Index: Orc Warrior

Humanoid

 

Orc Warrior

Their battlecry precedes their appearance, hearing the heavy footfalls of their charge not long after. When you see them, you see they are fast and dressed in leathers, and are even faster to approuch. The weapon they carry, a heavy axe scratched and dented from previous battles, does not hinder them whatsoever.
  Meat's back on the menu, boys.  

Statistics

-General-

* = Proficiency
+4
+1
+3
+0
+1
+0
Fortitude Save*
Reflex Save
Will Save
+4
+4
+1

-Combat-

  • Armor Class: 13
  • Max HP (+AHP): 21 (+0)
  • Average HP | Formula: 18(+0) | 1d8+3+10 (+0)
  • Blockstun Breakpoints: Bloodied, 1 HP (see 'Fighting Spirit')
  • -
  • Speed: 25 ft
  • Initiative: +4
  • Creature Senses: Low-Light Vision
  • -
  • Damage Vulnerabilities:None
  • Damage Reduction: None
  • Damage Resistances: None
  • Damage Immunities: None
  • -
  • Condition Immunities: None
  • -
  • Doom Abilities: None
  • -Skills-

    • Proficiency Bonus: +1

      • Concentration(CON+Prof): +4
      • Intimidation(STR+Prof): +5
      • Quickness(CON+Prof): +4
      • (For all untrained, roll relevant Attribute Scores instead.)
    • Languages: Common, Orcish

    -Other Stats-

  • Base Threat Level: 1
  • EXP: 100
  • Creature Size: Medium
  • Creature Type(s): Humanoid
  • Source(s): Core
  • -
  • Armor Type: Hide Armor
  • -

    Features

    Battlemarch : ~0.5
    Orc Warriors can use the Rush action as a free action once per round, as long as they move toward their enemy.
      Fighting Spirit : ~1.0
    Orcs are not known to go down in a fight easily. Once per round, whenever their hit points drops to or below 1 without killing them (as per blockstun), they roll an Concentration skill check, vs a DC of 10 + 1 per increment of 10 damage they took. If they pass the check, their HP remains at 1 and they gain the Off-Guard condition till the start of their next turn.   This is not considered healing, nor can this be bypassed by effects that bypass Blockstun (such as Two-Hand attacks or critical strikes). The DC increases by 1 for each time they successfully save.
     

    Actions

    Attacks | ◈ per, up to 2 a turn
    The Orc Warrior is a damage dealer primarily focused on hitting as hard and as many times as possible while in melee range. They will attack as a group, ignoring fallen enemies to go after threats.
    Battleaxe | ◈ | Melee Weapon Attack | +5 to hit | Hit: 9 ( 1d8+4 ) Slashing damage, 3x damage on critical
     

    -Tactics-

    Orc Warriors are natural fighters that adhere to a weird sense of honor. They follow these honorably paths by beating the absolutely crap out of any person or person who crossed them, flying into frenzies that rival Barbarian rages. That being said, they will never attack a downed enemy and, unless hunting or working with people of lesser repute, will never attack enemies by sneaking or outnumbering them.   They will fight to and accept death, but there are those exist that will flee combat to fight again another day. The warriors often lose the warrior monicker soon after, or carry others while still using the old ways to fight (such as being a 'Bandit' or a 'Brute').   Orcs warbands are often mercenaries, for good and for ill. Those who work against the side of adventurers more often than not will work with the likes of Trick-Kin and lesser Titanfolk. It's not uncommon for Orcish Hordes to have Goblins and Ogres working alongside them.  

    What Others may know...

    DC = 15 + TL, using an appropriate skill check.

    Heard of (-5 to DC)

    WIP

    Learned of (Meets DC)

    WIP

    Fully Know of (DC + 10 and up)

    WIP

    Adventure Specific...

    -Lost Mines of Phandelver-
    DC = 15 + TL, using an appropriate skill check.

    Heard of (-5 to DC)

    WIP

    Learned of (Meets DC)

    WIP

    Fully Know of (DC + 10 and up)

    WIP

     
     

    -Scaling and Alterations-

      Adjusting the creature's stats to appropriate Threat levels involves altering the TL, Proficiency Bonus, and damage numbers. This section is a work in progress.  

    Loot

    • Appraise DC: 11
    • Normal Loot
      • Success
        • 1d6 sp (min 1)
      • Critical Success
        • 1 : Broken Battle Axe or random broken weapon from the Axe Weapon Group, of appropriate cost to TL.
    • Crafting
      • Critical Success
        • Character's Half-Proficiency + 1 : Hide Scraps
        • Character's Half-Proficiency + 1 : Metal Scraps

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