18.27 Orcs
Orcs Lore
Local DV 5: Orcs are green-skinned humanoids that are generally larger, stronger, and less intelligent than humans. Most other humanoid races consider them ugly, though orcs would say the same about most other humanoid races. They tend to be selfish, but they adhere strictly to the particular orcish interpretation of honorable combat.
Local DV 10: Honorable orc combat avoids sneak attacks or deception, allows enemies to surrender, and respects the distinction between civilians and combatants. However, honorable orc combat does not require a great deal of warning before battle is joined, and they have no concept of “dirty fighting” - orcs fight brutally and with no reservations in combat.
Orcs have highly militaristic and regimented society that is divided into different clans, each of which is ruled by a powerful chieftain.
Local DV 15: Orc hierarchy and status is almost always determined by power, and chieftains can be deposed at specific intervals in a personal trial by combat. You know the general patterns that determine when these personal trials by combat are permissible for local orc clans.
HP 17 IP 11
Defenses Armor 4 Brawn 7 Fort 4 Ment 3 Ref 4
Movement 30 ft.
Senses Darkvision (60 ft.)
Other skills Endurance +4
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Attributes 4, 0, 1, -2, 0, 0 | Alignment Lawful evil |
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Accuracy +0; Brawling +2 | Power 4; 0 ✨ |
Equipment Buff leather, greataxe
Traits Humanoid
Orc Peon Lore
Local DV 5: Orc peons are the weakest warrior that orc clans field in battle. They have the lowest status of any adult in orc society. Peons are typically fresh recruits who have not yet been fully incorporated into an orc army.
Orc Peon Abilities
| Greataxe |
Standard action |
Tags: Keen
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The orc peon makes a +0 melee strike vs. Armor with its greataxe.
Hit: 1d8+4 damage.
HP 19 IP 12
Defenses Armor 5 Brawn 8 Fort 6 Ment 4 Ref 5
Movement 30 ft.
Senses Darkvision (60 ft.)
Other skills Endurance +6
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Attributes 5, 0, 2, -2, 0, 0 | Alignment Lawful evil |
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Accuracy +1; Brawling +3 | Power 6; 1 ✨ |
Equipment Leather lamellar, greataxe
Traits Humanoid
Orc Grunt Lore
Local DV 6: Orc grunts are the standard warrior that orc clans field in battle.
Orc Grunt Abilities
| Greataxe |
Standard action |
Tags: Keen
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The orc grunt makes a +1 melee strike vs. Armor with its greataxe.
Hit: 1d8+6 damage.
| Wild Swing | Standard action |
Tags: Keen
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The orc grunt makes a +1 melee strike vs. Armor with its greataxe. The strike has a 50% miss chance.
Hit: 2d8+6 damage.
HP 20 IP 12
Defenses Armor 5 Brawn 8 Fort 6 Ment 4 Ref 5
Movement 30 ft.
Senses Darkvision (60 ft.)
Other skills Endurance +6
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Attributes 5, 1, 2, 0, 0, 0 | Alignment Lawful evil |
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Accuracy +1; Brawling +4 | Power 6; 1 ✨ |
Equipment Leather lamellar, greataxe
Traits Humanoid
Orc Butcher Lore
Local DV 6: Orc butchers usually run the field kitchens in orc armies. They tend to be smarter than the average orc warrior, but are no less ferocious when challenged.
Orc Butcher Abilities
| Bloodletter |
Standard action |
Tags: Keen
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The orc butcher makes a +1 melee strike vs. Armor with its greataxe.
Hit: 1d8+6 damage.
Injury: The target bleeds. A bleeding creature takes 3 damage during its next action.
Critical hit: All instances of damage are doubled, not just the initial damage.
| Butcher’s Cleaver | Standard action |
Tags: sweeping (2)
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HP 34 IP 18
Defenses Armor 6 Brawn 10 Fort 7 Ment 5 Ref 6
Movement 30 ft.
Senses Darkvision (60 ft.)
Other skills Endurance +8
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Attributes 6, 0, 3, -2, 1, 1 | Alignment Lawful evil |
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Accuracy +3; Brawling +5 | Power 8; 3 ✨ |
Equipment Scale, greataxe, heavy crossbow
Traits Humanoid
Orc Veteran Lore
Local DV 7: Orc veterans are battle-hardened elite warriors who are deadly at any range. They often serve as bodyguards to orc chieftains or as devastating shock troops in battle.
Orc Veteran Abilities
| Greataxe |
Standard action |
Tags: Keen
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The orc veteran makes a +4 melee strike vs. Armor with its greataxe.
Hit: 1d8+8 damage.
| Heavy Crossbow | Standard action |
Tags: Projectile (90/270)
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The orc veteran makes a +4 ranged strike vs. Armor with its heavy crossbow.
Hit: 1d10+4 damage.
| Wild Swing | Standard action |
Tags: Keen
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The orc veteran makes a +4 melee strike vs. Armor with its greataxe. The strike has a 50% miss chance.
Hit: 2d8+8 damage.
HP 138 IP 69
Defenses Armor 10 Brawn 13 Fort 12 Ment 11 Ref 10
Movement 30 ft.
Senses Darkvision (60 ft.)
Other skills Endurance +10
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Attributes 6, 0, 4, 0, 2, 3 | Alignment Lawful evil |
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Accuracy +4; Brawling +6 | Power 11; 8 ✨ |
Equipment Scale, greataxe, heavy crossbow
Traits Humanoid
Orc Clan Chief Lore
Local DV 8: Orc clan chiefs are the among the most powerful orc warriors. Even the lowest clan chief commands hundreds of powerful orc warriors, plus at least as many noncombatants.
Orc Clan Chief Abilities
| Battle Command | Elite action |
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Choose an ally within Medium (60 ft.) range. The target becomes focused (roll attacks twice) and gains a +1 accuracy bonus this round.
| Armorcrusher |
Standard action |
Tags: Keen
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The orc clan chief makes a +6 melee strike vs. Fortitude with its greataxe.
Hit: 1d8+11 damage.
| Distant Shot | Standard action |
Tags: Projectile (90/270)
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The orc clan chief makes a +4 ranged strike vs. Armor with its heavy crossbow. The orc clan chief reduces its longshot penalty with the strike by 4, which generally removes the penalty entirely.
Hit: 1d10+5 damage.
| Greataxe |
Standard action |
Tags: Keen
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The orc clan chief makes a +4 melee strike vs. Armor with its greataxe.
Hit: 2d8+11 damage.
| Elite Cleanse | Triggered |
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At the end of each round, roll 1d10. On an 8 or 9, the orc clan chief can remove one condition. On a 10, it can instead remove two different conditions. Conditions applied during the current round cannot be removed in this way.
HP 16 IP 11
Defenses Armor 5 Brawn 7 Fort 5 Ment 7 Ref 5
Movement 30 ft.
Senses Darkvision (60 ft.)
Other skills Endurance +5
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Attributes 4, 1, 1, -1, 1, 4 | Alignment Lawful evil |
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Accuracy +1; Brawling +3 | Power 5; 5 ✨ |
Equipment Leather lamellar, greataxe
Traits Humanoid
Orc Shaman Lore
Local DV 6: Orc shamans provide orc battle squads with divine magical support. They primarily aid their allies, though they have no fear of taking up arms themselves when necessary.
Local DV 11: If an orc shaman proves their mettle and wisdom in combat, they may eventually become a trusted advisor to a clan chief. The advice and spiritual guidance of a capable shaman often has more influence on the success of an orc clan than mere strength of arms, and good clan chiefs recognize that fact.
Orc Shaman Abilities
| Executioner’s Axe ✨ | Standard action |
Tags: Keen, Manifestation
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When the orc shaman casts this ability, it creates a greataxe in midair within its space. During its next action, the orc shaman makes a +1 reactive attack vs. Armor with the axe against up to two targets adjacent to it.
Hit: 1d8+5 damage.
| Foresee Safety ✨ | Standard action |
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The orc shaman becomes briefly braced (+2 defenses). This is a Swift effect, so it protects the orc shaman from attacks during the current phase.
| Greataxe |
Standard action |
Tags: Keen
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The orc shaman makes a +1 melee strike vs. Armor with its greataxe.
Hit: 1d8+5 damage.
| Reveal Victory ✨ | Standard action |
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Choose one ally within Medium (60 ft.) range. The target becomes focused (roll attacks twice) and gains a +1 accuracy bonus this round.
HP 147 IP 110
Defenses Armor 14 Brawn 17 Fort 11 Ment 9 Ref 13
Movement 40 ft.; Jump 50 Jump +15 Stealth +9
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Attributes 8, 6, 1, -6, 2, -2 | Alignment Neutral |
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Accuracy +5; Brawling +8 | Power 14; 4 ✨ |
Quadrilla Lore
Local DV 9: A quadrilla is a mighty ape with four arms. It leaps upon its foes and bashes them to death in a fury.
Quadrilla Abilities
Four Arms: The quadrilla has four arms. When it initiates a grapple while not already grappling a creature, it automatically controls the grapple.
| Fearsome Roar | Elite action |
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The quadrilla makes a +5 attack vs. Mental against all enemies in a Medium (30 ft.) radius from itself.
Hit: The target is briefly frightened (-2 Mental, -2 accuracy vs. source) by the quadrilla. If the target is injured, it also becomes frightened of the quadrilla as a condition.
Critical hit: The condition must be removed an additional time before the effect ends.
| Mighty Roar | Elite action |
Tags: Auditory
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The quadrilla makes a +5 attack vs. Fortitude against all enemies in a Medium (30 ft.) radius from itself. Then, it is briefly fortified (+2 Brawn, Fort, Ment) and empowered (+3 damage).
Hit: The target is briefly deafened (20% verbal spell failure).
| More Fists | Elite action |
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The quadrilla makes a +5 melee strike vs. Armor with its fists.
Hit: 4d6+7 damage.
| Fists |
Standard action |
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The quadrilla makes a +5 melee strike vs. Armor with its fists.
Hit: 4d6+7 damage.
| Leap Slam | Standard action |
Tags: Earth
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The quadrilla jumps and move as normal for the jump. When it lands, if the vertical distance in feet between the highest point of its leap and its landing point was at least ten feet, it emits a small shockwave. If it does, the quadrilla makes a +5 attack vs. Reflex against all enemies adjacent to it that are on the same stable surface as it.
Hit: 1d10+7 damage.
Miss: Half damage.
| Strangle | Standard action |
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The quadrilla makes a +8 attack with a free hand against the Brawn and Reflex defenses of one creature it touches.
Hit: 1d8+14 damage, and the target is grappled by the quadrilla.
| Elite Cleanse | Triggered |
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At the end of each round, roll 1d10. On an 8 or 9, the quadrilla can remove one condition. On a 10, it can instead remove two different conditions. Conditions applied during the current round cannot be removed in this way.