Orc Class

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which would you most like to see in game (OP has descriptions)

Eye of Grummsh
8
24%
Orc Warlord
6
18%
Blood Warrior
9
26%
Orc Lord
2
6%
Get back to the drawing board (explain)
9
26%
 
Total votes: 34

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aaron22
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Orc Class

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Eye of Grummsh:
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Eye of Gruumsh
Reqs: BAB +6; CE,CN,NE only; Orc or Half-Orc; Weapon Focus-Great Ax
Special Requirement: Must be a worshiper of Gruumsh and have put out own right eye.

HD d10
Skill Points: 2 +Int
Weapon Armor Proficiency: None
Saving Throws: Fort-High, Reflex/Will-Low
BAB: High

Advancement
1. Blind-Fight, Command the Hoard, Rage
2. Swing Blindly
3. Ritual Scarring 1
4. Battle Spittle 2/day
5. Blindsight 5'
6. Ritual Scarring 2
7. Blinding Spittle 4/day
8. Blindsight 10'
9. Ritual Scarring 3
10. Sight of Gruumsh

Class Features

Blind-Fight: An Eye of Gruumsh gains Blind-Fight as a bonus feat. In addition, he suffers no adverse effects from the loss of one of his eyes.

Command the Horde: An eye of Gruumsh can direct the actions of any non-good orcs or half-orcs that are within 30 feet of him and whose Hit Dice are lower than his character level. Those who follow the character's orders gain a +2 morale bonus on Will saves.

Rage: An Eye of Gruumsh can fly into a rage just as a barbarian can, with all the same benefits and drawbacks. An Eye of Gruumsh's class levels stack with his barbarian levels (if any) for determining the number of times per day he can use his rage ability. Add together the character's levels in the Eye of Gruumsh and barbarian classes. For example, a 6th-level barbarian/2nd-level Eye ofGruumsh could rage three times per day (the same as an 8thlevel
barbarian), while a 4th-level eye of Gruumsh with no levels in barbarian could rage twice per day (the same as a 4th-level barbarian).

Swing Blindly: An Eye of Gruumsh's rage becomes more powerful when he reaches 2nd level, but at the cost of lowered defenses. The character adds an extra +4 to Strength while in a rage, but his Armor Class penalty goes from —2 to —4. Adds +2 to Hit and Damage instead of +4 to strength

Ritual Scarring: Through frequent dis-figuration of his own skin, an eye of Gruumsh's natural armor bonus improves by +1 at 3rd level (or to +1 if he didn't already have a natural armor bonus). This bonus increases by another +1 for every three eye of Gruumsh levels gained thereafter.

Blinding Spittle: An Eye of Gruumsh of 4th level or higher can launch blinding spittle at any opponent within 20 feet. With a successful ranged touch attack (at a —4 penalty), he spits his stomach acid into the target's eyes. An opponent who fails a Reflex save (DC 10 + eye of Gruumsh's class level + eye of Gruumsh's Con modifier) is blinded until he or she can rinse away the spittle. This attack has no effect on creatures that don't have eyes or don't depend on vision. Blinding spittle is usable twice per day at 4th level and four times per day at 7th level.

Blindsight: At 5th level, an Eye of Gruumsh gains blindsight out to 5 feet. The range increases to 10 feet at 8th level.

Sight of Gruumsh: At 10th level, an Eye of Gruumsh gains the ability to see the moment of his own death through his missing eye. This foreknowledge gives him a +2 morale bonus on all saving throws and Armor Class from then on. He also does not go unconscious when reduced to negative hit points; however, the character still dies at —10 hit points. (Whether or not the vision is accurate is irrelevant—the character believes it to be true.)
Orc Warlord:
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Orc Warlord
Reqs: BAB +5; Orc or Half-Orc; Non-Good alignment; Intimidate 8, survival 5; Barbarian Rage Feat.

HD d10
Skill Points: 2 +Int
Weapon Armor Proficiency: None
Saving Throws: Fort-High, Will-Low
BAB: High

Advancement
1. Gather Hoard 1
2. Inspire Courage
3. Gather Hoard 2
4.
5. Final Rage

Class Features
Gather Hoard: An orc warlord can maintain a larger force of orc followers than a comparable leader could of other creatures. The Orc Warlord can summon a loyal Lieutenant to assist him in battle. At level 1 the Orc Warlord may summon a single Orc that scales to HD. The Warlord may do this 1/day and the summon lasts for 24 hours. In all aspects it is an Orc warrior of LN alignment. At the 3rd level, the Orc Warlord may do this 3/day. This is a full round action.

Inspire Courage: At 2nd level, the orc warlord gains the ability to inspire courage, which has the same effect as the bardic ability of the same name. The warlord makes an inspirational speech, bolstering his allies against fear and improving their combat abilities. To be affected, an ally must hear the warlord speak for a full round. The effect lasts as long as the warlord speaks and for 5 rounds after the warlord stops speaking (or 5 rounds after the ally can no longer hear the warlord). While speaking, the warlord can fight but cannot cast spells, activate magic items by spell completion (such as scrolls), or activate magic items by command word. Affected allies receive a +2 morale bonus on saving throws against charm and fear effects and a +1 morale bonus on attack and weapon damage rolls. A warlord in the midst of a rage can use this ability, but in those cases the warlord's speech is more of a rant of howls and curses than a true speech.

Final Rage: At 5th level, the warlord gains the ability to incite a rage in all his nearby allies for one last phenomenal attack. Any allies within ten feet of the warlord (including the warlord himself) immediately enter a rage, even if they could not normally do so or have used all their own rage ability for the day. If the warlord or an ally is already in a rage at the time or is capable of a greater rage, the affected creatures enter a greater rage instead (if an affected creature is already in a greater rage, this ability has no additional effect). This rage (or increase to greater rage) lasts until the warlord's next turn, and all penalties for leaving a rage apply (for example, the creatures are fatigued, and if already fatigued they become exhausted). Invoking the final rage is a free action.
Blood Warrior:
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Blood Warrior

Hit Dice: 1d10
Saves: High - Fort/Will, Low - Reflex
Skill Points: 2+INT
Skills: Concentration, Intimidate, Survival, Heal, Craft Armor, Craft Weapon

Requirements:
Race: Orc/Half-Orc
Alignment: None Good, None Lawful
BAB: 6
Feats: Rage or Frenzy (Potentially add Charge to this), Toughness, Self Sufficient, Steadfast Determination
Skills: Intimidate 10

Feats:
1: Distorting Rage, Distorting Frenzy, Distorting Charge
2: Blood Warrior Damage Reduction (DR 1/-)
3: Bonus Feat
4: DR 2/-
5: Rapid Recovery
6: DR 3/-, Champion of Blood
7: Tireless
8: DR 4/-, Indomitable I
9: Bonus Feat
10: DR 5/-, Indomitable II

Distorting Rage:
While Raging your movements, bloodlust, and fury physically distort your enemy's perception of you. You gain 10% concealment. This advances as you gain more improved forms of rage:

Great Rage = 20% concealment.
Mighty Rage = 40% concealment.
Epic Rage = 60% concealment.

Distorting Frenzy:
While using Frenzy your movements, bloodlust, and fury physically distort your enemy's perception of you. You gain 30% concealment. This advances as you gain more improved forms of frenzy:

Greater Frenzy = 60% concealment.

Distorting Charge:
While Charging your movements, bloodlust, and fury physically distort your enemy's perception of you. You gain 15% concealment, and a further 15% for every other feat that enhances charge. These feats are Powerful Charge, Furious Charger, and Dire Charge.

Blood Warrior Damage Reduction (1/-):
You gain damage reduction 1/-. This damage reduction increases by 1 for every even level of Blood Warrior you take. This damage reduction stacks with all like damage reduction.

Bonus Feat:
At level 3 and at level 9, you gain a bonus feat. These bonus feats are drawn from the following pool:

Powerful Charger, Dire Charge, Epic Rage, Thundering Rage, Extend Rage I, Extend Rage II, Extend Rage III, Extend Rage IV, Extra Rage, Power Attack, and Improved Power Attack.

You must have the requirements to take the feat.

Rapid Recovery:
You gain Fast Healing 1.

Champion of Blood:
When you activate Rage, Frenzy, or Charge, every member of your party within 20 feet (A "huge" radius) is given the same benefits as you. If you do not have tireless, they will become fatigued after. If you have tireless, they will share in its benefit with you. If they have tireless and you do not, they will not be fatigued.
Special Synergy: If you have Inspire Frenzy, this feat applies to it as well.

Tireless:
You no longer suffer from fatigue after raging. When using Frenzy and Inspire Frenzy, you and targets no longer take constant damage.

Indomitable:
You gain Immunity to Fear and Confusion. At level 10, you gain Immunity to Dominate and Daze.
Orc Lord:
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Orc Lord

Reqs: Non-Chaotic (would prefer it be LE, NE, LN); BAB +3; Orc or Half-Orc.
Special Requirement: I would see this as Application Only.

HD: d10
Skill Points: 2+Int
Weapon Armor Proficiency: None
Saving Throws: Fort-High, Reflex/Will-Low
BAB: High

Advancement
1. Quell Cowardice, Taskmaster
2. Living Shield
3. Drive the Hoard, Improved Flanking
4. Shock Troops
5. Incite Blood Thirst, Reckless Charge
6. Call out the Foe
7. Unwilling Shield, Warband Commander
8. Crush the Weak
9. Curse the Knave, Direct the Troops
10. Hoard Master

Class Features

Quell Cowardice: Fear of an Orc Lord grants all allies of within 30' who have line of sight to the Orc Lord an immediate second save vs. any fear effect with a +5 bonus. If they fail both their first and second saves then the duration of the fear effect is doubled. This ability has no effect on allies with more HD than the Orc Lord and has no effect on the Orc Lord himself. At level 4 this ability increases to 60'.

Taskmaster: With a mixture of encouragement and berating the Orc Lord is able to push his minions to perform at a higher level than they could otherwise achieve. Three times per day, as a move action, the Orc Lord may grant a morale bonus equal to his Charisma modifier to an ally's skill check. The Orc lord may not target himself with this ability.

Living Shield: Any time the Orc Lord would be struck by a physical attack while adjacent to an ally he may make a reflex save (DC is the HD of the attacker + 10) to immediately designate any adjacent ally to take the damage in his stead. This affected ally is automatically hit and takes damage normally. This ability can not be used in the same round as Unwilling Shield.

Drive the Horde: Once per day, as a move action, the Orc Lord may drive his soldiers into a mild frenzy that lasts 1 round for each Orc Lord level he possesses. The Orc Lord and all allies within 30' gain a morale bonus to attack equal to the Orc Lord's Charisma bonus. This ability is usable three times per day at level 6.

Improved Flanking: The Orc Lord gains +1 circumstance bonus to attack his target for each ally adjacent to that target. Note: this has nothing to do with actually flanking the target.

Shock Troop: As a swift action an Orc Lord may channel the force of his personality into a fury that increases his combat effectiveness. For a number of rounds equal to his Orc Lord level the Orc Lord adds his Charisma bonus to his attacks and damage as a morale bonus. This ability is usable once per day.

Incite Blood Thirst: Once per day, as a move action, the Orc Lord may drive his soldiers into a mild frenzy that lasts 1 round for each Orc Lord level he possesses. The Orc Lord and all allies within 30' gain a morale bonus to damage equal to the Orc Lord's Charisma bonus. This ability is usable three times per day at level 8.

Reckless Charge: Once per day, as a free action, The Orc Lord may initiate a reckless charge. The Orc Lord and all allies within 30' take a -4 penalty to AC until the start of the Orc Lord's next turn and may make a charge attack on their next turn with a +2 to attack and deal double damage if this attack is successful

Call Out the Foe: Three times per day, as a move action, the Orc Lord may point out a single adversary on the battle field for single combat. The Foe so marked must make a will save (DC 10 + Orc Lord class level + Orc Lord's Charisma modifier) or move as quickly as possible (the target need not double move but must move its normal speed in a relatively straight line each round) to engage the Orc Lord in melee combat. This mind affecting compulsion is useless against constructs, oozes, plants, undead and vermin and ends if the foe is damaged by the Orc Lord's allies.

Unwilling Shield: Any time the Orc Lord would be struck by a physical attack while adjacent to an enemy he may make an attack roll (vs. AC 10+ the new targets AC) to immediately designate any adjacent enemy to take the damage in his stead. This affected enemy takes damage normally. This ability counts as an attack of opportunity and can only be used if the Orc Lord is not flat footed and has an attack of opportunity available.

Warband Commander: An experienced Orc Lord gains further mastery of his Shock Troop ability. As a swift action he initiates this power to add double his Charisma bonus to attack and damage rolls. In addition the Orc Lord gains a bonus to his armor class and saving throws equal to his Charisma bonus. This ability is usable three times a day and lasts for a number of rounds equal to his Orc Lord level. This special ability replaces the Shock Troop special ability.

Crush the Weak: The waves of oncoming orcs in an attacking horde are legendary. Once per day, as a full round action, an Orc Lord may slide each ally within 30' up to 10' in a single direction. Any ally so moved does not provoke attacks of opportunity and may make a single melee attack at their highest attack bonus as a free action at any part of the move. The Orc Lord may use this ability once per day at seventh level and 3 times per day at tenth level.

Curse the Knave: Once per day, as a full round action, the Orc Lord may target any enemy with this powerful curse. The target must succeed at a fortitude save (DC 10 + Orc Lord class level + Orc Lord's Charisma modifier) or take 1d6 points of charisma damage each round they do not damage the Orc Lord. This ability ends if either the Orc Lord or his target loose consciousness.

Direct the Troops: Orc Lords are masters of rearranging the battlefield to suit their whims. Each creature beginning their turn within 20' of a 10th level Orc Lord must make a Will save (DC 15+ the Orc Lord's Charisma modifier) or move as the Orc Lord instructs. Enemy troops may subtract 10' from their movement rate as they fight the compulsion to obey the Orc Lord. This mind affecting compulsion is useless against constructs, oozes, plants, undead and vermin as well as any creature with an intelligence of 3 or less. not sure how this would work at all in a live action game

Horde Master: At the pinnacle of his abilities an Orc Lord becomes a truly majestic being. The special ability Warband Commander is replaced by the ability to initiate a brilliant burst of light centered on the Orc Lord that stuns all enemies within 20' who fail a Reflex save (DC 10 + Orc Lord's Charisma modifier.) In addition to the burst of light, which immediately fades to a low glow, the Orc Lord gains a +8 enhancement bonus to his charisma score that stacks with other enhancement bonuses, and the newly raised charisma modifier is added to his armor class while double the modifier is added to his attack and damage rolls. Both the increased charisma and combat abilities last for a number of rounds equal to his Orc Lord level. This ability is usable five times a day. Because of the light generated by this ability it is difficult to hide (-20 to hide check) while this special ability is active.
well i tried to get a ball rolling on a specific class here in a fashion similar to the bladesinger offer. while there was good discussion, i may have been too specific. so this time i will offer a place for suggestions like what ravial gave below
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Orc Scout

Slipping down from the wild, barren high country into the more civilized lands of the south, the scout begins his work. His task is not to fight the enemy directly, but rather to gain valuable knowledge about the enemy’s strengths, weaknesses, and movements. With the scout’s help, the enemy will be destroyed, and he will play a valuable role in that downfall. The scout’s contribution to the foe’s demise
is visible not in the execution of his missions, but on the battlefield when the opponent realizes that the orc commanders know far more about them than they should. Part wilderness warrior and part spy, the orc scout is a hero to his people. His glory comes not from prowess in combat, but from risking his life to bring his chieftain accurate intelligence about the enemy’s activities. He prepares for this role by training himself to survive in inhospitable climes, to make clandestine observations from afar, and to return home safely with his knowledge intact. Most orc scouts are barbarians, fighters, or rangers who have chosen to be trained for special missions on behalf of their tribe. Orc scouts normally work alone or in pairs. Rarely, they gather in a triad when the task at hand is too demanding for a solo mission or twin group. Their goal is to spy on the enemy and get home safely to tell what they know.

Hit Die: d8.

REQUIREMENTS To qualify to become an orc scout, a character must fulfill all the following criteria.
Race: Orc, half-orc, or tanarukk.
Base Attack Bonus: +5.
Skills: Move Silently 6 ranks, Wilderness Lore 4 ranks. Feats: Alertness, Endurance, Stealthy.

CLASS SKILLS The orc scout’s class skills (and the key ability for each skill) are: Climb (Str), Craft (Int), Heal (Wis), Hide (Dex), Intuit Direction (Wis), Jump (Str), Listen (Wis), Move Silently (Dex), Search (Int), Spot (Wis), Swim (Str), Use Rope (Dex), and Wilderness Lore (Wis). See Chapter 4: Skills in the Player’s Handbook for skill descriptions.

Skill Points at Each Level: 4 + Int modifier.

Feat progression:
Level 1: Fieldcraft +1, blend into wilds
Level 2: bonus feat, fast movement (40ft)
Level 3: Fieldcraft +2, sneak attack +1d6
Level 4: Bonus Feat
Level 5: Fieldcraft +3, Fast movement (50ft)

Class levels: 5
Save progression:
Fort from level 1-5; +0, +1,+2,+3,+3
Reflex from level 1-5; +2,+3,+3,+4,+4
Will from level 1-5; +0, +0, +1, +1, +1
BAB progression: Medium

CLASS FEATURES: The following are class features of the orc scout prestige class.
Weapon and Armor Proficiency: Orc scouts are proficient in simple and martial weapons and light armor.

Fieldcraft (Ex): At 1st level, an orc scout gains a bonus on a number of skill checks due to his intensive training in these capabilities. The orc scout gains a +1 bonus on Climb, Heal, Hide, Intuit Direction, Listen, Move Silently, Search, Spot, and Wilderness Lore checks whenever he is engaged in a scouting mission. The bonus increases to +2 at 3rd level and to +3 at 5th level.

Blend into Wilds (Ex): At 1st level, an orc scout learns to blur his lines with the aid of colored body paint, carefully chosen clothing, and posture, making it much difficult for others to see him. This technique requires 1 minute to implement but grants the orc scout a +10 competence bonus on his Hide check. An orc scout can use this ability only when he is in a wilderness area, and only if he is not under observation by foes. If he moves at all, he loses the benefit of blending and must make his Hide check normally (see the Hide skill description).

Bonus Feat: At 2nd level and again at 4th level, an orc scout gains a feat from the following list: Blooded, Forester, Resist Poison, Survivor, Toughness, Treetopper. Fast Movement (Ex): At 2nd level, an orc scout’s speed improves to 40 feet, as shown on Table 6–4. An orc scout in medium or heavy armor, or carrying a medium or heavy load, loses this extra speed. At 5th level, the orc scout’s speed improves to 50 feet. Orc scouts with levels in barbarian add that class’s fast movement bonus to their orc scout base speed.

Sneak Attack (Ex): Often an orc scout must strike an opponent unawares in order to accomplish his mission. At 3rd level, an orc scout gains the ability to execute a sneak attack if he can catch an opponent unable to defend himself from attack, striking a vital spot for extra damage. Any time the orc scout’s opponent would be denied his Dexterity bonus to Armor Class (whether he actually has a Dexterity bonus or not), the orc scout’s attack deals +1d6 points of extra damage. Should the orc scout score a critical hit with a sneak attack, this extra damage is not multiplied. It takes precision and penetration to hit a vital spot, so ranged attacks can only count as sneak attacks if the target is no farther than 30 feet away. With a sap or an unarmed strike, an orc scout can make a sneak attack that deals subdual damage instead of normal damage. He cannot use a weapon that deals normal damage to deal subdual damage in a sneak attack, not even at the usual–4 penalty, because he must make optimal use of his weapon in order to execute the sneak attack. An orc scout can only sneak attack living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to strike. Additionally, any creature immune to critical hits is similarly immune to sneak attacks. The orc scout must be able to see the target well enough to pick out a vital spot and must be able to reach a vital spot. An orc scout cannot sneak attack while striking at a creature with concealment or by striking at the limbs of a creature whose vitals are beyond reach. If an orc scout gets a sneak attack bonus from another source (such as rogue levels), the bonuses to damage stack.
i would like to see a melee oriented class or possibly a cleric/defiler style. i think those feel better to me. but i will stay open minded.
Last edited by aaron22 on Fri Feb 24, 2017 12:17 pm, edited 4 times in total.
Khar B'ukagaroh
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chad878262
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Re: Orc Class

Unread post by chad878262 »

I don't know, I question how Orc Scout would bring anything new to the RP. Wilderness Stalker already provides a similar feel to what the Orc Scout class gets. Darkvision makes it easier for an Orc to qualify for Cavestalker, especially as a Grey Orc since they receive track for free. Something like the Orc Lord PRC might be neat to implement, though would require changes (can't have a dozen Orc 'Lords' running around claiming lineages, though the RP/PvP of orc vs. orc battling for supremacy might be fun). Anyway, here is the link:

http://www.dandwiki.com/wiki/Orc_Lord_( ... ige_Class)
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Re: Orc Class

Unread post by aaron22 »

Added a pole to the OP to get a general direction that most think would be most desirable.

Playing an orc in game has few benefits, but many downsides. One being that there is NOTHING that says, "i want to play this class/style, to do that i will play orc." Nearly all archers will want to make there race elf. If you want the best sword and board, play a dwarf. i am happy for the very successful elf community and i am happy that the dwarven community is rediscovering itself. and there are many differences in comparing the orcs with them. but orcs cannot get going. the upstream paddling is too challenging. it has tried so many times and failed that i think players are less desirable to get on board. it makes sense.

So... what can be done? what are some things that can help stay something that clearly needs help. I don't want it all. I dont want the journey to be easy. but i do want help. and with that i would like to propose a class/style that is most benefited by being an orc. a small discussion was presented in the Blood Warrior. It felt good that it was something that challenges the Dwarven defender. it had some synergies with a few other classes. this i did not feel with the scout, but i am appreciative of the input and work put in from Ravial. it lacked synergy and would do more to gimp an already weakened build due to racial limitations. what i did like about it is, it prompts players to create a build that is non typical for the race. therefor balancing an orc group with all components.

anyway... cast a vote. add a idea if you want to.
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Re: Orc Class

Unread post by chad878262 »

I'd like to see an Orc only PRC that supports Barbarian specifically and makes sense to go B20/X10 or B20/X5 (depending on 5 or 10 level PRC). Barbarian is the Orc's favored class so it would be nice to have something that enhances what Barbarian gets (rather than trying to replace it). Maybe some kind of PRC that gives free extended rages and/or additional bonuses/defenses when raging. Might be cool if there was a Berserker type of PRC for them that gave immunity to a lot of status effects, such as immunity to Death Magic, Mind Spells, Cold Damage and Freedom of Movement when raging. Just some idea's, but it would be kind of cool for a raging barbarian to gain some immunities while raging.
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Re: Orc Class

Unread post by aaron22 »

favored class for half-orc is barbarian. for full orc is cleric. but yes.. the barbarian/berserker/furious charger synergy is what we went with for blood warrior.
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Re: Orc Class

Unread post by aaron22 »

i am researching the defiler from the darksun campaign setting and it doesnt really have a progressive level1 gets this type breakdown. its more of an idea that the DM in PnP creates in the story telling while working through various charts. and even though i am having trouble finding something that would transition into a game. the premise intrigues me. i see it as more of blood mage that destroys the land instead of oneself to enhance the magic. i think it could work with both arcane and divine magic to set it above mechanically the other PrC's but at the expense of being pretty much hated by nearly all RP factions. even many orcs would not feel comfortable with this type of magic. but because orcs often utilize a might=right philosophy this would be fitting to the orc lore. i am not experienced in the darksun setting, so if others are, feel free to enlighten me.
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Re: Orc Class

Unread post by aaron22 »

would also be interested in a battlefield commander. the orc lord was proposed, but maybe something that essentially works like a bard but in an orcish way. this is mainly because i do not think too many people put bard and orc together during character creation. of course this is hampered by the -2 cha penalty. but maybe a feat that adds str bonuses to cha for purposes of songs ("songs" would need to be changed to better fit). this would also set that class mechanically above and make it desirable to play.
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Re: Orc Class

Unread post by AlwaysSummer Day »

viewtopic.php?f=443&t=53819

Suggested it a longggg time ago. Anyways yes I want a barbarian prc for just orcs but I could not find one.
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Re: Orc Class

Unread post by Nachti »

I would make some kind of Orc Barbarian/Fighter, which gets additional benefits from rage and free combat feats.

On the other hand. A group of 1-3 orc follower (propably a remake of the gondsmen) sounds like fun.
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Re: Orc Class

Unread post by aaron22 »

the summons would be cool if they acted similar to the orc mobs do. they use bows at range then when closed on pull out swords and go melee.
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Re: Orc Class

Unread post by AlwaysSummer Day »

How about an ability that while an orc is in frenzy or rage one round per PRC level they become confused and immune to damage.
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Re: Orc Class

Unread post by aaron22 »

that would pair nicely with the inspire rage/frenzy. all the orcs confused and damage immune
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aaron22
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Re: Orc Class

Unread post by aaron22 »

did you see the mock up of the blood warrior. if not check that out. it falls in line with the synergies you are wanting and provides a some of the battle commander perks as well. it is more defensive minded, but its defense from offense.. cool orc feel.
Khar B'ukagaroh
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aaron22
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Re: Orc Class

Unread post by aaron22 »

really unsure how the administration would react to homebrew, because that is really all we would be able to create for this. i believe in order to find something that suits the server best, it will have to be homebrewed.
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thids
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Re: Orc Class

Unread post by thids »

You forgot the option in the poll which states "no orc specific prc".
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