Orc Wardrummer: Difference between revisions

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m (Text replacement - " <!-- Values: Y or leave blank --> | Description=<onlyinclude>{{#ifeq:{{{transcludesection|Description}}}" to " <!-- Values: Y or leave blank --> | Pattern1=<onlyinclude>{{#ifeq:{{{transcludesection|Pattern1}}} | Pattern1 |...)
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| CR=<onlyinclude>{{#ifeq:{{{transcludesection|CR}}}
| CR=<onlyinclude>{{#ifeq:{{{transcludesection|CR}}}
| CR | 8
| CR | 13
   <!-- Value: integer between 1 and 40. -->
   <!-- Value: integer between 1 and 40. -->
   }}</onlyinclude>
   }}</onlyinclude>
| Min-CR = 7
| Max-CR = 18


| MonsterName=<onlyinclude>{{#ifeq:{{{transcludesection|MonsterName}}}
| MonsterName=<onlyinclude>{{#ifeq:{{{transcludesection|MonsterName}}}
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| Role=<onlyinclude>{{#ifeq:{{{transcludesection|Role}}}
| Role=<onlyinclude>{{#ifeq:{{{transcludesection|Role}}}
| Role | Leader
| Role | Leader
   <!-- Values: Heavy, Killer, Leader, Legend, Minion, Shooter, Skirmisher, Sneak, Tank, Threat, Villain, or leave blank -->
   <!-- Values: Heavy, Killer, Leader, Legend, Minion, Shooter, Skirmisher, Sneak, Swarm, Tank, Threat, Villain, or leave blank -->


   }}</onlyinclude>
   }}</onlyinclude>
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| Restrict-Role-Skirmisher =  
| Restrict-Role-Skirmisher =  
| Restrict-Role-Sneak =  
| Restrict-Role-Sneak =  
| Restrict-Role-Swarm = Y
| Restrict-Role-Tank =  
| Restrict-Role-Tank =  
| Restrict-Role-Threat =  
| Restrict-Role-Threat =  
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| Description=<onlyinclude>{{#ifeq:{{{transcludesection|Description}}}
| Description=<onlyinclude>{{#ifeq:{{{transcludesection|Description}}}
| Description | Orc wardrummers aren't some timid nerd-orc who spent all his time in band practice, put on eye-liner and hung out with all the music theatre orcs.  No, orc wardrummers are the orcs who decided that swinging an axe around in combat and hiding behind a shield was too boring, and decided he'd rather be the loudest, most obvious target on the field of battle, because LET THEM COME!   
| Description | '''''This monster frequently has the Leader role, but may be set to different roles if desired.'''''
Orc wardrummers aren't some timid nerd-orc who spent all his time in band practice, put on eye-liner and hung out with all the music theatre orcs.  No, orc wardrummers are the orcs who decided that swinging an axe around in combat and hiding behind a shield was too boring, and decided he'd rather be the loudest, most obvious target on the field of battle, because LET THEM COME!   


:These are the orcs who proudly proclaim the arrival of their tribe, and beat the dirge of their enemies, laughing as the battle swirls around them.  They are the veterans of many battles, often proudly wearing scars or even missing eyes or limbs.  They've chosen a path of tremendous honor and almost certain death, but a death that comes from facing their enemies head-on in battle, not slowly rotting in some village hut surrounded by weaklings and invalids.
These are the orcs who proudly proclaim the arrival of their tribe, and beat the dirge of their enemies, laughing as the battle swirls around them.  They are the veterans of many battles, often proudly wearing scars or even missing eyes or limbs.  They've chosen a path of tremendous honor and almost certain death, but a death that comes from facing their enemies head-on in battle, not slowly rotting in some village hut surrounded by weaklings and invalids.


:Wardrummers aren't completely defenseless, of course. They swing their mighty drumsticks as much at passing enemies as at their drum.  After all, an enemy is just fresh leather waiting to be stretched.
Wardrummers aren't completely defenseless, of course. They swing their mighty drumsticks as much at passing enemies as at their drum.  After all, an enemy is just fresh leather waiting to be stretched.


:The drum itself is usually a prized treasure of the tribe, and if it is ever lost or taken by enemies, the tribe's recovery efforts will be aggressive and swift.  They typically resemble a snare drum, around 2' in diameter, and attached to the drummer by an elaborate leather harness and worn directly in front of the orc's waist.  The drumsticks are often thigh bones or other trophies taken from particularly strong enemies.
The drum itself is usually a prized treasure of the tribe, and if it is ever lost or taken by enemies, the tribe's recovery efforts will be aggressive and swift.  They typically resemble a snare drum, around 2' in diameter, and attached to the drummer by an elaborate leather harness and worn directly in front of the orc's waist.  The drumsticks are often thigh bones or other trophies taken from particularly strong enemies.


:A single tribe may have a few wardrummers, but they are never attached to the same unit.  Instead, they are spread among the strongest raiding parties to declare the honor and pride of the tribe.  Orc wardrummers are nearly always in the company of a large group of [[Orc Centurion|Orc Centurions]], and frequently an [[Orc Warlord]].  The sound of orc drums rightly inspires fear in anyone who knows that they mean.
A single tribe may have a few wardrummers, but they are never attached to the same unit.  Instead, they are spread among the strongest raiding parties to declare the honor and pride of the tribe.  Orc wardrummers are nearly always in the company of a large group of [[Orc Centurion|Orc Centurions]], and frequently an [[Orc Warlord]].  The sound of orc drums rightly inspires fear in anyone who knows that they mean.


:The presence of an Orc Wardrummer has the effect of whipping his companions into a nigh-frenzy of bloodthirst, and always makes any fight with them far more risky.
The presence of an Orc Wardrummer has the effect of whipping his companions into a nigh-frenzy of bloodthirst, and always makes any fight with them far more risky.
   }}</onlyinclude>
   }}</onlyinclude>


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| Type=<onlyinclude>{{#ifeq:{{{transcludesection|Type}}}
| Type=<onlyinclude>{{#ifeq:{{{transcludesection|Type}}}
| Type | Humanoid
| Type | Humanoid
   <!-- Values: Aberration, Animal, Construct, Dragon, Fey, Humanoid, Incorporeal, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Swarm, Troop, Undead, Vermin -->
   <!-- Values: Aberration, Animal, Construct, Dragon, Fey, Humanoid, Incorporeal, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Undead, Vermin -->
   }}</onlyinclude>
   }}</onlyinclude>


| Subtype=<onlyinclude>{{#ifeq:{{{transcludesection|Subtype}}}
| Subtype=<onlyinclude>{{#ifeq:{{{transcludesection|Subtype}}}
| Subtype | Orc
| Subtype | Orc
   <!-- If second monster type (e.g. a swarm of vermin): Aberration, Animal, Construct, Dragon, Fey, Humanoid, Incorporeal, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Swarm, Troop, Undead, Vermin -->
   <!-- If second monster type: Aberration, Animal, Construct, Dragon, Fey, Humanoid, Incorporeal, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Undead, Vermin -->
   <!-- If Humanoid: Duergar, Giant, Gloom, Gnoll, Human, Kobold, Lizardfolk, Maenad, Norker, Orc, Somber Crool, Troglodyte, Vampire Thrall -->
   <!-- If Humanoid: Duergar, Giant, Gloom, Gnoll, Human, Kobold, Lizardfolk, Maenad, Norker, Orc, Somber Crool, Troglodyte, Vampire Thrall -->
   <!-- If Outsider: Air, Chaotic, Demon, Devil, Earth, Elemental, Evil, Fire, Good, Lawful, Native, Water -->
   <!-- If Outsider: Air, Chaotic, Demon, Devil, Earth, Elemental, Evil, Fire, Good, Lawful, Native, Water -->
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   <!-- Put any 'immunity' or 'hardened' values here;
   <!-- Put any 'immunity' or 'hardened' values here;
         immunities based on type (e.g. Vermin) or role (e.g. Threat) are automatically added
         immunities based on type (e.g. Vermin) or role (e.g. Threat) are automatically added
           '''''Hardened (damage):'''''
           '''''Hardened (1/2 damage):'''''
           '''''Immune (no effect):'''''                                                                  -->
           '''''Immune (no effect):'''''                                                                  -->


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| NudgeSpace =  
| NudgeSpace =  
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-2. This is number of SQUARES; will be converted to feet.               -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-2. This is number of SQUARES; will be converted to feet.
  <!-- NOTE: If type or subtype is "Swarm", the space will default to 10 ft.                                                                                 -->
        NOTE: If role is "Swarm", only put the space occupied by the COMPONENT CREATURE, NOT the space of the swarm, troop, or horde.
  <!-- NOTE: If type or subtype is "Troop", the space will default to 15 ft. + the normal space for the component creature size (e.g. 20 ft. for size medium) -->
        NOTE: Swarms default to 10 feet. Troops default to 15 ft. + the normal space for the component creature size (e.g. 20 ft. for size medium) -->


| NudgeReach =  
| NudgeReach =  
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-2. This is number of SQUARES; will be converted to feet.     -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-2. This is number of SQUARES; will be converted to feet.
  <!-- NOTE: If type or subtype is "Swarm", the reach will default to 0 ft.                                                                         -->
        NOTE: If role is "Swarm", only put the reach of the COMPONENT CREATURE, NOT the reach of the swarm, troop, or horde.
  <!-- NOTE: If type or subtype is "Troop", the reach will default to the normal reach for the component creature size (e.g. 5 ft. for size medium) -->
        NOTE: Swarms default to 0 ft. Troops default to the normal reach for the component creature size (e.g. 5 ft. for size medium) -->




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| PriAtkIsAuto-Hit =  
| PriAtkIsAuto-Hit =  
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") -->


| NudgePriToHit =  
| NudgePriToHit =  
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| SecAtkIsAuto-Hit =  
| SecAtkIsAuto-Hit =  
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") -->


| NudgeSecToHit =  
| NudgeSecToHit =  
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| TerAtkIsAuto-Hit =  
| TerAtkIsAuto-Hit =  
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") -->


| NudgeTerToHit =  
| NudgeTerToHit =  
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| QuaAtkIsAuto-Hit =  
| QuaAtkIsAuto-Hit =  
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") -->


| NudgeQuaToHit =  
| NudgeQuaToHit =  
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| RangedAtkIsAuto-Hit =  
| RangedAtkIsAuto-Hit =  
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") -->


| NudgeRangedToHit =  
| NudgeRangedToHit =  
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<!--  SPECIAL ABILITIES  -->
<!--  SPECIAL ABILITIES  -->
<!--  ROLE-BASED SPECIAL ABILITIES -->
| HideRoleReminder1 = Y
  <!-- Roles only; Values: Y (for yes) or leave blank (to leave reminder (if any) displayed) -->
| HideRoleReminder2 = Y
  <!-- Roles only; Values: Y (for yes) or leave blank (to leave reminder (if any) displayed) -->
| HideRoleReminder3 = Y
  <!-- Roles only; Values: Y (for yes) or leave blank (to leave reminder (if any) displayed) -->
| HideRoleReminder4 = Y
  <!-- Roles only; Values: Y (for yes) or leave blank (to leave reminder (if any) displayed) -->




<!--  SPECIAL ABILITY 1  -->
<!--  SPECIAL ABILITY 1  -->


| Ability-1-Name = Wardrums
| Ability-1-Name = Drum Roll


| Ability-1-Type = Ex, Stance
| Ability-1-Type = Ex
   <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance" -->
   <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance" -->
| Ability-1-Action-Required = Part of a Move Action, 1/Rnd
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->


| Ability-1-Concentration =  
| Ability-1-Concentration =  
   <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will auto-detect Combat Casting and include it -->
   <!-- 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 as a swift action, the Orc Wardrummer may initiate a performance stance using his war drum.  As with all stances, this may be sustained each round as a free action, but it is disrupted if the wardrummer is knocked prone, or given a status condition which reduces the number of actions he may take in a given roundOnce disrupted, the stance can be restarted with a new swift action, assuming the disrupting condition is no longer present on the orc.
| Ability-1-Description = Once per round, as part of a move action, the Orc Wardrummer may make a [[Bull Rush]] against any creature whose square it threatens during the move, by rolling a Maneuver Offense check (1d20 + {{Maneuver-Offense}}) vs. the target's Maneuver DefenseThis is resolved in all ways as a normal [[Bull Rush]] combat maneuver, except that the Wardrummer may inflict {{Primary-Dmg}} points of {{dmg|crushing}} damage on their victim if they succeed, and they may still take a swift and standard action after performing the bull rush.
 
:While maintaining this performance stance, any orc within 100 feet of the wardrummer gains a +2 morale bonus to all to-hit and damage rolls for every 5 full hit dice of the receiving orc (drop fractions).  (Thus, a CR 10 Orc Centurion, which has 15 hit dice, receives a +6 morale bonus to all to-hit and damage rolls.)
 
:These effects immediately end if the stance is disrupted or the wardrummer is slain.




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<!--  SPECIAL ABILITY 2  -->
<!--  SPECIAL ABILITY 2  -->


| Ability-2-Name = Shouted Orders
| Ability-2-Name =  


| Ability-2-Type = Ex
| Ability-2-Type =  
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
| Ability-2-Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->


| Ability-2-Concentration =  
| Ability-2-Concentration =  
   <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
   <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->


| Ability-2-Description = Once per round as a swift action, the Orc Wardrummer may shout an order to another orc within 30 feet of him.  This ability requires line of effect, but not line of sight, and does not work on deaf targets.  The targeted orc may immediately take a standard action for free.  In the unlikely event that multiple wardrummers are present, this ability may be used on the same target orc multiple times, though it may never be combined to grant a full-attack action.
| Ability-2-Description =  
 


   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:
   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:
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<!--  SPECIAL ABILITY 3  -->
<!--  SPECIAL ABILITY 3  -->


| Ability-3-Name = Drumroll
| Ability-3-Name =  


| Ability-3-Type = Su
| Ability-3-Type =  
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
| Ability-3-Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->


| Ability-3-Concentration =  
| Ability-3-Concentration =  
   <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
   <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->


| Ability-3-Description = Once per encounter, as a standard action, an Orc Wardrummer may deliver a frenzied flurry of strikes upon his drum, raising a cacophony which affects a 30 foot cone adjacent to its space.  All allies caught in this cone are healed for {{Special-Swift-Dmg}} points of damage and may take an immediate five-foot step as a free, triggered action.  All enemies caught in the area of effect take {{Special-Swift-Dmg}} of {{dmg|sonic}} damage instead.
| Ability-3-Description =  




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<!--  SPECIAL ABILITY 4  -->
<!--  SPECIAL ABILITY 4  -->


| Ability-4-Name = Bull Rush
| Ability-4-Name =  


| Ability-4-Type = Ex
| Ability-4-Type =  
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
| Ability-4-Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->


| Ability-4-Concentration =  
| Ability-4-Concentration =  
   <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
   <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->


| Ability-4-Description = Once per round, as part of a move action, the Orc Wardrummer may make a [[Bull_Rush]] against any creature whose square it threatens during the move, by rolling a Maneuver Offense check (1d20 + {{Maneuver-Offense}}) vs. the target's Maneuver Defense.  This is resolved in all ways as a normal [[Bull_Rush]] attack, except that the Wardrummer may still take a swift and standard action after performing the bull rush.
| Ability-4-Description =  




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| Ability-5-Type =  
| Ability-5-Type =  
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
| Ability-5-Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->


| Ability-5-Concentration =  
| Ability-5-Concentration =  
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| Ability-6-Type =  
| Ability-6-Type =  
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
| Ability-6-Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->


| Ability-6-Concentration =  
| Ability-6-Concentration =  
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| Ability-7-Type =  
| Ability-7-Type =  
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
| Ability-7-Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->


| Ability-7-Concentration =  
| Ability-7-Concentration =  
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| Ability-8-Type =  
| Ability-8-Type =  
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
| Ability-8-Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->


| Ability-8-Concentration =  
| Ability-8-Concentration =  
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| Ability-9-Type =  
| Ability-9-Type =  
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
| Ability-9-Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->


| Ability-9-Concentration =  
| Ability-9-Concentration =  
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| Ability-9-Description =  
| Ability-9-Description =  
   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:
   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
  POISON / DISEASE FORMAT
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
-->
<!--  REPLACE RESURRECTION POWER
      HEAVY, TANK, THREAT, OR VILLAIN ROLES ONLY
        This section lets you write a custom resurrection power for Heavies, Tanks,
        Threats, and Villains, replacing the rez power that they get by default.
        This ability will only appear if this monster is designated as a Heavy, Tank
        Threat, or Villain role.  All other times, it will be invisible.                    -->
| Role-Only--Replace-Rez-Power--Name = Orc's Deathmarch
| Role-Only--Replace-Rez-Power--Type = Ex
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
| Role-Only--Replace-Rez-Power--Action-Required = Automatic Upon Death
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
| Role-Only--Replace-Rez-Power--Concentration =
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->
| Role-Only--Replace-Rez-Power--Description =  When some Orc's are killed, they do not just lie down and take it. Instead, they leave the world in a frenzy of hacking hatred, as cruel in death as they were in life. An Orc that has activated Deathmarch continues to fight for one round after its hit points are reduced to zero or below. During this round it ignores all conditions, is Immune to all further damage (since it's already dead), and acts normally in all ways, but it then dies immediately at the end of its turn.  Orc's in a Deathmarch typically attack with all their ferocity, gaining a +2 Circumstance bonus to all their to-hit's and Save DC's, and adding {{Hit-Dice|n=2|op=div}} points of damage to all damage rolls, of the same type of damage as the base attack inflicts.
Detecting the fact that Orc's Deathmarch has activated takes a [[Naturalism]] or [[Knowledge (Local)]] check with an [[Skill DC|Average]] DC of {{Skill-DC|Average}}, or a [[Perception]] or [[Heal]] check with a [[Skill DC|Hard]] DC of {{Skill-DC|Hard}}. Failing the roll informs the player only that the Orc is Bloodied.
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
        or save DC numbers with variables:
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
  POISON / DISEASE FORMAT
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
-->
<!--  ADD KILLER ONLY POWER
      KILLER ROLE ONLY
        This section lets you write a custom power that will only display if this
        monster is given the "Killer" role.  Any other time, this ability will be invisible.
        It does not replace any of the default powers that killers normally get.            -->
| Role-Only--Add-Killer-Power--Name =
| Role-Only--Add-Killer-Power--Type =
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
| Role-Only--Add-Killer-Power--Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
| Role-Only--Add-Killer-Power--Concentration =
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->
| Role-Only--Add-Killer-Power--Description =
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
        or save DC numbers with variables:
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
  POISON / DISEASE FORMAT
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
-->
<!--  REPLACE "SHOUTED COMMAND" POWER
      LEADER ROLE ONLY
        This section lets you write a custom power that will only display if this monster
        is given the "Leader" role. It replaces the default "Shouted Command" power, which
        lets Leaders give an ally a Standard Action once per round as a Free Action.
        Leave this blank if you want the "Shouted Command" power to appear when this monster
        is designated as a "Leader" role.                                                  -->
| Role-Only--Replace-Leader-Power--Name = Shouted Orders
| Role-Only--Replace-Leader-Power--Type = Ex
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
| Role-Only--Replace-Leader-Power--Action-Required = Swift Action 1/Rnd
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
| Role-Only--Replace-Leader-Power--Concentration =
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->
| Role-Only--Replace-Leader-Power--Description = Once per round as a swift action, the Orc Wardrummer may shout an order to another orc within 30 feet of him.  This ability requires line of effect, but not line of sight, and does not work on deaf targets.  The targeted orc may immediately take a standard action for free.  In the unlikely event that multiple wardrummers are present, this ability may be used on the same target orc multiple times, though it may never be combined to grant a full-attack action.
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
        or save DC numbers with variables:
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
  POISON / DISEASE FORMAT
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
-->
<!--  REPLACE "LASH OUT" POWER
      LEGEND ROLE ONLY
        This section lets you write a custom power that will only display if this monster
        is given the "Legend" role. It replaces the default "Lash Out" power, which
        grants Legends a bonus attack action each round, but only against a fresh target.
        Leave this blank if you want the "Lash Out" power to appear when this monster
        is designated as a "Legend" role.                                                  -->
| Role-Only--Replace-Legend-Power--Name =
| Role-Only--Replace-Legend-Power--Type =
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
| Role-Only--Replace-Legend-Power--Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
| Role-Only--Replace-Legend-Power--Concentration =
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->
| Role-Only--Replace-Legend-Power--Description =
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
        or save DC numbers with variables:
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
  POISON / DISEASE FORMAT
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
-->
<!--  REPLACE "PACKED LIKE SARDINES" POWER
      MINION ROLE ONLY
        This section lets you write a custom power that will only display if this monster
        is given the "Minion" role. It replaces the default "Packed Like Sardines" power,
        which allows minions to squeeze into the same space with another minion without
        penalty. Leave this blank if you want the "Packed Like Sardines" power to appear
        when this monster is designated as a "Minion" role.                                -->
| Role-Only--Replace-Minion-Power--Name =
| Role-Only--Replace-Minion-Power--Type =
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
| Role-Only--Replace-Minion-Power--Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
| Role-Only--Replace-Minion-Power--Concentration =
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->
| Role-Only--Replace-Minion-Power--Description =
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
        or save DC numbers with variables:
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
  POISON / DISEASE FORMAT
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
-->
<!--  REPLACE "DEADSHOT" POWER
      SHOOTER ROLE ONLY
        This section lets you write a custom power that will only display if this monster
        is given the "Shooter" role. It replaces the default "Deadshot" power, which allows
        shooters to use any of their other special abilities at range, even if they are
        normally melee only.  Leave this blank if you want the "Deadshot" power to appear
        when this monster is designated as a "Shooter" role.                                -->
| Role-Only--Replace-Shooter-Power--Name =
| Role-Only--Replace-Shooter-Power--Type =
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
| Role-Only--Replace-Shooter-Power--Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
| Role-Only--Replace-Shooter-Power--Concentration =
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->
| Role-Only--Replace-Shooter-Power--Description =
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
        or save DC numbers with variables:
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
  POISON / DISEASE FORMAT
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
-->
<!--  ADD SKIRMISHER ONLY POWER
      SKIRMISHER ROLE ONLY
        This section lets you write a custom power that will only display if this
        monster is given the "Skirmisher" role.  Any other time, this ability will be
        invisible. It does not replace any of the default powers that skirmishers
        normally get.                                                                      -->
| Role-Only--Add-Skirmisher-Power--Name =
| Role-Only--Add-Skirmisher-Power--Type =
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
| Role-Only--Add-Skirmisher-Power--Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
| Role-Only--Add-Skirmisher-Power--Concentration =
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->
| Role-Only--Add-Skirmisher-Power--Description =
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
        or save DC numbers with variables:
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
  POISON / DISEASE FORMAT
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
-->
<!--  REPLACE "FLASH BOMB!" POWER
      SNEAK ROLE ONLY
        This section lets you write a custom power that will only display if this monster
        is given the "Sneak" role. It replaces the default "Flash Bomb!" power, which allows
        sneaks to initiate a stealth stance even while observed (hide in plain sight).
        Leave this blank if you want the "Flash Bomb!" power to appear when this monster
        is designated as a "Sneak" role.                                                    -->
| Role-Only--Replace-Sneak-Power--Name =
| Role-Only--Replace-Sneak-Power--Type =
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
| Role-Only--Replace-Sneak-Power--Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
| Role-Only--Replace-Sneak-Power--Concentration =
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->
| Role-Only--Replace-Sneak-Power--Description =
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
        or save DC numbers with variables:
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
  POISON / DISEASE FORMAT
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
-->
<!--  REPLACE "PERSONAL SPACE ISSUES" OR "DARKEN THE SKY" POWER
      SWARM ROLE ONLY
        This section lets you write a custom power that will only display if this monster
        is given the "Swarm" role. It replaces the default "Personal Space Issues" power
        (or the "Darken The Sky" power, if it is a Troop), which allows swarms to inflict
        the Distracted condition when they damage a foe (or it grants an area of affect
        ranged attack if it is a troop). Leave this blank if you want the "Personal Space
        Issues" or "Darken the Sky" power to appear when this monster is designated as a
        "Swarm" role.                                                                      -->
| Role-Only--Replace-Swarm-Power--Name =
| Role-Only--Replace-Swarm-Power--Type =
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
| Role-Only--Replace-Swarm-Power--Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action,
        Free Action, Immediate Action, Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At
        Start of Encounter, Auto Upon Death, etc.                                          -->
| Role-Only--Replace-Swarm-Power--Concentration =
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->
| Role-Only--Replace-Swarm-Power--Description =
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
        or save DC numbers with variables:


   {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
   {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
Line 974: Line 1,456:
| CombatTactics = Wardrummers are probably the bravest orcs you can find.  They have no fear, and they court death in battle.  They make targets of themselves, order the lesser orcs around them to hurl themselves wildly into the fray, and cackle madly the whole time.
| CombatTactics = Wardrummers are probably the bravest orcs you can find.  They have no fear, and they court death in battle.  They make targets of themselves, order the lesser orcs around them to hurl themselves wildly into the fray, and cackle madly the whole time.


:At the start of any battle, the wardrummer will begin his War Drums stance.  He will sustain this throughout the fight unless prevented from doing so.  Even if his stance is disrupted, he will re-initiate the War Drums stance as soon as possible.
Inspirational Leadership is a tremendous boon to their allies, and they will strive to keep it running at all times.


:Each round, he will exhort the Orcs around him to close with his foes and slay them.  He will bide his time to strike, and attack any foe who dares engage him with his Drumstick. If he is surrounded, he will stand where he is and make full attacks, maintaining his stance the entire time and calling his fellow orcs to flank those fools around him. He is cagey enough to send his followers to target the fringe squishy characters (wizards, etc.), but he will rarely seek out such foes himself, as there is little glory in smashing such weaklings.  That's what his fellow orcs are for!
Each round, he will exhort the Orcs around him to close with his foes and slay them.  He will bide his time to strike, and attack any foe who dares engage him with his Drumstick. If he is surrounded, he will stand where he is and make full attacks, maintaining his stance the entire time and calling his fellow orcs to flank those fools around him. He is cagey enough to send his followers to target the fringe squishy characters (wizards, etc.), but he will rarely seek out such foes himself, as there is little glory in smashing such weaklings.  That's what his fellow orcs are for!


:Any round after the first, the Wardrummer will use Shouted Orders to give one of his comrades a free attack, usually on a pesky spellcaster, or if the Wardrummer is sorely pressed in battle, he will summon an ally to aid him. (The first round, he's used up his swift action to start up War Drums.) If he is not pressed in battle, he will use his Bull Rush to move to a point where his Drumroll ability will hit the largest number of friends and foes alike, and then use it.  His Bull Rush ability is a hard-hitting attack, and he will try and use it at least once.
A Wardrummer will plunge to the attack fearlessly, and will transfer the heaviest attack they suffer each round to one of their fellow orcs who they feel is 'shirking', every chance they get. Other orcs consider this to be a badge of shame, and will strive to press into battle even harder.


:Wardrummers are easily the biggest threat on the battlefield, even if there's an Orc Warlord present, because of the buff that War Drums provides. Wardrummers crave battle and glory, but they also are cagey, and will hang back a bit, until all foes are engaged so he can choose the targets of his attacks wisely.
Any round after the first, the Wardrummer will use Shouted Orders to give one of his comrades a free attack, usually on a pesky spellcaster, or if the Wardrummer is sorely pressed in battle, he will summon an ally to aid him. If he is not pressed in battle, he will use his Drum Roll to move and attack.  His Drum Roll ability is a hard-hitting attack, and he will try and use it at least once.


:NOTE TO REFEREES: Leader monsters are dangerous, and optional. If your players are not capable combatants, think carefully before using a Leader role monster, as they are designed to challenge even extremely powerful parties.
Wardrummers are easily the biggest threat on the battlefield, even if there's an Orc Warlord present, because of the buff that Inspirational Leadership provides.  Wardrummers crave battle and glory, but they also are cagey, and will hang back a bit, until all foes are engaged so he can choose the targets of his attacks wisely.






<!--  OUT OF COMBAT   -->
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| OutOfCombat = Wardrummers are not an 'official' part of Orc leadership, but their words carry weight, with Orc Warlords and leaders listening to them.  As such, a Wardrummer can be a useful ally or a terrible enemy, even though they do not officially boss around any other orcs at all.  Wardrummers are also highly respected for their ability to provide a good screaming bout of entertainment, and many an Orc encampment will have a Wardrummer at the center hammering the drum and howling in vicious bloodthirst, driving the entire camp into a frenzy.
| OutOfCombat = Wardrummers are not an 'official' part of Orc leadership, but their words carry weight, with Orc Warlords and leaders listening to them.  As such, a Wardrummer can be a useful ally or a terrible enemy, even though they do not officially boss around any other orcs at all.  Wardrummers are also highly respected for their ability to provide a good screaming bout of entertainment, and many an Orc encampment will have a Wardrummer at the center hammering the drum and howling in vicious bloodthirst, driving the entire camp into a frenzy.

Latest revision as of 21:54, 4 February 2023

Orc Wardrummer (LeaderCR 13)

Chaotic Evil - Medium - Humanoid (Orc)
Lore: Know (Local)
24 42
Basic DC Full DC
Initiative
Initiative Icon 2.png
27
Perception:
31 +21
Passive Active
Ambush:
13+
on a d20

Movement Types:

Defense

AC
Shield Icon 3.png
34
Man Def
Shield Icon 3.png
35
Monster Health
672 336 25
Hit Points Bloodied Hit Dice
Saving Throws
Fort: +15
Refl: +9
Will: +15

Strong Against:

  • (Leader Role) Immunity (partial 1): Leaders are immune to the first condition applied to them during an encounter. If a second condition is applied to a leader, it is resolved normally. A 'condition' is defined as any non-instantaneous harmful effect applied to the monster, other than damage, but is most commonly one of the defined Status Conditions (but it doesn't have to be). Statuses related to damage (such as injured, bloodied, staggered, dying, or dead) are not 'conditions', and cannot be negated or avoided with this ability.
  • Immune (no effect): Fear, all fear-based status effects, and fear-based attacks.
Weak Against:

Offense

Size: Medium
5 ft. 5 ft.
Space Reach
To-Hit
+20
Sword Icon 3.png
Man Off
+23
Sword Icon 3.png
Action
2
Points

Standard Attack (Melee):

  • 1x Bone Drumstick +20 (3d8+11/19-20 x2)
    as bludgeoning (physical, common)

Full Attack (Melee):

  • 3x Bone Drumstick +20 (3d8+11/19-20 x2)
    as bludgeoning (physical, common)

Standard Attack (Ranged):

  • 1x Piercing Shout +24 vs. AC (always hits on a 17+ on the die) (3d8+11/19-20 x2)
    as sonic (energy, common)
    (Increment: 50 ft.; Max Range: 50 ft.)

Full Attack (Ranged):

  • 2x Piercing Shout +24 vs. AC (always hits on a 17+ on the die) (3d8+11/19-20 x2)
    as sonic (energy, common)
    (Increment: 50 ft.; Max Range: 50 ft.)

Siege Damage: Not siege capable

Statistics

18
STR
14
DEX
21
CON
13
INT
9
WIS
17
CHA

Skills:

Languages: Orcish, Common, Giant

Feats:

Special Abilities

Drum Roll (Ex) Part of a Move Action, 1/Rnd

Once per round, as part of a move action, the Orc Wardrummer may make a Bull Rush against any creature whose square it threatens during the move, by rolling a Maneuver Offense check (1d20 + 21) vs. the target's Maneuver Defense. This is resolved in all ways as a normal Bull Rush combat maneuver, except that the Wardrummer may inflict 3d8+11 points of crushing (physical, common) damage on their victim if they succeed, and they may still take a swift and standard action after performing the bull rush.

Shouted Orders (Ex; Leader Role) Swift Action 1/Rnd

Once per round as a swift action, the Orc Wardrummer may shout an order to another orc within 30 feet of him. This ability requires line of effect, but not line of sight, and does not work on deaf targets. The targeted orc may immediately take a standard action for free. In the unlikely event that multiple wardrummers are present, this ability may be used on the same target orc multiple times, though it may never be combined to grant a full-attack action.

Inspirational Leadership (Ex; Leader Role) Always On
Leaders give all allies a +3 morale bonus to all of their attack, damage, skill rolls, combat maneuver checks, combat maneuver damage, and any Save DC's their allies have for special abilities that allow a saving throw. This buff ends immediately when the leader is killed. This buff does not affect the leader, though if another leader is present, the leader gains this buff from the other leader. Morale bonuses do not stack; instead only the highest available bonus may be used. Note that minions treat this as a buff, gaining their own benefit instead of the listed benefit.

Keep Your Friends Close (Ex; Leader Role) Immediate Action
Once per round as an immediate action, the leader may apply all of the damage of a single attack just made against them to a single ally within 30 feet of their space, instead. The leader takes no damage from the attack, and any secondary effects of the attack (such as status conditions) are resolved against the allied creature instead. This ability may never be used more than once per round. If the leader has no allies within 30 feet, they cannot use this ability.
Orc Wardrummer

Orc Wardrummer

This creature possesses the Leader role, and therefore counts as 2 monsters for purposes of encounter size, XP award, and treasure.

This monster frequently has the Leader role, but may be set to different roles if desired.

Orc wardrummers aren't some timid nerd-orc who spent all his time in band practice, put on eye-liner and hung out with all the music theatre orcs. No, orc wardrummers are the orcs who decided that swinging an axe around in combat and hiding behind a shield was too boring, and decided he'd rather be the loudest, most obvious target on the field of battle, because LET THEM COME!

These are the orcs who proudly proclaim the arrival of their tribe, and beat the dirge of their enemies, laughing as the battle swirls around them. They are the veterans of many battles, often proudly wearing scars or even missing eyes or limbs. They've chosen a path of tremendous honor and almost certain death, but a death that comes from facing their enemies head-on in battle, not slowly rotting in some village hut surrounded by weaklings and invalids.

Wardrummers aren't completely defenseless, of course. They swing their mighty drumsticks as much at passing enemies as at their drum. After all, an enemy is just fresh leather waiting to be stretched.

The drum itself is usually a prized treasure of the tribe, and if it is ever lost or taken by enemies, the tribe's recovery efforts will be aggressive and swift. They typically resemble a snare drum, around 2' in diameter, and attached to the drummer by an elaborate leather harness and worn directly in front of the orc's waist. The drumsticks are often thigh bones or other trophies taken from particularly strong enemies.

A single tribe may have a few wardrummers, but they are never attached to the same unit. Instead, they are spread among the strongest raiding parties to declare the honor and pride of the tribe. Orc wardrummers are nearly always in the company of a large group of Orc Centurions, and frequently an Orc Warlord. The sound of orc drums rightly inspires fear in anyone who knows that they mean.

The presence of an Orc Wardrummer has the effect of whipping his companions into a nigh-frenzy of bloodthirst, and always makes any fight with them far more risky.

Combat Tactics

Wardrummers are probably the bravest orcs you can find. They have no fear, and they court death in battle. They make targets of themselves, order the lesser orcs around them to hurl themselves wildly into the fray, and cackle madly the whole time.

Inspirational Leadership is a tremendous boon to their allies, and they will strive to keep it running at all times.

Each round, he will exhort the Orcs around him to close with his foes and slay them. He will bide his time to strike, and attack any foe who dares engage him with his Drumstick. If he is surrounded, he will stand where he is and make full attacks, maintaining his stance the entire time and calling his fellow orcs to flank those fools around him. He is cagey enough to send his followers to target the fringe squishy characters (wizards, etc.), but he will rarely seek out such foes himself, as there is little glory in smashing such weaklings. That's what his fellow orcs are for!

A Wardrummer will plunge to the attack fearlessly, and will transfer the heaviest attack they suffer each round to one of their fellow orcs who they feel is 'shirking', every chance they get. Other orcs consider this to be a badge of shame, and will strive to press into battle even harder.

Any round after the first, the Wardrummer will use Shouted Orders to give one of his comrades a free attack, usually on a pesky spellcaster, or if the Wardrummer is sorely pressed in battle, he will summon an ally to aid him. If he is not pressed in battle, he will use his Drum Roll to move and attack. His Drum Roll ability is a hard-hitting attack, and he will try and use it at least once.

Wardrummers are easily the biggest threat on the battlefield, even if there's an Orc Warlord present, because of the buff that Inspirational Leadership provides. Wardrummers crave battle and glory, but they also are cagey, and will hang back a bit, until all foes are engaged so he can choose the targets of his attacks wisely.

Out of Combat

Wardrummers are not an 'official' part of Orc leadership, but their words carry weight, with Orc Warlords and leaders listening to them. As such, a Wardrummer can be a useful ally or a terrible enemy, even though they do not officially boss around any other orcs at all. Wardrummers are also highly respected for their ability to provide a good screaming bout of entertainment, and many an Orc encampment will have a Wardrummer at the center hammering the drum and howling in vicious bloodthirst, driving the entire camp into a frenzy.

Rewards

XP: 51,200 (Leader role included.)

Treasure: Sellable Goods worth 35,250 gp.

Weight: 260 lbs.     Volume: 10.4 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 - 8 Nothing Found
9 - 12 1 Languid Remnant (tier 1)
13 - 15 1 Pale Remnant (tier 2)
16 - 18 1 Bright Remnant (tier 3)
19 - 20 Roll on Table 2
### Nothing to see here!
### Or here. Move along.
Table 2: Remnant(s) Found
1 - 3 4 Languid Remnants (tier 1)
4 - 7 4 Pale Remnants (tier 2)
8 - 11 1 Intense Remnant (tier 4)
12 - 15 1 Blazing Remnant (tier 5)
16 - 18 1 Vital Remnant (tier 6)
19 - 20 Roll on Table 3
### Or here. Move along.
Table 3: Remnant(s) Found
1 - 3 4 Bright Remnants (tier 3)
4 - 5 4 Intense Remnants (tier 4)
6 - 8 4 Blazing Remnants (tier 5)
9 - 11 4 Vital Remnants (tier 6)
12 - 15 1 Prime Remnant (tier 7)
16 - 18 1 Mythic Remnant (tier 8)
19 - 20 1 Empyrean Remnant (tier 9)