[1] Gristlehide
(3 HD, +2 to hit, +5 AC from armor and shield, 1d6+1 shortsword, Ice
Rod at 1d6 Frost Damage, Freezing
Blood spell, Leadership
+1)
Morale- 14
Gristlehide is a
tough bastard of an orc. Beyond being tall, strong, and overweight as
most orcs are, he is also a bit clever and knows how to use some
magic unlike most male orc warriors. He holds his Ice Rod, which is
forged in a lump spindly shape from underground metals, as a symbol
of pride. He isn't the largest orc, but is still a powerful warrior.
Gristlehide
uses his ice rod to intimidate his foes or rally his troops, and
loses his leadership bonus (+1 to morale to orcs and squealers
fighting under him) if the rod loses all charges or is lost. At range
he will use it to fire standard ice bolts, but has also created a
trick to finish off fallen or near-death foes. The Freezing
Blood spell
uses up 2 charges and requires an Ice Rod to cast, but creates an icy
sheen by freezing the blood around a fallen combatant, which deals 1
cold damage to them per exploration turn until it is melted off at a
warm fire. If a characters blood is frozen by this spell they also
heal -2 less health whenever they are healed or a revive attempt is
made.
[2]
Tusklip
(2 HD, +3 to hit with ranged, +3 AC from armor, 1d8 crossbow, 50%
chance to see invisible, backup dagger at 1d4-1, tracker,
automatically succeeds first save against the first spell)
Morale- 15
Tusklip is an old boar. Too old to command his own squad; as such he
is acting as a secondary lieutenant for another, younger orc warrior.
He is very old and wizened, so much so that he has two small tusks
poking out from his bottom lips; this is a trait seen with a bit of
mysticism but also disgust by other orcs, as it evokes a sort of wild
outdoors that goes against their nature. Tusklip is a good shot and
tracker, letting him track people through underbrush and areas where
traces can be left, but due to his physical weakness and frailty he
doesn't speak up around other orcs and avoids conflict with them. He
would much prefer to die on the battlefield and is slowly losing his
will to live.
Tusklip's primary means of attack is using his crossbow. In his
advanced age and due to old war injuries, especially on his
shoulders, he is physically feeble compared to most orcs and his
melee abilities suffer. He only uses his dagger as an absolute last
resort. However his experience in combat and general wiliness gives
him a chance to detect invisible or transparent individuals or beings
by using his surroundings. Secondly, the first spell cast against him
he will automatically succeed his save as its one that he's seen
before. This ability is nullified if the first spell cast against him
is a newly invented spell or rare magic that is uncommon in the
setting.
[3]
Irontrotter
(5 HD, +4 to hit, +7 AC from armor, 1d6+1 lance, unwavering stance,
drinker, -2 to combat saves, slow)
Morale-
12
Irontrotter
looks like a walking pile of armor- packing heavy plates of metal,
his wobbly legs barely able to hold it all up. Irontrotter cannot be
shoved back, his stance is too heavy to move, but he is easily
tripped, blinded, disarmed, or otherwise disadvantaged in combat. He
is quite a powerful and strong combatant, but his insistence on
wearing the heaviest armor makes him slower and always losing ties on
initiative.
This
orc uses a powerful and heavy lance, dealing bonus damage against
very large creatures like horses. Irontrotter cares more about his
personal honor then his battle brothers, gaining no benefit to
leadership, just telling his warband to attack and jumping into the
fray himself. He is also addicted to most forms of drink, and if not
attacked in melee he has a 50% chance to waste his turn pulling out a
wineskin and drinking greedily from it- he'll even ignore arrows and
minor spells coming his way.
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