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Author Topic: Organization and breakdown of the Orc armies  (Read 20375 times)
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Doomed Hero
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« on: December 12, 2007, 01:58:21 AM »

I always liked the sample orc recruits and elites in the back of the book, but I thought that there should be more description of the troops that made up the rest of the army, and how they were organized. I also wanted my Orcs to be scary. Being the reformed power-gamer that I am, I went about building Orcs that could hit my players with the most math possible. It was an involved process, full of notes and spreadsheets. Too much.

I had some free time over the summer and decided I'd make myself some quick reference sheets for my orc soldiers. (I'll include them later. They're basically just the numbers, arranged as efficiently as possible. Feel free to steal them) This got me thinking about who commanded them, how many were in a "squad" or a "company" and how many of any given level or type. All of a sudden I found myself mapping out and restructuring the entire orcish army. Here's what I've come up with.


Organizational Breakdown from smallest standard group-type to largest. The level listed next to the leader of each group is their title and their minimum level. Leaders 1 or 2 levels higher are known to exist.

Fist. 4 infantry (1st level). 1 Fist Leader (2nd level) (5 total)
Squad 2 Fists, 1 Squad Leader (3rd level) (11 total)
Company 4 Squads, 1 Lieutenant (6th level) (45 total)
Force 4 Companies, 1 Captain (9th level) (181 total)
Warband 4 Forces, 1 Warmaster (12th level) (725 total)
Horde 4 Warbands, 1 Commander (15th level) (2901 total)
Legion 4 Hordes, 1 Overlord (17th level) (11,605 total)
Army 4 Legions, 1 General (19th level) (46,421 total)

This is the standard listing. In addition to these numbers, each force may be supplemented by special units such as cavalry, siege engineers, medical units, ranged weapon specialists, or others.
« Last Edit: December 12, 2007, 03:31:01 AM by Doomed Hero » Logged

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Doomed Hero
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« Reply #1 on: December 12, 2007, 02:29:42 AM »

Here's the beginning of the quick reference stat blocks. Remember to adjust for fighting in groups, darkness, light or dwarves.

Basic Infantry
Orc Fighter 1
HP:12  AC:17 (chain+shield)
M.Atk: +6  Dmg: D12+4 (Vardatch)
R.Atk: +1  Dmg: D8 Range: 100' (Longbow)
Move:20 F:+4 R:+0 W:+0
Wpn. Focus Vardatch
Power Attack

Light Infantry stats in parenthesis are adjusted for Rage
Orc Barbarian 1
HP:12 (14)  AC:16 (14) (chain shirt+shield)
M.Atk:+5 (+7)  Dmg: D12+4 (+6) (Vardatch)
R.Atk:+2  Dmg: D6+4 (+6) Range: 30' (Javelin)
Move:40  F:+4 R:+0 W:+0 (+2)
Extended Rage (11 rounds)

Heavy Infantry
Orc Fighter 1
HP:12  AC:20 (splint mail+tower shield)
M.Atk: +4  Dmg: D12+4 (Vardatch)
R.Atk: +1  Dmg: D8+4 (Javelin)
Move:20  F:+4 R:+0 W:+0
Wpn. Focus Vardatch
Power Attack


Next comes the fun part. Fist Leaders!
« Last Edit: December 12, 2007, 02:54:12 AM by Doomed Hero » Logged
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« Reply #2 on: December 12, 2007, 03:28:44 AM »

Fist Leaders

Blade Breaker
Orc Fighter 2
HP:20  AC:17 (chain+shield)
M.Atk: +7  Dmg: D12+5 (vardatch)
R.Atk: +2  Dmg: D8 Range: 100' (longbow)
Move: 20  F:+5 R:+1 W:+0
Power Attack
Improved Sunder
Block Arrows (like monk ability, only with shield)

Dead Eye
Orc Fighter 2
HP:20  AC:16 (S.Leather+Dex)
M.Atk: +6  Dmg: d12+4 (vardatch)
R.Atk: +6  Dmg: d8+4 Range: 120' (composite longbow)
Move:30  F:+5 R:+3 W:+0
Weapon Focus- Longbow
Point Blank Shot (add +1 atk for close range)
Precise Shot

Relentless
Orc Fighter 1/Barbarian 1 (stats in parenthesis are adjusted for Rage)
HP:23 (27)  AC:14 (12) (chain shirt)
M.Atk: +7 (+9)  Dmg: 2d8+7 (+10) (Greater Vardatch)
R.Atk: +2 Dmg: d6+5 (+7) Range: 30'
Move: 40  F:+7 R:+0 W:+0
Endurance
Rage x1
Die Hard
Extended Rage (11 rounds)

Blade Warden Initiate
Orc Fighter 2
HP:20  AC:19 (breast plate+ 2-w defense)
M.Atk: +6 (+4/+4)  Dmg: d12+4
R.Atk: +2 Dmg: d6+4 Range: 30' (javelin)
Move: 20 F:+5 R:+1 W:+0
2 weapon fighting
oversize 2 weapon fighting
2 weapon defense

Grey Hand Initiate
Orc Legate 2
HP:17  AC:18 (splint mail+shield)
M.Atk: +5  Dmg: d12+4
R.Atk: +2 Dmg: d10 Range: 80' (heavy crossbow)
Move: 20 F:+5 R:+0 W:+5
0th level spells x4
1st level spells x3+1 Death and War domains)
(Liberal use of Cause Fear and Cure Light, Blesses before combat if possible)
Rebuke Undead x3
Sacred Vengeance (complete divine)
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arnon
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« Reply #3 on: December 12, 2007, 04:21:15 AM »

I'll just give you a cookie now. This (and the monsters as well) is great stuff! Smiley
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Doomed Hero
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« Reply #4 on: December 12, 2007, 05:11:05 AM »

Mmm. Thank you!
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« Reply #5 on: December 12, 2007, 05:22:21 PM »

I don't like the idea of orcs using longbows; javelins have been well-established as more their speed. In my games, graks and ungols do most of the ranged fighting, while orcs and oruks handle the melee.

The different types of leaders are fantastic, though. I like the idea of having that sort of mix'n'match, plug'n'play force composition.

One Spell Energy for general coolness, and one Taint for aiding the forces of evil Smiley
« Last Edit: December 12, 2007, 05:24:35 PM by Dirigible » Logged
Doomed Hero
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« Reply #6 on: December 12, 2007, 07:08:01 PM »

I don't like the idea of orcs using longbows

At first I didn't either, but when I thought about the Orc at the end of Fellowship of the Ring filling Boromir full of thumb-thick shafts, I was sold. I also wanted some way of the orcs being able to match the elven bows and the dwarves crossbows. Javlins just don't have the range. By the time a force of orcs closed the distance, half of them would be dead.

The different types of leaders are fantastic, though. I like the idea of having that sort of mix'n'match, plug'n'play force composition.

That's what I was going for. I was sick of spending time stating out a squad leader that I fully expected to die, but i still wanted them to be interesting.


One Spell Energy for general coolness, and one Taint for aiding the forces of evil Smiley
Woot! Glad you like it. Once i get my old laptop out of storage, I'll post the upper level leaders. Should be fairly soon.
« Last Edit: December 12, 2007, 07:10:06 PM by Doomed Hero » Logged
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« Reply #7 on: December 12, 2007, 07:15:59 PM »

Organizational Breakdown from smallest standard group-type to largest. The level listed next to the leader of each group is their title and their minimum level. Leaders 1 or 2 levels higher are known to exist.

Fist. 4 infantry (1st level). 1 Fist Leader (2nd level) (5 total)



I like this idea,  but its already established that an "Orc FIST" is 23 orc.
On p.389 of the Core...

"Orc fist: 20 orc recruits, 2 orc troopers, 1orc elite"


just an FYI
-kev-


PS... I have alot of the Orc Tribes organized,  would folks be interested if I post what I've found?
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best,
-kev-
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Doomed Hero
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« Reply #8 on: December 12, 2007, 07:25:55 PM »

I'd love to see what you've got, Kev. I've done some of that myself, mostly just working out the various types of markings the tribes use to identify themselves. I'd love to see more detailed hierarchies and differences in culture between the tribes.

And, yeah, I know about the Fist being 23 thing. I never liked it. Mostly because I wanted to be able to have smaller groups of Orcs incorporated into the command structure and not just call them a "finger" or "claw" or some other "part of a fist" type word. 20ish Orcs seems larger than a "Fist" to me. Seems more squad-like.

I also never liked Orc Recruits. Why would the Shadow let such an under-trained weakling come down out of the north? More importantly, how would they have survived childhood. In my game, every single Orc soldier has survived a childhood where for every indevidual that gets shipped to the front lines, there are 3-5 who were killed by them. They're blooded in combat before they ever come down to the warm lands, and nearly all of them get their first few kill scars by choking one of their brothers to death.

The Orc recruit seems more like what you'd find in the training camps or the warrens.
« Last Edit: December 12, 2007, 07:32:24 PM by Doomed Hero » Logged
kevperrine
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« Reply #9 on: December 12, 2007, 07:41:48 PM »

I'd love to see what you've got, Kev. I've done some of that myself, mostly just working out the various types of markings the tribes use to identify themselves. I'd love to see more detailed hierarchies and differences in culture between the tribes.



Ask and ye shall recieve...
http://www.againsttheshadow.org/index.php?topic=1049.new#new

-kev-
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Doomed Hero
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« Reply #10 on: December 12, 2007, 08:17:47 PM »

Here's some "specialized units" that supplement a force of orcs.

Piker
Orc Fighter 3
HP:29  AC: 17 (Chain+Dex)
M.Atk: +7  Dmg: d10+6 (Pike, 10' reach)
Move: 20  F:+5 R:+3 W:+1
Combat Reflexes (+2 Dex bonus)
Combat Expertise
Improved Trip (hooked pike grants +2 bonus)
Knockdown (10+ damage dealt= free trip check)
(Trained to go Full Defensive while being engaged, letting squad mates attack from reach)

Shield Bearer
Orc Fighter 2
HP:22  AC: 19 (alone) 24 or 29 (from feats and equipment bonuses) (1/2 Plate+ Shield)
M.Atk: +5  Dmg: d12+4 (Vardatch)
Move: 20  F:+5 R:+1 W:+0
Phalanx Fighting (complete warrior)
Combat Expertise
Flanker (miniatures handbook. Flank from squares you threaten instead of the one you're in)
(Interlocking shield. +1 AC while fighting adjacent to another character w/ and interlocking shield)


Hope I don't have to explain how these 2 units work togeather. Wink
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« Reply #11 on: December 14, 2007, 05:55:24 AM »

I'm thinking i'll be adding these to my Midnight Minions module for Fantasy Grounds Smiley

(converted to my house rules of course)
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Doomed Hero
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« Reply #12 on: December 14, 2007, 03:21:57 PM »

Steal away! Here's another couple units to torture your party.

Orcish Chariot Team
(Not much use against the elves and dwarves, but was used extensively against the sarcosans and halflings.)

Driver
Orc fighter 2
HP:20  AC:19 (Banded Mail+Shield)
M.Atk: +6  Dmg: d12+4 (vardatch)
R.Atk: +4  Dmg: d6+4 Range: 30' (Javelin)
Move: 20 (dismounted) F:+5 R:+2 W:+0
Mounted Combat
Ride-by-Attack
Trample
Ride+9 (+2 equipment bonus)
Special Equipment: Chariot. 10x10 vehicle. Driver counts as mounted. +5 to Ride check DC's. +2d6 trample damage. Bladed Wheels- If chariot passes adjacent to a creature in any round that the chariot moves more than 80 feet, that creature must make a DC 15 Reflex save or take 3d6 damage. Chariot is made of steel and wood, has a hardness of 10 and 25HP. If a chariot is destroyed, all riders take Falling damage equal to the amount of distance covered by the chariot's last movement. Whenever the Driver makes a Ride check, riders that are not the driver must make a Balance check (at the same DC). Failure means a -2 to all actions for one round. Failure by 10 or more means the rider has been thrown.

Chariot Archer
Orc fighter 1
HP:12  AC: 17 (chain+buckler+dex)
M.Atk:+5  Dmg: d12+4 (vardatch)
R.Atk:+4  Dmg: D6+3  Range: 70' (composite short bow)
Move: 20' (when dismounted) F:+4 R:+3 W:+0
Point Blank Shot
Precise Shot
Balance +7 (+2 equipment bonus, anchor lines)
Special Equipment: Harpoon Arrows- These unwieldy metal arrows halve the range increment of the bow that fires them. They also incur an additional -2 attack penalty. Should they deal damage, they allow the bowman to make a special Grapple check as a free action. They are attached to long ropes (usually 50') which are often anchored to a moving object. (see Drag rules listed below.) Rope, has a hardness of 0 and 2 HP. These arrows are designed to bend but not break, and as such, if they ever deal damage they must be repaired before they can be used again (assuming they are recovered).

Lancers (x2)
Orc fighter 1
HP:12  AC:17 (chain+shield)
M.Atk:+5  Dmg: d8+6 (lance, 10'reach)
R.Atk:+1  Dmg: d6+4  Range: 30' (Javelin)
Move:20' (dismounted)  F:+4 R:+0 W:+0
Mounted Combat
Spirited Charge
Balance +6 (+2 equipment bonus, anchor lines)
Special Equipment: Hooked Lance- When using the Ride-by-Attack feat, this wicked spear allows a successful attack to initiate a special Grapple check as a free action. Should the attacker win, they are able do drag the defender along the ground behind their mount. A person being dragged takes 1d6 damage per 20', provokes attacks of opportunity while passing through enemy threat ranges and is Prone (even though they are moving). Any successful grapple check or Escape Artist check by the victim will free them, leaving them prone 1d20' behind the mounted lancer. This maneuver may only be used against a creature of the characters Size or smaller. While dragging an opponent, a character is considered grappled despite the distance between them.

War Boro
See Heart of Shadow (didn't want to post it for copyright reasons)


Spider Rider
Primarily used on the Elven front, where standard Cavalry is useless.

Orc fighter 2/Rogue 1
HP:26  AC:19 (banded mail+shield)
M.Atk:+5  Dmg:d8+4+poison (lance)
R.Atk:+4  Dmg:entangle  Range:10' (net)
Move:20 (dismounted)  F:+5 R:+4 W:+0
1d6 Sneak Attack
Mounted Combat
Ride-by-Attack
Exotic W.P.: Net
Ride +10 (+2 equipment bonus, saddle)
Hide+12 (+4 equipment bonus)
Handle Animal +7
Poison: DC16, primary and secondary damage= d6 Str.
Special equipment: Saddle- Allows rider to stay mounted even when upside-down. Grants +2 bonus to Ride checks.
Special Equipment: Camouflage uniform. +4 bonus to Hide checks in forested regions.

Large Monstrous Wolf Spider
HP:22  AC:16 (leather barding) (adjusted by Mounted Combat)
M.Atk:+4  Dmg: D8+3+poison
Move:40/30 (climb)  F:+5 R:+4 W:+1
Hide +7, Climb +11
Tremor Sense 60' (or within contact with Web)
Poison: DC16, primary and secondary damage= d6 Str.
Spin Web (See Monstrous Manual http://www.d20srd.org/srd/monsters/monstrousSpider.htm)
+30 racial modifier on Jump checks, unaffected by normal hight maximums.
Skill Mastery: Climb
Aggressive: +5 to the DC of all Ride checks.
« Last Edit: December 14, 2007, 03:24:27 PM by Doomed Hero » Logged
kevperrine
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« Reply #13 on: December 14, 2007, 04:07:14 PM »

You know...
One thing I noticed the other day.  There is an extreme LACK of orcs and other Shadow minions statted up in the books for anything 4-10th levels.  Especially in the 4-6th level area.

If you have time to make any mid-level commanders I'd dig it.
thanks
-kev-
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« Reply #14 on: December 14, 2007, 07:00:52 PM »

I've got them stat-ed, but it's on my old laptop (which is currently in storage) as soon as I get it out (soon) I'll post them.
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« Reply #15 on: December 20, 2007, 07:36:46 PM »

Here's a higher level commander-type. I designed them for a recent game, so I had the notes on hand. I'll get to the mid-range stuff in a few days.

This is the Generic version. The concept can be used with more unique characters pretty easily. The best way of using these guys is by establishing that a friend of someone in teh party was captured or went missing, and then later reveal that they have been enslaved by the Hand of Tyranny. Makes for a gut-wrenching encounter once the PC's figure out how the Collars work.

Hand of Tyranny

Erenlander Fighter 9
HP:88  AC: 13 (dex)
M.Atk: +14/+9  Dmg: D8+4 (longsword)
2nd M.Atk: +13/+8  Dmg: D4 subdual 15' (whip)
Full Atk: +12 (longsword)/ +11(whip)/ +7 (longsword)/ +6 (whip)
Move:30 F:+8 R:+6 W:+4
Exotic Wpn: Whip
Wpn. Focus: Longsword
Greater Wpn. Focus: Longsword
Wpn Spec. Longsword
Combat Reflexes (3 bonus attacks of Op.)
2-wpn fighting
Improved 2-wpn fighting
Combat Expertise
Improved Disarm
Improved Trip
Daunting Presence
Special Equipment: Masterwork Longsword, Masterwork Whip, Rings of the Master (See Pain Bonded Guardian for description)


Painbonded Guardian

Dorn Fighter 3
HP: 36  AC: 15 (Shield+Dex )
M.Atk: +4  Dmg: D4+1 (shield)
Move:30 F:+7 R:+4 W:+0
Improved Toughness
Endurance
Diehard
Improved Shieldbash
Shieldmate
Special Equipment: Collar of the Bound (Worn around the neck, each one of these Collars comes with a matching ring. This collar acts as a Ring of Friend Shield, except that it is continuous in effect, only transfers damage to the character wearing the Collar and it is unable to be removed without first casting Remove Curse. These collars are often welded closed to further prevent removal. Should the character wearing the Ring of the Master die, the character wearing the Collar also immediately dies. Rings of the Master do not take up magic item slots, but must be worn on the hand, which means an individual character can wear as many as 10 of these rings. Should a character wearing multiple Rings of the Master take damage, the damage is divided evenly between the Master and each character wearing a Collar. A character wearing a Collar who moves more than 30 feet from the character wearing their Ring is wracked with pain, takes one point of subdual damage a round and must succeed in a DC 20 Will save every round or attempt to go back to their Master. Putting a Collar on a creature takes 10 minutes and can only be put on a creature while it is willing or helpless.)

Painbonded Guardians often have only their shields to cover themselves, denied even simple clothing by their cruel masters. Typically Painbonded Guardians are chosen from the most attractive and hardy slave and prisoner stock. Dorns are preferred for their tolerance of the cold.


« Last Edit: December 20, 2007, 09:26:08 PM by Doomed Hero » Logged
Doomed Hero
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« Reply #16 on: December 20, 2007, 07:38:21 PM »

Here's the first of the mid-range leaders

Remember to add bonuses for fighting at night or in a group.

Blade Warden

Orc Fighter 6
HP:54  AC: 19  (Breaastplate+weapons+dex)
M.Atk: +13/+8  Dmg: D12+7 (Masterwork Vardach)
Full Atk: +11/+11/+6/+6
Move: 20 F:+7 R:+5 W:+2
2-Weapon Fighting
Improved 2-Weapon Fighting
Weapon Focus Vardatch
Weapon Spec. Vardatch
Oversize 2-Weapon Fighting
2 Weapon Defense
2 Weapon Pounce (from the Players Handbook 2)
Special Equipment: Two Masterwork Vardatchs, with a length of chain connected to the pommel running to a bracer or band around the upper arm.  Provides a +10 bonus to resist being disarmed.
« Last Edit: December 14, 2008, 06:11:14 PM by Doomed Hero » Logged
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« Reply #17 on: December 20, 2007, 08:09:43 PM »

OK, the Hand of Tyranny and the Painbonded Guardian? That I love. It's insanely evil, and perfectly fitting for Midnight Smiley
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Doomed Hero
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« Reply #18 on: December 20, 2007, 10:14:40 PM »

This guy hits hard. One of these guys killed a 6th level PC with one blow.

Remember to add bonuses for fighting at night or in a group.

Reckless Ravager

Orc Fighter 4/ Barbarian1/Wildlander1
HP:54 (66)  AC: 15 (13)  (Leather+dex)
M.Atk: +12/+7 (+14/+9)  Dmg: 2d8+7 (2d8+10) (Masterwork Greater Vardatch)
R.Atk: +7/+2 Dmg: d6+5 (d6+7) 30' range (Javelin)
Move: 50 F:+7 R:+3 W:+4 (+6)
+14 (+16) Jump
+7 Tumble (cross-class)
Survival +11
Rage 1x per day (altered statistics are noted in parenthesis)
Fast Movement
Track
Quick Stride
Power Attack
Leap Attack
Powerful Charge (from the Miniatures Handbook)
Greater Powerful Charge (from the Miniatures Handbook, adds 2d6 damage while charging)
Reckless Charge (from the Miniatures Handbook, changes Charge modifiers to +4 to attack, -4 to AC)

So here's how these guys work. Usually they hang back, 100 feet or so from the battle, while the rest of their squad engages. As soon as they spot a support unit (usually a healer, caster or archer) they Charge. They use Tumble to avoid Attacks of Opportunity, and make a Jump check (which they are basically unable to fail) to make a 6 point Leaping Power Attack. The end result is a string of math that looks like this:

Raging, Leaping, Power Attacking Reckless Powerful Charge:
Atk: +12  Dmg: 2d8+2d6+34

Remember that taking more than 50 points of damage from 1 source requires a Fort save.
« Last Edit: December 20, 2007, 10:26:58 PM by Doomed Hero » Logged
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« Reply #19 on: December 20, 2007, 10:29:23 PM »

OK, the Hand of Tyranny and the Painbonded Guardian? That I love. It's insanely evil, and perfectly fitting for Midnight Smiley

Want me to do a write-up of the Collar of the Bound and submit it to the main site?
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Derulbaskul
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« Reply #20 on: January 09, 2008, 06:20:01 AM »

OK, the Hand of Tyranny and the Painbonded Guardian? That I love. It's insanely evil, and perfectly fitting for Midnight Smiley

Yes, outstanding! Really captures the flavour of Midnight.
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Cheers
D
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« Reply #21 on: December 14, 2008, 05:14:02 PM »

Fist Leaders

Grey Hand Initiate
Orc Legate 2
HP:17  AC:18 (splint mail+shield)
M.Atk: +5  Dmg: d12+4
R.Atk: +2 Dmg: d10 Range: 80' (heavy crossbow)
Move: 20 F:+5 R:+0 W:+5
0th level spells x4
1st level spells x3+1 Death and War domains)
(Liberal use of Cause Fear and Cure Light, Blesses before combat if possible)
Rebuke Undead x3
Sacred Vengeance (complete divine)
Was just using these templates for a playtest of a homebrew Defender prestige class Sholano's been making, and happened to notice a couple things.

Sacred Vengeance is actually in Complete Warrior, and a quick talk with Doomed Hero confirms that he did not realize that it only gives +2d6 damage against undead

He's of the opinion that Izrador should probably give legates that 2d6 against the living.  As long as players are kept away from the Legate class with a 10-ft. pole, I guess...
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« Reply #22 on: December 14, 2008, 06:12:35 PM »

Sounds like I need to make a new Feat for inclusion in the ToSIII. Shadow's Vengeance or something.
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« Reply #23 on: December 14, 2008, 09:52:31 PM »

During the abovementioned playtest, I levelled up the assortment of Fist Leaders to 3.  I like the increased difference between these and mook orcs a bit more than as originally listed.  Doomed Hero suggested I post them: enjoy.


Blade Breaker
Orc Fighter 3
HP:30  AC:17 (chain+shield)
M.Atk: +9  Dmg: D12+5 (vardatch)
R.Atk: +3  Dmg: D8 Range: 100' (longbow)
Move: 30  F:+5 R:+1 W:+0
Power Attack
Improved Sunder
Block Arrows (like monk ability, only with shield)
Weapon Focus: Vardatch


Dead Eye
Orc Fighter 3
HP:30  AC:16 (S.Leather+Dex)
M.Atk: +7  Dmg: d12+4 (vardatch)
R.Atk: +7  Dmg: d8+4 Range: 180' (composite longbow)
Move:30  F:+5 R:+4 W:+1
Weapon Focus- Longbow
Point Blank Shot (add +1 atk for close range)
Precise Shot
Rapid Shot
Far Shot


Relentless
Orc Fighter 2/Barbarian 1 (stats in parenthesis are adjusted for Rage)
HP:34 (40)  AC:14 (12) (chain shirt)
M.Atk: +9 (+11)  Dmg: 2d8+7 (+10) (Greater Vardatch)
R.Atk: +3 Dmg: d6+5 (+7) Range: 30'
Move: 45  F:+8 R:+0 W:+0
Endurance
Rage x1
Die Hard
Extended Rage (11 rounds)
Weapon Spec-Vardatch
Dash


Blade Warden Initiate
Orc Fighter 3
HP:30  AC:19 (breast plate+ 2-w defense)
M.Atk: +8 (+6/+6)  Dmg: d12+4
R.Atk: +3 Dmg: d6+4 Range: 30' (javelin)
Move: 25 F:+5 R:+2 W:+1
2 weapon fighting
oversize 2 weapon fighting
2 weapon defense
Weapon Focus Vardatch
Magic-Hardened


Grey Hand Initiate
Orc Legate 3
HP:25  AC:18 (splint mail+shield)
M.Atk: +6  Dmg: d12+4
R.Atk: +3 Dmg: d10 Range: 80' (heavy crossbow)
Move: 20 F:+5 R:+1 W:+5
0th level spells x4
1st level spells x3+1 Death and War domains)
2nd 2+1 ---Spiritual Weapon, Hold Person, Bull Strength/Sound Burst
(Liberal use of Cause Fear and Cure Light, Blesses before combat if possible)
Rebuke Undead x3
Sacred Vengeance (complete divine)
Divine Metamagic: Empower
Logged
Khaz
Disembodied Spirits


Spell Energy / Taint +0/-0
Posts: 4


« Reply #24 on: December 14, 2008, 09:57:05 PM »

Lastly, several expansions of the Blade Warden used to playtest various levels.  The level 16 version is particularly horrifying; a one-handed vardatch swing with a Hunter Strike triggered a massive damage check that ended one playtest in the first attack  Roll Eyes


8: Blade Warden Rager

Orc Fighter 6/Barbarian 1/Wildlander 1
HP: 73 (89 rage)  AC: 19
M. Atk: +16/+11 (+18/+13 rage)  Dmg: D12+7 (D12+9 rage), +2 v humans
Full Atk: +13/+13/+8/+8 (+15/+15/+10/+10 rage)
Move: 30 F: +11(+13 rage) R:+5 W: +2
2-Weapon Fighting
Improved 2-Weapon Fighting
Weapon Focus Vardatch
Weapon Spec. Vardatch
Oversize 2-Weapon Fighting
2 Weapon Defense
2 Weapon Pounce
Rage
Master Hunter: Human


11: Blade Warden Rager Captain

Orc Fighter 8/Barbarian 1/Wildlander 2
HP: 98 (120 rage)  AC: 21
M. Atk: +19/+14 (+21/+19 rage)  Dmg: D12+8 (D12+10 rage), +2 v humans
Full Atk: +16/+16/+11/+11/+6/+6 (+18/+18/+13/+13/+8/+8 rage)
Move: 30 F: +13(+15 rage) R: +5 W: +2
2-Weapon Fighting
Improved 2-Weapon Fighting
Greater 2-Weapon Fighting
Weapon Focus Vardatch
Weapon Spec. Vardatch
Oversize 2-Weapon Fighting
2 Weapon Defense
Improved 2-Weapon Defense
2 Weapon Pounce
Fast Movement
Rage 1/day
Track
Master Hunter: Human
Hated Foe: Human



16: Blade Warden Rager Commander

Orc Fighter 10/Barbarian 1/Wildlander 5
HP: 137 (169 rage) AC: 22
M. Atk: +25/+20 (+27/+22 rage)  Dmg: D12+10 (D12+12 rage), +4 v humans
Full Atk: +22/+22/+17/+17/+12/+12/+7 (+24/+24/+19/+19/+14/+14/+9 rage)
Move: 30 F: +15(+17 rage) R: +8 W: +4
2-Weapon Fighting
Improved 2-Weapon Fighting
Greater 2-Weapon Fighting
Weapon Focus Vardatch
Greater Weapon Focus Vardatch
Weapon Spec. Vardatch
Greater Weapon Spec. Vardatch
Oversize 2-Weapon Fighting
2 Weapon Defense
Improved 2-Weapon Defense
2 Weapon Pounce
2 Weapon Rend 1d6+9 (1d6+12 rage)
Fast Movement
Rage 1/day
Track
Danger Sense +1
Master Hunter: Human x 2
Hated Foe: Hunter Strike v Human x 1
Hunter's Strike x 1
Logged
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Against the Shadow  |  Forum  |  Midnight & RPGs  |  GM's Corner (Moderators: Bleak Knight, Glacialis)  |  Topic: Organization and breakdown of the Orc armies
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