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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.
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Armor
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Cost
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Armor Bonus
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Maximum Dex Bonus
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Armor Check Penalty
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Spell Failure
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Speed 30/20
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Weight |
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Barbarian hide
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10 gp
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+2
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+6
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0
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10%
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30 ft./20 ft.
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10 lb.
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Barbarian scale mail
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35 gp
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+3
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+5
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-2
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15%
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30 ft./20 ft.
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15 lb.
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Barbarian chainmail
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100 gp
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+4
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+4
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-2
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20%
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30 ft./20 ft
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25 lb.
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Barbarian breastplate
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150 gp
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+4
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+5
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-1
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15%
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30 ft./20 ft.
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15 lb.
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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. |