Krishnath
First Post
For those who are still with us...
Let's get this topic back on track, here's another ORC!
Er'orc
Medium-Size Monstrous Humanoid (Orc)
Hit Dice: 2d8+4 (13 hp)
Initiative: +0
Speed: 35'
AC: 16 (+6 natural)
Attacks: Greataxe +4 melee, bite +2 melee
Damage: Greataxe 1d12+3, bite 1d4+1
Face/Reach: 5' by 5'/5'
Special Attacks: Ferocity
Special Qualities: Scent, darkvision 60'
Saves: Fort +0, Ref +3, Will +3
Abilities: Str 15, Dex 10, Con 14, Int 5, Wis 9, Cha 5
Skills: Listen +5, Spot +5, Wilderness Lore +3,
Feats: Alertness (b), Multiattack, Track (b),
Climate/Terrain: Temperate forest and underground
Organization: Solitary or pack (3-8)
Challenge Rating: 3
Treasure: no coins, no goods, 50% items
Alignment: CE
Advancement: By character class
Er'orcs are a race of orcs bred by the evil high elf Cérion 'the fallen' by crossing orcs with boars. The er'orcs where to be used as a weapon against Cérions former clan. The experiment created a race of physically powerfull beings, that unfortunatly for Cérion proved to be severly lacking in the intelligence department and having extremely chaotic natures. So he decided to release them into the wild. This inadvertly brought about his goal, by the time he finally assaulted his old home, the settlements defenses where severely worn down by constant assaults by his released creations.
An Er'orc resembles an unusually large and powerfully built orc, with a pair large tusks jutting up from it's lower jaw. Their furry and tough skin is a muddy brown color and their eyes are yellow.
Er'orcs are to dumb to speak, and communicate with grunts and howls. They can be learned to understand simple commands in other languages though.
Combat:
Er'orcs may be incredibly dumb, but they compensate this with an almost animal-like cunning and a ferocity so great that they make barbarians envyous.
Ferocity (Ex): An Er'orc is such a ferocious fighter that it continues to fight even when disabled or dying without penalty.
Feats: Er'orcs get the Alertness and Track feats as bonus feats.
Er'orc Society:
Er'orc Society is an oxymoron, it is quite simply non existant. Er'orcs live on the lowest level of the civilization ladder, being unable to do other things than fight, reproduce, hunt, and sleep. Not necesserilly in that order. Er'orcs are incredibly stupid, and if it wasn't for the fact that they breed faster than goblins they would have been wiped out a long time ago. Instead their numbers seem to be increasing. They do not understand the concept of armor (or clothing for that matter), but have taken to using scavenged weapons in combat, preferring greataxes, which they wield with great glee.
Er'orc Characters:
Er'orc favor the barbarian class, and almost all Er'orcs are barbarians, mostly because most Er'orcs are to stupid to learn another class.
If a player against all common sense would want to play an Er'orc, their ECL is +3
DM's Tips:
Combining the Er'orc with the half-fiend template brings your players a new definition of the word pain.
Comments are as always wellcome
Later,
Let's get this topic back on track, here's another ORC!
Er'orc
Medium-Size Monstrous Humanoid (Orc)
Hit Dice: 2d8+4 (13 hp)
Initiative: +0
Speed: 35'
AC: 16 (+6 natural)
Attacks: Greataxe +4 melee, bite +2 melee
Damage: Greataxe 1d12+3, bite 1d4+1
Face/Reach: 5' by 5'/5'
Special Attacks: Ferocity
Special Qualities: Scent, darkvision 60'
Saves: Fort +0, Ref +3, Will +3
Abilities: Str 15, Dex 10, Con 14, Int 5, Wis 9, Cha 5
Skills: Listen +5, Spot +5, Wilderness Lore +3,
Feats: Alertness (b), Multiattack, Track (b),
Climate/Terrain: Temperate forest and underground
Organization: Solitary or pack (3-8)
Challenge Rating: 3
Treasure: no coins, no goods, 50% items
Alignment: CE
Advancement: By character class
Er'orcs are a race of orcs bred by the evil high elf Cérion 'the fallen' by crossing orcs with boars. The er'orcs where to be used as a weapon against Cérions former clan. The experiment created a race of physically powerfull beings, that unfortunatly for Cérion proved to be severly lacking in the intelligence department and having extremely chaotic natures. So he decided to release them into the wild. This inadvertly brought about his goal, by the time he finally assaulted his old home, the settlements defenses where severely worn down by constant assaults by his released creations.
An Er'orc resembles an unusually large and powerfully built orc, with a pair large tusks jutting up from it's lower jaw. Their furry and tough skin is a muddy brown color and their eyes are yellow.
Er'orcs are to dumb to speak, and communicate with grunts and howls. They can be learned to understand simple commands in other languages though.
Combat:
Er'orcs may be incredibly dumb, but they compensate this with an almost animal-like cunning and a ferocity so great that they make barbarians envyous.
Ferocity (Ex): An Er'orc is such a ferocious fighter that it continues to fight even when disabled or dying without penalty.
Feats: Er'orcs get the Alertness and Track feats as bonus feats.
Er'orc Society:
Er'orc Society is an oxymoron, it is quite simply non existant. Er'orcs live on the lowest level of the civilization ladder, being unable to do other things than fight, reproduce, hunt, and sleep. Not necesserilly in that order. Er'orcs are incredibly stupid, and if it wasn't for the fact that they breed faster than goblins they would have been wiped out a long time ago. Instead their numbers seem to be increasing. They do not understand the concept of armor (or clothing for that matter), but have taken to using scavenged weapons in combat, preferring greataxes, which they wield with great glee.
Er'orc Characters:
Er'orc favor the barbarian class, and almost all Er'orcs are barbarians, mostly because most Er'orcs are to stupid to learn another class.
If a player against all common sense would want to play an Er'orc, their ECL is +3
DM's Tips:
Combining the Er'orc with the half-fiend template brings your players a new definition of the word pain.
Comments are as always wellcome
Later,