Author Topic: Orcs  (Read 25473 times)

Offline bhu

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Orcs
« on: November 10, 2011, 02:01:44 AM »
Orcs

Prestige Classes
Batu's Disciples (Page 2) [Binder]
Black Orc (Page 3) [Shadowcaster]
Blood Priest (Page 2) [Cleric]
Brawler (Page 4) [Any Martial]
Chosen of Dukagsh (Page 5) [Cleric]
The Cult of Pale Hands (Page 1) [Cleric + Monk]
Darkened Eye (Page 1) [Hexblade]
Darkwalker (Page 3) [Cleric]
Daywalker (Page 5) [Any Martial]
Eldritch Berserker (Page 1) [Arcane Spellcaster + Barbarian]
Executioner (Page 3) [Cleric]
Fist of Baghtru (Page 2) [Barbarian + Cleric]
Fist of Gruumsh (Page 1) [Warlock]
Gray Suns (Page 1) [Martial Adept]
The Horns of Amon (Page 2) [Binder]
Ice Shaman (Page 3) [Dragon Shaman]
The Incredible Orc (Page 2) [Barbarian]
Jor Assassin (Page 4) [Rogue]
Keeper (Page 1) [Divine Spellcaster]
Krugel Gaucho (Page 4) [Any with special mount]
Luthicarite (Page 2) [Cleric]
Maggots of Yurtrus (Page 4) [Cleric]
Manwu-Papas (Page 4) [Cleric]
Medicine Woman (Page 5) [Cleric]
Mindspear (Page 3) [Soulknife]
Orc Dominatrix (Page 2) [Any Spellcaster + Special (See Class)]
Orc Pirate (Page 1) [Barbarian]
Orc Redneck (Page 2) [Barbarian]
Orc Sergeant (Page 1) [Barbarian + Marshal]
Orc Thug (Page 1) [Barbarian + Rogue]
Orog Brute (Page 1) [Manifester]
Orog Juggernaut (Page 2) [Warmage]
Orog Knight (Page 1) [Martial Adept]
Orog Myrmidon (Page 3) [Shadowcaster]
Pain Manifester (Page 1) [Arcane Spellcaster]
The Pain Totem (Page 1) [Barbarian]
Pandemonicus (Page 2) [Barbarian + Spontaneous Arcane Spellcaster]
Pine Bender (Page 1) [Druid]
Red Paladin (Page 5) [Favored Soul]
Scar Mage (Page 5) [Arcane Spellcaster]
Scarsword (Page 2) [Duskblade]
Scro Warrior (Page 4) [Fighter + Monk]
Shock Trooper (Page 4) [Any Martial]
Sons of Baghtru (Page 1) [Spontaneous Divine Spellcaster]
The Soulless (Page 1) [Barbarian]
Spider Killer (Page 4) [Fighter]
Swords of Ilneval (Page 2) [Cleric]
Tanarukk Arsonist (Page 2) [Warlock]
Tanarukk Demonsword (Page 2) [Duskblade]
Tanarukk Firebreather (Page 1) [Manifester]
Tanarukk Firesword (Page 1) [Martial Adept]
Thayan Infiltrator (Page 5) [Scout]
Thayan Soldier (Page 4) [Any Martial]
Tigerskin Berserker (Page 1) [Barbarian + Martial Adept]
Voice of Gruumsh (Page 2) [Cleric]
Winter's Adept (Page 3) [Dragonfire Adept]
Zhentarim Slave (Page 4) [Fighter]
Zombie Chief (Page 2) [Special (See Class)]

Epic Prestige Classes
Orc Spear Master (Page 2) [Any Martial]
Scarred Veteran (Page 2) [Barbarian]

Alternate Races
Boogin (Page 4)
Jor (Page 4)
Kara-Kara (Page 4)
Krugel Orc (Page 4)
Neo-Orog (Black)(Page 5)
Neo-Orog (Red)(Page 4)
Ogrillon (Page 4)
Ondonti (Page 4)
Orog (Page 4)

Gods and Vestiges
Batu the Traitor (Page 2)

Magic Items
Juggernaut Plate (Page 2)



3.5 Orcs
Dragon 339 Scro
MM Half-Orc, Orc
MM4 Orc Variants
Monsters of Faerun Tanarruk
Races of Destiny Sharakim
Races of Faerun Gray Orc, Mountain Orc, Orog
Unearthed Arcana Orc Variants
« Last Edit: August 09, 2017, 02:31:30 AM by bhu »

Offline bhu

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Re: Orcs
« Reply #1 on: November 10, 2011, 02:02:02 AM »
THE PAIN TOTEM


   
"RAAAAAAAAAAAAAAAAAAARRRRRRRRGHH!!!!!"

Every so often an orc is born twisted and scarred, barely recognizable.  Despite their appearance they do not suffer any ill physical effects from their deformities, even while being in constant pain. Most of them have an inborn talent for magic and quickly become Sorcerers.  Their learning however quickly takes a backseat to their rage.  These orcs are far more unstable than their brethren, and usually have 'handlers' to calm them down and keep them out of trouble until they are needed in battle. 

Whether or not you consider them a blessing or a curse in battle depends on your point of view. Called Pain Totems by the Orcs enemies, they are especially sensitive to anger.  Pain Totems absorb the rage of anything near them, swelling with power and growing to monstrous size.  The other Orc warriors are less effective, but the Pain Totem itself is quite amazing to watch.

BECOMING A PAIN TOTEM
Most Pain Totems begin as Sorcerers, eventually drifting into Barbarian as well.

 ENTRY REQUIREMENTS
   Race:  Any Orcish race
   Class Abilities:  Rage
   Base Attack Bonus: +5 BAB
   Feats: Extra Rage, Scarred


Class Skills
 The Pain Totem's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Intimidate (Cha), Jump (Str), Knowledge (Arcana) (Int), Swim (Str), and Survival (Wis)
Skills Points at Each  Level : 4 + int

Hit Dice: d8

   BAB  Fort    Ref    Will  Abilities
1. +0    +0     +0     +2    Synergistic Rage
2. +1    +0     +0     +3    Channel Rage
3. +2    +1     +1     +3    Steal Rage
4. +3    +1     +1     +4    Synergistic Frenzy
5. +3    +1     +1     +4    Channel Rage
6. +4    +2     +2     +5    Steal Frenzy
7. +5    +2     +2     +5    Channel Rage
8. +6    +2     +2     +6    Giant Among Orcs
9. +6    +3     +3     +6    Steal Life
10.+7    +3     +3     +7    Giant Transformation


Weapon Proficiencies: Pain Totems gain no new armor or weapon proficiencies.

Synergistic Rage (Su): You can Rage more times per day than normal.  If any being within  30 feet of you uses a daily use of it's Rage, so do you.  If this occurs when you have no daily uses of Rage left, you still enter Rage normally, but take 1 point of temporary Constitution damage when the Rage wears off. Once you are already Raging this does not trigger further uses of Rage until the first wears off.

Channel Rage (Su): At second level you gain a Rage Pool that can hold a certain amount or uses of Rage.  The maximum you can hold is equal to your Pain Totem level Plus your Charisma Modifier plus the times per day you can Rage.  This replaces the normal limit on how many times per day you can Rage, along with Synergistic Rage. When using Steal Frenzy, daily uses of Frenzy are stored as daily uses of Rage instead.  When your Rage Pool is filled, any daily uses of Rage or Frenzy stolen by your Steal Rage/Frenzy abilities are simply burned off into the ether giving you no extra abilities (but still depriving victims of them). When you are Raging you now have different abilities than normal. How powerful they are depend on how high your Rage Pool is. Since they are Supernatural abilities, in Antimagic Fields or other circumstances that would block them the Pain Totem gets its normal Rage abilities. At 2nd, 5th, and 7th level you gain 2 abilities each from the following list.  Until you choose from Strength, Constitution, or Iron Mind, you get the normal bonus for Raging for that particular ability. The Rage Pool can only hold uses of Rage for 24 hours or until they are used to enter Rage. If you choose the Strength, Constitution, or Iron Mind abilities, they replace the normal bonuses granted by Rage.   Your Rage Pool resets to full at the beginning of each day, and if it is empty you cannot Rage until it refills.

Strength (Su): The Strength Bonus you gain varies depending on your Rage Pool.  1-3: +4, 4-6: +6. 7-9: +8, 10-12: +10, 13+: +12.   In addition your unarmed strikes do lethal damage while you are raging, and you are considered to have the Improved Unarmed Strike Feat while Raging.  Damage of your unarmed Strike depends on your Rage Pool.  1-3: 1d3, 4-6: 1d4, 7-9: 1d6, 10-12: 1d8, 13+: 2d6.

Constitution (Su): The Constitution Bonus you gain varies depending on your Rage Pool.  1-3: +4, 4-6: +6, 7-9: +8, 10-12: +10, 13+: +12.  In addition your Natural Armor Bonus is increased by an amount equal to your new Constitution Modifier.

Iron Toughness (Su): You gain DR x/- when Raging.  x is equal to your Rage Pool, with a maximum value of 10. This does not stack with the DR gained from class levels in Barbarian or similar sources.

Terrifying Aura (Su): Any Living being within 30' of you with less Hit Dice than yourself when you are Raging must make a Willpower Save (DC 10 plus half your level plus your Charisma modifier) or become scared. Exact effects depend on the level of your Rage Pool.  1-3: Shaken for 1d4 rounds, 4-6: Shaken for 1d8 rounds, 7-9: Shaken for 2d6 rounds, 10-12: Panicked for 1d4 rounds, Shaken for another 1d6 rounds; 13+: Panicked for 1d6 rounds, shaken for another 2d4 rounds.  If the Save is successful, the opponent is immune to this Pain Totems Terrifying Aura for 24 hours. The Save DC gains an Enhancement Bonus equal to your maximum Rage Pool divided by 6.

Iron Mind (Su): The Morale Bonus you gain to your Willpower Saves when Raging increases depending on the power of your Rage Pool.  1-3: +2, 4-6: +4, 7-9: +6, 10-12: +8, 13+: +10.  This Saving Throw Bonus does not work against your Handlers.

Empowered Weapon (Su): Weapons you wield gain magical power while you Rage depending on your Rage Pool.  1-3: +1, 4-6: +2, 7-9: +3, 10-12: +4, 13+: +5. They are considered magical for purposes of overcoming Damage Reduction.


Steal Rage (Su): Anytime a being with the Rage ability enters within 30 feet of you, it must make a Willpower Save (DC is 10 plus half your hit dice plus Charisma modifier) or lose 1 daily use of it's Rage ability, which is added to your Rage Pool.  It must continually make these Saving Throws while in range until it runs out of daily uses of Rage, or makes it's first successful Saving Throw.  Allies may willingly fail their Save and donate as many uses of Rage as they want. If the victim has only one daily use of  Rage, and he is currently Raging, and he fails the Saving Throw, he ceases Raging, and you still add 1 use of Rage to your Rage Pool. The Save DC has an Enhancement Bonus equal to the number of uses of Rage currently not in your Rage Pool. Steal Rage may not be used against someone who also has Steal Rage.  If 2 Pain Totems are in range enough to trigger this ability, and the opponent only has 1 use of Rage left, they both roll 1d20 + level + Con Bonus, higher total wins (if it's a tie reroll).

Synergistic Frenzy (Su): You can enter Frenzy more times per day than normal.  If any being within 30 feet of you uses a daily use of it's Frenzy, so do you.  If you cannot normally Frenzy, or this occurs when you have no daily uses of Frenzy left, you still enter Frenzy normally, but take 1 point of Constitution damage when the Frenzy wears off. Once you are already Frenzied this does not trigger further uses of Frenzy until the first wears off.

Steal Frenzy (Su): Anytime a being with the Frenzy ability enters within 30 feet of you, it must make a Willpower Save (DC is 10 plus half your hit dice plus Charisma modifier) or lose 1 daily use of it's Frenzy ability, which is added to your Rage Pool.  It must continually make these Saving Throws while in range until it runs out of daily uses of Frenzy, or makes it's first successful Saving Throw.  Allies may willingly fail their Save and donate as many uses of Frenzy as they want. If the victim has only one daily use of Frenzy, and he is currently Frenzied, and he fails the Saving Throw, he ceases Frenzying, and you still add 1 use of Rage to your Rage Pool.  The Save DC has an Enhancement Bonus equal to the number of uses of Rage currently not in your Rage Pool.  Steal Frenzy may not be used against someone who also has Steal Frenzy.  If 2 Pain Totems are in range enough to trigger this ability, and the opponent only has 1 use of Frenzy left, they both roll 1d20 + level + Con Bonus, higher total wins (if it's a tie reroll).

Giant Among Orcs (Su): Whenever you enter Rage or Frenzy you become Large Sized, along with your equipment.  Your Base Speed increases 10 feet, Reach increases to 10 ft. Remember also that your weapon damage increases due to Size Class.

Steal Life (Su): You may use this ability once per day per point of Charisma modifier (minimum of 1).  You choose 1 living injured (injured defined as being at less than full Constitution or Hit Points)target within 60 feet that is visible to you, and it must make a Willpower Saving Throw (Save DC is 10 plus half hit dice plus Charisma Bonus), or lose 2 hit points per your effective character level.  You gain hit points equal to the victims Hit Dice x2.

Giant Transformation (Ex): At 10th level you undergo radical magical surgeries taking 24 hours and costing 1000 GP in materials..  Giant Among Orcs becomes permanent, not just when raging. When using Rage or Frenzy you now gain Fast Healing 3. 

PLAYING A PAIN TOTEM
You are a barely restrained psychotic.  You live life in constant pain and suffering, and are an outcast even among your own people.  No one likes you, and after several years of being treated badly you wouldn't have it any other way.  It's not that your own people don't believe you have supernatural, perhaps gods-given power.It's not that they don't appreciate your ability to fight.  But you have even less social skills than the average orc, and lash out unexpectedly at whatever is near when you're upset.  Once you gain the Steal Rage ability this massively compunds the problem.
 Combat: Your always first in line in a fight.  When the Barbarians charge in so do you.  It lets you take advantage of their Rage initially, and lets you steal it later.  Eventually you'll charge in before them against other opponents capable of Raging to steal their Rage.  After that the Rage Pool will kick in and you just swing away relying on brute strength to carry the day.
 Advancement: Advancement is kind of a moot point for Pain Totems.  No one will teach them anything, and for the most part they aren't willing to learn.  Once they get the Channel Rage ability they usually give into their own anger to dull the pain of existence, and lead a short but bloody life.
Resources: Pain Totems without a patron tribe are pretty much on their own.  They really only have their own abilities to keep them going at that point, because few if any beings will willingly support them.

PAIN TOTEMS IN THE WORLD
"Those things aren't natural.  Even the other Orcs don't like them.  You see one of those twisted freaks you avoid it boy.  Fight the other Orcs."
Pain Totems don't interact with the world much.  Most of them set and stare into the distance until there's a fight or they sense a problem.  And then they go insane and start smashing things. Until no one is angry, the problem goes away, their handlers calm them down, or they die.  Some of them are kept in chains until a fight is needed.
 Daily Life: As a Pain Totem you will spend most of your day being ostracized by your tribe who live their lives in fear of you. Your'e either kept sedated or chained so anyone getting angry nearby doesn't set you off.  Or perhaps there are special handlers, usually spellcasters of some kind who specialize in enchantment.
 Notables: Tarn (Sorcerer 1/Barbarian 5/Pain Totem 6) has led his tribe to many victories.  he is unusual in that his tribe has allowed him to lead.  Perhaps ecause he has seemed less unstable than most of his kind.  In fact the strange scars all over his body are said to be a sign from Gruumsh by the Shamans...
 Organizations: Pain Totems have no organization.  Usually they try to murder each other if given a chance.

NPC Reaction
Considering that you look horrible, most non Orcs will find you terrifying.  Even most Orcs find you terrifying.  In all likelihood most strangers you meet will consider you a monster.

PAIN TOTEMS IN THE GAME
Pain Totems are probably better as a NPC Prestige Class.  Since their abilities rely on absorbing Rage or Frenzy they will need to be surrounded by teammates or enemies to make proper use of them.  They'll also tend to be in the spotlight an awful lot in fights, and pretty much a drawback outside of them. Leadership is a boon to them, as they can have a group of Orc Barbarians as a cohort, making them pretty nasty...
 Adaptation: Pain Totems make Orc invasions a bit different.  Instead of hundreds of berserkers, you now have dozens of berserkers, a lot of weaker warriors, and a small group (or perhaps even an individual) with serious power.
 Encounters: PC's will usually encounter a Pain Totem as the giant, twisted monstrosity in the charging horde of Orc reavers they are about to face.  Or as a bedraggled outcast considering either suicide or bloody vengeance somewhere in the bleak places of the world.

Sample Encounter
Give an example of how one might encounter a member of this PrC.

EL 12: Tarn is one of the few of his kind to learn restraint, as well as live past the age of 20.  At one point he tired of being the pet monster of his tribes chieftain, and made sure to be next to him in a large raid against the humans.  With his rage gone the older Orc didn't do so well in battle and fell to the humans.  There were few if any survivors. Tarn was one of them.  His tribe did not yet know of his ability to steal the Rage from his fellow berserkers, and he faced little punishment.  At least no more than the others did.  The fight over who was to become chieftain was short and brutal, and to everyone's surprise Tarn won.  To their continued surprise he was actually good at it.  The tribe prospered under his rule, despite his seeming to be fairly uninterested in being a leader.  The truth was that Tarn had found an old sword while in the hills alone returning from the battle.  It called to him, and showed him visions of a future.  A future without the humans.  If only he would wield it.  He agreed. Flash forward several years, and Tarn is now undisputed lord of his tribe.  His rivals are dead, the priests are dead, and he plans to lead his tribe on a suicidal raid on a nearby human city.  The sword has shown him that he and his tribe will die, but the humans will be broken enough that they will fall to the other tribes.  He doesn't care anymore.  The pain of his existence is now overwhelming, and he's been willing to die for years.  After all what does he have left?  His blasphemy of killing the priesthood leaves him no afterlife with Gruumsh.  The tribe fears him more than anything else.  The humans would probably wipe them out eventually anyway.  So on this day Tarn sets his wife free, and tells her she is free to remarry, if any of them come back.  And he smiles and thinks "Today at last I will die.  I can hardly wait."



Tarn
CE (originally CN) Male Orc Sorcerer1/Barbarian 5/Pain Totem 6
Init +1, Senses: Listen +3, Spot -1, Dark Vision 60 ft.
Languages Orc, Common
------------------------------------------------
AC 25, touch 11, flat-footed 24 (+1 Dex, +8 Armor, +6 Shield)
Max possible AC using Channel Rage is 33, touch 11, flat-footed 32 (+ 8 Natural Armor Bonus)
hp 74 (12 HD)
Max hp when using Channel Rage 122
Fort +7, Ref +4, Will +8   +2 on Saves vs Pain,
+2 Morale Bonus to Willpower Saves when Raging
Max possible Fort Save when using Channel Rage is +10
Cannot be Dazed or Stunned
Dr 8/- when using Channel Rage
------------------------------------------------
Speed 40 ft. (8 squares), 30 ft. in armor
Melee Sword of Darkness +15/+10 (1d8+7) or Unarmed Strike (1d3+4)
Max possible when using Channel Rage +19/+14 (1d8+11) or Unarmed Strike (1d6+8)
Base Atk +8, Grp +12 (+16 with Channel Rage)
Atk Options Inspired Rage, Inspired Frenzy, Steal Rage, Steal Frenzy, Channel Rage (Strength, Constitution, Iron Toughness, Terrifying Aura (Save DC 19), Maximum Rage Pool 8), Rage 2/day, Power Attack
Combat Gear 6 Potions of Cure Serious Wounds, 3 Potions of Protection from Arrows
Sorcerer Spells Prepared (CL 12th)
    0: Detect Magic x2, Detect Poison x2 (also knows Flare, Message)
    1st: Ray of Enfeeblement x1 (Save DC 14), True Strike x3
------------------------------------------------
Abilities Str 18, Dex 12, Con 13, Int 6, Wis 8, Cha 16
Max possible when using Channel Rage Str 26, Con 21
SQ Illiteracy, Trap Sense +1
Feats Scarred, Power Attack, Thick Scars, Patterned Scars, Leadership
Skills Climb +10, Concentration +10, Intimidate +10, Listen +2, Spellcraft +1
Possessions +3 Ring of Protection, +5 Heavy Fortification Hide Armor, 3 Potions of Protection from Arrows, 3 Potions of Non Detection, 6 Potions of Cure Serious Wounds, +4 Heavy Steel Shield, Bag of Holding 2, 814 GP, Sword of Darkness (the Swod of Darkness is an artifact whose stats are up to the DM.  It should be at least a +3 intelligent longsword somehow capable of seeing the future and manipulating it's wielder).

Cohort CE Male Orc Barbarian 6/Frenzied berserker 4
Followers 20 1st Level Male Orc Barbarians, two 2nd Level Male Orc barbarians, 0ne 3rd Level Male Orc Barbarian.



Scar Feats

Scarred
You are born with a network of scars over your entire body.  You are in constant pain, but suffer no ill effects from it.
 Prerequisites: Any Orc Race, must be taken at 1st level
 Benefits: You gain a +2 bonus on Saving Throws against spells or effects that specifically only cause pain (for example Finger of Agony, Symbol of Pain, and Wrack).

Thick Scars
Your scars have grown more prevalent and more ugly with time.
 Prerequisites: Scarred, Base Fortitude Save +5
 Benefits: You are now immune to effects based on Pain.

Patterned Scars
Your scars have grown into patterns the Shamans assure you have hidden meaning and significance.
 Prerequisites: Scarred, Base Willpower Save +5
 Benefits: Caster Level for your Arcane Spells is equal to your Effective Character level.

Burning Scars
The pain from your scars drives you mad sometimes. But it also gives you power...
 Prerequisites: Scarred
 Benefits: 3 times per day you may increase the Save DC of any Spell or Supernatural Ability you have as a Free Action by +2.  This stacks with Feats such as Spell Focus or Ability focus.

Hardened Scars
Your scars have grown iron hard.
 Prerequisites: Scarred, and 3 other Scar Feats or Damage Reduction of some kind.
 Benefits: You cannot be Dazed, Sickened, Staggered, or Stunned.  Your Damage Reduction increases +3 against subdual damage (i.e. if you had Dr 5/-, it is now DR 8/-).





EPIC PAIN TOTEM

Hit Die: d8
Skills Points at Each  Level : 4 + int
Rage Pool: The maximum amount of uses of Rage/Frenzy your Rage Pool can hold increases by +1 for every level past 20th.
Bonus Feats: The Epic Pain Totem gains a Bonus Feat every 3 levels higher than 20th.
« Last Edit: December 31, 2016, 06:35:57 PM by bhu »

Offline bhu

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Re: Orcs
« Reply #2 on: November 10, 2011, 02:02:29 AM »
DARKENED EYE


   
"You should have walked away while I gave you the chance."

A Darkened Eye is an Orc born with one eye socket empty.  He or she seems to age rapidly, yet suffer no ill effects from it.  By the time they are 18 they look half again as old.  By the time they are 30 they look almost twice as old.  And then there are the powers they manifest...   It is believed that the Darkened Eyes are perhaps gifted or cursed by Gruumsh.  In truth they have an as yet unkown connection to the Plane of Shadow.  But they ruthlessly exploit the idea they may be a chosen one of the Orc god.  At least as long as they can.

BECOMING A DARKENED EYE
Most Darkened Eyes begin as Hexblades.

 ENTRY REQUIREMENTS
   Class Features:  Hexblades Curse, Dark Companion
   Skills: Intimidate 4 Ranks, and Knowledge (Arcana) 4 Ranks.
   Base Attack Bonus: +6 BAB
   Feat: Darkened Eye

Class Skills
 The Darkened Eye'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, Nature) (Int), Listen (Wis), Spellcraft (Int), and Survival (Wis).
Skills Points at Each  Level : 4 + int

Hit Dice: d8

   BAB  Fort    Ref    Will  Abilities
1. +0    +0     +0     +2    Dark Curse
2. +1    +0     +0     +3    Dark Soul
3. +2    +1     +1     +3    Dark Power
4. +3    +1     +1     +4    Dark Curse
5. +3    +1     +1     +4    Dark Soul
6. +4    +2     +2     +5    Dark Power
7. +5    +2     +2     +5    Dark Soul
8. +6    +2     +2     +6    Dark Curse
9. +6    +3     +3     +6    Dark Power
10.+7    +3     +3     +7    Dark Form


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

Dark Curse (Su): The power of your curse is increased by your link to the Plane of Shadow. 

At 1st level your hexblade and Darkened Eye Levels stack for determining the Save DC of your Hexblades Curse.  You gain 1 extra daily use of your Hexblade's Curse per Darkened Eye level.

At 4th level you can expend a daily use of your Hexblades Curse to cast Bestow Curse, Contagion, Fear, Hold Monster, or Vulnerability as a Supernatural ability (Save DC is 10 plus 1/2 Hit Dice plus Cha Modifier).

At 8th level you can expend two daily uses of your Hexblades Curse to cast Evil Glare, Eyebite, Imperious Glare, Insanity, or Opalescent Glare (In your case this Supernatural Ability does NOT have the Good descriptor and work on any creature regardless of alignment.  Save DC is 10 plus 1/2 Hit Dice plus Cha Modifier).  It's still restricted by Hit Dice though.) as a Supernatural ability.

Dark Soul (Su): Your Dark Companion merges with you and becomes your own shadow.

At 2nd level you merge with your Dark Companion, and it becomes your shadow. A living shadow that occasionally moves on its own. Any opponent within 10 ft of you takes the -2 penalty to its Saves and AC as if it were next to your Dark Companion.

At 5th level your Dark Vision increases to 120'. You no longer suffer from Light Sensitivity.

At 7th level your Dark Vision increase to 240'. You are now immune to spells/effects that would blind you.  You may now see through magical darkness as well as normal darkness with your Dark Vision.

Dark Power (Su): Your attachment to the Plane of Shadow increases and you gain supernatural abilities based on darkness. 

At 3rd Level you are Invisible as per the spell Greater Invisibility whenever you are in darkness.  The spell See Invisibility will not reveal you, but True Seeing does. 

At 6th level you may cast Shadow Walk once per day as a Supernatural ability.  The spell chosen at 3rd level that could be cast once per day can now be cast 3 times per day, and the spell that could be cast 3 times per day may now be cast at will.

At 9th level your opponents do not gain a Saving Throw against your Hexblade's Curse/Dark Curse abilities if they are in complete darkness.

Dark Form (Su): At 10th level you leave mortality behind, becoming a creature of the Plane of Shadow.  You now gain the Shadow Creature Template form the Manual of the Planes (also in Lords of Madness).
 
PLAYING A DARKENED EYE
Your curse is your main asset.  No one wants to be on the receiving end of it, and everyone wants to have its use for their own purposes.  this gives you a great deal of leverage once you fully gain control of it.  You also have the advantage that many Orcs will believe you are some sort of avatar or priest of Gruumsh.
 Combat: Darkened Eyes like to use their Curses to open up opponents for their allies.  They specialize in attacking from hiding at range, and rarely do face to face combat unless given no other choice, or if they're making an example of an obviously weaker individual.
 Advancement: Most Darkened Eyes spend their time focused on increasing the power of their curses.  Rarely do they take any other path.
Resources: Darkened Eyes are not well liked, and usually only have their own abilities to draw on, or the members of their tribe that they have helped.  Except for the priesthood.  It takes time but many priests eventually catch on that the Eye's power comes from something very much not Gruumsh...

DARKENED EYES IN THE WORLD
"Never look at Tarn's empty eye socket.  Something looked back at me when I did, but it wasn't him."
Darkened Eyes have a hard lot in life.  The Priests of Gruumsh see him as a rival due to his appearance of only having 1 eye.  Or just flat out an enemy if they know he's a fraud. Most other high ranking tribesmen fear him because of his powers, and what he knows (because a smart Darkened Eye barters the use of his curses for knowledge).  The lower tribesmen fear him for the same reason.  Essentially he has no friends.  He must blackmail, curse, or outright murder to get his way or keep himself safe.
 Daily Life: You spend most of your time engaged in the study of your powers.  Occasionally members of your tribe will consult you for advice in matters they don't wish made public, or for your assistance in cursing their enemies.
 Notables: Hrukk (CE Male Orc, Hexblade 6/Darkened Eye 6) is the witch doctor of his tribe.  He know the secrets of it's members (and a good deal of it's enemies).  It's the only thing keeping him alive really.
 Organizations: Darkened Eyes have no organizations devoted to them, unless they themselves head them.  Rarely do they rise to any high station.

NPC Reaction
Most people are absolutely terrified of Darkened Eyes.  They are known for 2 things: the power of their curses, and their willingness to use them freely.  Many are outcast from their tribe for this reason, and take the life of hermits.

DARKENED EYES IN THE GAME
The Darkened Eyes are exceptional debuffers.  Used well they can cripple opponents quickly, so it will be wise for DM's to include more than 1 opponent in most encounters.
 Adaptation: Darkened Eyes are best in horror type campaigns, but will work in others that are serious.
 Encounters: Most PC's will encounter a Darkened Eye as a strange hermit that many locals go to for curses or revenge.  Or as the elite assassin of an Orcish raiding party.

Sample Encounter
Give an example of how one might encounter a member of this PrC.

EL 12: Hrukk has graduated to be his tribal War Chiefs own personal assassin.  He's the one who sneaks into human towns to commit sabotage or murder.  He's also the one the Chief has paid handsomely to murder rivals, such as Priests, and other warriors.  Hrukk also knows where the bodies are buried. Which means his time is limited.  The Chief wants him dead and he knows it.

So he's decided to set the Chief up big time using his powers.  He's already informed the local human town of all the tribes plans.  When the raiding party goes out he'll be slipping away at the earliest opportunity.  He's bribed some helpers to ready things when he returns to expose his Chief to the tribe, assuming he survives the fight.  After that he has a horse ready to take him to the larger cities.  Hrukk wants more money for his talents...


Hrukk
CE Male Orc Hexblade 6/Darkened Eye 6
Init +0, Senses: Listen +1, Spot +1, Dark Vision 120 ft.
Languages Orc, Common
------------------------------------------------
AC 15, touch 10, flat-footed  15 (+5 Armor)
hp 84 (12 HD)
Fort +6, Ref +4, Will +8 
+3 vs spells and spell like effects
------------------------------------------------
Speed  30 ft. ( squares)
Melee +1 Unholy Surge Stygian Falchion +14/+9 (2d4+4)
Base Atk +10, Grp +13
Atk Options Hexblades Curse 5/day (Save DC 21), Dark Curse, Dark Curse, Dark Power, Curse Feats
Combat Gear 4 Potions of Cure Serious Wounds
Hexblade Spells Prepared (CL 3rd)
    1st (2/day):Entropic Shield, Detect Magic, Karmic Aura, Reaving Aura (DC 14)
Supernatural Abilities (CL 12th) Save DC 19
    At Will: Shadow Mask
    1/day: Shadow Walk
    3/day: Armor of Darkness
    By expending 2 Daily Uses of Hexblades Curse: Bestow Curse, Contagion, Fear, Hold Monster, or Vulnerability.
------------------------------------------------
Abilities Str 17, Dex 10, Con 14, Int 10, Wis 6, Cha 16
SQ Arcane Resistance, Mettle, Immune to Blindness
Feats Combat Casting (B), Extra Curse x2, Extend Curse, Empower Curse, Ability Focus (Hexblades Curse)
Skills Bluff +6, Concentration +7, Hide +6 (+16 armored), Intimidate +10, Knowledge (Arcana) +10, Listen +1, Spellcraft +6, Spot +1, Move Silently +10 in armor
Possessions +1 Improved Shadow/Improved Silent Moves Chain Shirt, +1 Unholy Surge Stygian Falchion, Ring of Invisibility, 4 Potions of Cure Serious Wounds, 2 Potions of Fly, 875 GP




Darkened Eye
You are born with one eye put out already.
 Prerequisites: Any Orc Race, must be taken at 1st level
 Benefits: You gain a +2 Racial Bonus to Search and Spot rolls, but only in dim or no light.





EPIC DARKENED EYE

Hit Die: d8
Skills Points at Each  Level : 4 + int
Hexblade's Curse: The Save DC of the Curse still increases by 1 every 2 levels.  The Darkened Eye gains an additional daily use of it's Hexblades Curse at each level.
Bonus Feats: The Epic Darkened Eye gains a Bonus Feat every 3 levels higher than 20th.
« Last Edit: December 31, 2016, 06:37:31 PM by bhu »

Offline bhu

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Re: Orcs
« Reply #3 on: November 10, 2011, 02:04:14 AM »
PINE BENDERS


   
"The cities may be yours, but the hills belong to me.  You should have stayed in town."

Pine Benders are Orcish Druids who give up the ability to shapeshift into animals and elementals in exchange for simple physical power: they can grow to giant size.

BECOMING A PINE BENDER
Orcs who become Druids are pretty rare.  Temperamentally most aren't well suited to it, and the clash of mindsets of those who are inevitably lead to their being outcast from the tribe.  After time alone in the woods many go insane, or begin to quest for personal power to make their place in the world.  Most Pine Benders are rather combative Druids.  Some may have a level or two of barbarian or Fighter.

 ENTRY REQUIREMENTS
   Race: Orc
   Class Abilities: Wild Shape
   Feats: Power Attack, Cleave
   Skills: Knowledge (Nature) 6 Ranks


Class Skills
 The Pine Benderss class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (int), Heal (Wis), Intimidate (Cha), Knowledge (Nature)(Int), Listen (Wis), Profession (Wis), Spellcraft (Int), Spot (Wis), Survival (Wis), and Swim (Str)
Skills Points at Each  Level : 4 + int

Hit Dice: d8

   BAB  Fort    Ref    Will  Abilities
1. +0    +2     +0     +2    Giant Shape (Medium), Sun Sight        +1 level of Divine Spellcasting Class
2. +1    +3     +0     +3                                            +1 level of Divine Spellcasting Class
3. +2    +3     +1     +3    Giant Shape (Large)
4. +3    +4     +1     +4                                            +1 level of Divine Spellcasting Clas
5. +3    +4     +1     +4    +1 level of Divine Spellcasting Class
6. +4    +5     +2     +5    Giant Shape (Powerful Build)    +1 Level of Divine Spellcasting Class
7. +5    +5     +2     +5    +1 level of Divine Spellcasting Class
8. +6    +6     +2     +6                                            +1 Level of Divine Spellcasting Class
9. +6    +6     +3     +6    Giant Shape (Huge)
10.+7    +7     +3     +7    Giant Form                              +1 Level of Divine Spellcasting Class


Weapon Proficiencies: Pine Benders are proficient with Simple Weapons and the Greatclub.
 
Sun Sight (Ex): At 1st level the Pine Bender loses any Light Sensitivity it may have.

Giant Shape (Su): Your druid levels stack with your Pine Bender class levels for the purpose of determining the number of daily uses, the maximum HD and size (but not creature type), and the duration of your wild shape ability.  Wild Shape instead becomes Giant Shape, and instead of turning into Animals, Plants or Elementals you can take the form of Giants.  At 1st Level you can take the form of any Medium Giant.


At 3rd level you can take the form of any Large Giant.

At 6th level you gain the Powerful Build ability while in Giant Form

At 9th level you may take the form of any Huge Giant.

Giant Form (Ex): At 10th level the Pine Bender's Type becomes Giant instead of Humanoid, but it still retains the Orc subtype, and is considered an orc for all other purposes. When in Giant Form you now gain any Supernatural or Spell-Like abilities the Giant has that are Special Attacks.

PLAYING A PINE BENDER
No one has ever liked you.  And that's fine by you.  You have enough power now to make your own way in the world, and to hell with anything that gets in your way.  Leading others is of no real interest, but you don't intend to be a servant either.
 Combat: Pine Benders tend to use Giant Shape to it's maximum advantage, backing it up with spells as they go since they can cast while Giant Shaped.
 Advancement: Pine Benders are usually melee oriented Druids.  The question is not so much whether to concentrate on being a Tank or a caster, but what sort of Tank you will be..
Resources: Pine Benders are often loners and misfits.  Too different to fit in with other Orcs, too orcish to fit in with other races.  They pretty much have whatever they can summon and what few friends they can make to rely upon to help them.

PINE BENDERS IN THE WORLD
"I'd leave that old Orc up in the hills alone if I were you.  All those skeletons hanging from trees around here are his doing."
Most Pine Benders don't interact with society at all, believing they'll be rejected like they always have. This leads to a bad reputation which they usually do their best to enhance, hoping to be left alone.  Of course the desperate seek them out for help anyway.
 Daily Life: Pine Benders tend to spend all their time studying or in accumulating more personal power (which they define as combat ability, they are still Orcs after all).  They have no one to rely on sio their survival skills and fighting abilities are uppermost in their minds.
 Notables: San (CN Male Orc Druid 6/Pine Bender 6)
 Organizations: Pine Benders rarely have any organization.  Most are hermits, serial killers, or obsessed with their research.

NPC Reaction
Since the Pine Benders have a very unsubtle method of making their displeasure known, most NPC's crap themselves when confronted by them.  They fit the stereotype of the crazy old hermit with vast magical powers and an antisocial behavior problem perfectly.

PINE BENDERS IN THE GAME
Pine Benders fulfill pretty much the same role as a melee oriented Druid does. 
 Adaptation: Pine Benders are odd druids, and probably not well accepted by the other Druids for their emphasis on personal power.  They'll be odd men out in most situations, not really accepted by anyone. 
 Encounters: Pine Benders tend to be wilderness hermits, so PC's will probably encounter them in the wild.  Assuming the Pine Bender wishes to be encountered.  SOme are bandits, some are wise men, some are even predators. 

Sample Encounter
Give an example of how one might encounter a member of this PrC.
EL 12: San takes the local hills outside of town to be his domain, and in his domain he decides who lives, and who dies.  He's killed raiders and outlaws and mosters, but he's killed local townsfolk who've angered or annoyed him as well.  Recently a young human girl was found dead near the hills, the corpse torn to pieces.  The townsfolk are certain he did it.  He's an Orc after all isn't he??  But there is evidence that points to another cause.  He was spotted in several places that day.  Even a druid can't be several places at once.  And the tracks near her corpse were big, but they weren't an Orcs.  The townsfolk have hired the PC's to take him out.  But the PC's will discover along hte way, San might not be guilty, and finding him in his home ground isn't as easy as it seems...


SAN
CN Male Orc Druid 6/Pine Bender 6
Init +1, Senses: Listen +12, Spot +9, Dark Vision 60'
Languages Orc, Common
------------------------------------------------

AC 15, touch 11, flat-footed 14  (+1 Dex, +4 Armor)
AC Giant Shape 18, touch 9, flat-footed 17  (-2 Size, +1 Dex, +5 Natural, +4 Armor) in GS
hp 78 (12 HD) (126 hp in GS)
Fort +12 (+16 in GS), Ref +5, Will +13 
+4 on Saves against Spell Like abilities of Fey
------------------------------------------------
Speed 30 ft. ( 6 squares) (40' in Giant Shape)
Melee +1 Collision Greatclub +12/+7 (1d10+13) (+18/+13 2d8+22 in Giant Shape)
Melee Giant Shape 2 Slams +17 (1d4+11)
Ranged +1 Thundering Returning Rock +15 (2d8+7) only in Giant Shape
Base Atk +8, Grp +11 (+23 in GS)
Atk Options Giant Shape (Large) 4/day, Rock Throwing/Catching
Combat Gear 4 Potions of Cure Serious Wounds
Druid Spells Prepared (CL 9th)
0 (6/day, Save DC 13) Detect Magic, Guidance x2, Purify Food and Drink, Resistance x2
1st (5/day, Save DC 14) Claws of the Bear, Foundation of Stone, Hawkeye, Jump, Longstrider
2nd (5/day, Save DC 15) Body of the Sun, Bramble's, Cat's Grace, Owl's Wisdom, Tiger's Touch
3rd (4/day, Save DC 16) Forestfold, Poison, Thornskin, Thunderous Roar
4th (2/day, Save DC 17) Superior Magic Fang, Vortex of Teeth
5th (1/day, Save DC 18) Stoneskin
-----------------------------------------------
Abilities Str 17 (33 in GS), Dex 12, Con 14 (22 in GS), Int 8, Wis 16, Cha 6
SQ  Animal Companion (Boar), Nature Sense, Resist Nature's Lure, Trackless Step, Wild Empathy, Woodland Stride
Feats Brutal Throw, Cleave, Point Blank Shot, Power Attack, Power Throw
Skills Concentration +8 (+12 in Giant Shape), Intimidate +6, Knowledge (Nature) +5, Listen +12, Spellcraft +5, Spot +9, Survival +9
Possessions +1 Heavy Fortification Hide Armor, +1 Collision Greatclub, Bag of Holding Type IV, +1 Returning Thundering Rock, 4 Potions of Cure Serious Wounds, 2395 gp


EPIC PINE BENDER

Hit Die: d8
Skills Points at Each  Level : 4 + int
Spells: The Pine Bender's Caster Level increases with each Epic level, but it's number of spells per day does not.
Giant Shape: The Epic Pine Bender gains an additional use of Giant Shape every 4 levels after the 18th (7/day at 22, 8/day at 26, etc.).  Additionaly you may take the form of Colossal Giants.
Bonus Feats: The Epic Pine Bender gains a Bonus Feat every 4 levels higher than 20th
« Last Edit: January 03, 2017, 06:35:59 PM by bhu »

Offline bhu

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Re: Orcs
« Reply #4 on: November 10, 2011, 02:04:39 AM »
ORC THUG


   
"Where's the money Lebowski?"

Occasionally Orcs are outcast from their tribe for a number of reasons.  Perhaps they were on the losing side of a political fight, or committed some crime not worthy of killing them quickly.  These poor souls left to die sometimes survive, and on rare occasions will find a hiding place in the more lawless towns and cities.  Only to find that no one will hire them.  No one who obeys the law anyway.  They end up being cheap muscle for the Guilds in larger cities, or for gangs in smaller places.  Rarely are they allowed to achieve any rank of note, other than perhaps as a bodyguard or executioner. Unless they achieve that rank through murder...

BECOMING AN ORC THUG
Most Orc Thugs were originally tribal warriors (i.e. Barbarian's), who were forced to scrounge to survive (i.e. take a few rogue levels for ambush purposes) before coming upon a city.

 ENTRY REQUIREMENTS
   Race:  Any Orcish
   Class Features:  Sneak Attack +2d6, Rage
   Skills:  Hide 6 Ranks, Intimidate 6 Ranks, Move Silently 6 Ranks, Survival 6 Ranks
   Feats: Intimidating Rage, Instantaneous Rage


Class Skills
 The Orc Thug's class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Craft (Int), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (local)(Int), Listen (Wis), Move Silently (Dex), Search (Int), Sense Motive (Cha), Spot (Wis), Swim (Str)
Skills Points at Each  Level : 4 + int

Hit Dice: d8

   BAB  Fort    Ref    Will  Abilities
1. +1    +2     +0     +0    Stabbing People Is Fun
2. +2    +3     +0     +0    Ambush Feat
3. +3    +3     +1     +1    Raging Death
4. +4    +4     +1     +1    Ambushing People Is Fun
5. +5    +4     +1     +1    Ambush Feat
6. +6    +5     +2     +2    Raging Death
7. +7    +5     +2     +2    Ambush Feat
8. +8    +6     +2     +2    Getting Mad Is Fun
9. +9    +6     +3     +3    Raging Death
10.+10   +7     +3     +3    Master of the Ambush


Weapon Proficiencies: Orc Thugs gain no new weapon or armor proficiencies.

Stabbing People Is Fun (Ex): Your Orc Thug levels stack with your Barbarian levels for purposes of determining how many times per day you can Rage.  Your Orc Thug levels also stack with your Rogue levels for purposes of determining how many dice of Sneak Attack damage you have.

Ambush Feat: The Orc Thug gains an Ambush Feat as a Bonus Feat at 2nd, 5th, and 7th level.  Ambush Feats are listed on page 74 of the Complete Scoundrel.

Raging Death(Ex): You gain certain abilities while raging and while your opponent is denied his Dexterity Bonus to AC.  At 3rd level in any situation in which you are Raging, and could Sneak Attack your opponent, if you roll a critical hit you have a +4 bonus on your confirmation roll. This does not stack with other effects that give bonuses to confirming critical rolls.

At 6th level you also increase the threat range of your weapon by 1 (i.e. if it would normally critical on a 19-20, it now threatens a critical on an 18-20. This does not stack with other effects that increase your weapons critical threat range.

At 9th level if you successfully confirm a critical against an opponent they have a -2 penalty to their Armor Class for a number of rounds equal to your strength modifier.

Ambushing People Is Fun (Ex): When using Ambush Feats you give up 2d6 less dice of Sneak Attack.  For example if the Feat requires you to give up +3d6 Sneak Attack for it's effect, you are only required to give up +1d6. If it only requires you to give up 2d6, you may get the benefit of the Ambush Feat for free. You may only do this while Raging.

Getting Mad Is Fun (Ex): You may channel the power of your Rage into a tremendous blow.  You may give up one daily use of your Rage to add your Sneak Attack damage to your next strike if it is successful, even if your opponent isn't in a position to be Sneak Attacked (i.e. Flat-footed or Denied his Dexterity Bonus to AC).

Master of the Ambush (Ex): You get a competence Bonus equal to the number of Ambush Feats you have to critical confirmation rolls. This does not stack with other effects that give a bonus to critical confirmation rolls.

PLAYING AN ORC THUG
You are a bad, bad man.  People fear you, and they should fear you.  You can't make them respect you, but you can make sure they realize you'll cut out their eyes if they make you angry.  In other words your extremely antisocial, and have what could charitably be called anger issues.
 Combat: Get as many of the good Ambush Feats as you can, and center your focus around using your Sneak Attack ability.
 Advancement: You were meant to be an urban guerilla fighter, ambushing victims and overwhelming them with your physical power.  Orc Thugs tend to follow this concept and rarely deviate from it much. 
Resources: You have possibly the resources of whatever gang or Guild employs you for equipment and training.  But even they may look down on you, or just expect you to brute force your way through any problems.

ORC THUGS IN THE WORLD
"I know! Let's turn him over to Mongo!"
Orc Thugs are in a tight spot.  They're hunted by he law where they live, their tribe will kill them if they return, and the Guild will kill them if they leave.  In the meantime the Guild may feel free to use you as cannon fodder. 
 Daily Life: Due to your problems with light most of your day is spent sleeping.  At night time you'll get a list of targets and where to find them and what to do.  Then you get to go bash heads while avoiding the local city guard.
 Notables: Tor (CN Male Barbarian 3/Rogue 3/Orc Thug 6) is a local enforcer for organized crime.  Unlike most thugs, he isn't specific to one organization, and hires to whoever will pay him. 
 Organizations: Orc Thugs themselves rarely have an organization devoted to them, but are usually part of a Guild or outlaw gang of some kind.

NPC Reaction
NPC's hope to never encounter an Orc Thug.  It means they owe money to bad people, or they've stolen from bad people, or bad people want them hurt.  Neither of these options is really a good one.

ORC THUGS IN THE GAME
Orc Thugs won't affect game play all that much, they'll just give he local hitmen a bit of flavor perhaps.
 Adaptation: Orc Thugs are fairly easy to adapt to any campaign.  Thieve's Guilds aren't all that picky about hiring cheap muscle, and Orc's in a town won't have many other options.
 Encounters: PC's will most likely enconter an Orc Thug when the local Thieve's GUild wants to warn them to leave town, shake them down for info, take their life or money, etc.

Sample Encounter
EL 12: The PC's are warned to get out of town by the local Thieve's Guild.  The warning is served up by Tor.  Until he learns the PC's are in town to smuggle out several families of Orcs outcast just as he was.  He helps them out, and then ends up framed for murder.  Obviously no one will believe a professional killer isn't guilty of a hit, especially an Orc.  Even worse, he's been not so subtly informed the PC's are responsible for his situation.  Now they have to clear him, while dodging the mob, quite possibly the authorities as well, and an enraged Tor who is out for blood.



TOR
CN Male Orc Barbarian 3/Rogue 3/Orc Thug 6
Init +2, Senses: Listen +7, Spot +10, Dark Vision 60'
Languages Orc, Common
------------------------------------------------
AC 18, touch 12, flat-footed 16  (+2 Dex, +6 Armor)
AC 16, touch 10, flat-footed 14  (-2 Rage, +2 Dex, +6 Armor)
hp 80 (12 HD) (104 hp in Rage)
Fort +11 (+13 Rage), Ref +8, Will +4 (+6 Rage)
------------------------------------------------
Speed 40 ft. (8 squares)
Melee +1 Keen Brash Berserker Falchion +16/+11/+6 (2d4+6/15-20)
                  (+1 Keen Brash Berserker Falchion +20/+15/+10 2d4+1d8+9/15-20 Raging)
Unarmed Strike +15/+10/+5 (1d10+6)
(Unarmed Strike +19/+14/+9 1d10+9 Raging)
Base Atk +11, Grp +15 (+17 Rage)
Atk Options Rage 3/day, Sneak Atack +5d6, Evasion, Uncanny Dodge
Combat Gear 4 Potions of Cure Serious Wounds
-----------------------------------------------
Abilities Str 18 (22 Rage), Dex 14, Con 15 (19 Rage), Int 10, Wis 10, Cha 6
SQ Fast Movement, Illiteracy, Trap Sense +2
Feats Improved Unarmed Strike, Intimidating Rage, Intimidating Strike, Instantaneous Rage, Superior Unarmed Strike, Telling Blow, Throat Punch

Skills Climb +14, Hide +12 (+17), Intimidate +8, Knowledge (Local) +5, Listen +7, Move Silently +12 (+17), Search +4, Spot +10, Survival +6
Possessions +2 Shadow Silent Moves Hide Armor, +1 Brash Berserker Keen Falchion, Bear Helm, Belt of Growth, Deathstrike Bracers, Goggles of Day, Retributive Amulet, Bag of Holding Type IV, 4 Potions of Cure Serious Wounds, 3960 gp


EPIC ORC THUG

Hit Die: d8
Skills Points at Each  Level : 4 + int
Ambush Feats: The Epic Orc Thug gains an additional Bonus Ambush Feat at 21st level, and every 3 levels thereafter (i.e. level 24, level 27, etc.).
Bonus Feats: The Epic Orc Thug gains a Bonus Feat every 4 levels higher than 20th

Offline bhu

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Re: Orcs
« Reply #5 on: November 10, 2011, 02:05:02 AM »
FISTS OF GRUUMSH


   
"With the Gods themselves on my side who can stop me?"

Warlocks aren't common among the Orcs, and many of them that do exist owe their powers due to divine lineage within their families past, or deals made with the Orcish pantheon for power...

BECOMING A FIST OF GRUUMSH
The Fists of Gruumsh are pretty much specialist Warlocks, and usually start as such.

 ENTRY REQUIREMENTS
   Race: Orc
   Class Abilities: Eldritch Blast 3d6
   Incantations: Eldritch Spear, Fell Flight
   Feats:  Eldritch Claws, Grappling Blast (See Dragon Magazine #358)


Class Skills
 The Fist of Gruumsh's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Intimidate (Cha), Jump (Str), Knowledge (Arcana, Planes, Religion) (Int), Spellcraft (Int), Spot (Wis), 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    Baghtru's Gift
2. +1    +0     +0     +3    Eldritch Feat, +1 level of existing incantation using class
3. +2    +1     +1     +3    +1 level of existing incantation using class
4. +3    +1     +1     +4    Ilneval's Gift
5. +3    +1     +1     +4    Eldritch Feat, +1 level of existing incantation using class
6. +4    +2     +2     +5    +1 level of existing incantation using class
7. +5    +2     +2     +5    Eldritch Feat, +1 level of existing incantation using class
8. +6    +2     +2     +6    Gruumsh's Gift
9. +6    +3     +3     +6    +1 level of existing incantation using class
10.+7    +3     +3     +7    Burning Eye


Weapon Proficiencies: The Fist of Gruumsh gains no new weapon or armor proficiencies.
 
Incantations: At levels 2,3,5,6,7, and 9 the Fist of Gruumsh gains new Incantations as if they were warlock levels.  I.E. a 6th level Warlock/6th level Fist has the same amount of Incantations as a 10th level Warlock.

Baghtru's Gift (Su): When using your Eldritch Claws or Grappling Blast Feats your Eldritch Blast does additional damage.  Add +1d6 damage for every 2 levels of Fist of Gruumsh.

Eldritch Feats: At 2nd, 5th, and 7th level the Fist gains a Bonus Feat from the following list:  Ability Focus (Eldritch Blast), Empower Spell Like Ability, Extra Invocation, Heighten Spell Like Ability, Maximize Spell Like Ability, Quicken Spell Like Ability, Spell Penetration, Sudden Ability Focus

Ilneval's Gift (Su): A number of times per day equal to the Fists Charisma modifier (minimum of 1) the Fist can unleash an Eldritch Blast modified by Blast Incantations that does not allow a Saving Throw.

Gruumsh's Gift (Su): When using your Eldritch Spear or Eldritch Glaive Incantations, your Eldritch Blast Criticals on an 18-20 doing x2 damage.  This does not stack with other effects that increase critical threat ranges.

Burning Eye (Su): At 10th level one of the Fists Eyes explodes into magical flame.  he can see with it normally.  A number of times per day equal to his Charisma modifier he can Take 20 on any roll as a Free Action.

PLAYING A FIST OF GRUUMSH
Orc culture is pretty conformist, and it only really respects power.  Being as yours comes from the Gods you're allowed to be different to some extent, but you need to acquire and hold as much power as you can get.  You're going to have too many rivals not to.
 Combat: Early on you'll be specializing in melee fighting most likely.  Ranged combat will come with more levels.
 Advancement: Most Fists are pretty straight forward.  They're combat Warlocks, and rarely deviate from that course.
Resources: The Fists of Gruumsh are pretty much a religious cult, and usually have a decent place in the hierarchy of their tribe.  Which means that they can ask their tribe for pretty much anything as long as it isn't obviously bad for the tribe or insanely over the top.

FISTS OF GRUUMSH IN THE WORLD
"See this scar?  Got it from a skinny little Orc with burnin' fists.  Watch out for them skinny orcs boy."
Your life is interesting, in the Chinese sense of the term.  The Gods are always scheming to use you against one another as a pawn of some kind.  The priests and warchiefs are always scheming to get rid of you.  The enemies of the tribe always make you a prominent target.  You need a vacation really...
 Daily Life: The Orcish Gods granted you your powers so they tend to send you some interesting dreams, and meddle in your life.  Your days are usually spent either training, dealing with whatever the gods have sent your way, or dealing with the machinations of jealous priests.
 Notables: Keth the Murderer (Warlock 6/Fist of Gruumsh 6).  So called because of killing everyone in his tribe that opposed him to gain position as it's head.
 Organizations: The Fists of Gruumsh are allied closely to the Priests of the Orcish pantheon, but they have little more organization than that.  Some do occasionally decide to take over, and band together to get rid of their opposition in the tribe.

NPC Reaction
Orcs with blazing fists and the ability to shoot eldritch blasts?  The idea is terrifying to the average NPC, who prefers his Orcs to be stupid melee fighters he can easily get away from.

FISTS OF GRUUMSH IN THE GAME
Fists of Gruumsh are combat Warlocks as opposed to area control.  With their abilities centering around Eldritch Blast they may be show offs if
 Adaptation: The Fists will be intriguing in an all Orc campaign, as t hey will either be bodyguards of the priests of Gruumsh or competing to supplant them.
 Encounters: Usually PC's will encounter a Fist of Gruumsh with a party of Orc clerics on some sort of mission for their gods.  the Fists will be bodyguards basically.

Sample Encounter
EL 12: Now that he's assassinated everyone in the tribe who can oppose him, Keth is leading the tribe on night raids.  Instead of theft they're destroying crops and livestock, and poisoning the wells.  The hope is that sufficient damage will be done that the humans perish in he winter without food, or they'll leave before it can happen.


Keth The Murderer
CE Male Orc Warlock 6/Fist of Gruumsh 6
Init +1, Senses: Listen -1, Spot -1, Dark Vision 60'
Languages Orc, Common
------------------------------------------------
AC 23, touch 14, flat-footed 22 (+1 Dex, +9 Armor, +3 Deflection)
hp 66hp (12 HD)
Fort +6, Ref +5, Will +9 
------------------------------------------------
Speed 30 ft. (6 squares)
Melee 2 Eldritch Claws +11 melee (1d10+6d6+3) or +1 Unholy Surge Morningstar +12/+7 (1d8+4)
Ranged  Eldritch Blast +9 Ranged Touch (3d6)         
Base Atk +8, Grp +10
Atk Options Eldritch Blast 3d6 (DC 18), Eldritch Claws +6d6 (DC 18), Grappling Blast +6d6 (DC 18), Earth's Embrace, Ilneval's Gift
Combat Gear 4 Potions of Cure Serious Wounds
Incantations Least: Dark Ones Own Luck, Eldritch Spear, Fell Flight
                           Lesser: Brimstone Blast, Curse of Despair, Fell Flight
-----------------------------------------------
Abilities Str 16, Dex 13, Con 14, Int 6, Wis 8, Cha 16
SQ Detect Magic, Damage Reduction 1/Cold Iron Decieve Item, Baghtru's Gift, Ilneval's Gift 3/day
Feats Earth's Embrace, Eldritch Claws, Grappling Blast, Improved Unarmed Strike, Improved Grapple, Superior Unarmed Strike, Ability Focus (Eldritch Blast, B), Sudden Ability Focus (Eldritch Blast, B)
Flaws
Skills Concentration +4, Intimidate +5, Knowledge (Religion) +0, Spellcraft +0, Use Magic Device +10
Possessions +5 Chain Shirt, +1 Unholy Surge Morningstar, Warlock's Scepter, +3 Ring of Protection, 4 Potions of Cure Serious Wounds, 1137 gp


EPIC FIST OF GRUUMSH

Hit Die: d6
Skills Points at Each  Level : 2 + int
Invocations: The Epic Fist of Gruumsh' caster level continues to increase, but he does not gain new invocations.
Baghtru's Gift: Baghtru's Gift continues to increase +1d6 for every 2 levels past the 20th.
Bonus Feats: The Epic Fist of Gruumsh gains a Bonus Feat every 4 levels higher than 20th

Offline bhu

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Re: Orcs
« Reply #6 on: November 10, 2011, 02:05:28 AM »
ORC PIRATE


   
"We don't take prisoners."

Some Orcs learn to adopt the pirate lifestyle out of necessity.  Outcast from their communities, and too brutal to make it in the civilized world of the other humanoids they survive by raiding at sea.

BECOMING AN ORC PIRATE
Usually you're just a typical orcish tribe member (i.e. Barbarian) forced into a nautical setting.

 ENTRY REQUIREMENTS
   Race:  Any Orcish
   Class Abilities:  Rage (specifically the Whirling Frenzy Rage variant listed on page 65 of the Unearthed Arcana)
   Feats:  Daylight Adaptation
   Skills: Climb 4 Ranks, Jump 4 Ranks, Survival 4 Ranks, Swim 4 Ranks
   Base Attack Bonus: +6

Class Skills
 The Orc Pirate's class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Climb (Str), Craft (Int), Intimidate (Cha), Jump (Str), Knowledge (Geography, Local, Nature) (Int), Listen (Wis), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), and Use Rope (Dex)
Skills Points at Each  Level : 4 + int

Hit Dice: d10

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +1    +2     +0     +0    Reaver
2. +2    +3     +0     +0    Able Seaman
3. +3    +3     +1     +1    Bad Reputation +2
4. +4    +4     +1     +1    Reaver
5. +5    +4     +1     +1    Able Seaman
6. +6    +5     +2     +2    Bad Reputation +4
7. +7    +5     +2     +2    Able Seaman
8. +8    +6     +2     +2    Reaver
9. +9    +6     +3     +3    Bad Reputation +6
10.+10   +7     +3     +3    Pirate Lord

Weapon Proficiencies: Orc Pirates gain no new weapon or armor proficiencies.

Reaver (Ex): Your Orc Pirate and barbarian levels stack for purposes of determining the number of times per day you may use your Rage.

At 4th level you gain the variant Greater Rage Ability.

At 8th level you gain the variant Mighty Rage

Able Seaman (Ex): At 2nd, 5th, and 7th level the Orc Pirate can choose one skill he has at least 4 ranks in from the list below. From now on he may Take 10 as a Free Action when making a skill check with that skill. This can only be done in Light or no Armor, and with a Light or Medium load.  Applicable skills are: Balance, Bluff, Climb, Intimidate, Jump, Knowledge (Geography, Local), Listen, Search, Sense Motive, Spot, Survival, Swim, Use Rope.

Bad Reputation (Ex): Due to the Orc Pirate's incredibly bad reputation as a murderer and despoiler it gets a bonus to Intimidate checks.  At 3rd level its +2, at 6th level it's +4, and at 9th level its +6.

Pirate Lord (Su): At 10th level you have reached the peak of frightful reputations.  When you go into Rage any living opponent within 30' of you must make a Willpower Save (DC is 10 plus half hit dice plus Charisma modifier) or be Panicked for 2d4 rounds if they have Hit Dice equal to or less than your own, or Shaken for 2d4 rounds if they have more Hit Dice.

PLAYING AN ORC PIRATE
Orcs that live near the sea often don't have the same options as their luckier inland brethren, as most of the available land is solid rock.  Therefore to survive they must turn to a life of piracy to feed themselves.  They also have to learn to adapt to living i nthe harsh light of the sun.
 Combat: Orc Pirates specialize in intimidation.  Why fight if you can scare opponents into giving you what you want?  If you never have to swing the sword, you don't risk death, and can simply execute the captives once you trick them into giving up.  But you don't shirk from fighting either.  That would make you look weak.  The only time you take captives are when provisions are low, and you need meat.
 Advancement: Due to the necessities of survival, most Orc Pirate end up going down the same, short, brutal path.  They really don't know of a better way, and would be skeptical if you showed them one.
Resources: Most Orc Pirates only have themselves as a resource.  And their fellow shipmates (if said shipmates don't have any other choice).

ORC PIRATES IN THE WORLD
"The Orcs haunt these waters midshipman.  Adjust course to the south."
Orc Pirates are even more brutal than most members of their profession.  Death or injury is common for them, and they leave no survivors, and take no prisoners (except maybe as food).  It's death for them if they're caught, and they know it. 
 Daily Life: The daily life of an Orc Pirate is hard work maintaining the ship, repairing damage from raids, hunting for food, and preparing for the next fight.
 Notables: Kark (CE Male Orc Barbarian 6/Orc Pirate 6)  Kark has made a name for himself, even among the Orc pirates.  He is as hard and merciless as any pirate to ever walk the decks of a ship, and anyone encountering him can at best hope for a quick death.  It'll be preferable to what usually happens..
 Organizations: Orc Pirates are never organized, and see each other as rivals for the most part.  They only cooperate for mutual survival.

NPC Reaction
NPC's generally crap themselves at the sight of Orc Pirates.  They're reputation is worse than even the most disturbed of human pirates.  If you're caught by them you are dead one way or the other.  At best it's a quick death, at worst you become provisions after being tortured.

ORC PIRATES IN THE GAME
Being that Orc Pirates are almost universally despised (even by other Orcs!), playing one as a PC will be difficult at best.  Best to hide who you really are.
 Adaptation: Orc Pirates are great for nautical settings in an evil campaign.  But on land they don't feel so good, and most will try to get back aboard a ship as soon as they can.
 Encounters: PC's will generally encounter Orc Pirates when the ship they're on is attacked, or if they're asked to hunt them down.

Sample Encounter
EL 12: Kark has recently acquired the Captain's position on his ship.  And unlike the former captain he intends to raid inland instead of out to sea.  The town the PC's are in is about to have an annual festival in celebration of Heironeous, and the Pirates intend to raise a little hell and do a little raiding during i.


Kark
CE Male Orc Barbarian 6/Orc Pirate 6
Init +3, Senses: Listen +3, Spot +3, Dark Vision 60 ft.
Languages Orc, Common
------------------------------------------------
AC 22, touch 13, flat-footed 21 (+3 Dex, +9 Armor) Dodge, Mobility, Uncanny Dodge, Improved Uncanny Dodge
AC during Rage 25, touch 16, flat-footed 21 (+3 Dex, +3 Dodge, +9 Armor)
+2 to Flat-Footed AC
hp 96 (12 HD)
Fort +12, Ref +13 (+16 Rage), Will +3 
------------------------------------------------
Speed 40 ft. (8 squares)
Melee +1 Great Axe +16/+11/+6 (1d12+4)
Melee when Raging +1 Great Axe +17/+17/+12/+7 (1d12+7)
Base Atk +12, Grp +15
Atk Options Greater Rage 4/day, Instantaneous Rage, Intimidating Rage
Combat Gear
-----------------------------------------------
Abilities Str 17 (23 Rage), Dex 16, Con 14, Int 6, Wis 8, Cha 12
SQ Fast Movement, Illiteracy, Trap Sense +2, Bad Reputation +4
Feats Daylight Adaptation, Instantaneous Rage, Intimidating Rage, Dodge, Mobility
Skills Balance +7, Climb +7 (+10 Rage), Intimidate +7, Jump +7 (+10 Rage), Listen +3, Spot +3, Survival +3, Swim +7 (+10 Rage)
Possessions +5 Deepdweller Speed Chain Shirt, Axe of the Sea Reavers, Devastation Gauntlets,  Mask of Blood, Necklace of Warning, Ring of Water Breathing, Bag of Holding IV, 10 Potions of Cure Serious Wounds, 6 Potions of Protection from Arrows 2030 gp



EPIC ORC PIRATE

Hit Die: d10
Skills Points at Each  Level : 4 + int
Rage The Epic Orc Pirate gains a new daily use of Rage at every 4 levels higher than 20th.
Able Seaman The Epic Orc Pirate may choose another skill from the Able Seaman list at 21st level, and every three levels after (i.e. 24, 27, etc).
Bad Reputation The Epic Orc Pirate gains an additional +2 to Intimidate checks at level 22 and every third level there after (i.e. 25, 28, etc.).
Bonus Feats: The Epic Orc Pirate gains a Bonus Feat every 4 levels higher than 20th

Offline bhu

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Re: Orcs
« Reply #7 on: November 10, 2011, 02:05:58 AM »
ORC SERGEANT


   
"Where there's a whip, there's a way. And when the whip doesn't work just kill and eat one of the men in front of the rest of them.  Perks 'em up right quick."

Orc Sergeants are whip wielding masters of pain, inspiring their troops in battle with the threat of torture and death if they fail.

BECOMING AN ORC SERGEANT
Most Orc Sergeants begin as Barbarians, and end up becoming marshals.

 ENTRY REQUIREMENTS
   Race: Any Orcish
   Class Abilities: Marshal's Aura (any 1 Major), Rage
   Base Attack Bonus: +5
   Feats:  Weapon Proficiency (Whip), Intimidating Rage
   Skills: Intimidate 8 Ranks
   Alignment: Cannot be Good


Class Skills
 The Orc Sergeant's class skills (and the key ability for each skill) are Climb (str), Gather Information (Cha), Intimidate (Cha), Listen (Wis), Profession (Torture, Wis), Search (Wis), Sense Motive (Wis), and Spot (Wis)
Skills Points at Each  Level : 4 + int

Hit Dice: d8

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +0    +2     +0     +2    Drill Sergeant
2. +1    +3     +0     +3    Interrogation
3. +2    +3     +1     +3    Aura of Terror
4. +3    +4     +1     +4    Drill Sergeant
5. +3    +4     +1     +4    Interrogation
6. +4    +5     +2     +5    Aura of Terror
7. +5    +5     +2     +5    Interrogation
8. +6    +6     +2     +6    Drill Sergeant
9. +6    +6     +3     +6    Aura of Terror
10.+7    +7     +3     +7    Whip of Terror

Weapon Proficiencies: Orc Sergeant's gain no new weapon proficiencies.

Drill Sergeant (Ex): At 1st level your Orc Sergeant and Marshal levels stack for determining the number of Auras known, and maximum possible bonus given.

At 4th level the bonus of the Orc Sergeants Auras are +2 higher when the Sergeant is Raging (i.e. if the Orc Sergeants Aura Bonus is normally +2, it is +4 while he is Raging).

At 8th level the Orc Sergeant gains a new Major Aura: Rage.  Whenever the Orc Sergeant has this Aura on, all allies within it's range go into Rage as per the Barbarian ability.  If the ally has Rage, this does not use up one of his daily uses of Rage.

Interrogation (Su): At 2nd level you do not provoke an attack of opportunity when attacking with your whip.

At 5th level you may do lethal damage with whip attacks.  Your whip now does 1d6+ Strength bonus.

At 7th level you may attack opponents with your whip regardless of their Armor or Natural Armor Bonus, and you may use it for Sunder attacks.
 
Aura of Terror (Su): At 3rd level any opponent within 30' when the Orc Sergeant Rages, charges, or cracks his whip must make a Willpower Save (DC is 10 plus half hit dice plus Charisma modifier) or be Panicked for 1d6 rounds.  If the opponent succeeds in his save he is Shaken for 2d4 rounds instead.  Aura of Terror may be used once per day per point of Charisma modifier (minimum of 1).

At 6th level this increases to a range of 60'.

At 9th level the opponent is Panicked for 2d4 rounds, or Shaken for 3d6 instead.

Whip of Terror (Su): You may use this ability a number of times per day equal to your Charisma modifier (minimum of 1).  The next attack with your whip criticals on an 18-20, does x4 damage on a successful crit, and leaves your opponent Stunned for 1d4 rounds if you hit with the whip successfully.(opponent does not get a Saving Throw).

PLAYING AN ORC SERGEANT
You are by all accounts a merciless, black hearted, miserable bastard.  And worse you're intent on taking it out on the rest of the known world.  Death rates in your profession are higher than the infantry because quite frankly even your own men would like to see you dead.
 Combat: Charisma is your linchpin attribute, so you may as well load up on Feats that combo well with it like Intimidating Rage.  Save some for Extra Rage too.
 Advancement: You're pretty straightforward.  Your job is to make the opposing side go 'AAAAAAAAAAAH!' in a reasonably quick fashion.
Resources: Orc Sergeants are usually the employees of large armies of mercenaries, or perhaps even by their tribe.  As an official employee they will have access to the military's resources (within reasonable limits), but will also have additional duties.

ORC SERGEANTS IN THE WORLD
"i'd rather face the Paladins than the Sergeant. I have a better chance of living.  Or at least of dying quickly."
Orc Sergeants tend to be a brutal breed, even moreso than the usual Orc.  It's an old cliche that most Orc Sergeants learn the art of inspiring heroics from their parents by making their peers watch as they slowly burn said parents alive. 
 Daily Life: Your responsible for keeping the men in shape, and in line.  Since Orcs really don't have a human idea of 'morale' you won't be keeping they're spirits up, you'll be ensuring they know whats waiting for them on your tables if they screw up.  You also spy somewhat for your bosses.
 Notables: Brekka (CE Male Orc Barbarian 3/Marshal 3/Orc Sergeant 6) has recently graduated from his apprenticeship so to speak.  He is quite eager to prove himself, and ambitious enough to want to become the new Warchief of his tribe...
 Organizations: Orc Sergeants are only loosely organized.  They all had to learn from someone (apprenticeship in this job is a nightmare), and they often remember old colleagues.  Not always necessarily fondly...

NPC Reaction
Most NPC humanoids would gladly fall on their own sword than end up being interrogated by the Orc Sergeant.  So would most Orcs.

ORC SERGEANTS IN THE GAME
Orc Sergeants are that perfect evil Orc bad guy.  He's probably not the BBEG, but he makes a nice lieutenant.
 Adaptation: Orc Sergeants are pretty evil.  To be honest they'll have to be in an evil campaign, or at least an all orc one.  Many other peoples wouldn't put up with a monster like this guy.
 Encounters: Usually PC's will see an Orc Sergeant convincing his men to do better at killing them by cracking his whip.  If they're really unlucky they'll be getting interrogated by one.

Sample Encounter
Give an example of how one might encounter a member of this PrC.
EL 12: A group of Orcs led by a particularly ugly, whip-wielding sergeant has been coming into town wreaking havoc.  The townspeople have sworn a vow of non-violence and have asked the PC's to take care of things for them.  Friggin' peasantry...


Breka
CE Male Orc Barbarian 3/Marshal 3/Orc Sergeant 6
Init +0, Senses: Listen +16, Spot +13,
Languages Orc, Common
------------------------------------------------
AC 21, touch 12, flat-footed 21 (+9 Armor, +2 Deflection) Uncanny Dodge
Raging AC 17, touch 8, flat-footed 17 (-2 Rage, +9 Armor) Uncanny Dodge
hp 72 (12 HD) 84 hp Raging
Fort +12 (+14 Rage), Ref +4, Will +10 (+12 Rage) 
------------------------------------------------
Speed 40 ft. (8 squares)
Melee +1 Implacable Whip +10/+5 (1d6+2)
Base Atk +9, Grp +10 (+12 Rage)
Atk Options Rage 2/day, Aura of Terror 2/day (DC:18)
Combat Gear  4 Potions of Bark Skin (+5), 2 Cure Serious Wounds Potions
Minor Auras (+2, +4 w/Cloak or Raging, +6 w/Cloak and Rage) Art of War, Demand Fortitude, Force of Will, Over the Top, Watchful Eye
Major Auras (+1, +3 if Raging) Hardy Soldiers, Motivate Urgency, Resilient Troops
-----------------------------------------------
Abilities Str 12 (16 Rage), Dex 10, Con 12 (16 Rage), Int 13, Wis 12, Cha 14 (18 w/Cloak)
SQ Illiterate, Trap Sense +1, Fast Movement, Drill Sergeant, Interrogation
Feats Skill Focus (Diplomacy, B), Intimidating Rage, Exotic Weapon Proficiency:Whip, Combat Expertise, Improved Trip, Extra Rage
Skills Climb +10, Diplomacy +5(+7 cloak), Gather Information +11 (+13 cloak), Intimidate +17 (+19 cloak), Knowledge (Local) +7, Listen +16, Profession (Torture) +11, Search +10, Sense Motive +7, Spot +13, Survival +10, Swim +7
Possessions +1 Implacable Whip, +4 Styptic Breastplate, Cloak of Charisma +4, +2 Ring of Protection, 4 Potions of Bark Skin (+5), 2 Cure Serious Wounds Potions, 89 GP



EPIC ORC SERGEANT

Hit Die: d8
Skills Points at Each  Level : 4 + int
Aura of Terror The Epic Orc Sergeant's Save DC continues to improve by I1 every 2 levels.
Bonus Feats: The Epic Orc Sergeant gains a Bonus Feat every 3 levels higher than 20th

Offline bhu

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Re: Orcs
« Reply #8 on: November 10, 2011, 02:10:00 AM »
KEEPER


   
"Damn me?  I've been damned long before I met you Edward Harley..."

Keepers are defenders of their tribes.  Despite this they are shunned even by their own fellows.  The Keepers collect children who are stillborn or die young, and keep their souls in ceremonial clay jars.  The dead children are fed a mixture of bits of food every day mixed with the Keepers own blood.  They may send these souls out to spy or murder enemies of the tribe (and incidentally their own enemies as well, which is why they are feared).  Should the Keeper be killed or taken, and is unable to feed the souls, they will become angry.  Eventually they will go mad and slaughter every living thing in the area, making them undead as well.

BECOMING A KEEPER
Most Keepers begin as Spirit Shamans.

 ENTRY REQUIREMENTS
   Class Abilities: Ghost Warrior
   Skills:  Knowledge (Religion) 4 ranks
   Alignment:  Keepers cannot be Good or Lawful
   Spells: Must be a Divine spellcaster and able to cast Circle Dance
   Special:  Must be related to a Keeper who is willing to accept you as an apprentice.  You may no longer cast spells from the Conjuration (Healing) subschool.
   


Class Skills
 The Keeper's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Heal (Wis), Intimidate (Cha), Knowledge (any) (Int), Listen (Wis), Spellcraft (Int), Spot (Wis), and Use Magic Device (Cha)
Skills Points at Each  Level : 4 + int

Hit Dice: d4

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +0    +0     +0     +2    Collect Soul, Contract With the Dead, Dead Soul
2. +1    +0     +0     +3    +1 level of existing Divine spellcasting class
3. +1    +1     +1     +3    Empower Soul
4. +2    +1     +1     +4    +1 level of existing Divine spellcasting class
5. +2    +1     +1     +4    +1 level of existing Divine spellcasting class
6. +3    +2     +2     +5    Empower Soul
7. +3    +2     +2     +5    +1 level of existing Divine spellcasting class
8. +4    +2     +2     +6    +1 level of existing Divine spellcasting class
9. +4    +3     +3     +6    Empower Soul
10.+5    +3     +3     +7    Corrupted Soul

Weapon Proficiencies: Keepers gain no new weapon or armor proficiencies.
 
Collect Soul (Su): When a young child dies (must be the equivalent of an 8 year old or younger human) you may perform a ritual as a Standard Action to snare their soul as long as it's performed within 6 hours of the actual death, and place it into a large clay jar (Hardness:2, Hit Points:5), which becomes enchanted during the ritual to provide the Soul a home.  You may then use Contract With the Dead as long as you do so within the next 24 hours.

Contract With the Dead (Su): When using your Collect Soul ability you may enter into a contract with 1 dead soul per point of Constitution you have.  The initial Contract is a ritual requiring 100 GP in materials, and takes 12 hours. Every day you will begin the morning performing the rituals needed to ensure the contract is met.  This requires 1 hit point of blood and 1 ounce of food per soul, and takes 10 minutes plus 5 minutes per soul.  So long as you remain faithful to these rituals, the souls will obey you and live within the jars, being nurtured by your power.  Should these rituals be ignored, they get a DC 20 Willpower Save each hour you are late (with a cumulative +1 to the roll each save past the first if it's not successful).  If they fail they must wait another hour, unless you begin the rituals.  If they succeed, they will do 1 point of temporary Con damage each to you (you do not need to be present), and are free to do as they please unless you attempt to reinforce the contract (See below).  You may stipulate into the contract when it is made (or at a later time) another Keeper who may perform the rituals on your behalf until you return, or who may take your place if you are dead.  You may not Contract with a child you have personally slain. To reinforce a Contract you must make a Level vs Level check against 1 Dead Soul at a time (you must be within 60' of them) as a Full Round Action.  If successful, they must obey you again.  If not, they will likely attack.

Dead Soul: Once you have collected and contracted a Dead Soul it becomes the following:

                      Dead Soul
                      Medium Undead (Incorporeal, Chaotic, Evil)
Hit Dice:             Hit Dice and hp same as the Keepers
Initiative:           +7
Speed:                Fly 50 ft. (10 squares), Perfect
Armor Class:          14 (+3 Dex, +1 Deflection), touch 14, flat-footed 14
Base Attack/Grapple:  Same as the Keepers.
Attack:              -
Full Attack:          -
Space/Reach:          5 ft./5 ft.
Special Attacks:      Manifestation, Horrific Appearance
Special Qualities:    Rejuvenation, Turn Resistance+4
Saves:                Saves same as the Keepers
Abilities:            Str -, Dex 17, Con -, Int 10, Wis 12, Cha 12
Skills:               Hide +17, Intimidate +7, Knowledge (any 1) +4, Listen +17, Move Silently +14, Search +14, Spot +17
Feats:                Ability Focus (Horrific Appearance), Alertness, Improved Initiative
Challenge Rating:     n/a
Treasure:             None
Alignment:            Always Chaotic Evil

Manifestation (Su): Identical to Ghosts ability on page 118 of Monster Manual.

Horrific Appearance (Su): Identical to Ghosts ability on page 118 of Monster Manual.

Rejuvenation (Su): Identical to Ghosts ability on page 118 of Monster Manual.  To get rid of a Dead Soul, it's Keeper must be slain, it's clay jar destroyed, and Dispel Evil is cast.

Skills: Dead Souls get a +8 Racial Bonus on Hide, Listen, Move Silently, Search, and Spot checks.

Whenever the Keeper goes up in level it's Dead Souls gain 4 skill points, and all their stats that say "same as Keeper" increase to match his.  It also gets 1 Feat every 3 levels like normal.  A Dead Soul appears as it would in life at it's current age.  i.e. if it's new it appears to be an infants corpse (or at least a young child's).  If it would now be 30 years old, it appears as the corpse of a 30 year old.  It has some choice in it's appearance, making changes to horrify onlookers.

Empower Soul (Su): As you get more powerful so do your Dead Souls.  At levels 3, 6, and 9 it may choose a new Special Attack.  It can choose any one of the Special Attacks listed by the Ghost Template on page 118 of the Monster Manual, or from one of the following:

Hound (Su): Once the Dead Soul has successfully attacked a living creature, it will always know it's location so long as it is alive and on the same Plane, regardless of distance.  As a Full Round Action it may immediately appear at the victims location, or flee back to where it came from.

Spectral Stalker (Ex): Even when manifested the Dead Soul is permanently invisible as per the Greater Invisibility Spell.  This may not be dispelled by Invisibility Purge, but the Dead Soul can still be sensed by Detect Spirits.  The Keeper may still see the Soul normally.

Eat Mind (Su): As a Full Round Action the Dead Soul may make a touch attack.  If it is successful the opponent must make a Willpower Save (Save DC is 10 plus half Hit Dice, plus Charisma modifier) or be Feebleminded as per the spell.

Note: If a Dead Soul escapes your control, it's BAB/Saves/Hit Points change to that of an Undead of it's Hit Dice.

Corrupted Soul (Su): Choose a number of spells equal to your Wisdom Score from the Necromancy school, or that have the Evil descriptor from any spell list to be added to your spell list.  Spell Level is the same as whatever list the spell was chosen from (if it appears on multiple lists, use the level from a Divine Casting Class).

PLAYING A KEEPER
People don't like you, and for darned good reason.  Your spies can be invisible, anywhere, at any time.  They can kill with impunity.  And if you get killed, they get released.  Even your allies don't like you, since you have power enough to win leadership of the tribe.
 Combat: You yourself aren't a combatant, but the souls under your care are.  They defend and protect you, and brutally murder anyone that angers you.
 Advancement: Keepers tend to progress as Keepers first, and Shamans second.  Their major source of power is the Souls at their command and they want to make them as powerful as possible.
Resources: Your only friends are the souls you keep in jars.  No one else knows you, and no one else wants to know you.

KEEPERS IN THE WORLD
"The old orc woman in the hills can help you.  For a price. Willing to risk your soul Krusk?"
Keepers rarely interact with the world unless they have a lust for power. Otherwise they gather spirits, and deal almost solely with them living as hermits.  They resent intrusions, even from their own tribal chieftains, and charge a heavy toll for their services.
 Daily Life: Most of a Keepers daily life is taken up by caring for their spirits, and learning more of the mystic arts. 
 Notables: The Barrens Hag (Spirit Shaman 6/Keeper 6) is an old Orc woman living on her own in the badlands.  She keeps the Dead Souls of the nearby tribes, and will help them for a price.
 Organizations: Organizations for Keepers don't exist.  A Keeper passes her art to her own daughter, or a suitable orphan taken under her wing.  That way care of the spirits may pass to her apprentice on her death, and the tribe won't become devastated by the dead souls.

NPC Reaction
NPC's are usually completely terrified of Keepers (as is anyone with any common sense).

KEEPERS IN THE GAME
Keepers are creepy to say the least.  They are better as NPC's than players.
 Adaptation: Keepers are best for campaigns that are all Orc and stay in one general area.  Especially horror campaigns.
 Encounters: People usually encounter the Keeper's spirits.  They only encounter the Keeper if they survive the spirit's attacks and manage to track them back to their master.

Sample Encounter
EL 12: In a recent attempt to gain revenge on an Orc village that has been raiding the town, one of the less Lawful PC's rode down several non combatants.  Now some of them appear to be haunting him, and the local Cleric says the only way to be rid of them is to confront the Orc giving the power.


The Barrens Hag
CE Female Orc Spirit Shaman 6/Keeper 6
Init +0, Senses: Listen +5, Spot +3, Dark Vision 60'
Languages Orc, Common
------------------------------------------------
AC 18, touch 10, flat-footed 18 (+3 Natural, +5 Armor)
hp 66 (12 HD)
Fort +9, Ref +4, Will +11 
------------------------------------------------
Speed 30 ft. (6 squares)
Melee +1 Quarterstaff of Battle +7/+2 melee (1d6+2) or +1 Profane Burst Sling +7 Ranged (1d4+1+1d6)
Base Atk +7, Grp +8
Atk Options Chastise Spirits (6d6, DC:17), Ghost Warrior
Combat Gear  2 Potions of Cure Serious Wounds
Spells Prepared (CL 9th) 0 (DC 11, 6/day): Detect Magic, Detect Poison, Guidance, Resistance x3
1st (DC 12, 7/day): Beget Bogun, Cloudburst, Obscuring Mist, Omen of Peril x3, Snakes Swiftness
2nd (DC 13, 6/day): Barkskin, Creeping Cold, Frost Breath, Heat Metal, Mass Snakes Swiftness, Wracking Touch
3rd (DC 14, 6/day): Corona of Cold, Dehydrate, Forestfold, Giant's Wrath, Infestation of Maggots, Spirit Jaws
-----------------------------------------------
Abilities Str 12, Dex 10, Con 15, Int 10, Wis 13, Cha 13
SQ Spirit Guide (Vulture), Wild Empathy +7, Detect Spirits, Blessing of the Spirits, Follow the Guide, Collect Soul, Contract With the Dead, Dead Soul, Empower Soul, Light Sensitivity
Feats Combat Casting, Corrupt Spell, Eschew Materials, Greater Spell Penetration, Spell Penetration
Skills Concentration +10, Craft (Pottery)+6, Intimidate +9, Knowledge (Geography, History, Local, Nature, Religion) +4, Listen +5, Spellcraft +4, Spot +3, Survival +5
Possessions Quarterstaff of Battle, +1 Profane Burst Sling, Amulet or Natural Armor +3, Bracers of Armor +5, 2 Potions of Cure Serious Wounds, 600 GP

                      3 Dead Souls
                      Medium Undead (Incorporeal, Chaotic, Evil)
Hit Dice:             12 HD (66 hp)
Initiative:           +7
Speed:                Fly 50 ft. (10 squares), Perfect
Armor Class:          14 (+3 Dex, +1 Deflection), touch 14, flat-footed 14
Base Attack/Grapple:  +7/+8
Attack:              -
Full Attack:          -
Space/Reach:          5 ft./5 ft.
Special Attacks:      Manifestation, Horrific Appearance
Special Qualities:    Rejuvenation, Turn Resistance+4
Saves:                Fort +9, Ref +4, Will +11
Abilities:            Str -, Dex 17, Con -, Int 10, Wis 12, Cha 12
Skills:               Hide +21, Intimidate +13, Knowledge (any 1) +4, Listen +23, Move Silently +16, Search +14, Spot +23
Feats:                Ability Focus (Horrific Appearance, 1 other ability), Alertness, Improved Initiative, Stealthy
Challenge Rating:     
Treasure:             None
Alignment:            Always Chaotic Evil

Soul 1: Hound, Corrupting Gaze
Soul 2: Spectral Stalker, Frightful Moan
Soul 3: Eat Mind, Malevolence


EPIC KEEPER

Hit Die: d4
Skills Points at Each  Level : 4 + int
Spellcasting The Epic Keeper's caster level is equal to her class level.  Her number of spells per day doesn't increase after 20th level.
Empower Soul The Epic Keeper's Dead Souls gain another ability at Level 22, and every 3 levels thereafter.
Bonus Feats: The Epic Keeper gains a Bonus feat for every 3 levels higher than the 20th.
« Last Edit: December 31, 2016, 06:48:57 PM by bhu »

Offline bhu

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Re: Orcs
« Reply #9 on: November 10, 2011, 02:10:25 AM »
PAIN MANIFESTER


   
"One day.  One day they'll understand.  One day they'll all die choking on their own teeth."

There are misfits and outcasts in every generation, and Orc society is no exception.  The scrawny and weak will be mercilessly beaten down physically and mentally in an "attempt to toughen them up".  Most will die.  Some will live but with little of their mind left, and have to be put down.  And some will have just enough magical talent to have their madness overlooked (or perhaps they just manage to hide it well enough).  Little more than rabid dogs, one day their frustration at being unable to summon a Familiar will be rewarded when their pain and hate manifests as a physical entity.

BECOMING A PAIN MANIFESTER
Pain Manifesters are Arcane spellcasters that have been tortured mentally and physically, and gone mad.  They try for years to summon a familiar, and fail.  One day they succeed, just not in a way anyone anticipated.

 ENTRY REQUIREMENTS
   Racial:  Any Orcish.
   Class Abilities:  Must be able to cast 2nd level or higher Arcane spells.  Must be unable to summon a Familiar, or able to but not have done so.
   Skills:  Knowledge (Arcane) 8 Ranks
   Special:  Must have been tortured to the point of insanity (mentally or physically, doesn't matter).
   Feats:  Retributive Spell


Class Skills
 The Pain Manifester's class skills (and the key ability for each skill) are Concentration (Con), Decipher Script (Int), Intimidate (Cha), Knowledge (Arcana)(Int), Listen (Wis), Sense Motive (Wis), and Spellcraft (Int)
Skills Points at Each  Level : 4 + int

Hit Dice: d4

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +0    +0     +0     +2    Manifest Pain
2. +1    +0     +0     +3    +1 Level of Arcane Spellcasting Class
3. +1    +1     +1     +3    Empower Manifestation, +1 Level of Arcane Spellcasting Class
4. +2    +1     +1     +4    +1 Level of Arcane Spellcasting Class
5. +2    +1     +1     +4    +1 Level of Arcane Spellcasting Class
6. +3    +2     +2     +5    Empower Manifestation, +1 Level of Arcane Spellcasting Class
7. +3    +2     +2     +5    +1 Level of Arcane Spellcasting Class
8. +4    +2     +2     +6    +1 Level of Arcane Spellcasting Class
9. +4    +3     +3     +6    Empower Manifestation
10.+5    +3     +3     +7    +1 Level of Arcane Spellcasting Class

Weapon Proficiencies: Pain Manifesters gain no new weapon or armor proficiencies.

Manifest Pain (Su): At will as a Standard Action you may summon all the hatred and pain you have bottled up over the years into a physical manifestation, similar to the way some Psions can create ectoplasmic guardians.  It's appearance varies, and is up to you, however it's appearance does not affect it's abilities.

Manifestation of Pain
Medium Aberration (Chaotic Evil)
Hit Dice: Hit Dice same as the Pain Manifesters
Initiative: The Manifestation gets its Dexterity Bonus and an Enhancement Bonus equal to half your Pain Manifester level .
Speed: Fly 50 ft. (10 squares), Perfect
Armor Class: The Manifestation gets a Deflection Bonus to Armor case equal to your Pain Manifester level.
Base Attack/Grapple: Same as the Pain Manifesters.
Attack: Primary Attack +x melee (1d4+Strength Modifier)
Full Attack: 2 Primary Attacks +x melee (1d4+Strength Modifier) and 1 Secondary Attack +x melee (1d4+Half Strength Modifier)
Space/Reach: 5 ft./5 ft.
Special Attacks:  Horrific Appearance
Special Qualities: Rejuvenation, Dark Vision 60', Energy Resistance 5 (Acid, Cold, Electricity, Fire, and Sonic), Immunities
Saves: Saves same as the Pain Manifesters
Abilities: Str, Dex, and Con are 10 plus your Pain Manifester levels. Int, Wis, and Cha are same as yours.
Skills: Hide +4, Intimidate +4, Listen +4, Move Silently +4, Spot +4 (Don't forget to add stat or Feat bonuses)
Feats: Choose 3 Feats
Challenge Rating:
Treasure: None
Alignment: Always Chaotic Evil

Decide what the Primary and Secondary attacks look like and whether they are bludgeoning, piercing, slashing, etc. Every 3 hit dice the Manifestation gains a Feat just like characters do.  Every level it gains skill points as well.

Horrific Appearance (Su): Identical to Ghosts ability on page 118 of Monster Manual.

Immunities: The Manifestation is immune to mind affecting effects, death effects, sleep effects, paralysis, polymorph, energy drain, ability drain and damage, poison, disease, and non-lethal damage.

Rejuvenation (Su): Identical to Ghosts ability on page 118 of Monster Manual. To get rid of a Pain Manifestation permanently, it's creator must be slain.

The Pain Manifestation also gets several abilities from the following table (choose 1 for every 3 hit dice):

Retributive Attack (Su): The Manifestations natural attacks gain an Enhancement bonus to hit and damage rolls equal to the highest amount of damage their creator has taken from a single hit this turn.

Retributive Defenses (Su): Whenever the Manifestation is struck the attacker must make a Willpower Save (DC is 10 plus half hit dice plus Charisma) or take the damage as well. Prereq: Must be 12 or more Hit Dice.

Retributive Gaze (Su): Death, 30', Fortitude Save negates (Save DC is 10 plus half Hit Dice plus Charisma Bonus). Prereq: Must be 12 or more Hit Dice.

Retributive Blast (Su): Once every 1d4 turns the Manifestation can unleash a blast of energy in a 60' cone.  Damage is equal to 4d6 plus the total damage it has suffered since last using the blast (if it is the first time using the blast it adds the total damage suffered so far in this encounter). The damage is untyped, foes may make a Willpower Save (DC is 10 plus half hit dice, plus Charisma modifier) to only take half damage.

Retributive Armor (Su): The Manifestation gains DR 3/-.  For every 3 points of damage dealt it's DR increases by 1 until the encounter has ended.

Retributive Critical (Su): Against any foe that has harmed its creator, the Manifestation criticals on 18-20. These criticals do 3x damage.

Retributive Shriek (Su): If the Manifestation ever takes 25% or more of it's hit points from a single blow, it may unleash a Retributive Shriek as a Free Action.  All opponents within 60' must make a Willpower Save (DC is 10 plus the damage done to the Manifestation plus it's Charisma Bonus) or be Panicked for 2d6 rounds, and take a -3 Morale penalty to all rolls for 5 minutes after.  Any opponents saving successfully still take a -2 Morale penalty to all rolls for 1d6 rounds.

Retributive Grasp (Su): The Manifestation may make a Grapple Check as a Free Action without provoking an attack of opportunity if it hits successfully with its primary attack.  A successful Grapple check allows it to Constrict each round doing damage equal to the last hit it took before initiating the Grapple plus 1 point of temporary Constitution damage.

Retributive Size (Su): Once per day, if your creator suffers a loss of more than 25% of his hit points, the Manifestation can increase to Huge Size for 1 hour.  This adds +16 Strength, +8 Con, Deflection Bonus to AC increases by +5.  Remember to add new size penalties and bonuses where appropriate to BAB, skills, and AC. Damage of Natural Attacks increases to 1d8. Prereq: Must be 12 or more HD.

Retributive Reflection (Su): The Manifestation gains Spell Resistance equal to 10 plus it's hit dice.  Any spell targeting it personally (i.e. the spell targets '1 creature') that doesn't make it through it's Spell Resistance is reflected back at the caster instead who takes the full effects.

Retributive Power (Su): The Manifestation's Base Attack Bonus is equal to it's Hit Dice.

Empower Manifestation (Su): At 3rd level you may cast Transmutation or Abjuration spells whose Range is listed as Personal on your Manifestation instead if it is within 60'.

At 6th level all Abjuration or Transmutation spells you cast on your Manifestation have their Duration doubled.

At 9th level you may sacrifice a spell of any level to heal your Manifestation as a Free Action if it is within 60'.  Damage healed is 1d6 times the spell level plus your Charisma Modifier.


PLAYING A PAIN MANIFESTER
Hatred of pretty much every other living thing is what drives you.  Life is pain, death is freedom.  Many of your kind tend to go out in blazes of glory, not coincidentally causing a large death toll in the process.  You pretend loyalty to your tribe, secretly waiting for the moment you can murder them all, and hoping they don't look too closely into the people who have been disappearing lately.

 Combat: Pain Manifester's prefer to avoid combat leaving that to their Manifestations.  They much prefer to inflict the pain that has been done to them on helpless victims.
 Advancement: Pain Manifesters have the same options for advancement as most Sorcerers or Wizards.  Most however obsessively try to make their Manifestations as powerful as they possibly can.
Resources: Pain Manifesters are loners one and all.  They have to threaten others to get their help.

PAIN MANIFESTERS IN THE WORLD
"Sir, I'd uh..I'd leave that one alone if I were you."
Pain Manifesters usually spend time in arcane study, raving about the people who have wronged them (real or imaginary), plotting revenge, or maybe just staring into spce and muttering gibberish.  People try to interact with you as little as possible.
 Daily Life: Plotting.  Your life is all about plotting.  You'll get them all one day.  They'll see.  See those Orcs over there whispering? It's obvious who they're whispering about.  So obvious.
 Notables: Grendel (CE Male Orc Sorcerer 6/Pain Manifester 6).  Life hasn't always been easy for Grendel.  But then he found his new friend.  A bigger, scarred, twisted, vaguely orcish thing from his own subconscious...
 Organizations: There are no organizations dedicated to assisting Pain Manifesters, though there have occasionally been some devoted to hunting them down...

NPC Reaction
NPC's are generally terrified completely of Pain Manifesters.  After all you're a babbling lunatic prone to homicidal ravings who summons monsters and kills people seemingly at random.

CLASS NAME IN THE GAME
Statistically Pain Manifesters really aren't much different from other summoner types, they're just a bit more versatile in some ways, a bit less in others.
 Adaptation: This is a pretty dark NPC.  It'll be for very dark or evil campaigns, or pretty much an NPC class.
 Encounters: It's easy to anger a Pain Manifester.  People do it all the time without realizing it, sometimes just by saying hi.  Unless one has been convinced to help with a tribal raid, the PC's will likely encounter one they've offended somehow or when they discover someone other than themselves is trying to take out the local orc tribe.

Sample Encounter
EL 12: The PC's have been hired to convince a local Orc tribe to back off from raiding the town.  Upon sneaking into their village at night they find a great many of them dead, hanging from trees and mutilated.  There are signs the rest have fled.  Do they return to the town?  Or find out what's going on?


Grendel
CE Male Orc Sorcerer 6/Pain manifester 6
Init +1, Senses: Listen +9, Spot +0, Dark Vision 60'
Languages Orc, Common
------------------------------------------------
AC 22, touch 14, flat-footed 21 (+1 Dex, +3 Deflection, +3 Natural, +5 Armor)
hp 78 (12 HD)
Fort +6, Ref +5, Will +10 
------------------------------------------------
Speed 30 ft. (6 squares)
Melee +1 Morningstar +8/+3 melee (1d8+1)
Base Atk +6, Grp +7
Combat Gear 2 Potions Cure Serious Wounds
Spells Known (Caster Level 11) 0 (DC 13):Caltrops, Detect Magic, Detect Poison, Launch Bolt, Message, Read Magic, Resistance, Touch of Fatigue
1 (DC 14):Backbiter, Mage Armor, Magic Missile, Ray of Enfeeblement, Spirit Worm
2 (DC 15):Blindness/Deafness, Invisibility, Ray of Sickness, Ray of Weakness, Scorching Ray
3 (DC 16):Fly, Greater Mage Armor, Mass Curse of Impending Blades, Protection from Energy
4 (DC 17):Bestow Curse, Greater Resistance, Nightstalker's Transformation, Stoneskin
5 (DC 18): Summon Monster V
-----------------------------------------------
Abilities Str 12, Dex 13, Con 14, Int 8, Wis 10, Cha 16
SQ Light Sensitivity, Manifest Pain, Empower Manifestation
Feats Combat Casting, Greater Spell Penetration, Improved Initiative, Retributive Spell, Spell Penetration
Skills Concentration +11, Intimidate +12, Knowledge (Arcana) +8, Listen +9, Spellcraft +8
Possessions+3 Ring of Protection, +3 Amulet of Natural Armor, +5 Bracers of Armor, Wand of Lightning Bolts (10th), 2 Potions Cure Serious Wounds, +1 Morningstar



Manifestation of Pain
Medium Aberration (Chaotic Evil)
Hit Dice: 12d8+36 (90 hp)
Initiative: The Manifestation ges its Dexterity Bonus and an Enhancement Bonus equal to half your Pain Manifester level .
Speed: Fly 50 ft. (10 squares), Perfect
Armor Class: 19 (+3 Dex, +6 Deflection), touch 19, flat-footed 16
Base Attack/Grapple: +12/+15
Attack: Claw +12 melee (1d4+3)
Full Attack: 2 Claws +12 melee (1d4+3) and 1 Bite +7 melee (1d4+1)
Space/Reach: 5 ft./5 ft.
Special Attacks:  Horrific Appearance, Retributive Critical, Retributive Size, Retributive Power
Special Qualities: Rejuvenation, Dark Vision 60', Energy Resistance 5 (Acid, Cold, Electricity, Fire, and Sonic), Immunities, Retributive Armor
Saves: Fort +6. Ref +5. Will +10
Abilities: Str 16, Dex 16, Con 16, Int 8, Wis 10, Cha 16
Skills: Hide +7, Intimidate +7, Listen +4, Move Silently +7, Spot +4
Feats: Power Attack, Cleave, Great Cleave, Improved Sunder, Combat Brute
Alignment: Always Chaotic Evil




EPIC Pain Manifester

Hit Die: d4
Skills Points at Each  Level : 4 + int
Spellcasting The Epic Pain Manifester's caster level is equal to her class level minus 2.  Her number of spells per day doesn't increase after 20th level.
Empower Manifestation The Epic Pain manifester's Pain Manifestation gains another ability at Level 22, and every 3 levels thereafter.
Bonus Feats: The Epic Pain Manifester gains a Bonus feat for every 3 levels higher than the 20th.
« Last Edit: December 31, 2016, 06:40:08 PM by bhu »

Offline bhu

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Re: Orcs
« Reply #10 on: November 10, 2011, 02:11:03 AM »
THE SOULLESS


   
"......"

Even among races which consider rage a way of life like the Orcs there are those who can succumb to the effects of constantly being in a negative emotional state.  Some of them eventually begin to suffer from chronic depression.  Some of them...suffer from something else.  It is a rare thing among even the Orcs, but some succumb to a condition called "The Fading".  Initially it resembles severe depression or possible psychosis.  By the time someone realizes that the victims soul is rotting and crumbling away, it's too late to save them.  And after enough time they won't care about being saved.  Or even remember their former life.  Even worse they can spread the condition. 

BECOMING A SOULLESS
It is unknown how Soulless come into existence.  Obviously if they fought a Soulless and became infected that's one way.  But no one knows how the original Souless came to be, and how others spontaneously develop the affliction.

 ENTRY REQUIREMENTS
   Race:  Any race that has Barbarian as a Favored Class.
   Class Abilities:  Rage
   Feats:  Extended Rage, Extra Rage, Instantaneous Rage
   Special:  Must have fought a Soulless and become infected, or contracted the affliction in some other manner decided by the DM.
   


Class Skills
 The Soulless' class skills (and the key ability for each skill) are Climb (Str), Hide (Dex), Intimidate (Cha), Jump (Str), Move Silently (Dex), or Spot (Wis).
Skills Points at Each  Level : 2 + int

Hit Dice: d12

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +1    +2     +0     +2    The Fading (Painlessness)
2. +2    +3     +0     +3    The Fading (The 1st Death)
3. +3    +3     +1     +3    The Fading (Sleeplessness)
4. +4    +4     +1     +4    The Fading (The Second Death)
5. +5    +4     +1     +4    The Fading (Depression)
6. +6    +5     +2     +5    The Fading (Wrath)
7. +7    +5     +2     +5    The Fading (The Last Death)
8. +8    +6     +2     +6    The Fading (Carrier)
9. +9    +6     +3     +6    The Fading (Endurance)
10.+10   +7     +3     +7    The Fading (The Quiet Goodbye)

Weapon Proficiencies: The Soulless gain no new weapon or armor proficiencies.

The Fading (Ex):  Beginning at 1st level a Soulless begins to live up to his name.  His soul begins to crumble into so much metaphysical dust.  At 1st level the effects aren't so bad: The Soulless becomes immune to pain and pain based effects (such as a Symbol of Pain) and non lethal damage from attacks.  The Orc feels quite vigorous and is also immune to fatigue and exhaustion.  You gain a Natural AC Bonus to Armor Class equal to your Soulless Level.

By second level something noticeable is going on.  Not only do you not feel pain, you're almost numb.  At this point you no longer have a Constitution score.  Hit points and Saves are not recalculated, and Concentration now gains a +2 Bonus as opposed to being based of your Constitution.  You become immune to poison, paralysis, and stunning.  You lose all ranks in Dex based skills except Hide and Move Silently.  From this point forward you may no longer purchase ranks in any Dexterity based skill other than those two. You lose any Light Sensitivity should you possess it as a Racial quirk. You gain a Profane Bonus to your Reflex Saves equal to your Soulless Level divided by 2 (round down).

At third level you may show some small symptoms attributed to some sort of disease.  You no longer sleep, and are immune to sleep effects, and disease.  Mental problems will now begin such as depression or paranoia.  You lose the ability to Rage or Frenzy if you have either.  You also gain a Profane Bonus to Fortitude Saves equal to your Soulless Level divided by 2 (round down).

At 4th level you are clinically insane, and your tribesmen will have begun to whisper about you.  You no longer need to eat.  You lose all ranks in Charisma based skills other than Intimidate, and can no longer buy ranks in Charisma Based skills except Intimidate.  You are now immune to ability damage to physical ability scores, and immune to Ability Drain and Energy Drain.  You also have a Profane Bonus to Willpower Saves equal to your Soulless Level divided by 2 (round down).

At 5th level you have begun what most will consider a slide into severe depression, or a very powerful curse.  You lose all ranks in Wisdom based skills except Listen and Spot, and can no longer buy ranks in Wisdom based skills except Listen and Spot.  You are now immune to all mind-affecting effects.  You are no longer affected by Raise Dead or Reincarnate abilities.  As of this point Resurrection or True Resurrection will still fix your condition, and allow you to trade in levels of Soulless for levels of Barbarian, even if you are killed.  After this level though you may not be Resurrected unless Miracle or Wish is cast first.  You gain a Profane Bonus to Critical Confirmation rolls equal to your Soulless Level divided by 2 (round down).

At 6th level you occasionally stir to life at random, usually to kill someone or something.  You gain a +4 permanent Bonus to Strength.  To recognize friend from foe you must make a DC 20 Wisdom check.  If it is a close friend or someone you have known well you gain a +4 Bonus on the roll.  If it is a close family member or someone you would die for you gain a +6.  You will attack anything you do not recognize as a friend that spends more than 5 minutes in your presence.

At 7th level you are dead.  Your type changes to Undead, and you now have all the traits of an Undead creature that you do not already possess.  You are immune to Turning.  You lose all ranks in Intelligence based skills, and may no longer purchase ranks in them.  You are not considered mindless despite this.  Your Bonus to Str increases from +4 to +8.

At 8th level you become infectious.  Any being you kill will rise as a Zombie within 1d6 hours.  Any being you injure (whether it is your unarmed attacks or your weapons) that survives the attack must make a Willpower Save (DC is 10 plus half your hit dice plus your Charisma modifier) or become infected with the Fading.  The next time that creature can gain a level it must take a level of Soulless.  You gain a Slam attack doing damage equal to your unarmed strike damage.  You may do 2 Slams with a Full Attack.  Your weapon and unarmed strike attacks are considered to be magic for the purposes of overcoming Damage Reduction, and are considered to have the Ghost Touch property.

At 9th level you gain immunity to any spell or effect requiring a Willpower Save if it allows Spell Resistance.  Your appearance begins to roughen, and you are very obviously dead (just not rotting).  You no longer have memories of your life other than those of friends and family, and they will be gone by the time you gain the next level.  Your alignment effectively changes to Neutral.

At 10th level your soul is gone and you may not be Raised, Resurrected, or Reincarnated, even by deities.  You may no longer recognize friend from foe and will attack anything alive or undead that crosses your path.  There no longer exists any possibility of a cure for you.  You gain another +4 permanent Bonus to Strength.  You gain a Deflection Bonus to AC equal to your Soulless Level divided by 2 (round down).  You no longer speak or understand languages, and cannot communicate in any fashion even by telepathy.  Your thoughts cannot be read as you no longer have any.  You are immune to spells/attacks/effects that specifically target a soul as you no longer have one.


PLAYING A SOULLESS
Initially the Soulless just seems depressed or 'off' somehow.  Other Orcs may perceive this as a weakness, and use it as an excuse to challenge him.  The enhanced combat abilities will soon put a stop to this after you make a few examples of your fellow tribesmen.  You won't feel pain anymore, so you'll be an excellent fighter.  But eventually you won't feel emotions either, and you'll commit murder or torture or other acts of cruelty in order to feel something again.  Others will simply think you have become a psychopath, or seen one battle too many.  And then the withdrawal will begin.  You'll sit motionless for hours, saying nothing, not responding to anyone, maybe not even if they hit you.  Eventually people will notice you aren't eating anymore.  Or sleeping.  And your mate and children are dead by your hand.  The Fading is rare enough most tribes won't know what to do and will simply exile you hoping you'll die, or try to have a Cleric cure something beyond their understanding.  If a tribe has seen a Soulless before they'll try destroying you long before this. 
 Combat: Soulless aren't tactical geniuses, especially after a few levels.  They understand the concept of hiding in wait for ambush, but beyond that they just close into melee, hack, repeat. 
 Advancement: Once you have taken a level of Soulless you may not take levels in any other class.  That and the effects of this Prestige Class pretty much restrict your options.
Resources: None.  Soulless are on their own once exposed.  Most will be driven into the wilderness to succumb to their fate.

SOULLESS IN THE WORLD
"If I say 'The Devil' to you, what do you picture in your head?"
"Mmm...hollowness....and blackness..and emptiness."
Initially you'll just be like any other tribesman.  Then the odd behavior will start.  Then the withdrawal.  Eventually you'll slaughter anything not like yourself.
 Daily Life: Varies greatly, especially in the early stages when you'll start acting out.  Eventually though all Soulless get the same blank lifeless stare, and do nothing but kill the living.
 Notables: Golka (CE Male Orc Barbarian 6/Soulless 6)  Golka was injured fighting what everyone thought was a simple Orc zombie.  Never among the best of the tribes warriors, he hasn't been the same since.  To date he's murdered several tribesmen of various ages and genders for what is no discernable reason.  He's been better than ever in battle on raids, so the Warchief has accepted his new eccentricities while privately telling the priests to think of something they haven't tried yet.  If he can't be fixed soon they'll have to exile him or kill him...
 Organizations: None.  There are some few tribesmen who know how to get rid of a Soulless, but they're an informal club at best.  They may also band together to look for a cure, but most simply want to get rid of you.

NPC Reaction
Once someone realizes what you are, they probably flee in terror.  Depending on how many levels of SOulless you have that won't take long.

SOULLESS IN THE GAME
Soulless are eventually a danger to themselves and the party.  And  they can be contagious.  It's best to make them NPC's
 Adaptation: Soulless work best in a horror campaign.
 Encounters: At lower levels, PC's will encounter Soulless in raiding parties.  At higher levels they'll be a random wilderness encounter or a legendary serial killer.

Sample Encounter
EL 12: The PC's encounter an Orc tribe exiling one of their own at a crossroads.  Oddly enough the Orcs seem more afraid of him than the party, and even look as if they're trying to warn you off...


Golka
CE Male Orc Barbarian 6/Soulless 6
Init +1, Senses: Listen +5, Spot +4, Dark Vision 60'
Languages Orc, Common
------------------------------------------------
AC 20, touch 14, flat-footed 19 (+1 Dex, +6 Armor, +3 Deflection)
hp 102 (12 HD)
Fort +12, Ref +7, Will +9
------------------------------------------------
Speed 40 ft. ( squares)
Melee +2 Shocking Burst Greataxe +20/+15/+10 (1d12+8+1d6 electricity/19-20, x3)
Base Atk +12, Grp +18
-----------------------------------------------
Abilities Str 22, Dex 13, Con -, Int 6, Wis 10, Cha 14
SQ Immunities, may not buy skill ranks in skills based on Dex/Wis/Cha, doesn't sleep or eat, Fast Movement, Uncanny Dodge, Improved Uncanny Dodge, Trap Sense +2, +2 on Critical Confirmation rolls
Feats Power Attack, Cleave, Great Cleave, Improved Critical (Greataxe), Power Critical (Greataxe)
Skills Climb +10, Hide +5, Intimidate +7, Jump +10, Listen +5, Move Silently +5, Spot +4
Possessions +2 Shocking Burst Greataxe, +1 SR 19 Breastplate, +3 Ring of Protection. 1330 GP



EPIC SOULLESS

Hit Die: d12
Skills Points at Each  Level : 2 + int
Bonus Feats: The Epic Soulless gains a Bonus Feat every 2 levels higher than 20th
« Last Edit: January 03, 2017, 07:50:40 PM by bhu »

Offline bhu

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Re: Orcs
« Reply #11 on: November 10, 2011, 02:11:40 AM »
ELDRITCH BERSERKERS


   
"I could simply Lightning Bolt you, but lets make this interesting."

Some Barbarians learn they have an inborn talent for magic.  Most are too afraid to develop it due to the stigma attached to it in the society they live in.  Some quietly practice a handful of spells to the point that they become second nature, and can even be used while they are Raging.

BECOMING AN ELDRITCH BERSERKER
Most Eldritch Berserkers are Barbarians who discover they have an inborn talent for magic.  Most end up becoming some form of arcane spellcasting class as well.

 ENTRY REQUIREMENTS
   Race:  Any Orcish
   Class Abilities:  Rage
   Spells:  Must be able to cast Arcane spells of at least 1st level
   Feats:  Eschew Materials, Combat Casting
   Skills:  Concentration 8 Ranks


Class Skills
 The Eldritch Berserker's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Intimidate (Cha), Knowledge (Arcana) (Int), Listen (Wis), Spellcraft (Int), and Survival (Wis)
Skills Points at Each  Level : 4 + int

Hit Dice: d8

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +0    +2     +0     +2    Raging Caster (Rage magic)
2. +1    +3     +0     +3    Enhanced Rage (Strength), +1 Level of Arcane Spellcasting Class
3. +2    +3     +1     +3    +1 Level of Arcane Spellcasting Class
4. +3    +4     +1     +4    Raging Caster (Armored Caster)
5. +3    +4     +1     +4    Enhanced Rage (Defense), +1 Level of Arcane Spellcasting Class
6. +4    +5     +2     +5    +1 Level of Arcane Spellcasting Class
7. +5    +5     +2     +5    Enhanced Rage (Unstoppable), +1 Level of Arcane Spellcasting Class
8. +6    +6     +2     +6    Raging Caster (Effortless Caster)
9. +6    +6     +3     +6    +1 Level of Arcane Spellcasting Class
10.+7    +7     +3     +7    Eldritch Power

Weapon Proficiencies: Eldritch Berserkers gain no new weapon or armor proficiencies.
 
Raging Caster (Ex): At 1st level you get Rage Magic.  You may cast any spell that has no focus or material component so long as it is from the Conjuration, Evocation, or Necromancy schools, or has a Range of Personal while you are Raging.

At 4th level you gain Armored Caster.  You may cast spells wearing Light or Medium Armor with no chance of Spell Failure.

At 8th level you gain Effortless Caster.  You may choose (8 plus your Charisma Modifier) spells to cast as Spell Like Abilities instead of spells.  These still take up spell slots, and are no longer subject to Metamagic Feats (unless the Feats affect Spell-like Abilities). These spells cannot be changed until you gain spells of a higher level, and  then you may switch out one.  For example once you get access to 5th level spells you may switch one of these spells out for another 5th level spell.

Enhanced Rage (Su): At 2nd level you may sacrifice spells as a Free Action to increase the Strength Bonus you gain while Raging.  The Extra Strength gained is equal to double the spells level, and lasts for the duration of your Rage. You may only sacrifice one spell per use of Rage in this manner.  You may Rage 1 extra time per day.

At 5th level you may also sacrifice 1 additional spell as a Free Action, to get an Enhancement Bonus to Saving Throws equal to the spells level.  You may only sacrifice 1 spell per use of Rage in this manner.

At 7th level you may also Sacrifice 1 additional spell as a Free Action to gain an Enhancement Bonus to all Sunder, Bull Rush, Grapple, and Overrun checks.  Performing any of those actions does not provoke an attack of opportunity during your Rage. You may sacrifice 1 spell per use of Rage in this manner.  You may Rage 1 additional time per day.

Eldritch Power (Su): The spells you chose for Effortless Caster may now be cast as Supernatural Abilities.  Casting one still uses up a spell slot, and it is still not subject to Metamagic Feats.

PLAYING AN ELDRITCH BERSERKER
An Eldritch Berserker has honed a small list of spells down so well that he can cast them even while Raging or out of sorts.  While you appear to be a regular Orcish warrior, you carry a few surprises with you.  You do your best to make people think you're a simple tribal fighter until the last possible moment.
 Combat: Soften up opponents with a few big area effect spells, charge in and start fighting while casting spells as well.  Or if your sneaky let them think your a dumb barbarian and then blast them up close.
 Advancement: Advancement for Eldritch Berserkers tend to depend on how well they accept their magical abilities, and their weird little personal quirks.  Most of them are considered at least mildly eccentric.
Resources: Eldritch Berserkers are generally respected by their tribes, but they don't get any more resources than any other sorcerer or warrior.  Mostly because many Eldritch Berserkers have an inborn sense of superiority to their fellow Orcs that tends to make everyone angry.

ELDRITCH BERSERKER IN THE WORLD
"Paw.  Paw that Orc over there singed off mah eyebrows.  Let's git 'im Paw!"
Eldritch Berserkers have a sometimes uneasy life.  Their path is an odd one among the Orcs, and many consider them to be freaks.  And of course most other cultures hate them for being Orcs.  So they really don't have very many friends.  Which makes them a little grumpier than most Orcs.
 Daily Life: Much of your time is taken up by Arcane study and practicing your abilities.  When not preparing for a raid you're trying to enhance your powers.  Or deny they exist.  Or downplaying them for acceptance by some of the more conservative members of the tribe.
 Notables: Dren (CE Male Orc Sorcerer 3/Barbarian 3/Eldritch Berserker 6)  Dren has been well known among his people for making their raids successful.  After all no one expects him to have any magical power since he's charging along with the front lines...
 Organizations: Eldritch Berserkers form a loose club of sorts for training purposes.  It also helps when they tick off the tribes priests or warchiefs by doing something they don't agree with.

NPC Reaction
NPC's tend to react to an Eldritch Berserker the same way they would do any other Orc Berserker (i.e. preferably from a distance behind a fortified wall).

ELDRITCH BERSERKER IN THE GAME
Eldritch Berserkers should make your players a tad more paranoid about Orc warriors.  God knows when they'll be whipping out a Fear spell or two.
 Adaptation: Eldritch Berserkers make a nice surprise (especially if they're on the opposing side).  Should fit equally well in serious or silly campaigns.
 Encounters: PC's usually encounter Eldritch Berserkers as members of raiding parties. 

Sample Encounter
EL 12: Dren has been chosen to lead a raiding party into a nearby human city.  He has overheard the jealous warchiefs plotting to have him killed in the melee and make it look like the humans did it.  That way they rid themselves of a rival for power, and the tribe thinks the humans put down one of their greatest heroes, ensuring they'll follow the chiefs into total war.  Dren knows the tribe can't survive all out war.  As long as the raids are kept small things will be okay, otherwise he'd have pressed for war himself.  So does he escape in the night?  Or try to sabotage the raid and keep the slaughter of his fellows to a minimum.  And how to get revenge on the warchiefs...


Dren
CE Male Orc Sorcerer 3/Barbarian 3/Eldritch Berserker 6
Init +1, Senses: Listen +5, Spot +0, Dark Vision 60'
Languages Orc, Common
------------------------------------------------
AC 23, touch 14, flat-footed 22 (+1 Dex, +5 Armor, +4 Natural, +3 Deflection)
AC Raging 21, touch 12, flat-footed 20  (-2 Rage, +1 Dex, +5 Armor, +4 Natural, +3 Deflection)
hp 44 (12 HD), 68 hp Raging
Fort +9 (+11 Raging), Ref +5, Will +9 (+11 Raging)
Uncanny Dodge
------------------------------------------------
Speed 40 ft. (8 squares), 30 ft. in Armor
Melee +1 Greatsword +13/+8 (2d6+6/19-20)
Melee Raging +1 Greatsword +15/+10 (2d6+9/19-20)
Base Atk +8, Grp +12 (+14 Raging)
Atk Options Raging Caster
Combat Gear
Spells Known (Caster Level 11): 0 (DC:13, 6/day): Caltrops, Daze, Detect Posion, Detect Magic, Flare, Read magic, Touch of Fatigue
1 (DC:14, 7/day): Chill Touch, Lesser Orb of Sound, Magic Missile, Ray of Enfeeblement, Shocking Grasp
2 (DC:15, 7/day): Burning Sword, Ghoul Touch, Scorching Ray
3 (DC:16, 5/day): Dragonskin, Vampiric Touch
Supernatural Abilities Enhanced Rage (Strength, Defense), Rage 2/day
-----------------------------------------------
Abilities Str 18 (22 Raging), Dex 12, Con 10 (14 Raging), Int 6, Wis 11, Cha 16
SQ Fast Movement, Trap Sense +1, Metamagic Specialist (see page 60 of the PHB II)
Feats Combat Casting, Eschew Materials, Instantaneous Rage, Practiced Spellcaster, Quicken Spell
Skills Climb +5, Concentration +8,  Intimidate +5, Jump +5, Knowledge (Arcana) +3, Listen +5, Spellcraft +3
Possessions Rhino Hide Armor, +1 Spell Storing Greater Dispelling Greatsword, +4 Amulet of Natural Armor, +3 Ring of Protection, 485 GP



EPIC ELDRITCH BERSERKERS

Hit Die: d8
Skills Points at Each  Level : 4 + int
Rage At 22nd level, and every 5 levels thereafter you gain an additional Daily use of Rage.
Bonus Feats: The Epic Eldritch Berserker gains a Bonus Feat every 3 levels higher than 20th
« Last Edit: December 31, 2016, 06:44:29 PM by bhu »

Offline bhu

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Re: Orcs
« Reply #12 on: November 10, 2011, 02:12:54 AM »
GRAY SUNS


   
”Appearance is an illusion.  You see what I want you to see. Nothing more.”

The Nomadic Gray Orcs rarely encounter a student of the Sublime Way.  But the Setting Sun style left an impression on some of them, and now there is a monastery out in the desolate lands where young Grays learn the art.

BECOMING A GRAY SUN
The Gray Suns adopt the most promising practitioners of the Setting Sun style to join them.

 ENTRY REQUIREMENTS
   Race:  Gray Orc
   Maneuvers:  Must have at least 3 Setting Sun Maneuvers or Stances
   Feats:  Improved Unarmed Strike, Stunning Fist, Falling Sun Attack
   Skills:  Bluff 4 Ranks, Hide 4 Ranks, Sense Motive 4 Ranks
   Special:  Cannot have any Maneuvers or Stances from a style other than Setting Sun or Shadow Hand.


Class Skills
 The Gray Sun's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Martial Lore (Int), Move Silently (Dex), Sense Motive (Wis), and Tumble (Dex).
Skills Points at Each  Level : 4 + int

Hit Dice: d8

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +0    +0     +2     +2    Improved Trip
2. +1    +0     +3     +3    Takedown Mastery
3. +2    +1     +3     +3    Improved Feint
4. +3    +1     +4     +4    Improved Grapple
5. +3    +1     +4     +4    Grappling Mastery
6. +4    +2     +5     +5    Feint Mastery
7. +5    +2     +5     +5    Improved Disarm
8. +6    +2     +6     +6    Disarming Mastery
9. +6    +3     +6     +6    Deadly Feint
10.+7    +3     +7     +7    Self Defense Master

Weapon Proficiencies: Gray Suns gain no new weapon or armor proficiencies.
 
Maneuvers: At each odd numbered level you gain a new Maneuver from the Setting Sun, or Shadow Hand discipline. You must meet the Maneuver's Prerequisite to learn it. You add your full Gray Sun Levels to your Initiator Level to determine your total Initiator Level, and your highest level Maneuvers Known. At 3rd, 6th, and 9th levels you gain an additional Maneuver readied per day.

Stances Known: At 5th level you learn a new Stance from the Setting Sun, or Shadow Hand disciplines if you meet it's Prerequisites.

Improved Trip: The Gray Sun gains the Improved Trip Feat as a Bonus feat at 1st level.

Takedown Mastery (Ex): At 2nd level the Gray Sun gains a Competence Bonus to all Trip attempts (including ones made as part of a Maneuver) equal to half your Gray Sun level.

Improved Feint: The Gray Sun gains the Improved Feint Feat as a Bonus feat at 3rd level.

Improved Grapple: The Gray Sun gains the Improved Grapple Feat as a Bonus feat at 4th level.

Grappling Mastery (Ex): At 5th level the Gray Sun gains a Competence Bonus to all Grapple attempts (including ones made as part of a Maneuver) equal to half your Gray Sun level.


Feint Mastery (Ex): At 5th level the Gray Sun gains a Competence Bonus to all Feint attempts (including ones made as part of a Maneuver) equal to half your Gray Sun level.

Improved Disarm: The Gray Sun gains the Improved Disarm Feat as a Bonus feat at 7th level.

Disarm Mastery (Ex): At 8th level the Gray Sun gains a Competence Bonus to all Disarm attempts (including ones made as part of a Maneuver) equal to half your Gray Sun level, and you may attempt to Disarm an armed opponent even if you are not armed yourself as you attack the limb wielding the weapon.

Deadly Feint (Ex): If you successfully Feint, and then successfully hit with your followup attack, you may add the result of your Bluff Check to the damage when performing a Setting Sun or Shadow Strike Maneuver. Successfully using Deadly Feint uses up a Readied Maneuver.

Self Defense Mastery (Ex): A number of times per day equal to your Wisdom modifier (minimum 1) you may automatically Take 10 on a Trip check made after an opponent fails to Trip you, or Grapple checks  made to escape/resist Grapples initiated by an opponent, or attack rolls made while fighting Defensively.

PLAYING A GRAY SUN
You do your best to appear as a normal Orcish nomad/gypsy.  You don't want outsiders to believe you are as much of a threat as you truly are, to the point of eschewing most obvious weapons.  You want to appear to be a non combatant.
 Combat: The Gray Sun's prefer to fight unarmed because it's easier to maintain the appearance of not being a danger.  Similarly most magic items they use are non descript. This doesn't mean they are any less lethal, just that they want to be quite and not so obvious.
 Advancement: Since the Gray Suns want to appear to be noncombatants, you would be well advised to concentrate on unarmed combat and Bluff.  You'll be using both a lot.
Resources: A Gray Sun may always count on his brothers for food or lodging.  Other help will depend on the situation at the time.  But he must always repay the favor he is shown whenever it is requested.

GRAY SUNS IN THE WORLD
”That Orc just…just slapped Eli and knocked him plum out.  Damnedest thing I ever saw…”
You are considered an oddity, even among the other Gray Orcs.  Willing to go where they will not, willing to do what they will not.  The other humanoids find you equally as puzzling since you don’t fit their definition of a stereotypical Orc.  Most simply avoid you, while others are drawn to your exotic nature.
 Daily Life: The Gray Suns life is a monastic one until he has learned the basics of his art.  He is then told to go into the world, and make his mark upon it, and return when he has succeeded.  Exactly what qualifies as success depends on the individual monastery.  The Gray Suns are usually at a loss as to what to do without their usual daily routine, and most get into never ending trouble.
 Notables: Brother Merth (CN Male Gray Orc Swordsage 6/Gray Sun 5) has left the monastery to make his way in the world.  While many others have long ago gone back, he still does not truly consider himself a success.
 Organizations: The Gray Suns themselves are an organization.  They have no real goals beyond the advancement of their craft, and the betterment of life for their members.  And occasionally the defense of their allies or people as well..

NPC Reaction
 NPC's tend to think of you as gypsy scum beneath their notice.  If you're perceived as a threat it's only because of your race.

GRAY SUNS IN THE GAME
 A sect of secretive Gray Orc enforcers should make most people nervous.  And while the Gray Suns aren't enforcers/assassins as such they do believe in protecting their people posthumously (i.e. revenge). 
 Adaptation: This PrC assumes that Gray Orcs are more similar to gypsy nomads than say desert nomads, but that shouldn't be much of a problem to tweak.
 Encounters: If the PC's have recently assaulted a gray Orc caravan, odds are they'll be receiving a visit from the Gray Suns. 

Sample Encounter
Give an example of how one might encounter a member of this PrC.
EL 12: The PC's have been asked to raid a local monastery and steal a scroll by the authorities.  The deal smells bad.  Why are the authorities asking the PC's to raid a temple in their own city?  Why have they been told to beware of an Orc, whom the local populace speaks positively of.


Name
CN Male gray Orc Swordsage 6/Gray Sun 5
Init +3, Senses: Listen +4, Spot +4
Languages Orc, Common
Quick to Act +2
------------------------------------------------
AC 21, touch 15, flat-footed 20 (+1 Dex, +4 Wis, +6 Armor)
AC w/Periapt 24, touch 18, flat-footed 23
 (+1 Dex, +7 Wis, +6 Armor)
hp 60 (11 HD)
Fort +4, Ref +11, Will +13 
------------------------------------------------
Speed 40 ft. (8 squares)
Melee Unarmed Strike +9/+4 (1d8+6/1d8+9 with Periapt)
Melee +1/+1 Quarterstaff +10/+5 (1d6+3)
Ranged +1 Sling +10 (1d4+1)
Base Atk +7, Grp +9
Atk Options Discipline Focus (Shadow Sun, Weapon Focus, Insightful Strike +4/+7 w/Periapt), Feint Mastery (+2), Grappling Mastery (+2), Takedown Mastery (+2)
Combat Gear 3 Cure Serious Wounds Potions
Stances Known 1st: Child of Shadow, Step of the Wind
3rd: Assassin's Stance
6th: Shifting Defense
Maneuvers Known 1st: Clinging Shadow Strike, Counter Charge, Mighty Throw, Sudden Leap, Wind Stride
2nd: Baffling Defense, Clever Positioning, Cloak of Deception
3rd: Devastating Throw, Feigned Opening, Strength Draining Strike
4th: Obscuring Shadow Veil
5th: Soaring Throw
6th: Ballista Throw
-----------------------------------------------
Abilities Str 14, Dex 14, Con 13, Int 10, Wis 18 (24 w/Periapt), Cha 6
SQ Light Sensitivity, Orc Blood, Scent, Racial Weapon Proficiencies, AC Bonus
Feats Falling Sun Strike, Improved Unarmed Strike, Stunning Fist, Superior Unarmed Strike, Improved Feint (B), Improved Grapple (B), Improved Trip (B)
Skills Balance +8, Bluff +6, Climb +6, Concentration +5, Hide +11, Knowledge (Local) +6, Martial Lore +6, Move Silently +11, Sense Motive +13, Tumble +11
Possessions Periapt of Wisdom +6, +6 Bracers of Armor, +1 Quarterstaff, +1 Sling, 3 Cure Serious Wounds Potions, 600 GP


EPIC GRAY SUN

Hit Die: d8
Skills Points at Each  Level : 4 + int
Bonus Feats: The Epic Gray Sun gains a Bonus Feat every 2 levels higher than 20th.

Offline bhu

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Re: Orcs
« Reply #13 on: November 10, 2011, 02:18:01 AM »
OROG KNIGHT


   
”I wouldn’t do that if I were you.”

It is rare that an Orog finds a teacher of the Sublime Way.  The few that have start their own orders of Crusaders in the depths of the Underdark.

BECOMING AN OROG KNIGHT
Orog Knights begin as Crusaders who have devoted themselves to defending their people.

 ENTRY REQUIREMENTS
   Race:  Orog
   BAB:  +6
   Maneuvers:  Must know at least 4 Devoted Spirit maneuvers, one of which must be Defensive Rebuke
   Feats:  Devoted Bulwark, Combat Reflexes (yes I know most Orog wont be able to make use of it)
   Skills:  Intimidate 8 Ranks


Class Skills
 The Orog Knight's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Armorsmithing, Weaponsmithing), Diplomacy (Cha), Intimidate (Cha), Jump (Str), Knowledge (Local, History, Religion)(Int), and Martial Lore (Int).
Skills Points at Each  Level : 4+ int

Hit Dice: d10

   BAB  Fort    Ref    Will  Abilities
1. +1    +2     +0     +0    Patient Strike
2. +2    +3     +0     +0    Improved Defensive Rebuke
3. +3    +3     +1     +1    Furious Defense
4. +4    +4     +1     +1    Patient Strike
5. +5    +4     +1     +1    Improved Defensive Rebuke
6. +6    +5     +2     +2    Protect the Fallen
7. +7    +5     +2     +2    Patient Strike
8. +8    +6     +2     +2    Improved Defensive Rebuke
9. +9    +6     +3     +3    Improved Zealous Surge
10.+10   +7     +3     +3    Rally The Troops


Weapon Proficiencies: Orog Knight’s gain no new weapon or armor proficiencies.
 
Maneuvers: At each odd numbered level you gain a new Maneuver from the Devoted Spirit or Stone Dragon disciplines. You must meet the Maneuver's Prerequisite to learn it. You add your full Tanarukk Firesword Levels to your Initiator Level to determine your total Initiator Level, and your highest level Maneuvers Known. At 3rd, 6th, and 9th levels you gain an additional Maneuver readied per day.

Stances Known: At 5th level you learn a new Stance from the Devoted Spirit or Stone Dragon disciplines if you meet it's Prerequisites.

Patient Strike (Ex): At 1st level whenever the Orog Knight attacks with a Readied Attack it gains a Circumstance Bonus equal to it's Charisma Bonus.

At 4th level the Orog Knight may do double damage with a Readied Attack three times per day.

At 7th level the Orog Knight automatically threatens a critical when it Readies against a Charge attack.

Improved Defensive Rebuke (Ex): At 2nd level whenever you use the Defensive Rebuke Maneuver you gain your Furious Counterstrike bonus on all Attacks of Opportunity you make that round.

At 5th level you gain your Furious Counterstrike bonus on all critical confirmation rolls for Attacks of Opportunity that round as well.

At 8th level if you Ready Defensive Rebuke against a Charging opponent, and hit successfully with it, he must make a Fortitude Save (DC is 10 plus half your hit dice plus Strength Bonus) or be Stunned that round.

Furious Defense (Ex): At the beginning of your turn as a free action you may announce you are foregoing the use of your Furious Counterstrike ability until next round as a Free Action and use this ability instead.  For that round you may make a number of Attacks of Opportunity equal to your Furious Counterstrike Bonus.

Protect the Fallen (Ex): If an attack from an opponent brings an Ally of yours to 0 hit points or less, you immediately get to make up to a 5 foot step and can make an attack of opportunity against that foe if he is within reach.

Improved Zealous Surge (Ex): You may now use the Crusader's Zealous Surge 3 times per day if you have it.

Rally The Troops (Su): Whenever you successfully perform a Devoted Spirit Maneuver all Allies within 60' heal hit points equal to double your Orog Knight level.

PLAYING AN OROG KNIGHT
 Orog Knights are the Paladins of their society.  Whereas many Orog warriors concentrate on being effective killers of other races, the Knights prefer to concentrate on defending their people and their homelands. 
 Combat: Here's a section where you will describe common combat methods for your class. Remember to include information on how your class will use his powers in combat.
 Advancement: This is a section on different options and paths that the class can go down when they advance in power.
Resources: The Orog Knights have their own Orders resources to draw upon, and when it's for the defense of the realm they can call upon a great deal of wealth from their people's leaders.

OROG KNIGHTS IN THE WORLD
"Watch out for the heavily armored ones."
"They ALL have heavy armor Jim.  They're Orogs.  It's what they do."
 The Orog Knights generally only interact with the surface world in brief violent moments, or as occasional diplomats.  For that matter they only tend to interact with underdark races that aren't Orogs in brief, violent moments as well.  Being the primary defenders of their people means outsiders usually only get to see the business end of their weapons (they aren't called upon as diplomats very often you see).
 Daily Life: The Knights train nonstop.  It's their life.  It's all they know.  If they aren't training they're on assignment from their superiors.  Many are also proficient smiths.
 Notables: Merrik (CE Male Orog Crusader 6/Orog Knight 3) is a fairly recent addition to the Order, but has recently proved valuable in dealing with the surface world.
 Organizations: The Orog Knights are an organization unto themselves.  They have several different chapters, but all of them report to a head organization which is fairly high up in both the Orog government and religion.

NPC Reaction
 NPC's react to the Knight's the same way they react to any other Orc warriors.  Which can generally be described as "oh crap".

OROG KNIGHTS IN THE GAME
 It's rare to meet a diplomatic Orc, so members of this PrC will be considered exotic at best.  The reputation of the Orc race will make your secondary purpose as a diplomat troublesome at best. 
 Adaptation: This shouldn't be too hard to adapt.  It's basically a holy warrior type class, and the Orogs have those already.
 Encounters: PC's will generally encounter an Orog Knight when assaulting an Orog village or stronghold, or when the Orog's wish to talk and send one as a diplomat.

Sample Encounter
Give an example of how one might encounter a member of this PrC.
EL 12: A strange race of Orc like creatures have been swarming up from tunnels in the mountains and conducting raids on the local villages.  They have offered parley, and the local nobility has hired the PC's to guard the kingdom's top diplomat, and the Orc representative at the talks.  Who will have guards of his own of course.


Merrik
CE Male Orog Crusader 6/Orog Knight 4
Init -2, Senses: Listen +0, Spot +0, Dark Vision 120'
Languages Orc, Undercommon
------------------------------------------------
AC 25, touch 10, flat-footed 25 (-2 Dex, +2 Natural, +2 Deflection, +13 Armor)
hp 75 (10 HD)
Fort +11, Ref +2, Will +8
Indomitable Soul, Zealous Surge
------------------------------------------------
Speed 30 ft. (6 squares)
Melee +4 Greatsword +18/+13 (2d6+11/19-20)
Ranged +2 Throwing Axe +9 (1d6+7)
Base Atk +9, Grp +14
Atk Options Furious Counterstrike, Smite 1/day (+4)
Combat Gear 3 Potions of Cure Serious Wounds
Stances Known 1st: Iron Guard's Glare, Martial Spirit
Maneuvers Known 1st: Bolstering Voice, Crusaders Strike, Leading the Attack, Stone Bones, Vanguard Strike
2nd: Foehammer
3rd: Defensive Rebuke
4th: Divine Surge
5th: Doom Charge
-----------------------------------------------
Abilities Str 20, Dex 7, Con 14, Int 10, Wis 10, Cha 18
SQ Light Blindness, Fire Resistance 5, Cold Resistance 5, Orc Blood, Steely Resolve 10
Feats Adaptive Style, Combat Reflexes, Devoted Bulwark, Extra Granted Maneuver
Skills Balance +8, Concentration +6, Craft (Armorsmithing, Weaponsmithing) +6, Diplomacy +12, Intimidate +14, Knowledge (Religion) +6, Martial Lore +6
Possessions +5 Full Plate, +4 Greatsword, +2 Returning Throwing Axe, +2 Ring of Protection, 3 Potions of Cure Serious Wounds, 442 GP


EPIC OROG KNIGHT

Hit Die: d10
Skills Points at Each  Level : 4 + int
Bonus Feats: The Epic Orog Knight gains a Bonus Feat every 2 levels higher than 20th

Offline bhu

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Re: Orcs
« Reply #14 on: November 10, 2011, 02:18:29 AM »
TANARUKK FIRESWORD


   
”Fire is the answer to all of life’s problems.”!

Given their bizarre and unholy parentage it’s odd to think of the Tanarukk taking up the art of the Swordsage, but their affinity for fire seems to make them naturals at the Desert Wind style.

BECOMING A TANARUKK FIRESWORD
Tanarukk Fireswords begin as Swordsages, if they can find a teacher.

 ENTRY REQUIREMENTS
   Race:  Tanarukk
   Maneuvers:  Any 3 Desert Wind maneuvers, one of which must do Fire Damage.
   Feats:  Desert Wind Dodge, Scorching Sirocco
   Skills:  Tumble 6 Ranks
   Class Abilities:  Discipline Focus (Desert Wind)


Class Skills
 The Tanarukk Firesword's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Intimidate (Cha), Jump (Str), Knowledge (Religion)(Int), Listen (Wis), Martial Lore (Int), and Tumble (Dex).
Skills Points at Each  Level : 4+ int

Hit Dice: d8

   BAB  Fort    Ref    Will  Abilities
1. +0    +0     +2     +2    Holocaust Sword (Flaming)
2. +1    +0     +3     +3    Fiendish Heritage
3. +2    +1     +3     +3    Control Flame (Delayed Blast Fireball)
4. +3    +1     +4     +4    Holocaust Sword (Flaming Burst)
5. +3    +1     +4     +4    Fiendish Heritage
6. +4    +2     +5     +5    Control Flame (Fire Storm)
7. +5    +2     +5     +5    Holocaust Sword (Flaming Blast)
8. +6    +2     +6     +6    Fiendish Heritage
9. +6    +3     +6     +6    Control Flame (Blackfire)
10.+7    +3     +7     +7    Demonic Transformation


Weapon Proficiencies: Tanarukk Fireswords gain no new weapon or armor proficiencies.
 
Maneuvers: At each odd numbered level you gain a new Maneuver from the Desert Wind or Stone Dragon disciplines. You must meet the Maneuver's Prerequisite to learn it. You add your full Tanarukk Firesword Levels to your Initiator Level to determine your total Initiator Level, and your highest level Maneuvers Known. At 3rd, 6th, and 9th levels you gain an additional Maneuver readied per day.

Stances Known: At 5th level you learn a new Stance from the Desert Wind or Stone Dragon disciplines if you meet it's Prerequisites.

Holocaust Sword (Su): At 1st level whenever you wield a Desert Wind weapon it is considered to be a Flaming weapon (see DMG page 224).

At 4th level it becomes a Flaming Burst weapon (see DMG page 224).

At 7th level whenever you successfully critical everyone within 15' takes the excess fire damage (except of course yourself).

Fiendish Heritage (Su): Beginning at second level the Tanarukk begins to develop the powers of it's Fiendish legacy.  At 2nd level it gains Energy Resistance 10 to both Cold and Electricity.

At 5th level it becomes Immune to Fire and Poison.

At 7th level it gains both the Chaotic and Evil Subtypes, and the Save DC of all Desert Wind Maneuvers it uses are increased +2.

Control Flame (Sp): Over time the Tanarukk's control over flame increases rapidly.  At 3rd level the Firesword may cast Delayed Blast Fireball once per day as a Spell-Like Ability.

At 6th level he may cast Firestorm once per day as a Spell-Like Ability.

At 9th level he may cast Blackfire once per day (see Spell Compendium) as a Spell-Like Ability.

Demonic Transformation (Su):  At 10th level the Firesword begins to fully manifest his demonic ancestry.  He becomes an Outsider with the Native Subtype, and gains DR 10/Cold Iron. 

PLAYING A TANARUKK FIRESWORD
 Fire is the answer to all of your problems.  Even against opponents immune to flame you might be able to do sufficient nearby structural damage to give yourself an advantage.  If that fails you can always rely on your fellow mercenaries (i.e. cannon fodder) to get between you and the good guys by fleeing.  Better to live to carry on your fight another day than die now. How will you live to see the world burn if you get killed fighting inconsequential would be heroes?
 Combat: Tanarukk Fireswords tend to rely on fire.  Against opponents immune to fire they are at something of a loss, and simply flail away with their Falchions or make their escape as best they can.
 Advancement: Tanarukk Fireswords are obsessed with gaining more power over fire, using it to cause holocausts, burning cities and fields.  Most are avid pyromaniacs and will do anything to get better at manipulating flame.  Some are addicted to setting fires, which is one reason many never live to see hte 10th level of this PrC.
Resources: Tanarukk Fireswords can count on each other in times of trouble, and often can gain temporary help from either the Orc tribes, other demonic cultists, or even other Fiends.

TANARUKK FIRESWORDS IN THE WORLD
"Them damn monsters are back again.  Burned down Brother Amos' barn yestiday.  They'll pay someday.  Oh how they'll pay!"
 Tanaruk Fireswords are little better than rabid dogs, eager to do the bidding of their masters.  Hungry for blood and destruction they need little excuse or provocation to begin burning whatever is within reach. 
 Daily Life: The daily life of a Firesword consists of practice, setting numerous fires, and wanton slaughter.  Sometimes it's an assignment, sometimes its out of boredom, sometimes it's because they aren't bored but feel the need to live up to their rep.
 Notables: Selkirk (CE Male Tanarukk Swordsage 3/Tanarukk Firesword 3) is an infamous mercenary for hire, specializing in arson.
 Organizations: The Tanarukk Fireswords are an organization of sorts, dedicated to spreading worship of their Demonic parents among the other Orc races.  This causes them some problems as the Priesthood of Gruumsh doesn't take to it so kindly.   

NPC Reaction
 Since the Fireswords are militant arsonists who get their jollies by setting things on fire, most NPC's don't like them.  Running in terror screaming is a common reaction. 

TANARUKK FIRESWORDS IN THE GAME
 This classes entire attack is based on fire, meaning putting them against a lot of opponents immune to fire is kinda cheap, and mean to your PC.  Plus fire is kewl.
 Adaptation: Every campaign has a demon cult of some kind (well almost every).  If you like the traditional fiery critters, this is perfect for you.
 Encounters: PC's will probably encounter Tanarukk Fireswords as they go on burning rampages to show appreciation to their Fiendish lords, or on assignment from one Demon or another.

Sample Encounter
EL 12: The PC's have been hired to find out who has been burning down small villages by a local Countess.  Eventually they track down a cult of demon worshippers that are obsessed with fire led by a strange Orc like creature.  But in the days to come they will see this same creature chatting with the Countess.  If they know each other why did she hire the PC's to track down the source of the fires if she already knows it?  Especially if that source leads back to her?


Selkirk
CE Tanarukk Swordsage 3/Tanarukk Firesword 3
Init +3, Senses: Listen +10, Spot +10, Dark Vision 60'
Languages Orc, Abyssal, Undercommon, Common
Quick to Act +1
------------------------------------------------
AC 30, touch 21, flat-footed 28 (+2 Dex, +4 natural, +2 Wis, +9 Armor, +3 Deflection)
hp 60 (11 HD)
Fort +7, Ref +12, Will +12 
------------------------------------------------
Speed 20 ft. (4 squares)
Melee +3 Falchion +16/+11 (2d4+9+1d6 Fire/15-20)
Base Atk +9, Grp +13
Atk Options Discipline Focus: Desert Wind (Weapon Focus), Holocaust Sword (Flaming Burst), Control Flame (Delayed Blast Fireball and Firestorm 1/day)
Combat Gear 4 Potions of Cure Serious Wounds, 4 Potions of Haste
Stances Known 1st: Blood in the Water, Step of the Wind
Maneuvers Known 1st: Blistering Flourish, Burning Blade, Charging Minotaur, Counter Charge, Distracting Ember, Stone Bones, Wind Stride
2nd: Burning Brand. Flashing Sun
3rd: Death Mark
Initiator Level: 6, Maneuvers Readied: 4
Supernatural Abilities Control Flame
-----------------------------------------------
Abilities Str 18, Dex 14, Con 13, Int 10, Wis 15, Cha 4
SQ Cold/Electricity Resistance 10, Spell Resistance 20, Orc Blood,  AC Bonus, Immune to Fire and Poison
Feats Adaptive Style, Blade Meditation (Desert Wind), Desert Wind Dodge, Scorching Sirocco,
Skills Concentration +7, Hide +10, Intimidate +5, Knowledge (Religion) +4, Listen +10, Martial Lore +6, Move Silently +8, Search +8, Spot+10, Tumble +10
Possessions +3 Keen Falchion, +5 Chain Shirt, Cloak of the Salamander, +3 Ring of Protection, 4 Potions of Cure Serious Wounds, 4 Potions of Haste, 375 GP


EPIC TANARUKK FIRESWORD

Hit Die: d8
Skills Points at Each  Level : 4 + int
Bonus Feats: The Epic Tanarukk FIresword gains a Bonus Feat every 2 levels higher than 20th

Offline bhu

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Re: Orcs
« Reply #15 on: November 10, 2011, 02:19:03 AM »
TIGERSKIN BERSERKER


   
"Do not underestimate me based on appearance."

It's a rare Orc warrior who gets initiated into the Sublime Way, and most who do seem drawn to the Tiger Claw style.  It meshes well with their Rage.

BECOMING A TIGERSKIN BERSERKER
Most Tigerskin Berserkers begin as simple orc warriors before being adopted by a teacher of the Sublime Way.

 ENTRY REQUIREMENTS
   Race:  Any Orcish
   Class Abilities:  Rage, and at least Tiger Claw Stance and 3 Tiger Claw Maneuvers
   BAB:  +6
   Feats:  Rapid Assault, Tiger Blooded
   Skills:  Jump 8 Ranks
   Special: May only have Tiger Claw Maneuvers and Stances.

Class Skills
 The Tigerskin Berserker's class skills (and the key ability for each skill) are Climb (Str), Intimidate (Cha), Jump (Str), Knowledge (Local), Listen (Wis), Martial Lore (Int), Spot (Wis), Survival (Wis), Swim (Str), and Tumble (Dex).
Skills Points at Each  Level : 4 + int

Hit Dice: d12

   BAB  Fort    Ref    Will  Abilities
1. +1    +2     +0     +0    Raging Tiger
2. +2    +3     +0     +0    Pouncing Tiger
3. +3    +3     +1     +1    Tigers Wisdom
4. +4    +4     +1     +1    Raging Tiger
5. +5    +4     +1     +1    Pouncing Tiger
6. +6    +5     +2     +2    Tigers Wisdom
7. +7    +5     +2     +2    Pouncing Tiger
8. +8    +6     +2     +2    Raging Tiger
9. +9    +6     +3     +3    Tigers Wisdom
10.+10   +7     +3     +3    Tiger's Rage


Weapon Proficiencies: A Tigerskin Berserker gains no new weapon or Armor Proficiencies.

Maneuvers: At each odd numbered level you gain a new Maneuver from the Tiger Claw discipline if you meet the prerequisites for it.  You add your Tigerskin Berserker levels to your initiator level to determine your total initiator level and your highest level maneuvers known.  At 3rd level you gain an additional maneuver readied per day.

Raging Tiger (Ex): At 1st level a Tigerskin Berserkers Class levels stack for determining how many times per day he can Rage.  For example a Barbarian 1/Warblade 5/Tigerskin Berserker 5 is considered to be a 11th level Barbarian and can Rage 3 times per day.

At 4th level while Raging and using any Tiger Claw stance you do not take the -2 Armor Class penalty normally gained while Raging.

At 8th level while Raging you may perform any Tiger Claw maneuver that has a penalty to AC without receiving that penalty.  For example, if you performed Rabid Wolf Strike while Raging you would not receive the -4 AC penalty. 
 
Pouncing Tiger (Ex):  At 2nd level you may expend 1 daily use of Rage to add half your Tigerskin Berserker level to the Bonus you get from your Battle Ardor ability as a Swift Action.  This lasts the same number of rounds as your Rage does.

At 5th level you may expend 1 daily use of your Rage to do double your normal weapon damage with a successful charge attack (i.e. you decide to expend the Rage after the to hit roll is made).

At 7th level you may expend 1 daily use of Rage to add damage equal to your character level on a successful hit with a Tiger Claw maneuver.  Your opponent must also make a Fortitude Save (DC is 10 plus half hit dice plus Strength Modifier) or be Stunned 1d3 rounds.


Tigers Wisdom (Ex): At 3rd level the Battle Axe and Orc Double Axe are considered associated weapons for your Tiger Claw maneuvers. You get a +2 Competence Bonus to Damage with weapons associated with the Tiger Claw style.

At 6th level you gain a +4 Competence Bonus when making an opposing roll against an opponents Disarm or Sunder attempts.

At 9th level you may always Take 10 on a Jump check.

Tigers Rage (Ex):  When Raging, all of your maneuvers known are considered readied.  When you drop out of Rage, none of them are.

PLAYING A TIGERSKIN BERSERKER
Tigerskin Berserkers specialize in the Tiger Claw style.  Most are obsessed with perfecting it, and proving that Orcs can be something other than dull witted barbarians who run screaming into combat.
 Combat: Ideally you'll go into Rage as quickly as possible to take advantage of your class abilities.
 Advancement: Most Orcs wield the Greataxe since it's the Tiger CLaw weapon they're most familiar with.  Some do go the route of trying to be more exotic, but they are truly exemplary warriors.
Resources: Tigerskin Berserkers can usually call upon their teacher or fellow students unless they were cast out for a constant loss of temper.

TIGERSKIN BERSERKERS IN THE WORLD
"Hey Bob.  You mind helping me pull this Kukri out of my left buttock.  The Orc down the road is feeling merciful today."
"What makes you  say that Joe?"
"Because he didn't put one in the other cheek too."
Tigerskin Berserkers tend to be respected mercenaries in the world outside their tribe, but their taste of a different life and different philosophy alienates many of them from their fellows. They want something better than to just be a simple raider.  Which means becoming a warchief and leading he tribe down a different path, or leaving for better places.
 Daily Life: Tigerskin Berserkers are always training, always looking for that edge, that way to prove to the world that their people can be better than just a brute with an axe. 
 Notables: Baggi (CN Orc Female Barbarian 1/Warblade 5/Tigerskin Berserker 6) has violated one of the prime tenets of Orc society by becoming a warrior.  Cast out from her tribe she now wanders as a mercenary pondering what to do with her life.
 Organizations: Tigerskin Berserkers usually help one another, but they really have no formal organizations.

NPC Reaction
Tigerskin Berserkers fare about as well among NPC's as the average Orc Barbarian.  Which is to say there's the usual screaming and pointing of fingers...

TIGERSKIN BERSERKERS IN THE GAME
Tigerskin Berserkers might gain Orcs slightly more respect.  People may begin to think of them as competent warriors as opposed to screaming savages.  Which unfortunately might mean they get attacked more once they get taken seriously.
 Adaptation: Tigerskin Berserkers will always be odd men out.  Too civilized for other Orcs, not civilized enough for other races.
 Encounters: Being as they tend to be mercs or killers for hire, PC's will often encounter a Tigerskin Berserker as an opponent hired by some organization.

Sample Encounter
EL 12: The local Thieve's Guild is being murdered one by one.  They've hired mercs to bolster their manpower, and Braggi is one.  Told to be on the lookout for suspicious people, what could be more suspicious than 4 heavily armed drifters walking into town with loads of money.


Baggi
CN Orc Female Barbarian 1/Warblade 5/Tigerskin Berserker 6
Init +2, Senses: Listen +6, Spot +0, Dark Vision 60'
Languages Orc, Common
------------------------------------------------
AC 21, touch 12, flat-footed 19 (+2 Dex, +5 Armor, +4 Natural Armor)
AC Raging 19, touch 10, flat-footed 17 (-2 Rage, +2 Dex, +5 Armor, +4 Natural Armor)
hp 90 (12 HD), 114 hp Raging
Fort +12, Ref +7, Will +3 
Battle Clarity +2, Uncanny Dodge
------------------------------------------------
Speed 40 ft. (8 squares), 30 ft. in Armor
Melee +2 Greataxe +17/+12/+7 (1d12+6)
Melee Raging +2 Greataxe +19/+14/+9 (1d12+9+1d8)
Base Atk +12, Grp +15 (+17 in Rage)
Atk Options Battle Ardor +2 (+4 w/Pouncing Tiger), Rage 4/day, Raging Tiger, Pouncing Tiger, Tiger's Wisdom
Combat Gear 3 Potions of Cure Serious Wounds
Maneuvers and Stances Known: 1st: Blood in the Water, Gnawing Hyena, hunter's Sense, Hyena's Bite, Hyena Strike, Sudden Leap
2nd: Claw at the Moon
3rd: Flesh Ripper, Soaring Raptor Strike
4th: Death from Above
5th: Pouncing Charge
-----------------------------------------------
Abilities Str 16 (20 Raging), Dex 14, Con 13 (15 Raging), Int 14, Wis 10, Cha 6
SQ Illiteracy, Fast Movement
Feats Tiger Blooded (B), Rapid Assault,
Skills Climb +9 (+11 Raging), Concentration +7 (+9 Raging), Craft (Weaponsmithing) +8, Intimidate +6, Jump +11 (+13 Raging), Listen +6, Martial Lore +8, Survival +6
Possessions Tigerskin Armor, +2 Brash Berserker Greataxe, Cloak of Predatory Vigor, +4 Amulet of Natural Armor, Boots of Jumping, 3 Potions of Cure Serious Wounds, 430 GP





Hyena Strike
 Tiger Claw (Strike)
 Level: Swordsage 1, Warblade 1
 Initiation Action: 1 Standard Action
 Range: Melee Attack
 Target: 1 Creature

You must fight with a two handed weapon to use this maneuver.  You add double your Strength Modifier to the damage of this Strike.


Gnawing Hyena
 Tiger Claw (Strike)
 Level: Swordsage 1, Warblade 1
 Initiation Action: 1 Standard Action
 Range: Melee Attack
 Target: 1 Creature

You must fight with a two handed weapon to use this maneuver. You make a Sunder attempt against your opponents weapon without provoking an attack of opportunity.  If it successful and the weapon is damaged instead of broken, it takes  -2 penalty on to hit rolls until it is repaired.


Hyena's Bite
 Tiger Claw (Strike)
 Level: Swordsage 1, Warblade 1
 Initiation Action: 1 Standard Action
 Range: Melee Attack
 Target: 1 Creature

You must fight with a two handed weapon to use this maneuver.  If you hit successfully and your opponent is flat-footed or denied his Dexterity Bonus to AC he is Dazed for 1 round.

EPIC TIGERSKIN BERSERKER

Hit Die: d12
Skills Points at Each  Level : 4 + int
Maneuvers: Your Initiator Level is equal to your Character Level, but you gain no new Maneuvers after the 20th level.
Bonus Feats: The Epic Tigerskin Berserker gains a Bonus Feat every 2 levels higher than 20th

Offline bhu

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Re: Orcs
« Reply #16 on: November 10, 2011, 02:23:31 AM »
TANARRUK FIREBREATHER


   
"It's always so much fun to see things turn to ash.  I could spend all my life this way."

 The few Tanarruk that become Psions generally concentrate on fire based powers.  Or become obsessed with them more likely.  Their fiendish heritage makes them a little bit unstable.

BECOMING A TANARRUK FIREBREATHER
Unless you take the Expanded Knowledge Feat, you'll need to be a Kineticist Psion.

 ENTRY REQUIREMENTS
   Race:  Tanarruk
   Psionics:  Manifester Level 5th, must be able to Manifest Energy Cone
   Feats:  Maximize Power, Quicken Power
   Skills:  Concentration 6 ranks, Intimidate 10 ranks


Class Skills
 The Tanarruk Firebreather's class skills (and the key ability for each skill) are Autohypnosis (Wis), Concentration (Con), Intimidate (Cha), Knowledge (Local, Psionics)(Int), Psicraft (Int), Search (Int), Spot (Wis), and Survival (Wis).
Skills Points at Each  Level : 4 + int

Hit Dice: d6

   BAB  Fort    Ref    Will  Abilities
1. +0    +0     +0     +2    Fire Breath
2. +1    +0     +0     +3    Improved Flame Control, +1 Level of existing Manifester Class
3. +1    +1     +1     +3    Fireskin, +1 Level of existing Manifester Class
4. +2    +1     +1     +4    Fire Breath
5. +2    +1     +1     +4    Improved Flame Control, +1 Level of existing Manifester Class
6. +3    +2     +2     +5    Fireskin, +1 Level of existing Manifester Class
7. +3    +2     +2     +5    Fire Breath
8. +4    +2     +2     +6    Improved Flame Control, +1 Level of existing Manifester Class
9. +4    +3     +3     +6    Fireskin, +1 Level of existing Manifester Class
10.+5    +3     +3     +7    Flames of Hell, +1 Level of existing Manifester Class


Weapon Proficiencies: A Tanarruk Firebreather gains no new weapon or armor proficiencies.
 
Fire Breath (Su): At 1st level the Firebreather may spit a 30' Cone of Fire as a Standard Action.  Damage is 2d6, the opponent gets a Reflex Save for half damage (Save DC is 10 plus half Hit Dice plus Constitution Modifier).

At 4th level the damage increases to 4d6.

At 7th level the damage increases to 6d6.

Improved Flame Control (Su): At second level the Caster Level for the Tanarukk's Control Flame ability is equal to their Hit Dice.

At 5th level whenever the Firebreather Manifests a power doing Fire damage, his Manifester Level is equal to his Hit Dice.

At 8th level whenever the Firebreather Manifests a power doing Fire damage, the power Manifests as if he had spent 5 more power points than he has.

Fireskin (Su): At 3rd level your Fire Resistance increases to 20.

At 6th level you become immune to fire damage.

At 9th level you are so hot that anything hitting you with an unarmed strike or natural weapon takes 1d6 points of fire damage (their weapon takes it if they use a manufactured weapon), and your successful Grapple checks/Bites/Unarmed Strikes also do 1d6 points of fire damage. You may mentally initiate or suspend this power as a Swift Action (that way you don't set fire to everything around you 24 hours a day).

Flames of Hell (Su): At 10th level your Fire Breath and all powers you Manifest that do Fire Damage do an additional +3d6 Profane damage.

PLAYING A TANARUKK FIREBREATHER
 You're all about intimidation.   It keeps people away, and lets you go about your business of burning everything you come into contact with.  And it helps in fights too.  Keeps them hesitating just long enough for you to make things problematic for them.
 Combat: Since your resistant (and eventually immune to) fire, spreading it around as much as possible is the goal.  Opponents will hesitate o charge into open flames to get to you and that gives you time to make it just that much worse.
 Advancement: Most Tannaruk Firebreathers just continue to enhance their fire powers to their limit.  It's what they live for.
Resources: Firebreathers have whatever resources they can scrape up for themselves.  Their race isn't particularly well liked, and their tendency to start fires at every opportunity doesn't exactly make the allies come running.

TANARUKK FIREBREATHERS IN THE WORLD
"Them Devil Orcs burned my family alive.  Time they got what they had comin'."
 Firebreathers tend to spend much of their time setting fires, scouting places to set bigger and better fires, or doing odd arson jobs for money.  They rarely interact with others unless they've hired to do a job, or they can find a group of friends that don't mind their eccentricities.
 Daily Life: Firebreathers spend a lot of time hiding from the law, and practicing their abilities. 
 Notables: Surtur (LE Male Psion 5/Tanarruk Firebreather 2) is infamous locally.  Well sort of.  He's infamous for setting fires, but no one knows who he is.  The Law would kill to find him.
 Organizations: Firebreathers may belong to an organization of some kind, but there are none dedicated to them.

NPC Reaction
 NPC's would love to hang you by the neck if they could find you.  Your powers scare them, but the lives ruined by you makes them hate you enough to take the risk.

TANARUKK FIREBREATHERS IN THE GAME
 Since Firebreathers are uncontrolled lunatics hellbent on burning the world, this might be best as an NPC, or used in an all evil campaign.
 Adaptation: This is best used for darker campaigns.
 Encounters: PC's will likely encounter Firebreathers once they have been hired to capture one and bring him in, or stumble across him doing a job.

Sample Encounter
EL 12: The PC's are running from the City Guard, and they hide in an abandoned building.  Unfortunately a ticked off orc like creature is in the building with them, and he appears to be upset that they interrupted him doing...something.


Surtur
LE Male Psion 5/Tanarruk Firebreather 2
Init +2, Senses: Listen +10, Spot +10, Dark Vision 60'
Languages Abyssal, Orc, Common, Undercommon, Goblin
------------------------------------------------
AC 21, touch 12, flat-footed 19 (+2 Dex, +4 Natural, +5 Armor)
hp 66 (12 HD)
Fort +7, Ref +7, Will +10 
------------------------------------------------
Speed 20 ft. (4 squares)
Melee +2 Club +12/+7 (1d6+4 plus 1d6 electricity)
Base Atk +6, Grp +10
Combat Gear 3 Potions of Cure Serious Wounds
Powers Known 1st: Deflection Field, Energy Arc, Energy Ray, Inertial Armor, Matter Agitation
2nd: Energy Emanation, Energy Missile, Energy Push, Energy Stun
3rd: Energy Bolt, Energy Burst, Energy Cone, Energy Wall
Manifester Level 6, Power Points 44
Supernatural Abilities Fire Breath: 2d6 (DC 18), Improved Flame Control
-----------------------------------------------
Abilities Str 18, Dex 14, Con 14, Int 17, Wis 8, Cha 4
SQ Fire Resistance 10, SR 21, Control Flame, Orc Blood
Feats Combat Manifestation, Delay Power, Maximize Power, Quicken Power, Widen Power, Dazzling Energy (Fire)(B), Privileged Energy (Fire)(B)
Skills Autohypnosis +10, Concentration +13, Disable Device +6, Hide +13, Intimidate +11, Knowledge (Local, Psionics) +6, Listen +10, Psicraft +7, Search +14, Spot +10, Survival +3
Possessions +2 Shocking Burst Club, +5 Bracers of Armor, Ring of Invisibility, Ring of Mind Shielding, 3 Potions of Cure Serious Wounds, 450 GP


EPIC TANARRUK FIREBREATHER

Hit Die: d6
Skills Points at Each  Level : 4 + int
Powers The Tanarruk Firebreather gains no more power points after 20th level. 
Fire Breath: The Firebreathers fiery breath increases by +1d6 damage at Level 21, and every 3 levels thereafter. 
Bonus Feats: The Epic Tanarruk Firebreather gains a Bonus Feat every 3 levels higher than 20th

Offline bhu

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Re: Orcs
« Reply #17 on: November 10, 2011, 02:24:00 AM »
OROG BRUTE


   
"Being called a brute is a reflection of my physical, not mental, prowess."

 Orog Psionics tend to use their powers to enhance their physical abilities to better combat their people's enemies.

BECOMING A OROG BRUTE
Orog Brute's tend to begin as Psychic Warriors or Wilders, though some are Psions.

 ENTRY REQUIREMENTS
   Race:  Orog
   Psionics:  Manifester Level 5th, and must be able to Manifest Hustle
   Skills:  Autohypnosis 4 ranks, Concentration 4 ranks, Intimidate 4 ranks, Knowledge (Psionics) 4 ranks
   Feats:  Improved Sunder, Power Attack, Psionic Weapon


Class Skills
 The Orog Brute's class skills (and the key ability for each skill) are Autohypnosis (Wis), Climb (Str), Concentration (Con), Intimidate (Cha), Jump (Str), Knowledge (Psionics)(Int), Ride (Dex), and Use Psionic Device (Cha)
Skills Points at Each  Level : 2 + int

Hit Dice: d8

   BAB  Fort    Ref    Will  Abilities
1. +0    +2     +0     +0    Psychic Smite 1/day
2. +1    +3     +0     +0    Psychic Riposte, +1 level of original Manifesting class
3. +2    +3     +1     +1    Psychic Endurance
4. +3    +4     +1     +1    Psychic Smite 2/day, +1 level of original Manifesting class
5. +3    +4     +1     +1    Psychic Riposte
6. +4    +5     +2     +2    Psychic Endurance, +1 level of original Manifesting class
7. +5    +5     +2     +2    Psychic Smite 3/day
8. +6    +6     +2     +2    Psychic Riposte, +1 level of original Manifesting class
9. +6    +6     +3     +3    Psychic Endurance
10.+7    +7     +3     +3    Unstoppable, +1 level of original Manifesting class


Weapon Proficiencies: Orog Brutes gain no new weapon or armor proficiencies.
 
Psychic Smite (Su) At first level you can declare any successful critical hit to be a Psychic Smite once per day.  You may declare after the critical confirmation roll, but before rolling for damage.  At 4th  level you may do this twice per day, at 7th level you may do this 3 times per day.  You may spend 8 power points to do maximum damage with your hit as a Free Action.  This only applies to your weapon damage, not magical enhancements like Flaming Burst, or Bonus Dice like Sneak Attack or Skirmish.

Psychic Riposte (Su) At second level if your opponent fails his attack roll in melee combat, you may make an attack of opportunity if you have one to knock him off balance.  You make an opposed level check against your opponent, and if you win he is -2 on all rolls the next round.

At 5th level if your opponent fails his attack roll in melee combat, you may make an attack of opportunity if you have one to make a Sunder attempt against his weapon.

At 8th level if your opponent fails his attack roll in melee combat, you may make an attack of opportunity to attack him.

All of these abilities require you to have at least 1 Power Point in reserve, and you must expend your Psionic Focus.

Psychic Endurance (Su): At 3rd level you may spend 5 power points to delay taking damage from any 1 hit for 2 rounds.

At 6th level you may instead delay any effect that requires a Saving throw for 2 rounds.

At 9th level if you are brought to -10 hit points you may delay your death one round per point of Constitution modifier by spending 5 power points.

Unstoppable (Su): You may now fight and act normally when at - to -9 hp.  If you are brought to -10 hp or less, or fail a Save or Die effect you may spend all your remaining power points and expend your psionic focus to become Unstoppable.  While Unstoppable you are immune to any effect allowing a Saving Throw, and can fight normally regardless of how much damage you take.  You may fight for 1 round per point of Intelligence modifier, and then die.  You automatically confirm all criticals while Unstoppable.  A minimum or 5 power points is required to use this ability.

PLAYING AN OROG BRUTE
 You are not a simple warrior.  And anyone who makes that mistake will pay for it.  Your fellow Orogs look up to you to back them up in a fight, and you don't disappoint.  In fact they usually end up being your backup.  Too bad your people's enemies can't see past their own stereotypes of race, or they'd find you less effective.
 Combat: Brute's soak damage while trying to get that critical that will allow them to put their opponent away.  They're almost classic tanks.
 Advancement: Brutes tend to focus on the ability to delay or shrug off hits and effects in order to keep getting in hits.  Eventually they can whittle the opponent to nothing.
Resources: Orog Brutes are usually members of the military, and can usually draw upon the resources of said military in times of trouble.

OROG BRUTES IN THE WORLD
"He touched me and my arm went numb!"
 Orog Knight's tend to view the world in terms of 'Orcs' and 'everything else'.  They tend to be raised by the military and their views tend to be warped by that childhood.  Many are far more xenophobic than even the average Orog.
 Daily Life: You train obsessively, awaiting the great war with the other humanoids which you hope will come within your lifetime.  When not training you are usually on assignment.
 Notables: Khe (CE Male Psychic Warrior 5/Orog Brute 5) has been leading caravan raids on the surface in preparation for a minor war.
 Organizations: The Brutes themselves have their own section within the military.  They train with each other almost exclusively.  Officially they don't really have a name other than what company they belong to.

NPC Reaction
 NPC's tend to think of you as another Orc, and generally Orc means bad.  When you bust out the psychic powers, it goes downhill swiftly from there.

OROG BRUTES IN THE GAME
 As with my other Orog classes this tends to present them as a more organized militaristic society than other Orcs.  Sort of implying they're major campaign bad guys.
 Adaptation: This assumes that Orogs are in your campaign and a major enough threat to have a standing developed military force as opposed to a horde of barbarians. 
 Encounters: PC's will encounter Orog Brutes during any Orog raid or military action.  They will also encounter them when raiding Orog cities.

Sample Encounter
EL 12: Raids are being conducted by Orogs swarming up from the Underdark at night, and a few of them seem to have supernatural abilities that put the local merchants caravans at a disadvantage.  The PC's have been hired to take these new Orogs out.


Khe
CE Male Orog Psychic Warrior 5/Orog Brute 5
Init +0, Senses: Listen +0, Spot +0, Dark Vision 120'
Languages Orc, Undercommon, Common, Dwarven, Gnome
------------------------------------------------
AC 28, touch 13, flat-footed 28 (+2 Natural, +13 Armor, +3 Deflection)
hp 55 (10 HD)
Fort +9, Ref +2, Will +2 
------------------------------------------------
Speed 30 ft. (6 squares)
Melee +4 Falchion +15/+10 (2d4+11/18-20)
Base Atk +6, Grp +11
Atk Options  Psychic Smite 2/day, Psychic Riposte
Combat Gear 1 Potion of Cure Serious Wounds
Powers Known 1st: Adrenaline Boost, Offensive Precognition, Offensive Prescience
2nd: Body Adjustment, Incite Bravery

Manifester Level: 7, Power Points: 22
-----------------------------------------------
Abilities Str 20, Dex 11, Con 12, Int 16, Wis 10, Cha 10
SQ Orc Blood, Light Blindness, Fire Resistance 5, Cold Resistance 5, Racial weapon proficiencies, Psychic Endurance
Feats Greater Psionic Weapon, Improved Sunder, Power Attack, Psionic Weapon
Skills Autohypnosis +10, Climb +11, Concentration +11, Intimidate +6, Jump +11, Knowledge (Psionics) +9, Ride +6, Search +9, Use Psionic Device +5
Possessions +5 Full Plate, +4 Falchion, Fiendhelm, +3 Ring of Protection, 1 Potion of Cure Serious Wounds, 125 GP




EPIC OROG BRUTE

Hit Die: d8
Skills Points at Each  Level : 2 + int
Psychic Smite: You gain an additional daily use of Psychic Smite at Level 21 and every 3 levels thereafter.
Bonus Feats: The Epic Orog Brute gains a Bonus Feat every 3 levels higher than 20th

Offline bhu

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Re: Orcs
« Reply #18 on: November 10, 2011, 02:25:25 AM »
THE SONS OF BAGHTRU


   
"Whut you mean Kronk have small head?"

"No.  Brain.  BRAIN! I said small brain you fool!"

 The Sons of Baghtru are a collection of brutal Orc thugs devoted to Baghtru whom they refer to as their father in a literal sense.  They are born fairly dense, but stronger than usual.  Whatever the cause, they are definitely not the average Orc.

BECOMING A SON OF BAGHTRU
One is generally born a Son of Baghtru, one does not become one.

 ENTRY REQUIREMENTS
   Race:  Any Orcish
   Alignment:  Must be Chaotic Evil
   Class Abilities:  Must be able to cast 3rd level Divine Spells spontaneously
   Saves:  Must have a Base Fort Save of +5
   Feats:  Improved Grapple, Improved Unarmed Strike, Superior Unarmed Strike


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

Hit Dice: d10

   BAB  Fort    Ref    Will  Abilities
1. +1    +2     +0     +0    Might Makes Right, Iron Fists
2. +2    +3     +0     +0    Feat of Strength
3. +3    +3     +1     +1    Divine Power
4. +4    +4     +1     +1    Might Makes Right
5. +5    +4     +1     +1    Feat of Strength
6. +6    +5     +2     +2    Divine Power
7. +7    +5     +2     +2    Might Makes Right
8. +8    +6     +2     +2    Feat of Strength
9. +9    +6     +3     +3    Divine Power
10.+10   +7     +3     +3   Demigawd


Weapon Proficiencies: A Son of Baghtru gains no new weapon or armor proficiencies.
 
Might Makes Right (Ex): At levels 1, 4, and 7 the Sons of Baghtru gain a permanent +2 Bonus to Strength.

Iron Fists (Ex): You have trained extensively with your Spiked Gauntlets, and they do the same damage as your Unarmed Strike Damage plus one class higher.  For example if your Unarmed Strike damage does 1d6, it does 1d8 with the gauntlet.

Feat of Strength (Su): At levels 2, 5, and 8 the Sons of Baghtru gain a +2 Profane Bonus to all Strength based Checks, including Grapple Checks and Strength Based Skills.

Divine Power (Su): At level 3 you gain Powerful Build (see Expanded Psionics Handbook page 12).  You may substitute your Strength Modifier instead of your Constitution modifier for Fortitude Saves.

At level 6 you gain a Profane Bonus to your AC equal to your Strength Modifier.  You may substitute your Strength Modifier instead of your Constitution modifier for Willpower Saves.

At level 9 your attacks with Spiked Gauntlet critical on a 19-20 and do x3 damage on a successful Critical. A number of times per day equal to your Strength Modifier you may make an attack with your Unarmed Strike or Spiked Gauntlets a Touch Attack.

Demigawd (Ex): At 10th level your true Divine nature begins to become obvious to any who see you.  You are now an Outsider with the Native Subtype.  You also gain DR 5/-, lose your Light Sensitivity, and your Unarmed Strikes are considered to be Adamantine for purposes of overcoming Damage Reduction.

PLAYING A SON OF BAGHTRU
 You are the man baby.  Strong enough ta whoop anyone in your way.  You'd wade through hell just to wrestle a circle saw.  This is a nice way of saying you're also one of the dumbest Orcs alive, but who needs intelligence when you've got arms like these?
 Combat: You walk up and pound things with your fists.  That's it.  That is the extent of your tactical knowledge.  Sometimes you throw rocks, but usually you feel cheated if you can't feel their bones breaking underneath your hands.
 Advancement: The Sons always try to get stronger, by whatever means they can.  Magic, exercise, diets, spurious pills from back alley alchemists.  They've tried it all to be just a bit stronger than the next guy.
Resources: Many sons belong to the military, so they can sometimes call on them.  If not, they probably have their fellow clergy.

SONS OF BAGHTRU IN THE WORLD
"He's too stupid to live.  Now if only he were just smart enough to die..."
 You generally interact with the world by pummeling it with your fist until it agrees to see things your way.  If not, you keep pummeling till it dies.
 Daily Life: The daily life of a Son of Baghtru generally consists of constant, pointless fighting interspersed with the occasional meal or tender romantic moment with a Baghtru groupie (Yeah, we're stretching the truth a little with that last part.  Okay we're stretching it a lot.). 
 Notables: TOR! (CE Male Orc Favored Soul 6/Son of Baghtru 6) is a large male Orc who only refers to himself in third person and is incapable of speaking without yelling.  Obviously he's a Son of Baghtru.
 Organizations: The Sons of Baghtru are a sort of loose organization, but they're more like a gathering of bar room drinkers as opposed to a conspiracy.

NPC Reaction
 The general reaction NPC's have towards you can be summed up as "Aw crap."

SONS OF BAGHTRU IN THE GAME
 If you have any players who like to play "hulk smash" types, you can always introduce them to this PrC.
 Adaptation: This is okay for serious campaigns, but it's a lot more fun if you can camp it up a little playing one of these.
 Encounters: PC's will encounter Sons of Baghtru in Orc raiding parties, when assaulting Orc villages, at wrestling contests, or in the forest in the middle of nowhere trying to put some random monster in a full nelson. 

Sample Encounter
EL 12: The PC's leave the forest to go into town and see a large Orc in a robe wearing spiked gauntlets trying to put a Night Hag in a rear naked choke while the local populace stares in awed confusion.  That, or he's dry humping her back.  You're not certain, and you're thinking about going back into the forest before you find out.


Name
CE Male Orc Favored Soul 6/Son of Baghtru 6
Init +1, Senses: Listen +1, Spot +1, Dark Vision 60'
Languages Orc, Common
------------------------------------------------
AC 25, touch 18, flat-footed 24 (+1 Dex, +7 Profane, +7 Armor)
hp 84 (12 HD)
Fort +17 (+22 w/Cloak), Ref +8 (+13 w/Cloak), Will +13 (+18 w/Cloak)
------------------------------------------------
Speed 30 ft. (6 squares)
Melee Unarmed Strike +17/+12 (1d10+7)
Melee +1 Spiked Gauntlet +18/+13 (2d6+12)
Base Atk +10, Grp +25
Atk Options
Combat Gear 1 Potion of Cure Serious Wounds
Spells Per Day  0 (6/day, DC 11): Cure Minor Wounds, Detect Magic, Detect Poison, Guidance, Inflict Minor Wounds, Resistance, Virtue
1st (7/day, DC 12): Bane, Bless, Foundation of Stone, Magic Weapon, Shield of Faith
2nd (5/day, DC 13): Aid, Balor Nimbus, Bear's Endurance, Bull's Strength
3rd (3/day, DC 14): Know Opponent, Know Vulnerabilities, Weapon of the Deity
-----------------------------------------------
Abilities Str 24, Dex 12, Con 14, Int 6, Wis 13, Cha 8
SQ Light Sensitivity, Fire Resistance 10
Feats Earth's Embrace, Improved Grapple, Improved Unarmed Strike, Stunning Fist, Superior Unarmed Strike, Weapon Focus (Spiked Gauntlet)(B)
Skills Climb +12, Concentration +9, Jump +17, Swim +12
Possessions +1 Collision Spiked Gauntlets, +2 Moderate Fortification Breastplate, +5 Cloak of Resistance, 1 Potion of Cure Serious Wounds, 300 GP



EPIC SONS OF BAGHTRU

Hit Die: d10
Skills Points at Each  Level : 2 + int
Might Makes Right The Son of Baghtru gains an additional +2 to Strength at Level 21 and every 3 levels thereafter.
Feat of Strength The Son of Baghtru gains an additional +2 to all Strength related Checks (including Grapple Checks and Strength based Skills) at level 22 and every 3 levels thereafter.
Bonus Feats: The Epic Son of Baghtru gains a Bonus Feat every 4 levels higher than 20th

Offline bhu

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Re: Orcs
« Reply #19 on: November 10, 2011, 02:25:55 AM »
THE CULT OF PALE HANDS


   
”Who do you need dead?”

 The Cult of the Pale Hands is an order of monks who worship the Lord of Maggots.  Many also support their small church through the activities of paid assassination, or infecting communities with disease.

BECOMING A CULTIST
Most would be cultists join the monastery.  If they survive their training there (many are murdered long before they attain the necessary prerequisites to become a full member of the order), they undergo the rituals that bind them to Yurtrus.  I.E. they are tortured and put through a living hell until their alignment changes to what is necessary to be a cult member.

 ENTRY REQUIREMENTS
   Race:  Any Orcish
   Divine Spellcasting:  Must be able to cast at least 1st level Divine spells, must have Yurtrus as a Patron
   Class Abilities:  Purity of Body, Turn Undead
   Skills:  Concentration 4 ranks, Knowledge (Religion) 4 ranks
   Feats: Charnel Miasma, Holy Potency (See Complete Champion)
   Alignment: Must be Neutral Evil
   Special: Must have undergone several horrifying initiation rites so disturbing that your alignment permanently changes to Neutral Evil.

Class Skills
 The Cultist’s class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (Religion)(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: d8

   BAB  Fort    Ref    Will  Abilities
1. +0    +2     +0     +2    Disease, Monk Abilities
2. +1    +3     +0     +3    Death, +1 level of Divine spellcasting class
3. +2    +3     +1     +3    Blessings of Yurtrus, +1 level of Divine spellcasting class
4. +3    +4     +1     +4    Disease
5. +3    +4     +1     +4    Death, +1 level of Divine spellcasting class
6. +4    +5     +2     +5    Blessings of Yurtrus, +1 level of Divine spellcasting class
7. +5    +5     +2     +5    Disease
8. +6    +6     +2     +6    Death, +1 level of Divine spellcasting class
9. +6    +6     +3     +6    Blessings of Yurtrus, +1 level of Divine spellcasting class
10.+7    +7     +3     +7    Semblance of the Deity


Weapon Proficiencies: Cultists gain no new weapon or armor proficiencies.
 
Disease (Su): At 1st level you can infect up to 1 pint of liquid or 1 pound of food per level with Pale Rot by touching it.  You can use this ability a number of times per day equal to your Cultist level divided by 2 (round up).

At 4th level you can infect an opponent with Pale Rot by making a touch attack.  You can use this a number of times per day equal to your Wisdom modifier.

At 7th level you are a carrier of Pale Rot, and any being attacking you with a grapple, unarmed strike, or natural weapon risks infection.  All opponents you grapple or strike with your unarmed attacks must also Save to avoid infection. By spitting on a weapon (or ammo for ranged weapons) as a Swift Action, it is contagious for 1d6 rounds.  Any opponent struck within that time must also Save against the disease.  You may now infect food/water or use your disease touch attack at will.

Pale Rot: Contact, Incubation period 1 day, Fortitude Save (DC is 10 plus half Hit Dice plus Wisdom Modifier), damage is 1d4 Constitution.  This is a magical disease and Saves will not allow recovery, only magical healing will help.  The victim begins to turn white, and he begins to rot from within.

Monk Abilities: Your Cultist and Monk levels stack for purposes of determining you Unarmed Strike Damage, and your unarmored AC Bonus.  You may freely multiclass between Monk and Cultist, and retain your Monk abilities despite not being of the proper alignment.

Death (Su): A level 2 you may use the Death Domain ability (death touch) a number of times per day equal to your Cultist level.  The number of dice rolled equals your character level.

At level 5, your opponent still takes 3d6 damage even if the death touch fails to kill him.

At level 8, you may reroll a number of dice equal to your Wisdom Modifier a number of times per day equal to your Wisdom Modifier (but only once per death touch attack).

Blessings of Yurtrus (Su): At 3rd level the Cultist becomes immune to magical diseases, poison, sleep effects, and paralysis.

At 6th level the Cultist becomes immune to ability drain/damage, energy drain, death effects, and negative energy effects.

At 9th level the Cultist is immune to fatigue and exhaustion effects, and critical hits.  They no longer are required to eat, sleep, drink, or breathe. 

Semblance of the Deity (Ex): At 10th level you become an Outsider with the Native and Evil subtypes.  You also gain DR 10/Good.

PLAYING A CULTIST
 The Pale Hands are a group of Orcish monks dedicated to Yurtrus, the Orc God of death and disease.  A highly secretive group, they rarely allow outsiders anywhere near their temples, let alone inside one.  They go on various missions at the whim of their God, and raise cash by means of sabotage and assassination.  They are fairly impartial, and will take money from anyone, to kill just about anyone.  The only exception is one of their own.  Anyone crossing a Pale Hand can be assured the others will seek out his death as well.
 Combat: The Pale Hands prefer to attack by stealth, sneaking up as close as they can to victims.  Most of their special abilities work via touch, so they rarely initiate ranged attacks.  Actually most of their opponents are attacked in their sleep.
 Advancement: Cultists advance in whatever direction the High Priest asks of them.  If he asks them to become a full time cleric, they do so.  If he tells them he needs them as a full time assassin in the field, they become one.
Resources: The Cultists have whatever resources they can personally acquire.  Their missions usually require them to operate independently of one another, so it is rare they can call upon the full might of the cult unless it is in regards to something they would be interested in.  A Cultist might be able to bribe former clients on occasion, but it’s a risky business.

CULTISTS IN THE WORLD
"If you see someone in the park dressed in hooded black robes, with nothing showing but his pale, white hands, run.  Run like death is coming for you.  Because it is."
 The Cult of the Pale Hands rarely interacts with the world other than by killing someone, or accepting money to kill someone.  They live life unto themselves, and island of death in a sea of life.  Or at least they see it that way.  The rest of the world sees them as paranoid recluses who may be more than a little psychotic.
 Daily Life: Daily life is similar to that of any religious monk, divided between religious study and ritual, upkeep of the temple and chores, and training.  Especially training.  You'll need to know much to do what is required of you.
 Notables: Char (NE Male Orc Monk 5/Cleric 1/Cult of the Pale Hands 6) is one of the Cults foremost local assassins.
 Organizations: The Cult of the Pale Hands is fairly small.  Not many Orcs have what it takes to join, and many are weeded out (killed) in training.  Those that are left are truly exceptional Orcs, but they are few in number.

NPC Reaction
 NPC’s are terrified of the Cultists, whether they’re Orcs or not.  Orcs are generally a tad more scared of the Cultists than other races are as they tend to be quite familiar with what the Cult can do.

CULTISTS IN THE GAME
 This class is pretty much compulsorily Evil.  Players will have to be Evil to maintain their connection to Yurtrus, which may encounter opposition from the party.  Even if the party is Evil, or all Orcs, the Cultist still doesn't really fit in, as they know he can be asked to kill them at any time.
 Adaptation: This is a definitely a darker class, and meant for serious campaigns. 
 Encounters: PC's are usually hired to stop the Cultists, or may end up being their target.  Either way they have a pretty bad time coming up.

Sample Encounter
EL 12: The PC's are having a good night out after smashing a local cell of anarchists, when a group of what appear to be sickly Orcs all in black step out onto the street.  A street which empties quickly.  Looks like the Anarchists had a plan for revenge if they bought it...


Char
NE Male Orc Monk 5/Cleric 1/Cult of the Pale Hands 6
Init +2, Senses: Listen +6, Spot +6, Dark Vision 60’
Languages Orc, Common
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AC 20, touch 14, flat-footed 18 (+2 Dex, +2 Wis, +6 Armor)
hp 78 (12 HD)
Fort +12, Ref +7, Will +12 
Evasion, Still Mind
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Speed 40 ft. (8 squares)
Melee Unarmed Strike +10/+5 (2d6+3)
Base Atk +7, Grp +10
Atk Options Rebuke Undead 2/day, Flurry of Blows, Ki Strike (Magic), Death Touch (12d6) 6/day, Disease touch attack 2/day
Combat Gear 2 Beads of Force, 1 Potion of Cure Serious Wounds
Spells Per Day 0: 5/day (DC 12)
1: 4/day (DC 13)
2: 3/day (DC 14)
3: 1/day (DC 15)
Caster Level 5
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Abilities Str 16, Dex 14, Con 14, Int 6, Wis 14, Cha 8
SQ Light Sensitivity, Aura, Domains (Death, Suffering), AC Bonus, Fast Movement, Slow Fall 20 ft., Purity of Body, Disease (Infect Food/Water 3/day), Blessings of Yurtrus
Feats Charnel Miasma, Cultist of Yurtrus, Holy Potency, Stunning Fist, Superior Unarmed Strike, Combat Reflexes (B), Improved Grapple (B), Improved Unarmed Strike (B)
Skills Concentration +6, Hide +6, Jump +6, Knowledge (Religion) +2, Listen +6, Move Silently +6, Spot +6, Tumble +6
Possessions +6 Bracers of Armor, +2 Amulet of Mighty Fists, Shadow Veil, Slippers of Spider Climbing, 2 Beads of Force, 1 Potion of Cure Serious Wounds, 450 GP



EPIC CULTISTS

Hit Die: d8
Skills Points at Each  Level : 4 + int
Death The Cultist gains an additional daily use of his Death Touch ability at each Epic Level.
Spells The Cultists caster level increases with Epic Levels, but he does not gain additional spells per level.
AC Bonus The Cultists Bonus to AC when unarmored increases by +1 for every 5 levels past 20th.
Bonus Feats: The Epic Cultist gains a Bonus Feat every 4 levels higher than 20th


Cultist of Yurtrus
You have gained significant power as a result of joining the cult.
 Prerequisites: Purity of Body Class feature, Turn Undead, Holy Potency
 Benefits: You may use your power three times per day as a Free Action to achieve one of the following effects:

You may add a +2 Profane Bonus to your AC for the duration of the encounter.

You may increase the Save DC of any Spell or Class ability by +2 for the duration of the encounter.

You gain a +2 Profane Bonus to one type of Saving Throw (Fort, Ref, or Will) for the duration of the encounter.