Thursday, January 24, 2019

orces me hates orces - say it like golum

Faltzer, the Tyrant's Eye, Bishop of Gruumsh


CR 12 XP: 19,200
Male orog fighter 4/cleric of Gruumsh 8
LE Medium humanoid (orc)
Init +1; Senses darkvision 60 ft.; Perception +13
AC 22, touch 12, flat-footed 21 (+10 armor, +1 deflection, +1 Dex)
HP 55 (8d8+4d10-3)
Fort +12, Ref +5, Will +12
Speed 20 ft.
Melee +1 frost heavy flail +15/+10 (1d10+9/17-20 plus 1d6 cold and trip and disarm)
Ranged mwk longbow +11/+6 (1d8/x3)
Special Attacks Rebuke Undead 1/Day, Great Cleave; Atk Options Power Attack, Smite +4(+8) 1/Day
Spells Prepared (CL 8th)
  0th-Create Water (x6)
  1st-Inflict Light Wounds (D), Cure Light Wounds (x5)
  2nd-Spiritual Weapon (D), Bears Endurance, Lesser Restoration, Cure Moderate Wounds (x2)
  3rd-Magic Vestment (D), Magic Circle Against Good, Remove Blindness/Deafness, Remove Disease
  4th-Divine Power (D), Giant Vermin, Air Walk, Cure Critical Wounds
Before Combat Grow "Pincher" with Giant Vermin, then Buff and order any Minions he might have to protect him while he casts. Then smash away in Melee. "Guard me, Friends! Soon, you too will be blessed with the Great Strength of the Mighty Gruumsh so we can smite the Vile Oppressors together!"
Str 18, Dex 13, Con 14, Int 8, Wis 18, Cha 6
Base Atk +9; CMB +13; CMD 25
Feats Cleave, Combat Casting, Diehard, Endurance, Great Cleave, Improved Critical (Heavy Flail), Power Attack, Weapon Focus (Heavy Flail), Weapon Specialization (Heavy Flail)
Skills Intimidate +5, Knowledge (religion) +7, Linguistics +6, Perception +13, Sense Motive +3
Languages Common, Orc
SQ orc/ogre blood
Gear +1 Frost Heavy Flail, Mwk Longbow, 50 Arrows, +2 Dragonhide Plate (Copper), Ring of Protection +1, Gauntlets of Ogre Power, Cloak of Resistance+1, Amulet of Health +2, Silver Holy Symbol (Gruumsh), "Pincher" (Pet Scorpion)
Other Gear 16 gp worth of mixed coins
Orc/Ogre Blood (Ex) For all special abilities and effects, an orog is considered an orc or ogre. For example, orogs can use special ogre or orc weapons or magic items with racially specific ogre or orc powers as if they were ogres or orcs.
This muscular, gray-skinned stocky humanoid has course dark hair and dark eyes. Small upward-curving tusks jut from its lower jaw.
Faltzer is a typical Church "Recruiter" for the Gruumshites. He is usually sent to predominatly Orc Tribes or Half-Orc slums to drum up supporters and converts to the church by using his spellcasting to heal their injuries and illnesses while denouncing the "Oppression" of the Non-Orcish "Good" Churches that Ignore the Orcish with these problems and promising that the Great Strength of the Church of Gruumsh can end the "Oppression", putting Orc-kind at the Top! (Similar Individuals of other "Oppressed" Races do the same in the name of Gruumsh among their own Peoples)
Gorgrim, Orc Chieftain
CR 1/3                                                                                                            XP: 135
Male orc fighter 15
CE Medium humanoid (orc)
Init +3; Senses darkvision 60 ft., low-light vision; Perception +4
AC 20, touch 13, flat-footed 17 (+7 armor, +3 Dex)
HP 133 (1d10+15d10+45)
Fort +11, Ref +8, Will +5
Defensive Abilities bravery 4, ferocity; Will +9 against fear; Weaknesses light sensitivity
Speed 20 ft.
Melee Lamorak the Black +23/+18/+13 (2d6+16 plus 2d6 vs. lawful/19-20)
Ranged +2 flaming composite longbow +22/+17/+12 (1d8+8/x3 plus 1d6 fire)
Space 5 ft., Reach 5 ft.
Str 18, Dex 16, Con 14, Int 8, Wis 10, Cha 12
Base Atk +15; CMB +19; CMD 32
Feats Weapon Focus (falchion)
Skills Climb +11, Intimidate +8, Perception +4, Survival +7
Languages Common, Orc
SQ armor training 4, weapon training (heavy blades +3, bows +2, natural +1)
Gear Lamorak the Black (+3 anarchic greatsword), +2 flaming
Environment  temperate hills, mountains, or underground
Organization solitary, gang (2-4), squad (11-20 plus 2 sergeants of 3rd level and 1 leader of 3rd-6th level), or band (30-100 plus 150% noncombatants plus 1 sergeant of 3rd level per 10 adults, 1 lieutenant of 5th level per 20 adults, and 1 leader of 7th level per 30 adults)
Treasure NPC gear (studded leather armor, falchion, 4 javelins, other treasure)
This savage creature looks like a bestial version of a savage human, with green-gray skin and greasy black hair.
Wormtooth, Orc Firestarter
CR 13                                                                                                             XP: 25,600
Male orc sorcerer 13
CE Medium humanoid (orc)
Init +5; Senses darkvision 60 ft., low-light vision; Perception +13
AC 17, touch 13, flat-footed 16 (+4 armor, +1 Dex, +2 deflection)
HP 74 (13d6+29)
Fort +5, Ref +15, Will +10
Defensive Abilities ferocity
Speed 30 ft.
Melee +1 dagger +6/+1 (1d4/19-20); touch +5 (by spell)
Ranged javelin +7 (1d6-1); ray +7 touch (by spell)
Space 5 ft., Reach 5 ft.
Special Attacks ray +7 touch (by spell)
Spells Known (CL 13rd)
  6th (4/day)-Chain Lightning (DC 19), Flesh to Stone (DC 19), True Seeing
  5th (6/day)-Baleful Polymorph (DC 18), Overland Flight, Teleport, Transmute Rock to Mud
  4th (7/day)-Confusion (DC 17), Dimension Door, Enervation, Greater Invisibility, Stoneskin
  3rd (7/day)-Dispel Magic, Haste, Fireball (DC 16), Slow (DC 16), Stinking Cloud (DC 16)
  2nd (7/day)-Acid Arrow, Glitterdust (DC 15), Invisibility, Mirror Image, See Invisibility, Web (DC 15)
  1st (7/day)-Enlarge Person, Identify, Mage Armor, Magic Missile, Ray of Enfeeblement (DC 14), Shield
  0th-Acid Splash, Dancing Lights, Detect Magic, Light, Mage Hand, Message, Ray of Frost, Read Magic, Touch of Fatigue (DC 14)
Bloodline: Arcane
Str 9, Dex 12, Con 12, Int 12, Wis 11, Cha 16
Base Atk +6; CMB +5; CMD 18
Feats Brew Potion, Combat Casting, Empower Spell, Eschew Materials, Extend Spell, Improved Initiative, Iron Will, Scribe Scroll, Still Spell
Skills Bluff +14, Intimidate +14, Knowledge (arcana) +11, Perception +13, Spellcraft +11, Use Magic Device +6
Languages arcane bond (toad familier), metamagic adept 3/day
Gear 2 scrolls of lightning bolt (CL7), staff of necromancy
Other Gear +1 dagger, ring of protection +2, slippers of spider climb
Ferocity (Ex) An orc remains conscious and can continue fighting even if its hit point total is below 0. The orc is still staggered and loses 1 hit point each round. The orc still dies when its hit point total reaches –12.
Light Sensitivity (Ex) Orcs are dazzled in areas of bright sunlight or within the radius of a daylight spell.
Gagrazack 
CR 1/8                                                                                                           XP 50
Toad Familiar
N Diminutive animal
Init +1; Senses low-light vision, scent; Perception +23
AC 15, touch 15, flat-footed 14 (+1 Dex, +4 size)
hp 34 (13HD for purpose of effects)
Fort +2, Ref +5, Will +10
Defensive Abilities improved evasion
SR 18
Speed 5 ft.
Melee touch +1/-4
Special Attacks deliver touch spells
Space 1 ft.; Reach 0 ft.
Str 1, Dex 12, Con 6, Int 1, Wis 15, Cha 4
Base Atk +6; CMB –3; CMD 2 (6 vs, trip)
Feats Alertnessb
, Skill Focus (Perception)
Skills Acrobatics +4, Perception +23, Stealth +21; Racial
Modifiers +4 Stealth
SQ speak with amphibians, scry on familiar
Orc Savage
CR 13                                                                                                             XP: 25,600
Orc barbarian 10
CE Medium humanoid (orc)
Init +0; Senses darkvision 60 ft., low-light vision; Perception +7
AC 14, touch 10, flat-footed 14 (+6 armor, -2 rage)
HP 45 (10d12-20)
Fort +8, Ref +3, Will +2
Defensive Abilities ferocity, improved uncanny dodge, rage power (clear mind), rage power (guarded stance +2, 3 rounds), rage power (increased damage reduction 2/--), trap sense +3; Weaknesses light sensitivity
Speed 30 ft.
Melee greataxe +14/+9 (1d12+4/x3), bite +8 (1d4+1) or bite +13 (1d4+4)
Ranged javelin +10 (1d6+3)
Space 5 ft., Reach 5 ft.
Special Attacks rage (8 rounds/day), rage powers (animal fury)
Spell-Like Abilities rage power (knockback, +3 damage), rage power (quick reflexes)
Str 17, Dex 11, Con 12, Int 7, Wis 8, Cha 6
Base Atk +10; CMB +13; CMD 23
Feats Cleave, Intimidating Prowess, Power Attack, Vital Strike, Weapon Focus (greataxe)
Skills Intimidate +9, Perception +7, Survival +10
Languages Common, Orc
SQ fast movement, rage (21 rounds/day)
Gear Greataxe, splint mail armor, 100 gp.
Karkash, Orc Beastly Savage
CR 6                                                                                                                XP: 2,400
Male ghost-faced orc (The Tome of Horrors Complete “Orc, Ghost Faced” 467; Pathfinder Roleplaying Game Advanced Player’s Guide) barbarian (Beast Totem) 6
CE Medium humanoid (orc)
Init +0; Senses darkvision 60 ft.; Perception +11
AC 16, touch 10, flat-footed 16 (+6 armor)
HP 69 (6d12+30)
Fort +9, Ref +2, Will +4
Defensive Abilities ferocity, improved uncanny dodge, trap sense +2; Weaknesses light sensitivity
Speed 30 ft.
Melee +1 ghost touch greataxe +13/+8 (1d12+10/x3) or 2 claws +12 (1d6+6)
Ranged javelin +6 (1d6+6)
Space 5 ft., Reach 5 ft.
Special Attacks rage (16 rounds/day), rage powers (beast totem, lesser beast totem, scent)
Before Combat Base statistics When not raging, Karkash’s stats are: AC 16, touch 10, flat-footed 16; hp 62; Fort +7; Ref +2, Will +2; Melee +1 ghost touch greataxe +11/+6 (1d12+7/×3); Str 19, Con 15; CMB +10; Skills Climb +6, Swim +6
Str 23, Dex 10, Con 19, Int 6, Wis 10, Cha 4
Base Atk +6; CMB +12; CMD 22
Feats Alertness, Athletic, Endurance
Skills Climb +8, Intimidate +11, Perception +11, Sense Motive +5, Survival +7, Swim +8
Languages Common, Orc
SQ fast movement, invisible in shadows
Gear masterwork chainmail, +1 ghost touch greataxe
Environment  temperate hills, mountains, or underground
Organization solitary, gang (2-4), squad (11-20 plus 2 sergeants of 3rd level and 1 leader of 3rd-6th level), or band (30-100 plus 150% noncombatants plus 1 sergeant of 3rd level per 10 adults, 1 lieutenant of 5th level per 20 adults, and 1 leader of 7th level per 30 adults)
Treasure NPC gear (studded leather armor, falchion, 4 javelins, other treasure)
Invisible in Shadows (Ex) When a ghost-faced orc stands still or moves slowly (no more than 5 feet per round) in shadowy illumination or complete darkness, it becomes effectively invisible to all natural and extraordinary sight, including darkvision and other sight-based senses. A ghost-faced orc invisible in shadows can still be detected by hearing and smell. A true seeing spell (or other similar magic) reveals its location as well.
This savage creature looks like a bestial version of a savage human, with green-gray skin and greasy black hair.
Ookra, Orc Cleric of Orcus
CR 10                                                                                                           XP: 9,600
Male ghost-faced orc (The Tome of Horrors Complete “Orc, Ghost Faced” 467; Pathfinder Roleplaying Game Advanced Player’s Guide) cleric of Orcus 5/sorcerer 5
CE Medium humanoid (orc)
Init +0; Senses darkvision 60 ft.; Perception +4
Aura evil
AC 14, touch 10, flat-footed 14 (+4 armor)
HP 53 (5d8+5d6+10)
Fort +6, Ref +2, Will +11
Defensive Abilities ferocity,; DR 5/lethal; Resist cold 5; Weaknesses light sensitivity
Speed 30 ft.
Melee +1 unholy heavy mace +7 (1d8+2); melee touch +6
Ranged javelin +5 (1d6+1); ranged touch +5
Space 5 ft., Reach 5 ft.
Special Attacks channel negative energy 6/day (DC 17, 3d6), destructive smite 6/day (+2)
Spell-Like Abilities Bloodline Spell-Like Abilities (CL 10th; melee touch +6) 6/day—grave touch Domain Spell-Like Abilities (CL 5th; melee touch +6) 6/day—touch of evil (2 rounds)
Spells Known (CL 5th)
  2nd (5/day)-False Life, Scorching Ray, Web (DC 15)
  1st (7/day)-Chill Touch (DC 14), Mage Armor, Magic Missile, Obscuring Mist, Protection from Good
  0th-Acid Splash, Bleed (DC 13), Daze (DC 13), Mage Hand, Ray of Frost, Read Magic
Spells Prepared (CL 5th)
  3rd-Cure Serious Wounds, Magic Circle Against Good (D), Prayer
  2nd-Align Weapon (evil only D), Chant, Communal Protection from Good, Cure Moderate Wounds
  1st-Bane (DC 14), Bless, Cure Light Wounds, Protection from Good (D), Shield of Faith
  0th-Create Water, Detect Magic, Guidance, Resistance (D Domain spell)
Bloodline: Undead
Domain: Destruction, Evil
Before Combat Base statistics When not raging, Karkash’s stats are: AC 16, touch 10, flat-footed 16; hp 62; Fort +7; Ref +2, Will +2; Melee +1 ghost touch greataxe +11/+6 (1d12+7/×3); Str 19, Con 15; CMB +10; Skills Climb +6, Swim +6
Str 13, Dex 10, Con 12, Int 6, Wis 16, Cha 16
Base Atk +5; CMB +6; CMD 16
Feats Combat Casting, Command Undead, Eschew Materials, Improved Channel, Selective Channeling, Warrior Priest
Skills Climb +2, Heal +7, Intimidate +7, Knowledge (local) +0, Knowledge (religion) +6, Perception +4, Sense Motive +7, Spellcraft +2, Survival +4, Use Magic Device +7
Languages Common, Orc
SQ invisible in shadows
Gear 3 vials of unholy water
Other Gear +1 studded leather, +1 unholy heavy mace, pale lavender ellipsoid ioun stone, silver unholy symbol of Orcus
Environment  temperate hills, mountains, or underground
Organization solitary, gang (2-4), squad (11-20 plus 2 sergeants of 3rd level and 1 leader of 3rd-6th level), or band (30-100 plus 150% noncombatants plus 1 sergeant of 3rd level per 10 adults, 1 lieutenant of 5th level per 20 adults, and 1 leader of 7th level per 30 adults)
Treasure NPC gear (studded leather armor, falchion, 4 javelins, other treasure)
Invisible in Shadows (Ex) When a ghost-faced orc stands still or moves slowly (no more than 5 feet per round) in shadowy illumination or complete darkness, it becomes effectively invisible to all natural and extraordinary sight, including darkvision and other sight-based senses. A ghost-faced orc invisible in shadows can still be detected by hearing and smell. A true seeing spell (or other similar magic) reveals its location as well.
This savage creature looks like a bestial version of a savage human, with green-gray skin and greasy black hair.

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