Orc Shaman"Youz gonna be paste!"- Wurrzag, Orc Shaman
An Orc Shaman is a living conduit to Gork and Mork and can wield such arcane might that even the crustiest old warbosses have to be impressed. The power of a Shaman comes not just from the Winds of Magic, or 'da Great Green' as the greenskins know it, but also from the raw energy radiating from their fellow Orcs. As they advance into battle, the Waaagh! energy rises, allowing a Shaman to focus that force through the power of his mind. What erupts out of the Shaman are spells as brutal as the Orcs themselves. Shamans have been known to cause a foe's brain to burst out of his skull, to shoot death beams out of their own beady eyes or to summon an almighty green foot from the skies to stomp and squish any unfortunate enough to be underneath. By using the awesome power of greenskin magic to destroy an enemy, Orc Shamans earn the right to their eccentricities.
Making a Orc ShamanText
Abilities: Charisma, Constitution.
Races: Orc Shaman appear only among the orcs.
Alignment: Orc Shaman are usually non-good, but not entirely so.
Table 1: The Orc Shaman
Level BAB Ref Fort Will Abilities
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1 +0 +0 +2 +2 Horde, Cowardice, Bloodlust (+1, 0d6), Fighty Magics
2 +1 +1 +3 +3 We's Orcs
3 +2 +1 +3 +3 Bloodlust (+1, 1d6)
4 +3 +2 +4 +4 Gaze of Mork
5 +3 +2 +4 +4 Bloodlust (+2, 1d6)
6 +4 +3 +5 +5 Magic Paint
7 +5 +3 +5 +5 Bigger Hording, Bloodlust (+2, 2d6)
8 +6 +2 +6 +6 Brain Bursta
9 +6 +3 +6 +6 Bloodlust (+3, 2d6)
10 +7 +3 +7 +7 Fists of Gork
11 +8 +3 +7 +7 Bloodlust (+3, 3d6)
12 +9 +4 +8 +8 Hand of Gork, We Is Many
13 +9 +4 +8 +8 Bloodlust (+4, 3d6)
14 +10 +4 +9 +9 'Ere We Go!, Huge Horde
15 +11 +5 +9 +9 Bloodlust (+4, 4d6)
16 +12 +5 +10 +10 Circle Magic
17 +12 +5 +10 +10 Bloodlust (+5, 4d6)
18 +13 +6 +11 +11 'Eadbutt
19 +14 +6 +11 +11 Bloodlust (+5, 5d6)
20 +15 +6 +12 +12 Foot of Gork, Biggest HordeGame Rule InformationOrc Shaman have the following game statistics.
Alignment: Any
Hit Die: d8
Requirements: Race must be orc
Starting Gold: As warmage
Starting Age: As warmage
Class skills (4 + Int modifier): Concentration, Intimidate, Knowledge (all), Perform, Ride, Search, Sense Motive, Spellcraft, Survival, Use Magic Device
Class FeaturesAll the following are class features of the Orc Shaman class.
- Weapon and Armour Proficiency: Orc Shaman are proficient with all simple and martial weapons and light and medium armour, as well as shields (except tower).
- Spells: As warmage in all particulars.
- Horde (Ex): A Orc Shaman is permanently surrounded by his horde, those goblins and orcs that have chosen to follow him to glory and riches. This is represented by the Orc Shaman permanently controlling a total number of hit dice of goblins and orcs equal to his class level times two. No creature controlled through this ability can have a CR more than 1/3rd the class level of the Orc Shaman. Thus at 1st level, the Orc Shaman could have two 1/3rd CR goblins as his horde. As the Orc Shaman only has goblins and orcs available to him to make up his horde, it is sometimes necessary to advance them as the Orc Shaman gains levels (a Orc Shaman can choose to have a large number of much lower CR creatures, if desired). Orcs advance as fighters or barbarians, while goblins advance as fighters, shamans (clerics), or rogues. Creatures come equipped with gear appropriate to an NPC of their level and class, and use the normal array. Any creatures lost from this total are replenished one week later. Horde members act on the Orc Shaman's initiative. No more than one in five creatures can be a cleric (minimum one).
- Cowardice (Ex): If the horde (excluding the Orc Shaman) takes damage equal to or greater than a quarter of its hit points (this is the sum of hit points for all creatures in the horde), every creature in the horde must make a Will save against Fear at 10 + encounter CR or become shaken. This effect lasts until the encounter ends, or the horde is healed above the total at which it was forced to save. Every quarter of the horde's hit points (so at 75%, 50%, 25%), every creature must save again. If the horde goes past two points from one attack or action (say, drops from 80% to 45% of their total hit points) they save twice. The effects of multiple failed saves stack.
- Bloodlust (Ex): An Orc Shaman loves a good fight, and it's even more fun to get stuck in when it's all sticky and bloody. An Orc Shaman deals additional damage and gains a bonus to attack rolls against any creature or object that has already been dealt damage this round. At 1st level, he gains a +1 bonus to attack rolls against creatures and objects that have been dealt damage this turn. At 3rd level this ability adds 1d6 damage to the Orc Shaman's attacks. For every four levels after 1st this ability grants a further +1 bonus to his attack rolls. For every four levels after 3rd this ability adds 1d6 additional damage to the Orc Shaman's attacks. Members of the horde also get Bloodlust, using their hit dice in place of the Orc Shaman's character level.
- Fighty Magics (Ex): Orcs love a good scrap, and Orc Shamans love the energy a good scrap throws off. If more than half the members of the horde (not counting the Orc Shaman) are in melee combat, the Orc Shaman gains a +1 bonus to caster level and deals extra damage on his spells equal to his charisma modifier to all targets affected.
- Gifts of Gork (or Mork): The god(s) of the greenskins have seen fit to bless the Orc Shaman, as well as all of those who follow his lead. Any of these gifts that require an action to activate use a standard unless otherwise specified.
- We's Orcs! (Ex): Orcs love a fight. But only when they're winning it. If Cowardice has not yet been triggered this encounter, the members of the horde gain a +1 morale bonus on all rolls. Below 75% of total hit points, they have no bonus or penalty. Below 50%, a -1 morale penalty on all rolls. Below 25%, a -2 morale penalty on all rolls.
- Gaze of Mork (Su): Orc shamans aren't very subtle. Or nice. Once per encounter, all enemies on a 60 ft. line 5 ft. wide must make a reflex save at 10 + 1/2 class level + charisma modifier or be take 2d6 damage per class level.
- Magic Paint (Su): The Orc Shaman is able to grant the members of the horde a little more toughness using some magic paints. It stops working when things go south, however. If Cowardice has not yet been triggered this encounter, the members of the horde gain damage reduction equal to the Orc Shaman's charisma modifier.
- Brain Bursta (Su): Sometimes, taking out the big bad guy is much better for the horde. The target must make a will save at 10 + 1/2 class level + charisma modifier or be take 1d6 damage per class level.
- Fists of Gork (Su): As a standard action, the Orc Shaman can grant one member of the horde, himself included, a +3 bonus to attack and a +6 bonus to damage for the rest of the encounter. He can only do this once per encounter.
- Hand of Gork (Ex): Sometimes, the god(s) want an orc over there, not over here. The orc shaman instantly teleports a member of the horde within line of sight to anywhere within a distance of 10 feet per class level.
The destination must be an unoccupied space within line of sight.
- 'Ere We Go! (Su): Members of the horde get a little more accurate when the shaman is around and helping out. Once per encounter as a standard action, all the members of the horde roll twice for any attack rolls and take the better result. This lasts for three rounds.
- Circle Magic (Ex): The Orc Shaman has realized that maybe he can get a little bit more out of his shamans if he sticks them all in a big group. So he does. Shamans in the horde can now use circle magic, with the Orc Shaman or the highest hit dice shaman in the horde treated as the circle leader.
- 'Eadbutt (Su): Orc Shamans do not like being shown up by anyone else thinking they's a better magic user. Once per encounter, the Orc Shaman can attempt to kill another magic userwith 200 ft. That creature must make a fort save at 10 + 1/2 class level + charisma modifier or die. This ability only affects creatures who can cast spells, spell-likes, psionics, utterances, mysteries, or use soulmelds.
- Foot of Gork (Su): The biggest and baddest ability in an Orc Shaman's arsenal, the Foot of Gork is a fight ender. So they use it all the time. It affects a 60' area in radius. Creatures within 20 Feet of the Center Point takes 20d6 points of crushing damage (no save) and is knocked prone. Those between 20 Feet and 40 Feet of the Center Point also take 20d6 points of crushing damage, but are entitled to a Reflex save for half damage.
Those who fail the save are knocked prone. Those between 40 Feet and 60 Feet of the Center Point are struck by flying debris for 10d6 points of damage, and are entitled to a Reflex save for half damage. It can be used once an encounter as a full-round action.
- Bigger Hording (Ex): The horde now has a total number of hit dice of equal to his class level times three, and the maximum CR is 1/2 the class level of the Orc Shaman.
- We Is Many (Ex): All members of an Orc Shaman's horde now pool their hitpoints into a single great mass. None of them die until the pool is emptied, at which point they all die.
- Huge Horde (Ex): The horde now has a total number of hit dice equal to his class level times four, and the maximum CR is 1/2 the class level of the Orc Shaman.
- Biggest Horde (Ex): The horde now has a total number of hit dice equal to his class level times five, and the maximum CR is 1/2 the class level of the Orc Shaman.