretty.  It also leads to htem keeping a much higher profile than they should.
 Notables: Char (CE Female Tanarruk Barbarian 5/Sorcerer 1/Pandemonicus 1) is a loyal, but not too incredibly bright enforcer of a cult dedicated to Malcanthet.  Rather an odd choice for a Tanarruk, but she's made herself passably useful at murdering the cults enemies.
 Organizations: All Pandemonicus worship Demon Lords, and are often found belonging to cults.  Those choosing to remain among the Orcs must at least pretend fealty to Gruumsh if they wish to not be killed or exiled, and htey are never accepted by the church.

NPC Reaction
 NPC's are terrified of the Pandemonicus, and for good reason.  Most of the Tannaruk are already pretty dark, but the Pandemonicus are looking past this world towards the next.  They don't care how much damage they take or receive here, because they intend to leave the Prime behind them when they move on towards what they consider to be their destiny.

PANDEMONICUS IN THE GAME
 This is a pretty dark class, and it ends in the PC becoming a Demon.  Meaning it might be better off for PC's in some campaigns.
 Adaptation: This is definitely meant for darker campaigns. 
 Encounters: Pandemonicus can be encountered in fights with the Tanarruk or Demon cults.  Rarely they are sent on missions away from supervision, but their scorched earth type of fighting makes their handlers reluctant to turn them loose.

Sample Encounter
EL 15: "Of course killing children is wrong.  But if I hadn't killed them it would have been a tragedy.  Whats the point of letting a bunch of ignorant peasants with no life in front of them grow up to make more ignorant peasants?"

"Besides the looks on the faces of their parents when I pulled them limb from limb was just too delicious to pass up."


Char
CE Female Tanarruk Barbarian 5/Sorcerer 1/Pandemonicus 1
Init +6, Senses: Listen +7, Spot +7, Dark Vision 60'
Languages Abyssal, Orc
------------------------------------------------
AC 29, touch 17, flat-footed 27 (+2 Dex, +4 Natural, +8 Armor, +5 Deflection)
AC Raging 27, touch 15, flat-footed 25 (-2 Rage, +2 Dex, +4 Natural, +8 Armor, +5 Deflection)
hp 62 (12 HD)
Fort +11 (+13 Raging), Ref +7, Will +8 (+10 Raging) 
Uncanny Dodge, Improved Uncanny Dodge, Trap Sense +1
------------------------------------------------
Speed 30 ft. (6 squares)
Melee Bite +14 melee (1d6+4) or +1 Great Axe +15/+10 (1d12+5)
Melee Raging Bite +16 melee (1d6+6) or +1 Great Axe +17/+12 (1d12+7+1d8)
Base Atk +10, Grp +14
Atk Options Rage 5/day, Demonic Rage
Combat Gear 2 Potions of Cure Serious Wounds
Spells Per Day 0: 6 (DC 12)
1st: 4 (DC 13)
-----------------------------------------------
Abilities Str 18 (22 raging), Dex 14, Con 13 (17 raging), Int 8, Wis 8, Cha 14
SQ Fire Resistance 10, SR 26, Control Flame, Orc Blood, Fast Movement
Feats Extend Rage, Extra Rage, Improved Initiative, Instantaneous Rage, Mad Foam Rager
Skills Climb +6, Concentration +3, Hide +10, Intimidate +10, Jump +5, Knowledge (Arcana, Religion, The Planes) +1, Listen +7, Search +7, Sense Motive +0, Spellcraft +3, Spot +7, Survival +1
Possessions +1 Berserker Brash Unholy Surge Great Axe, +5 Ring of Protection, +8 Bracers of Armor, Ring of Spell-Battle, 2 Potions of Cure Serious Wounds, 180 GP



EPIC PANDEMONICUS

Hit Die: d8
Skills Points at Each  Level : 2 + int
Rage You gain one additional daily use of Rage at level 24, and every 4 levels thereafter.
Spells Your caster level continues to increase with Epic levels, but you do not gain new spells per day, or learn new spells.
Bonus Feats: The Epic Pandemonicus gains a Bonus Feat every x levels higher than 20th
« Last Edit: January 03, 2017, 06:54:32 PM by bhu »

Offline bhu

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Re: Orcs
« Reply #26 on: November 10, 2011, 02:31:50 AM »
TANARRUK DEMONSWORD


   
"One sword keeps another in the sheath."

 With all the conflict between Orcs and Elves it was inevitable that one day some enterprising Orcs would learn the secrets of the Elven Duskblades.  The Tannaruk just got there first given their connection to the Abyss. It's a lot easier to learn magic when your Demon parent can simply torture it out of someone.

BECOMING A TANARRUK DEMONSWORD
Demonswords all begin as Duskblades, and eventually learn to access new powers due to their demonic ancestry.

 ENTRY REQUIREMENTS
   Race:  Tannaruk
   Class Features:  Spell Power +2
   Skills:  Concentration 6 ranks, Knowledge (Arcana, Religion, The Planes) 6 ranks, Spellcraft 6 ranks
   Feats:  Battle Caster, Spell Focus (Any school)


Class Skills
 The Tanarruk Demonsword's class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Intimidate (Cha), Jump (Str), Knowledge (any)(Int), Ride (Dex), Sense Motive (Wis), and Spellcraft (Int).
Skills Points at Each  Level : 2 + int

Hit Dice: d8

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +1    +2     +0     +2    Enchant Weapon, +1 level of Arcane spellcasting class
2. +2    +3     +0     +3    Advanced Learning, +1 level of Arcane spellcasting class
3. +3    +3     +1     +3    Enchant Armor, +1 level of Arcane spellcasting class
4. +4    +4     +1     +4    Enchant Weapon, +1 level of Arcane spellcasting class
5. +5    +4     +1     +4    Advanced Learning, +1 level of Arcane spellcasting class
6. +6    +5     +2     +5    Enchant Armor, +1 level of Arcane spellcasting class
7. +7    +5     +2     +5    Enchant Weapon, +1 level of Arcane spellcasting class
8. +8    +6     +2     +6    Arcane Channeling (Full Attack), +1 level of Arcane spellcasting class
9. +9    +6     +3     +6    Enchant Armor, +1 level of Arcane spellcasting class
10.+10   +7     +3     +7   Sword of the Abyss, +1 level of Arcane spellcasting class

Weapon Proficiencies: A Demonsword gains no new weapon or armor proficiencies.
 
Enchant Weapon (Su): At 1st level the Demonsword begins to gain the ability to expend a spell slot to temporarily enchant a weapon he wields with a magical ability for 1 round plus 1 round per level of the spell (i.e. 1 round for a 0 level spell, 2 rounds for a 1st level spell, etc).  Or he may expend a spell to gain a bonus to attack and damage rolls with the weapon equal to the spells level (duration is same, this stacks with any Enhancement Bonus the weapon may already have from being magic itself, but not from those given by spells/powers/effects).  For some of these he may not have a spell of the appropriate descriptor at the time he gains this ability, but he can still use the options requiring them once he gains an appropriate spell.  All weapon properties mentioned may be found in either the DMG or the Magic Item Compendium:

Bane: Expend any 1 spell from the Conjuration school.
Corrosive: Expend any 1 spell with the Acid descriptor.
Defending: Expend any 1 spell from the Abjuration school.
Eager: Expend any 1 spell from the Divination school.
Flaming: Expend any 1 spell with the Fire descriptor.
Frost: Expend any 1 spell with the Cold descriptor.
Ghost Touch: Expend any 1 spell from the Necromancy school.
Illusion Bane: Expend any 1 spell from the Divination school.
Keen: Expend any 1 spell from the Transmutation school.
Magebane: Expend any 1 spell from the Evocation school.
Maiming: Expend any 1 spell from the Transmutation school.
Mindfeeder: Expend any 1 spell from the Necromancy school.
Paralyzing: Expend any 1 spell from the Enchantment school.
Screaming: Expend any 1 spell with the Sonic descriptor.
Shattermantle: Expend any 1 spell from the Divination school.
Shock: Expend any 1 spell with the Electricity descriptor.
Sundering: Expend any 1 spell from the Transmutation school.
Throwing: Expend any 1 spell from the Transmutation school.
Thundering: Expend any 1 spell with the Sonic descriptor.
Warning: Expend any 1 spell from the Divination school.
Weakening: Expend any 1 spell from the Necromancy school.


At 4th level he may expend any spell of 3rd level or higher to gain Weapon properties from the following list:

Acidic Burst: Expend any 1 spell with the Acid descriptor.
Anarchic: Expend any 1 spell with the Chaos descriptor.
Collision: Expend any 1 spell from the Transmutation school.
Domineering: Expend any 1 spell from the Necromancy school.
Doom Burst: Expend any 1 spell from the Necromancy school.
Enervating: Expend any 1 spell from the Necromancy school.
Fiercebane: Expend any 1 spell from the Conjuration school.
Flaming Burst: Expend any 1 spell with the Fire descriptor.
Ghost Strike: Expend any 1 spell from the Necromancy school.
Icy Burst: Expend any 1 spell with the Cold descriptor.
Impedance: Expend any 1 spell from the Abjuration school.
Paralytic Burst: Expend any 1 spell from the Enchantment school.
Parrying: Expend any 1 spell from the Abjuration school.
Screaming Burst: Expend any 1 spell with the Sonic descriptor.
Shocking Burst: Expend any 1 spell with the Electricity descriptor.
Unholy: Expend any 1 spell with the Evil descriptor.
Vampiric: Expend any 1 spell from the Necromancy school.
Wounding: Expend any 1 spell from the Necromancy school.

At 7th level he may expend any spell of 4th level or higher to gain Weapon properties from the following list:

Cursespewing: Expend any 1 spell from the Necromancy school.
Ethereal Reaver: Expend any 1 spell from the Necromancy school.
Implacable: Expend any 1 spell from the Necromancy school.
Soulbreaker: Expend any 1 spell from the Necromancy school.
Souldrinking: Expend any 1 spell from the Necromancy school.
Speed: Expend any 1 spell from the Transmutation school.
Unholy Surge: Expend any 1 spell with the Evil descriptor.

Advanced Learning (Ex): At 2nd level the Demonsword learns 2 spells from the Sorcerer/Wizard spell list of any level he can currently cast (ie. if he can cast up to 3rd level Duskblade spells, he can learn any Sorcerer/Wizard spell of up to third level).  He cannot actually cast these spells, but he can use a spell slot to sacrifice them to use his Enchant Weapon or Enchant Armor abilities.

At 5th level he adds 5 additional spells.


Enchant Armor (Su: At 3rd level the Demonsword begins to gain the ability to expend a spell slot to temporarily enchant any armor he wears (or shield he wields) with a magical ability for 1 round plus 1 round per level of the spell (i.e. 1 round for a 0 level spell, 2 rounds for a 1st level spell, etc).  Or he may lose a spell to gain a bonus to AC equal to the spells level (duration is same, this stacks with any Enhancement Bonus the armor may already have from being magic itself, but not from those given by spells/powers/effects).  For some of these he may not have a spell of the appropriate descriptor at the time he gains this ability, but he can still use the options requiring them once he gains an appropriate spell.  All armor properties mentioned may be found in either the DMG or the Magic Item Compendium:

Acidic: Expend any 1 spell with the Acid descriptor.
Bashing: Expend any 1 spell from the Transmutation school.
Blinding: Expend any 1 spell from the Evocation school.
Ghost Ward: Expend any 1 spell from the Necromancy school.
Light Fortification: Expend any 1 spell from the Abjuration school.
Styptic: Expend any 1 spell from the Necromancy school.


At 6th level he may expend any spell of 3rd level or higher to gain Armor properties from the following list:

Animated: Expend any 1 spell from the Transmutation school.
Arrow Deflection: Expend any 1 spell from the Abjuration school.
Axeblock: Expend any 1 spell from the Abjuration school.
Energy Immunity: Expend any 1 spell with the appropriate Energy descriptor.
Hammerblock: Expend any 1 spell from the Abjuration school.
Retaliation: Expend any 1 spell from the Necromancy school.
Shadow: Expend any 1 spell from the Illusion school.
Silent Moves: Expend any 1 spell from the Illusion school.
Spearblock: Expend any 1 spell from the Abjuration school.

At 9th level he may expend any spell of 4th level or higher to gain Weapon properties from the following list:

Ghost Touch: Expend any 1 spell from the Necromancy school.
Invulnerability: Expend any 1 spell from the Abjuration school.
Moderate Fortification: Expend any 1 spell from the Abjuration school.


Arcane Channeling (Su): Identical to the ability 13th level Duskblades gain on page 20 of PHB II. 

Sword of the Abyss (Su): Once per day at 10th level you may expend any 1 spell of fifth level to transform your weapon into an Abyssal Blade for the duration of the encounter.  An Abyssal Blade is a +5 Anarchic Unholy Surge Weapon.  It cannot be Sundered or Disarmed.

PLAYING A TANARRUK DEMONSWORD
 As a professional killer, you earn a much better living than most mercenaries, and definitely a much better living than the other members of your tribe.  Your connections in the merc world also allow you to travel freely, acting as a spy for the Abyss as well as performing your duties for paying clients.
 Combat: Demonswords prefer melee combat where they gain the full use of their powers, but they do save a few spells back for the occasional ranged opponent.  And unlike many melee fighters they don't have as much need to acquire a magic weapon.
 Advancement: Most concentrate on their combat skills as that's what gets them hired and allows them to carry out acts of subterfuge for their demonic ancestors.
Resources: The Demonswords are killers for hire, and as a mercenary group they almost always enjoy a patron of some kind.  Usually one with lots of money, and little in the way of scruples.

TANARRUK DEMONSWORDS IN THE WORLD
"Watch that Orc over there, if he is an Orc.  There have been reports he has a blade made of lightning and fire."
 Despite usually being Chaotic Evil, most Demonswords have more self control than the average CE mercenary, and refrain from pointless acts of violence in order to continue their charade of professionalism.  In reality they're just as crazy as their brethren, they just find ways to channel that for their own purposes.
 Daily Life: Usually you're either guarding someone important (or at least rich), ir killing someone else on their behalf.  Unless the Demons want you to do something in which case you have to achieve their goals without it looking like you're doing a job on the side.
 Notables: Kiba (CE Female Tanarruk Duskblade 6/Tanarruk Demonsword 1) is a local celebrity, hired to guard the richest (and most depraved) nobles from the peasants who would see them meet their all too deserving end.  Ironically the local Demonic cults would also like to see the nobles deposed, and she works for their cause in secret.
 Organizations: The Demonswords are a professional mercenary organization with a large (and rich) clientele, although they will work for less if they believe the client is deserving of their help (i.e. their Demonic masters tell them to).  Many struggle with the need to seem less evil than they really are, and are eager for the day they can cast off their charade of civility for endless days of slaughter.

NPC Reaction
 NPC's aren't sure what to think of you.  You act a lot different than other mercenaries, and even seem helpful sometimes.  On the other hand you're still an Orc.  A decidedly odd looking one at that.  And your employers are...well some of them make the Orc tribes look respectable.

TANARRUK DEMONSWORDS IN THE GAME
 Being as the Demonswords work for Demons, the PC will either have to be Evil, or an unknowing pawn (which is unlikely).  Make sure the group doesn't have a problem with this before allowing the class.
 Adaptation: This is possibly adaptable to various styles of campaigns, but it's probably suited for darker ones better.
 Encounters: As a mercenary group, the Demonswords can be found just about anywhere there is the potential for conflict.  They also frequently hire out as bodyguards or enforcers, and can be found in urban environments as well.

Sample Encounter
EL 15: The PC's have been told a local Duke has blackmailed a group of foreign Orcish mercenaries into serving him, and been tasked with the job of finding out what it is he has on them so the locals can get them on their side.  Boy are they in for a surprise.


Kiba
(CE Female Tanarruk Duskblade 6/Tanarruk Demonsword 1)
Init +6, Senses: Listen +7, Spot +7, Dark Vision 60'
Languages Abyssal Orc, Common, Undercommon
------------------------------------------------
AC 40, touch 23, flat-footed 38 (+2 Dex, +4 Natural, +13 Armor, +6 Shield, +5 Deflection)
hp 66 (12 HD)
Fort +12, Ref +8, Will +10 
------------------------------------------------
Speed 20 ft. (4 squares)
Melee Bite +16 melee (1d6+4) or +5 Longsword +21/+16/+11 (1d8+9/19-20)
Base Atk +12, Grp +16
Atk Options Arcane Channeling, Enchant Weapon
Combat Gear 6 Potions of Cure Serious Wounds
Spells Per Day 0: 6 (DC 12)
1st: 7 (DC 13)
2nd: 6 (DC 14)
-----------------------------------------------
Abilities Str 18, Dex 14, Con 13, Int 15, Wis 8, Cha 8
SQ Fire Resistance 10, SR 21, Control Flame, Orc Blood, Arcane Attunement, Armored Mage (Medium), Quick Cast 1/day, Spell Power +2
Feats Battle Caster, Greater Spell Focus (Necromancy), Improved Initiative, Power Attack, Spell Focus (Necromancy), Combat Casting (B)
Skills Concentration +13, Hide +10, Intimidate +7, Knowledge (Arcana, Religion, The Planes) +8, Listen +7, Search +10, Spellcraft +8, Spot +7
Possessions +5 Light Steel Shield, +5 Full Plate, +5 Longsword, +5 Ring of Protection, Boots of Temporal Acceleration, 6 Potions of Cure Serious Wounds, 376 GP



EPIC TANARRUK DEMONSWORD

Hit Die: d8
Skills Points at Each  Level : 2 + int
Spells: The Tanarruk Demonswords caster level continues to improve with Epic levels, but he does not gain extra spells per day or learn new spells.
Enchant Weapon: Beginning at level 21 the Tanarruk Demonsword may expend any spell of 5th level or higher to gain Weapon properties from the following list:

Brilliant Energy: Expend any 1 spell from the Evocation school.

Enchant Armor: Beginning at level 21 the Tanarruk Demonsword may expend any spell of 5th level or higher to gain Armor properties from the following list:

Improved Shadow: Expend any 1 spell from the Illusion school.
Improved Silent Moves: Expend any 1 spell from the Illusion school.
Radiant: Expend any 1 spell from the Abjuration school.
 
Bonus Feats: The Epic Tanarruk Demonsword gains a Bonus Feat every 4 levels higher than 20th
« Last Edit: January 03, 2017, 07:15:30 PM by bhu »

Offline bhu

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Re: Orcs
« Reply #27 on: November 10, 2011, 02:32:29 AM »
Batu, the Traitor (also called Batu the Atheist)
Batu was an Orc tired of endless warfare who led like-minded Orcs on a pilgrimage to find a new home.
Vestige Level: 3
Binding DC: 25
Special Requirement: Yes
Legend: Born blind in one eye and horribly disfigured, Batu was largely considered either blessed or cursed by Gruumsh (no one could ever really agree one way or the other initially).  Not well suited for war he was drafted into the priesthood at a young age, but showed little aptitude for it.  It was therefore quickly decided he was less blessed, and more of a wretched abomination.  Left to his own devices Batu became one of the least likely (and most looked down upon) professions in Orc society: a scholar.

Whenever his kin ransacked a town or city, Batu made sure to get all of the records.  He claimed it was to help do his part by seeing if he could find something useful, but in reality he was just curious and had nothing else to do to make himself look useful.  Eventually Batu found out about Vestiges, and began researching them as much as he could given his limited resources.  His travel down the path of the Binder began with his successfully summoning Naberius. 

With the aid of Naberius' powers, Batu quickly managed to accrue further knowledge, and each new vestige made his life easier.  Batu knew he was risking the wrath of the Orc church by summoning vestiges, but he was able to keep it concealed for quite some time.  At least until his own ego became his undoing.

Being somewhat outside the mainstream of Orc society looking in, Batu had been able to see what kind of harm Gruumsh's eternal war had cost his people.  He couldn't see the race surviving if they kept up the pace, and secretly he began to recruit like-minded followers (i.e. other societal outcasts), and fled, looking for a new homeland.  He intended to build a base of operations to increase his own knowledge and that of his followers (including Binding) while attempting to convert new recruits.

Obviously the church wouldn't stand for this.  Gruumsh's followers made it their obsession to destroy the traitor, and ironically Batu condemned himself and his followers to a long life of slaughter and flight instead of the peace they sought.  The Orcs pursued them where ever they went, killing them all one by one, eventually driving Batu mad.  Desperate to influence the world even after his death (which he knew was coming) Batu consulted all the vestiges he knew, and enacted a daring plan to set off a magical ritual that would not only annihilate Batu himself, but also the Orcs chasing him and what few followers he had left, while alienating the Gods as well.  Apparently the spell disrupted the souls normal progression in the afterlife, potentially robbing the Gods of followers.

Much to everyone's surprise it worked.  No God wanted Batu in their afterlife after his transgression, and not truly being Evil he couldn't be condemned to the lower planes in the afterlife either.  Gruumsh himself decided to crush Batu's soul in the end.  Batu, however, has had the last laugh.  As a vestige he still inspires Orc Binders to turn their back on the traditions of their society.

Special Requirement: Batu will not allow himself to be bound by anyone worships the Orcish pantheon, or anyone who has befriended someone who does.
Manifestation: The circle floods with blood as a screaming skeleton claws it's way up from the gore.  Tendons and other bits of flesh begin inching their way up the skeleton like some abnormal parasitic growth, eventually being covered over with skin and forming an incredibly deformed Orc.
Sign: Your right eye clouds over and appears to have been blind from birth (although you can see through it normally).
Influence: While under the influence of Batu hate the Gods, and are required to work against them.  You are only required to attack worshipers of the Orcish pantheon on sight.  Worshipers of other deities and pantheons don't require you to immediately physically attack them, but neither are you allowed to aid them.
Granted Powers: In life Batu was obsessed with knowledge, putting an end to the Orcs eternal War, and (eventually) opposing the Gods.  As a vestige he grants his followers similar abilities.

Batu's Scholarship: Upon Binding Batu choose any one Int-based skill you do not have ranks in, and you gain a +2 on Checks with that skill and may use it as though you were trained.

Batu's Calming Influence: Anyone coming within 10' of you when you have Batu bound to you that is using Rage or Frenzy (or subject to a similar condition such as the Rage spell) must make a Willpower Save (DC is 10 plus half HD plus Charisma Modifier) or come out of the Rage/Frenzy immediately.  If they have further daily uses of Rage/Frenzy they must make another Save to use one while they are within range, and even if they are successful each round they remain within range they must make another Save to avoid having it turned off again.

Batu's Hatred: You gain a +2 Bonus on all rolls made against followers of the Orcish Pantheon.

Atheism: You gain a +2 Resistance Bonus on all Saving Throws against Divine spells.

Offline bhu

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Re: Orcs
« Reply #28 on: November 10, 2011, 02:32:56 AM »
BATU'S DISCIPLES


   
"Nothing will end war unless the people themselves refuse to go to war."

 Orcs who choose the path of the Binder usually find themselves relentlessly pursued by Gruumsh's priests.  It is inevitable that they discover Batu and learn to Bind him.  Almost all Orcish Binders eventually become one of the Disicples, so long as they reject the typical ways of Orc society. 

BECOMING A DISCIPLE
Being born an outcast in Orc society who becomes a Binder is all that's really required.  Most Binders who are Orcs find their way to Batu eventually, almost as if they are drawn to him.

 ENTRY REQUIREMENTS
   Race:  Any Orcish
   Special:  Cannot worship the Orcish pantheon
   Binding:  Must be able to Bind Batu
   Skills:  Bluff +4, Diplomacy +4, Knowledge (History) +4
   Feats:  Favored Vestige (Batu)


Class Skills
 The Disciple's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Decipher Script (Int), Diplomacy (Cha), Gather Information (Cha), Hide (Dex), Knowledge (Arcana, Geography, History, Religion, The Planes)(Int), Listen (Wis), Move Silently (Dex), Sense Motive (Wis), Spot (Wis), and Survival (Wis).
Skills Points at Each  Level : 2 + int

Hit Dice: d8

   BAB  Fort    Ref    Will  Abilities
1. +0    +2     +0     +2    Atheist
2. +1    +3     +0     +3    Diplomat
3. +2    +3     +1     +3    Reluctant Warrior
4. +3    +4     +1     +4    Atheist
5. +3    +4     +1     +4    Diplomat
6. +4    +5     +2     +5    Reluctant Warrior
7. +5    +5     +2     +5    Atheist
8. +6    +6     +2     +6    Diplomat
9. +6    +6     +3     +6    Reluctant Warrior
10.+7    +7     +3     +7   Herald


Weapon Proficiencies: A Disciple gains no new weapon or armor proficiencies.

Atheist (Su): Whenever you Bind Batu the ability he grants to resist Divine Magic gradually increases in power.  Beginning at 1st level you gain Spell Resistance equal to 10 plus your Disciple Level plus your Charisma Modifier, but only against Divine Magic.

At 4th level whenever your Spell Resistance is successful in stopping a Divine Magic spell, you magically heal hit points equal to the spells level x2.

At 7th level if you are required to make a Save against a Divine Magic spell to halve damage (or if it has a partial effect with a successful Save), you take no damage (or effect) on a successful Save.

Diplomat (Su): Whenever you Bind Batu, the abilities he grants you to influence others is increased.  At 2nd level the range of your Batu's Calming Influence Ability is increased to 20'.  It increases again to 40' at level 5, and 60' at level 8.

Reluctant Warrior (Su):  Batu's Disciples prefer to avoid combat, but are not by any means pacifist.  Beginning at level 3, whenever they have Batu bound, they gain a +2 Enhancement Bonus to all attack and damage rolls against any opponent who initiates a fight against them without provocation.  At level 6 they also gain a +2 Deflection Bonus to AC against these same foes.  At level 9 the Bonuses increase to +4.

Herald (Su): When Binding Batu, your opponents no longer get a Saving Throw against the Calming Influence he grants you, and you can reroll an Attack or Damage roll a number of times per day equal to your Charisma Modifier against any opponent who initiates a fight against you.
 
PLAYING A DISCIPLE
 You hate your brother Orcs.  They've mistreated and hounded you for all your life calling you a weakling.  Calling you useless.  And what happens the moment you discover a little bit of power?  They accuse you of apostasy and use it as an excuse to hunt you like a dog.  Jealous, all of them.
 Combat: Except for your enemies you try to avoid combat.  Your enemies of course being worshipers of the Orcish Pantheon (and to an extent any worshiper of the Gods really).  Them you'll fight, but preferably from ambush or using traps.  They do vastly outnumber you after all.
 Advancement: Disciples value knowledge above all, as well as the building of a safe homeland for the Orcs who do not wish to participate in Grummsh's endless war against the other races. These two ideals drive virtually all their decisions.
Resources: The Disciples really only have each other to rely on, and quite honestly none of them are wealthy (most are dirt poor). 

DISCIPLES IN THE WORLD
"HEATHENS!"
 The Disciples want peace for their kin, but realize most won't accept it.  For now they are content to be living in exile hiding from their brethren.  But as t heir numbers increase that will not be possible, and they have no other allies in the world.  Life will become increasingly tough for them.
 Daily Life: Much of your time is spent studying the art of Binding in secret, and spying on the outside world.  Past events have shown many of you that allies outside your own circle are unreliable, so rarely do you offer aid to others or seek it from them.  You are neutral observers waiting for the right moment.  The right moment for what you're unsure of, but you hope you recognize it when it comes.
 Notables: Singh (CN Male Orc Binder 6/Batu's Disicple 6) is the local leader of a cell of Disciples.  He finds himself in the unenviable position of being allowed to stay within the walls of a human fortress as long as he can advise them on dealing with the local Orc threat (i.e. the tribe most of his people left behind). 
 Organizations: The Disciples are their own organization, and one horribly underfunded and with little political or temporal power.  There are much more powerful organizations dedicated to opposing both them (the Church of Gruumsh) and Binders (The Order of Seropaenes).

NPC Reaction
 NPC's are usually frightened by your abilities, especially if religious.  The Orcs hate you, many Paladins are sworn to hunt you down, and your only allies are the few rejects who don't fit into mainstream Orc society.

DISCIPLES IN THE GAME
 Being as they are Binders, and of a stereotypically Evil race, the Disciples are in for a hard life.  make sure players know this when they become one.
 Adaptation: This is probably better off for darker campaigns where the Orcs are  a significant presence.
 Encounters: Disciples can sometimes be found raiding Orc villages to free their kindred or like minded individuals.  Other than that they try to stay in hiding unless desperate.

Sample Encounter
EL 12: The PC's have been asked to bodyguard for an Orc who will be trying to negotiate with the Orc horde surrounding the city.


Singh
CN Male Orc Binder 6/Batu's Disicple 6
Init +0, Senses: Listen +0, Spot +0, Dark Vision 60'
Languages Common, Orc
------------------------------------------------
AC 23, touch 13, flat-footed 23 (+10 Armor, +3 Deflection)
hp 78 (12 HD)
Fort +12, Ref +5, Will +10 
------------------------------------------------
Speed 30 ft. (6 squares)
Melee +3 Morningstar +13/+8 (1d8+5)
Base Atk +8, Grp +10
Atk Options Reluctant Warrior (+2)
Combat Gear 3 Potions of Cure Serious Wounds
-----------------------------------------------
Abilities Str 14, Dex 10, Con 14, Int 10, Wis 11, Cha 14
SQ Soul Binding, Pact Augmentation (2 Abilities), Suppress Sign, Soul Guardian (Immune to Fear), Atheist (SR 18), Diplomat (40'),
Feats Favored Vestige (Batu), Armor Proficiency (Medium)(B)
Skills Bluff +8, Diplomacy +8, Gather Information +5, Hide +3, Intimidate +7, Knowledge (History) +4, Listen +3, Move Silently +3, Sense Motive +4 (+14 w/Mask)
Possessions +5 Breastplate, +3 Defending Morningstar, +3 Ring of Protection, Crystal Mask of Discernment, 3 Potions of Cure Serious Wounds, 92 GP



EPIC BATU'S DISCIPLE

Hit Die: d8
Skills Points at Each  Level : 2 + int
Atheist Your Spell Resistance continues to increase with Epic levels.
Bonus Feats: The Epic Disciple gains a Bonus Feat every 3 levels higher than 20th

Offline bhu

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Re: Orcs
« Reply #29 on: November 10, 2011, 02:33:26 AM »
THE HORNS OF AMON


   
"The sun has not yet set for all time."

 Not all Orc Binders who reject Gruumsh's plan for their race end up as Disciples of Batu.  Many meet a Vestige more to their liking long before they learn to Bind him.  Amon is a violent, angry Vestige, which is appealing to the Orc heart.  Just because one disagrees with Gruumsh doesn't imply that he is a pacifist, or has given up violence as a way of solving problems if it is necessary.  The Horns of Amon are well versed in violence...

BECOMING A HORN
Being an Orc Binder able to Bind Amon and being accepted by the Cult is all that's necessary.

 ENTRY REQUIREMENTS
   Race: Orcish
   Binding:  Must be able to Bind Amon, Cannot Suppress Amon's Sign when Binding him (if you do, you cannot Bind him again for 24 hours)
   Feats:  Favored Vestige (Amon), Favored Vestige Focus, Rapid Recovery
   Skills:  Knowledge (Arcana, Religion) 4 ranks


Class Skills
 The Horn's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Decipher Script (Int), Gather Information (Cha), Intimidate (Cha), Knowledge (Arcane, History, Religion, The Planes)(Int), and Sense Motive (Wis).
Skills Points at Each  Level : 2 + int

Hit Dice: d8

   BAB  Fort    Ref    Will  Abilities
1. +0    +2     +0     +2    Breath of the God, +1 Effective Binder Level
2. +1    +3     +0     +3    Wisdom of the God, +1 Effective Binder Level
3. +2    +3     +1     +3    Protection of the God, +1 Effective Binder Level
4. +3    +4     +1     +4    Breath of the God, +1 Effective Binder Level
5. +3    +4     +1     +4    Wisdom of the God, +1 Effective Binder Level
6. +4    +5     +2     +5    Protection of the God, +1 Effective Binder Level
7. +5    +5     +2     +5    Breath of the God, +1 Effective Binder Level
8. +6    +6     +2     +6    Wisdom of the God, +1 Effective Binder Level
9. +6    +6     +3     +6    Protection of the God, +1 Effective Binder Level
10.+7    +7     +3     +7   Priest of the God, +1 Effective Binder Level


Weapon Proficiencies: A Horn of Amon gains no new armor proficiencies, but does become proficient with any one martial weapon.
 
Breath of the God (Su): At 1st level when Binding Amon you need only wait 3 rounds to use the Fire Breath ability he grants, and the range increases by +10'.

At 3rd level you need only wait 2 rounds to use the Fire Breath ability he grants, and the range increases by +20'.

At 3rd level the damage of the Fire Breath ability changes from Fire to untyped.

Wisdom of the God (Su): At 2nd, 5th, and 8th levels you gain access to a Domain.  You can cast one Domain spell per day of each level you have access to as a Cleric of your Binder level (you choose at the beginning of the day which Domain it comes from).  You gain access to the Fire Domain at 2nd level, the Sun Domain at 5th, and the Wrath Domain at 8th.

Protection of the God (Su): At 3rd level you no longer suffer from Light Sensitivity, and gain Fire Resistance 3.

At 6th level your Fire Resistance increases to 5, and you are immune to being Blinded.

At 9th level you become immune to Fire and heat damage.

Priest of the God (Su): Whenever you Bind Amon now, your type becomes Outsider with the Fire, Native, and Chaos subtypes.  You BAB also increases to become equal to your HD until Amon is no longer bound.

PLAYING A HORN
The Horns of Amon have it in their heads that by converting enough beings to his worship they can resurrect the former God from his Vestige status.  Obviously they haven't thought this through very well considering Amon has significant anger management issues, not to mention it would lead the Order of the Seropaenes to believe their worst fears were justified...
 Combat: You rely on your granted abilities in combat, fighting with weapons only if you must.  Until the cult gains more members and societal influence you actually wish to avoid fighting.  no sense drawing attention to yourself.
 Advancement: Being religious fanatics of a sort, the Horns of Amon devote themselves to being better priests of the God they wish to resurrect.
Resources: The Horns of Amon are basically a small cult among the Orcs as of this moment.  They have whatever resources their individual members can pool together (which isn't much).

HORNS IN THE WORLD
"Shan likes fire a little too much for my taste."
 The other Orcs consider you misguided at best, and a heretic needing death if they discover what you're really up to.  To other humanoids outside the tribe...well you're still just a filthy Orc rapist.  Basically getting people to trust you isn't easy.  You're hanging out with Vestiges doesn't help much.
 Daily Life: Your day is taken up by various activities for the cult, much of which requires you to go on various errands.  And what better way to disguise what you're up to than by hooking up with an adventuring party going the same way as your goal.
 Notables: Shan (CN Male Orc Binder 6/Horn of Amon 6) is an outcast from the Orc tribes trying to make it in the outside world as a mercenary.  He's had some success, but must stay a step ahead of a great deal of enemies.
 Organizations: The Horns of Amon are a small cult, and as of now they only have a very few members among the Orc race.  It's possible they'll expand to the other humanoids someday, but for now it's current members have difficulty trusting non Orcish Humanoids.

NPC Reaction
 Your an Orc.  Even worse you're an odder Orc than usual.  Everyone assumes you were cast out for the Gods know what unmentionable deeds.  So take the usual hesitance/disgust shown towards Orcs and magnify that.

HORNS IN THE GAME
 The Horns will have a lot of enemies who want them dead.  And their 'God' will want them to do 'holy missions'.  Translation: They may end up dominating play time if you let them since everyone will constantly have to fend off attacks meant to kill them.
 Adaptation: This is possibly meant for a dark campaign best depending on how you as a DM play Amon.
 Encounters: The Horns can be found almost anywhere on bizarre errands for Amon.  They have no diea what they're doing or why, just that they need to.

Sample Encounter
EL 12: A local mercenary company has been devastated, and the PC's need cash.  You can see where this is going.  They sign up, and one of the few surviving members is one of the oddest Orcs they've ever seen...


Shan
CN Male Orc Binder 6/Horn of Amon 6
Init +3, Senses: Listen +0, Spot +0, Dark Vision 60'
Languages Orc, Common
------------------------------------------------
AC 23, touch 12, flat-footed 23 (-1 Dex, +9 Armor, +3 Deflection, +2 Natural)
hp 78 (12 HD)
Fort +12, Ref +3, Will +10 
------------------------------------------------
Speed 30 ft. (6 squares)
Melee +1 Falchion +13/+8 (2d4+7 plus 1d6 Fire)
Base Atk +8, Grp +12
Atk Options Breath of the God
Combat Gear 4 Potions of Cure Serious Wounds, 1 Potion of Haste
-----------------------------------------------
Abilities Str 18, Dex 9, Con 14, Int 8, Wis 10, Cha 14
SQ Wisdom of the God (Fire and Sun Domains), Protection of the God (Fire Resistance 5, Immune to being Blinded, no longer has Light Sensitivity), Pact Augmentation (2 abilities), Soul Binding, Suppress Sign, Soul Guardian (Immune to Fear)
Feats Empower Supernatural Ability (Fire Breath), Favored Vestige (Amon), Favored Vestige Focus, Improved Initiative, Rapid Recovery, Martial Weapon Proficiency (Falchion)
Skills Concentration +6, Intimidate +3, Knowledge (Arcana, Religion) +3
Possessions +1 Charging Flaming Burst Falchion, +5 Chain Shirt, +3 Ring of Protection, +2 Amulet of Natural Armor, 4 Potions of Cure Serious Wounds, 1 Potion of Haste, 625 GP



EPIC HORNS OF AMON

Hit Die: d8
Skills Points at Each  Level : 2 + int
Binding Your Binder level continues to increase with Epic Level.
Bonus Feats: The Epic Horn gains a Bonus Feat every 2 levels higher than 20th
« Last Edit: January 03, 2017, 07:18:00 PM by bhu »

Offline bhu

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Re: Orcs
« Reply #30 on: November 10, 2011, 02:33:55 AM »
SCARRED VETERAN


   
Why have you come here?  It is well known that I do not wish to be disturbed."

"The Elven armies are marching out of the North Forests again.  Their Gods have demanded retribution for our recent raids."

"Raiding is a futile effort."

"We had no choice!  We needed the food!"

"And in the process you took more than their food I'd wager.  And enjoyed it as well.  The problem with raiding for food is that it doesn't solve your initial predicament, it just provides a short term fix while granting you new enemies.  You'd have done better to trade with them, or learn their agriculture"

"Trade?!? The Elves have been our enemies since the dawn of time! They have killed countless thousands of our people!  How can someone who is considered the hero of the Dawning Wars even speak of such a thing?"

"Listen to me well boy.  I am old.  Far older than any Orc has any right to be.  I have seen countless wars in Gruumsh's name, none of which furthered the cause of our people or brought us anything to show for the countless dead lost in them.  We created enemy after enemy, murdered everything in out path, and raped the women of other races in the hopes of breeding them out of existence.  Our people have created so much suffering in the world it is unlikely we will ever be forgiven.  You called me a hero.  I am not.  I am considered such because I am the only living thing to have survived the last battle of the Dawning Wars, and on that day I swore that I would never fight in the name of our Gods again.  Gods look after their own wants and needs, not those of mortals.  You would do better to put aside what Gruumsh demands of you, and make peace with the Elves while you can."

"I will not listen to such blasphemy!  I was sent here to get your help against an old foe, and I find you weak in your old age!  It is disgusting that you would turn your back on the enemies that murdered your fellow tribesmen!"

"The Elves did not kill anyone in the last battle."

"What?  How is that possible?  The elders say it is so?"

"Your elders repeat what has been told to them.  More specifically what I told them.  I knew the wars would never end, so I told them the Elves were too powerful.  The Elves didn't kill our warriors, I did.  And when I finished I butchered the Elves as well to ensure that they didn't press the issue and come out of the forests to pursue us.  Neither side had any warrior powerful enough to fight me.  The Elves didn't consider pursuing what was left of our tribe to be worth the cost, and our tribe thought the Elves were too strong to face again.  I created peace for what I hoped would be several generations.  Long enough for both sides to see the wars were pointless.  And in a few weeks time you have ruined that.  There is a price to pay for intruding on my solitude, and you will have paid it in spades before your spirit departs this realm boy.  And if you are lucky I will not send your family to the Abyss directly behind you..."


 Orcs live short lives.  With the constant fighting they're likely to die before seeing any kind of old age, and even if they don't die on the field they're just as likely to die being challenged by one of their own to a duel, being poisoned by a slave, or die from starvation or from eating tainted food because it's the only thing available. 

But some Orcs are lucky.  Lucky and smart, and incredibly tough.  They survive the wars, they beat all the challengers that come for them, and they're tough enough to eat any poison and come through it okay.  Their endurance comes at a price.  Living longer than other Orcs mean they learn much more.  They get to see some of the truth about the world around them, and their place in it.  It's inevitable most turn their back on the Orcs never ending racial war against the Elves and other Humanoids.  They know it will end in death.  They live on as protectors of their people, but they no longer identify with them.  They are lost souls who feel they have no place in the world, and they are very dangerous people...

BECOMING A SCARRED VETERAN
Simple survival is how most orc warriors achieve this class, and there are perhaps a handful in the world at any given moment.  Their tendencies to challenge Gruumsh inevitably get the better of them...

 ENTRY REQUIREMENTS
   Race:  Orc
   BAB:  +30
   Base Fort Save:  +22
   Damage Reduction:  DR 20/-
   Feats:  Extend Rage, Instantaneous Rage, Mad Foam Rager, Mage Slayer, Pierce Magical Protection
   Epic Feats: Damage Reduction x3, Epic Fortitude, Epic Reflexes, Epic Will, Extended Lifespan x 2
   Skills: Intimidate 30 ranks, Survival 30 ranks

Class Skills
 The Scarred Veteran's class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Knowledge (History, Local, War), Listen (Wis), Move Silently (Dex), Ride (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis), and Swim (Str).
Skills Points at Each  Level : 4 + int

Hit Dice: d12

   Abilities
1.   Legendary Killer
2.   Legendary Toughness
3.   Legendary Rage
4.   Legendary Killer
5.   Legendary Toughness
6.   Legendary Rage
7.   Legendary Killer
8.   Legendary Toughness
9.   Legendary Rage
10.  Godslayer


Weapon Proficiencies: A Scarred Veteran gains no new weapon or armor proficiencies.
 
Legendary Killer (Ex): Beginning at 1st level you threaten a critical with any attack which rolls a natural 12 or higher.  You also have a 50% chance to cause a critical hit on any creature immune to criticals if you confirm it successfully on one.

At 4th level you automatically threaten a critical with any successful hit, and may now critically hit any creature normally immune to critical hits.

At 7th level with any successful hit your opponent must make a Fortitude Save (DC is 10 plus 1/2 HD plus Strength Modifier for melee attacks or Dex modifier for Ranged attacks) or die.  If the Save is successful he automatically takes the maximum damage you could do (and it's doubled do to the successful critical).  You may now successfully critically hit deities (though they are still immune to the instant death effect).

Legendary Toughness (Ex): Beginning at 2nd level you are immune to disease, poison, sleep effects, stunning, or being dazed. 

At 5th level your DR affects all damage that isn't done by an energy source, not just weapon attacks.

At 8th level your DR changes to Invulnerability, and is subtracted from all damage (energy included) done to you. 

Legendary Rage (Ex): Beginning at 3rd level you are immune to Critical Hits and Death Effects while Raging.

At 6th Level you are immune to Mind Affecting Effects while Raging.

At 9th level you automatically succeed on all Fortitude Saves while Raging.

Godslayer (Ex): You now permanently gain the benefits of Rage with none of the drawbacks (i.e. AC penalty, limited actions, etc).  If you can actually personally slay a God in combat you may take his place as a Deity with Divine Rank 1.

PLAYING A SCARRED VETERAN
 You have seen every atrocity the world has to offer, and quite probably committed many of them yourself.  Nothing fazes you anymore, but after years of warfare your mind has taken more than it can handle.  Perhaps you find solace in remaining apart from everyone, performing your deeds in secret.  Some of you have become serial killers, seeking to lose the pain of their existence by taking the lives of others away from them.  Others are little more than feral beasts or delusional madmen.  A few have even taken it upon themselves to take down the very Gods responsible for creating your race.
 Combat: A Scarred Veteran is all about combat.  That's what you've done all  your life, and what you always believed you'd do in the afterlife.  You've learned enough of the world to realize that war isn't the best answer, but you yourself rarely use anything but violence to solve your problems.  Some say the long life of killing has unhinged you.  Others realize your insanity may be the reason you've made it this far.  You were simply a far better murderer than your fellow tribesmen.
 Advancement: Scarred veterans almost always fall foul of the clergy of the Orc Pantheon, usually because they've abandoned it's cause.  Or because they've made killing the Gods so the Orcs can get some peace a personal hobby.  Because good or evil, almost all Scarred Veterans have the same goal: personally killing Gruumsh, along with the rest of the Gods.
Resources: You have whatever wealth you have gained from a life of adventuring, or plundered in nonstop warfare in the name of your former gods.  A few of you may have even set yourselves up as minor kings among your kind, but usually the few existing Orc veterans are loners.

SCARRED VETERANS IN THE WORLD
"One day he'll come back to rescue us all and destroy the Elves.  You'll see."
 Scarred veterans have usually withdrawn from the world.  Alienated from their own kind, and shunned by everyone else they feel they have no place in the world.  Most are insane from the things they have witnessed or done.  They may help those they find worthy, or they may devour everything in their path if disturbed.
 Daily Life: Veterans are dangerously unstable, and many of them prefer the life of hermits.  And as long as everyone else accepts that, things will be fine.  If anyone disturbs them, and reminds them the world may not necessarily be willing to leave them alone however, bad things will happen.  Nearby villages will have to accept that the powerful warrior will be spending his days picking fruit in his garden, or picking his knives out of their dead and dying bodies.
 Notables: Tarn (CN Male Orc Barbarian 20/Epic Barbarian 20/Scarred Veteran 5) is a fairly unstable Orc who has achieved worldwide fame among his kind.  If they knew his secrets, he'd be famous for different reasons.
 Organizations: A few Scarred Veterans head their own organization, but most dislike belonging.  They're too independent to want to be tied down to a bureaucracy or chain of command. 

NPC Reaction
 NPC's tend to either worship Veterans as heroes, or fear them.  It's almost always the latter though.  The Veterans are too unpredictable for the hero worship to last once people realize they're not entirely sane.

SCARRED VETERANS IN THE GAME
 Make sure your players are comfortable with someone playing a lunatic.  A Veteran is crazy enough that if the player decides to kill all the other members of the team in their sleep, it wouldn't be out of character.  So this might be best as an NPC PrC.
 Adaptation: This is definitely meant for gritty campaigns, and is fairly high level.  High enough that most groups won't be playing one, though they may encounter one as an 'end boss' so to speak.
 Encounters: Scarred Veterans are rarely seen, and if they are it's most likely because the PC's have accidentally stumbled on their home.  At first they probably won't realize the old Orc fumbling about in his garden is any real danger.  If he gets angry that will change quickly.  The only other time they're encountered is when one of them finally loses it and decides to travel the Planes to personally challenge Gruumsh.

Sample Encounter
EL 45: The PC's have come across an Orc village burned to the ground a few days away from where they encountered a field littered with the corpses of an Elven battalion.  Eventually they find a small cottage in the woods with an old Orc male living there.  He seems to old to be a threat, and his memory is going.  They decide he's of no help and ride on.  At least until they notice the scare crow standing in his crops is the corpse of a young Orc warrior...


Tarn
CN Male Orc Barbarian 20/Epic Barbarian 20/Scarred Veteran 5
Init +4, Senses: Listen +34, Spot +1, Dark Vision 60'
Languages Common, Orc
------------------------------------------------
AC 44, touch 20, flat-footed 44 (+14 Armor, +10 Deflection, +10 Natural)
AC Raging 42, touch 18, flat-footed 42 (-2 Rage, +14 Armor, +10 Deflection, +10 Natural)
hp 517 (45 HD), 697 Raging
Fort +29 (+33 Raging, +39 w/Cloak, +43 w/Cloak and Raging), Ref +20 (+30 w/Cloak), Will +17 (+21 Raging, +27 w/Cloak, +31 w/Cloak and Raging)
Uncanny Dodge, Improved Uncanny Dodge, Trap Sense +13, Indomitable Will
------------------------------------------------
Speed 30 ft. (6 squares)
Melee +18 Greataxe +60/+55/+50/+45 (1d12+25, x3)
Melee Raging +18 Greataxe +64/+59/+54/+49 (1d12+31, x3)
Base Atk +37, Grp +42 (+46 Raging)
Atk Options Rage 11/day, Mighty Rage, Tireless Rage, Legendary Killer, Legendary Rage
Combat Gear 2 Potions of Cure Serious Wounds
-----------------------------------------------
Abilities Str 20 (28 Raging), Dex 10, Con 21 (29 Raging), Int 10, Wis 12, Cha 10
SQ Light Sensitivity, Fast Movement, Illiteracy, DR 20/-, Legendary Toughness
Feats Damage Reduction x3, Daylight Adaptation, Epic Fortitude, Epic Reflexes, Epic Will, Extended Lifespan x2, Extend Rage, Great Constitution x3, Improved Initiative, Instantaneous Rage, Mad Foam Rager, Mage Slayer, Pierce Magical Protection, Terrifying Rage
Skills Climb +23 (+27 Raging), Hide +10, Intimidate +30, Jump +23 (+27 Raging), Listen +34, Move Silently +10, Ride +18, Spellcraft +2, Survival +34, Swim +23 (+27 Raging)
Possessions +6 Greater Spell Resistance (SR 27) Negating Full Plate, +10 Ring of Epic Protection, +10 Cloak of Epic Resistance, +10 Amulet of Epic Natural Armor, +18 Greataxe, Ring of Rapid Healing, Winged Boots, 2 Potions of Cure Serious Wounds, 100 GP

Offline bhu

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Re: Orcs
« Reply #31 on: November 10, 2011, 02:34:35 AM »
OROG JUGGERNAUT


   
"Force is always the most effective diplomacy."

 The Orog Juggernauts are a specially trained military force designed to operate in siege situations to bring down walls, or on battlefields to wipe out massed troops.  Since they won't have the advantage of protective spells they train hard in ever heavier forms of armor to protect themselves.

BECOMING AN OROG JUGGERNAUT
Most Juggernauts receive training as Warmages by their races military, and the best among them progress to this class.

 ENTRY REQUIREMENTS
   Race:  Orog
   Feats:  Armor Proficiency (Heavy), Battle Caster, Extra Edge
   Skills:  Concentration +10 ranks, Intimidate +10 ranks, Knowledge (Arcana) +10 ranks
   Spells:  Must be able to cast 4th level Evocation spells without preparation.


Class Skills
 The Orog Jugernaut's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Intimidate (Cha), Knowledge (Arcana, War)(Int), Spellcraft (Int), and Spot (Wis).
Skills Points at Each  Level : 2 + int

Hit Dice: d6

   BAB  Fort    Ref    Will  Abilities
1. +0    +0     +0     +2    Unstoppable Force 1/encounter, +1 Level of Arcane casting class
2. +1    +0     +0     +3    Warmage Mail, +1 Level of Arcane casting class
3. +1    +1     +1     +3    Blaster training +1, +1 Level of Arcane casting class
4. +2    +1     +1     +4    Unstoppable Force 2/encounter, +1 Level of Arcane casting class
5. +2    +1     +1     +4    Warmage Mail, +1 Level of Arcane casting class
6. +3    +2     +2     +5    Blaster training +2, +1 Level of Arcane casting class
7. +3    +2     +2     +5    Unstoppable Force 3/encounter, +1 Level of Arcane casting class
8. +4    +2     +2     +6    Warmage Mail, +1 Level of Arcane casting class
9. +4    +3     +3     +6    Blaster training +3, +1 Level of Arcane casting class
10.+5    +3     +3     +7   Master Blaster


Weapon Proficiencies: An Orog Juggernaut gains proficiency with Heavy and Tower Shields.
 
Unstoppable Force (Su) At 1st level, once per encounter as a Free Action the Juggernaut can declare that any opponents damaged by the spell he has just cast do not receive a Saving Throw.  This increases to twice per encounter at Level 4, and three times per encounter at Level 7.

Warmage Mail (Su): Beginning at 2nd level you may subtract your Warmage edge from the check penalty you take while wearing armor.  For example if the Armor Check penalty is -4, and your Warmage Edge is +3, you effectively have an Armor Check Penalty of -1. 

At 5th level you do not take Movement penalties in Armor while you have at least one spell slot left.

At 8th level as a Free Action you may forego using your 2nd level Warmage Mail ability, and instead gain an Enhancement Bonus to your Armor Class (or increase the one you already have if wearing magical armor) equal to your Warmage Edge.  This lasts until you switch it back as a Free Action (it cannot be changed back until the beginning of your next turn).

Blaster Training (Ex): At 3rd level you gain a +1 Competence Bonus to Attack rolls with spells.  This increases to +2 at level 6, and +3 at level 9.

Master Blaster (Ex): Yes.  It is a bad name.  At 10th level the Orog Juggernaut may choose any one Metamagic Feat she has currently taken.  A number of times per day equal to her Charisma Modifier she can apply it to a spell without it increasing the level of the spell cast.  For example a 3rd level spell cast with Explosive Spell (+2 level) would normally be a 5th level spell, but in this instance is still a 3rd level spell.

PLAYING AN OROG JUGGERNAUT
 You're bad.  And you know it.  You make sure everyone else knows it too.  You rely on force as the primary means of solving any problem, and are quick to blast anything or anyone with magic.  You're more restrained in battle situations because you're a professional soldier, but outside of war you can be a real screw-up.
 Combat: If something makes you made blast it.  If it's in your way blast it.  If it looks at you funny blast it.  If anyone disagrees with you blast them.  Not only is it good advice because it assures you that you're enemies are dead, but it burns off the massive stress you accumulate due to training and fighting.
 Advancement: Most Juggernauts simply wish to accumulate Arcane power, particularly destructive power.  How you get it isn't important, and if you feel the military can't take you any further, you won't feel the need to hang about once they've finished your basic training.
Resources: Being members of the Orog military special forces you can often request equipment or help as long as it benefits the military or you have reason to have it.

OROG JUGGERNAUTS IN THE WORLD
"His presence is a force on the battlefield.  It causes the other side to be nervous in anticipation.  that's where I want them."
 A brief description of how your class is persevered in the world and how he interacts with the world.
 Daily Life: You spend most of your days blowing stuff up.  Seriously, it's like you have a fetish for it or something.  Its like your the Evil Mad Bomber, What Bombs At Midnight, except you don't discriminate based on the time of day.
 Notables: Kaan (CN Male Orog Warmage 8/Orog Juggernaut 3) is a fairly unstable member typical of his profession.  Unlike most he is not as unrepentantly evil, and sometimes has guilt over his actions.  At least when he can see things clearly.
 Organizations: All Orog Juggernauts are members of their races military, or were at one time.  It's rare that a Juggernaut can be said to 'retire' without dying, however, and many join other organizations if they quit the army.

NPC Reaction
 NPC's do not like you.  At all.  Probably because you're responsible for their home bing a pile of ash and debris.  And you appear to be a bit unstable.  And lets not forget the whole 'orcish race' thingie...

OROG JUGGERNAUTS IN THE GAME
 The fluff for this PrC kind of infers that the Juggernauts are military special forces.  If you aren't running an Orog military campaign, you'll have to do some fiddling with the PrC or simply say it takes place after the PC escaped the army.
 Adaptation: Military campaigns generally imply a serious tone, but they don't have to.  Although a destruction happy madman is kind of hard to make funny in the long term.
 Encounters: Orog Juggernauts can be encountered in any situation involving the Orog armed forces.  About the only other time they're ever seen is if they've quit or been thrown out, and joined something or someone else.

Sample Encounter
EL 15: The PC's have been asked to man a lonely watchtower at the edge of civilization, and one day it blows up with them in it.  As they regain consciousness and/or their footing the PC's notice some odd orc like critters nearby...


Kaan
CN Male Orog Warmage 8/Orog Juggernaut 3
Init -1, Senses: Listen -1, Spot +5, Dark Vision 120'
Languages Orc, Undercommon
------------------------------------------------
AC 23, touch 12, flat-footed 23  (-1 Dex, +2 Natural, +9 Armor, +3 Deflection)
hp 58 (13 HD)
Fort +4 (+7 w/Cloak), Ref +2 (+5 w/Cloak), Will +8 (+11 w/Cloak)
------------------------------------------------
Speed 30 ft. (6 squares)
Melee +2 Greatsword +11 (2d6+8/19-20)
Base Atk +5, Grp +9
Atk Options Unstoppable Force 1/Encounter, Blaster Training +1, Warmage Edge (+2)
Combat Gear 2 Potion of Cure Serious Wounds
Spells Prepared 0: 6 (DC 14)
1: 7 (DC 15)
2: 7 (DC 16)
3: 7 (DC 17)
4: 7 (DC 18)
5: 4 (DC 19)
Caster Level 11th
-----------------------------------------------
Abilities Str 19, Dex 8, Con 12, Int 14, Wis 8, Cha 18
SQ Energy Resistance 5 (Cold, Fire), Orc Blood, Light Blindness, Warmage Mail (-2), Armored Mage (Medium), Advanced Learning (Ray of Flame, Chain Missile)
Feats Armor Proficiency (Heavy), Battle Caster, Empower Spell, Extra Edge, Spell Focus (Evocation), Sudden Empower (B)
Skills Concentrate +15, Craft (Armorsmithing, Weaponsmithing) +9, Intimidate +18, Knowledge (Arcana) +13, Profession (Soldier) +0, Spellcraft +16, Spot +5
Possessions +1 Retaliation Greater Blurring Heavy Plate, +3 Ring of Protection, +2 Greater Dispelling Greatsword, +3 Cloak of Resistance, 2 Potion of Cure Serious Wounds, 500 GP



EPIC OROG JUGGERNAUT

Hit Die: d6
Skills Points at Each  Level : 2 + int
Spells Your caster level increases with Epic levels, but you do not gain additional spells per day.
Blaster Training Your Blaster Training Bonus increases an additional +1 at level 23 and every 3 levels thereafter.
Bonus Feats: The Epic Orog Juggernaut gains a Bonus Feat every x levels higher than 20th
« Last Edit: January 03, 2017, 07:26:18 PM by bhu »

Offline bhu

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Re: Orcs
« Reply #32 on: November 10, 2011, 02:35:33 AM »
SWORDS OF ILNEVAL


   
“A good plan violently executed now is better than a perfect plan next week.”

 The Swords of Ilneval are war-priests who lead battles from the front.  They are expected to be brave and savage in battle while being more disciplined than their barbarian counterparts.  In times when it is necessary to unite the orc tribes to combat a common foe, they are expected to do the negotiating.  Needless to say it's not a stress free job...

BECOMING A SWORD OF ILNEVAL
Most Clerics of Ilneval take a few levels of Fighter before becoming this PrC.

 ENTRY REQUIREMENTS
   Race:  Any Orcish, particularly crossbreeds
   BAB:  +5
   Divine Casting:  Must have access to the War Domain
   Feats:  Combat Reflexes, Domain Focus (War), Power Attack
   Skills:  Diplomacy 4 ranks, Intimidate 4 ranks, Knowledge (Religion) 4 ranks


Class Skills
 The Sword of Ilneval's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Knowledge (Arcane, History, Religion, War)(Int), Ride (Dex), and Spellcraft (Int).
Skills Points at Each  Level : 2 + int

Hit Dice: d8

   BAB  Fort    Ref    Will  Abilities
1. +0    +2     +0     +2    Spellsword, +1 level of Divine Casting Class
2. +1    +3     +0     +3    Tactician, +1 level of Divine Casting Class
3. +2    +3     +1     +3    Strategist
4. +3    +4     +1     +4    Spellsword, +1 level of Divine Casting Class
5. +3    +4     +1     +4    Tactician, +1 level of Divine Casting Class
6. +4    +5     +2     +5    Strategist
7. +5    +5     +2     +5    Spellsword, +1 level of Divine Casting Class
8. +6    +6     +2     +6    Tactician, +1 level of Divine Casting Class
9. +6    +6     +3     +6    Strategist
10.+7    +7     +3     +7    Divine Weapon, +1 level of Divine Casting Class


Weapon Proficiencies: Swords of Ilneval gain no new weapon or armor proficiencies.
 
Spellsword (Su): At 1st level as a Move Action the Sword of Ilneval can 'cast' any spell he knows into his Longsword.  The spell effects the next target the Sword of Ilneval successfully attacks with his weapon (it only effects the target of the weapon even if the spell is normally Area of Effect).  The Sword can only store one spell at a time this way, and if it isn't discharged within 8 hours it disappears.

At 4th level the Sword of Ilneval can choose when to discharge the spell held in his sword, and can use it on any successful attack with his Longsword instead of just the next one.  In addition if the spell is normally an Area of Effect, it discharges in a 20' area centered on the Sword of Ilneval (who is immune to the spells effects).

At 7th level if the Sword of Ilneval successfully critically hits with his Longsword, and he chooses to discharge a spell it carries, the target gets no Saving throw against the spells effects.

Tactician (Ex): Beginning at 2nd level, whenever a foe would normally provoke an Attack of Opportunity from you, you may cast a spell whose casting time is a Swift or Immediate Action.

At 5th level you may instead cast a spell into your Longsword if it doesn't currently have one stored in it.

At 8th level you may instead cast a spell whose casting time is a Standard Action.

Strategist (Su): Beginning at 3rd level the Sword may choose to leave one spell of the highest level he can cast un-prepared.  He may use this spell slot to cast any spell he knows.  For example Harun (Fighter 2/Cleric 4/Sword of Ilneval 6) can cast up to 4th level spells, and he gets 2 of them per day.  He can leave one of those spells open to cast any Cleric spell he has access to.
He can leave an additional slot un-prepared ate levels 6 and 9.  Spells cast from un-prepared slots with a Metamagic Feat are cast as a Full Round Action.

Divine Weapon (Su): Beginning at 10th level you may now 'cast' a spell into your Longsword as a Swift Action.  Spell slots you leave unprepared may now be cast with their normal casting time if enhanced with a Metamagic Feat.  You also gain a Bonus on damage rolls on all spells that do damage equal to your Wisdom Modifier.

PLAYING A SWORD OF ILNEVAL
 Strive to avoid foolish choices.  Think before you speak and before you act.   Don't let your temper get the better of you.  Make sure you keep the team from arguing, and enforce a sense of cooperation.  Things are bad enough without giving your enemies divisions to exploit.
 Combat: Swords prefer to think while fighting, and make plans before hand.  They see all too often what simple chaotic charging into melee does to their people and realize their race will never win wars this way. 
 Advancement: Swords are usually torn between advancing as pure warriors and as priests, or some combination of the above.  Priest usually wins out in the end.  Their spells can accomplish more than simple force of arms. 
Resources: Being members of the second largest church in the Orc pantheon, and members of the military has quite the benefits.  You can often ask for help if you've done well in battle, or it coincides with the church's needs.

SWORDS OF ILNEVAL IN THE WORLD
“A soldier will fight long and hard for a bit of colored ribbon.”
 You're a bit of an odd one.  No less evil and destructive than any other Orc, you've had to learn to restrain the worst of your impulses when not in battle, and ironically people believes that means you may possibly be redeemable.  They may even be right.  You lose a lot of sleep thinking about it sometimes.
 Daily Life: The daily life of a Sword is busy.  Along with keeping up on your fighting skills and religious duties, you are one of the few Orcs expected to learn the art of diplomacy and social manipulation.  There's a lotta Orcs end up dying in that class...
 Notables: Harun (CE Male Orc Fighter 2/Cleric 4/Sword of Ilneval 6) is a diplomat currently in a bit of a predicament.
 Organizations: Almost all Swords of Ilneval are military officers or participants.  It would be odd to encounter one not working for the Orc armed forces.  They are expected to band together the warring tribes in times of need though, so they feel a higher calling than the heads of their own tribes fighting forces when it's necessary.

NPC Reaction
 NPC's are used to the leaders of Orc armies ordering atrocities worse than they're common soldiers would commit, so the Swords have...a somewhat blemished reputation among non Orcs.  Among their own kind they are often war heroes.

SWORDS OF ILNEVAL IN THE GAME
 This class pretty much assumes you are part of the Orc military, which can be a pain if the DM isn't running that sort of campaign.
 Adaptation: This is probably best for serious campaigns, but given their diplomatic duties you could put it in a comedy campaign based on keeping things from going to crap in the highly testy Orc kingdoms.
 Encounters: Swords of Ilneval tend to belong to the Orcish military, and as such are usually encountered during raids or times of warfare.

Sample Encounter
EL 12: An Orcish diplomat has contacted the PC's with an unusual request.  He's been framed for crimes against his Church, and he needs them to keep him alive long enough to clear himself.  In return, along with their pay, he'll negotiate a treaty with the Orcs to leave their city alone.


Harun
CE Male Orc Fighter 2/Cleric 4/Sword of Ilneval 6
Init +0, Senses: Listen +3, Spot +3, Dark Vision 60'
Languages Common, Orc
------------------------------------------------
AC 30, touch 10, flat-footed 30 (+13 Armor, +7 Shield)
hp 68 (12 HD)
Fort +13, Ref +3, Will +12 
------------------------------------------------
Speed 30 ft. (6 squares)
Melee +4 Longsword +19/+14/+9 (1d8+8/19-20)
Base Atk +11, Grp +15
Atk Options Turn Undead 1/day, Spellsword, Tactician
Combat Gear 2 Potions of Nondetection, 2 Potions of Cure Serious Wounds, 1 Potion of Heroism
Spells Prepared 0: 6 (DC 13)
1: 5 (DC 14)
2: 4 (DC 15)
3: 3 (DC 16)
4: 2 (DC 17)
Caster Level 8
-----------------------------------------------
Abilities Str 18, Dex 10, Con 13, Int 10, Wis 16, Cha 6
SQ Light Sensitivity, Strategist (2 spells)
Feats Cleave, Combat Reflexes, Domain Focus (War), Great Cleave, Power Attack, Power Critical (Longsword)(B), Weapon Focus (Longsword)(B)
Skills Diplomacy +4, Intimidate +6, Knowledge (Religion) +4, Ride +6
Possessions +5 Full Plate, +5 Heavy Steel Shield, +4 Longsword, 2 Potions of Nondetection, 2 Potions of Cure Serious Wounds, 1 Potion of Heroism, 115 GP



EPIC SWORDS OF ILNEVAL

Hit Die: d8
Skills Points at Each  Level : 2 + int
Spells Your Divine Caster level continues to increase with Epic levels, but you do not gain additional spells per day.
Strategist Beginning at level 23 and every three levels thereafter you gain an additional daily spell you can leave unprepared until you can leave all the spells of the highest level you can cast un-prepared.
Bonus Feats: The Epic Sword of Ilneval gains a Bonus Feat every 4 levels higher than 20th
« Last Edit: January 03, 2017, 07:28:05 PM by bhu »

Offline bhu

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Re: Orcs
« Reply #33 on: November 10, 2011, 02:36:09 AM »
ORC SPEAR MASTER


   
"Bring me my spear."

 Orc Spear Masters are the elite warriors of their kind, one of the few that survive to high levels of any kind.  The name 'Spear Master' is a bit of a misnomer.  Spear Masters are masters of a specific weapon style, and usually wield Spears due to their devotion of Gruumsh.  But they can also be seen wielding the Battleaxe, Great Axe, Orc Double Axe, and Orc Shotput.  Most are famous Orcs running their own training schools.

BECOMING AN ORC SPEAR MASTER
Most Orcs attain this PrC by specializing in a specific weapon style, and actually surviving to see middle age or older.  The Feat intensive build means most of them will also need Fighter levels.

 ENTRY REQUIREMENTS
   Race:  Orc
   Feats: Cleave, Great Cleave, Improved Critical, Overwhelming Critical, Power Attack, Weapon Focus, any one Style Feat
   Skills:  Intimidate 24 Ranks
   BAB: +23


Class Skills
 The Orc Spear Master's class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Intimidate (Cha), Jump (Str), Knowledge (Local, War) (Int), Listen (Wis), Sense Motive (Wis), Spot (Wis), Survival (Wis), and Swim (Str).
Skills Points at Each  Level : 4 + int

Hit Dice: d12

Code: [Select]
[b]  Abilities[/b]
1.     Style Maneuvers
2.     Defensive Training
3.     Enlightened Rage
4.     Style Maneuvers
5.     Defensive Training
6.     Enlightened Rage
7.     Style Maneuvers
8.     Defensive Training
9.     Enlightened Rage
10.   Master

Weapon Proficiencies: An Orc Spear Master gains no new weapon or armor proficiencies.
 
Style Maneuvers (Ex): At levels 1, 4, and 7 you get a special Maneuver used by your particular fighting style from the list below (Note the Style you choose at 1st Level cannot be changed and the maneuvers only work with that styles weapon of choice):

Harorox: Level1: At 1st level if you make a Charge Attack with a Battleaxe and hit successfully you automatically do maximum damage.
Level 4: At 4th level if you make a Full Attack with a Battleaxe you gain 2 additional strikes with it at your Highest BAB.
Level 7: At 7th level if you successfully confirm a critical hit with a Battleaxe, your opponent is considered to have Provoked an Attack of Opportunity and you gain an additional attack.

Pungrox: Level1: At 1st level when you make a Sunder attempt with a Greataxe you may ignore the objects Hardness.
Level 4: At 4th level if you Ready an Action to make an Attack with your Greataxe and are successful you do maximum damage.
Level 7: If you successfully confirm a Critical hit with a Greataxe, your opponent must make a Fortitude Save (DC is 10 plus 1/2 HD plus Strength Modifier) or be Denied his Dex Bonus to AC for 1d6 rounds.

Tveirox: Level1: From now on when using your Tveirox Style Feat, it only counts as one Attack of Opportunity, not two.
Level 4: Beginning at 4th level if you successfully confirm a critical with an attack with your Orc Double Axe, you automatically threaten a critical with the off hand weapon.
Level 7: If you successfully hit the same opponent more than three times with your Orc Double Axe you get a Disarm attempt as a Free Action.  This does not provoke an Attack of Opportunity, and if you fail your opponent doesn't get a Disarm attempt in return.

Atgeirr: Level1: At 1st level if your opponents movement provokes an Attack of Opportunity and you hit successfully, you may make an opposed Strength Check to force him back into the square he started in.  You get a +1 Bonus for every 5 points of damage your attack does, and your opponent can no longer move any more this round once your attack succeeds.  You must be armed with a Longspear to use this ability.
Level 4: When successfully using your 1st level ability your opponents turn now ends completely and he can take no further actions, including Immediate, Swift, or Free Actions.
Level 7: At 7th level if you successfully hit with a Longspear when making an Attack of Opportunity, your opponent continues to bleed and loses 1d6 hit points per round until it receives a successful Healing Check (DC is damage done), or magical healing.

Rettageirr: Level1: At 1st level you gain the Benefits of the Hurling Charge Feat with Spears, however if you have the ability to make multiple attacks at the end of a Charge via an ability like Pounce you get to keep those attacks.
Level 4: At 4th level when you make a ranged attack with a Spear it is considered to be a Touch Attack.
Level 7: At 7th level all attacks you make with a Spear are considered touch attacks, and you gain a +4 Bonus to critical confirmation rolls with Spear attacks when you Charge.

Jarnknottr: Level1: At 1st level you gain the Ranged Disarm Feat, but you can make a Disarm attempt at the full Range of Orc Shot Put.
Level 4: At 4th level you gain the benefits of the Ranged Sunder Feat, but you still gain the Bonus to the Sunder attempt from Improved Sunder if yyou have that Feat.
Level 7: Whenever you successfully confirm a critical hit with an Orc Shot Put your opponent must make a Fortitude Save (DC is 10 plus 1/2 HD plus Strength Modifier) or be Stunned 1d3 rounds.

Defensive Training (Ex): At 2nd level you gain a +4 Dodge Bonus to Armor Class. 

At 5th level you gain a +4 Competence Bonus to resist opposed Combat Checks (Grapple, Disarm, Trip, etc).

At 8th level there is a 50% chance you turn any successful critical hit into a normal hit instead.

Enlightened Rage (Su): At 3rd level you no longer take a Penalty to Armor Class when Raging.

At 6th level you also no longer takes penalties to Armor Class when using Frenzy, and you may use the Concentration Skill while Raging (you still can't use items or spells).

At 9th level you may use the Concentration Skill during Frenzy, and voluntarily end your Frenzy in the same manner as Rage.  If you successfully make a Saving Throw against any spell/power/effect that allows a partial effect on a successful Save, you take no effect instead.

Master (Ex): At 10th level you gain significant Combat Bonuses when using the weapon of choice for your style (Battleaxe for Harorox, Greataxe for Pungroox, etc.).  You gain a +8 Competence Bonus on all Opposed Combat Checks with it (Disarm, Trip, Sunder, etc), and your weapon gains a +8 Resistance Bonus to Saving Throws against effects targeting it while you hold it.   In addition rolls of '1' are not automatically misses with that weapon.  If the weapon is a Ranged Weapon you are considered to have the Far Shot Feat.  If you have the Far Shot Feat the range is increased an additional amount equal to the Feat (i.e. with the Feat you gain double the normal range increment for thrown weapons, with this and the Feat you get quadruple).

PLAYING AN ORC SPEAR MASTER
 You are a sad old Orc.  Your people waste themselves in eternal combat and throw their lives away uselessly.  If they simply fought more intelligently and put more emphasis on skill and training as opposed to strength and rage they might win more fights.  Even the more evil members of your profession know this is true, they just still believe in Gruumsh.
 Combat: Your combat abilities will largely depend on what weapon you choose with this class.  You generally build your fighting style around that weapon.
 Advancement: Spear Masters are obsessed with perfecting their art and ensuring their secrets are passed down to new generations in order to protect Orc society.
Resources: Spear Masters are usually well respected members of Orc society.  If they aren't current military, they still have ties to it by virtue of their training school (which most of them have).  It would take a serious betrayal of society for an Orc Spear Master to lose his fame and following.  Some Orcs would lay down their lives for one.

ORC SPEAR MASTERS IN THE WORLD
"No one can challenge the master."
 Orc Spear Master are no fools.  They've seen more of the world than most of their kind, and know how their race is perceived.  they also know more of war than the rest of their people, and know that the means Orcs use to fight now are a losing proposition.  Most know they can't really counter Gruumsh's influence entirely, but they do so by trying to convince their people to fight smarter not harder.  None of them voice their opinions to even their closest students, not until their death bed when they reveal the truth in the hopes their work will be carried on.
 Daily Life: Your daily life is spent training students if you have retired or on missions if you aren't.  If you really dare, much of it is also spent subverting Orc society from within.  You love your people, but know they need to mature past what they are now, or they will never be anything but savages.
 Notables: Hoon (CN Male Orc Barbarian 20/Epic Barbarian 5/Orc Spear Master 5) is the lead practitioner of Pungrox Style among his tribe.
 Organizations: Most Spear Master run their own training school.  Many are either high level members of the Orc military or government, or have retired from such (but are still available in emergencies).

NPC Reaction
 Orc NPC's practically worship the Spear Masters.  They're war heroes after all.  Which of course means the other Humanoid races don't feel quite as kindly disposed towards them...

ORC SPEAR MASTERS IN THE GAME
 This class assumes you are either a war hero, or a wizened master who has risen above savagery, and now hopes to convert his people.  Either one can make waves in a campaign.
 Adaptation: This is probably best suited for serious campaigns.
 Encounters: Spear Masters may be encountered only in the largest Orc cities (or perhaps running their own training center in remote areas), or in times of war leading the Orc forces.

Sample Encounter
EL 30: The PC's have been hired to provide protection for a decorated Orc war hero by his tribe.  Right from the beginning something seems wrong.  Why would Orcs hire outsiders to guard one of their own, let alone a popular hero?  And why does he seem to be...well, not the average Orc...


Hoon
CN Male Orc Barbarian 18/Fighter 2/Epic Barbarian 5/Orc Spear Master 5
Init +2, Senses: Listen +9, Spot +9, Dark Vision 60'
Languages Orc, Common
------------------------------------------------
AC , touch , flat-footed   (+2 Dex, +4 Dodge, )
hp 315 (30 HD), 435 Raging
Fort +23 (+26 Rage), Ref +13, Will +11 (+14 Rage)
Uncanny Dodge, Improved Uncanny Dodge, Indomitable Will
------------------------------------------------
Speed 40 ft. (8 squares)
Melee
Base Atk +25, Grp +30 (+33 Raging)
Atk Options Tireless Greater Rage 6/day, Style Maneuvers (Pungrox), Enlightened Rage
Combat Gear
-----------------------------------------------
Abilities Str 20 (26 Raging), Dex 14, Con 18 (24 Raging), Int 10, Wis 10, Cha 7
SQ Light Sensitivity, Trap Sense +8, DR 6/-, Fast Movement, Defensive Training
Feats Advanced Pungrox Style, Cleave, Defensive Sweep, Great Cleave, Hold the Line, Improved Critical, Overwhelming Critical, Power Attack, Pungrox mastery, Pungrox Style, Weapon Focus, Combat Brute (B), Combat Reflexes (B), Improved Sunder (B)
Skills Bluff +6, Climb +14 (+17 Raging), Intimidate +24, Jump +14 (+17 Raging), Knowledge (Geography, History, Local, War) +3, Listen +9, Ride +11, Sense Motive +9, Spot +9, Survival +9, Tumble +7
Possessions



Harorox Style
You prefer to use the Battleaxe as your weapon of choice.
 Prerequisites: BAB +4, Power Attack, Cleave
 Benefits:  Whenever you successfully perform a Cleave attack with a Battleaxe you get a +4 Bonus on Critical confirmation rolls.


Advanced Harorox Style
des
 Prerequisites: BAB +12, Harorox Style, Improved Bull Rush, Shock Troope
 Benefits:  When making a Bull Rush while wielding a Battleaxe you can make a regular damage attack as part of a Bull Rush.  If the Bull Rush is successful they take normal Battleaxe damage.


Harorox Mastery
des
 Prerequisites: BAB +24, Advanced Harorox Style, Cometary Collision, Overwhelming Assault
 Benefits:  Successful Attacks you make as part of your Cometary Collision or Overwhelming Assault Feats automatically threaten a critical if the attacks were made with a Battleaxe and do maximum damage whether you are successful at confirmation or not.


Pungrox Style
You prefer to use the Greataxe as your weapon of choice.
 Prerequisites: BAB +4, Power Attack, Improved Sunder
 Benefits:  When performing a Sunder attack with a Greataxe you do an extra die of damage (i.e. 2d12 instead of 1d12).


Advanced Pungrox Style
des
 Prerequisites: BAB +12, Pungrox Style, Combat Brute, Combat Reflexes
 Benefits: When performing an Attack of Opportunity with a Greataxe you do an extra die of damage (i.e. 2d12 instead of 1d12).


Pungrox Mastery
des
 Prerequisites: BAB +24, Advanced Pungrox Style, Hold the Line, Defensive Sweep
 Benefits: You automatically threaten a critical if you successfully hit an opponent with a Greataxe while using your Hold the Line Feat and do maximum damage whether you are successful at confirmation or not.


Tveirox Style
You prefer to use the Orc Double Axe as your weapon of choice.
 Prerequisites: BAB +4, Combat Reflexes, Two-Weapon Fighting
 Benefits:  If you successfully hit an opponent with your Orc Double Axe while making an Attack of opportunity you get another attack with the second end of the weapon at your usual bonuses.  This counts as two of your available Attacks of Opportunity.


Advanced Tveirox Style
des
 Prerequisites: BAB +12, Tveirox Style, Improved Two-Weapon Fighting, Two Weapon Pounce
 Benefits: If you successfully hit and kill an opponent with your Orc Double Axe while using your Two Weapon Pounce Feat, you may make a 5 foot step and attack another opponent as if you had the Cleave Feat.  This attack also gains the Charge Bonus.


Tveirox Mastery
des
 Prerequisites: BAB +24, Advance Tveirox Style, Greater Two-Weapon Fighting, Two-Weapon Rend
 Benefits: Whenever you successfully use your Two Weapon Rend Feat with your Orc Double Axe, you automatically do maximum damage without having to roll (i.e. if you normally did 1d8+2 for each weapon head and 1d6+3 for the rend, you do 29 points of damage), this includes confirmed criticals.


Atgeirr Style
You prefer to use the Longspear as your weapon of choice.
 Prerequisites: BAB +4, Short Haft, Combat Expertise
 Benefits:  You gain a +4 Competence Bonus to Attack rolls and a +2 Competence Bonus to Damage rolls when Fighting Defensively with a Longspear.


Advanced Atgeirr Style
des
 Prerequisites: BAB +12, Atgeirr Style, Improved Trip, Spear Sweep
 Benefits: You gain a +4 Competence Bonus to Trip Attempts with a Longspear while Fighting Defensively (this stacks with the Improved Trip Feat).


Atgeirr Mastery
des
 Prerequisites: BAB +24, Advance Atgeirr Style, Greater Spear Sweep, Multiple Spear Sweep
 Benefits: When using your Multiple Spear Sweep Feat with a Longspear, you no longer take Penalties and make all rolls at your Highest BAB.


Rettageirr Style
You prefer to use the Spear as your weapon of choice.
 Prerequisites: BAB +4, Point Blank Shot, Power Attack
 Benefits:  When you successfully hit an opponent with a Spear while performing a Power Attack you do not take the penalty to critical confirmation rolls that you took on the attack roll.  If the critical is successful you add double the penalty to the damage.


Advanced Rettageirr Style
des
 Prerequisites: BAB +12, Rettageirr Style, Brutal Throw, Power Throw
 Benefits: If you successfully confirm a critical hit with a Spear, you do x4 damage instead of x3.


Rettageirr Mastery
des
 Prerequisites: BAB +24, Advance Atgeirr Style, Overwhelming Assault, Powerful Charge
 Benefits: If you successfully hit with a Spear when making a Charge Attack, you automatically threaten a critical hit and do maximum damage whether you confirm the critical or not.


Jarnknottr Style
You prefer to use the Orc Shot Put as your weapon of choice.
 Prerequisites: BAB +4, Point Blank Shot, Brutal Throw
 Benefits:  When successfully attacking an opponent at 30' or less with an Orc Shot Put you threaten a critical on a 17-20. 


Advanced Jarnknottr Style
des
 Prerequisites: BAB +12, Jarnknottr Style, Power Attack, Power Throw
 Benefits: If you successfully confirm a critical hit on an opponent with an Orc Shot Put he must make a Fortitude Save (DC is 10 plus 1/2 HD plus Strength Modifier) or be Stunned 1d3 rounds.


Jarnknottr Mastery
des
 Prerequisites: BAB +24, Advance Jarnknottr Style, Penetrating Shot, Precise Shot
 Benefits: If you successfully confirm a critical hit on an opponent with an Orc Shot Put and he is within 60' (the range for Stunning is now increased) he doesn't get to make a Save to avoid being Stunned as per your Advanced Jarnknottr Style Feat. 


Short Haft
You are adept at refocusing the reach of your weapon
 Prerequisites: Weapon Proficiency with any Reach Weapon.
 Benefits: Once per round, you may change the reach of your weapon from it's normal Reach to 5 ft. as a Free Action.


Spear Sweep
You may perform Trip attacks with the Spear or Longspear as if it were a weapon that allowed such.
 Prerequisites: Improved Trip
 Benefits: You may make a Trip attack with a Spear or Longspear in the same way you could with a Halberd.

Greater Spear Sweep
Your ability to trip up opponents with your Spear has improved.
 Prerequisites: Improved Trip, Spear Sweep
 Benefits: Your opponent no longer gets a Trip attempt if you fail a Trip Attempt with a Spear or Longspear.  You get a +4 Circumstance Bonus to the Trip attempt with the weapon if your opponents Size Class is larger than yours, or he has a negative Dex penalty.

Multiple Spear Sweep
You may trip multiple opponents with a spear now.
 Prerequisites: Improved Trip, Spear Sweep, Greater Spear Sweep
 Benefits: If you are surrounded by more than one opponent you may do a circling sweep with your Spear or Longspear and attempt to Trip all of them, but each trip attempt is your highest BAB with a cumulative -2 for every opponent you try to trip.  For example if you have a +10 BAB, and try to Trip 4 Orcs, your first attempt is +8, the second +6, the third +4, and the fourth +2.
« Last Edit: January 04, 2017, 01:43:14 AM by bhu »

Offline bhu

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Re: Orcs
« Reply #34 on: November 10, 2011, 02:38:11 AM »
SCARSWORD


   
"Gaining power requires one to suffer great personal loss.  And what is power but the ability to inflict great personal loss."

 The Scarswords are Greatsword wielding elite troops of the Orog military.  They have stolen the secrets of the Duskblades from the elves, and have learned to combine it with their own magical scarification rituals that allow them to tap the power of the Faerzress.

BECOMING A SCARSWORD
Orog's born with the prerequisite signs (i.e. the Scarred Feat) are trained the moment they are able to walk as Duskblades.  Once they can withstand the rituals necessary for this class they are inducted if they have the right attitude, or killed if they do not.

 ENTRY REQUIREMENTS
   Race:  Orog
   BAB:  +6
   Class Features:  Armored Mage, must be able to cast Arcane spells
   Skills:  Knowledge (Arcana, Dungeoneering) 8 ranks, Spellcraft 4 ranks
   Feats:  Burning Scars, Scarred


Class Skills
 The Scarsword's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Intimidate (Cha), Jump (Str), Knowledge (Arcane, Dungeoneering, Geography, War)(Int), Ride (Dex), and Spellcraft (Int)
Skills Points at Each  Level : 2 + int

Hit Dice: d8

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +1    +2     +0     +2    Tap Faerzress, +1 level of Arcane Casting Class
2. +2    +3     +0     +3    Armored Mage (Heavy), +1 level of Arcane Casting Class
3. +3    +3     +1     +3    Quick Cast 1/day, +1 level of Arcane Casting Class
4. +4    +4     +1     +4    Tap Faerzress, +1 level of Arcane Casting Class
5. +5    +4     +1     +4    Improved Armored Mage, +1 level of Arcane Casting Class
6. +6    +5     +2     +5    Quick Cast 2/day, +1 level of Arcane Casting Class
7. +7    +5     +2     +5    Tap Faerzress, +1 level of Arcane Casting Class
8. +8    +6     +2     +6    Improved Armored Mage, +1 level of Arcane Casting Class
9. +9    +6     +3     +6    Quick Cast 3/day, +1 level of Arcane Casting Class
10.+10   +7     +3     +7    Power Has It's Price, +1 level of Arcane Casting Class

Weapon Proficiencies: A Scarsword gains no new weapon or armor proficiencies.
 
Tap Faerzress (Su): Beginning at 1st level you have learned to use magical rituals to infuse Faerzress into your scars and store it there.  While in the presence of Faerzress you can store one charge per Scarsword Level for 24 hours at 1st level, for 1 week at 4th level, and for 1 month at 7th level.  While the Faerzress radiation is stored within your body you gain the following effects:

At 1st level you are immune to Teleportation effects, whether they  are beneficial or not.  They simply don't work on you.  You also gain a +4 Enhancement Bonus to Will Saves against spells from the Divination school, and any powers or abilities that mimic their effects.

At 4th level you gain a Deflection Bonus to your AC equal to your Intelligence Modifier.

At 7th level you gain an untyped Bonus to your attack and damage rolls equal to your Intelligence Modifier.

Each day you spend away from a Faerzress infused area you lose one 'charge' you are carrying per day.  You may also expend charges as a Swift Action to achieve certain effects and enhance your Duskblade abilities as follows:

Expend 1 Charge to increase the Bonus you get from your Spell Power ability by +2 (you may expend multiple charges and they stack) for the duration of the encounter.

Expend 1 charge to increase the Save DC of Duskblade spells you cast by +2 for the duration of the encounter.

Expend 1 charge to increase the Caster Level of Duskblade spells you cast by +2 for the duration of the encounter.

At 7th level you can expend 1 charge to gain the Arcane Channeling (Full Attack) ability for the rest of the encounter (this is identical to teh Duskblade ability in the PHB II).



Armored Mage (Heavy)(Ex): At second level you can cast Duskblade spells in Heavy Armor with no chance of Arcane Spell Failure.

Improved Armored Mage (Su): At 5th level wearing Armor does not reduce your speed.  At 8th level you may reduce your Armors Check Penalty by an amount equal to your Int Modifier (i.e. if your Armor Check Penalty is -3, and your Int modifier is +3, your Armor Check Penalty is now +0).

Quick Cast: This is identical to the Duskblade ability listed on page 20 of PHB 2, and it stacks with it (i.e. a Duskblade 6/Scarsword 8 can use Quick Cast 3/day).

Power Has It's Price (Su): At 10th level your constant exposure to the Faerzress has mutated and warped you into an abomination.  Your Type becomes Aberration (do not recalculate HD/Saves/BAB etc).  You gain DR 5/- and Fast Healing equal to your Intelligence Modifier while infused with Faerzress.

PLAYING A SCARSWORD
 Some people think you are an elite military unit (yourself among them).  Other wonder if you're a delusionary madman meddling with forces best left alone.  The longer you are exposed to the Faerzress the more likely people will conform to the latter opinion. 
 Combat: Most Scarswords tend to specialize in greatswords, which isn't uncommon among the Orog species.  They also tend to wear much heavier armor than most Duskblades.  This makes many opponents underestimate them as simply ugly and intimidating heavy infantry.  Boy are they in fro a surprise.
 Advancement: Being in the military their advancement is largely up to an individual Scarswords superior officer.  Of course if they wash out or get thrown out (which is rare considering the time and effort invested in them) they're free to make their own decisions.
Resources: As a member of the military you have access to their resources on missions for them, if they believe you need it.

SCARSWORDS IN THE WORLD
"That is the ugliest Orc I have ever seen..."
 Scarswords are pretty much reviled like any other Orc warrior.  Quite the contrast to the heroes welcome they usually get at home.  Given their power many tend to make their displeasure at anything less than full blown fan worship known quite painfully.
 Daily Life: Your days consist of intensive training unless you're on a mission of some sort.
 Notables: Kusur Yetki (LE Male Orog Duskblade 6/Scarsword 6) has recently been placed in charge of his own military group and is eager to prove himself.
 Organizations: The Scarswords are their own organization within the military, similar to the way the U.S. Army Rangers are within the Army.  Membership is limited, and one must prove himself and have the necessary abilities to get in.

NPC Reaction
 NPC's are terrified of you.  Not only are you the typical genocidal Orcish monster, but you can call up Arcane power.  Not a good combination for the local humanoid peasant villages you'll be raiding.

SCARSWORDS IN THE GAME
 The Scarswords are a military PrC, so unless the group are all Orog military the DM or player will have to think about how to explain his presence in the group.
 Adaptation: This PrC assumes the Orogs are a fairly powerful military presence in the world, and is probably also best suited for more serious campaigns.
 Encounters: Scarswords are usually encountered in large scale military operations by the Orogs.

Sample Encounter
EL 14: The PC's have been hired to spy on the Orogs, as rumors have surfaced of a new type of military unit.  They have been given disguises that will let them appear to be Orcs.  You just know this is gonna go wrong somehow...


Kusur Yetki
LE Male Orog Duskblade 6/Scarsword 6
Init +4, Senses: Listen -1, Spot -1, Dark Vision 120', Light Blindness
Languages Common, Orc, Undercommon, Goblin, Giant
------------------------------------------------
AC , touch , flat-footed   (+2 Natural, )
AC w/Faerzress , touch , flat-footed   (+3 Deflection, +2 Natural)
hp 78 (12 HD)
Fort +12, Ref +4, Will +11 
------------------------------------------------
Speed 30 ft. (6 squares)
Melee
Base Atk +12, Grp +17
Atk Options Quick Cast 3/day
Combat Gear
Spells Per Day 0: 6 (DC 13) Acid Splash, Touch of Fatigue
1st: 8 (DC 14) Chill Touch, Ray of Enfeeblement, Resist Energy, Shocking Grasp, True Strike
2nd: 8 (DC 15) Dimension Hop, Ghoul Touch, See Invisibility, Swift Invisibility
3rd: 6 (DC 16) Dispelling Touch, Ray of Exhaustion, Regroup, Vampiric Touch
-----------------------------------------------
Abilities Str 20, Dex 10, Con 14, Int 16, Wis 9, Cha 10
SQ Energy Resistance 5 (Cold, Fire), Orc Blood, Armored Mage (Light, Medium, Heavy), Improved Armored Mage, Arcane Attunement, Arcane Channeling, Spell Power +2, Tap Faerzress (lasts 1 week, Immune to teleport, +4 on Saves vs Divination, +3 Deflection Bonus to AC)
Feats Burning Scars, Improved Initiative, Power Attack, Scarred, Combat Casting (B)
Skills Climb +13, Concentration +10, Craft (Armorsmithing, Weaponsmithing) +9, Intimidate +8, Jump +13, Knowledge (Arcana, Dungeoneering, War) +11, Spellcraft +13
Possessions



EPIC SCARSWORD

Hit Die: d8
Skills Points at Each  Level : 2 + int
Quick Cast The Scarsword gains an additional daily use of Quick Cast at Level 23 and every 3 levels thereafter.
Spells You caster level continues to improve with Epic Levels, but you do not gain additional spells per day or learn new spells.
Bonus Feats: The Epic Scarsword gains a Bonus Feat every 3 levels higher than 20th


Meirihjorr Style
You prefer to use the Greatsword as your weapon of choice.  This particular style is usually limited to Orog swordmages.
 Prerequisites: BAB +4, Arcane Strike, Martial Weapon Proficiency (Greatsword)
 Benefits: When using your Arcane Strike Feat with a Greatsword, you get an extra 1d6 damage times the level of the spell lost instead of 1d4.

Advanced Meirihjorr Style
des
 Prerequisites: BAB +12, Meirihjorr Style, Battlecaster Offense, Combat Casting
 Benefits: If you damage an opponent in the same round with a Greatsword and a Spell (by using Arcane Channeling for example), your opponent doesn't receive the benefit of Spell Resistance against the next spell you cast against him on the following round.

Meirihjorr Mastery
des
 Prerequisites: BAB +24, Advanced Meirihjorr Style, Battlecaster Defense, Improved Critical (Greatsword)
 Benefits: If you successfully critical against an opponent while using a Greatsword and your Arcane Strike Feat, do an additional amount of d6 damage dice equal to your Hit Dice.

Offline bhu

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Re: Orcs
« Reply #35 on: November 10, 2011, 02:39:01 AM »
FISTS OF BAGHTRU


   
"TOR ANGRY!! TOR MAKE NEXT PERSON HE SEES EAT OWN POOP!"

 The Fists of Baghtru are overly dumb and testosterone ridden Orcs dedicated to their races God of Strength.  Cause who needs intelligence or a decent command of reality if you got awesome muscles?

BECOMING A FIST
Most Orcs taking this PrC generally take a break from busting heads just long enough to learn the religious prerequisites (most don't have the patience for anything else). 

 ENTRY REQUIREMENTS
   Race:  Orc
   Patron:  Baghtru
   Spells:  Must be able to cast Divine Spells and have access to the Strength Domain
   BAB: +5
   Skills:  Intimidate 6 ranks, Knowledge (Religion) 4 ranks
   Rage:  Must be able to Rage at least once a day.


Class Skills
 The Fist of Baghtru's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Intimidate (Cha), Jump (Str), Knowledge (Religion) (Int), Listen (Wis), Ride (Dex), Survival (Wis), and Swim (Str)
Skills Points at Each  Level : 2 + int

Hit Dice: d8

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +1    +2     +0     +0    Divine Rage 1/day, Rage, +1 Level of Divine Spellcasting Class
2. +2    +3     +0     +0    Divine Hammer
3. +3    +3     +1     +1    Club Diplomacy, +1 Level of Divine Spellcasting Class
4. +4    +4     +1     +1    Divine Rage 2/day
5. +5    +4     +1     +1    Divine Hammer, +1 Level of Divine Spellcasting Class
6. +6    +5     +2     +2    Club Diplomacy
7. +7    +5     +2     +2    Divine Rage 3/day, +1 Level of Divine Spellcasting Class
8. +8    +6     +2     +2    Divine Hammer
9. +9    +6     +3     +3    Club Diplomacy, +1 Level of Divine Spellcasting Class
10.+10   +7     +3     +3    Divine Strength

Weapon Proficiencies: A Fist of Baghtru gains proficiency with the Greatclub.

Rage: A Fists Barbarian and Fist of Baghtru Levels stack for purposes of how many times per day he can use Rage.

Divine Rage (Su): As a Swift Action you may enter a Divine Rage.  You may do this once per day at 1st level, and an additional time per day at levels 4 ad 7.  If you wish you may simultaneously enter both Rage and Divine Rage.  Divine Rage last 3 rounds plus one round per point of Strength Modifier Baghtru favors his strongest).  While in a Divine Rage a Fist is immune to Ability Damage/Drain to his Strength Attribute.

At 4th level he is also immune to penalties to damage rolls.

At 7th level he is also immune to involuntary penalties to attack rolls.

Rage: Your Barbarian and Fist Levels stack for purposes of determining how many times per day you can Rage.

Divine Hammer (Su): Your kind prefer diplomacy via club.  Whenever you are Raging and wielding any Bludgeoning Melee Weapon you gain some advantages. 

At 2nd Level while your weapon is held it cannot be Sundered.

At 5th level it does +1d6 damage per successful hit unless the opponent has a Sacred, Exalted, Profane, or Vile Bonus.

At 8th level it does another +1d6 per Fist of Baghtru Level on a successfully confirmed Critical (unless the opponent has a Sacred, Exalted, Profane, or Vile Bonus).

Club Diplomacy (Ex): At levels 3, 6, and 9 the Fist gets one of the following as a Bonus Feat: Advanced Purshamarr Style, Brutal Strike, Improved Critical (Greatclub), Improved Sunder, Melee Weapon Mastery (Bludgeoning), Power Attack, Power Critical (Greatclub), Purshamarr Mastery, Purshamarr Style, Weapon Focus (Greatclub), Weapon Specialization (Greatclub).  A Fist may take Weapon Focus and Weapon Specialization as if they're Barbarian and Fist levels were Fighter Levels.

Divine Strength (Su): At 10th level you become infused with the Divine power of your God.  While Raging the duration is now 3 rounds plus 1 round per point of Strength Modifier instead of Con.  The Save DC of your spells is now based on your Strength Modifier instead of Constitution, and you may choose one spell per point of Strength Modifier.  The caster level for these spells is equal to your Effective Character Level.  You now add double your Strength Modifier to all melee attacks (triple if attacking with a two handed weapon).
 
PLAYING A FIST
 Smart peeples r dumb!  I nos moar! Nevar listin to udder rases! Listen to Preests!  Preests r gud!
 Combat: The Fists generally have no sense of discretion, subtlety, or moderation.  They are among the loudest, dumbest, crudest Orcs and this only helps to fuel their religious fanaticism.  Which makes them a little more psychotic in combat than usual.  They definitely prefer the 'charge and flail' method of combat.
 Advancement: Fists all generally follow the same path of trying to outdo one another in terms of strength and endurance.  Fighting and contests of raw physical power are all they live for.
Resources: Fists are used a lot as shock troops by the Orc military, and they do get some support from the orcish Church as well.

FISTS IN THE WORLD
"There are newborn infants with a greater grasp on reality than you have."
 Fists interact with the world by clubbing it into submission, or forcing their opinions, ideas on it.  They are understandable not popular because of this, not even among their own kind sometimes.
 Daily Life: Much of your life is spent increasing your strength, insulting the weak, killing anyone you pointed at, and getting drunk.  Think of the Fists as psychopathic frat boys.
 Notables: Raaaa (CE Male Orc Cleric 2/Barbarian 4/Fist of Baghtru 6) is a dumb brute who believes in diplomacy via the club, and a part time wrestling enthusiast.  He's also a little crazy.
 Organizations: The Fists usually belong to religious or military organizations within Orc Society (both of which are usually the same thing).  Unfortunately for them they aren't bright enough to realize that they're used as expendable cannon fodder.  Most commanders know the Fists will take out a great many opponents before dying, so they put them up front.

NPC Reaction
 Your a bully.  People hate bullies.  Even worse you have a hair trigger temper, no self control, and believe you have the Gods given right to kill anything too weak to kill you in return.

FISTS IN THE GAME
 This PrC assumes the player is dumb as a brick, and an obnoxious bastard.  make sure the PC knows NPC's are going to treat him as such due to the Fists reputation.
 Adaptation: This is okay for serious or silly campaigns.  In serious campaigns they're powerful fanatics, and in silly ones they're dumb jocks with a God fetish.
 Encounters: Fists are usually encountered in raiding parties, some Churches, or at sporting events requiring muscle.

Sample Encounter
EL 12: The PC's are hired as bodyguards for a famous wrestler at a Pankration tournament.  His main opponent is an insane Orc, and it is believed there will be attempts to assassinate either of them before the match takes place.


Raaaa
CE Male Orc Cleric 2/Barbarian 4/Fist of Baghtru 6
Init +0, Senses: Listen +3, Spot +3, Dark Vision 60', Light Sensitivity
Languages Common, Orc
------------------------------------------------
AC , touch , flat-footed   ()
hp 72 (12 HD)
Fort +13, Ref +3, Will +9 
Trap Sense +1, Uncanny Dodge
------------------------------------------------
Speed 30 ft. (6 squares)
Melee
Base Atk +11, Grp +14
Atk Options Turn Undead 4/day, Rage 3/day, Divine Rage 2/day, Divine Hammer
Combat Gear
Spells Prepared 0: 5/day (DC 13)
1st: 4/day (DC 14)
2nd: 3/day (DC 15)
3rd: 2/day (DC 16)
-----------------------------------------------
Abilities Str 16, Dex 10, Con 13, Int 8, Wis 16, Cha 12
SQ Domains (Evil, Orc), Fast Movement,
Feats Advanced Purshamarr Style, Instantaneous Rage, Mad Foam Rager, Power Attack, Purshamarr Style, Weapon Focus (Greatclub)(B), Weapon Specialization (Greatclub)(B)
Skills Climb +6, Concentration +2, Intimidate +13, Jump +6, Knowledge (Religion) +3, Swim +6
Possessions



EPIC FIST

Hit Die: d8
Skills Points at Each  Level : 2 + int
Rage The Fist gains an additional Daily use of Rage at Level 24, and every 4 levels after.
Class Ability
Bonus Feats: The Epic Fist gains a Bonus Feat every x levels higher than 20th

Purshamarr Style
You prefer to use the Greatclub as your weapon of choice.  This particular style is usually limited to Orcs who have the Strength to wield heavy weapons.
 Prerequisites: BAB +4, Martial Weapon Proficiency (Greatclub), Weapon Focus (Greatclub)
 Benefits: Your Greatclub threatens a Critical on a 19-20, and does x3 damage. This does not stack with other effects improving Critical Threat Range.

Advanced Purshamarr Style
des
 Prerequisites: BAB +12, Purshamarr Style, Power Attack, Weapon Specialization (Greatclub)
 Benefits: Whenever you successfully confirm a Critical hit with your Greatclub you opponent is also Nauseated one round.

Purshamarr Mastery
des
 Prerequisites: BAB +24, Advanced Purshamarr Style, Brutal Strike, Melee Weapon Mastery (Bludgeoning)
 Benefits: If you successfully strike an opponent with your Greatclub it must make a Fortitude Save (DC is 10 plus 1/2 HD plus Strength Modifier) or be Sickened and Fatigued for the duration of the encounter.
« Last Edit: January 03, 2017, 07:34:50 PM by bhu »

Offline bhu

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Re: Orcs
« Reply #36 on: November 10, 2011, 03:21:12 AM »
LUTHICARITE


   
"At least we get some peace when our husbands go off to kill the other races."

 The Luthicarites are a secret sect of martial artists among the Orc race.  Secret because they'd probably be slaughtered as Heretics if they were ever revealed.  As worshipers of Luthic they are required to be Healers and caretakers of the Orc race, and to be subservient to men.  They are also forbidden like most Orc women to pursue combat, but in some instances as priestesses found themselves in the middle of such or on the receiving end of attacks by their own men.  For this reason the Luticarite sect developed a martial art based on gentleness, disarming foes, and stopping them without damaging them.

BECOMING A LUTHICARITE
You must be an Orc Priestess of Luthic, and be accepted by the cult.

 ENTRY REQUIREMENTS
   Race:  Orc
   Gender:  Female
   Spells:  Must be able to cast Divine spells and have Luthic as a Patron.
   Class Abilities: Turn Undead
   Skills:  Diplomacy 4 ranks, Heal 4 ranks, Knowledge (Religion) 4 ranks
   Feats:  Improved Grapple, Improved Unarmed Strike
   Special: Must be sponsored by a current Luthicarite, and accepted by the others.

Class Skills
 The Luthicarite's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Heal (Wis), Hide (Dex), Knowledge (Arcana, Local, Religion)(Int), Move Silently (Dex), Sense Motive (Wis), and Spellcraft (Int).
Skills Points at Each  Level : 2 + int

Hit Dice: d8

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +0    +2     +0     +2    Kibarpay Training
2. +1    +3     +0     +3    Unarmored Fighting, +1 Level of Divine Casting Class
3. +2    +3     +1     +3    "Healing", +1 Level of Divine Casting Class
4. +3    +4     +1     +4    Kibarpay Training
5. +3    +4     +1     +4    Unarmored Fighting, +1 Level of Divine Casting Class
6. +4    +5     +2     +5    "Healing", +1 Level of Divine Casting Class
7. +5    +5     +2     +5    Kibarpay Training, +1 Level of Divine Casting Class
8. +6    +6     +2     +6    Unarmored Fighting, +1 Level of Divine Casting Class
9. +6    +6     +3     +6    "Healing", +1 Level of Divine Casting Class
10.+7    +7     +3     +7    Freedwoman, +1 Level of Divine Casting Class

Weapon Proficiencies: A Luthicarite gains no new Weapon or Armor Proficiencies.
 
Kibarpay Training (Su): At 1st Level if you successfully hit someone with a melee touch attack you may expend one of your Turn/Rebuke Undead attempts as a Free Action to Blind, Check, Confuse, Fatigue, or Stun an opponent for 1 round (they receive no Saving Throw).

At 4th Level you can expend one daily use of your Turn Undead ability as a Free Action when making a Disarm, Grapple, or Trip Check.  If it is a Disarm it provokes no Attack of Opportunity, and it may be done whether you have a weapon or not since you attack the arm wielding a weapon instead of the weapon (meaning the disarm attempt is a d20 roll plus Strength Modifier only).  If you perform a Grapple you receive a +4 Enhancement Bonus to the Grapple Check to keep them in the Grapple.  You may move or Pin them, but not damage them to keep this effect.  If performing a Trip you provoke no Attack of Opportunity, and your opponent doesn't get to trip you in return if you fail.  He also gets no Size Bonus to the Check.  You get each of these abilities for the duration of the Encounter.

At 7th Level if you succeed in using your 1st Level Ability you can opt to spend an additional number of daily uses of Turn/Rebuke Undead, and increase the length of the effect by 1 round per use.  You may also opt to Paralyze foes instead of Stun them. 

Unarmored Fighting (Ex): At 2nd Level while unarmored, and carrying no more than a Light Load you gain a Bonus to Armor Class equal to your Wisdom Modifier plus your (Luthicarite Level divided by 5).  This stacks with the Monks Wisdom Bonus to AC if you have Monk levels.

At 5th Level when you are unarmored and carrying no more than a Light Load, your opponent does not get Competence or Circumstance bonuses to Damage rolls against you, nor does he gain extra damage from Power Attack.

At 8th Level you cannot be Flanked while unarmored and carrying no more than a Light Load.

"Healing" (Ex): At 3rd Level you gain the Poison Use ability, which is identical to the Assassin ability from page 181 of the DMG. 

At 6th Level you get a +4 Competence Bonus on Craft (Poison) and Heal Checks.

At 9th Level your Cure or Inflict spells do one extra die of healing or damage.

Freedwoman (Su): You may substitute your Wisdom Modifier for your Strength Modifier when making Disarm, Grapple, or Trip Checks.  Your Unarmored Bonus to AC increases by +4.  You gain 4 additional Turn/Rebuke Undead attempts per day. 

PLAYING A LUTHICARITE
 Men are a constant source of trouble.  They go off to war and expect you to run things without engaging in fighting, when all the work is done by resentful slaves.  Then they come back torn up and expect you to endure their beatings while tending their wounds.  What buttheads.  Good thing the sisters taught you nerve holds.
 Combat: The Luthicarites are expected to subdue males without harming them, or them realizing they've really been bested in a fight.  On the other hand they have been known to quietly murder males who have stepped out of line if there are no witnesses...
 Advancement: Most Luthicarites live lives of seclusion or deception
Resources: The Luthicarites are a small sect, and little if any power in the Orc Church.  As such they are pretty much on their own.

LUTHICARITES IN THE WORLD
"There's something odd about her..."
 The Luthicarites are virtually unknown, even among their own people.  Mostly because they kill anyone who discovers them or harms one of them.  If they were discovered traditional Orc society would eat them alive and they'd be destroyed.  Ironic since they still support the Orc war effort, hoping to change it from within.
 Daily Life: Much of your day is taken by religious duties, including the healing of injured warriors, and secretly studying the art of Kibarpay.
 Notables: Bahar (CN Female Orc Cleric 6/Luthicarite 6) is a typical sister in the order. 
 Organizations: The Luthicarites are a secret organization, albeit a very small one.

NPC Reaction
 NPC's tend to think your just another priestess of some heathen Orc God.  Which means they hate and fear you.  Other Orcs tend to think of you as just typical female chattel.

LUTHICARITES IN THE GAME
 This is an awkward class to play socially.  You subvert the expectations of Orc Society, but you aren't really against Orcs having power over the other races.  It could prove difficult.
 Adaptation: This is for serious campaigns mostly, since the Luthicarites frequently assassinate anyone who discovers them, or causes harm to members of their order.
 Encounters: Luthicarites are Clerics, and expected to be healers so they can be found in times of war.  Otherwise they keep to tehmselves.

Sample Encounter
EL 12: The PC's have been hired to act as mercenaries in the Orcs campaign against a Mindflayer incursion.  They don't much care for the Orcs, but they hate the Mindflayers even worse.  Things go bad when an Orc Major is poisoned, and the blame starts falling squarely on the shoulders of any Non Orc mercenaries when more deaths occur.  The PC's had best find the murderer quickly, or eventually it'll be their heads on the block.  But who has easy access to so many of the Orc military personnel?


Bahar
CN Female Orc Cleric 6/Luthicarite 6
Init +5, Senses: Listen +2, Spot +2, Dark Vision 60', Light Sensitivity
Languages Common, Orc
------------------------------------------------
AC , touch , flat-footed   (+1 Dex, +3 Wis, )
hp 66 (12 HD)
Fort +11, Ref +5, Will +12 
------------------------------------------------
Speed 30 ft. (6 squares)
Melee
Base Atk +8, Grp +9
Atk Options Turn Undead 8/day, Kibarpay Training
Combat Gear
Spells Prepared
0: 6 (DC 12)
1st: 5 (DC 13)
2nd: 5 (DC 14)
3rd: 3 (DC 15)
4th: 3 (DC 16)
5th: 2 (DC 17)
Caster Level 10
-----------------------------------------------
Abilities Str 12, Dex 12, Con 13, Int 10, Wis 14, Cha 12
SQ "Healing", Unarmored Fighting
Feats Divine Armor, Extra Turning, Improved Grapple, Improved Initiative, Improved Unarmed Strike
Skills Bluff +5, Concentration +4, Diplomacy +5, Heal +6, Hide +5, Knowledge (Religion) +4, Move Silently +5, Spellcraft +3
Possessions



EPIC LUTHICARITE

Hit Die: d8
Skills Points at Each  Level : 2 + int
Spells You Caster Level continues to increase but you do not gain extra spells per day.
Bonus Feats: The Epic Luthicarite gains a Bonus Feat every 3 levels higher than 20th
« Last Edit: January 03, 2017, 07:37:12 PM by bhu »

Offline bhu

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Re: Orcs
« Reply #37 on: November 10, 2011, 03:21:36 AM »
BLOOD PRIEST


   
"The Blood is the Life."

 Blood Priests are the elite clergy of Itzil, and Orcish God of war and slaughter.  They sacrifice prisoners of war to him in exchange for greater power.

BECOMING A BLOOD PRIEST
Blood Priests begin as Clerics of Itzil and if they survive training and are accepted by the other Blood Priests they may join their ranks.

 ENTRY REQUIREMENTS
   Domains: Must have access to at least one of the following Domains:   Destruction, Strength, War
   Patron: Must have Itzil as a Patron. 
   Feats:  Divine Cleansing, Divine Spell Power (see Complete Warrior and Complete Divine)
   Skills: Concentration 4 ranks, Heal 4 ranks, Knowledge (Religion) 4 ranks   
   Race: Orc


Class Skills
 The Blood Priest's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Heal (Wis), Knowledge (Arcana, History, Religion) (Int), and Spellcraft (Int).
Skills Points at Each  Level : 2 + int

Hit Dice: d8

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +0    +2     +0     +2    Blood Sacrifice
2. +1    +3     +0     +3    Self Sacrifice, +1 Level of Divine Casting Class
3. +2    +3     +1     +3    Food of the Gods, +1 Level of Divine Casting Class
4. +3    +4     +1     +4    Blood Sacrifice, +1 Level of Divine Casting Class
5. +3    +4     +1     +4    Self Sacrifice, +1 Level of Divine Casting Class
6. +4    +5     +2     +5    Food of the Gods
7. +5    +5     +2     +5    Blood Sacrifice, +1 Level of Divine Casting Class
8. +6    +6     +2     +6    Self Sacrifice, +1 Level of Divine Casting Class
9. +6    +6     +3     +6    Food of the Gods, +1 Level of Divine Casting Class
10.+7    +7     +3     +7    High Priest, +1 Level of Divine Casting Class

Weapon Proficiencies: A Blood Priest gains no new weapon or armor proficiencies.
 
Blood Sacrifice (Su): At 1st Level if you successfully kill an opponent and dedicate his death to your God (i.e. coup de grace a helpless victim or an opponent), the Save DC of your spells is increased by +2 for 24 hours.  Multiple sacrifices via this ability do not stack, but can increase the duration.  For example killing 5 victims wont increase the Save DC to +10, but it will last for 5 days.  To qualify as worthy of sacrifice the victim must have class levels in a PC class or more than 2 Hit Dice.

At 4th Level you also increase your caster level by +2 for the same period of time.

At 7th Level you may also cast a spell with a Metamagic Feat without increasing the spell level a number of times equal to your Wisdom Modifier within that same 24 hours.

Self Sacrifice (Su): At 2nd Level the Blood Priest can voluntarily lose hit points to make a spell or attack more damaging.  As a Move equivalent action he can sacrifice 10 hit points to do maximum damage with the next attack or damaging spell that is successful. 

At 5th Level he can also use this ability to automatically threaten a critical as well.  If he sacrifices 20 hp he can do maximum damage and a critical.

At 8th Level he can sacrifice 10 hp in a similar manner, and his opponent gets no Saving Throw against the next spell he casts.

Food of the Gods (Su): At 3rd Level if you successfully kill an opponent and dedicate his death to your God (i.e. coup de grace a helpless victim or an opponent), your deity devours his soul and he cannot be resurrected.  Using this ability stacks with Blood Sacrifice. 

At 6th Level your God also rewards you.  You may now cast Resurrection once within the next 24 hours without the material or XP components.  This particular ability does not stack with Blood Sacrifice.

At 9th Level you gain one additional spell per day, but you can only access it if you sacrifice an opponent in the usual manner.  You can use it for any spell of any level on your spell list. or any spell from another spell list at least 2 levels lower than the maximum spell level you can cast (i.e. if you can cast 6th level Cleric spells, you can cast a spell of 4th level or lower from any other list).

High Priest (Su):  Your Domain spells are now part of your Cleric spell list if they weren't already.  Your type changes to Outsider with the Orc and Native Subtypes.  You become immune to Wounding and similar abilities that cause continued hit point loss due to bleeding, and you automatically stabilize when below 0 hit points.

PLAYING A BLOOD PRIEST
 Itzil demands sacrifice, and sacrifice he will be given.  Obviously it's preferable if those sacrifices aren't Orcs since they are needed to carry out the eternal war against the other humanoids, so prisoners of war are sacrificed along with slaves.  And the God is hungry so many prisoners must be taken...
 Combat: Blood Priests generally prefer to sit at the back ranks of battles helping with their magic.  They are considered too important to risk losing in casual fights, so they tend to join in the melee only if it's necessary, or their God demands, or if the battle is too important to lose.
 Advancement: Itzil and his priesthood are both fairly strict so once one becomes a part of it their future is pretty much decided for them.
Resources: Blood Priests have access to the Church's resources when on missions for them, which are not bad considering they have almost total control of Orc society.  Priests asking to use those resources had better be successful however.

BLOOD PRIESTS IN THE WORLD
"Sometimes I don't think Itzil is hungry so much as those bastards just enjoy killing people."
 Blood Priests are feared and hated, even by their own people.  They decide who lives and who dies after all.  If they want they can claim anyone for sacrifice to the God.  If any form of trouble or problem is made known to them, sacrifice is their preferred means of solving it, so no one really bothers to trouble them unless they are absolutely desperate.
 Daily Life: Much of your daily life is taken up by religious observances and chores, including the many sacrifices needed by your God.  There are also battles, and training.
 Notables: Tecuixin (CE Male Orc Cleric 6/Blood Priest 6) is a bloodthirsty lunatic hellbent on sacrificing just about everything in his path to Itzil.
 Organizations: The Blood Priests are their own Organization, being the upper hierarchy of the clergy of Itzil.  They have enough power to order the death of the leader of the Orcish nation if need be.

NPC Reaction
 NPC's fear and hate you even more than most Orcs given your reputation.  Even other Orcs pretty much consider you a necessary evil (the accent there being on evil).

BLOOD PRIESTS IN THE GAME
 This PrC assumes you are playing an Evil PC, and that the other PC's are likely going to be Evil Orcs as well.  Which kinds of limits it's use amongst players...
 Adaptation: This is definitely meant for a serious, grim, messed up campaign.
 Encounters: Blood Priests can be encountered when the Orcs have gone to war, or making sacrifices on the field just after.  Otherwise they will have to be tracked down to their temple strongholds if one wishes to contact them.

Sample Encounter
EL 12: The local Orcs seem unusually bloodthirsty, and as they are foreigners (and therefore expendable) the PC's have been volunteered to go rescue kidnap victims who are intended for sacrifice.  If they win they get paid,  If they lose...well they also probably get sacrificed.


Tecuixin
CE Male Orc Cleric 6/Blood Priest 6
Init +0, Senses: Listen +3, Spot +3, Dark Vision 60', Light Sensitivity
Languages Common, Orc
------------------------------------------------
AC , touch , flat-footed   ()
hp 66 (12 HD)
Fort +11, Ref +4, Will +13 
------------------------------------------------
Speed 30 ft. (6 squares)
Melee
Base Atk +8, Grp +9
Atk Options Rebuke Undead 4/day
Combat Gear
Spells Per Day 0: 6 (DC 13)
1st: 5 (DC 14)
2nd: 5 (DC 15)
3rd: 4 (DC 16)
4th: 3 (DC 17)
5th: 2 (DC 18)
Caster Level 10th
-----------------------------------------------
Abilities Str 12, Dex 10, Con 12, Int 11, Wis 16, Cha 12
SQ Domains (Strength, War), Blood Sacrifice, Self Sacrifice, Food of the Gods
Feats Divine Cleansing, Divine Spell Power, Extra Turning, Improved Blood Sacrifice, Improved Self Sacrifice
Skills Concentration +6, Heal +6, Knowledge (Arcana, History, Religion) +4, Spellcraft +6
Possessions



EPIC BLOOD PRIEST

Hit Die: d8
Skills Points at Each  Level : 2 + int
Spells Your caster Level continues to improve with Epic Levels, but you do not gain extra spells per day.
Bonus Feats: The Epic Blood Priest gains a Bonus Feat every 3 levels higher than 20th



Improved Blood Sacrifice
You may now sacrifice others to help your Allies as opposed to yourself.
Prerequisites: Blood Sacrifice, Wisdom 15+
Benefits:  You may now use your Blood Sacrifice ability to enhance an Ally within 30' as opposed to yourself.  You may do this to one Ally at a time, but you can do it at will.

Improved Self Sacrifice
You may now sacrifice others to help your Allies as opposed to yourself.
Prerequisites: Self Sacrifice, Wisdom 15+
Benefits:  You may now use your Self Sacrifice ability to enhance an Ally within 30' as opposed to yourself.  You may do this to one Ally at a time.

Offline bhu

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Re: Orcs
« Reply #38 on: November 10, 2011, 03:22:13 AM »
Juggernaut Plate Pieces and Abilities 

Code: [Select]
[B]Piece[/B]             [B]Body Slot[/B] [B]Price[/B]
[I]Juggernaut Helm[/I]   Head
[I]Juggernaut Mask[/I]   Face
[I]Juggernaut Armor[/I]  Body
[I]Juggernaut Fists[/I]  Hands
[I]Juggernaut Boots[/I]  Feet



Juggernaut Plate Collection Benefits

Code: [Select]
[B]Pieces Worn[/B]             [B]Collection Benefits[/B]
2 pieces worn   You may ignore Armor Check Penalties from wearing Heavy Armor.
5 pieces worn   Cast Stoneskin 2/day

Juggernaut Helm
 Price (Item Level): 26,000 GP
 Body Slot: Head
 Caster Level: 7th
 Aura: Moderate; (DC: 19) Abjuration
 Activation: -
 Weight: 1/2 lb.

The Juggernaut helm is a steel helm lined in spikes.  The wearer gets a +2 Resistance Bonus on Willpower Saves unless he is an Orog, in which case he gets a +6 Bonus.

Prerequisites: Craft Wondrous Item, Greater Resistance (see Spell Compendium)
Cost to Create: 13,000 GP GP, 13 days, 1040 XP


Juggernaut Mask
 Price (Item Level): 26,000 GP
 Body Slot: Face
 Caster Level: 7th
 Aura: Moderate; (DC: 19) Necromacy
 Activation: Swift (Mental)
 Weight: 1/2 lb.

The Juggernaut Mask is a steel mask that locks onto the Juggernaut Helm.  It is carved in a distorted representation of an Orog's face.  Three times per day the wearer can activate it as a Free Action when making a Charge Attack to cast a Fear Spell.  If the wearer also has Light Sensitivity or Light Blindness they can act normally in daylight (including the Daylight spell).

Prerequisites: Craft Magic Wondrous Item, Fear
Cost to Create: 13,000 GP GP, 13 days, 1040 XP


Juggernaut Armor
 Price (Item Level): 20,000 GP
 Body Slot: Body
 Caster Level: 3rd
 Aura: Faint; (DC: 17) Abjuration
 Activation: Swift (Mental)
 Weight: 50 lbs.

Juggernaut Armor is +2 Full Plate Armor, complete with +2 Armor Spikes.  In addition to granting proficiency with the spikes, 3 times per day as a Swift Action the user can activate the armor to cast Protection from Arrows on himself.

Prerequisites: Craft Magic Arms and Armor,
Cost to Create: 10,000 GP, 10 days, 800 XP


Juggernaut Fists
 Price (Item Level): 9,500
 Body Slot: Hands
 Caster Level: 3rd
 Aura: Faint; (DC: 17) Evocation
 Activation: Swift (Mental)
 Weight: 2 lbs.

Juggernaut Fists are large +2 spiked steel gauntlets.  3 times per day you may activate them as a Swift Action when making a Sunder Attack you may ignore Hardness and take no penalty for using a Light Weapon.

Prerequisites: Craft Magic Arms and Armor, Shatter
Cost to Create: 4750 GP, 10 days, 380 XP


Juggernaut Boots
 Price (Item Level): 10,000 GP
 Body Slot: Feat
 Caster Level: 1st
 Aura: Faint; (DC: 16) Transmutation
 Activation: -
 Weight: 2 lbs.

Juggernaut Boots are Leather boots reinforced with spiked steel plates.  When worn the wearer gets a +4 Bonus against Trip Checks, and a +4 Bonus to make Bull Rush or Overrun Checks.  If the wearer is an Orog his movement does not provoke Attacks of Opportunity.

Prerequisites: Craft Magic Wondrous Item, Lightfoot, Rhino's Rush (See Spell Compendium)
Cost to Create: 5,000 GP, 5 days, 400 XP




Lore
Characters who have Knowledge (History) or the Bardic Knowledge ability can research Juggernaut Plate.  When a character succeeds on a CHeck the following Lore is revealed, including that from lower DC's:

DC 15
DC 20
DC 25
DC 30

Offline bhu

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Re: Orcs
« Reply #39 on: November 15, 2011, 03:52:13 AM »
any templates i should mention that arent already in the lsit?

Inspired by Dr. Orpheus who has my massive apologies for taking so long


ZOMBIE CHIEF


   
"This is the second barrel of elf hearts the Chief has asked for.  I think he may have a problem."

"You can get addicted to elf hearts?"

"You can if you're dead."

 The many orc tribes know only one universal rule "With great power comes the additional power of being the leader", but they probably use fewer words. Some orcs convince themselves that suicidal acts are the best way to display their powers, and die while becoming the chief or not long after.  If there is no clear successor there is occasionally a backup plan to secretly raise the Chief from the dead if Resurrection is not a possibility.  Sometimes Chiefs purposefully undergo the rituals necessary after committing suicide as traditionally killing the old Chief is how you become the new one.  Hard to kill a dead man isn't it?

BECOMING A ZOMBIE CHIEF
There is a plan in place to have yourself raised as a flesh eating undead monster after your death.  Obviously you haven't thought through the implications of becoming a horrifying parasitic monster, which should disqualify you as being a leader in most cases, but Orcs aren't picky.

 ENTRY REQUIREMENTS
   Special:  Must have killed self in what was regarded a startling act of stupidity only to come back as an Undead.  You must have also been the Tribal Chieftain.
   Race:  Orc
   Skills:  Intimidate 8 ranks
   Feats:  Leadership, and any one of the following Feats from Libris Mortis: Contagious Paralysis, Daunting Presence, Death Master, Empowered Ability Damage, Endure Sunlight, Energy Resistance, Eviscerator, Improved Energy Drain, Improved Paralysis, Improved Turn Resistance, Life Drain, Lifebond Life Sense, Necrotic Reserve, Positive Energy Resistance, or Undead Leadership.
   Templates:  Requires any Undead template allowing you to be Corporeal, and pass as still living (just possibly really ill).  Corpse Creature from the Book of Vile Darkness is surprisingly common.  The Chief's retainers simply restrict access to him. Other possibilities are Crypt Spawn, Curst, Death Knight, Dread Warrior, Gravetouched Ghoul, Juju Zombie, Necropolitan, Swordwraith, or Vampire.


Class Skills
 The Zombie Chief's class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Concentration (Con), Diplomacy (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Local)(Int), Listen (Wis), Move Silently (Dex), Sense Motive (Wis), Spot (Wis), Swim (Str), and Tumble (Dex)
Skills Points at Each  Level : 4 + int

Hit Dice: d12

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +1    +0     +0     +2    Necrotic Endurance
2. +2    +0     +0     +3    Necrotic Power
3. +3    +1     +1     +3    Unholy Terror
4. +4    +1     +1     +4    Necrotic Endurance
5. +5    +1     +1     +4    Necrotic Power
6. +6    +2     +2     +5    Unholy Terror
7. +7    +2     +2     +5    Necrotic Endurance
8. +8    +2     +2     +6    Necrotic Power
9. +9    +3     +3     +6    Unholy Terror
10.+20   +3     +3     +7    Death Chieftain

Weapon Proficiencies: Zombie Chiefs gain no new weapon or armor proficiencies.

Necrotic Endurance (Ex): At 1st Level you use your Charisma Modifier in place of your Constitution Modifier for everything it would normally be used for unless it would be negative in which case you get a +1 Modifier.

At 4th Level if you gain +4 Turn Resistance (If you already have Turn Resistance you gain Turn Immunity instead).  If you have Turn Immunity you increase your Charisma Modifier by 1 for purposes of your 1st Level Ability (or if you only have a +1 Mod due to low Cha it's now +2).

At 7th Level you no longer cease functioning at 0 hp, but at -10, and you can act and fight normally when at 0 or less hp.

Necrotic Power (Su): At levels 2, 5, and 8 you may choose 1 power from the following list if you meet the prerequisites:

Iron Skin (Ex)(Prerequisite is Natural AC Bonus or Damage Reduction):  Choose one: either increase your existing DR by 5 or if you have no DR increase your existing Natural Armor Bonus by +5.

Enhanced Dark Vision (Ex): The range of your Dark Vision increases to 90'.

Unholy Rage (Su)(Prerequisite is Rage): Half the damage you deal in melee attacks is Untyped while you are Raging.

Unholy Curse (Su)(Prerequisite is Curst Template): You may cast Bestow Curse a number of times per day equal to your Charisma Modifier (minimum 1) as a Supernatural ability. Anyone 'slaying' you is automatically subjected to this ability and receives no Save.

Lifesense (Su): You may automatically sense Living creatures within 100' as though they had Blindsight. You also automatically know the strength of their life force as if you had cast Deathwatch.

Strike Dumb (Su) (Prerequisite is Level 6 Zombie Chief): The Zombie CHief may psychically assault victims to render them speechless. As a Full Round Action it may choose 1 opponent within 30 feet, and that victim must make a Willpower Save (Save DC is 10 plus 1/2 HD plus Cha Modifier) or be rendered incapable of revealing anything it knows about the Zombie Chief, as well as being mute. Only Break Enchantment, Dispel Evil, Miracle, Wish, or a similar spell will restore the lost memories.

Empowered Rage (Su)(Prerequisite is Rage and a Special Attack doing negative energy damage, Energy Drain, Paralysis, Disease, or Strength Damage): Anytime you successfully use your Special Attack, the duration of your current (or next use) of Rage increases by +3 rounds.

Unholy Strength (Ex)(Prerequisite is template giving bonus to Str): Permanently increase your Strength by +4.

Unholy Persuasion (Ex): Permanently increase your Charisma by +4.

Fangs of Death (Ex): You gain a Primary Bite Attack doing 1d6 plus Str Modifier.

Gnaw (Ex)(Prerequisite is Fangs of Death): If you successfully hit with your Bite Attack, you may immediately make a Grapple Check as a Free Action without provoking an Attack of Opportunity.  If successful you do your Bite damage each turn you maintain the Grapple.

Spell Resistance (Ex): You gain Spell Resistance equal to 15 plus your Zombie Chief Level.

Enhanced Spell Resistance (Ex)(Prerequisite is Spell Resistance): Your Spell Resistance increases by +5.

Fast Healing (Ex): You gain Fast Healing 5.

Regeneration (Ex)(Prerequisite is Fast Healing): Your Fast Healing becomes Regeneration instead.  Your regeneration doesn't work against Fire, Acid, Silver, or Cold Iron (choose one when you get this ability.

Improved Abyssal Blast (Su)(Prerequisite is Abyssal Blast): All of the damage from your Abyssal blast is considered divine now, so spells protecting against fire do nothing to help against it.

Energy Drain (Su)(Prerequisite is touch attack doing negative energy): Your Primary Natural Attack (choose 1 if you have more than one) now causes your enemies to gain a negative level.

Improved Energy Drain (Su)(Prerequisite is Energy Drain): Your Primary Natural Attack (choose 1 if you have more than one) now causes your enemies to gain an additional negative level.

Improved Paralysis (Su)(Prerequisite is special attack causing paralysis): Save DC of this attack is now +2 (this stacks with Feats that would normally increase Save DC's like Ability Focus).

Improved Disease (Su)(Prerequisite is special attack causing disease): Save DC of this attack is now +2 (this stacks with Feats that would normally increase Save DC's like Ability Focus).

Improved Control Resistance (Ex)(Prerequisite is Resist Control ability): You become immune to the Control Undead spell.

Improved Strength Damage (Su)(Prerequisite is a special attack doing Str damage): Your Strength Damage Special Attack now does Strength Drain instead.

Improved Blood Drain (Ex)(Prerequisite is Blood Drain): For 1 hour after you successfully Drain blood, all rolls made by yout are at +2

Improved Energy Resistance (Ex)(Prerequisite is Energy Resistance): Increase one form of Energy Resistance you possess by 10 (i.e. if you have Cold Resistance 10, it's now 20).

Turn Immunity (Ex)(Prerequisite is Turn Resistance): You are now immune to Turn/Rebuke Undead attempts.

Unholy Terror (Su): At Level 3 you begin to terrify opponents, and gain Frightful Presence.  Whenever you make a Special Attack or Charge your opponent must make a Willpower Save (DC is 10 plus 1/2 Hit Dice plus Charisma Modifier) or be Shaken for the duration of the encounter.

At Level 6 this increases to effect every living Opponent within 30'.

At Level 9 instead of being Shaken the opponents are Frightened for 1d6 rounds.

Death Chieftain (Su): Undead Orcs that are Allies within 30' of you gain a Bonus to Turn Resistance, Fortitude Saves,  and hit points per die equal to your Charisma Modifier (minimum +1).

 
PLAYING A ZOMBIE CHIEF
 At the time you conceived the idea of becoming an immortal killing machine it sounded pretty good.  Since then you've had time to ruminate on some of the downsides.   Food and beer have lost their flavor.  Relations with the wife and concubines are pretty rare to say the least.  Plus you have a tendency to create more monsters like you in moments of passion.
 Combat: Combat generally isn't much different than when you were alive.  It consists of the usual roaring unintelligibly and charging into melee flailing wildly.  Unless you have some powers.
 Advancement: Advancement depends a lot on what sort of Undead you are, and your personal goals after the mind shattering experience of becoming a soulless fiend.  Given your upbringing you generally immediately attempt to acquire physical or supernatural power. 
Resources: You're the Chief of an Orc tribe.  Their resources are your resources.

ZOMBIE CHIEFS IN THE WORLD
"Does Surt look a little pale to you?"
 You are the man.  The dead man, but still the man.  Your wife sometimes disagrees but you find eating her brain and getting a new wife has cheered you up immensely. A lot of people have objections to you being the tribe's leader, but since they haven't found a way to get rid of you they'll just have to suck it.
 Daily Life: Your daily life involves trying to somehow either hide your condition from the tribe or violently putting down the inevitable rebellion when it's found out you like to eat the living.   Plus you have the usual added headaches of planning the usual nightly affairs.
 Notables:
 Organizations: You're a tribal warchief.  You are an organization in it's smallest sense other than being a gang leader. 

NPC Reaction
 NPC reactions can generally be descirbed as "AAAAAH", but to be honest they were kinda like that when you were alive so you really don't notice much difference.

ZOMBIE CHIEFS IN THE GAME
 This assumes one of the PC's is a current or former leader of a tribe, which will tend to put him in the spotlight more than a little even if her weren't an undead monster. 
 Adaptation: Could be used in serious or silly campaigns.
 Encounters: PC's will encounter you generally in wartime, sneaking out from your tribe to prey on the living, or after having been cast out for being a monster.  Generally it will not end well.

Sample Encounter
EL 12: Give the encounter level and description of a sample member of this class and a stat block for him/her.


Name
alignment/Gender/Race/Levels
Init +0, Senses: Listen +, Spot +,
Languages
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AC , touch , flat-footed   ()
hp  ( HD)
Fort +, Ref +, Will
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Speed   ft. ( squares)
Melee
Base Atk +, Grp +
Atk Options
Combat Gear
Spells Prepared
Supernatural Abilities
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Abilities Str , Dex , Con , Int , Wis , Cha
SQ
Feats
Skills
Possessions



EPIC ZOMBIE CHIEF

Hit Die: d12
Skills Points at Each  Level : 4 + int
Bonus Feats: The Epic Zombie Chief gains a Bonus Feat every 2 levels higher than 20th
« Last Edit: January 03, 2017, 02:05:38 AM by bhu »