Orc Raider: Difference between revisions

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[[Category:Epic Path]]
{{Template:Monster
[[Category:Bestiary]]
| CR = 3
[[Category:CR 3]]
* ''Go back to the [[Epic Path]] page.''
* ''Go back to the [[Bestiary]] page.''


| MonsterName = Orc Raider


[[Image:orc_raider_3.png|384px|right|xx]]
| Image = orc_raider_3.png
== Orc Raider (CR 3) ==
  <!--Value: file name and extension only (e.g. "monster_picture.jpg")-->


Orc Raiders are possibly the most common sort of orcs encountered by adventurers, since Orc Raiders are the ones that leave their rude villages and go out to actively seek victims, treasure, and glory.  Orc Raiders are quite fearless and smart enough to fight in deadly fashion.  They will use cover and ranged attacks before they charge into battle with blood-curdling howls of killing glee.
| Role =
  <!--Values: Heavy, Killer, Leader, Minion, Shooter, Sneak, Tank, Threat, Villain, or leave blank-->


Orc Raiders are a deadly menace to frontier towns and settlements, and their accuracy with their thrown axes is legendary.
| Description = Orc Raiders are possibly the most common sort of orcs encountered by adventurers, since Orc Raiders are the ones that leave their rude villages and go out to actively seek victims, treasure, and glory.  Orc Raiders are quite fearless and smart enough to fight in deadly fashion.  They will use cover and ranged attacks before they charge into battle with blood-curdling howls of killing glee.  


: Orc Raiders are a deadly menace to frontier towns and settlements, and their accuracy with their thrown axes is legendary.


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


=== GENERAL ===
| Size = Medium
'''CR''' 3  '''Hit Dice''' 4
  <!--Values: Fine, Diminutive, Tiny, Small, Medium, Large, Huge, Gargantuan, Colossal, Titanic-->


'''XP''' 800
| Type = Humanoid
  <!--Values: Aberration, Animal, Construct, Dragon, Fey, Humanoid, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Swarm, Troop, Undead, Vermin-->


Chaotic Evil, Medium, Humanoid
| Subtype = Orc
  <!--If any-->


'''Init''' +2; '''Senses''' low-light vision, Perception +5
| NudgeInit = 2
  <!--CR 3 INITIATIVE = +2 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-8 -->


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


=== DEFENSE ===
| NudgePerception =  
'''AC''' 18, '''touch''' 12, '''flat-footed''' 16 (+4 armor, +2 dex, +2 natural, +0 deflection)
  <!--CR 3 PERCEPTION = +5 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-8-->


'''hp''' 37
| NudgeAC =
  <!--CR 3 AC = 18 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->


'''Fort''' +6, '''Ref''' +6, '''Will''' +2
| NudgeTouchAC =
  <!--CR 3 TOUCH AC = 12 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->


'''Special Defenses''' -
| NudgeFFAC =
  <!--CR 3 FLAT-FOOTED AC = 16 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->


| NudgeHitPoints =
  <!--CR 3 HIT POINTS = 37 -->
  <!--Values: any positive or negative number, or leave blank. Added to the base HP total (after role, if any).-->


=== OFFENSE ===
'''Speed''' 30 ft., 40 feet when charging


'''Single Melee''' great axe +6 (1d8+3/x3)
<!--  SAVING THROWS  -->


'''Full Melee''' 2x great axe +6 (1d8+3/x3)
| Fort = S
| Refl = S
| Will =
  <!--CR 3 STRONG SAVE = +6; 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-->


'''Ranged''' throwing axe +6 (1d8+3/x3), range increment 30 feet
| NudgeFort =
| NudgeRefl =
| NudgeWill =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->


'''Special Attacks'''  Warrior's Surge, Killer's Eye
| SR =
  <!--Values: Y (for Yes), or leave blank-->


'''Action Points''' 0
| NudgeSR =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->


| SpecialDefenses =
  <!--Put any DR or ER values here-->


=== STATISTICS ===
| StrongAgainst =  
Str 17, Dex 15, Con 14, Int 8, Wis 10, Cha 9
  <!--Put any 'immunity' or 'hardened' values here; immunities based on type (e.g. Vermin) or role (e.g. Threat) are automatically added-->


'''Base Atk''' +3; '''CMB''' +5; '''CMD''' 17
| WeakAgainst =
  <!--Put any 'vulnerable' or 'defenseless' values here; vulnerabilities based on type (e.g. Vermin) are automatically added-->


'''Feats''' Combat Reflexes (EFFECT: Up to 3 Attacks of Opportunity per round)
| MoveTypes = Walk 30 ft. (+10 ft. when charging)
  <!--Other move types as needed-->


'''Skills''' Survival +8, Intimidate +5
| NudgeReach =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-2. This is number of SQUARES; will be converted to feet.-->


'''Languages''' Common, Giant




=== SPECIAL ABILITIES ===
<!--  GENERAL ATTACK INFORMATION  -->
; Warrior's Surge (Su)
Once per encounter, after successful melee attack, an Orc Raider may choose to heal itself for 10 hit points as a free action.


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


; Killer's Eye (Ex)
| MultipliedDamageType =
When making ranged attacks within thirty feet, Orc Raiders ignore the effects of cover (but not total cover) and concealment (but not total concealment).
  <!--Roles only (leave blank if no role); Values: "Attacks" (+atks/rnd), "Damage" (+damage/rnd), or "Hybrid" (default; both +atks/+dmg)-->


=== TREASURE ===
| IgnoreSecondary =  
Sell value of approximately 750 gp.
  <!--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)-->




=== COMBAT TACTICS ===
 
Orc Raiders are savage attackers and raiders from the wildlands.  In combat, they will stay at range for as long as possible, hurling axes with deadly effect thanks to their Killer's Eye and using five foot steps to creep within charging range.  Once they have taken some damage and softened up their foes, they will charge into melee combat using their melee charge move bonus and use their Warrior's Surge to heal themselves for the coming battle.  Orc Raiders are savage fighters and will try to position themselves so they can use their Combat Reflexes to make as many attacks of opportunity as possible.  They fight to the death without hesitation.
<!--  PRIMARY ATTACK INFORMATION  -->
 
| PriAtkName = Great Axe
  <!--name of primary attack, weapons or natural attacks (e.g. "Longsword" or "Bite")-->
 
| 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 3 PRIMARY TO-HIT = +6 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgePriDamage =
  <!--CR 3 PRIMARY NATURAL DAMAGE = 1d8+3 -->
  <!--CR 3 PRIMARY MELEE DAMAGE = 1d8+3 -->
  <!--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 3 SECONDARY TO-HIT = +6 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeSecDamage =
  <!--CR 3 SECONDARY NATURAL DAMAGE = 1d6 -->
  <!--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 3 TERTIARY TO-HIT = +6 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeTerDamage =
  <!--CR 3 TERTIARY NATURAL DAMAGE = 1d8+3 -->
  <!--CR 3 TERTIARY MELEE DAMAGE = 1d8+3 -->
  <!--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 3 QUATERNARY TO-HIT = +6 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeQuaDamage =
  <!--CR 3 QUATERNARY NATURAL DAMAGE = 1d6 -->
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
<!--  RANGED ATTACK INFORMATION  -->
 
| RangedAtkName = Throwing Axe
  <!--Name of ranged attack (e.g. "Longbow" or "Hurled Rock"); if blank, monster has no ranged attack-->
 
| HasRangedFullAttack = (Increment: 30 ft.; Max Range: 150 ft.)
  <!--Values: Y (for yes), or leave blank (for no)-->
 
| RangedAtkNotes =
  <!--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 3 RANGED TO-HIT = +6 -->
  <!--any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeRangedDamage =
  <!--CR 3 RANGED DAMAGE = 1d8+3 -->
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
<!--  ABILITY SCORES  -->
| Str = 17
| Dex = 15
| Con = 14
| Int = 8
| Wis = 10
| Cha = 9
 
| NudgeCMB = 1
  <!--CR 3 CMB = +5 -->
| CMBNotes =
  <!--Values: Text about specific bonuses to CMB (e.g. "+2 on Trips")-->
 
| NudgeCMD =
  <!--CR 3 CMD = 17 -->
| CMDNotes =
  <!--Values: Text about specific bonuses to CMD (e.g. "+4 vs Grapples")-->
 
 
<!--  FEATS  -->
 
| Feat1 = Combat Reflexes
| Feat2 =
| Feat3 =
| Feat4 =
  <!--Just the feat name; will be autolinked, and ShortDesc added-->
 
 
<!--  SKILLS  -->
 
| Skill1 = Survival
| Skill2 = Intimidate
| Skill3 =
| Skill4 =
 
| NudgeSkill1 = 2
| NudgeSkill2 =
| NudgeSkill3 =
| NudgeSkill4 =
  <!--CR 3 SKILLS = +6 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-8-->
 
| Skill1Notes =
| Skill2Notes =
| Skill3Notes =
| Skill4Notes =
  <!--Values: Text about conditional bonuses to skill (e.g. "+4 while in tall grass")-->
 
 
<!--  LANGUAGES  -->
 
| Languages = Common, Giant
  <!--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 = Warrior's Surge
 
| Ability-1-Type = Su
  <!--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 encounter, after successful melee attack, an Orc Raider may choose to heal itself for 10 hit points as a free action.
  <!--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 3 = +6
        {{#var:Special1TouchAttack}} Touch To-Hit @ CR 3 = +2
        {{#var:Special1SaveDC}}      Save DC      @ CR 3 = 13
        {{#var:Special1StandardDmg}} Std Damage  @ CR 3 = 2d6
        {{#var:Special1SwiftDmg}}    Swift Damage @ CR 3 = 1d6
        {{#var:Special1AlphaDmg}}    Alpha Damage @ CR 3 = 3d6
    -->
 
| 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 = Killer's Eye
 
| Ability-2-Type = Ex
  <!--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 = When making ranged attacks within thirty feet, Orc Raiders ignore the effects of cover (but not total cover) and concealment (but not total concealment).
  <!--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 3 = +6
        {{#var:Special2TouchAttack}} Touch To-Hit @ CR 3 = +2
        {{#var:Special2SaveDC}}      Save DC      @ CR 3 = 13
        {{#var:Special2StandardDmg}} Std Damage  @ CR 3 = 2d6
        {{#var:Special2SwiftDmg}}    Swift Damage @ CR 3 = 1d6
        {{#var:Special2AlphaDmg}}    Alpha Damage @ CR 3 = 3d6
    -->
 
| 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 3 = +6
        {{#var:Special3TouchAttack}} Touch To-Hit @ CR 3 = +2
        {{#var:Special3SaveDC}}      Save DC      @ CR 3 = 13
        {{#var:Special3StandardDmg}} Std Damage  @ CR 3 = 2d6
        {{#var:Special3SwiftDmg}}    Swift Damage @ CR 3 = 1d6
        {{#var:Special3AlphaDmg}}    Alpha Damage @ CR 3 = 3d6
    -->
 
| 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 3 = +6
        {{#var:Special4TouchAttack}} Touch To-Hit @ CR 3 = +2
        {{#var:Special4SaveDC}}      Save DC      @ CR 3 = 13
        {{#var:Special4StandardDmg}} Std Damage  @ CR 3 = 2d6
        {{#var:Special4SwiftDmg}}    Swift Damage @ CR 3 = 1d6
        {{#var:Special4AlphaDmg}}    Alpha Damage @ CR 3 = 3d6
    -->
 
| 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 3 = +6
        {{#var:Special5TouchAttack}} Touch To-Hit @ CR 3 = +2
        {{#var:Special5SaveDC}}      Save DC      @ CR 3 = 13
        {{#var:Special5StandardDmg}} Std Damage  @ CR 3 = 2d6
        {{#var:Special5SwiftDmg}}    Swift Damage @ CR 3 = 1d6
        {{#var:Special5AlphaDmg}}    Alpha Damage @ CR 3 = 3d6
    -->
 
| 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 3 = +6
        {{#var:Special6TouchAttack}} Touch To-Hit @ CR 3 = +2
        {{#var:Special6SaveDC}}      Save DC      @ CR 3 = 13
        {{#var:Special6StandardDmg}} Std Damage  @ CR 3 = 2d6
        {{#var:Special6SwiftDmg}}    Swift Damage @ CR 3 = 1d6
        {{#var:Special6AlphaDmg}}    Alpha Damage @ CR 3 = 3d6
    -->
 
| 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 3 = +6
        {{#var:Special7TouchAttack}} Touch To-Hit @ CR 3 = +2
        {{#var:Special7SaveDC}}      Save DC      @ CR 3 = 13
        {{#var:Special7StandardDmg}} Std Damage  @ CR 3 = 2d6
        {{#var:Special7SwiftDmg}}    Swift Damage @ CR 3 = 1d6
        {{#var:Special7AlphaDmg}}    Alpha Damage @ CR 3 = 3d6
    -->
 
| 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 3 = +6
        {{#var:Special8TouchAttack}} Touch To-Hit @ CR 3 = +2
        {{#var:Special8SaveDC}}      Save DC      @ CR 3 = 13
        {{#var:Special8StandardDmg}} Std Damage  @ CR 3 = 2d6
        {{#var:Special8SwiftDmg}}    Swift Damage @ CR 3 = 1d6
        {{#var:Special8AlphaDmg}}    Alpha Damage @ CR 3 = 3d6
    -->
 
| 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 3 = +6
        {{#var:Special9TouchAttack}} Touch To-Hit @ CR 3 = +2
        {{#var:Special9SaveDC}}      Save DC      @ CR 3 = 13
        {{#var:Special9StandardDmg}} Std Damage  @ CR 3 = 2d6
        {{#var:Special9SwiftDmg}}    Swift Damage @ CR 3 = 1d6
        {{#var:Special9AlphaDmg}}    Alpha Damage @ CR 3 = 3d6
    -->
 
| 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 = Orc Raiders are savage attackers and raiders from the wildlands.  In combat, they will stay at range for as long as possible, hurling axes with deadly effect thanks to their Killer's Eye and using five foot steps to creep within charging range.  Once they have taken some damage and softened up their foes, they will charge into melee combat using their melee charge move bonus and use their Warrior's Surge to heal themselves for the coming battle.  Orc Raiders are savage fighters and will try to position themselves so they can use their Combat Reflexes to make as many attacks of opportunity as possible.  They fight to the death without hesitation.
 
 
 
<!--  OUT OF COMBAT  -->
 
| OutOfCombat =
 
 
}}

Revision as of 15:51, 21 June 2016

Orc Raider (CR 3)

Chaotic Evil - Medium - Humanoid (Orc)
Lore: Know (Local)
6 21
Basic DC Full DC
Initiative
Initiative Icon 2.png
7
Perception:
15 +5
Passive Active
Ambush:
10+
on a d20

Senses:

Movement Types:

Defense

AC
Shield Icon 3.png
18
Man Def
Shield Icon 3.png
17
Monster Health
51 25 4
Hit Points Bloodied Hit Dice
Saving Throws
Fort: +6
Refl: +6
Will: +1

Strong Against:

Weak Against:

Offense

Size: Medium
5 ft. 5 ft.
Space Reach
To-Hit
+6
Sword Icon 3.png
Man Off
+5
Sword Icon 3.png
Action
0
Points

Standard Attack (Melee):

  • 1x Great Axe +6 (1d8+1/19-20 x2)
    as undefined damage type

Full Attack (Melee):

  • 3x Great Axe +6 (1d8+1/19-20 x2)
    as undefined damage type

Standard Attack (Ranged):

  • 1x Throwing Axe +6 (1d8+1/19-20 x2)
    as undefined damage type

Full Attack (Ranged):

  • 3x Throwing Axe +6 (1d8+1/19-20 x2)
    as undefined damage type

Siege Damage: Not siege capable

Statistics

17
STR
15
DEX
14
CON
8
INT
10
WIS
9
CHA

Skills:

Languages: Common, Giant

Feats:

  • Combat Reflexes (EFFECT: Monsters with this feat make up to 4 attacks of opportunity per round instead of one.)

Special Abilities

Warrior's Surge (Su)

Once per encounter, after successful melee attack, an Orc Raider may choose to heal itself for 10 hit points as a free action.

Killer's Eye (Ex)

When making ranged attacks within thirty feet, Orc Raiders ignore the effects of cover (but not total cover) and concealment (but not total concealment).

Orc Raider

Orc Raider

Orc Raiders are possibly the most common sort of orcs encountered by adventurers, since Orc Raiders are the ones that leave their rude villages and go out to actively seek victims, treasure, and glory. Orc Raiders are quite fearless and smart enough to fight in deadly fashion. They will use cover and ranged attacks before they charge into battle with blood-curdling howls of killing glee.

Orc Raiders are a deadly menace to frontier towns and settlements, and their accuracy with their thrown axes is legendary.

Combat Tactics

Orc Raiders are savage attackers and raiders from the wildlands. In combat, they will stay at range for as long as possible, hurling axes with deadly effect thanks to their Killer's Eye and using five foot steps to creep within charging range. Once they have taken some damage and softened up their foes, they will charge into melee combat using their melee charge move bonus and use their Warrior's Surge to heal themselves for the coming battle. Orc Raiders are savage fighters and will try to position themselves so they can use their Combat Reflexes to make as many attacks of opportunity as possible. They fight to the death without hesitation.

Out of Combat

Rewards

XP: 800

Treasure: Sellable Goods worth 813 gp.

Weight: 30 lbs.     Volume: 1.2 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)