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<blockquote data-quote="Neo" data-source="post: 1569808" data-attributes="member: 4139"><p><strong>OROG WARMAKER: </strong></p><p></p><p>Bred for war in the deeps of the earth the orogs are perhaps the most ferocious and capable of all the orcs. Descended from the Skullbiter orcs who were the first to invade the southern lands in –3605 they were eventually cut off between the Netherese and the Elves from any form of retreat except into a series of caverns, which led to the underdark. For several thousand year sthey have lived, prospered and developed as a species and a culture in those deep, dark places expanding through the caverns and tunnels, extinguishing or enslaving all who crossed their path until eventually in 900 DR with the fall of the Ascalhorn, Ammarindar and Earlann that they could once more return to the surface. When the orogs emerged they quickly subdued their weaker mountain orc cousins, most orogs however remain in the deeps.</p><p>From among the Orogs many fine warriors have emerged and among them the elite warmakers are perhaps the most capable and feared. In groups the warmakers can run for many hours on end and then without a rest be ready for battle, which they undertake with overwhelming power, ferocity and cunning. The sight of a column of orogs led by a warmaker, all howling and banging their weapons on their shields has more than once been enough to cause an enemy to turn tail and flee without even a single blow being struck. If the orog war machine were a snake the warmakers would be its head and its fangs for sure.</p><p></p><p><strong>Hit Die:</strong> d10</p><p></p><p><strong>Requirements</strong></p><p>To qualify to become an Orog Warmaker, a character must fulfil all of the following criteria:</p><p><strong>Alignment:</strong> Any nongood</p><p><strong>Race:</strong> Orog (Black Orc)</p><p><strong>Base Attack Bonus:</strong> +6</p><p><strong>Skills:</strong> Intimidate 4 ranks </p><p><strong>Feats:</strong> Power Attack, Point Blank Shot, Endurance</p><p><strong>Special:</strong> Must possess the Rage ability. </p><p></p><p><strong>Class Skills</strong></p><p>The Warmaker's class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Listen (Wis), Survival (Wis), and Swim (Str).</p><p><strong>Skill Points at Each Level:</strong> 2 + Int modifier.</p><p></p><p><strong>Class Features</strong></p><p>All the following are class features of the Orog Warmaker prestige class:</p><p><strong>Weapon and Armour Proficiency:</strong> Warmakers are proficient with all simple and martial weapons, and with all types of armour and shields</p><p></p><p><strong>Tireless Pace (Ex):</strong> All Warmaker have such heightened endurance that from 1st level onwards they may walk for 16 hours (or hustle for 8) in a day before they need to force march without any ill effect.</p><p></p><p><strong>Blood Rage (Ex):</strong> also at 1st level a Warmaker may once per day while raging may a strike that causes such a grievous wound if it hits that the target struck must make a Fortitude save DC 10 + Str modifier + level in prestige or suffer 1d4 Temporary Constitution damage in addition to the normal damage rolled. Such wounds always are horrendous affairs and always leave scars. A Warmaker gains an additional use of the blood rage at 4th level, a third use per day at 7th level and a final use at 10th level. </p><p></p><p><strong>Diehard:</strong> All Warmakers gain the Diehard feat as a bonus feat.</p><p></p><p><strong>Shield Throw (Ex):</strong> Upon reaching 2nd level, a Warmaker may throw any shield they carry at an opponent. All shields have a range increment of 10 feet and if they hit do 1d3 points of damage (medium, large and tower shields) or 1d2 points of damage (for small and bucklers). If the target is struck by the shield they must also make a Fortitude save DC 10 + Str modifier + level in prestige or be stunned for 1 round. Throwing a shield is a standard action and does provoke an attack of opportunity.</p><p></p><p><strong>Unshakeable (Su):</strong> All Warmakers of 2nd level or higher are immune to all fear-like spells and spell-like abilities.</p><p></p><p><strong>Sundering Strike (Ex):</strong> Beginning at 3rd level, all Warmakers weapons when making a sunder attempt count as if they were of a size category higher than what they actually are for purposes of the opposed roll. In addition they subtract their level in the prestige from the item they are attempting to sunders hardness. A sundering strike may be used once per day at 3rd level, and an additional use per day is gained at 6th and 9th level.</p><p></p><p><strong>Power Shot (Ex):</strong> Starting at 5th level, a Warmaker can before making a ranged attack roll subtract a number from the attack roll and add the same amount to all ranged damage rolls. This number may not exceed the Warmakers base attack bonus. The penalty on all attack rolls, and the bonus to damage rolls applies only until his next action.</p><p></p><p><strong>Fearsome Presence (Su):</strong> All enemies within a 10 feet radius of the Warmaker are so affected by their presence that they suffer a –2 morale penalty on all attack rolls and a –2 save penalty versus fear effects. Note those immune to fear or mind influencing effects are immune to this effect.</p><p></p><p><strong>Tireless Rage (Ex):</strong> A Warmaker of 10th level no longer becomes fatigued at the end of his rages.</p><p></p><p><strong>Orog Warmaker Advancement</strong></p><p><strong>Level Attack Fort Ref Will Special </strong></p><p>1st +1 +2 +0 +0 Tireless Pace, Blood Rage 1/day, Diehard</p><p></p><p>2nd +2 +3 +0 +0 Shield Throw, Unshakeable</p><p></p><p>3rd +3 +3 +1 +1 Sundering Strike 1/day</p><p></p><p>4th +4 +4 +1 +1 Blood Rage 2/day</p><p></p><p>5th +5 +4 +1 +1 Power Shot</p><p></p><p>6th +6 +5 +2 +2 Sundering Strike 2/day</p><p></p><p>7th +& +5 +2 +2 Blood Rage 3/day</p><p></p><p>8th +8 +6 +2 +2 Fearsome Presence</p><p></p><p>9th +9 +6 +3 +3 Sundering Strike 3/day</p><p></p><p>10th +10 +7 +3 +3 Tireless Rage, Blood Rage 4/day</p></blockquote><p></p>
[QUOTE="Neo, post: 1569808, member: 4139"] [b]OROG WARMAKER: [/b] Bred for war in the deeps of the earth the orogs are perhaps the most ferocious and capable of all the orcs. Descended from the Skullbiter orcs who were the first to invade the southern lands in –3605 they were eventually cut off between the Netherese and the Elves from any form of retreat except into a series of caverns, which led to the underdark. For several thousand year sthey have lived, prospered and developed as a species and a culture in those deep, dark places expanding through the caverns and tunnels, extinguishing or enslaving all who crossed their path until eventually in 900 DR with the fall of the Ascalhorn, Ammarindar and Earlann that they could once more return to the surface. When the orogs emerged they quickly subdued their weaker mountain orc cousins, most orogs however remain in the deeps. From among the Orogs many fine warriors have emerged and among them the elite warmakers are perhaps the most capable and feared. In groups the warmakers can run for many hours on end and then without a rest be ready for battle, which they undertake with overwhelming power, ferocity and cunning. The sight of a column of orogs led by a warmaker, all howling and banging their weapons on their shields has more than once been enough to cause an enemy to turn tail and flee without even a single blow being struck. If the orog war machine were a snake the warmakers would be its head and its fangs for sure. [b]Hit Die:[/b] d10 [b]Requirements[/b] To qualify to become an Orog Warmaker, a character must fulfil all of the following criteria: [b]Alignment:[/b] Any nongood [b]Race:[/b] Orog (Black Orc) [b]Base Attack Bonus:[/b] +6 [b]Skills:[/b] Intimidate 4 ranks [b]Feats:[/b] Power Attack, Point Blank Shot, Endurance [b]Special:[/b] Must possess the Rage ability. [b]Class Skills[/b] The Warmaker's class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Listen (Wis), Survival (Wis), and Swim (Str). [b]Skill Points at Each Level:[/b] 2 + Int modifier. [b]Class Features[/b] All the following are class features of the Orog Warmaker prestige class: [b]Weapon and Armour Proficiency:[/b] Warmakers are proficient with all simple and martial weapons, and with all types of armour and shields [b]Tireless Pace (Ex):[/b] All Warmaker have such heightened endurance that from 1st level onwards they may walk for 16 hours (or hustle for 8) in a day before they need to force march without any ill effect. [b]Blood Rage (Ex):[/b] also at 1st level a Warmaker may once per day while raging may a strike that causes such a grievous wound if it hits that the target struck must make a Fortitude save DC 10 + Str modifier + level in prestige or suffer 1d4 Temporary Constitution damage in addition to the normal damage rolled. Such wounds always are horrendous affairs and always leave scars. A Warmaker gains an additional use of the blood rage at 4th level, a third use per day at 7th level and a final use at 10th level. [b]Diehard:[/b] All Warmakers gain the Diehard feat as a bonus feat. [b]Shield Throw (Ex):[/b] Upon reaching 2nd level, a Warmaker may throw any shield they carry at an opponent. All shields have a range increment of 10 feet and if they hit do 1d3 points of damage (medium, large and tower shields) or 1d2 points of damage (for small and bucklers). If the target is struck by the shield they must also make a Fortitude save DC 10 + Str modifier + level in prestige or be stunned for 1 round. Throwing a shield is a standard action and does provoke an attack of opportunity. [b]Unshakeable (Su):[/b] All Warmakers of 2nd level or higher are immune to all fear-like spells and spell-like abilities. [b]Sundering Strike (Ex):[/b] Beginning at 3rd level, all Warmakers weapons when making a sunder attempt count as if they were of a size category higher than what they actually are for purposes of the opposed roll. In addition they subtract their level in the prestige from the item they are attempting to sunders hardness. A sundering strike may be used once per day at 3rd level, and an additional use per day is gained at 6th and 9th level. [b]Power Shot (Ex):[/b] Starting at 5th level, a Warmaker can before making a ranged attack roll subtract a number from the attack roll and add the same amount to all ranged damage rolls. This number may not exceed the Warmakers base attack bonus. The penalty on all attack rolls, and the bonus to damage rolls applies only until his next action. [b]Fearsome Presence (Su):[/b] All enemies within a 10 feet radius of the Warmaker are so affected by their presence that they suffer a –2 morale penalty on all attack rolls and a –2 save penalty versus fear effects. Note those immune to fear or mind influencing effects are immune to this effect. [b]Tireless Rage (Ex):[/b] A Warmaker of 10th level no longer becomes fatigued at the end of his rages. [b]Orog Warmaker Advancement[/b] [b]Level Attack Fort Ref Will Special [/b] 1st +1 +2 +0 +0 Tireless Pace, Blood Rage 1/day, Diehard 2nd +2 +3 +0 +0 Shield Throw, Unshakeable 3rd +3 +3 +1 +1 Sundering Strike 1/day 4th +4 +4 +1 +1 Blood Rage 2/day 5th +5 +4 +1 +1 Power Shot 6th +6 +5 +2 +2 Sundering Strike 2/day 7th +& +5 +2 +2 Blood Rage 3/day 8th +8 +6 +2 +2 Fearsome Presence 9th +9 +6 +3 +3 Sundering Strike 3/day 10th +10 +7 +3 +3 Tireless Rage, Blood Rage 4/day [/QUOTE]
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