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Thread: Any Orc/Goblinoid Fans??

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    Titan in the Playground
     
    Bhu's Avatar

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    Mar 2008
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    Default Re: Any Orc/Goblinoid Fans??

    Well since no one objects to the Pine Bender I guess I don't need to worry about it being possibly over powered :D

    Next up:



    ORC THUG



    "Where's the money Lebowski?"

    Occasionally Orcs are outcast from their tribe for a number of reasons. Perhaps they were on the losing side of a political fight, or committed some crime not worthy of killing them quickly. These poor souls left to die sometimes survive, and on rare occasions will find a hiding place in the more lawless towns and cities. Only to find that no one will hire them. No one who obeys the law anyway. They end up being cheap muscle for the Guilds in larger cities, or for gangs in smaller places. Rarely are they allowed to achieve any rank of note, other than perhaps as a bodyguard or executioner. Unless they achieve that rank through murder...

    BECOMING AN ORC THUG
    Most Orc Thugs were originally tribal warriors (i.e. Barbarian's), who were forced to scrounge to survive (i.e. take a few rogue levels for ambush purposes) before coming upon a city.

    ENTRY REQUIREMENTS
    Race: Any Orcish
    Class Features: Sneak Attack +2d6, Rage
    Skills: Hide 6 Ranks, Intimidate 6 Ranks, Move Silently 6 Ranks, Survival 6 Ranks
    Feats: Intimidating Rage, Instantaneous Rage


    Class Skills
    The Orc Thug's class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Craft (Int), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (local)(Int), Listen (Wis), Move Silently (Dex), Search (Int), Sense Motive (Cha), Spot (Wis), Swim (Str)
    Skills Points at Each Level : 4 + int

    Hit Dice: d8

    Code:
       BAB  Fort    Ref    Will  Abilities
    1. +1    +2     +0     +0    Stabbing People Is Fun
    2. +2    +3     +0     +0    Ambush Feat
    3. +3    +3     +1     +1    Raging Death
    4. +4    +4     +1     +1    Ambushing People Is Fun
    5. +5    +4     +1     +1    Ambush Feat
    6. +6    +5     +2     +2    Raging Death
    7. +7    +5     +2     +2    Ambush Feat
    8. +8    +6     +2     +2    Getting Mad Is Fun
    9. +9    +6     +3     +3    Raging Death
    10.+10   +7     +3     +3    Master of the Ambush
    Weapon Proficiencies: Orc Thugs gain no new weapon or armor proficiencies.

    Stabbing People Is Fun (Ex): Your Orc Thug levels stack with your Barbarian levels for purposes of determining how many times per day you can Rage. Your Orc Thug levels also stack with your Rogue levels for purposes of determining how many dice of Sneak Attack damage you have.

    Ambush Feat: The Orc Thug gains an Ambush Feat as a Bonus Feat at 2nd, 5th, and 7th level. Ambush Feats are listed on page 74 of the Complete Scoundrel.

    Raging Death(Ex): You gain certain abilities while raging and while your opponent is denied his Dexterity Bonus to AC. At 3rd level in any situation in which you are Raging, and could Sneak Attack your opponent, if you roll a critical hit you have a +4 bonus on your confirmation roll. This does not stack with other effects that give bonuses to confirming critical rolls.

    At 6th level you also increase the threat range of your weapon by 1 (i.e. if it would normally critical on a 19-20, it now threatens a critical on an 18-20. This does not stack with other effects that increase your weapons critical threat range.

    At 9th level if you successfully confirm a critical against an opponent they have a -2 penalty to their Armor Class for a number of rounds equal to your strength modifier.

    Ambushing People Is Fun (Ex): When using Ambush Feats you give up 2d6 less dice of Sneak Attack. For example if the Feat requires you to give up +3d6 Sneak Attack for it's effect, you are only required to give up +1d6. If it only requires you to give up 2d6, you may get the benefit of the Ambush Feat for free. You may only do this while Raging.

    Getting Mad Is Fun (Ex): You may channel the power of your Rage into a tremendous blow. You may give up one daily use of your Rage to add your Sneak Attack damage to your next strike if it is successful, even if your opponent isn't in a position to be Sneak Attacked (i.e. Flat-footed or Denied his Dexterity Bonus to AC).

    Master of the Ambush (Ex): You get a competence Bonus equal to the number of Ambush Feats you have to critical confirmation rolls. This does not stack with other effects that give a bonus to critical confirmation rolls.

    PLAYING AN ORC THUG
    You are a bad, bad man. People fear you, and they should fear you. You can't make them respect you, but you can make sure they realize you'll cut out their eyes if they make you angry. In other words your extremely antisocial, and have what could charitably be called anger issues.
    Combat: Get as many of the good Ambush Feats as you can, and center your focus around using your Sneak Attack ability.
    Advancement: You were meant to be an urban guerilla fighter, ambushing victims and overwhelming them with your physical power. Orc Thugs tend to follow this concept and rarely deviate from it much.
    Resources: You have possibly the resources of whatever gang or Guild employs you for equipment and training. But even they may look down on you, or just expect you to brute force your way through any problems.

    ORC THUGS IN THE WORLD
    "I know! Let's turn him over to Mongo!"
    Orc Thugs are in a tight spot. They're hunted by he law where they live, their tribe will kill them if they return, and the Guild will kill them if they leave. In the meantime the Guild may feel free to use you as cannon fodder.
    Daily Life: Due to your problems with light most of your day is spent sleeping. At night time you'll get a list of targets and where to find them and what to do. Then you get to go bash heads while avoiding the local city guard.
    Notables: Tor (CN Male Barbarian 3/Rogue 3/Orc Thug 6) is a local enforcer for organized crime. Unlike most thugs, he isn't specific to one organization, and hires to whoever will pay him.
    Organizations: Orc Thugs themselves rarely have an organization devoted to them, but are usually part of a Guild or outlaw gang of some kind.

    NPC Reaction
    NPC's hope to never encounter an Orc Thug. It means they owe money to bad people, or they've stolen from bad people, or bad people want them hurt. Neither of these options is really a good one.

    ORC THUGS IN THE GAME
    Orc Thugs won't affect game play all that much, they'll just give he local hitmen a bit of flavor perhaps.
    Adaptation: Orc Thugs are fairly easy to adapt to any campaign. Thieve's Guilds aren't all that picky about hiring cheap muscle, and Orc's in a town won't have many other options.
    Encounters: PC's will most likely enconter an Orc Thug when the local Thieve's GUild wants to warn them to leave town, shake them down for info, take their life or money, etc.

    Sample Encounter
    EL 12: The PC's are warned to get out of town by the local Thieve's Guild. The warning is served up by Tor. Until he learns the PC's are in town to smuggle out several families of Orcs outcast just as he was. He helps them out, and then ends up framed for murder. Obviously no one will believe a professional killer isn't guilty of a hit, especially an Orc. Even worse, he's been not so subtly informed the PC's are responsible for his situation. Now they have to clear him, while dodging the mob, quite possibly the authorities as well, and an enraged Tor who is out for blood.



    TOR
    CN Male Orc Barbarian 3/Rogue 3/Orc Thug 6
    Init +2, Senses: Listen +7, Spot +10, Dark Vision 60'
    Languages Orc, Common
    ------------------------------------------------
    AC 18, touch 12, flat-footed 16 (+2 Dex, +6 Armor)
    AC 16, touch 10, flat-footed 14 (-2 Rage, +2 Dex, +6 Armor)
    hp 80 (12 HD) (104 hp in Rage)
    Fort +11 (+13 Rage), Ref +8, Will +4 (+6 Rage)
    ------------------------------------------------
    Speed 40 ft. (8 squares)
    Melee +1 Keen Brash Berserker Falchion +16/+11/+6 (2d4+6/15-20)
    (+1 Keen Brash Berserker Falchion +20/+15/+10 2d4+1d8+9/15-20 Raging)
    Unarmed Strike +15/+10/+5 (1d10+6)
    (Unarmed Strike +19/+14/+9 1d10+9 Raging)
    Base Atk +11, Grp +15 (+17 Rage)
    Atk Options Rage 3/day, Sneak Atack +5d6, Evasion, Uncanny Dodge
    Combat Gear 4 Potions of Cure Serious Wounds
    -----------------------------------------------
    Abilities Str 18 (22 Rage), Dex 14, Con 15 (19 Rage), Int 10, Wis 10, Cha 6
    SQ Fast Movement, Illiteracy, Trap Sense +2
    Feats Improved Unarmed Strike, Intimidating Rage, Intimidating Strike, Instantaneous Rage, Superior Unarmed Strike, Telling Blow, Throat Punch

    Skills Climb +14, Hide +12 (+17), Intimidate +8, Knowledge (Local) +5, Listen +7, Move Silently +12 (+17), Search +4, Spot +10, Survival +6
    Possessions +2 Shadow Silent Moves Hide Armor, +1 Brash Berserker Keen Falchion, Bear Helm, Belt of Growth, Deathstrike Bracers, Goggles of Day, Retributive Amulet, Bag of Holding Type IV, 4 Potions of Cure Serious Wounds, 3960 gp


    EPIC ORC THUG

    Hit Die: d8
    Skills Points at Each Level : 4 + int
    Ambush Feats: The Epic Orc Thug gains an additional Bonus Ambush Feat at 21st level, and every 3 levels thereafter (i.e. level 24, level 27, etc.).
    Bonus Feats: The Epic Orc Thug gains a Bonus Feat every 4 levels higher than 20th
    Last edited by Bhu; 2008-12-23 at 03:59 AM.
    Revised avatar by Trixie, New avvie by Crisis21!
    Mah Fluffy Death Critters
    Orcs and Goblins
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