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<blockquote data-quote="Leatherhead" data-source="post: 7011603" data-attributes="member: 53176"><p>The Orcish theme can be summed up with the phrase "It takes a tribe to raise an orc." Kobolds are combatants of desperation, hobgoblins are strict regiments perfect for wargaming, and Gnolls are something akin to a plague of locusts. Orcs are a clearly a Horde, with leaders upon leaders acting as stacking force multipliers. </p><p></p><p>However, the Taranukk exists outside of the proper orc tribe. Aside from what has already been suggested, while on a leash they would make a good bodyguard for a Warlock of the Fiend, or perhaps as a leader to some Minotaurs.</p><p></p><p>Anyway, the tight CR spread on the Orc Tribe places them squarely in tier 1 of play. That might not be too keen of an idea for people who want to use more of them, and here are some options to extend their functional range:</p><p></p><p>Firstly, their inherent force multiplication ramps up the danger they present, mixed squads are going to have more impact than a squad consisting of one or two units.</p><p></p><p>Secondly, they are humanoids (mostly) and that allows them to tap into the awesome power of NPC templates. Orc Lore opens up quite a bit more options than the typical fodder race, and you can always use a Half-Orc to fill in any gaps you have, like say if you really want to have a mage or warlock in the ranks.</p><p></p><p>CR 12</p><p>Warlord, functions as a legendary Blade of Ilneval, or Warchief. </p><p></p><p>CR 9</p><p>Warpriest, a bit generic, but given the proper weapon can act as a chosen one of the orcish pantheon. Functions as an Eye, or Claw easily. Even has stacking leader goodness for you.</p><p>Champion, a super beefy orc, orgrillon, half-orc, or orog.</p><p></p><p>CR 8</p><p>Blackguard, the evil paladin could serve as a higher powered Hand, it's a very effective anti-caster.</p><p>Assassin, a higher level follower of Shargaas.</p><p></p><p>CR 5</p><p>Gladiator or Master Thief depending on which part of the tribe the orc comes from.</p></blockquote><p></p>
[QUOTE="Leatherhead, post: 7011603, member: 53176"] The Orcish theme can be summed up with the phrase "It takes a tribe to raise an orc." Kobolds are combatants of desperation, hobgoblins are strict regiments perfect for wargaming, and Gnolls are something akin to a plague of locusts. Orcs are a clearly a Horde, with leaders upon leaders acting as stacking force multipliers. However, the Taranukk exists outside of the proper orc tribe. Aside from what has already been suggested, while on a leash they would make a good bodyguard for a Warlock of the Fiend, or perhaps as a leader to some Minotaurs. Anyway, the tight CR spread on the Orc Tribe places them squarely in tier 1 of play. That might not be too keen of an idea for people who want to use more of them, and here are some options to extend their functional range: Firstly, their inherent force multiplication ramps up the danger they present, mixed squads are going to have more impact than a squad consisting of one or two units. Secondly, they are humanoids (mostly) and that allows them to tap into the awesome power of NPC templates. Orc Lore opens up quite a bit more options than the typical fodder race, and you can always use a Half-Orc to fill in any gaps you have, like say if you really want to have a mage or warlock in the ranks. CR 12 Warlord, functions as a legendary Blade of Ilneval, or Warchief. CR 9 Warpriest, a bit generic, but given the proper weapon can act as a chosen one of the orcish pantheon. Functions as an Eye, or Claw easily. Even has stacking leader goodness for you. Champion, a super beefy orc, orgrillon, half-orc, or orog. CR 8 Blackguard, the evil paladin could serve as a higher powered Hand, it's a very effective anti-caster. Assassin, a higher level follower of Shargaas. CR 5 Gladiator or Master Thief depending on which part of the tribe the orc comes from. [/QUOTE]
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