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Revision as of 18:37, 7 June 2018

Orc Centurion (CR 10)

Chaotic Evil - Medium - Humanoid (Orc)
Lore: Know (Local)
18 36
Basic DC Full DC
Initiative
Initiative Icon 2.png
16
Perception:
26 +16
Passive Active
Ambush:
10+
on a d20

Senses:

Movement Types:

Defense

AC
Shield Icon 3.png
28
Man Def
Shield Icon 3.png
28
Monster Health
210 105 16
Hit Points Bloodied Hit Dice
Saving Throws
Fort: +12
Refl: +7
Will: +7

Strong Against:

Weak Against:

Offense

Size: Medium
5 ft. 5 ft.
Space Reach
To-Hit
+16
Sword Icon 3.png
Man Off
+16
Sword Icon 3.png
Action
0
Points

Standard Attack (Melee):

  • 1x Orcish Cleaver +16 (2d8+10/19-20 x2)
    as undefined damage type

Full Attack (Melee):

  • 3x Orcish Cleaver +16 (2d8+10/19-20 x2)
    as undefined damage type

Standard Attack (Ranged):

  • 1x Orc Shotput +16 (2d8+10/19-20 x2)
    as undefined damage type
    (Increment: 20 ft.; Max Range: 60 ft.)

Full Attack (Ranged):

  • 3x Orc Shotput +16 (2d8+10/19-20 x2)
    as undefined damage type
    (Increment: 20 ft.; Max Range: 60 ft.)

Siege Damage: Not siege capable

Statistics

19
STR
15
DEX
16
CON
14
INT
13
WIS
10
CHA

Skills:

Languages: Giant, Common

Feats:

  • Precise Shot (EFFECT: No penalty for shooting into melee at any range.)

Special Abilities

Warrior's Surge (Ex)

Once per encounter as a free action, an Orc Centurion may choose to heal itself for hit points. Using this ability also clears any one status condition the Orc Centurion is suffering from, chosen when the power is used. The Orc Centurion may use this ability at the start of his turn even if he is otherwise denied all actions by one or more status conditions.

Advance the Line (Ex)

Once per round as a free action, the orc centurion may shove an enemy he has just successfully struck in combat up to 5 feet in the direction of the Orc Centurion's choosing. The victim is allowed to make a Reflex saving throw against a DC of . If the enemy fails the saving throw, the Orc Centurion may choose to step into the square the enemy was just forced out of. Both the enemy's movement and the orc's step into the vacated square are considered forced movement which do not provoke attacks of opportunity.

As with any forced movement, the shoved enemy can only be moved into an unoccupied square. The shoved enemy may choose to fall prone in his current square, if he prefers, rather than being forced into a dangerous adjacent square. If the shoved enemy chooses to fall prone, the orc centurion may not step into the enemy's square (since it is still occupied).
Orc Centurion

Orc Centurion

Orc centurions make up the highly trained legions of the orc war tribes, marching through endless wars of conquest, pillage and destruction for the glory of their tribe. Orc Raiders are the ones going out and testing the edges of civilization. It is the incredible hordes of orc centurions that occassionally boil out of the wilderness that remind the world that orcs are not to be taken lightly.

It isn't until you first encounter a legion of orc centurions that one truly realizes the scope of orcish ambition. These are not small squads of elite soldiers, the tribes cultivate hundreds upon hundreds of elite soldiers. Orc legions rarely include the lower level orc warriors. Low level warriors are the orcs one tends to encounter in small raiding parties, until they prove their skills are worthy of joining the legions of the tribe.
Centurions still retain their own individualism, of course. No race as chaotic as orcs would ever entirely surrender their private ambitions to the greater cause of the tribe. Each orc centurion is looking for his own means of gaining greater power within his society, and will eagerly employ guile and duplicity to rise to the top faster.
That said, even a small company of orc centurions is highly dangerous to the civilized places of the world. These orcs are strong, expert fighters who employ tactics instinctively, and will measure their foes carefully before striking, to ensure that maximum damage will be inflicted on their targets.
Of course, power in orc society is achieved through gaining notoriety and fame from your exploits, so most centurion raids tend to be high-profile, flashy affairs, meant to leave very visible results.
Orc centurions are sometimes led by an orc warlord, and larger bands can also include an orc wardrummer. While centurions are very dangerous on their own, they are especially dangerous in the company of strong leaders.

Combat Tactics

Orc Centurions are smart, well-versed in tactics, and can even use their Warfare skill to assess an enemy's relative toughness before engaging them in a fight.

They will optimize the use of their Warrior's Surge ability, typically waiting until they have taken at least 50 hit points of damage, though they will also use it if they are hit with a very debilitating status condition.
They will use Advance the Line every round, primarily to shove their way through any front line defenses and get at the ranged attackers and magic users in the rear of the party. Even when engaged with these softer targets, the Centurions will make use of Advance the Line to try to separate their target from its allies, or to push it into a nearby trap, pit or hazard for an easier kill.
Their Orc Shotputs do not have a huge amount of range, but Centurions practice with their clumsy weapons to a ridiculous degree, so that the can throw with chilling precision. They will not hesitate to throw into combat, or take a five foot step out of melee and unleash a barrage upon a back-rank spell-caster or healer.

Out of Combat

Orc Centurious tend to be bred in huge waves, with a new generation of them arriving every few years. few of them survive for long after adulthood, spending their furious, short lives in battle, murder, and rapine, but hey, they wouldn't have it any other way.

Rewards

XP: 9,600

Treasure: Sellable Goods worth 6,875 gp.

Weight: 100 lbs.     Volume: 4 cu. ft.
  • Orc Centurions frequently carry an Orc Shotput +2 with the free Greater Returning ability.

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)