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Marine Orc Detachment
Military aspirations over many sorts of terrain have required the Orcs of the Triple Death to rally many different sorts of troops to their banners -- and their ability to do so has contributed greatly to their success as conquerors. Following are statistics for a detachment of Marine Orcs, a subrace of Orc native to coastal areas, led by a Sorcerer and reinforced by a freak variant of the species.
This detachment might be found performing anything from routine duties to special missions in any sort of coastal areas, including aboard any sort of appropriate sailing vessel, ashore on islands, or even in subterranean areas along coasts.
A full subrace description of Marine Orcs will appear in an upcoming Skirmisher Publishing book on Orcs, but all of the information needed to incorporate the following troops into a game is included in their stat blocs. Similarly, a fully usable stat bloc is provided for an Augmented Fiendish Giant Fiddler Crab, and a complete description of the base creature will appear in an upcoming Skirmisher Publishing book.
A number of Defects are also listed for the Gigantic Marine Orc Warrior that accompanies this force, and full descriptions of them are available in the Skirmisher Publishing book Nuisances. Their effects and all the information needed to use them in an encounter, however, are included in this monster's stat bloc.
Skills listings include both the regular adjusted bonus for various relevant skills and, in brackets, the number of ranks the character has in those skills.
Enjoy! Please send any comments, suggestions, or corrections for these statistics to
d20@skirmisher.com.
Kuduth, Male Marine Orc Sorcerer 7: Medium Humanoid; HD 7d4+7; hp 26; Init +1; Spd 30; AC 16, touch 13, flat-footed 13; Base Atk +3, Grp +5; +6 (1d6+3, masterwork mighty composite shortbow with +1 Arrows); AL CE; SV Fort +3, Ref +5, Will +6; Str 15, Dex 17, Con 13, Int 11, Wis 12, Cha 14.
Skills: Concentration +11 [10], Intimidate +7 [5], Profession (Sailor) +3 [2], Spellcraft +5 [5], Survival +1 (+3 in a marine environment) [0], Swim +4 [0].
Feats: Augment Summoning, Extend Spell, Spell Focus (Conjuration).
Class/Racial Abilities: Summon Familiar; +2 on Craft checks related to watercraft, +2 on Survival checks in a marine environment, +2 on Swim skill checks and can always take 10 on Swim checks and use the run action while swimming in a straight line, Constitution treated as two points higher than actual for purposes of holding breath and checks to avoid drowning.
Sorcerer Spells Known (6/7/7/4 per day): 0 - Acid Splash, Daze, Detect Magic, Detect Poison, Mending, Prestidigitation, Read Magic; 1st - Mage Armor, Magic Missile, Shield, Shocking Grasp, Summon Monster I; 2nd - Cat's Grace, Gust of Wind, Summon Monster II; 3rd - Lightning Bolt, Summon Monster III.
Possessions: Masterwork mighty composite shortbow, +1 Arrows (7), masterwork arrows (14), +1 Morningstar, potions (Identify x2, Cure Serious Wounds x2, Water Breathing x2, Greater Invisibility), sack, waterskin (full), hemp rope (50'), two 100 gp pearls.
Description and Background: Kuduth is a natural albino, with shell-colored skin, long, foam-white hair, and striking sea-blue eyes.
Tactics: Kuduth specializes in Summoning augmented fiendish giants crabs of various sizes and will use these to flank and harass opponents (statistics for a fiendish giant fiddler crab appear below). He will almost always have Mage Armor in effect and, prior to any expected encounter, will employ a Shield as well. His familiar is a hermit crab.
Kuduth's Familiar: Hermit Crab: CR 7; Tiny Magical Beast; HD 7; hp 13; Init +0; Spd 10; AC 19 (+2 size, +7 natural), touch 12, flat-footed 19; Base Atk +3, Grp -5; Atk +3 (1d2-4, claw); AL N; SV Fort +4, Ref +2, Will +5; Str 3, Dex 11, Con 14, Int 9, Wis 10, Cha 2.
Skills: Hide +14, Swim +10.
Feats: Weapon Finesse, Dodge.
Class/Racial Abilities: Alertness, Improved Evasion, Share Spells, Empathic Link, Deliver Touch Spells, Speak With Master, Speak With Animals of Its Kind, Master Gains a +3 Deflection Bonus to AC.
Augmented Fiendish Giant Fiddler Crab: CR 3; Fiendish Animal; HD 3d8+12; hp 25; Init +0; Spd 30 (6 squares); AC 17, touch 17, flat-footed 17; Base Atk +2, Grp +12; Atk +8 melee (2d8+12, large claw); Full Atk +8 melee (2d8+12, large claw) and +6 melee (2d4+12, small claw); SA Smite Good 1/day (+3 damage); SQ Darkvision 60 ft., resistance to cold 5 and fire 5, spell resistance 8; AL CE; SV Fort +7, Ref +3, Will +1; Str 23, Dex 10, Con 18, Int 3, Wis 10, Cha 2.
Skills: Swim +16, Hide -4*.
Feats: Multiattack, Weapon Focus (Claw).
Racial Abilities: Animal traits, shearing claws, +8 on Hide checks in marine and native environments, +4 on Swim checks and always able to take 10 use the run action while swimming in a straight line, reach 10' with large claw.
Orc Swordsmen (1d6+6): Male Marine Orc Warrior 2; CR ½; Medium humanoid; HD 2d8+4; hp 16; Init +0; Spd 20 ft. (4 squares), swim 30 ft.; AC 16, touch 10, flatfooted 16; Base Atk +2; Grp +5; Atk +7 melee (1d8+3/18-20, masterwork Orc Talwar*); SQ Darkvision 30 ft., Low-Light Vision; AL CE; SV Fort +3, Ref +0, Will -2; Str 17, Dex 11, Con 12, Int 8, Wis 7, Cha 6.
Skills: Profession (Sailor) +6 [5], Survival +0 (+2 in marine environment) [2], Swim +6 [0]. Languages: Common, Orc.
Feats: Skill Focus (Sailor) (sub.), Skill Focus (Swim) (sub.), Weapon Focus (Orc Talwar*).
Racial Abilities: +2 on Craft checks related to watercraft, +2 on Survival checks in a marine environment, +2 on Swim skill checks and can always take 10 on Swim checks and use the run action while swimming in a straight line, Constitution treated as two points higher than actual for purposes of holding breath and checks to avoid drowning.
Equipment/Possessions: Masterwork Orc Talwar*, Barbarian Chainmail, heavy steel shield, belt pouch, 3d10 sp.
Tactics: These well-armed and -armored Marine Orcs typically serve as scouts, sentries, bodyguards, and warriors-of-the-line.
Marine Orc Archers (1d6+6): Male Orc Warrior 2; CR 1; Medium-size humanoid (Orc); HD 2d8+4; hp 16 each; Init +2; Spd 20 ft (4 squares), swim 30 ft.; AC 15 (touch 12, flatfooted 13); Base Atk +2; Grp +4; Atk +7 ranged (1d8/x3, masterwork longbow and masterwork arrows) or +3 melee (1d4+1/x3, dagger); AL CE; SV Fort +5, Ref +2, Will -2; Str 13, Dex 15, Con 14, Int 8, Wis 7, Cha 6.
Skills: Profession (Sailor) +0 [2], Spot +3 [5], Survival -2 (+0 in a marine environment) [0], Swim +4 [0].
Feats: Subtype: Archer (Longbow)*, Light Armor Proficiency (class), Simple Weapon Proficiency (class), Martial Weapon Proficiency (class) Weapon Focus (Longbow) (sub.), Point Blank Shot (sub.), Precise Shot.
Racial Abilities: +2 on Craft checks related to watercraft, +2 on Survival checks in a marine environment, +2 on Swim skill checks and can always take 10 on Swim checks and use the run action while swimming in a straight line, Constitution treated as two points higher than actual for purposes of holding breath and checks to avoid drowning.
Equipment/Possessions: Studded leather, longbow, 40 arrows, quiver, dagger, 3d10 sp.
Special: Attack +1 with longbow at ranges up to 30 feet.
Tactics: These veteran archers can direct withering fire at their opponents -- and have the sense to do so from behind obstacles or lines of allied troops.
Gigantic Male Marine Orc Warrior 8: Large, Freakishly Tall Humanoid; HD 9d8+27; hp 71; Init +0; Spd 30; AC 13 (+6 natural, -3 size), touch 13, flat-footed 13; Base Atk +8, Grp +18; Atk +16 melee (2d8+11, Large +1 Maul*); AL CE; SV Fort +9, Ref +2, Will +0; Str 25, Dex 10, Con 16, Int 8, Wis 6, Cha 6.
Skills: Profession (Sailor) +4 [2], Swim +20 [12].
Feats: Awesome Blow, Cleave, Great Cleave, Improved Bull Rush, Improved Natural Armor, Thick Hide*, Power Attack, Skill Focus (Sailor) (sub.), Skill Focus (Swim) (sub.).
Defects: Freakishly Tall*, Fat*, Obese*.
Class/Racial Abilities: Low-Light Vision, Darkvision 30 ft.
Possessions: Large +1 Maul of Dwarven manufacture. This creature's various defects make it very difficult to clothe or armor it, and it has no other equipment to speak of.
Description and Background: This great, unwieldy monster acquired its great size from the bounty of the sea and supports its bulk in the water; it is definitely out of its element in the dungeon, but is a formidable opponent nonetheless. It is nearly 12 feet tall and weighs about 1,200 pounds.
Tactics: This creature is a fairly canny combatant and will use its Awesome Blow and Improved Bull Rush to keep from being flanked and to deal additional damage to opponents. If it is accompanied by Kuduth, the Sorcerer will augment its defenses with Mage Armor, and it will melee while its allies launch missiles and spells. |