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Orc Warband
Following are version 3.5-compatible d20 system statistics for a tough,
versatile Orcish war band that can be incorporated into virtually any fantasy
campaign world and used-in whole or in part-to provide a challenge for a
wide variety of player character parties in many different situations. The
band is based on the Skirmisher Publishing's "Orcs of the Triple Death"
15-piece Orc Warband miniatures set.
A number of new feats, armor types, and weapons are included, and are marked
with an asterisk (*) each time they appear in the following text. Each of
them are fully described in the appendix that follows the description of
the war band itself.
Under the individual "Skills" entries, numbers in [brackets] indicate
the number of ranks in a particular skill, while the number before it takes
into consideration all appropriate modifiers (e.g., ability scores, synergy
bonuses, armor check penalties).
A possible background for the Orc war band follows, which can be used or
modified as desired. Similarly, the individual Orc soldier descriptions
can be modified as desired to meet the needs of individual campaigns or
scenarios. Please direct all inquiries about the following d20 system game
statistics to warriors@skirmisher.com.
Orcs of the Triple Death
Sometimes called the "Orcs of the Triple Death," the members of
this tribe are more-or-less devoted to the deity Ares Trinecronos, an Orcish
conglomeration of the martial trinity of Ares, Phobos, and Deimos. Their
shields are all emblazoned with this ominous personage's symbol, a cluster
of three grinning skulls. Their camps, fortresses, and temples dominate
a range of rugged, forested hills that adjoin a major inland sea and several
civilized areas, to which they pose a constant threat.
One of the most ambitious warlords in this tribe is Zagug, an Orc of fiendish
ancestry who leads a powerful war band for all manner of fell purposes.
He will typically lead a squad of seven other Orcs, if raiding or adventuring,
or a force of 14 others, if going to war or facing a particularly difficult
objective. If necessary, he will augment either force with as many regular,
1st-level Orc Warriors he needs ("Orc," MM). His own troops are
fairly well equipped, outfitted in large part from the arms and armor of
fallen enemies-which, whenever possible, they will upgrade.
Orc Leader (Zagug): Male Planetouched Orc Barbarian 2/Ranger 3;
CR 5; Medium-size humanoid (human); HD 2d12+2 plus 3d8+3; hp 39; Init +6;
Spd 40 ft. (8 squares); AC 16 (touch 11, flatfooted 15); Base Atk +5; Grp
+9; Atk +9/+9 melee (1d8+5/19-20/x3, +1 Orc Keen Double Axe); Full Atk +9/+9
melee (1d8+5/19-20/x3, +1 Orc Keen Double Axe); SA Darkness; SQ Darkvision
60 ft., light sensitivity, resistance to cold 5, electricity 5, and fire
5; AL NE; SV Fort +7, Ref +5, Will +2; Str 18, Dex 12, Con 12, Int 10, Wis
11, Cha 13.
Bio: Zagug's forebears include an extraplanar monster-possibly a Balrog-that
served as a tribal warlord in ages past. This twisted ancestry is manifest
in his appearance, most notably his huge hands; he has seven long, misshapen
fingers on his right hand and six on his left, a deformity that also applies
to his feet (and gives him a +2 racial bonus on Balance, Climb, and Jump
skill checks). He is thoroughly amoral and realistic, imposing as much organization
as necessary upon his war band but not attempting to constrain the natural
tendencies of his warriors any more than necessary.
Skills: Balance +11 [8], Climb +14 [8], Intimidate +6 [5], Jump +6 [0],
Knowledge (Dungeoneering) +5 [5] Survival +6 [6].
Feats: Weapon Focus (Orc Double Axe), Improved Initiative.
Class Abilities: Fast movement, illiteracy, rage 1/day, uncanny dodge; favored
enemy (Humans +1), Track, wild empathy, combat style (Two-Weapon Fighting),
Endurance.
Equipment/Possessions: +1 Keen Orc Double Axe, +1 Barbarian Breastplate*,
53 hexagonal Dark Elf platinum pieces.
Tactics: Zagug is a crafty warrior, and-in order to avoid being fatigued
in the middle of an encounter-will not rage until he has been wounded, is
seriously threatened, or believes doing so can bring a dangerous battle
to a conclusion ("rage (barbarian)," PHB). If given a choice of
opponents, he will try to engage Humans first. If defeat seems imminent,
he will use his supernatural Darkness to cover his escape (and, if expedient,
as much of the war band as possible).
Orc Lieutenant (Barmour): Male Orc Fighter 4; CR 4; Medium humanoid;
HD 4d10+8; hp 35; Init +0; Spd 20 ft. (4 squares), base speed 30 ft.; AC
17, touch 10, flatfooted 17; Base Atk +4; Grp +7; Atk +9 melee (1d8+5/x3
plus 1d6, +1 Flaming Longspear) or +8 melee (1d8+3/18-20, masterwork talwar*);
Full Atk +9 melee (1d8+5/x3 plus 1d6, +1 Flaming Longspear) or +8 melee
(1d8+3/18-20, masterwork talwar*); SQ Darkvision 60 ft., light sensitivity;
AL LE; SV Fort +6, Ref +1, Will -1; Str 17, Dex 11, Con 14, Int 11, Wis
11, Cha 10.
Bio: Barmour is a cruel, calculating, disciplined combatant, and believes
that his philosophies, if more widespread, would ensure the future supremacy
of Orc-kind. He does not care for the general disorganization of his people
and, while he is still subservient to those more powerful than himself,
takes every opportunity he can to impose his iron fist upon those that are
weaker.
Skills: Climb +3 [7], Intimidate +7 [7].
Feats: Power Attack, Cleave, Improved Bull Rush, Weapon Focus (Longspear),
Weapon Specialization (Longspear).
Equipment/Possessions: +1 Flaming Longspear, masterwork half plate, masterwork
talwar*, belt pouch, 48 gp.
Tactics: Barmour will make whatever seem to be the most pragmatic decision
in any particular encounter, whether that be battling opponents toe-to-toe,
directing other members of the war band, aiding his commander ("aid
another (special attack)", PHB), or-if necessary-retreating and then
regrouping for a counterattack.
Orc Priest with Morningstar (Garang): Male Orc Barbarian 1/Cleric
3; CR 4; Medium-size humanoid (human); HD 1d12+1 plus 3d8+3; hp 30; Init
+0; Spd 40 ft.; AC 17 (touch 11, flatfooted 16); Base Atk +3; Grp +6; Atk
+8 melee (1d8+4, +1 Morningstar); Full Atk +8 melee (1d8+4, +1 Morningstar);
SQ Darkvision 60 ft., light sensitivity; AL NE; SV Fort +6, Ref +2, Will
+6; Str 16, Dex 10, Con 12, Int 10, Wis 16, Cha 10.
Bio: Garang is dedicated to war, and enjoys crafting the implements used
for it; he has personally manufactured a number of the armaments used by
Zagug's war band and continues to hone his magical abilities with an eye
to one day creating enchanted weapons and armor. He has access to the Death
and Evil domains of divine spells. His skull-emblazoned shield serves as
his unholy symbol.
Skills: Craft (Weaponsmithing) +7 [7], Craft (Armorsmithing) +7 [7], Heal
+5 [0], Listen +7 [4], Survival +7 [4].
Feats: Weapon Focus (Morningstar), Improved Turning.
Class Abilities: Fast movement, illiteracy, rage 1/day; rebuke undead.
Usual Spells: 0 (4): Guidance, Mending, Read Magic, Resistance; 1st (3+1):
Augury, Bane, Doom, plus Cause Fear (domain); 2nd (2+1): Augury, Bear's
Endurance, plus Death Knell (domain).
Equipment/Possessions: +1 Morningstar, +1 Barbarian Chainmail*, spell component
pouch, healer's kit, belt pouch, 40 gp.
Tactics: While he relishes the opportunity for personal combat, Garang
will attempt as much as possible to fortify himself and the rest of the
war band with spells before engaging in melee. He will also attempt to stabilize
wounded comrades if there is nothing more effective he could be doing. And,
whenever possible, he will use his ability to rebuke undead to force into
servitude such creatures-particularly skeletons-and use them on behalf of
the war band.
Orc with Greataxe: Male Orc Barbarian 3; CR 3; Medium humanoid;
HD 3d12+3; hp 31; Init +3; Spd 40 ft. (8 squares); AC 17, touch 13, flatfooted
14; Base Atk +3; Grp +7; Atk +8 melee (1d12+4/x3, masterwork greataxe);
Full Atk +8 melee (1d12+4/x3, masterwork greataxe); SQ Darkvision 60 ft.,
light sensitivity; AL CE; SV Fort +6, Ref +4, Will +2; Str 18, Dex 16, Con
14, Int 8, Wis 12, Cha 6.
Skills: Climb +9 [6], Jump +9 [6], Survival +7 [6].
Feats: Power Attack, Cleave.
Class Abilities: Fast movement, illiteracy, rage 1/day, uncanny dodge, trap
sense +1.
Equipment/Possessions: Masterwork greataxe, masterwork barbarian chainmail*,
haversack, alchemist's fire (3 flasks), oil (3 flasks), torches (3), flint
and steel, belt pouch, 39 gp.
Tactics: See below.
Orc with Heavy Flail: Male Orc Barbarian 3; CR 3; Medium humanoid; HD 3d12+3;
hp 29; Init +2; Spd 40 ft. (8 squares); AC 18, touch 12, flatfooted 16;
Base Atk +3; Grp +7; Atk +8 melee (1d10+4/19-20, masterwork heavy flail);
Full Atk +8 melee (1d10+4/19-20, masterwork heavy flail); SQ Darkvision
60 ft., light sensitivity; AL CE; SV Fort +6, Ref +3, Will +2; Str 18, Dex
15, Con 15, Int 8, Wis 12, Cha 6.
Skills: Climb +8 [6], Jump +8 [6], Survival +7 [6].
Feats: Power Attack, Cleave.
Class Abilities: Fast movement, illiteracy, rage 1/day, uncanny dodge, trap
sense +1.
Equipment/Possessions: Masterwork heavy flail, masterwork barbarian chainmail*,
masterwork heavy steel shield, haversack, alchemist's fire (3 flasks), oil
(3 flasks), torches (3), flint and steel, belt pouch, 39 gp.
Tactics: These hulking Orcs thrive on combat. They will close with opponents
as quickly as they can-charging if at all possible, with no heed for their
own welfare-and immediately go into a berserk rage. They are also pyromaniacs,
and will avail themselves of any opportunities to set things on fire with
the implements in their haversacks.
Orc Swordsmen (3): Male Orc Barbarian 2; CR 2; Medium humanoid;
HD 2d12+2; hp 21 each; Init +2; Spd 40 ft. (8 squares); AC 18, touch 12,
flatfooted 16; Base Atk +2; Grp +5; Atk +6 melee (1d8+3/18-20, masterwork
talwar*); Full Atk +6 melee (1d8+3/18-20, masterwork talwar*); SQ Darkvision
60 ft., light sensitivity; AL CE; SV Fort +4, Ref +2, Will -1; Str 17, Dex
15, Con 15, Int 8, Wis 12, Cha 6.
Skills: Climb +5 [5], Jump +5 [5], Survival +6 [5].
Feats: Power Attack, Cleave.
Class Abilities: Fast movement, illiteracy, rage 1/day, uncanny dodge, trap
sense +1.
Equipment/Possessions: Masterwork talwar*, masterwork barbarian chainmail*,
heavy steel shield, belt pouch, 26 gp.
Tactics: These fast-moving, barbaric Orcs serve the war band as scouts,
guards, and combatants. They will rage if wounded or facing equal or superior
numbers.
Orcs with Polearms (3): Male Orc Warrior 2; CR 1; Medium humanoid;
HD 2d8+2; hp 15 each; Init +0; Spd 20 ft. (4 squares), 30 ft. base; AC 17,
touch 10, flatfooted 17; Base Atk +2; Grp +5; Atk +6 melee (1d10+3/x3, masterwork
glaive or halberd, OR 2d4+3/x3, masterwork ranseur); Full Atk +6 melee (1d10+3/x3,
masterwork glaive or halberd, OR 2d4+3/x3, masterwork ranseur); SQ Darkvision
60 ft., light sensitivity; AL NE; SV Fort +4, Ref +0, Will -2; Str 17, Dex
11, Con 12, Int 8, Wis 7, Cha 6.
Bio: These Orcs are veteran combatants who have demonstrated that they are
both somewhat tougher than average and more amenable than many of their
ilk to the command-and-control of their leaders.
Skills: Climb +4 [5].
Feats: Subtype: Halberdier*.
Equipment/Possessions (for each): Masterwork pole arm (glaive, halberd,
or ranseur), masterwork chainmail, heavy steel shield, wineskin, belt pouch,
200 sp.
Tactics: Whenever possible, these heavily-armed and -armored soldiers
will use their pole arms to attack opponents while standing behind higher-level
member of their war band ("reach weapons," PHB), or will attempt
to augment their allies' attacks or distract those of their opponents ("aid
another (special attack)", PHB).
Orc Archers (4): Male Orc Warrior 1; CR ½; Medium humanoid;
HD 1d8+1; hp 9 each; Init +3; Spd 30 ft. (6 squares); AC 13, touch 13, flatfooted
10; Base Atk +1; Grp +1; Atk +1 melee (1d4/19-20, dagger) or +5 ranged (1d8/x3,
longbow); Full Atk +1 melee (1d4/19-20, dagger) or +5 ranged (1d8/x3, longbow);
SQ Darkvision 60 ft., light sensitivity; AL CE; SV Fort +3, Ref +3, Will
-2; Str 11, Dex 17, Con 12, Int 8, Wis 7, Cha 6.
Bio: These Orcs hail from a subtribe that emphasizes training with the bow,
rather than melee weapons, from an early age. As members of the Archer (Longbow)
subtype, these Orcs have substituted their Shield Proficiency, Light Armor
Proficiency, Medium Armor Proficiency, and Heavy Armor Proficiency for feats
that enhance their use of the bow.
Skills: Spot +2 [4].
Feats: Subtype: Archer (Longbow)*, Weapon Focus (Longbow) (substitution),
Point Blank Shot (substitution), Far Shot (substitution), Precise Shot (substitution).
Equipment/Possessions: Longbow, arrows (18), quiver, dagger, bracers (one
leather, one steel), belt pouch, 90 sp.
Tactics: As much as possible, these Orcs will avoid hand-to-hand combat,
even to the extent of running from it. Instead, they prefer to fire at opponents
from behind cover or inaccessible positions, or at enemies engaged with
other members of the war band. They receive an additional +1 on bow attacks
at targets within 30 feet ("Point Blank Shot," PHB).
NEW EQUIPMENT
Barbarian Armor: Also known as gladiator armor, a set of barbarian
armor is a stripped-down version of a type of Medium armor, designed to
guard critical areas of the body-particularly the torso-but to be lighter,
less restrictive, and often more revealing (e.g., barbarian chainmail might
consist of a chainmail kilt reinforced with greaves and pauldrons and perhaps
a helmet, mail coif, or bracers). It is, consequently, somewhat less protective
than the armor on which it is based. It is treated as Light armor in all
ways.
| Armor |
Cost |
Armor Bonus |
Maximum Dex Bonus |
Armor Check Penalty |
Spell Failure |
Speed 30/20 |
Weight |
| Barbarian hide |
10 gp |
+2 |
+6 |
0 |
10% |
30 ft./20 ft. |
10 lb. |
| Barbarian scale mail |
35 gp |
+3 |
+5 |
-2 |
15% |
30 ft./20 ft. |
15 lb. |
| Barbarian chainmail |
100 gp |
+4 |
+4 |
-2 |
20% |
30 ft./20 ft |
25 lb. |
| Barbarian breastplate |
150 gp |
+4 |
+5 |
-1 |
15% |
30 ft./20 ft. |
15 lb. |
Talwar: This large slashing sword is similar to the scimitar,
but generally has a longer, broader, heavier blade (Cost 30 gp; Dmg (S)
1d6; Dmg (M) 1d8; Critical 18-20/x2; Weight 6 lb.; Type Slashing).
NEW FEATS
Following are two new feats that have been applied to some of the members
of the Orc War Band. The Subtype concept is fully described in the Skirmisher
Publishing book Warriors and in a free document available upon request by
emailing warriors@skirmisher.com.
Subtype: Archer (Longbow)
Longbowmen are archers trained in the use of the longbow. Such troops generally
adapt their formation to the prevailing terrain, fighting in close order
in open country and spreading out in looser formations in rough, hilly,
or wooded country. In either case, longbowmen are almost always deployed
in support of more heavily armed and armored troops, such as halberdiers.
Prerequisite: Dex 13.
Equipment: Longbowmen almost never wear more than light armor, allowing
them to carry large quantities of arrows, and even obstacles like archers'
stakes, and still maneuver quickly. Secondary weapons rarely consist of
more than daggers or one-handed swords.
Substitutions: Longbowmen can substitute their Heavy Armor, Medium Armor,
Light Armor, and/or Shield proficiency feats for the Point Blank Shot, Far
Shot, Precise Shot, and/or Weapon Focus (Longbow) feats.
Special: Second and subsequent feats will almost always be used to augment
use of the bow, particularly Rapid Shot. Because they receive proficiency
with all sorts of bows as a racial trait ("Elf," PHB), Elvish
archers can also opt to substitute their Martial Weapon Proficiency for
any feat that enhances their use of the longbow (e.g., Rapid Shot).
Subtype: Halberdier
Soldiers with this feat are skilled at using both two-handed, hafted weapons
and shields simultaneously.
Prerequisites: Base attack bonus +2, Str 15.
Benefit: When formed up in close formation (i.e., within 5 feet of each
other), halberdiers are able to both wield two-handed polearms and gain
the full benefits of light or heavy shields. If fighting individually or
in open formation, they may still use both polearms and shields, but receive
-2 on their attack rolls.
Equipment: As a type of heavy infantryman, halberdiers are generally equipped
with the heaviest armor and shields available. Such troops will quite often
also be armed with one-handed backup weapons. |