Adventuring Party Needed!

Okay, here are a couple more ideas I'll throw in the pot.

Try using the Ghast Template that Monte has for creating some Ghast Orcs. The link is http://www.montecook.com/arch_stuff13.html .

Also, why not a spectral Orc riding a spectral mount. That should be some scary stuff for a PC. Have the Orc flying through a wall should definitely be something that would frighten any PC. Make it even deadlier by making it the spellcaster.

I'd probably make sure that there is at least one Orcish archer in there as well. The makeup I'd probably have is 2 mounted fighters, 1 mounted archer, 1 melee person (give 'em a few levels of rogue to help flank anyone his mount engages), 2 spellcasters. Now that I think about it, I'd probably do:

Skeletal Orc Barbarian 4/Fighter 8 (Mounted Combat Specialist)
Skeletal Orc Fighter 10/ {Some Prestige Class} 2 (Mounted Specialist)
Skeletal Orc Barbarian 4/Ranger 8 (Archery Path, Elf and Human as favored enemies)
Skeletal Orc Barbarian 3/Rogue 7
Skeletal Orc Sorcerer 10/Barbarian 2
Wraith (or Spectre) Orc Cleric 7/Blackguard 4 (Make this the leader).
 

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An addition to that, if you use Monte's Ghast template, have one of them kill the one Orc Sorcerer and make him a Ghast as well. Sort of swelling the ranks. Because remember, if they are fighting Ghasts, each one of them has to make a save vs. each Ghast (DC=10+1/2 HD+CHA mod). Ya figure they've gotta fail one of them.

Dang, I think that's a good idea. I may have to use that...
 

A stray thought: do the wyverns have to be identical? We have several good ideas posted here, so make each wyvern different. This will keep the players guessing and allow you to use the different abilities as the situation demands. Some breath weapon ideas:

1. Nauseating (breath or stench, Fort save negates, 1 round)
2. Poison breath for ability damage (Fort save negates)
3. Magic suppression (suppresses all magic in the area for 1 round, no save)
4. Ferrovore (acts as rust monster ability, Reflex save to negate)
5. Negative energy (Fort save or inflicts a negative level for 1 minute)
6. Wail (Will save or dazed for 1 round)
7. Energy drain (Fort save of fatigued)
8. Thundering (Fort save or deafened for 1 round)
9. Death (Fort save or take damage, slays living plants in the area)

This will make things a bit more complicated for you, but it will ensure the players have to keep on their toes. The different breaths can be used against certain threats, e.g., lead off with nauseating and/or wail, keep magic suppression in reserve to target spellcasters, use wail against fighter-types (like the archer) and so on.
 

The advice I'll give is give the orcs disabling tactics. Because they are not spellcasters, this is a bit harder. Possibly one of the orcs is a net user who ties his net to the side of the wyvern. Then a PC might be being dragged away. This accomplishes two things. First, the PC who is netted must try to escape. Second, the rest of the party has to try to get that PC out, meaning they are not concentrating their attacks on a weaker orc. If they concentrate their attacks anywhere, it would be on the wyvern. The wyvern is probably tougher than the orcs and can fly away. A similar effect can be achieved by using the improved grab ability, but it is harder because of how a grapple effects its movement.
If the orcs are lawful, a monk grappler could be tough. Even though monks are not great at mounted combat, he could leap off into combat; incapacitate a party member; survive the orcs' breath weapons and evil spells; and then escape using his monk abilities.
Also consider at least one mounted archer to interrupt the parties spells. A silence spell on a returning javelin can do wonders. This cuts the players offensive power a decent amount, but probably won't kill them.
 

Orcs modeled on their gods

Hi, Morrus.

Just thought I'd throw some more ideas out there. My campaign features powerful "strike teams" of orcs bolstering their southern holdings within a human nation. My players encountered one of these teams in their initial foray into the Forge of Fury module.

The premise is the orcs model their war teams after their ancient gods. My campaign is heavily religion-centric so this fits well with the overall theme.

Their leader is a representative of Gruumsh, and is a fighter build using a modified Master Samurai prestige class from S&F. He is fast, strong, and deadly with a two-handed weapon.

Backing him up is an orcish fighter-build using a modified Dwarvish Defender. This is an aspect of Baghtru, and is the group's primary tank.

The god Ilneval is represented by a Blackguard build, representing slyness and intellect in fighting. This is the expertise warrior with some priestly ability.

Their speaker represents Luthic, and is usually a fighter/priest able to speak many dialects. I've converted the Hospitaler class (DoF) to accomodate what I want this character to be. This is the only orc that will speak in an encounter, and will generally try only once at diplomacy. After that, this orc plays the role of helper/healer.

Representing Shargaas is a ranger/Rogue/Assassin build. This is the scout, and the orc that stays on the sidelines and picks foes off when they are weak.

Finally, Yurtrus. This character is a Necromancer/True Necromancer build (from tome and blood), using the Horned Harbringer PrC from FR's Faiths and Pantheons to get the death domain/needed cleric spells, avoiding having to divide earlier classes between wizard and cleric.


I've had to modify the prestige classes a bit to get here, but the end result was worth it. My favorite of these is the "Trollbone Legion," whose armor is composed of the still-regenerating bones of trolls. They are a pretty horrid sight.


-eric
 

ok some ideas for undead
go with different types

the famine spirt from MM2 is a great looking undead
very unique and is all ready green

why not a female undead, go with banshee

the death bringer is awsome for the heavy hitter in the group

have a summoner type (spell sticted), Jovoc from MM2 are nasty
i have used these when the party holes them selves up
these things just sit out side fighting each other while the party takes all the damage

Effigy the flame spirit takes over your body untill it burns up from the inside out

Fiend folio
A Hullathoin is a great way to field there undead minions
just have one back at the fortress dungeons

the Quth- maren great looking for horror effect ( no skin just muscles over its skeleton
plus dont forget the earlier prestige classes

masters of the wild - Blighter for that undead Druid
Tome and blood - Blood Magus for the Quth - Maren
Acoltye of the skin- for your feindish undead summoner
pale master - double up the undead powers

if you go with different looks for each one and focus on each one for there uniqueness in looks and abilities the players will never forget them

i once ran a hi level 4 hour combat that involed a mountain giant
that was specilized in throwing trolls - who have learn how to grapple while in flight i.e. damage from impact plus litter the battle grounds with trolls- my players bring up that story at least once a month

just some ideas
 

For the lead wyvern

Hey,

You might give the lead wyvern mount a piercing screech that functions as a shatter spell in a cone, useable once or three times per day. Don't know how effective it would be, especially with characters of this level, but it might add some nice flavor to the main villain's mount.

Moor
 

You were worried about the PC archer taking down the bad guys too quickly. Well, turnabout is fair play.

----
Kar Nathagna, Swordwraith Orc Ranger 3/Fighter 2/Order of the Bow Initiate 5
Medium Undead (Augmented Humanoid, Orc)
Hit Dice: 10d12 (70 hp)
Initiative: +4
Speed: 30 ft.
AC: 23 (+4 Dex, +7 chain shirt, +1 deflection, +1 natural), touch 15, flatfooted 19
Base Attack/Grapple: +10/+12
Attack: +1 flaming mighty composite longbow +17 ranged (1d8+2/x3 and 1d6 fire, plus 3d8+1 if within 30 ft.); or masterwork greataxe +13 melee (1d12+3/x3 and 1 Str)
Full Attack: +1 flaming mighty composite longbow +17/+12 ranged (1d8+2/x3 and 1d6 fire); or +1 flaming mighty composite longbow +15/+15/+10 ranged (1d8+2/x3 and 1d6 fire); or masterwork greataxe +13/+8 melee (1d12+3/x3 and 1 Str)
Space/Reach: 5 ft./5 ft.
Special Attacks: Close combat shot, favoured enemy (human), ranged precision +3d8, strength damage
Special Qualities: Damage reduction 10/magic and slashing, darkvision 60 ft., turn resistance +2, undead traits, wild empathy +3
Saves: Fort +5, Ref +9, Will +8
Abilities: Str 14, Dex 19, Con --, Int 10, Wis 12, Cha 11
Skills: Craft (bowmaking) +5, Hide +7, Knowledge (religion) +2, Listen +3, Move Silently +7, Ride +13, Spot +8, Survival +4
Feats: Alertness (B), Daylight Adaptation, Endurance, Greater Weapon Focus (composite longbow), Iron Will (B), Point Blank Shot, Mounted Archery, Mounted Combat, Precise Shot, Rapid Shot, Track, Weapon Focus (composite longbow)
Challenge Rating: 12
Alignment: Chaotic Evil
Possessions: +1 flaming mighty (Str 14) composite longbow, masterwork greataxe, +3 chain shirt, +1 ring of protection, +1 amulet of natural armour, gloves of dexterity +2.


Kar Nathagna trained as a scout for the orc armies. From this, he learnt the patience and discipline needed to truly master the longbow.


Combat

Kar Nathagna attacks with his bow from atop his wyvern (-2 to attacks for mounted archery). He will either keep his distance from his enemies, using his large number of attacks to wear them down, or will conduct strafing runs, closing to withing 30 ft. to use his ranged precision attack.

Ranged Precision (Ex): As a standard action, may make a single precisely aimed attack at a target within 30 ft. and deal an extra 3d8 damage. Does not work against creatures immune to critical hits. Creature does not have to be flatfooted or denied its dexterity bonus to AC, but otherwise like a sneak attack.

Close Combat Shot (Ex): Can make a ranged attack in a threatened square without provoking an attack of opportunity.


Notes: Because it does not get to use its strength damage ability on ranged atacks, it probably isn't quite as challenging as a melee-based swordwraith, so the CR may be slightly too high.

The swordwraith template is from the Fiend Folio. If you don't have it, the template basically adds strength damage to melee attacks, turn resistance, DR, and a couple of bonus feats. Despite the name, swordwraiths are not incorporeal, although their bodies are translucent.
 
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These guys sound kind of like Ring Wraiths riding Fell beasts... ;) Heres my take on one and his mount.

Cloron Shattersoul (Undead; Augmented Humanoid)
Male Orc Ghost Ftr 4/Clr 7; CR 13; HD: 11d12; HP (78); Init +3; Spd 30 ft. Fly 30ft (perfect); AC 22 (+7 breastplate, +2 dex, +3 deflection); Atk +14/+9 (1d10+7 Heavy Flail) or Spells +11 touch or +11 ranged; BAB +9; Grapple +12/+7; SA: Corrupting Gaze, Draining Touch, Manifestation; SQ: Rejuvination, Turn Resistance +4; AL CE; SV: Fort +14, Ref +7, Will +10; Str 17, Dex 14, Con -, Int 11, Wis 17, Cha 16

Skills and Feats: Intimidate +10, Listen +5, Ride +16, Spot +4; Cleave, Mounted Combat, Power Attack, Ride by Attack, Spirited Charge, Weapon Focus: Heavy Flail, Weapon Specialization: Heavy Flail

Cleric Spells Prepared (6/5+1/4+1/3+1/1+1; Save DC 13+Spell Level) Orisons: Detect Magic x4, Read Magic x2; 1st: Bless, Divine Favor, Doom, Entropic Shield, Inflict Light Wounds*, Sanctuary ; 2nd: Aid, Death Knell, Resist Energy, Shatter*, Silence; 3rd: Bestow Curse, Blindness/Deafness, Contagion*, Magic Circle agianst Good, ; 4th: Divine Power, Inflict Critcal Wounds*
Domains: Strength (Feat of Strength +7 Str 1/day), Destruction (Smite +4/+7 1/day)

Equipment: +1 Ghost Touch Heavy Flail, +2 Cloak of Resistance, +2 Ghost touch breastplate, Periapt of Wisdom +2


Dread Wyvern (made up myself)
Huge Wyvern; CR 8; HD: 10d12; HP (65); Init +3; Spd 20 ft. Fly 60ft (poor); AC 22 (+2 dex, +12 natural, -2 size); Attack +20 Stinger melee (1d8+12 plus poison) or talon +20 melee (2d8+12) or bite +20 melee (3d6+12); Full atk Stinger +20 melee (1d8+12 plus poison) and bite +18 melee (3d6+12) and 2 wings +18 melee (2d6+6) and 2 talons +18 melee (2d8+12); BAB +10; Grapple +29/+24; SA: Breath Weapon, Poison, Improved Grab, Wail; SQ: DR 10/slashing, Turn Resistance +4; AL NE; SV: Fort +7, Ref +9, Will +9; Str 32, Dex 14, Con -, Int 8, Wis 15, Cha 9

Skills and Feats: Hide +9, Listen +16, Move Silently +15, Spot +19; Ability Focus: Poison and Wail, Alertness, Flyby Attack, Multi-Attack,

Breath Weapon (Ex): 60-foot cone, once per day, damage 6d8 acid, Reflex DC 15 half. The DC is constitution based.

Improved Grab (Ex): To use this ability, a wyvern must hit with its talons. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold ans stings.

Poison (Ex): Injury, Fortitude DC 17, initital and secondary damage 2d6 Con. The save DC is Constitution-based.

Skills: Wyvers have a +3 racial bonus on Spot checks.

Wail (Su): 30-foot radius, three times per day fortitude DC 17. The Dread Wyvern can let loose a nausating wail as a free action. Those who pass the save are still sickened. The effects last 5 rounds.


As you can imagine they make a nice combo, especially with Divine Might while on the Huge mount he can still ride with no problem. Ride by attack, improved grab, wailing... looks like fun. Only problem is Undeads low hit points. Fortunatly Soul Shatter has a 50% to negate any magic hit, and the Wraith has DR against piercing.
 
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