Orc Shaman

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Orc Shaman

Orc Shaman (CR 5)

Chaotic Evil - Medium - Humanoid (Orc)
Orc Shaman are common additions to Orc raiding parties, though there tend to be very few of them. As a general rule, Orcs favor brute savagery over the more complex and time-consuming deep-thought required to attune oneself to the forces of nature and wield them as weapons. Of course, Orc Shaman are not looked down upon once they achieve this arsenal, as such derision is often corrected with great pleasure and showmanship. Needless to say, few orcs need more than three or four reminders of why you don't pick on the runty orc in robes. (It's not that the average orc is dumb, it's just that they need to be sure it wasn't a fluke the first few times.)
Orc Shaman have spent years cultivating a relationship with one or more nature spirits native to the area their tribe calls home. They are spontaneous casters, like sorcerers. While they are also quite capable with a quarterstaff, they eschew its use in combat, relying in their magical prowess to smite their foes and bring honor to their clan.


Lore Check: Know (Local) (Basic: DC 9; Full: DC 24)
Init: +11
Ambush Chance: 10+ on d20 (req's 1 minute prep)
Senses: Standard Senses, Low-Light Vision 120 ft.
Passive Perception: 19 (Spot: +9, req's move action)


AC: 19
Maneuver Defense (MD): 19
Hit Points: 57     (Bloodied Value: 28)    Hit Dice: 7
Fort: +5    Refl: +4    Will: +8
Special Defenses:
Strong Against:
Weak Against:


Movement Types: Walk 30 ft.
Space / Reach: 5 ft. / 5 ft.
Standard Attack:
  • 1x Quarterstaff +9 (1d8/19-20 x2) as bludgeoning (physical, common)
Full Attack:
  • 3x Quarterstaff +9 (1d8/19-20 x2) as bludgeoning (physical, common)
Standard Ranged:
Maneuver Offense: +7
Siege Damage: Not siege capable
Special Attacks: Lightning Strike, Thunderstorm, Gust Front
Action Points: 0


Str: 11    Dex: 12    Con: 13    Int: 13    Wis: 12    Cha: 19
Feats: Combat Casting (EFFECT: +2 scaling feat bonus on Bailiwick skill check to cast a spell defensively or while grappled.)
Languages: Orcish, Giant, Common

Special Abilities

Lightning Strike (Sp)

  • Concentration: 1d20 + 16 vs. a DC of 21 (5 needed on the die)
As a standard action, the Orc Shaman can cast Lightning Strike, dealing 1d8+2 points of lightning (energy, common) damage to one target within 50 feet and one additional target within 10 feet of the first target. Targets may make a Reflex save, DC 18, for half damage.

Thunderstorm (Sp)

  • Concentration: 1d20 + 16 vs. a DC of 21 (5 needed on the die)
Once per encounter as a standard action, the Orc Shaman may cast Thunderstorm. The shaman selects a 20-foot (8x8 squares) radius area within 100 feet of him, which becomes engulfed in a Thunderstorm, with dark clouds, strong winds, heavy rains and flashes of lightning. Torches are immediately extinguished, and any sources of bright light are reduced to dim light (though dim light remains dim light). All creatures inside the area are buffeted by high winds, forcing all creatures in the spell's area of effect to treat every square as rough terrain.
Up to once per round as a swift action, the Orc Shaman may cause one creature within the area of effect of the Thunderstorm to be struck by a bolt of lightning, dealing 1d6+1 points of lightning (energy, common) damage. The struck creature may make a Reflex save, DC 18, for half damage.
As a move action, the Orc Shaman may sustain the thunderstorm for an additional round. Furthermore, as part of the same move action, the Orc Shaman may move the area of the Thunderstorm up to 10 feet in any direction. On any round in which he does not sustain the thunderstorm after the first, the thunderstorm's effects end at the bottom of the round.
In the event that multiple Orc Shaman are present in the encounter, they are not restricted to using their own Thunderstorm to invoke the lightning effect. However, no Orc Shaman may invoke the lightning effect more than once per round, regardless of how many Thunderstorm effects may be available. Thunderstorm effects can be stacked on top of one another, though it grants no benefits or penalties to the spell's effects.

Gust Front (Sp)

  • Concentration: 1d20 + 16 vs. a DC of 21 (5 needed on the die)
As a move action, the Orc Shaman may cast a Gust Front, which creates an extremely powerful gust of wind in a 15-foot cone adjacent to them. Any creatures caught in the radius of the Gust Front must make a Fortitude save (DC 18) or be pushed 20 feet away from the Orc Shaman and are knocked Prone. Those succeeding on their saves are pushed only 10 feet, and are Quelled.
This spell creates forced movement as a Push, which must always move the affected creatures away from the Orc Shaman, though the exact path and final space of the Push can be chosen by the Orc Shaman, as long as no square of the path leaves them the same distance or closer to the Shaman, and the total movement is no greater than the spell's outcome allows. Note that creatures suffering forced movement cannot be pushed into an occupied or blocked space. Affected creatures may always elect to fall Prone to end any forced movement.

Combat Tactics

In a fight, the Orc Shaman will hang back and let any accompanying orc warriors get into melee before they engage their targets. They will have trained their warriors to establish a straight forward line of skirmish, to hold the enemy away from them while they cast, and also create a clear line beyond which their spells can safely avoid killing allies.
In the first round, the orc shaman will use Thunderstorm to dim the lights and hamper movement. As a standard action, they will strike an enemy within 30 with Lightning Strike, or use the standard action to move closer to the fight if no one is in range. As a swift, they will use the lightning ability of the Thunderstorm to attack the rear ranks of the enemy.

Out of Combat


XP: 1,600
Treasure: Sellable Goods worth 1,625 gp.
Weight: 50 lbs.     Volume: 2 cu. ft.
Optional Treasure Rules: Roll on the following table once per encounter (NOT per creature). Any items discovered are in addition to the normal treasure for the encounter.
Table 1: Roll a d20:
Result Remnant Found (If Any)
1 - 10 Nothing Found
11 - 14 1 Languid Remnant (tier 1)
15 - 17 1 Pale Remnant (tier 2)
18 - 19 1 Bright Remnant (tier 3)
20 Roll on Table 2
Table 2: Roll a d20:
Result Remnant(s) Found
1 - 5 3 Languid Remnants (tier 1)
6 - 10 3 Pale Remnants (tier 2)
11 - 14 1 Intense Remnant (tier 4)
15 - 17 1 Blazing Remnant (tier 5)
18 - 19 1 Vital Remnant (tier 6)
20 Roll on Table 3
Table 3: Roll a d20:
Result Remnant(s) Found
1 - 5 3 Bright Remnants (tier 3)
6 - 8 3 Intense Remnants (tier 4)
9 - 11 3 Blazing Remnants (tier 5)
12 - 14 3 Vital Remnants (tier 6)
15 - 17 1 Prime Remnant (tier 7)
18 - 19 1 Mythic Remnant (tier 8)
20 1 Empyrean Remnant (tier 9)