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<blockquote data-quote="Elder-Basilisk" data-source="post: 1414339" data-attributes="member: 3146"><p>Here's a beefy orc who could be the right hand man for your leader. If you're worried about him surviving the archer, you could up the potion of blur to a potion of displacement or put an orc with an arrow-catching tower shield next to him.</p><p></p><p>With his high number of attacks, he's also an ideal candidate to benefit from a bardsong.</p><p></p><p><strong>Smazzhup Yustef: Male Orc Ftr 4/Bbn 1/Tribal Protector3/Eye of Gruumsh 4;</strong> CR 12; HD: 1d12+4d10+3d10+4d12+36; HP (118); Init +3; Spd 30 ft.; AC 22 (+7 breastplate, +3 dex, +1 deflection, +1 natural); Atk +18/+13/+8 (1d8+9 Orc Double Axe) or Wild Fighting +16/+16/+11/+6 (1d8+9 orc double axe) or TWF +16/+11/+6 and +16/+11 (1d8+7 and 1d8+5 Orc Double Axe), or Wild Fighting and TWF +14/+14/+9/+4 and +14/+9 (1d8+7 and 1d8+5 Orc Double Axe) or +16 ranged (1d6+4 javalin); BAB +12; Grapple +16/+11/+6; SA: Rage 2/day, Wild Fighting, Swing Blindly, Blinding Spittle 1 hour, Tribal Enemy: whoever you want; SQ: Follow Orders Blindly, Homeland: wherever you want, Terrain AC bonus +2, Ritual Scarring +1; AL CE; SV: Fort +17, Ref +10, Will +6; Str 18, Dex 17, Con 14 (16), Int 12, Wis 12, Cha 15</p><p></p><p><strong> Skills and Feats:</strong> Climb + (4), Intimidate +16 (15), Jump +4 (4), Intuit Direction +4 (4), Knowledge: Religion +(7.5), Listen +(4), Sense Motive +(6) Wilderness Lore +(4); Ambidexterity, Blindfight, Cleave, Exotic Weapon Proficiency: Orc Double Axe, Great Cleave, Improved Two Weapon Fighting Power Attack, Two Weapon Fighting, Weapon Focus: Orc Double Axe, Weapon Specialization: Orc Double Axe (3.5e +Imp Crit: Orc Double Axe and Superior TWF)</p><p></p><p> <strong>Equipment:</strong> +2 Bracers of Health, +2 Cloak of Resistance, +2 breastplate with masterwork armor spikes, +1/+1 Orc Double Axe, +1 Ring of Protection, 2x Potion of CSW, Potion of Blur, Potion of Fly, masterwork dagger, 3 masterwork javalins. </p><p></p><p><strong>Follow Orders Blindly:</strong> The eye of Gruumsh may grant a +2 morale bonus on Will saves to any nongood orcs or half-orcs with HD lower than his character level within 30 feet of him. Any recipient who willingly goes against the eye of Gruumsh’s directions loses this bonus immediately. Using this ability is a standard action and the effect lasts for 1 hour per eye of Gruumsh level.</p><p>Ritual Scarring: The eye of Gruumsh gains a +1 bonus to natural armor</p><p>Swing Blindly: The Eye of Gruumsh gains an additional +2 bonus to his Strength score while raging. While this ability is in effect, the character provokes attacks of opportunity as though he were casting a spell whenever he takes any kind of attack action.</p><p><strong>Blinding Spittle:</strong> The eye of Gruumsh can launch blinding spittle at any opponent within 20 feet. Using a ranged touch attack (at a –4 penalty), he spits his stomach acid into the targets eyes. An opponent who fails a Reflex save (DC 17 DC 10+Eye of Gruumsh level + Con modifier) is blinded until he or she can rinse away the spittle. This attack has no effect on creatures that don’t have eyes or don’t depend on vision. Blinding Spittle is usable once per hour at 4th level.</p><p><strong>Tribal Enemy:</strong> Tribal protectors gain a +3 bonus to Bluff and Sense Motive checks when using these skills against their enemies. They gain the same +3 bonus to weapon damage rolls against these creatures. This damage does not apply to damage against creatures who are immune to critical hits, and the tribal defender does not gain this bonus when using a ranged weapon from more than 30 feet distant.</p><p><strong>Homeland:</strong> Tribal Protectors gain a +2 bonus to Hide, Intuit Direction, Move Silently, and Wilderness Lore checks when they are within the terrain type and geographical area of their tribal homeland.</p><p><strong>Wild Fighting:</strong> Similar to a monk attacking with a flurry of blows, a tribal defender of 2nd level or higher can enter a state of wild fighting, attacking in a storm of ferocious assaults. The character gains one extra attack per round, at his highest base attack bonus, but all the character’s attacks in that round suffer a –2 penalty. This penalty lasts for an entire round, so it also affects any attacks of opportunity the protector might make in that round.</p><p><strong>Terrain AC Bonus:</strong> You take great advantage of your homeland’s features and gain the listed deflection bonus to your AC when in your homeland.</p><p></p><p><strong>Rage:</strong> HP 142, AC 20, Atk +21/+16/+11 (1d8+9 Orc Double Axe) or Wild Fighting +19/+19/+14/+9 (1d8+13 orc double axe) or TWF +19/+14/+9 and +19/+14 (1d8+10 and 1d8+6 Orc Double Axe), or Wild Fighting and TWF +17/+17/+12/+7 and +17/+12 (1d8+10 and 1d8+6 Orc Double Axe) or +16 ranged (1d6+7 javalin)—note that this uses the Swinging Blindly modifiers and therefore provokes AoOs; BAB +12; Grapple +19/+14/+9 SV: Fort +19, Ref +10, Will +8; lasts 7 rounds.</p><p></p><p>So, since he'd get so much out of bardsong, here's our orchish warchanter (if you wanted to be really nasty, you'd combine the 3.5 Inspire courage progression with the 3.0 natural horn effect that doubled the inspire courage bonusses (Song and Silence) for a +4/+4 bardsong but I don't think that's really a good idea); I also gave him the Requium feat from Song and Silence that (IIRC) lets his bard songs effect undead. If you don't use undead in the same encounter as him, I'd switch it out for Power Attack, Weapon Focus, or Deflect Arrows:</p><p><strong>Orc warchanter: Male Orc Brd 8/Bbn 1; </strong> CR 9; Medium-size Humanoid; HD 6d6+12; hp 38; Init +1; Spd 30 ft; AC 16 (touch 11, flat-footed 15) [+1 Dex, +5 chain shirt]; BAB +7; Grap +10; Atk: +11 melee (1d8+5/x3 battle axe), or +11 melee (1d8+4/x3 lance), or +9 ranged (1d8+3 composite longbow); Full Atk: +11/+6 melee (1d8+5/x3 battle axe) or +11/+6 melee (1d8+5/x3 lance) or +9/+4 ranged (1d8+3 composite longbow); SQ: Rage 1/day, Fast Movement, Bardic Music 8/day, Inspire Courage +2, Countersong, Fascinate, Suggestion, Bardic Knowledge; AL CE; SV Fort +9, Ref +8, Will +7; Str 18, Dex 12, Con 14, Int 10, Wis 10, Cha 16</p><p> <strong>Skills and Feats:</strong> Handle Animal +8 5r, Hide +13 11r, Listen +11 11r, Move Silently +13 11r, Perform: Oratory +14 11r, Perform: Sing +5 2r, Ride +8 5r; Mounted Combat, Reqium, Ride By Attack, Spirited Charge.</p><p> <strong>Equipment:</strong> +1 elf bane lance, +1 battle axe, Mighty [+3] Composite longbow, 20 masterwork arrows, dagger, +1 Chain Shirt, +1 cloak of resistance, scroll of cure light wounds, scroll of Haste x2.</p><p> <strong>Spells Per Day</strong> (3/4/4/3 base DC 13+spell level)</p><p> <strong>Spells Known:</strong> 6/4/4/3; 0th-Dancing Lights, Mending, Message, Open/Close, Prestidigitation, Read Magic; 1st—Cure Light Wounds, Lesser Confusion, Tasha’s Hideous Laughter, Undetectable Alignment; 2nd—Blindness/Deafness, Glitterdust, Rage, Silence; 3rd—Confusion, Cure Serious Wounds, Displacement.</p><p></p><p>Edit--Dangit! I just noticed you want them all to be undead. And here I am without appropriate undead templates to play with. Oh well. I'll leave them up anyway--maybe someone else will use them /edit</p></blockquote><p></p>
[QUOTE="Elder-Basilisk, post: 1414339, member: 3146"] Here's a beefy orc who could be the right hand man for your leader. If you're worried about him surviving the archer, you could up the potion of blur to a potion of displacement or put an orc with an arrow-catching tower shield next to him. With his high number of attacks, he's also an ideal candidate to benefit from a bardsong. [b]Smazzhup Yustef: Male Orc Ftr 4/Bbn 1/Tribal Protector3/Eye of Gruumsh 4;[/b] CR 12; HD: 1d12+4d10+3d10+4d12+36; HP (118); Init +3; Spd 30 ft.; AC 22 (+7 breastplate, +3 dex, +1 deflection, +1 natural); Atk +18/+13/+8 (1d8+9 Orc Double Axe) or Wild Fighting +16/+16/+11/+6 (1d8+9 orc double axe) or TWF +16/+11/+6 and +16/+11 (1d8+7 and 1d8+5 Orc Double Axe), or Wild Fighting and TWF +14/+14/+9/+4 and +14/+9 (1d8+7 and 1d8+5 Orc Double Axe) or +16 ranged (1d6+4 javalin); BAB +12; Grapple +16/+11/+6; SA: Rage 2/day, Wild Fighting, Swing Blindly, Blinding Spittle 1 hour, Tribal Enemy: whoever you want; SQ: Follow Orders Blindly, Homeland: wherever you want, Terrain AC bonus +2, Ritual Scarring +1; AL CE; SV: Fort +17, Ref +10, Will +6; Str 18, Dex 17, Con 14 (16), Int 12, Wis 12, Cha 15 [b] Skills and Feats:[/b] Climb + (4), Intimidate +16 (15), Jump +4 (4), Intuit Direction +4 (4), Knowledge: Religion +(7.5), Listen +(4), Sense Motive +(6) Wilderness Lore +(4); Ambidexterity, Blindfight, Cleave, Exotic Weapon Proficiency: Orc Double Axe, Great Cleave, Improved Two Weapon Fighting Power Attack, Two Weapon Fighting, Weapon Focus: Orc Double Axe, Weapon Specialization: Orc Double Axe (3.5e +Imp Crit: Orc Double Axe and Superior TWF) [b]Equipment:[/b] +2 Bracers of Health, +2 Cloak of Resistance, +2 breastplate with masterwork armor spikes, +1/+1 Orc Double Axe, +1 Ring of Protection, 2x Potion of CSW, Potion of Blur, Potion of Fly, masterwork dagger, 3 masterwork javalins. [b]Follow Orders Blindly:[/b] The eye of Gruumsh may grant a +2 morale bonus on Will saves to any nongood orcs or half-orcs with HD lower than his character level within 30 feet of him. Any recipient who willingly goes against the eye of Gruumsh’s directions loses this bonus immediately. Using this ability is a standard action and the effect lasts for 1 hour per eye of Gruumsh level. Ritual Scarring: The eye of Gruumsh gains a +1 bonus to natural armor Swing Blindly: The Eye of Gruumsh gains an additional +2 bonus to his Strength score while raging. While this ability is in effect, the character provokes attacks of opportunity as though he were casting a spell whenever he takes any kind of attack action. [b]Blinding Spittle:[/b] The eye of Gruumsh can launch blinding spittle at any opponent within 20 feet. Using a ranged touch attack (at a –4 penalty), he spits his stomach acid into the targets eyes. An opponent who fails a Reflex save (DC 17 DC 10+Eye of Gruumsh level + Con modifier) is blinded until he or she can rinse away the spittle. This attack has no effect on creatures that don’t have eyes or don’t depend on vision. Blinding Spittle is usable once per hour at 4th level. [b]Tribal Enemy:[/b] Tribal protectors gain a +3 bonus to Bluff and Sense Motive checks when using these skills against their enemies. They gain the same +3 bonus to weapon damage rolls against these creatures. This damage does not apply to damage against creatures who are immune to critical hits, and the tribal defender does not gain this bonus when using a ranged weapon from more than 30 feet distant. [b]Homeland:[/b] Tribal Protectors gain a +2 bonus to Hide, Intuit Direction, Move Silently, and Wilderness Lore checks when they are within the terrain type and geographical area of their tribal homeland. [b]Wild Fighting:[/b] Similar to a monk attacking with a flurry of blows, a tribal defender of 2nd level or higher can enter a state of wild fighting, attacking in a storm of ferocious assaults. The character gains one extra attack per round, at his highest base attack bonus, but all the character’s attacks in that round suffer a –2 penalty. This penalty lasts for an entire round, so it also affects any attacks of opportunity the protector might make in that round. [b]Terrain AC Bonus:[/b] You take great advantage of your homeland’s features and gain the listed deflection bonus to your AC when in your homeland. [b]Rage:[/b] HP 142, AC 20, Atk +21/+16/+11 (1d8+9 Orc Double Axe) or Wild Fighting +19/+19/+14/+9 (1d8+13 orc double axe) or TWF +19/+14/+9 and +19/+14 (1d8+10 and 1d8+6 Orc Double Axe), or Wild Fighting and TWF +17/+17/+12/+7 and +17/+12 (1d8+10 and 1d8+6 Orc Double Axe) or +16 ranged (1d6+7 javalin)—note that this uses the Swinging Blindly modifiers and therefore provokes AoOs; BAB +12; Grapple +19/+14/+9 SV: Fort +19, Ref +10, Will +8; lasts 7 rounds. So, since he'd get so much out of bardsong, here's our orchish warchanter (if you wanted to be really nasty, you'd combine the 3.5 Inspire courage progression with the 3.0 natural horn effect that doubled the inspire courage bonusses (Song and Silence) for a +4/+4 bardsong but I don't think that's really a good idea); I also gave him the Requium feat from Song and Silence that (IIRC) lets his bard songs effect undead. If you don't use undead in the same encounter as him, I'd switch it out for Power Attack, Weapon Focus, or Deflect Arrows: [b]Orc warchanter: Male Orc Brd 8/Bbn 1; [/b] CR 9; Medium-size Humanoid; HD 6d6+12; hp 38; Init +1; Spd 30 ft; AC 16 (touch 11, flat-footed 15) [+1 Dex, +5 chain shirt]; BAB +7; Grap +10; Atk: +11 melee (1d8+5/x3 battle axe), or +11 melee (1d8+4/x3 lance), or +9 ranged (1d8+3 composite longbow); Full Atk: +11/+6 melee (1d8+5/x3 battle axe) or +11/+6 melee (1d8+5/x3 lance) or +9/+4 ranged (1d8+3 composite longbow); SQ: Rage 1/day, Fast Movement, Bardic Music 8/day, Inspire Courage +2, Countersong, Fascinate, Suggestion, Bardic Knowledge; AL CE; SV Fort +9, Ref +8, Will +7; Str 18, Dex 12, Con 14, Int 10, Wis 10, Cha 16 [b]Skills and Feats:[/b] Handle Animal +8 5r, Hide +13 11r, Listen +11 11r, Move Silently +13 11r, Perform: Oratory +14 11r, Perform: Sing +5 2r, Ride +8 5r; Mounted Combat, Reqium, Ride By Attack, Spirited Charge. [b]Equipment:[/b] +1 elf bane lance, +1 battle axe, Mighty [+3] Composite longbow, 20 masterwork arrows, dagger, +1 Chain Shirt, +1 cloak of resistance, scroll of cure light wounds, scroll of Haste x2. [b]Spells Per Day[/b] (3/4/4/3 base DC 13+spell level) [b]Spells Known:[/b] 6/4/4/3; 0th-Dancing Lights, Mending, Message, Open/Close, Prestidigitation, Read Magic; 1st—Cure Light Wounds, Lesser Confusion, Tasha’s Hideous Laughter, Undetectable Alignment; 2nd—Blindness/Deafness, Glitterdust, Rage, Silence; 3rd—Confusion, Cure Serious Wounds, Displacement. Edit--Dangit! I just noticed you want them all to be undead. And here I am without appropriate undead templates to play with. Oh well. I'll leave them up anyway--maybe someone else will use them /edit [/QUOTE]
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