Norker Vagabond: Difference between revisions
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== Norker | == Norker Vagabond (CR 2) == | ||
Norkers are a degenerative subspecies of orc. They are fierce and cruel, but not as organized. They generally travel in packs, dominated by a single strong leader. The packs are rife with internal power struggles and petty bickering, but when confronted with a common foe, they all fall into enough order to make a reasonable nuisance of themselves. | Norkers are a degenerative subspecies of orc. They are fierce and cruel, but not as organized. They generally travel in packs, dominated by a single strong leader. The packs are rife with internal power struggles and petty bickering, but when confronted with a common foe, they all fall into enough order to make a reasonable nuisance of themselves. | ||
Revision as of 15:24, 26 May 2014
Norker Vagabond (CR 2)
Norkers are a degenerative subspecies of orc. They are fierce and cruel, but not as organized. They generally travel in packs, dominated by a single strong leader. The packs are rife with internal power struggles and petty bickering, but when confronted with a common foe, they all fall into enough order to make a reasonable nuisance of themselves.
They frequently travel with any orcs willing to take them in, and will eagerly follow orcs around like mean, feral puppies. Orcs tolerate norkers because they're so easily dominated, useful in a fight, and are easily overruled when it comes time to divvy up loot.
Norker Vagabonds are norkers who have managed, generally through stupidity and greed, to get themselves driven out of orc society. Even for norkers vagabonds are not impressive examples, and they frequently wind up wandering in feral packs alone, getting into deadly mischief, or take up with tribes of the lesser races, such as kobolds or goblins. The lesser races don't exactly welcome norker vagadonds, but at the least they are obedient and willing to fight. So, norkers find a place once again.
GENERAL
CR 2 Hit Dice 3
XP 600
CE Small humanoid (orc)
Init +1; Senses Low-Light 120 ft., Perception +5
DEFENSE
AC 16, touch 12, flat-footed 14 (+2 dex, +4 armor)
hp 22
Fort +5, Ref +4, Will +0
Aura: -
SR: -
Special Defenses: -
Immunities: -
Weaknesses: -
OFFENSE
Speed 30 ft.
Space / Reach: 5 ft. / 5 ft.
Single Melee Club +4 (1d8+1/19-20x2)
Full Melee Club +4 (1d8+1/19-20x2)
Ranged Thrown Rock +4 (1d8+1/x2)
Special Attacks Snapping Riposte
Action Points 0
STATISTICS
Str 14, Dex 12, Con 13, Int 6, Wis 11, Cha 7
Base Atk +2; CMB +6; CMD 16
Feats -
Skills Climb +4
Languages Orc
SPECIAL ABILITIES
- Snapping Riposte
Once per round, after being attacked (hit or miss) by a melee attack, the norker may make an immediate bite attack against the foe which attacked them. The foe must be within reach to use this ability. Bite +4 (1d6/x2)
TREASURE
sell value of approximately 500 gp
COMBAT TACTICS
Norkers are feral and heedless of danger, but norker vagabonds, as a result of being driven out by orcs, pathetically seek to imitate how orcs fight. As a result, vagabonds will throw rocks at ranged foes before they rush into melee with typical norker savagery. In melee they are not as skilled as better quality norkers and are not able to manuever on the battlefield, lacking the mobility feat. They still have snapping riposte though, and will eagerly bite at anyone and anything that attacks them.
Vagabonds are driven in combat by fear that they will be rejected again if they perform badly, and so they are utterly fearless and will fight to the death without pause.