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imp_fireball
2008-08-03, 08:05 PM
http://uk.games-workshop.com/daemonhunters/adversaries/images/mutant-ork.jpg

Chaos Orc

Hit Dice: 2d8+2 (10hp)
Initiative: +3
Speed: 8 squares (size medium with fast movement racial traight)
Armor Class: 17 flatfooted, 12 touch (wearing chain mail with large wooden shield; without any dodge, misc, magical or enhancement bonuses, etc.)
Base Attack/Grapple: +2 BAB/ +5 grapple (size medium; increase decrease according to changing strength), +15 grapple (size large at 8HD or seventh level if PC)
Attack: 1d20 +6 (non chaos-rage), 1d20 +8 (chaos-rage)
Full Attack: +6/+8 (+10 versus lawful when raging); Damage with hand axe: 1d6+4 (or +6 when chaos-raging)
Space/Reach: Adjacent
Special Attacks: Chaos Rage (as barbarian rage, but with double damage against lawful creatures, double fast movement, and +1 to hit against lawful creatures/HD), Greater Chaos Rage (only at 8HD and higher; triple damage versus lawful creatures, triple fast movement, +2 to hit/HD against lawful creatures)
Special Qualities: Double damage versus lawful, as well as +1 to hit per hit die when chaos raging, fast movement that doubles when raging (increase speed from 8 squares to 10 squares); becomes size large at level 7, offering a +4 bonus to strength and +4 to constitution as well as being treated as large creature, additionally gaining 'greater chaos rage' which offers the benefits of a greater barbarian rage but with triple damage versus lawful as well as a doubled to-hit against lawful creatures
Saves: Fort +4 (+6 when raging), Ref +0, Will -2 (+0 when raging)
Abilities: Str 19 (23 when raging), Dex 11, Con 14 (18 when raging), Int 8, Wis 7, Cha 6
Skills: Listen +1, Spot +1, Climb +1 (+2 ability bonus when raging), Jump +1 (+2 ability bonus when raging)
Feats: Power Attack, Alertness
Environment: Temperate Hills, Forges, Fortresses, in the presence of demons and/or caster adepts or those with PC levels/villains, etc.
Organization: As Ordinary Orc (however non-combatants are more propelled to fight, and may often be treated as having levels in commoner)
Challenge Rating: 2
Treasure: Standard
Alignment: Usually Chaotic Evil/Chaotic Neutral (may vary)
Advancement: 2 - 5 (usually when size medium and may be higher with PC levels), 8 - 11 (usually when size large, and may be higher with PC levels)
Level Adjustment: +1

Description/background/characteristics

The 'chaos' is a special template that is considered 'augmented' and applied according to mental/physical manipulation by special casters. Chaos orcs are the byproduct of often non-violent demonic/high-level warlock influence (if the warlock had this intention, accidents would turn the victim into a dull husk or painfully kill them). Chaos templates usually acquire chaos rage as well as a buffed hit die, savage tendencies (fluff), and may gain other characteristics relating to combat such as fast movement. For every 2HD that a chaos template creature has, they may rage 1/day. While raging, they can even learn special feats (must be taken, not automatically acquired) that can be used during their rages.

Feats:

Fiery Orifices(ex)

Prereqs: Must be chaos raging/greater chaos raging, BAB +2

Descrip: Your orifices will burn with a chaotic fiery energy when you rage. To those around you, they appear to look like a deep red fire with a pure white center being emitted from the eyes, mouth, nostrils, etc. By making a concentration check (DC 15), you can burn those you touch during a grapple for 1d6 per turn or 2d6 (DC 20), 3d6 (DC25), etc. Greater Chaos Rage can double this damage. This feat also grants special attacks that may only be used during a chaos rage, that stack with the +4 bonus to intimidation.
The fire emitted from your orifices also acts as a minor light spell out to ten feet (2 squares) in all directions.

Special Attacks (as permitted by the fiery orifices feat):

Flame breath (reach): range of 1 square per hit die, ranged touch attack, 1d12 fire damage per 3HD/ECL. User must make a fort save (DC 20) or become tired. User may also exert themselves to double the range of their fiery breath as well as multiply the fire damage by 1.5, however they must make a fort save (DC 30) or become exhausted. Lawful creatures suffer double damage from this attack, and if they have no dodge bonuses applied to the specific creature using this special attack, the creature may double his rage to-hit bonuses against the lawful creature when using this action.

Fiery Intimidation (area): You beat your chest and prance around like a literally possessed psycho, your eyes and breath aflame. You may simultaneously force everyone (including allies unless they are under the influence of any sort of music by a bard, or diplomatic negotiation/appropriate RP relations) in the vicinity to roll against the user's intimidation check (act as if you are intimidating everyone in the vicinity; whether by will or impulse).

Fiery Footprints (aura; must be 4HD or greater): Your footprints are aflame with left over demonic, chaos energy. You can light things on fire, by simple touch. The fire is treated as 'chaos fire' (1d6 damage as normal non-magical fire; deals double damage to lawful creatures).

Fiery Charge (ex; must be 4HD or greater): You leap through combat like a blazing comet. Requires one day's preparation. When chaos raging, your fast movement is doubled (on top of the initial double). You acquire a +8 temporary enhancement bonus to jump, as well as a +2 temporary enhancement bonus when charging, and a +4 enhancement bonus on overrun's/bullrushes. You leave a blazing trail wherever you move for the rest of the duration of the chaos rage.

Combat
During combat, chaotic evil chaos orcs will often ambush or charge the PCs outright, flying into a chaos rage if they can. They will employ whatever tactics they can (as limited by their intelligence) to destroy the PCs, including flanking maneuvers. When raging, they are even more unpredictable, applying their abilities in a variety of bullrushes, overruns, sunders, continuous charges, or general fighting (the more intelligent ones might utilize ranged weapons or take 5 foot steps each round). Chaotic neutral chaos orcs may appear hostile with the PCs, however it is immediately easier to convince them to back down. Chaos creatures in general are always bothered or stricken by inner demons that leave them angry and frustrated and their personality often exudes this frustrated, driven rage. Chaos creatures generally reason less, and are more likely to act outright on impulse to combat a danger or be dangerous to themselves (simply by attacking other creatures in cold blood).

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Lore
DC 10 = Chaos Orcs are savage creatures, perhaps slightly out of their own minds. They are unpredictable.
DC 15 = Chaos Orcs may have had some sort of demonic/high-level influence by a powerful caster, such as a warlock or wizard/sorceror specializing in the manipulation of dark energy and forgotten lore.
DC 20 = Discern specific organization of group.
DC 30 = Discern possible leader
DC 40 = Discern how corruption to chaos came about for group of orcs.

Plot Hook/Story if any

Chaos orcs are usually the result of a tribal blood pact among a group of demons/minions of chaos or any single higher-demon/devil entity, often brought about by the swearing of fealty to the higher demon, sacrifice to the demon's god/lord of that specific plane. The blood pact creates demonic corruption in the group of orcs, and must be transmitted to the entire tribe by contagion, similar to how one may spread a biological virus. Often the influence of the blood pact must effect the large majority of the tribe, or it will eventually wear off. Once the influence has proved successful, full transformation will occur in a couple of weeks, and the template of that specific group of orcs will shift over to 'chaos' and be treated as 'augmented'.

Chaos orcs are more muscle bound, with vaguely warped features. Their blood is hot, whereas those able to cast spells (adepts/those with PC levels) have greenish blood. Their skin is a deep red or charcoal color and the cornea of their eyes is reddish while the ball is of a red hue. Additionally, those with 8HD or more (size large) have even more noticeably demonic features, such as horns protruding from their skull/forehead and scaly skin in some areas; or very rough leathery skin all around and claws (they are not compelled to attack with claws however; though they CAN attack for 1d4). PC chaos orcs of seventh level or higher do not have these qualities (though they are still size large) unless they took 7 levels of any of the Chaos Orc npc classes.


Chaos Orcs as PCs

Chaos Orc Traits:
- +6 strength, -2 intelligence, -2 wisdom, -4 charisma, +2 constitution
- Base Land Speed is 40ft.
- Fast Movement
- Darkvision 60ft.
- Able to Chaos Rage (and Greater Chaos Rage at ECL 8/8 HD)
- Light Sensitivity (unless chaos raging)
- Automatic Languages: Common, Orc. Bonus Languages: Dwarven, Giant, Gnoll, Undercommon, Infernal, Goblin
- Size Large at seventh level (ECL 8)
- LA +1
- Favored Class: Barbarian (may inspire variants to compensate for non-beneficial barbarian rage such as feats that assist chaos-rage; fast movement granted by barbarian levels may stack or be removed entirely for variant benefits depending on what DM allows), Fighter (the demonic nature of the Chaos Orc may inspire them to favor the use of more elaborate weapons)

The Chaos Orc warrior here had all the following attributes before racial adjustments: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8

The chaos template offers the following qualities:
- Treat as augmented
- Shift alignment to chaos (maintain good/evil/neutral alignment)
- Special combat qualities (varies, depending on race and can be anything from combat casting, to fast movement and bonus base initiatives)
- Savage, more combative, psychotic nature
- Lawful damage against this creature only applies in the form of spells
- Able to Chaos Rage (Greater Chaos Rage at ECL 8/8 HD)
- Bonus stats that apply by choice of DM
- Bonus qualities and traits that apply according to race (ie. the nature of the orc is that of a basher with high str modifiers; thus, chaos orcs are bigger and buffer, and treated as size large at particularly high levels)

Added new template and I'm done. :D

sigurd
2008-08-03, 11:43 PM
I like it. I think it needs some sober second thought to tone it down a bit though...



Some of these numbers are too high for a CR2 LA1 critter. I think the chaos rage is too powerful.


Sigurd

Severedevil
2008-08-04, 04:58 AM
Chaos rage is extraordinarily powerful, and probably impossible to balance. Double or triple damage against lawful is either hideously powerful or useless, and the +1/HD is likewise excessive.

To balance this, your character's Level Adjust would have to increase with hit dice, because the ability is worth more and more levels as you level up. (And the race gains extra abilities, such as large size, as you gain class levels!) As it stands, the Chaos Orc is unusable for player characters, although it could make a useful antagonist race if you want to slaughter the Lawfuls.

Is there a reason that special orcs who drank Mannoroth's vile blood do massive bonus damage versus people who like order?

Viruzzo
2008-08-04, 07:19 AM
Fiery Orifices(ex)
To those around you, they appear to look like a deep red fire with a pure white center being emitted from the eyes, mouth, nostrils, etc..
Very, very, very discomforting monster. A better choice for the name is advised.

sigurd
2008-08-04, 10:59 PM
You might balance Chaos Rage by saying that creatures who use the ability only live for another 6 days. - Its literally that powerful.


Sigurd