Orc Raider: Difference between revisions
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Revision as of 14:43, 13 March 2017
Orc Raider (CR 3)
Chaotic Evil - Medium - Humanoid (Orc) |
---|
Lore: | Know (Local) | ||
6 | 21 | ||
Basic DC | Full DC |
Initiative |
Perception: | |
15 | +5 |
Passive | Active |
Ambush: |
10+ |
on a d20 |
Senses:
Movement Types:
Defense
AC |
Man Def |
Monster Health | ||
51 | 25 | 4 |
Hit Points | Bloodied | Hit Dice |
Saving Throws | |
Fort: | +6 |
Refl: | +6 |
Will: | +1 |
Strong Against:
Offense
Standard Attack (Melee):
- 1x Great Axe +6 (1d8+1/19-20 x2)
as undefined damage type
Full Attack (Melee):
- 3x Great Axe +6 (1d8+1/19-20 x2)
as undefined damage type
Standard Attack (Ranged):
- 1x Throwing Axe +6 (1d8+1/19-20 x2)
as undefined damage type
Full Attack (Ranged):
- 3x Throwing Axe +6 (1d8+1/19-20 x2)
as undefined damage type
Siege Damage: Not siege capable
Statistics
17 |
STR |
15 |
DEX |
14 |
CON |
8 |
INT |
10 |
WIS |
9 |
CHA |
Skills:
- Intimidate: 5
- Perception: 5
- Survival: 7
- All other skills: 0 (no ranks)
Languages: Common, Giant
Feats:
- Combat Reflexes (EFFECT: Monsters with this feat make up to 4 attacks of opportunity per round instead of one.)
Special Abilities
Warrior's Surge (Su) |
Once per encounter, after successful melee attack, an Orc Raider may choose to heal itself for 10 hit points as a free action. |
Killer's Eye (Ex) |
When making ranged attacks within thirty feet, Orc Raiders ignore the effects of cover (but not total cover) and concealment (but not total concealment). |
Orc Raider
Orc Raiders are possibly the most common sort of orcs encountered by adventurers, since Orc Raiders are the ones that leave their rude villages and go out to actively seek victims, treasure, and glory. Orc Raiders are quite fearless and smart enough to fight in deadly fashion. They will use cover and ranged attacks before they charge into battle with blood-curdling howls of killing glee.
- Orc Raiders are a deadly menace to frontier towns and settlements, and their accuracy with their thrown axes is legendary.
Combat Tactics
Orc Raiders are savage attackers and raiders from the wildlands. In combat, they will stay at range for as long as possible, hurling axes with deadly effect thanks to their Killer's Eye and using five foot steps to creep within charging range. Once they have taken some damage and softened up their foes, they will charge into melee combat using their melee charge move bonus and use their Warrior's Surge to heal themselves for the coming battle. Orc Raiders are savage fighters and will try to position themselves so they can use their Combat Reflexes to make as many attacks of opportunity as possible. They fight to the death without hesitation.
Out of Combat
Rewards
XP: 800
Treasure: Sellable Goods worth 813 gp.
- Weight: 30 lbs. Volume: 1.2 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) |