Norker Vagabond: Difference between revisions

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[[Category:Epic Path]]
{{Template:Monster
[[Category:Bestiary]]
| CR = 2
[[Category:CR 2]]
* ''Go back to the [[Epic Path]] page.''
* ''Go back to the [[Bestiary]] page.''


| MonsterName = Norker Vagabond


[[Image:norker_vagabond_1.png|384px|right|xx]]
| Image = norker_vagabond_1.png
== Norker Vagabond (CR 2) ==
  <!--Value: file name and extension only (e.g. "monster_picture.jpg")-->
Norkers are a degenerative subspecies of orc. They are fierce and cruel, but not as organized. They generally travel in packs, dominated by a single strong leader.  The packs are rife with internal power struggles and petty bickering, but when confronted with a common foe, they all fall into enough order to make a reasonable nuisance of themselves.


They frequently travel with any orcs willing to take them in, and will eagerly follow orcs around like mean, feral puppies.  Orcs tolerate norkers because they're so easily dominated, useful in a fight, and are easily overruled when it comes time to divvy up loot.
| Role =
  <!--Values: Heavy, Killer, Leader, Minion, Shooter, Sneak, Tank, Threat, Villain, or leave blank-->


Norker Vagabonds are norkers who have managed, generally through stupidity and greed, to get themselves driven out of orc societyEven for norkers, vagabonds are not impressive specimens, and they frequently wind up wandering in feral packs alone, getting into deadly mischief, or take up with tribes of the lesser races, such as kobolds or goblins.  The lesser races don't exactly welcome norker vagabonds, but at the least they are obedient and willing to fight.  A home is a home, after all.
| Description = Norkers are a degenerative subspecies of orc.  They are fierce and cruel, but not as organized.  They generally travel in packs, dominated by a single strong leader.  The packs are rife with internal power struggles and petty bickering, but when confronted with a common foe, they all fall into enough order to make a reasonable nuisance of themselves.


: They frequently travel with any orcs willing to take them in, and will eagerly follow orcs around like mean, feral puppies.  Orcs tolerate norkers because they're so easily dominated, useful in a fight, and are easily overruled when it comes time to divvy up loot.


=== GENERAL ===
: Norker Vagabonds are norkers who have managed, generally through stupidity and greed, to get themselves driven out of orc society.  Even for norkers, vagabonds are not impressive specimens, and they frequently wind up wandering in feral packs alone, getting into deadly mischief, or take up with tribes of the lesser races, such as kobolds or goblins.  The lesser races don't exactly welcome norker vagabonds, but at the least they are obedient and willing to fight.  A home is a home, after all.
'''CR''' 2  '''Hit Dice''' 3


'''XP''' 600
| Alignment = Chaotic Evil
  <!--Values: Lawful Good, Lawful Neutral, Lawful Evil, Neutral Good, Neutral, Neutral Evil, Chaotic Good, Chaotic Neutral, Chaotic Evil-->


CE Small humanoid (orc)
| Size = Small
  <!--Values: Fine, Diminutive, Tiny, Small, Medium, Large, Huge, Gargantuan, Colossal, Titanic-->


'''Init''' +1; '''Senses''' Low-Light 120 ft., Perception +5
| Type = Humanoid
  <!--Values: Aberration, Animal, Construct, Dragon, Fey, Humanoid, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Swarm, Troop, Undead, Vermin-->


| Subtype = Orc
  <!--If any-->


=== DEFENSE ===
| NudgeInit =  
'''AC''' 16, '''touch''' 12, '''flat-footed''' 14 (+3 armor, +2 dex, +1 natural, +0 deflection)
  <!--CR 2 INITIATIVE = +1 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-8 -->


'''hp''' 28
| Senses = Low-Light Vision 120 ft.
  <!--List the sense type and the distance it can perceive (e.g. "Standard Darkvision 60 ft.")-->


'''Fort''' +5, '''Ref''' +4, '''Will''' +0
| NudgePerception =
  <!--CR 2 PERCEPTION = +5 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-8-->


'''Aura:''' -
| NudgeAC =
  <!--CR 2 AC = 16 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->


'''SR:''' -  
| NudgeTouchAC =
  <!--CR 2 TOUCH AC = 12 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->


'''Special Defenses:''' -
| NudgeFFAC =
  <!--CR 2 FLAT-FOOTED AC = 14 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->


'''Immunities:''' -
| NudgeHitPoints =
  <!--CR 2 HIT POINTS = 28 -->
  <!--Values: any positive or negative number, or leave blank. Added to the base HP total (after role, if any).-->


'''Weaknesses:''' -


<!--  SAVING THROWS  -->


=== OFFENSE ===
| Fort = S
'''Speed''' 30 ft.
| Refl =  
| Will =  
  <!--CR 2 STRONG SAVE = +5; WEAK SAVE = +2 -->
  <!--Values: "S" (for Strong save), leave blank for Weak save
      * Most monsters have 1 strong save and 2 weak saves
      * Heavies, Tanks, Threats and Villains have 2 strong saves
      * Dragons have 3 strong saves-->


'''Space / Reach:'''  5 ft. / 5 ft.
| NudgeFort =
| NudgeRefl = 2
| NudgeWill = -2
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->


'''Single Melee''' Club +5 (1d8+1/19-20x2)
| SR =
  <!--Values: Y (for Yes), or leave blank-->


'''Full Melee''' 2x Club +5 (1d8+1/19-20x2)
| NudgeSR =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->


'''Ranged''' Thrown Rock +5 (1d8+1/x2), range increment 30 feet 
| SpecialDefenses =
  <!--Put any DR or ER values here-->


'''Full Ranged''' 2x Thrown Rock +5 (1d8+1/x2), range increment 30 feet
| StrongAgainst =
  <!--Put any 'immunity' or 'hardened' values here; immunities based on type (e.g. Vermin) or role (e.g. Threat) are automatically added-->


'''Special Attacks''' Snapping Riposte
| WeakAgainst =
  <!--Put any 'vulnerable' or 'defenseless' values here; vulnerabilities based on type (e.g. Vermin) are automatically added-->


'''Action Points''' 0
| MoveTypes = Walk 30 ft.
  <!--Other move types as needed-->


=== STATISTICS ===
| NudgeReach =  
'''Str''' 14, '''Dex''' 12, '''Con''' 13, '''Int''' 6, '''Wis''' 11, '''Cha''' 7
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-2. This is number of SQUARES; will be converted to feet.-->


'''Base Atk''' +2; '''CMB''' +4; '''CMD''' 16


'''Feats''' -


'''Skills''' Climb +4
<!--  GENERAL ATTACK INFORMATION  -->


'''Languages''' Orc
| MeleeOrNatural = Melee
  <!--REQUIRED; Values: "Melee" (for weapon-wielding monsters), or "Natural" (for natural attacks)-->


| MultipliedDamageType =
  <!--Roles only (leave blank if no role); Values: "Attacks" (+atks/rnd), "Damage" (+damage/rnd), or "Hybrid" (default; both +atks/+dmg)-->


=== SPECIAL ABILITIES ===
| IgnoreSecondary =  
; Snapping Riposte (Ex)
  <!--Values: "Y" to hide, or leave blank to show; Hides all information about a secondary attack, in the event that the monster doesn't have one (e.g. swarms)-->
Once per round, after being attacked (hit or miss) by a melee attack, the norker may make an immediate bite attack against the foe which attacked them. The foe must be within reach to use this ability.


Attack:  Bite +5 (1d6/x2)


=== TREASURE ===
sell value of approximately 500 gp


<!--  PRIMARY ATTACK INFORMATION  -->


=== COMBAT TACTICS ===
| PriAtkName = Club
Norkers are feral and heedless of danger, but norker vagabonds, as a result of being driven out by orcs, pathetically seek to imitate how orcs fight.  As a result, vagabonds will throw rocks at ranged foes before they rush into melee with typical norker savagery. In melee they are not as skilled as better quality norkers and are not able to maneuver on the battlefield, lacking the mobility feat.  They still have snapping riposte though, and will eagerly bite at anyone and anything that attacks them.
  <!--name of primary attack, weapons or natural attacks (e.g. "Longsword" or "Bite")-->


Vagabonds are driven in combat by fear that they will be rejected again if they perform badly, and so they are utterly fearless and will fight to the death without pause.
| PriAtkNotes =
  <!--add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.)-->
 
| PriAtkNotes-FullAtkOnly =
  <!--use if Primary Attack does something different during a full attack; replaces PriAtkNotes value if not blank-->
 
| PriAtkVSTouchAC =
  <!--If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no)-->
 
| PriAtkIsAuto-Hit =
  <!--If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm")-->
 
| NudgePriToHit =
  <!--CR 2 PRIMARY TO-HIT = +5 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgePriDamage =
  <!--CR 2 PRIMARY NATURAL DAMAGE = 1d8+1 -->
  <!--CR 2 PRIMARY MELEE DAMAGE = 1d8+1 -->
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  SECONDARY ATTACK INFORMATION  -->
 
| SecAtkName =
  <!--name of secondary attack, natural attacks only (e.g. "Claw"); leave blank for none-->
 
| SecAtkNotes =
  <!--add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.)-->
 
| SecAtkNotes-FullAtkOnly =
  <!--use if Secondary Attack does something different during a full attack; replaces SecAtkNotes value if not blank-->
 
| SecAtkVSTouchAC =
  <!--If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no)-->
 
| SecAtkIsAuto-Hit =
  <!--If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm")-->
 
| NudgeSecToHit =
  <!--CR 2 SECONDARY TO-HIT = +5 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeSecDamage =
  <!--CR 2 SECONDARY NATURAL DAMAGE = 1d4 -->
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  TERTIARY ATTACK INFORMATION  -->
 
| TerAtkName =
  <!--Roles only; name of tertiary attack (e.g. "Shield Bash" or "Tail Slap"); damage equal to primary attack; leave blank for none-->
 
| TerAtkNotes =
  <!--add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.)-->
 
| TerAtkNotes-FullAtkOnly =
  <!--use if Tertiary Attack does something different during a full attack; replaces TerAtkNotes value if not blank-->
 
| TerAtkVSTouchAC =
  <!--If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no)-->
 
| TerAtkIsAuto-Hit =
  <!--If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm")-->
 
| NudgeTerToHit =
  <!--CR 2 TERTIARY TO-HIT = +5 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeTerDamage =
  <!--CR 2 TERTIARY NATURAL DAMAGE = 1d8+1 -->
  <!--CR 2 TERTIARY MELEE DAMAGE = 1d8+1 -->
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  QUATERNARY ATTACK INFORMATION  -->
 
| QuaAtkName =
  <!--Roles w/natural attacks only; name of quaternary attack (e.g. "Wing Slam"); damage equal to secondary attack; leave blank for none-->
 
| QuaAtkNotes =
  <!--add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.)-->
 
| QuaAtkNotes-FullAtkOnly =
  <!--use if Quaternary Attack does something different during a full attack; replaces QuaAtkNotes value if not blank-->
 
| QuaAtkVSTouchAC =
  <!--If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no)-->
 
| QuaAtkIsAuto-Hit =
  <!--If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm")-->
 
| NudgeQuaToHit =
  <!--CR 2 QUATERNARY TO-HIT = +5 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeQuaDamage =
  <!--CR 2 QUATERNARY NATURAL DAMAGE = 1d4 -->
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
<!--  RANGED ATTACK INFORMATION  -->
 
| RangedAtkName = Thrown Rock
  <!--Name of ranged attack (e.g. "Longbow" or "Hurled Rock"); if blank, monster has no ranged attack-->
 
| HasRangedFullAttack = Y
  <!--Values: Y (for yes), or leave blank (for no)-->
 
| RangedAtkNotes = (Increment: 20 ft.; Max Range: 100 ft.)
  <!--add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.)-->
 
| RangedAtkNotes-FullAtkOnly =
  <!--use if Ranged Attack does something different during a full attack; replaces RangedAtkNotes value if not blank-->
 
| RangedAtkVSTouchAC =
  <!--If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no)-->
 
| RangedAtkIsAuto-Hit =
  <!--If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm")-->
 
| NudgeRangedToHit =
  <!--CR 2 RANGED TO-HIT = +5 -->
  <!--any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeRangedDamage =
  <!--CR 2 RANGED DAMAGE = 1d8+1 -->
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
<!--  ABILITY SCORES  -->
 
| Str = 14
| Dex = 12
| Con = 13
| Int = 6
| Wis = 11
| Cha = 7
 
| NudgeCMB = 1
  <!--CR 2 CMB = +4 -->
| CMBNotes =
  <!--Values: Text about specific bonuses to CMB (e.g. "+2 on Trips")-->
 
| NudgeCMD = 1
  <!--CR 2 CMD = 16 -->
| CMDNotes =
  <!--Values: Text about specific bonuses to CMD (e.g. "+4 vs Grapples")-->
 
 
<!--  FEATS  -->
 
| Feat1 =
| Feat2 =
| Feat3 =
| Feat4 =
  <!--Just the feat name; will be autolinked, and ShortDesc added-->
 
 
<!--  SKILLS  -->
 
| Skill1 = Climb
| Skill2 =
| Skill3 =
| Skill4 =
 
| NudgeSkill1 =
| NudgeSkill2 =
| NudgeSkill3 =
| NudgeSkill4 =
  <!--CR 2 SKILLS = +5 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-8-->
 
 
<!--  LANGUAGES  -->
 
| Languages = Orc
  <!--Comma-separated list-->
 
 
<!--  SPECIAL ABILITIES  -->
 
 
<!--  ROLE-BASED SPECIAL ABILITIES -->
 
| HideRoleReminder1 =
  <!--Roles only; Values: "Y" (for yes) or leave blank (to leave reminder (if any) displayed)-->
 
| HideRoleReminder2 =
  <!--Roles only; Values: "Y" (for yes) or leave blank (to leave reminder (if any) displayed)-->
 
| HideRoleReminder3 =
  <!--Roles only; Values: "Y" (for yes) or leave blank (to leave reminder (if any) displayed)-->
 
| HideRoleReminder4 =
  <!--Roles only; Values: "Y" (for yes) or leave blank (to leave reminder (if any) displayed)-->
 
 
 
<!--  SPECIAL ABILITY 1  -->
 
| Ability-1-Name = Snapping Riposte
 
| Ability-1-Type = Ex
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-1-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will auto-detect Combat Casting and include it-->
 
| Ability-1-Description = Once per round, after being attacked (hit or miss) by a melee attack, the norker may make an immediate bite attack against the foe which attacked them.  The foe must be within reach to use this ability. 
 
::* '''Bite''' +{{#var:Special1ToHit}} ({{#var:Special1StandardDmg}}/x2)
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special1ToHit}}      To-Hit      @ CR 2 = +5
        {{#var:Special1TouchAttack}} Touch To-Hit @ CR 2 = +1
        {{#var:Special1SaveDC}}      Save DC      @ CR 2 = 12
        {{#var:Special1StandardDmg}} Std Damage  @ CR 2 = 1d6+2
        {{#var:Special1SwiftDmg}}    Swift Damage @ CR 2 = 1d4
        {{#var:Special1AlphaDmg}}    Alpha Damage @ CR 2 = 2d6
    -->
 
| NudgeAbility1ToHit =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility1TouchAttack =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility1SaveDC =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
 
| NudgeAbility1StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility1SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility1AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  SPECIAL ABILITY 2  -->
 
| Ability-2-Name =
 
| Ability-2-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-2-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-2-Description =
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special2ToHit}}      To-Hit      @ CR 2 = +5
        {{#var:Special2TouchAttack}} Touch To-Hit @ CR 2 = +1
        {{#var:Special2SaveDC}}      Save DC      @ CR 2 = 12
        {{#var:Special2StandardDmg}} Std Damage  @ CR 2 = 1d6+2
        {{#var:Special2SwiftDmg}}    Swift Damage @ CR 2 = 1d4
        {{#var:Special2AlphaDmg}}    Alpha Damage @ CR 2 = 2d6
    -->
 
| NudgeAbility2ToHit =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility2TouchAttack =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility2SaveDC =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
 
| NudgeAbility2StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility2SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility2AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  SPECIAL ABILITY 3  -->
 
| Ability-3-Name =
 
| Ability-3-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-3-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-3-Description =
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special3ToHit}}      To-Hit      @ CR 2 = +5
        {{#var:Special3TouchAttack}} Touch To-Hit @ CR 2 = +1
        {{#var:Special3SaveDC}}      Save DC      @ CR 2 = 12
        {{#var:Special3StandardDmg}} Std Damage  @ CR 2 = 1d6+2
        {{#var:Special3SwiftDmg}}    Swift Damage @ CR 2 = 1d4
        {{#var:Special3AlphaDmg}}    Alpha Damage @ CR 2 = 2d6
    -->
 
| NudgeAbility3ToHit =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility3TouchAttack =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility3SaveDC =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
 
| NudgeAbility3StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility3SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility3AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  SPECIAL ABILITY 4  -->
 
| Ability-4-Name =
 
| Ability-4-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-4-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-4-Description =
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special4ToHit}}      To-Hit      @ CR 2 = +5
        {{#var:Special4TouchAttack}} Touch To-Hit @ CR 2 = +1
        {{#var:Special4SaveDC}}      Save DC      @ CR 2 = 12
        {{#var:Special4StandardDmg}} Std Damage  @ CR 2 = 1d6+2
        {{#var:Special4SwiftDmg}}    Swift Damage @ CR 2 = 1d4
        {{#var:Special4AlphaDmg}}    Alpha Damage @ CR 2 = 2d6
    -->
 
| NudgeAbility4ToHit =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility4TouchAttack =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility4SaveDC =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
 
| NudgeAbility4StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility4SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility4AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  SPECIAL ABILITY 5  -->
 
| Ability-5-Name =
 
| Ability-5-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-5-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-5-Description =
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special5ToHit}}      To-Hit      @ CR 2 = +5
        {{#var:Special5TouchAttack}} Touch To-Hit @ CR 2 = +1
        {{#var:Special5SaveDC}}      Save DC      @ CR 2 = 12
        {{#var:Special5StandardDmg}} Std Damage  @ CR 2 = 1d6+2
        {{#var:Special5SwiftDmg}}    Swift Damage @ CR 2 = 1d4
        {{#var:Special5AlphaDmg}}    Alpha Damage @ CR 2 = 2d6
    -->
 
| NudgeAbility5ToHit =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility5TouchAttack =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility5SaveDC =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
 
| NudgeAbility5StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility5SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility5AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  SPECIAL ABILITY 6  -->
 
| Ability-6-Name =
 
| Ability-6-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-6-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-6-Description =
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special6ToHit}}      To-Hit      @ CR 2 = +5
        {{#var:Special6TouchAttack}} Touch To-Hit @ CR 2 = +1
        {{#var:Special6SaveDC}}      Save DC      @ CR 2 = 12
        {{#var:Special6StandardDmg}} Std Damage  @ CR 2 = 1d6+2
        {{#var:Special6SwiftDmg}}    Swift Damage @ CR 2 = 1d4
        {{#var:Special6AlphaDmg}}    Alpha Damage @ CR 2 = 2d6
    -->
 
| NudgeAbility6ToHit =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility6TouchAttack =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility6SaveDC =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
 
| NudgeAbility6StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility6SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility6AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  SPECIAL ABILITY 7  -->
 
| Ability-7-Name =
 
| Ability-7-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-7-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-7-Description =
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special7ToHit}}      To-Hit      @ CR 2 = +5
        {{#var:Special7TouchAttack}} Touch To-Hit @ CR 2 = +1
        {{#var:Special7SaveDC}}      Save DC      @ CR 2 = 12
        {{#var:Special7StandardDmg}} Std Damage  @ CR 2 = 1d6+2
        {{#var:Special7SwiftDmg}}    Swift Damage @ CR 2 = 1d4
        {{#var:Special7AlphaDmg}}    Alpha Damage @ CR 2 = 2d6
    -->
 
| NudgeAbility7ToHit =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility7TouchAttack =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility7SaveDC =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
 
| NudgeAbility7StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility7SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility7AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  SPECIAL ABILITY 8  -->
 
| Ability-8-Name =
 
| Ability-8-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-8-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-8-Description =
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special8ToHit}}      To-Hit      @ CR 2 = +5
        {{#var:Special8TouchAttack}} Touch To-Hit @ CR 2 = +1
        {{#var:Special8SaveDC}}      Save DC      @ CR 2 = 12
        {{#var:Special8StandardDmg}} Std Damage  @ CR 2 = 1d6+2
        {{#var:Special8SwiftDmg}}    Swift Damage @ CR 2 = 1d4
        {{#var:Special8AlphaDmg}}    Alpha Damage @ CR 2 = 2d6
    -->
 
| NudgeAbility8ToHit =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility8TouchAttack =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility8SaveDC =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
 
| NudgeAbility8StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility8SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility8AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  SPECIAL ABILITY 9  -->
 
| Ability-9-Name =
 
| Ability-9-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-9-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-9-Description =
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special9ToHit}}      To-Hit      @ CR 2 = +5
        {{#var:Special9TouchAttack}} Touch To-Hit @ CR 2 = +1
        {{#var:Special9SaveDC}}      Save DC      @ CR 2 = 12
        {{#var:Special9StandardDmg}} Std Damage  @ CR 2 = 1d6+2
        {{#var:Special9SwiftDmg}}    Swift Damage @ CR 2 = 1d4
        {{#var:Special9AlphaDmg}}    Alpha Damage @ CR 2 = 2d6
    -->
 
| NudgeAbility9ToHit =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility9TouchAttack =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility9SaveDC =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
 
| NudgeAbility9StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility9SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility9AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  COMBAT TACTICS  -->
 
| CombatTactics = Norkers are feral and heedless of danger, but norker vagabonds, as a result of being driven out by orcs, pathetically seek to imitate how orcs fight.  As a result, vagabonds will throw rocks at ranged foes before they rush into melee with typical norker savagery.  In melee they are not as skilled as better quality norkers and are not able to maneuver on the battlefield, lacking the mobility feat.  They still have snapping riposte though, and will eagerly bite at anyone and anything that attacks them.
 
: Vagabonds are driven in combat by fear that they will be rejected again if they perform badly, and so they are utterly fearless and will fight to the death without pause.
 
 
 
<!--  OUT OF COMBAT  -->
 
| OutOfCombat =
 
 
}}

Revision as of 21:16, 17 June 2016

Norker Vagabond (CR 2)

Chaotic Evil - Small - Humanoid (Orc)
Lore: Know (Local)
4 19
Basic DC Full DC
Initiative
Initiative Icon 2.png
4
Perception:
14 +4
Passive Active
Ambush:
10+
on a d20

Senses:

Movement Types:

Defense

AC
Shield Icon 3.png
16
Man Def
Shield Icon 3.png
16
Monster Health
41 20 3
Hit Points Bloodied Hit Dice
Saving Throws
Fort: +5
Refl: +2
Will: +0

Strong Against:

Weak Against:

Offense

Size: Small
5 ft. 5 ft.
Space Reach
To-Hit
+4
Sword Icon 3.png
Man Off
+4
Sword Icon 3.png
Action
0
Points

Standard Attack (Melee):

  • 1x Club +4 (1d8/19-20 x2)
    as undefined damage type

Full Attack (Melee):

  • 3x Club +4 (1d8/19-20 x2)
    as undefined damage type

Standard Attack (Ranged):

  • 1x Thrown Rock +4 (1d8/19-20 x2)
    as undefined damage type

    (Increment: 20 ft.; Max Range: 100 ft.)

Full Attack (Ranged):

  • 3x Thrown Rock +4 (1d8/19-20 x2)
    as undefined damage type

    (Increment: 20 ft.; Max Range: 100 ft.)

Siege Damage: Not siege capable

Statistics

14
STR
12
DEX
13
CON
6
INT
11
WIS
7
CHA

Skills:

Languages: Orc

Feats:

Special Abilities

Snapping Riposte (Ex)

Once per round, after being attacked (hit or miss) by a melee attack, the norker may make an immediate bite attack against the foe which attacked them. The foe must be within reach to use this ability.

  • Bite + (/x2)
Norker Vagabond

Norker Vagabond

Norkers are a degenerative subspecies of orc. They are fierce and cruel, but not as organized. They generally travel in packs, dominated by a single strong leader. The packs are rife with internal power struggles and petty bickering, but when confronted with a common foe, they all fall into enough order to make a reasonable nuisance of themselves.

They frequently travel with any orcs willing to take them in, and will eagerly follow orcs around like mean, feral puppies. Orcs tolerate norkers because they're so easily dominated, useful in a fight, and are easily overruled when it comes time to divvy up loot.
Norker Vagabonds are norkers who have managed, generally through stupidity and greed, to get themselves driven out of orc society. Even for norkers, vagabonds are not impressive specimens, and they frequently wind up wandering in feral packs alone, getting into deadly mischief, or take up with tribes of the lesser races, such as kobolds or goblins. The lesser races don't exactly welcome norker vagabonds, but at the least they are obedient and willing to fight. A home is a home, after all.

Combat Tactics

Norkers are feral and heedless of danger, but norker vagabonds, as a result of being driven out by orcs, pathetically seek to imitate how orcs fight. As a result, vagabonds will throw rocks at ranged foes before they rush into melee with typical norker savagery. In melee they are not as skilled as better quality norkers and are not able to maneuver on the battlefield, lacking the mobility feat. They still have snapping riposte though, and will eagerly bite at anyone and anything that attacks them.

Vagabonds are driven in combat by fear that they will be rejected again if they perform badly, and so they are utterly fearless and will fight to the death without pause.

Out of Combat

Rewards

XP: 600

Treasure: Sellable Goods worth 500 gp.

Weight: 20 lbs.     Volume: 0.8 cu. ft.

Optional Treasure Rules: Roll a d20 on Table 1 below once per encounter (NOT per creature). Any items discovered are in addition to the normal treasure for the encounter.

Table 1: Remnant(s) Found
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
### Nothing to see here!
### Or here. Move along.
Table 2: 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
### Or here. Move along.
Table 3: 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)