Orc Warrior: Difference between revisions
m (Text replacement - " <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-2. This is number of SQUARES; will be converted to feet. --> <!-- NOTE: If type or subtype is "Swarm", the reach will default to 0 ft....) |
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| CR=<onlyinclude>{{#ifeq:{{{transcludesection|CR}}} | | CR=<onlyinclude>{{#ifeq:{{{transcludesection|CR}}} | ||
| CR | | | CR | 6 | ||
<!-- Value: integer between 1 and 40. --> | <!-- Value: integer between 1 and 40. --> | ||
}}</onlyinclude> | }}</onlyinclude> | ||
| Min-CR = 2 | | Min-CR = 2 | ||
| Max-CR = | | Max-CR = 25 | ||
| MonsterName=<onlyinclude>{{#ifeq:{{{transcludesection|MonsterName}}} | | MonsterName=<onlyinclude>{{#ifeq:{{{transcludesection|MonsterName}}} | ||
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<!-- Put any 'immunity' or 'hardened' values here; | <!-- Put any 'immunity' or 'hardened' values here; | ||
immunities based on type (e.g. Vermin) or role (e.g. Threat) are automatically added | immunities based on type (e.g. Vermin) or role (e.g. Threat) are automatically added | ||
'''''Hardened ( | '''''Hardened (1/2 damage):''''' | ||
'''''Immune (no effect):''''' --> | '''''Immune (no effect):''''' --> | ||
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| PriAtkIsAuto-Hit = | | PriAtkIsAuto-Hit = | ||
<!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone | <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") --> | ||
| NudgePriToHit = | | NudgePriToHit = | ||
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| SecAtkIsAuto-Hit = | | SecAtkIsAuto-Hit = | ||
<!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone | <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") --> | ||
| NudgeSecToHit = | | NudgeSecToHit = | ||
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| TerAtkIsAuto-Hit = | | TerAtkIsAuto-Hit = | ||
<!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone | <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") --> | ||
| NudgeTerToHit = | | NudgeTerToHit = | ||
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| QuaAtkIsAuto-Hit = | | QuaAtkIsAuto-Hit = | ||
<!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone | <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") --> | ||
| NudgeQuaToHit = | | NudgeQuaToHit = | ||
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| RangedAtkIsAuto-Hit = | | RangedAtkIsAuto-Hit = | ||
<!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone | <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") --> | ||
| NudgeRangedToHit = | | NudgeRangedToHit = | ||
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<!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will auto-detect Combat Casting and include it --> | <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will auto-detect Combat Casting and include it --> | ||
| Ability-1-Description = Once per encounter, after performing a melee attack (hit or miss), an Orc Warrior may choose to heal itself for {{Hit-Points|n=0. | | Ability-1-Description = Once per encounter, after performing a melee attack (hit or miss), an Orc Warrior may choose to heal itself for {{Hit-Points|n=0.35|op=mult}} hit points as a free action. | ||
<!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables: | <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables: | ||
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Threat, or Villain role. All other times, it will be invisible. --> | Threat, or Villain role. All other times, it will be invisible. --> | ||
| Role-Only--Replace-Rez-Power--Name = | | Role-Only--Replace-Rez-Power--Name = Orc's Deathmarch | ||
| Role-Only--Replace-Rez-Power--Type = | | Role-Only--Replace-Rez-Power--Type = Ex | ||
<!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance" --> | <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance" --> | ||
| Role-Only--Replace-Rez-Power--Action-Required = | | Role-Only--Replace-Rez-Power--Action-Required = Automatic Upon Death | ||
<!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action | <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action | ||
Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc. --> | Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc. --> | ||
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auto-detect Combat Casting and include it --> | auto-detect Combat Casting and include it --> | ||
| Role-Only--Replace-Rez-Power--Description = | | Role-Only--Replace-Rez-Power--Description = When some Orc's are killed, they do not just lie down and take it. Instead, they leave the world in a frenzy of hacking hatred, as cruel in death as they were in life. An Orc that has activated Deathmarch continues to fight for one round after its hit points are reduced to zero or below. During this round it ignores all conditions, is Immune to all further damage (since it's already dead), and acts normally in all ways, but it then dies immediately at the end of its turn. Orc's in a Deathmarch typically attack with all their ferocity, gaining a +2 Circumstance bonus to all their to-hit's and Save DC's, and adding {{Hit-Dice|n=2|op=div}} points of damage to all damage rolls, of the same type of damage as the base attack inflicts. | ||
Detecting the fact that Orc's Deathmarch has activated takes a [[Naturalism]] or [[Knowledge (Local)]] check with an [[Skill DC|Average]] DC of {{Skill-DC|Average}}, or a [[Perception]] or [[Heal]] check with a [[Skill DC|Hard]] DC of {{Skill-DC|Hard}}. Failing the roll informs the player only that the Orc is Bloodied. | |||
<!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage | <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage | ||
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is given the "Swarm" role. It replaces the default "Personal Space Issues" power | is given the "Swarm" role. It replaces the default "Personal Space Issues" power | ||
(or the "Darken The Sky" power, if it is a Troop), which allows swarms to inflict | (or the "Darken The Sky" power, if it is a Troop), which allows swarms to inflict | ||
the Distracted | the Distracted condition when they damage a foe (or it grants an area of affect | ||
ranged attack if it is a troop). Leave this blank if you want the "Personal Space | ranged attack if it is a troop). Leave this blank if you want the "Personal Space | ||
Issues" or "Darken the Sky" power to appear when this monster is designated as a | Issues" or "Darken the Sky" power to appear when this monster is designated as a |
Latest revision as of 01:59, 22 January 2023
Orc Warrior (CR 6)
Chaotic Evil - Medium - Humanoid (Orc) |
---|
Lore: | Know (Local) | ||
10 | 25 | ||
Basic DC | Full DC |
Initiative |
Perception: | |
21 | +11 |
Passive | Active |
Ambush: |
10+ |
on a d20 |
Senses:
Movement Types:
- Walk 30 ft.
Defense
AC |
Man Def |
Monster Health | ||
82 | 41 | 9 |
Hit Points | Bloodied | Hit Dice |
Saving Throws | |
Fort: | +9 |
Refl: | +4 |
Will: | +4 |
Strong Against:
Offense
Standard Attack (Melee):
- 1x Scimitar +10 (1d8+6/19-20 x2)
as slashing (physical, common)
Full Attack (Melee):
- 3x Scimitar +10 (1d8+6/19-20 x2)
as slashing (physical, common)
Standard Attack (Ranged):
- 1x Throwing Axe +10 (1d8+6/19-20 x2)
as slashing (physical, common)
(Increment: 20 ft.; Max Range: 100 ft.)
Full Attack (Ranged):
- 3x Throwing Axe +10 (1d8+6/19-20 x2)
as slashing (physical, common)
(Increment: 20 ft.; Max Range: 100 ft.)
Siege Damage: Not siege capable
Statistics
18 |
STR |
16 |
DEX |
15 |
CON |
8 |
INT |
10 |
WIS |
10 |
CHA |
Skills:
- Bluff: 11
- Intimidate: 12
- Perception: 11
- All other skills: 5 (no ranks)
Languages: Orcish, Common
Feats:
- Mobility (EFFECT: +4 AC against attacks of opportunity from movement)
Special Abilities
Warrior's Surge (Su) Free Action |
Once per encounter, after performing a melee attack (hit or miss), an Orc Warrior may choose to heal itself for 28 hit points as a free action. |
Bloody Fury (Ex) Free Action |
Once per encounter, after using Warrior's Surge, if the Orc Warrior takes additional damage from any source, they may make one Scimitar attack as a free action against the creature that damaged them. This free attack can be made at any time after the Warrior's Surge ability is triggered. |
Orc Warrior
Orc Warriors are the backbone of the orc tribes' savage strength. Orc Warriors are the most common orcs seen in orc-controlled lands. Orc Warriors guard the villages, patrol the hunting grounds, hunt and forage, and of course, go to war.
Orc Warriors are ruthless and fearless fighters who will happily fight to the death if it means they get one last attack on their enemies.
Combat Tactics
Orc Warriors are dangerous foes. They will throw axes to soften up their opponents and then charge into melee. As they take damage, they will use Warrior's Surge to stay on their feet, and after that, they will use Bloody Fury to make sure that whoever damages them next remembers their anger.
Orc Warriors are fearless and savage fighters and will fight to the death without hesitation.
Out of Combat
Orc warriors are the 'rank and file' of the Orc Way. Most orc warriors are former raiders that have 'made their chops', but a large minority of Orc Warriors are given their might by some act of providence, being born superior, or having connections, or by having some skill that has earned them special training, weapons, and status. No matter how they came to be Warriors, they are all quite pleased by their good fortune, and they are jealous of their place. Orc Warriors, oddly enough, often go raiding. But they tend to spend more of their time in the great orc camps, doing all the 'routine things' that make Orc culture go. Warriors make weapons and armor, have baby Orcs, keep house, build buildings and fortifications (crudely but quickly), and run coffles of the slaves that are tasked with the most menial of duties.
Rewards
XP: 2,400
Treasure: Sellable Goods worth 2,125 gp.
- Weight: 60 lbs. Volume: 2.4 cu. ft.
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) |