Orc Battle-Rager: Difference between revisions
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Revision as of 20:15, 13 March 2017
Orc Battle-Rager (CR 7)
Chaotic Evil - Medium - Humanoid (Orc) |
---|
Lore: | Know (Local) | ||
12 | 29 | ||
Basic DC | Full DC |
Initiative |
Perception: | |
25 | +15 |
Passive | Active |
Ambush: |
10+ |
on a d20 |
Senses:
Movement Types:
Defense
AC |
Man Def |
Monster Health | ||
113 | 56 | 11 |
Hit Points | Bloodied | Hit Dice |
Saving Throws | |
Fort: | +9 |
Refl: | +4 |
Will: | +4 |
Strong Against:
- DR3/-
Offense
Standard Attack (Melee):
- 1x Orc Saber +12 (0/19-20 x2)
as undefined damage type
Full Attack (Melee):
- 3x Orc Saber +12 (2d8+4/19-20 x2)
as undefined damage type
Standard Attack (Ranged):
- 1x Orc Shotput +12 (2d8+4/19-20 x2)
as undefined damage type
(Increment: 10 ft.; Max Range: 50 ft.)
plus Lesser Returning
Full Attack (Ranged):
Siege Damage: Not siege capable
Statistics
24 |
STR |
20 |
DEX |
20 |
CON |
15 |
INT |
8 |
WIS |
11 |
CHA |
Skills:
- Intimidate: 11
- Perception: 15
- Sense Motive: 11
- All other skills: 6 (no ranks)
Languages: Common, Giant
Feats:
- Cleave (EFFECT: Cleave (Feat))
Special Abilities
Warriors Surge (Su) |
Once per encounter as a free action, an Orc Rager may choose to heal itself for 1/3rd of its normal maximum hit points, drop fractions. Using this ability also clears any one status condition the Orc Rager is suffering from. The Orc Rager may use this ability on his turn even if he is otherwise denied all actions by one or more status conditions. |
Frenzied Thrashing (Ex) |
Any enemy starting its turn adjacent to the Orc Rager takes points of damage at the start of its turn, as the Rager lashes out with his spiked armor. This is an aura. |
Orc Battle-Rager
Orc Battle-Ragers have committed themselves fully to the Path of Blood, choosing a path of constant battle. As part of this violent credo, they drink a vile, tar-like concoction of secret and magical herbs to dull pain, heighten their alertness and feed their aggression. Due to the herb-fueled savagery thus induced, many Orc Battle-Ragers die bloodily within the first few years of their apprenticeship to their tribe's Warlord. Those that survive go on to become Orc Centurions. Orc Battle-Ragers are recognizable by their incredible ferocity but lack of martial precision.
Combat Tactics
Ragers will use their Orc Shotputs if they are outside of melee range. Once in melee range, they will maneuver to maximize their Cleave ability, and rely on their DR, Frenzied Thrashing aura and Warrior's Surge abilities to keep them in the fight. Ragers will nearly always fight to the death unless commanded to retreat by a mightier Orc of their tribe. Their melee attacks are powerful and they know it, and thus they will prefer to close to melee if at all possible using charge maneuvers, Bull Rush, Overrun, etc.
Out of Combat
Rewards
XP: 3,200
Treasure: Sellable Goods worth 2,875 gp.
- Weight: 70 lbs. Volume: 2.8 cu. ft.
- Orc Battle-Ragers frequently carry an Orc Shotput +1 (with the free Lesser Returning property), having a sell value of 580 gp.
Optional Treasure Rules: Roll a d20 on Table 1 below once per encounter (NOT per creature). Any items discovered are in addition to the normal treasure for the encounter.
Table 1: Remnant(s) Found | |
---|---|
1 - 10 | Nothing Found |
11 - 14 | 1 Languid Remnant (tier 1) |
15 - 17 | 1 Pale Remnant (tier 2) |
18 - 19 | 1 Bright Remnant (tier 3) |
20 | Roll on Table 2 |
### | Nothing to see here! |
### | Or here. Move along. |
Table 2: Remnant(s) Found | |
---|---|
1 - 5 | 3 Languid Remnants (tier 1) |
6 - 10 | 3 Pale Remnants (tier 2) |
11 - 14 | 1 Intense Remnant (tier 4) |
15 - 17 | 1 Blazing Remnant (tier 5) |
18 - 19 | 1 Vital Remnant (tier 6) |
20 | Roll on Table 3 |
### | Or here. Move along. |
Table 3: Remnant(s) Found | |
---|---|
1 - 5 | 3 Bright Remnants (tier 3) |
6 - 8 | 3 Intense Remnants (tier 4) |
9 - 11 | 3 Blazing Remnants (tier 5) |
12 - 14 | 3 Vital Remnants (tier 6) |
15 - 17 | 1 Prime Remnant (tier 7) |
18 - 19 | 1 Mythic Remnant (tier 8) |
20 | 1 Empyrean Remnant (tier 9) |