Orc Battle-Rager

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Orc Battle-Rager (CR 10)

Chaotic Evil - Medium - Humanoid (Orc)
Lore: Know (Local)
18 35
Basic DC Full DC
Initiative
Initiative Icon 2.png
20
Perception:
26 +16
Passive Active
Ambush:
9+
on a d20

Movement Types:

Defense

AC
Shield Icon 3.png
30
Man Def
Shield Icon 3.png
28
Monster Health
215 107 16
Hit Points Bloodied Hit Dice
Saving Throws
Fort: +12
Refl: +7
Will: +7

Strong Against:

  • DR 10/-
Weak Against:

Offense

Size: Medium
5 ft. 5 ft.
Space Reach
To-Hit
+17
Sword Icon 3.png
Man Off
+17
Sword Icon 3.png
Action
0
Points
  • Maneuver Offense Notes: +3 on Cleaves

Standard Attack (Melee):

  • 1x Mountain-Forged Saber +17 (3d8+9/19-20 x2)
    as slashing (physical, common)

Full Attack (Melee):

  • 3x Mountain-Forged Saber +17 (2d8+10/19-20 x2)
    as slashing (physical, common)

Standard Attack (Ranged):

  • 1x Orcish Shotput +16 (2d8+10/19-20 x2)
    as bludgeoning (physical, common)
    (Increment: 10 ft.; Max Range: 50 ft.)
    plus Returning

Full Attack (Ranged):

  • 3x Orcish Shotput +16 (2d8+10/19-20 x2)
    as bludgeoning (physical, common)
    (Increment: 10 ft.; Max Range: 50 ft.)
    plus Returning

Siege Damage: Not siege capable

Statistics

24
STR
20
DEX
20
CON
15
INT
8
WIS
11
CHA

Skills:

Languages: Orcish, Common

Feats:

Special Abilities

Warrior's Surge (Su) Free Action 1/Enc

Once per encounter as a free action, an Orc Rager may choose to heal itself for 74 hit points. Using this ability also clears any one status condition the Orc Rager is suffering from. The Orc Rager may use this ability on his turn even if he is otherwise denied all actions by one or more status conditions.

Frenzied Thrashing (Ex, Aura 5') Automatic

Any enemy starting its turn adjacent to the Orc Rager takes 2d6+6 points of piercing (physical, common) damage at the start of its turn, as the Rager lashes out with his spiked armor.

Orc Battle-Rager

Orc Battle-Rager

Orc Battle-Ragers have committed themselves fully to the Path of Blood, choosing a path of constant battle. As part of this violent credo, they drink a vile, tar-like concoction of secret and magical herbs to dull pain, heighten their alertness and feed their aggression. Due to the herb-fueled savagery thus induced, many Orc Battle-Ragers die bloodily within the first few years of their apprenticeship to their tribe's Warlord. Those that survive go on to become Orc Centurions. Orc Battle-Ragers are recognizable by their incredible ferocity but lack of martial precision.

Combat Tactics

Ragers will use their Orc Shotputs if they are outside of melee range. Once in melee range, they will maneuver to maximize their Cleave combat maneuver, and rely on their DR, Frenzied Thrashing aura and Warrior's Surge abilities to keep them in the fight. Ragers will nearly always fight to the death unless commanded to retreat by a mightier Orc of their tribe. Their melee attacks are powerful and they know it, and thus they will prefer to close to melee if at all possible using charge maneuvers, Bull Rush, Overrun, etc.

Out of Combat

Orc Battle-Ragers are the core strength of the Orc Way. Most battle-ragers are former Warriors that have advanced through battle, but a large minority of Battle-Ragers are granted their power by some act of providence, being born superior, or having connections, or by having some skill that has earned them special training, weapons, and status. No matter how they came to be Battle Ragers, they are all proud of their status, and they are jealous of their place.

Battle Ragers, like lesser Orcs, often go raiding. Battle Ragers are also frequently called on for the larger pitched battles that the Orc Way thrives on most summers. Even with all this martial activity, they still spend much of their time in the great orc camps, doing all the 'routine things' that make Orc culture go. Battle Ragers attend war and logistics councils, boss around raiders, warriors, and any vassals such as norkers or goblins, raise and train dire wolves and guard drakes, have baby Orcs, keep house, command and even participate in the building of structures and fortifications (crudely but quickly), and run coffles of the slaves that are tasked with the most menial of duties.

Rewards

XP: 9,600

Treasure: Sellable Goods worth 6,875 gp.

Weight: 100 lbs.     Volume: 4 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)