Author Topic: Orcs  (Read 25461 times)

Offline bhu

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Re: Orcs
« Reply #80 on: July 31, 2013, 09:10:02 PM »
NEO-OROG (BLACK)


   
"..."

 Black Neo-Orog's are taller and thinner than the Red's, and generally less bestial looking.  Skin color ranges from dark green to pure black, and their eyes are usually pure black.

NEO-OROG  RACIAL TRAITS
·   +2 Str, +2 Dexterity, -2 Charisma.
·   Size Class: Medium
·   Humanoid with the Orc  and Giantblood Subtypes
·   Base land speed 35 ft.
·   Low Light Vision
·   Camouflage (Ex): Identical to the Ranger Ability listed in the PHB.
·   Skills: Black Neo-Orog's gain a +4 Racial Bonus on Hide Checks.
·   Racial Hit Dice: A Neo-Orog begins with four levels of Humanoid, which provide 4d8 Hit Dice, a base attack bonus of +3, and base saving throw bonuses of Fort +4, Ref +1, and Will +1.  An Orog's Humanoid levels give it skill points equal to 7 × (2 + Int modifier, minimum 1). Its class skills are Climb, Hide, Listen, Move Silently and Spot.  Orog are proficient with Simple and Martial Weapons and all Armor.
·   Automatic Languages: Orc, Common. Bonus Languages: Giant.
·   Level Adjustment: +1
·   Favored Class: Scout

STARTING AGE
 Adulthood: 14
 Barbarian, Rogue, Sorcerer: +1d4
 Bard, Fighter, Paladin, Ranger: +1d6
 Cleric, Druid, Monk, Wizard: +2d6

AGING EFFECTS
 Middle Age: 30
 Old: 45
 Venerable: 60
 Maximum Age: +2d10 years

HEIGHT AND WEIGHT
 Base Height: Male: 5'10"  Female: 5'5"
 Height Modifier: +2d10"
 Base Weight: Male: 140 lbs.   Female: 100 lbs.
 Weight Modifier: x(2d6) lbs

NEO-OROG CHARACTERS
 The Black Neo-Orogs were designed as ranged back-ups for the Reds.  They're also used as assassins and saboteurs to soften up targets before the Reds come in to finish them off.
 Adventuring Race: Neo-Orogs generally adventure because they have been ordered to, or because they suddenly find themselves on their own and have no desire to return to Thay, but aren't sure what to do with their life.
 Character Development: Given the Neo-Orog's talent for stealth it would be a shame not to make use of it.  Try to find a way to get Sneak Attack or Death Attack.
 Character Names: Neo-Orogs generally use Orc or Thayan names.

ROLEPLAYING A NEO-OROG
Killing is not wrong inherently. Everyone kills to eat or in self defense, so how can they say killing is wrong in any circumstance? The other races are weak.
Personality: A military lifestyle has been drummed into you from birth, as well a s obedience to the Red Wizards. You are surprisingly conformist and devoted to the rule of law for a member of an Orcish race.
Behaviors: Neo-Orogs are pretty violent, even for Orcs. Were they not also Lawful they would be difficult to restrain, and would be little more than spree killers.
Language: Neo-Orogs speak Orcish and the common tongue.


NEO-OROG SOCIETY
Neo-Orogs have no culture or society. Technically they are members of Thayan society, but they are military units sheltered from public life and only brought forth when their use is required.
Alignment : Neo-Orogs are almost compulsively Lawful Evil being as they are a magically created race.
Lands : The Neo-Orogs originated in Thay, and have not spread past it.
Settlements : Neo-Orogs are confined to their barracks in Thay when not on a mission.
Beliefs : Being brought up in Thay, the majority of Neo-Orogs worship Bane.
Relations : Beyond the Thayan wizards and their fellow Orcs, the Neo-Orogs don't consider anything else as beings with rights. Murdering them is as inconsequential an act as ordering lunch.

NEO-OROG ADVENTURES
· Your team has been sent to scout and sabotage a border fort only to find it empty, with all it's stores and equipment intact.  You are divided about going back to report or holding the fort till more reinforcements arrive within a week.
· Your team is sent to assassinate a neighboring politician, only to find him in small pieces when you arrive.  Now you have to find out who did it and why, while dodging the local authorities who are almost sure to blame you.
· Your master hasn't been seen in months.  Food and supplies still arrive on schedule, but no news, and none of the delivery teams know anything other than they're still being paid.  Some believe it's time to go make sure everything is okay, as formerly your ownerr was something of a micro manager.


Neo-Orog (Black) Racial Substitution Levels

Scout
 Levels 1, 3, 5, 7, 9, 11, 13, 15, 17, 19: Replace Skirmish with Ambush 
  Ambush (Ex): In any round in which the Scout makes an attack against an opponent who is Flat-Footed or unaware of his presence he does +1d6 damage.  He also gets this bonus to ranged attacks performed on any round in which he does not move.  This extra damage increases by 1d6 for every four levels gained above 1st (2d6 at 5th, 3d6 at 9th, 4d6 at 13th, and 5d6 at 17th level).

The extra damage only applies against living creatures that have a discernible anatomy. Undead, constructs, oozes, plants, incorporeal creatures, and creatures immune to extra damage from critical hits are not vulnerable to this additional damage. The scout must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. Scouts can apply this extra damage to ranged attacks made while skirmishing, but only if the target is within 30 feet.

At 3rd level, the applicable range for your Ambush attack increases by +20'.   This bonus improves by and additional 20' for every four levels gained above 3rd (+40' at 7th, +60' at 11th, +80' at 15th, and +120' at 19th level).

A scout loses this ability when wearing medium or heavy armor or when carrying a medium or heavy load. If she gains the skirmish ability from another class, the bonuses stack.
 Level 8: Replace Camouflage with Improved Uncanny Dodge
  Improved Uncanny Dodge (Ex): This is identical to the Rogue Ability listed in the PHB.

Rogue
 Level 10+: You gain additional options with the Rogue's Special Ability.
  Special Ability: Ranged Sneak Attack (Ex): This may be chosen multiple times, each time it increases the range of your Sneak Attack by +30'.  If you have Death Attack it increases the range of it as well.

Ranger
 Levels 2, 6, 11: Different option with Combat Mastery
  Combat Mastery: At 2nd Level you gain the Disabling Strike Feat, at 6th Level you gain the Able Sniper Feat, and at 11th Level you gain the Concealed Ambush Feat.
 Level 4: Replace Animal Companion with Dark Knowledge
  Dark Knowledge: At each Level when you attain a new Level of Spells you can cast you gain one Bonus spell per day (i.e. one Bonus spell from Spell Levels 1-4).  These spells are chosen from the Assassin Spell list.  In addition at each new Level you may switch one spell you already know for a spell of the same Level (this may be chosen from either the Ranger or Assassin Spell lists).
 Level 13: Replace Camouflage with Skill Mastery
  Skill Mastery (Ex): Identical to the Rogue ability listed in the PHB.
« Last Edit: August 04, 2013, 10:10:52 PM by bhu »

Offline bhu

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Re: Orcs
« Reply #81 on: August 01, 2013, 10:21:49 PM »
THAYAN INFILTRATOR


   
"ssssshhh.."

 Thayan Infiltrators are sent to scout out military targets for conquest.  Once a target is chosen they soften it up via assassination and sabotage in preparation for the Thayan military to arrive. 

BECOMING AN INFILTRATOR
A Black Neo-Orog with the proper training is all that's required.

 ENTRY REQUIREMENTS
   Race:  Neo-Orog (Black)
   Class Abilities: Ambush (See Neo-Orog alternate class features).
   Feats:  Sniper Training, Advanced Sniper Training
   Skills:  Hide 6 ranks, Spot 6 ranks
   BAB:  +6


Class Skills
 The Infiltrators class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Craft (Int), Hide (Dex), Jump (Str), Knowledge (Dungeoneering, Geography) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), and Use Rope (Dex).
Skills Points at Each  Level : 4 + int

Hit Dice: d8

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +1    +2     +0     +0    Ambush
2. +2    +3     +0     +0    Masters of Surprise
3. +3    +3     +1     +1    Saboteur
4. +4    +4     +1     +1    Ambush
5. +5    +4     +1     +1    Masters of Surprise
6. +6    +5     +2     +2    Saboteur
7. +7    +5     +2     +2    Ambush
8. +8    +6     +2     +2    Masters of Surprise
9. +9    +6     +3     +3    Saboteur
10.+10   +7     +3     +3    Veteran Scout

Weapon Proficiencies: An Infiltrator gains no new weapon or armor proficiencies.

Ambush (Ex): At Levels 1, 4, and 7 you gain an additional +1d6 Ambush (see the Black Neo-Orog Scout Racial Substitution Levels for details).

Masters of Surprise (Ex): At 2nd Level when using your Hide skill for Sniping (See PHB) the Hide Check made after your attack take only a -10 Penalty.

At 5th Level when using your Hide skill for Sniping your range is now up to 30 ft.

At 8th Level when using your Hide skill for Sniping (See PHB) the Hide Check made after your attack take only a -5 Penalty.

Saboteur (Ex): At 3rd Level you gain Trapfinding as per the Rogue ability listed in the PHB. 

At 6th Level if you make a Disable Device roll and beat the DC needed by +10, not only do you disable the trap, anyone else must make a Spot Check (DC is equal to your Disable Device Check DC) to realize the trap is non functional).

At 9th Level if you make a Disable Device roll and beat the DC needed by +10, you may opt to completely destroy the trap as opposed to merely disarming it and anyone else must make a Spot Check (DC is equal to your Disable Device Check DC) to realize the trap is non functional).
 
Veteran Scout (Ex): At 10th Level when using your Hide skill for Sniping your range is now up to 60 ft.

PLAYING AN INFILTRATOR
 Thayan Infiltrators are the Red Wizards attempt at having a race of personal ninjas.  Flawed, incredibly tall ninjas with emotional stability problems, but ninjas nonetheless.
 Combat: Infiltrators fight strictly from ambush as much as they can.  They are assassins, not warriors.  They do fil in as archers during wartime but that is not their preferred role.
 Advancement: As with most military classes your advancement is at the whim of your superiors unless you decide to escape.
Resources: Infiltrators have the backing of their masters but since they spend much time alone in the field they need to be resourceful enough to steal or craft what they need on the fly if necessary. 

INFILTRATORS IN THE WORLD
"What was that?"
 The world doesn't like to talk to 7' tall magically crossbred orcish monstrosities all dressed in black, and therefore your social life largely consists of your unit.  You'd better like them, because quite frankly you don't have anyone else.
 Daily Life: Your life is training and missions.  Any of your people too weak to pursue that lifestyle are culled.
 Notables:
 Organizations: All Infiltrators are part of the Thayan military unless they have run away.

NPC Reaction
 NPC's feel the same about you as they would pretty much any other monster.

INFILTRATORS  IN THE GAME
 This assumes you are part of the Thayan military or hunted by them for desertion.  Either way it could introduce complications to the campaign.
 Adaptation: This is meant for Forgotten Realms settings but can be adapted.
 Encounters: Infiltrators are found during wartime or in the months just leading up to it.

Sample Encounter
EL 12: The group is arguing with a fence when a bunch of black clad giants swoop in, shoot him in the head, and run off laughing.  It's just not their day...


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



EPIC INFILTRATOR

Hit Die: d10
Skills Points at Each  Level : 2 + int
Ambush You get another +1d6 Ambush at Level 21, and every 3 Levels thereafter.
Bonus Feats: The Epic Infiltrator gains a Bonus Feat every x levels higher than 20th


Cover Fire
You provide cover fire for your charging allies.
 Prerequisites: Neo-Orog (Black), 3rd Level
 Benefits: When making a ranged Attack you may announce you're using this Feat.  Make a ranged attack roll, and if successful, instead of doing damage that opponent takes a -2 Penalty on ranged Attack and Damage rolls for the remainder of the round.  If making a Full Attack you may affect multiple Opponents.

Sniper Training
You have spent long hours training to be an archer.
 Prerequisites: Neo-Orog (Black), must be taken at 1st Level
 Benefits: You gain a +1 Bonus on Attack and Damage rolls made in ranged combat.

Advanced Sniper Training
You've put in more hours than most.
 Prerequisites: Neo-Orog (Black), Sniper Training, Level 6
 Benefits: The BAB for your Humanoid Levels becomes equal to your Hit Dice (i.e. +4).

Veteran Bowman
You have survived many wars.
 Prerequisites: Neo-Orog (Black), Advanced Sniper Training, Level 12
 Benefits: The Critical threat range for all ranged attacks made by you increases by +1. This does not stack with other effects that increase Critical Threat range.




« Last Edit: February 28, 2021, 07:10:40 PM by bhu »

Offline bhu

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Re: Orcs
« Reply #82 on: September 30, 2013, 12:18:40 AM »
RED PALADIN


   
"There is only one way, my way."

 The Red Paladins are the elite troops of the Church.  They enforce the Church's will inside and outside Orcish society, and function both as warptiests and a sort of secret inquisition.

BECOMING A RED PALADIN
Being a worshiper of Gruumsh is usually all that's necessary.

 ENTRY REQUIREMENTS
   Race:  Any Orc
   Gender:  Male
   Patron:  Gruumsh
   Casting:  Must be able to spontaneously cast spells from the Cleric list of at least 3rd Level
   Class Abilities:  Deity's Weapon Focus (Spear)
   Skills: Concentration 4 ranks, Knowledge (Religion) 4 ranks, Spellcraft 4 ranks


Class Skills
 The Red Paladin's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Jump (Str), Knowledge (arcana, Religion) (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int).
Skills Points at Each  Level : 2 + int

Hit Dice: d8

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +0    +2     +0     +2    Expanded Spell List, +1 Level of existing Divine casting class
2. +1    +3     +0     +3    Spear of Gruumsh, +1 Level of existing Divine casting class
3. +2    +3     +1     +3    +1 Level of existing Divine casting class
4. +3    +4     +1     +4    Expanded Spell List, +1 Level of existing Divine casting class
5. +3    +4     +1     +4    Spear of Gruumsh, +1 Level of existing Divine casting class
6. +4    +5     +2     +5    +1 Level of existing Divine casting class
7. +5    +5     +2     +5    Expanded Spell List, +1 Level of existing Divine casting class
8. +6    +6     +2     +6    Spear of Gruumsh, +1 Level of existing Divine casting class
9. +6    +6     +3     +6    +1 Level of existing Divine casting class
10.+7    +7     +3     +7    Chosen, +1 Level of existing Divine casting class

Weapon Proficiencies: Red Paladins gain proficiency with Heavy Armor.

Expanded Spell List: At Levels 1, 4, and 7 you may choose any spell of a Level you can cast from among Gruumsh's Domains that is not on the Cleric Spell List, and add it to your list of spells known.  This does not count against the maximum spells you can know.

Spear of Gruumsh: At Level 2 you gain an Enhancement Bonus on Attack rolls made with Gruumsh's Favored Weapon (i.e. the Longspear).  The Enhancement Bonus is equal to the highest Level of Spell you can cast (i.e. if you can cast up to 5th Level spells your Longspear gains a +5 Bonus).

At Level 5 you gain a similar Enhancement Bonus on Damage rolls made with the Longspear as well.

At Level 8 you may now throw your Longspear with a Range Increment of 90 ft., and it gains the Returning weapon property from the DMG.
 
Chosen (Ex): At 10th Level your Type changes to Outsider with the Native Subtype.  You also gain DR 10/Good and Magic.

PLAYING A RED PALADIN
 You are the Chosen.  The infallible Disciple of your Lord Who Can Do Know Wrong.  In short you are a conceited prick and blind religious fanatic who makes life a living nightmare for everyone near you.
 Combat: You tend to be a bit selfish, buffing yourself as much as possible before wading into melee.   Occasionally you throw your spear as ranged support.
 Advancement: Your advancement is strictly at the whim of the Church as they control virtually every aspect of your life. 
Resources: So long as it furthers the will of Gruumsh you can count on the full help of the Church and the military.

RED PALADINS IN THE WORLD
"Walking time bomb that one is."
 You're pretty much the Gestapo of the Orc society, except that you enforce religious ideology as opposed to political (which is really the same thing among Orcs).  You look for signs of weakness and slay those of your own who aren't sufficiently devoted. 
 Daily Life: Your time is taken up by religious obligations and military training.
 Notables:
 Organizations: All Red Paladins belong to the Church of Gruumsh and the Orcish military, they rarely have time for other things.

NPC Reaction
 You garner much respect among worshipers of Gruumsh.  Non worshipers shower you with entirely different emotions.

RED PALADINS IN THE GAME
 This assumes a Gruumsh oriented campaign as the Red Palasins are religious fanatics who will not accept anything less than total devotion to their heathen God.
 Adaptation: This is meant for an Orc campaign, as quite frankly getting others to accept you would be damn difficult to say the least.
 Encounters: Red Paladins can be found sacrificing captives during the New Moon, and leading raiding parties.  Occasionally elsewhere at the whim of their boss.

Sample Encounter
EL 12: The PC's are hired to track down the last remaining survivor of an Orc raiding party that has been harassing the local area via sabotage and terror.  You'd think it's be easy since he's almost 7 feet tall and wearing black mail with red vestments.  Outside of an Elven city.  Howling bleak vengeance.  He's a sneaky lil bastard somehow though.


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



EPIC RED PALADIN

Hit Die: d8
Skills Points at Each  Level : 2 + int
Bonus Feats: The Epic Red Paladin gains a Bonus Feat every 2 levels higher than 20th
« Last Edit: November 21, 2013, 09:47:22 PM by bhu »

Offline bhu

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Re: Orcs
« Reply #83 on: November 21, 2013, 10:15:10 PM »
MEDICINE WOMAN


   
"How did you get impaled on a warclub??"

 Medicine women are the more traditional worshipers of Luthic, subservient and devoted to healing the warriors of their tribe from the results of their lack of anger management control. 

BECOMING A MEDICINE WOMAN
Any female worshiper of Luthic will do.

 ENTRY REQUIREMENTS
   Race, Gender:  Female Orc
   Patron:  Luthic
   Divine Spellcasting:  Must be able to cast 3rd Level spells from the Cleric list.
   Skills:  Heal 8 ranks, Knowledge (Religion) 6 ranks
   Feats:  Augment Healing, Domain Focus


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

Hit Dice: d8

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +0    +2     +0     +2    Protection
2. +1    +3     +0     +3    Healing, +1 Level of existing Divine casting class
3. +2    +3     +1     +3    Wisdom, +1 Level of existing Divine casting class
4. +3    +4     +1     +4    Protection
5. +3    +4     +1     +4    Healing, +1 Level of existing Divine casting class
6. +4    +5     +2     +5    Wisdom, +1 Level of existing Divine casting class
7. +5    +5     +2     +5    Protection
8. +6    +6     +2     +6    Healing, +1 Level of existing Divine casting class
9. +6    +6     +3     +6    Wisdom, +1 Level of existing Divine casting class
10.+7    +7     +3     +7    Elder, +1 Level of existing Divine casting class

Weapon Proficiencies: A Medicine Woman gains no new Weapon or Armor proficiencies.

Protection (Su): Beginning at 1st Level you may cast one Abjuration spell per day on an Ally as a Swift Action.  This increases to twice a day at Level 4, and 3/day at Level 7.

Healing (Ex): At 2nd Level you may spontaneously cast both Cure and Inflict spells. 

At 5th Level you add your Wisdom Modifier to the amount of hit point damage your spells heal.  For example if you have a +4 Wisdom modifier and your spell heals 1d8 hp, it now heals 1d8+4. 

At 8th Level you when you use a Heal Check to perform First Aid or long term care, you heal an additional amount of hit points equal to your Wisdom Modifier. 

Wisdom (Ex): At Levels 3, 6, and 9 gain a permanent +2 Competence Bonus on any skill that keys off of Int, Wis or Cha.  The same skill may be chosen more than once.

Elder (Ex): At Level 10 you gain Leadership as a Bonus Feat, and a Bonus to your Leadership score equal to your Wisdom Modifier.
 
PLAYING A MEDICINE WOMAN
 In addition to being a healer, you also act as a fertility expert and midwife.  You bring all new Orcs into the world, and then have the thankless task of trying to keep them alive despite their intentions to die gloriously in a suicide run.  It's a good thing your faith is blind...
 Combat: Medicine Women are prohibited from participating in combat in any position other than medics.  The male Orcs don't like being showed up by their women, and they also don't want to risk losing their healers either.
 Advancement: Medicine Women are under tremendous pressure from their tribe to conform to certain social standards, and as such  this effects their advancement as they are always called upon to perfect certain skills at the expense of all else. 
Resources: So long as they do whats considered 'right and proper' the Medicine Women have the full support of your tribe.

MEDICINE WOMEN IN THE WORLD
"Yeah she is a woman, but she helped me back up when the Elves knocked me down and put the boot in.  I owe her."
 Your will is unbreakable.  It has to be with the crap you put up with.  No one else has to deliver babies, endure things being mansplained to her, and then surgically remove magically awakened bees from the kidney of one of the more reckless youths.
 Daily Life: You're pretty much the local nurse/obgyn/trauma specialist.  The boys call you weak, the boys leave and get hurt, the boys come back and ask you to remove the Elven swords from their spines.  Ungrateful pricks, the lot of them.
 Notables:
 Organizations: All Medicine Women are members of Luthics clergy, and pretty much forbidden to join outside groups which may influence them.

NPC Reaction
 You're an Orc.  Most NPC's will never see anything but that, sadly.  Even your own kind aren't incredibly supportive due to their innate misogyny.  Kind of hypocritical since you're the one who keeps them alive.

MEDICINE WOMEN IN THE GAME
 This assumes this will be an all Orc campaign if the DM holds true to the standard D&D Orc cosmology.
 Adaptation: This is probably more limited to NPC's, unless of course the unlikely event is that the DM is holding his campaign in an Orc nunnery.
 Encounters: Unless there is a massive war effort, or the PC's are present at an Orc settlement it is unlikely they will be exposed to the well cloistered Medicine Women.

Sample Encounter
EL 12: The PC's are hired by a pudgy Orc hottie to provide protection from the Elves while she travels to rid one of her tribes Queens from some sort of curse of infertility.  Normally you wouldn't deal with Orcs, but the local snooty Elf population has pissed you off for the last time...


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



EPIC MEDICINE WOMAN

Hit Die: d8
Skills Points at Each  Level : 2 + int
Wisdom At Level 23 and every 3 Levels thereafter you gain an additional+2 Competence Bonus to an appropriate skill.
Bonus Feats: The Epic Medicine Woman gains a Bonus Feat every 4 levels higher than 20th
« Last Edit: December 24, 2014, 09:01:05 PM by bhu »

Offline bhu

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Re: Orcs
« Reply #84 on: December 24, 2014, 07:41:24 PM »
CHOSEN OF DUKAGSH


   
"Keen thought advances the cause of our people more than keen blades."

 Chosen of Dukagsh are specialist war priests who have dedicated themselves to ensuring the Scro remember history, and therefore do not repeat it, and continue to advance technologically and militarily.  They seek eternal perfection that cannot be achieved.

BECOMING A CHOSEN OF DUKAGSH
A Scro Cleric with the right stuff will do.

 ENTRY REQUIREMENTS
   Race:  Scro
   Patron:  Dukagsh
   Domains:  Must have access to the Orc and War Domains
   Feats:  Extend Spell, Persistent Spell
   Skills:  Concentration 6 ranks, Knowledge (Arcane) 6 ranks, must speak Elven


Class Skills
 The Chosen's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), and Spellcraft (Int).
Skills Points at Each  Level : 4 + int

Hit Dice: d8

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +1    +0     +0     +2    Expanded Spellcasting, +1 Level of existing Divine casting class
2. +2    +0     +0     +3    Expanded Spellcasting, +1 Level of existing Divine casting class
3. +3    +1     +1     +3    Expanded Spellcasting, +1 Level of existing Divine casting class
4. +4    +1     +1     +4    Expanded Spellcasting, +1 Level of existing Divine casting class
5. +5    +1     +1     +4    Expanded Spellcasting, +1 Level of existing Divine casting class
6. +6    +2     +2     +5    Expanded Spellcasting, +1 Level of existing Divine casting class
7. +7    +2     +2     +5    Expanded Spellcasting, +1 Level of existing Divine casting class
8. +8    +2     +2     +6    Expanded Spellcasting, +1 Level of existing Divine casting class
9. +9    +3     +3     +6    Expanded Spellcasting, +1 Level of existing Divine casting class
10.+10   +3     +3     +7   Expanded Spellcasting, +1 Level of existing Divine casting class

Weapon Proficiencies: A Chosen of Dukagsh gains proficiency with Martial Weapons, and gains Improved Unarmed Strike as a Bonus Feat if he does not already possess it.

Expanded Spellcasting: Upon attaining each new Level of Chosen, you may add two Arcane spells from the Wizard list to your Cleric spell list.  They must be a spell of any Level you can cast (i.e. if you can cast 3rd Level  Cleric spells they must be a Wizard spell of 3rd Level or less.  You may now cast them as Cleric spells of the same Level.
 
PLAYING A CHOSEN OF DUKAGSH
 Never rest, never surrender.  Failure is just a minor setback, a test from Dukagsh.  A test you must pass for your people to succeed.  You can never ave enough knowledge, never be quick or strong enough, never be satisfied.
 Combat: Combat is your second major preoccupation in life (the first being the ascendance of the Scro race).  You continually experiment with new tactics and ideas, never letting your skills get rusty.  You realize the Scro must be forever on the bleeding edge of military development to achieve your goals.
 Advancement: Due to the experimentation, you have a great deal more leeway than most military clerics do in your development.  Well, as long as you get results anyway..
Resources: If your mission is for the Church, the military, or of vital importance to your people you may well be showered with gifts if such are available.

CHOSEN OF DUKAGSH IN THE WORLD
"Sometimes I think he needs a break before he blows a blood vessel...but I'd never tell him that."
 It is rare that you are seen off the battlefield, or in the fortifications of the Church.  The common Scro hold you in awe, as you are indeed semi-mythical to them.  You spend so much time at war the Elves are more likely to know your name than your own people.
 Daily Life: You have no free time.  If you are not performing your holy duties you are fighting.  If you are not fighting you are training.  If you are not training you are studying in the hopes of making a break through that will allow your species to succeed where others have failed.
 Notables:
 Organizations: The Chosen are formally members of both the Scro military and the Church of Dukagsh.  Despite this they sometimes find the means and time to form various little cliques dedicated to some martial pursuit or study.

NPC Reaction
 NPC's know your appearance is bad news, so they depart the vicinity.  Your appearance means war is coming.

CHOSEN OF DUKAGSH IN THE GAME
 This assumes that you are a religious fanatic, dedicated to the military service of your species.  Which can be a problem in campaigns that aren't all Scro.
 Adaptation: This is generally meant for serious Spelljammer campaigns, but can be adapted with a little work.
 Encounters: PC's generally only meet Chosen when all hell is about to break loose.  Either war is coming, or death is arriving in some fashion.

Sample Encounter
EL 12: The PC's are approached by a Scro priest who claims his squad has been wiped out by an ancient evil he has accidentally awakened, after failing to recognize certain warnings.  He needs a new squad to help seal the thing back up again, and unfortunately you're all that's available within both his budget and time constraints.


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



EPIC CHOSEN OF DUKAGSH

Hit Die: d8
Skills Points at Each  Level : 4 + int
Bonus Feats: The Epic Chosen of Dukagsh gains a Bonus Feat every 2 levels higher than 20th
« Last Edit: May 08, 2015, 12:57:58 AM by bhu »

Offline bhu

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Re: Orcs
« Reply #85 on: April 28, 2015, 10:15:08 PM »
DAYWALKER


   
"I imagine this comes as quite a surprise to you."

 Daywalkers are chosen from among the best of Orc-kind and subjected to rigorous training and magical surgeries.  Unlike normal Orcs they become immune to the glare of the sun, and eventually to fatigue as well.  They are untiring saboteurs in Gruumsh's war on the other races.

BECOMING A DAYWALKER
Any typical Orc warrior will do.

 ENTRY REQUIREMENTS
   Race:  Orc (or if you prefer, any race with Light Sensitivity)
   FeatsRacial Prodigy, Racial Scion
   Skills:  Listen 4 ranks, Survival 4 ranks
   BAB:  +6


Class Skills
 The Daywalker's class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Survival (Wis), and Swim (Str).
Skills Points at Each  Level : 4 + int

Hit Dice: d12

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +1    +2     +0     +0    Daywalker
2. +2    +3     +0     +0    Untiring
3. +3    +3     +1     +1    Sneak Attack +1d6
4. +4    +4     +1     +1    Daywalker
5. +5    +4     +1     +1    Untiring
6. +6    +5     +2     +2    Sneak Attack +2d6
7. +7    +5     +2     +2    Daywalker
8. +8    +6     +2     +2    Untiring
9. +9    +6     +3     +3    Sneak Attack +3d6
10.+10   +7     +3     +3   Daylight Assassin

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

Daywalker (Ex): At 1st Level you are no longer subjected to Light Sensitivity.

At 4th Level you can no longer be Dazzled.

At 7th Level you can no longer be Blinded by attacks based on Light, and gain a +2 Bonus on Saves against Spells with the Light descriptor.

Untiring (Ex): At second Level you cannot become Exhausted, though you can still become Fatigued.

At 5th Level you are immune to being Fatigued, and to Sleep effects.

At 8th Level you gain a +2 Bonus on Fortitude Saves, or on any Save against anything that would leave you Dazed, Stunned, Helpless, or Unconscious.

Sneak Attack (Ex): Identical to the Rogue Ability.  You gain 1 die of Sneak Attack at Levels 3, 6, and 9.
 
Daylight Assassin (Ex): At 10th Level you become immune to non-lethal damage from non-magical sources.  You now die at negative (10 plus your Con score) hit points.

PLAYING A DAYWALKER
 You are the absolute best the Orc army has to offer.  They've invested a lot in your training, and even more in your transformation.  You can't let them down.
 Combat: Daywalkers may be able to walk in the daylight, but this doesn't necessarily make them safer, as most of their comrades can't  For this reason most of them specialize in guerrilla warfare. 
 Advancement: Being that you're an elite military unit, your advancement depends on your commanding officer.  Unless you go AWOL. 
Resources: You have all the resources the Orc military can muster until you go on a mission, after that you need to rely on your wits.

DAYWALKERS IN THE WORLD
"Orcs immune to sunlight?  What are you smoking?"
 You do not interact with the world at all.  Even most other Orcs regard you as something like a myth due to your rarity.  And you intend to keep it that way.  The enemy can't defend against a weapon it doesn't know about.
 Daily Life: You're either training or on a mission.  There are few exceptions, other than downtime due to new magical surgery.
 Notables:
 Organizations: You belong to your races military, and them alone.  Any thoughts otherwise and they kill you.  And your family.

NPC Reaction
 You're perceived as any other Orc, which is to say not nicely.

DAYWALKERS IN THE GAME
 This is best for all Orc campaigns, as explaining your presence otherwise would be convoluted, and the party would constantly be pursued by the Orc military.
 Adaptation: This could be better suited to NPC's due to it's nature.
 Encounters: A good Daywalker should never be caught by the PC's if he's doing his job.  The PC's will usually only encounter them performing sabotage before an Orc Invasion.

Sample Encounter
EL 12: The PC's stumble across an Orc attempting to poison the cities water supply.  He flees with the help of several others, showing no aversion to daylight at all. 


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



EPIC DAYWALKER

Hit Die: d12
Skills Points at Each  Level : 4 + int
Sneak Attack At Level 22 and every 3 Levels thereafter you gain another Sneak Attack die.
Bonus Feats: The Epic Daywalker gains a Bonus Feat every 2 levels higher than 20th
« Last Edit: May 24, 2015, 09:42:56 PM by bhu »

Offline bhu

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Re: Orcs
« Reply #86 on: August 01, 2015, 08:15:31 PM »
SCAR MAGE


   
“The marks elves leave are too often scars.” 

 A scar mage was born with the mystical scars sometimes common to Orcs.  Instead of channeling rage like many do, you channel pain.  You're also fairly resistant to pain's effects.

BECOMING A SCAR MAGE
You're pretty much born a Pain Mage.

 ENTRY REQUIREMENTS
   Race:  Any Orc
   Spellcasting:  Must be able to cast 2nd level or higher Arcane spells.
   Skills:  Concentration 8 ranks
   Feats:  Scarred, Burning Scars


Class Skills
 The Scar Mage'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    Ritual Scarification (+2), +1 Level of Arcane Spellcasting Class
2. +1    +3     +0     +3    Pain Mastery, +1 Level of Arcane Spellcasting Class
3. +1    +3     +1     +3    Pain Focus 1/Day
4. +2    +4     +1     +4    Ritual Scarification (+4), +1 Level of Arcane Spellcasting Class
5. +2    +4     +1     +4    Pain Mastery, +1 Level of Arcane Spellcasting Class
6. +3    +5     +2     +5    Pain Focus 2/Day
7. +3    +5     +2     +5    Ritual Scarification (+6), +1 Level of Arcane Spellcasting Class
8. +4    +6     +2     +6    Pain Mastery, +1 Level of Arcane Spellcasting Class
9. +4    +6     +3     +6    Pain Focus 3/Day, +1 Level of Arcane Spellcasting Class
10.+5    +7     +3     +7   I Endure, +1 Level of Arcane Spellcasting Class

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

Ritual Scarification (Ex): At 1st Level the Scar Mages Natural Armor Bonus to AC increases by +2.  This changes to +4 at 4th Level and +6 at 7th Level.
 
Pain Mastery (Su): At 2nd Level you gain a +4 Bonus to Concentration Checks when casting a spell that produces a Pain effect (see the list below).

At 5th Level you gain DR x/- on any round you cast a spell producing a Pain effect.  This effect lasts until the beginning of your next turn, and x is equal to the Level of the Spell cast.

At 8th Level, whenever someone successfully casts a spell producing a Pain effect on you, instead of the usual Penalty to various rolls you gain a Bonus for that duration instead.  For example if someone normally casts Pain on you, you would takes a -4 Penalty on attack rolls, skill checks, and ability checks.  With this ability you instead gain a +4 Bonus on attack rolls, skill checks, and ability checks.

Pain Focus (Su): Beginning at 3rd Level, you may add any one spell that produces a Pain effect from the list below to your spells known, even if it is not on their classes spell list (this must be a spell of a level you can cast).  Additionally you may cast one of these spells as a Focused Spell once per day.  As part of casting a Focused Spell, you may make a Concentration Check as a Free Action.  The Save DC of the accompanying spell is equal to the results of this Concentration Check.

At Levels 6 and 9 you gain one more spell and daily use of this ability.

I Endure (Su): At 10th Level you may expend one of your memorized spells per day (or spell slot if you're a spontaneous caster) as a Free Action whenever you take damage that would reduce you to less than 0 hit points.  You immediately heal (Spells level)d6 damage.

PLAYING A SCAR MAGE
 You're never not in pain.  It's been with you since birth.  It's like background noise for you now.
 Combat: You specialize in sells dealing out pain, which unfortunately limits you to living foes.
 Advancement: The Church runs your life, so they decide on your progress.
Resources: You have the full resources of the Church of Gruumsh, so long as you obey them.

SCAR MAGES IN THE WORLD
"That Orc may look feeble, but don't get his attention."
 Pain Mages don't like dealing with the outside.  They only leave their home when necessary.
 Daily Life: You're left to your own until needed by the Church.
 Notables:
 Organizations: You may get loaned out by the Church, but that's rare indeed.

NPC Reaction
 You're a scarier than usual Orc, so people act accordingly.

SCAR MAGES IN THE GAME
 This is probably best for npc's.
 Adaptation: Pain Mages are meant for serious, verging on horror campaigns that are either Evil or Orcs oriented.
 Encounters: Pain Mages are only seen on raids where they are needed.

Sample Encounter
EL 12: The PC's are fighting off Orc Raiders when a twisted, messed up little Orc screams and things start going to crap.


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



EPIC SCAR MAGE

Hit Die: d4
Skills Points at Each  Level : 4 + int
Spellcasting While Caster Level continues to increase, you do not gain additional spells per day.
Bonus Feats: The Epic Scar Mage gains a Bonus Feat every x levels higher than 20th


List of Spells causing Pain effects
1st: Angry Ache (Book of Vile Darkness), Nybor's Gentle Reminder (Magic of Faerun), Power Word Pain (Races of the Dragon)
2nd: Bonefiddle (Spell Compendium), Rebuke (Spell Compendium), Sting Ray (Spell Compendium)
3rd: Nybor's Mild Admonsihment (Magic of Faerun)
4th: Finger of Agony (Complete Arcane), Pain (Complete Arcane), Wall of Pain (Shining South)
5th: Symbol of Pain, Wrack (Spell Compendium)
6th: Fleshshiver (Spell Compendium)
7th: Nybors Stern Reproof (Magic of Faerun), Wave of Pain (Book of Vile Darkness)
8th: Nybors Wrathful Castigation (Magic of Faerun), Wrathful Castigation (Spell Compendium)
9th: Eternity of Torture (Book of Vile Darkness)
« Last Edit: March 02, 2021, 08:43:48 PM by bhu »

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Re: Orcs
« Reply #87 on: January 13, 2017, 11:42:35 PM »
ORC WITCH DOCTOR


   
"When witches don’t fight, we burn.”

 A Witch Doctor is a Sorcerer trained to assist in raids.  They boost the troops, while lashing out with spells.

BECOMING AN ORC WITCH DOCTOR
Any Orc Sorcerer will do.

 ENTRY REQUIREMENTS
   Race:  Any Orc
   Spellcasting:  Must be able to cast 3rd Level spells from the Sorcerer's spell list
   Skills: Intimidate 4 ranks, Knowledge (Arcana) 4 ranks
   Feats: Arcane Disciple, Extra Slot   


Class Skills
 The Orc Witch Doctor's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Knowledge (arcana, nature, religion) (Int), Profession (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    Claws of Death, +1 Level of Arcane casting class
2. +1    +0     +0     +3    Curse of Filth, +1 Level of Arcane casting class
3. +1    +1     +1     +3    Aura of Wrath, +1 Level of Arcane casting class
4. +2    +1     +1     +4    Claws of Death, +1 Level of Arcane casting class
5. +2    +1     +1     +4    Curse of Filth, +1 Level of Arcane casting class
6. +3    +2     +2     +5    Aura of Wrath, +1 Level of Arcane casting class
7. +3    +2     +2     +5    Claws of Death, +1 Level of Arcane casting class
8. +4    +2     +2     +6    Curse of Filth, +1 Level of Arcane casting class
9. +4    +3     +3     +6    Aura of Wrath, +1 Level of Arcane casting class
10.+5    +3     +3     +7   Hammer of Chaos, +1 Level of Arcane casting class

Weapon Proficiencies: Witch Doctors gain no new weapon or armor proficiencies.

Claws of Death (Su): At will, as a Move Action, the Witch Doctor can expend a spell slot to gain a pair of filthy claws.  The damage of the claws depends on the Level of the spell expended: 1d4 (spell of 1st-3rd Level), 1d6 (spells of 4th-6th Level), 1d8 (spells of 7th-9th Level) or 2d6 (Epic).  Additionally the Witch Doctor gains a Bonus on attack rolls with these claws equal to the level of the spell expended (+10 for Epic), and can make 2 claw attacks with a Full Attack.

At 4th Level the Witch Doctors claws become venomous.  Injury, Fortitude Save (Save DC is 10 plus 1/2 HD plus Cha Modifier), Initial and Secondary damage is 1d4 Str.

At 7th Level the Claws can be used as a Ranged Attack, whose range is (level of spell expended x 5, epic spells are considered level 10) squares.

Curse of Filth (Su): Spells you cast with the Acid descriptor now also Blind your opponent for 1 Round if he fails a Reflex Save (Save DC is 10 plus 1/2 HD plus Cha Modifier).  The duration extends to being Blinded for the duration of the encounter at 5th level, and permanent at 8th level.

Aura of Wrath (Su):
Beginning at 3rd Level you radiate an aura that extends 10 feet from the square you occupy. Any Ally (yourself included) within this Aura gains an Attack of Opportunity if they fall to 0 hit points or less.  They may choose any opponent for this attack.

At 6th Level you can choose one Ally within the Area of your Aura as a Swift Action who has just made a successful attack.  He regains a number of hit points equal to your caster Level.  You must wait 1d4 rounds before using this ability again.  The range of your aura now increases 10 feet.

At 9th Level you may smite one Opponent within range of your aura as a Swift Action.  He must make a Willpower Save (Save DC is 10 plus 1/2HD plus Cha Modifier) or take a -4 Penalty to AC for the rest of the round.  This is a Mind-Affecting Fear effect.

Hammer of Chaos (Su): Once per day you may make a ranged attack with a 20 foot area as a Standard Action.  Range is 300 feet.  Anything in that area takes 1d6 Force damage per caster level and is knocked Prone.  Opponents get a Reflex Save (Save DC is 10 plus 1/2 HD plus Cha Modifier) to take half damage and remain standing.
 
PLAYING AN ORC WITCH DOCTOR
 You are designed to be a walking boost with your aura.  Sometimes you think that's all anyone sees in you.
 Combat: You lash out with spells, saving your claws for anyone who gets around the troops surrounding you.
 Advancement: Your advancement is generally dictated to you.
Resources: You get the full force of the Orc army on raids, or on missions for Gruumsh.

ORC WITCH DOCTORS IN THE WORLD
"The bent, old Orc is the target."
 You're pretty much held in secret until needed.  It wouldn't do for the Elves to be prepared.
 Daily Life: You generally stay cooped up until someone has need of you..
 Notables:
 Organizations: You fight for Orcs, and for Orcs alone.

NPC Reaction
 People generally assume you're Evil, and your actions generally don't alter that perception.

ORC WITCH DOCTORS IN THE GAME
 This class assumes you ere trained to fight for the Orc military, and they guard yyou zealously..
 Adaptation: This is meant for all Orc campaigns.
 Encounters: PC's generally only see Witch Doctors in military actions.

Sample Encounter
EL 12: The PC's are helping fend off the usual Orc raiders, when one of them starts flinging gouts of acid everywhere.  Looks like they got a caster.


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



EPIC ORC WITCH DOCTOR

Hit Die: d4
Skills Points at Each  Level : 4 + int
Spells While Caster Level continues to increase, you do not gain additional spells per day.
Bonus Feats: The Epic Orc Witch Doctor gains a Bonus Feat every 3 levels higher than 20th
« Last Edit: February 28, 2021, 07:08:34 PM by bhu »

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Re: Orcs
« Reply #88 on: January 14, 2017, 12:05:34 AM »
ORC BOMBARDIER


   
"I can explain..."

 The Bombardier is a master of  fighting with the Orc Shotput who has armed himself with a fiendish new Orc invention: the Cinderbomb.

BECOMING AN ORC BOMBARDIER
You must have taken training in both fighting and alchemy.

 ENTRY REQUIREMENTS
   Race:  Orc
   Skills:  Craft (Alchemy) 4 ranks, Disable Device 4 ranks
   Feats: Grenadier, Point Blank Shot


Class Skills
 The Orc Bombardier's class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Disable Device (Int), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Architecture and Engineering) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Swim (Str), Use Magic Device (Cha), and Use Rope (Dex).
Skills Points at Each  Level : 6 + int

Hit Dice: d6

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +1    +0     +0     +2    Cinderbomb
2. +2    +0     +3     +0    Alchemical Munitions
3. +3    +1     +3     +1    Bonus Feat
4. +4    +1     +4     +1    Cinderbomb
5. +5    +1     +4     +1    Alchemical Munitions
6. +6    +2     +5     +2    Bonus Feat
7. +7    +2     +5     +2    Cinderbomb
8. +8    +2     +6     +2    Alchemical Munitions
9. +9    +3     +6     +3    Bonus Feat
10.+10   +3     +7     +3   Barrage

Weapon Proficiencies: An Orc Bombardier gains proficiency with the Orc Shotput.
 
Cinderbomb (Ex): At 1st Level you gain Craft Cinderbomb as a Bonus Feat.

At 4th Level you can make Improved Cinderbombs.

At 7th Level you can make Cinderbomb Vests.

Alchemical Munitions (Ex): At 2nd Level you can make Craft (Alchemy) checks to make Acid Bombs.  At 5th Level you can use it to make Caustic Glue.  At 8th Level you can use it to make Stink Bombs.

Bonus Feat: At  Levels 3, 6 and 9 you gain a Bonus Feat you qualify for from the following list: Brutal Throw, Far Shot, Mad Alchemist, Plunging Shot, Shot on the Run.

Barrage (Ex): At 10th Level you can throw three grenade-like weapons on a Full Attack.  Additionally, you can pull the cord on a Cinderbomb Vest as a Free Action on any round in which your hit points drop to 0 or less.

PLAYING AN ORC BOMBARDIER
 You're a fairly new unit to the Orc military, and you're just learning the beginnings of your craft.
 Combat: You excel at ranged combat.  You need to given the nature of what you use.
 Advancement: You generally try to refine your bombs.
Resources: You have the resources of the Orc military as long as you're working for them.

ORC BOMBARDIERS IN THE WORLD
"Put an arrow in that one before he kills us all."
 Bombardiers can be celebrities, or subject to endless mockery depending on how well your fancy contraptions do.
 Daily Life: Most of your time is spent experimenting on newer powders and acids.
 Notables:
 Organizations: Currently you're exclusive to the Orc Military.

NPC Reaction
 This is an in detail description of how NPC's would perceive your class and the immediate generalization that people would give of your class.

ORC BOMBARDIERS IN THE GAME
 You are too useful for the Orcs to free, and if you flee they will pursue.  This means the other PC's will be harried as well.  Could be a good plot hook.
 Adaptation: This is best for all Orc campaigns.
 Encounters: Bombardiers are exclusively found with the Orc military.

Sample Encounter
EL 12: One minute you're having a drink, and the next everything is on fire.  Friggin' Orcs are at it again.


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



EPIC ORC BOMBARDIER

Hit Die: d6
Skills Points at Each  Level : 6 + int
Bonus Feats: The Epic Orc Bombardier gains a Bonus Feat every 2 levels higher than 20th



Craft Cinderbomb
You can make things go boom.
 Prerequisites: Craft (Alchemy) 4 ranks
 Benefits: You can create various alchemical weapons.  The Craft DC's are as follows: DC 20 (Acid Bomb), DC 25 (Cinderbomb, Cinderbomb Vest), DC 30 (Caustic Glue, Improved Cinderbomb, Stink Bomb)


Acid Bomb
Cost: 15 GP
Weight: 2 lbs.
You can throw an acid bomb as a splash weapon. Treat this attack as a ranged touch attack with a range increment of 10 feet. A direct hit deals 3d6 points of acid damage. Every creature within 5 feet of the point where the acid hits takes 3 points of acid damage from the splash.

Caustic Glue
Cost: 60 GP
Weight: 2 lbs.
This is identical to the Acid Bomb with one exception: the target is also Entangled as per a Tanglefoot Bag.

Cinderbomb
Cost: 30 GP
Weight: 2 lbs.
You can throw a Cinderbomb as a splash weapon. Treat this attack as a ranged touch attack with a range increment of 10 feet.  A direct hit deals 3d6 points of fire damage. Every creature within 5 feet of the point where the Cinderbomb hits takes 3 points of fire damage from the splash. On the round following a direct hit, the target takes an additional 1d6 points of damage. If desired, the target can use a full-round action to attempt to extinguish the flames before taking this additional damage. Extinguishing the flames requires a DC 15 Reflex save. Rolling on the ground provides the target a +2 bonus on the save. Leaping into a lake or magically extinguishing the flames automatically smothers the fire.

Cinderbomb Vest
Cost: 200 GP for Cinderbombs, 290 GP for Improved Cinderbombs
Weight: 20 lbs.
You have a suicide vest with 6 Cinderbombs or Improved Cinderbombs.  You can use them regularly (it's a Move Action to unhook a bomb).  As a Swift Action you can also pull a alchemically treated  ripcord and detonate them all.  You must have a full amount of bombs to do this.  The resulting detonation does 8d6 fire damage in a 10 foot radius centered on you.  All damaged targets take 1d6 fire damage on the following round.  If desired, the targets can use a full-round action to attempt to extinguish the flames before taking this additional damage. Extinguishing the flames requires a DC 15 Reflex save (DC 20 if Improved Cinderbombs).  Leaping into a lake or magically extinguishing the flames automatically smothers the fire.  Detonating the vest does the full 48 points of fire damage to it's wearer, who must make a DC 25 Reflex Save to smother the flames.

Improved Cinderbomb
Cost: 45 GP
Weight: 2 lbs.
The Save DC to extinguish an Improved Cinderbomb, and rolling on the ground provides no bonus to the Reflex Save.
« Last Edit: March 02, 2021, 09:42:46 PM by bhu »

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Re: Orcs
« Reply #89 on: January 14, 2017, 12:41:35 AM »
STORMFURY CHAMPION


   
"RAAAAH!"

 Some tribes of Orcs have turned from Gruumsh, but still worship destruction.  Some just have members whose lineage is linked to elemental storms.

BECOMING A STORMFURY CHAMPION
How you would normally become a member of this prestige class.

 ENTRY REQUIREMENTS
   Race: Orc
   Class Abilities: Rage
   Skills: Intimidate 4 ranks, Jump 4 ranks
   Feats: Air Heritage, Improved Elemental Heritage (Air)

Class Skills
 The Stormfury Champion's class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Listen (Wis), Ride (Dex), Survival (Wis), and Swim (Str).
Skills Points at Each  Level : 4 + int

Hit Dice: d12

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +1    +2     +0     +0    Stormblood
2. +2    +3     +0     +0    Storm's Retaliation
3. +3    +3     +1     +1    Stormbringer
4. +4    +4     +1     +1    Stormblood
5. +5    +4     +1     +1    Storm's Retaliation
6. +6    +5     +2     +2    Stormbringer
7. +7    +5     +2     +2    Stormblood
8. +8    +6     +2     +2    Storm's Retaliation
9. +9    +6     +3     +3    Stormbringer
10.+10   +7     +3     +3   Storms Vigor

Weapon Proficiencies: A Stormfury Champion gains no new weapon or armor proficiencies.
 
Stormblood (Su):  At 1st Level when you make a successful melee attack while Raging, you do an additional +1d6 electrical damage and gain a Bull Rush attack against that opponent as a Free Action without provoking an Attack of Opportunity.  This increases to +2d6 at level 4, and +3d6 at level 7.

Storm's Retaliation (Su): At 2nd Level, whenever an opponent who is at less than half their maximum hit points successfully attacks you, you gain a free Attack of Opportunity against them (you can only use this once per round).  If the attack is successful, you do do +1d6 electrical damage, while healing the same amount. 

This increases to +2d6 damage done/healed at level 5, and +3d6 at Level 8.

Stormbringer (Sp): At 3rd level you may cast Lightning Bolt 3/day as a Spell-like Ability.  At 3rd Level you can cast Cyclonic Blast 3/day as a Spell-like Ability.  At 9th Level you can now cast Wind Walk 3/day as a Spell-like ability.

Storms Vigor (Su): Whenever you successfully do 5 or more electricity damage to an opponent, you heal 5 hit points.  This is otherwise identical to Fast Healing.

PLAYING A STORMFURY CHAMPION
 You can be a good friend to have, as long as you can control that temper.  Things burn down when you get angry.
 Combat: You generally open with Spell-like Abilities at range, before going into Rage.
 Advancement: Where you go in life  is up to you.
Resources: If you use your abilities to defend the tribe, they have your back.

STORMFURY CHAMPIONS IN THE WORLD
"You ain't welcome in this bar after you burned it down last time."
 You're as unpredictable as any storm.  No one is ever sure what will set you off.
 Daily Life: You like drinking and raising hell.
 Notables:
 Organizations: Your problem with authority makes this unlikely for you.

NPC Reaction
 NPC's are nervous around you.  Even if you aren't a bad guy, you aren't emotionally stable.

STORMFURY CHAMPIONS IN THE GAME
 Having turned your back on Gruumsh means you will have enemies. Which means the party will have enemies.
 Adaptation: This isn't really focused on any one style of campaign.
 Encounters: Stormfury Champions are encountered just about wherever they feel like going.

Sample Encounter
EL 12: The PC's are drinking to their latest successful run, when some barbarians get into an argument.  And then one of the aforementioned Barbarians spits lightning.


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



EPIC STORMFURY CHAMPION

Hit Die: d12
Skills Points at Each  Level : 4 + int
Bonus Feats: The Epic Stormfury Champion gains a Bonus Feat every 2 levels higher than 20th
« Last Edit: February 28, 2021, 09:23:06 PM by bhu »

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Re: Orcs
« Reply #90 on: January 14, 2017, 01:26:58 AM »
SCARBRAND BERSERKER eberron


   
"SKREEEEEE!"

 Scarbrand Berserkers are covered in psychically active scars.  Their shrieks tear at their opponents minds whilst simultaneously healing them.

BECOMING A SCARBRAND BERSERKER
How you would normally become a member of this prestige class.

 ENTRY REQUIREMENTS
   Race: Orc
   Class Abilities: Rage
   Skills:  Climb 4 ranks, Intimidate 4 ranks
   Feats: Scarred, Burning Scarss


Class Skills
 The Scarbrand Berserker's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Listen (Wis), Ride (Dex), Survival (Wis), and Swim (Str).
Skills Points at Each  Level : 2 + int

Hit Dice: d12

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +1    +2     +0     +0    Scarred Rage
2. +2    +3     +0     +0    Shriek
3. +3    +3     +1     +1    Healing Attack
4. +4    +4     +1     +1    Scarred Rage
5. +5    +4     +1     +1    Shriek
6. +6    +5     +2     +2    Healing Attack
7. +7    +5     +2     +2    Scarred Rage
8. +8    +6     +2     +2    Shriek
9. +9    +6     +3     +3    Healing Attack
10.+10   +7     +3     +3   Hacking Assault

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

Scarred Rage (Ps): At 1si Level choose any 1st Level Power from the Psychic Warrior list.  You can Manifest it 1/day, even while Raging, as a Move Action.  At 4th Level you can choose a 2nd Level Power from the Psychic Warrior list, ad a 3rd Level Power at 7th Level.  Manifester Level is equal to your Runescarred Berserker Level.

Shriek (Su): At 2nd Level, once per Rage you can let out a psychically enhanced shriek doing 2d10 untyped damage in a 15 foot emanation centered on you.  While it is not a Sonic effect, your opponent must be able to hear you physically or telepathically for this to work.  Damage increases to 4d10 at 5th Level, and 6d10 at 8th Level.

Healing Attack (Su): At 3rd Level, when you successfully attack an opponent who is suffering any condition (Blinded, Frightened, Stunned, etc.) you gain Fast Healing 5 for 1 round.  At 6th Level this changes to Fast Healing 10.  At 9th Level, you heal on any successful melee attack if you are below 50% of your maximum hit points.

Hacking Assault (Ex): At 10th Level, whenever you are Raging, you gain one extra attack per round at your highest BAB.
 
PLAYING A SCARBRAND BERSERKER
 You will never surrender, and you want to make sure everyone knows it.
 Combat: You charge in screaming and try to hack opponents to death.  You're no genius.
 Advancement: You tend to advance along pretty similar lines to any other Berserker.
Resources: You have the full confidence of the Orc military..

SCARBRAND BERSERKERS IN THE WORLD
"That one won't surrender.  He wants to make us kill him."
 Your blind fanaticism tends to drive even your masters away.  You judge everyone based on what you think you'd do in their situation. and Gruumsh help them if you disapprove.
 Daily Life: You train obsessively
 Notables:
 Organizations: You're currently exclusive to the Orc military.

NPC Reaction
 You turn people off.  Even your allies generally perceive you as an egotistical, condescending narcissist.

SCARBRAND BERSERKERS IN THE GAME
 This PrC is for blind fanatics.  Blind fanatics do not good PC's make.
 Adaptation: This is meant for all Orc campaigns.
 Encounters: Berserkers are generally encountered during war.

Sample Encounter
EL 12: The PC's have just avoided an encounter with the city guard, when a massive hulking Orc starts berating them for cowardice.


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



EPIC SCARBRAND BERSERKER

Hit Die: d12
Skills Points at Each  Level : 2 + int
Bonus Feats: The Epic Scarbrand Berserker gains a Bonus Feat every 2 levels higher than 20th
« Last Edit: March 03, 2021, 11:19:50 PM by bhu »

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Re: Orcs
« Reply #91 on: January 19, 2017, 02:38:17 AM »
STEEL WARRIOR


   
"You do not truly know pain.  Allow me to show you."

Steel Warriors have gone though horrifying magical rites to fuse steel plates onto their skin.  Burdened with constant pain, they also possess great power.

BECOMING A STEEL WARRIOR
Any Tanrrukk willing to endure the necessary pain  will do.

 ENTRY REQUIREMENTS
Race:  Tanarruk
   Feats:  Combat Reflexes, Improved Initiative
   Base Fortitude Save:  +5
   Skills::  Climb 4 ranks, Jump 4 ranks

Class Skills
 The Steel Warrior's class skills (and the key ability for each skill) are Climb (Str), Intimidate (Cha), Knowledge (Rekigion, The Planes), Jump (Str), Listen (Wis), Spot (Wis), Survival (Wis), and Swim (Str).
Skills Points at Each  Level : 4 + int

Hit Dice: d12

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +1    +2     +0     +0    Steel Armor
2. +2    +3     +0     +0    Burning Axe
3. +3    +3     +1     +1    Fiery Opportunist
4. +4    +4     +1     +1    Steel Armor
5. +5    +4     +1     +1    Burning Axe
6. +6    +5     +2     +2    Fiery Opportunist
7. +7    +5     +2     +2    Steel Armor
8. +8    +6     +2     +2    Burning Axe
9. +9    +6     +3     +3    Fiery Opportunist
10.+10   +7     +3     +3   Cage of Fire

Weapon Proficiencies: A Steel Warrior gains no new weapon or armor proficiencies.
 
Steel Armor (Ex): Beginning at 1st Level the Marauder undergoes the first of many magical rites to meld armor plates into his skin.  This Plating takes up the body slot would normally take, and can be enchanted to be magical armor.  Unlike normal armor there is no Check Penalty, Movement Penalty, Spell Failure Chance or Maximum Dex Bonus.  At first Level this provides a +3 Armor Bonus.  This increases to +5 at Level 4 and +9 at Level 7.

Burning Axe (Su): At 2nd Level any weapon you hold gains the Flaming Property.  At 5th Level it also gains the Flaming Burst Property.  At 8th Level it does an extra d6 fire damage, plus another d10 on a successful critical.

Fiery Opportunist: At 3rd Level you gain Sidestep as a Bonus Feat.

At 6th Level you gain Deft Opportunist as a Bonus Feat.

At 9th Level you gain Defensive Sweep as a Bonus Feat.

Cage of Fire (Su): Whenever you cause an opponent 5 or more Fire damage, he becomes surrounded by whirling flames for 3 rounds plus 1 round per point of Cha Modifier.  Any time he moves he takes 2d6 fire damage for every 5 feet he moves.

PLAYING A STEEL WARRIOR
 You are the best of the best.  Or at least you're told that to keep you from realizing what is truly being asked of you.
 Combat: You're a little more tactically inclined than the average Barbarian, but not by much.
 Advancement: Your training is purely combat focused.
Resources: As long as you work for the Orcs, you have the full support of the military.

STEEL WARRIORS IN THE WORLD
"He won't be persuaded by simple threats of violence."
 Like many specialty units, the Orcs keep you hidden till they need you.
 Daily Life: You spend most of your days training.
 Notables:
 Organizations: The Orcs invested a lot in you, and they aren't fond of loaning you out.

NPC Reaction
 NPC's find what's been done to you almost as horrifying as they find you.

STEEL WARRIORS IN THE GAME
 This assumes you belong to the Orc military, or are running from them.  Which might not bode well for the party possibly.
 Adaptation: This is meant for all Orc, or at  least all Evil, campaigns.
 Encounters: Steel Warriors are encountered in wars, or being tested out during raids.

Sample Encounter
EL 12: The PC's hired on as mercenaries to the Elven side of an Elf-Orc war.  Life has sucked, and now as a bonus the Orcs are riveting armor plating to their Half-Fiend spawn..


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



EPIC STEEL WARRIOR

Hit Die: d12
Skills Points at Each  Level : 4 + int
Bonus Feats: The Epic Steel Warrior gains a Bonus Feat every 2 levels higher than 20th
« Last Edit: March 03, 2021, 07:21:31 PM by bhu »

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Re: Orcs
« Reply #92 on: January 19, 2017, 02:39:37 AM »
TANARRUK FLAMESPEAKER


   
"No music better than the sound of burning flesh and screams.

 Flamespeakers are Tanarukk with a talent for magic who have been bonded to the Abyss.

BECOMING FLAMESPEAKER
Pretty much just being willing to undergo the rituals necessary to link you to Demonkind.

 ENTRY REQUIREMENTS
   Race:  Tanarruk
   Feats:  Evil Brand, Demonic Conduit.
   Spellcasting: Must be able to cast 2nd Level Arcane spells.
   Skills:: Knowledge (Arcana, The Planes) 4 ranks


Class Skills
 The Flamespeaker's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), and Spellcraft (Int).
Skills Points at Each  Level : 2 + int

Hit Dice: d4

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +0    +0     +0     +2    Fiery Blast, +1 Level of Arcane casting class
2. +1    +0     +0     +3    Fiery Staff, +1 Level of Arcane casting class
3. +1    +1     +1     +3    Fire Magic, +1 Level of Arcane casting class
4. +2    +1     +1     +4    Fiery Blast, +1 Level of Arcane casting class
5. +2    +1     +1     +4    Fiery Staff, +1 Level of Arcane casting class
6. +3    +2     +2     +5    Fire Magic, +1 Level of Arcane casting class
7. +3    +2     +2     +5    Fiery Blast, +1 Level of Arcane casting class
8. +4    +2     +2     +6    Fiery Staff, +1 Level of Arcane casting class
9. +4    +3     +3     +6    Fire Magic, +1 Level of Arcane casting class
10.+5    +3     +3     +7   Avenging Fire, +1 Level of Arcane casting class

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

Fiery Blast (Su): A Fiery Blast is a ray with a range of 60 feet. It is a ranged touch attack that affects a single target, allowing no saving throw. An eldritch blast deals 3d6 points of Fire damage at 1st level and increases in power as the Flamespeaker rises in level. A Fiery Blast is the equivalent of a 1st-level spell.  A Fiery Blast is subject to spell resistance, although the Spell Penetration feat and other effects that improve caster level checks to overcome spell resistance also apply to Fiery Blast.  Damage increases by 1d6 at Levels 4 and 7.

Fiery Staff (Su):
At 2nd Level any weapon you hold gains the Flaming Property.  At 5th Level it also gains the Flaming Burst Property.  At 8th Level it does an extra d6 fire damage, plus another d10 on a successful critical.

Fire Magic (Sp): Beginning at 3rd Level you gain Spell-Like Abilities you can cast 1/day.  At 3rd Level you get Scorching Ray.  At 6th Level you get Fireball.  At 9th Level you get Wall of Fire.

Avenging Fire (Su): At 10th Level, fire begins to build within you as you take damage.  When an opponent damages you, any Fire damage dealt by you from any source increases by +2 for every 10 hit points below maximum you are until the end of the encounter.  If you die, you explode in a 20 foot radius spread ball of fire doing 13d6 Fire damage (Opponents get a Reflex Save for half damage.  Save DC is Int based).
 
PLAYING A FLAMESPEAKER
 A lot of people (and Things) like to butter you up by stroking your ego.  Good thing they're too self-absorbed to be aware that you know what they're up to.
 Combat: You try to use fire to control the battlefield.
 Advancement: Your demonic master has final say over you're learning, and the Orcs are (barely) willing to tolerate that,
Resources: As usual for most of these classes, you belong to the Orc Military, but you can also be called on by the Abyss.

FLAMESPEAKERS IN THE WORLD
"Try to be near the water when the Orcs raid."
 Your link to the afterlife leaves you hostile and aggressive, even by Orc standards.
 Daily Life: You obsessively scour texts looking for ways to expand your power.
 Notables:
 Organizations: You work  strictly for the Orcs or Demons (and really only so long as the Demons tolerate the Orcs).

NPC Reaction
 Your casual use of fire unnerves even your own people.

FLAMESPEAKERS IN THE GAME
 This is a probably best to remain an NPC class.
 Adaptation: This is definitely all Evil campaigns bound..
 Encounters: This is a place to describe what sort of encounters PC's will have with NPC versions of your class.

Sample Encounter
EL 12: A maniacal, laughing Orc (you think it's an Orc) is throwing around fire like there's no consequences.


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



EPIC FLAMESPEAKER

Hit Die: d4
Skills Points at Each  Level : 2 + int
Fiery Blast At Level 21 and every 3 Levels thereafter, the damage of Fiery Blast increases by +1d6.
Spellcasting While Caster Level continues to increase, you do not gain additional spells per day.
Bonus Feats: The Epic Flamespeaker gains a Bonus Feat every 3 levels higher than 20th
« Last Edit: March 03, 2021, 08:55:15 PM by bhu »

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Re: Orcs
« Reply #93 on: January 21, 2017, 03:57:16 AM »
MOONORC


   
"Why does everyone think we're stupid?"

 Long ago a mad Wizard experimented on some melons in order to create the perfect foodstuff.  As expected, things went awry, and the things were prone to causing mutations in the offspring of those that ate them.  His discarded 'Moonmelons' (so called because of their appearance) were spread far and wide by birds eating them an passing the seeds.  Despite campaigns to eradicate them, Moonmelons still exist in out of the way places.  Some tribes cultivate them as an emergency food source as they will grow without sunlight.  And thus the Moonorcs were born.  After generations of eating the fruit, their appearance and culture have now changed.  Still noticeably Orcish, their size, color and physical features vary wildly.

MOONORC RACIAL TRAITS
·   +4 to one Ability score and -4 to one Ability score; or +2 to any two Ability scores and -2 to Ability scores
·   Size Class: Roll 1d6.  On a 1-2, the Moonorc is Small.  On a 3-4 it's Medium.  On a 5-6 it's Large.
·   Humanoid with the Orc  and Augmented Subtypes
·   Base land speed 30 ft.
·   Darkvision 60 ft.
·   Light Sensitivity (Ex): Orcs are dazzled in bright sunlight or within the radius of a daylight spell.
·   Damage Reduction (Ex): Moonorcs have DR 5/slashing or piercing
·   Oddities: Moonorcs have one of the following mutations: A +4 Natural AC Bonus, +20 feet to base land speed, +4 Racial Bonus to a specific skill (must be chosen from Balance, Climb, Escape Artist, Hide, Intimidate, Jump, Listen, Move Silently, Spot, Swim or Tumble), a Primary Natural Attack doing (1d3 if Small, 1d4 if Medium, 1d6  if Large) plus one and a half times Str Modifier damage, reduce the Racial Penalty to one Ability Score by 2, Scent, or Blind (immune to gaze attacks, visual effects, illusions, and other attack forms that rely on sight.).
·   Automatic Languages: Orc, Common. Bonus Languages: Any nearby race.
·   Level Adjustment: +1
·   Favored Class: Any

STARTING AGE
 Adulthood: 14
 Barbarian, Rogue, Sorcerer: +1d4
 Bard, Fighter, Paladin, Ranger: +1d6
 Cleric, Druid, Monk, Wizard: +2d6

AGING EFFECTS
 Middle Age: 30
 Old: 45
 Venerable: 60
 Maximum Age: +2d10 years

HEIGHT AND WEIGHT (Small)
 Base Height: Male: 3'  Female: 2'10"
 Height Modifier: +2d4"
 Base Weight: Male: 40 lbs.   Female: 35 lbs.
 Weight Modifier: x1 lb.

HEIGHT AND WEIGHT (Medium)
 Base Height: Male: 4'10" Female: 4'5"
 Height Modifier: +2d12"
 Base Weight: Male: 150 lbs.   Female: 110 lbs.
 Weight Modifier: x(2d6) lbs.

HEIGHT AND WEIGHT (Large)
 Base Height: Male: 8'6" Female: 7'10"
 Height Modifier: +2d6"
 Base Weight: Male: 500 lbs.   Female: 430 lbs.
 Weight Modifier: x (2d6) lbs.


MOONORC CHARACTERS
 You can be just about anything you want given your race's flexibility.
 Adventuring Race: Moonorcs adventure out of need, or on direct orders.
 Character Development: Try to alleviate your Light Sensitivity if you're going to fight in a campaign not set in the Underdark.
 Character Names: Moonorcs speak Orc and Common.

ROLEPLAYING A MOONORC
 Never let yourself be seen.  Learn what you can and report back to the elders.  Kill yourself if it looks like you'll be captured.
 Personality: Moonorcs are similar to any other Orc, but have more self control.  Their predicament precludes relying on rage.
 Behaviors: Moonorcs are big on knowledge for it's own sake.  You try to find out all you can, about whatever you can.
 Language: Moonorcs are still Orcs.

MOONORCS SOCIETY
 The first tribe of Moonorcs was a band of outcasts exiled from their tribe.  To avoid starvation, they took to cultivating and eating Moonmelons.  The needs of survival have led them to adopt a rather spartan lifestyle, with the tribe ruled by a council of elders.  Only the very best of Moonorcs reach adulthood, the weak and infirm are put down.
 Alignment : Most Moonorcs are Neutral or even Lawful.  A significant plurality are usually Evil.
 Lands : Since Moonmelons can be grown without sunlight, most Moonorcs live in the Underdark.
 Settlements : Moonorcs live wherever they can hide.
 Beliefs : Some Moonorcs worship Gruumsh, but most believe he has turned his back on them.  Most will follow any God willing to have them..
 Relations: Moonorcs and regular Orcs kill each other on sight.  Other races don't much care for them, as they're still Orcs.

MOONORC ADVENTURES
· The Moonmelon crops are failing.  You are being sent to retrieve a Druid to help.
· One of the council members has adopted a new God he wishes to have the tribe accept.  A God with a little too much fondness for the Undead for the tribe to relax.  He seems obsessed with finding something he calls a Moonblade.
· The new children are being born odd, and they all seem unusually intelligent.  They also seem to be able to secretly communicate with one another.  And their parents are mysteriously turning up dead.



Moonorc Racial Substitution Levels

Barbarian
 Level 1: Replace Fast Movement with a Bonus Racial Feat.

The extra damage only applies against living creatures that have a discernible anatomy. Undead, constructs, oozes, plants, incorporeal creatures, and creatures immune to extra damage from critical hits are not vulnerable to this additional damage. The scout must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. Scouts can apply this extra damage to ranged attacks made while skirmishing, but only if the target is within 30 feet.

At 3rd level, the applicable range for your Ambush attack increases by +20'.   This bonus improves by and additional 20' for every four levels gained above 3rd (+40' at 7th, +60' at 11th, +80' at 15th, and +120' at 19th level).

A scout loses this ability when wearing medium or heavy armor or when carrying a medium or heavy load. If she gains the skirmish ability from another class, the bonuses stack.
 Level 8: Replace Camouflage with Improved Uncanny Dodge
  Improved Uncanny Dodge (Ex): This is identical to the Rogue Ability listed in the PHB.

Spirit Shaman
 Levels 1+: At each Level yu may choose to replace one spell on your spell list with a spell of equal level from the Cleric list.

Wizard
 Levels 1+: The Moonorc is required to give up their Familiar and be a Conjuration Specialist.  In return their Conjuration spells are cast at +1 Caster Level.


Moonorc Racial Feats

Blindsight
You 'see' through means other than eyes.
 Prerequisites: Moonorc, Oddities: Blind, Must initially be taken at 1st Level
 Benefits: You gain Blindsight, as per the MM, with a range of 20 feet.  This Feat can be taken multiple times, but must first be taken at 1st Level.  The Blindsight range increases by +10 feet each time.

Moon Breath
You have a minor breath weapon.
 Prerequisites: Moonorc, Con 15+, Must be taken at 1st Level
 Benefits:

Change Shape
You can make changes to your physical appearance.
 Prerequisites: Moonorc, Cha 15+, Must be taken at 1st Level
 Benefits: Once every 1d4 rounds you can breathe a 15 foot Cone of gas.  Opponents in this range must make a Fortitude Save (Save DC is Con based) or be Dazzled for 1d4 rounds.

Powerful Build
You can wild bigger weapons.
 Prerequisites: Moonorc, Str 15+, Must be taken at 1st Level
 Benefits: Whenever a Moonorc is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the Moonorc is treated as one size larger if doing so is advantageous to him. A Moonorc is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect him. A Moonorc can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category.

Slight Build
You are pretty darn thin.
 Prerequisites: Moonorc, Int 15+, Must be taken at 1st Level
 Benefits: The physical stature of Moonorcs lets them function in many ways as if they were one size category smaller. Whenever a Moonorc is subject to a size modifier or special size modifier for an opposed check (such as Hide), the Moonorc is treated as one size smaller if doing so is advantageous to the character. A Moonorc is also considered to be one size smaller when "squeezing" through a restrictive space. A Moonorc can use weapons designed for a creature one size smaller without penalty. However, the space and reach of a Moonorc remain those of a creature of their actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject's size category.

Climber
You can make climb like a bug.
 Prerequisites: Moonorc, Dex 15+, Must be taken at 1st Level
 Benefits: You gain a Climb Speed equal yo half your land speed.

Telepathy
You can speak with your mind.
 Prerequisites: Moonorc, Wis 15+, Must be taken at 1st Level
 Benefits: You gain Telepathy, as per the MM, with a range of 60 feet.

Extra Oddity
You have an extra Oddity.
 Prerequisites: Moonorc, Must be taken at 1st Level
 Benefits: Chose an additional Oddity you do not already have.
« Last Edit: March 09, 2021, 09:20:20 PM by bhu »

Offline bhu

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Re: Orcs
« Reply #94 on: July 24, 2017, 12:03:13 AM »
TANARRUK MARAUDER


   
*incoherent raving*

 Marauders are mindless balls of rage, and have had to be trained to focus on only killing the enemy in combat.

BECOMING A MARAUDER
Having the Rage abillity is usually enough..

 ENTRY REQUIREMENTS
   Race:  Tanarukk
   Class Abilities: Rage
   Skills: Climb 4 ranks, Jump 4 ranks
   Feats: Extend Rage, Mad Foam Rager


Class Skills
 The Marauder's class skills (and the key ability for each skill) are Climb (Str), Intimidate (Cha), Jump (Str), Listen (Wis), Spot (Wis), Survival (Wis), and Swim (Str).
Skills Points at Each  Level : 2 + int

Hit Dice: d12

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +0    +0     +0     +2    Brutal Rampage
2. +1    +0     +0     +3    Rage
3. +1    +1     +1     +3    Harrowing Flame
4. +2    +1     +1     +4    Brutal Rampage
5. +2    +1     +1     +4    Rage
6. +3    +2     +2     +5    Harrowing Flame
7. +3    +2     +2     +5    Brutal Rampage
8. +4    +2     +2     +6    Rage
9. +4    +3     +3     +6    Harrowing Flame
10.+5    +3     +3     +7    Indomitable Fury

Weapon Proficiencies: A Marauder gains no new weapon or armor proficiecies.
 
Brutal Rampage (Ex): At 1st Level you can perform a Full Attack at the end of a Charge.  At 4th Level they may perform their attacks while charging.  For example if the Marauder has 3 attacks with a Full attack, it may deliver them to any opponent adjacent to them during their Charge until they have made all 3 attacks.  Choosing to do this provokes Attacks of Opportunity.  At 7th Level, any time the Marauders opponents succeed with an Attack of Opportunity, it gets a cumulative +2 Bonus on damage rolls for the duration of the encounter.

Rage (Ex): At Levels 2, 4 and 8 you gain one additional use of Rage.

Harrowing Flame (Su): At Level 3 any weapon you wield gains the Flaming property.  At 6th Level, if your fire successfully damages an opponent it does an additional 1d6 fire damage for a number of rounds equal to your Constitution modifier.   At 9th Level, you gain a +2 Bonus on Attack rolls against opponents you have set on fire.

Indomitable Fury (Ex): At 10th Level, the first time damage or an effect would reduce you to 0 hit points or less, you are reduced to 1 hit point instead.  This may be used 1/encounter.  For the rest of the encounter, you gain a +4 Bonus on attack and damage rolls, and 1 additional attack per round at your highest BAB.

PLAYING A MARAUDER
 You are mentally unstable to a point that you are kept caged until it's killing time.
 Combat: You charge straight in.  Few are as eager to shed blood as you.
 Advancement: Marauders are fairly predictable in focusing on Charging.
Resources: None.  No one trusts you with anything.

MARAUDERS IN THE WORLD
"We're going to have to put him down some day if the Elves can't kill him."
 You want to see the world die choking on it's own teeth.
 Daily Life: You are beaten and kept in restraints to stoke you fury to kill when released, and to convince you to not attack your handlers..
 Notables:
 Organizations: Only the Orcs use Marauders, and even they use few of them.

NPC Reaction
 No one turns their back on you.  You're too dangerous..

MARAUDERS IN THE GAME
 This is a probably best as an NPC class.
 Adaptation: This is definitely an all Evil Orc campaign critter..
 Encounters: Marauders are saved by the Orcs for special occasions.

Sample Encounter
EL 12: The PC's are raiding an Orc village to free slaves, when they come across an Orc (?) in chains.  Aaand of course the Paladin demands he be set free.


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



EPIC MARAUDER

Hit Die: d12
Skills Points at Each  Level : 2 + int
Rage The Epic Marauder  gains one use of rage per day every four levels after 20th.
Bonus Feats: The Epic Marauder gains a Bonus Feat every 3 levels higher than 20th
« Last Edit: March 03, 2021, 09:08:21 PM by bhu »

Offline bhu

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Re: Orcs
« Reply #95 on: February 28, 2021, 01:33:57 AM »
RACIAL FEATS

First Blood
You always try to hit first.
 Prerequisites: Orc, Improved Initiative
 Benefits: You automatically threaten a critical hit with a successful attack if your opponent is flat-footed.

Death Strike
You always try to hit last.
 Prerequisites: Orc, Great Fortitude
 Benefits: If a melee attack reduces you to 0 or fewer hit points, you get an Attack of Opportunity as a Free Action against your attacker.


Death Strike
You are a flexible attacker.
 Prerequisites: Orc, Dodge, Mobility
 Benefits: If you succeed with a Charge  Attack, you can immediately make a 5 foot step afterwards.
« Last Edit: February 28, 2021, 09:48:18 PM by bhu »

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Re: Orcs
« Reply #96 on: February 28, 2021, 01:43:55 AM »
DEATH MAGE   mm2


   
Quote of Some Kind by a member of the class!

 A general description of whatever the class is!

BECOMING A CLASS NAME
How you would normally become a member of this prestige class.

 ENTRY REQUIREMENTS
   Race: Orc or Half Orc
   
   
   
   


Class Skills
 The Class Name's class skills (and the key ability for each skill) are....
Skills Points at Each  Level : x + int

Hit Dice: dx

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +0    +0     +0     +2    Rotting Touch
2. +1    +0     +0     +3    Bolt of Putrescence
3. +1    +1     +1     +3    Swarm of Black Flies
4. +2    +1     +1     +4   
5. +2    +1     +1     +4   
6. +3    +2     +2     +5   
7. +3    +2     +2     +5   
8. +4    +2     +2     +6   
9. +4    +3     +3     +6   
10.+5    +3     +3     +7   Death Mark

Weapon Proficiencies: A place to put the different proficiencies.
 Put all the different class abilities in here!
 
PLAYING A CLASS NAME
 Brief description on how to play the class you are designing.
 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: What resources might a member of this PrC be able to draw on..

CLASS NAME IN THE WORLD
A quote of somebody else talking about your class!
 A brief description of how your class is persevered in the world and how he interacts with the world.
 Daily Life: Some general information about the typical day in the life of your class.
 Notables: Make up some cool information about notable figures in the history of your class. It's best to give a little information from one of the good alignment and evil alignment (unless it's a good or evil only class).
 Organizations: Some information about organizations dedicated to the practice of your class and other organizations which members of your class will be attracted towards.

NPC Reaction
 This is an in detail description of how NPC's would perceive your class and the immediate generalization that people would give of your class.

CLASS NAME IN THE GAME
 This is a good place to provide a quick note on how your class will effect game play statistically.
 Adaptation: This is a place where you put in detail how people can adapt your class into their campaign setting.
 Encounters: This is a place to describe what sort of encounters PC's will have with NPC versions of your class.

Sample Encounter
Give an example of how one might encounter a member of this PrC.
EL x: Give the encounter level and description of a sample member of this class and a stat block for him/her.


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



EPIC CLASS NAME

Hit Die: dx
Skills Points at Each  Level : x + int
Class Ability
Class Ability
Bonus Feats: The Epic Class Name gains a Bonus Feat every x levels higher than 20th
« Last Edit: February 28, 2021, 10:06:05 PM by bhu »

Offline bhu

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Re: Orcs
« Reply #97 on: February 28, 2021, 10:06:44 PM »
TROLL SHAMAN   orcs of stonefang pass


   
Quote of Some Kind by a member of the class!

 A general description of whatever the class is!

BECOMING A CLASS NAME
How you would normally become a member of this prestige class.

 ENTRY REQUIREMENTS
   Race: Orc or Half Orc
   
   
   
   


Class Skills
 The Class Name's class skills (and the key ability for each skill) are....
Skills Points at Each  Level : x + int

Hit Dice: dx

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +0    +0     +0     +2    Rotting Touch
2. +1    +0     +0     +3    Bolt of Putrescence
3. +1    +1     +1     +3    Swarm of Black Flies
4. +2    +1     +1     +4   
5. +2    +1     +1     +4   
6. +3    +2     +2     +5   
7. +3    +2     +2     +5   
8. +4    +2     +2     +6   
9. +4    +3     +3     +6   
10.+5    +3     +3     +7   Death Mark

Weapon Proficiencies: A place to put the different proficiencies.
 Put all the different class abilities in here!
 
PLAYING A CLASS NAME
 Brief description on how to play the class you are designing.
 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: What resources might a member of this PrC be able to draw on..

CLASS NAME IN THE WORLD
A quote of somebody else talking about your class!
 A brief description of how your class is persevered in the world and how he interacts with the world.
 Daily Life: Some general information about the typical day in the life of your class.
 Notables: Make up some cool information about notable figures in the history of your class. It's best to give a little information from one of the good alignment and evil alignment (unless it's a good or evil only class).
 Organizations: Some information about organizations dedicated to the practice of your class and other organizations which members of your class will be attracted towards.

NPC Reaction
 This is an in detail description of how NPC's would perceive your class and the immediate generalization that people would give of your class.

CLASS NAME IN THE GAME
 This is a good place to provide a quick note on how your class will effect game play statistically.
 Adaptation: This is a place where you put in detail how people can adapt your class into their campaign setting.
 Encounters: This is a place to describe what sort of encounters PC's will have with NPC versions of your class.

Sample Encounter
Give an example of how one might encounter a member of this PrC.
EL x: Give the encounter level and description of a sample member of this class and a stat block for him/her.


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



EPIC CLASS NAME

Hit Die: dx
Skills Points at Each  Level : x + int
Class Ability
Class Ability
Bonus Feats: The Epic Class Name gains a Bonus Feat every x levels higher than 20th

Offline bhu

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Re: Orcs
« Reply #98 on: February 28, 2021, 10:09:06 PM »
WOLF SHAMAN   orcs of stonefang pass


   
Quote of Some Kind by a member of the class!

 A general description of whatever the class is!

BECOMING A CLASS NAME
How you would normally become a member of this prestige class.

 ENTRY REQUIREMENTS
   Race: Orc or Half Orc
   
   
   
   


Class Skills
 The Class Name's class skills (and the key ability for each skill) are....
Skills Points at Each  Level : x + int

Hit Dice: dx

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +0    +0     +0     +2    Rotting Touch
2. +1    +0     +0     +3    Bolt of Putrescence
3. +1    +1     +1     +3    Swarm of Black Flies
4. +2    +1     +1     +4   
5. +2    +1     +1     +4   
6. +3    +2     +2     +5   
7. +3    +2     +2     +5   
8. +4    +2     +2     +6   
9. +4    +3     +3     +6   
10.+5    +3     +3     +7   Death Mark

Weapon Proficiencies: A place to put the different proficiencies.
 Put all the different class abilities in here!
 
PLAYING A CLASS NAME
 Brief description on how to play the class you are designing.
 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: What resources might a member of this PrC be able to draw on..

CLASS NAME IN THE WORLD
A quote of somebody else talking about your class!
 A brief description of how your class is persevered in the world and how he interacts with the world.
 Daily Life: Some general information about the typical day in the life of your class.
 Notables: Make up some cool information about notable figures in the history of your class. It's best to give a little information from one of the good alignment and evil alignment (unless it's a good or evil only class).
 Organizations: Some information about organizations dedicated to the practice of your class and other organizations which members of your class will be attracted towards.

NPC Reaction
 This is an in detail description of how NPC's would perceive your class and the immediate generalization that people would give of your class.

CLASS NAME IN THE GAME
 This is a good place to provide a quick note on how your class will effect game play statistically.
 Adaptation: This is a place where you put in detail how people can adapt your class into their campaign setting.
 Encounters: This is a place to describe what sort of encounters PC's will have with NPC versions of your class.

Sample Encounter
Give an example of how one might encounter a member of this PrC.
EL x: Give the encounter level and description of a sample member of this class and a stat block for him/her.


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



EPIC CLASS NAME

Hit Die: dx
Skills Points at Each  Level : x + int
Class Ability
Class Ability
Bonus Feats: The Epic Class Name gains a Bonus Feat every x levels higher than 20th