
Gonzzo |
I want to create a level one fighter orc as chief of orcs for a 1st level party of 3. Should I roll stats and give the orc +4 Strength, –2 Intelligence, –2 Wisdom, –2 Charisma as you would for a orc character, and if so what would be the CR of this monster. Or, should I give it +4, +4, +2, +2, +0, -2 as stated in the bestiary for adding levels to monsters, and what would be the CR? I'm trying to create a CR3 So I figured a level one fighter orc as chief and a couple of body guards would suffice.
Or, should I just make it an advanced creature?

Grimmy |

Gonzzo |
but if I used the advanced creature template it would quickly and easily bring monster up to CR1, right?
Advanced Creature (CR +1)
Creatures with the advanced template are fiercer and
more powerful than their ordinary cousins.
Quick Rules: +2 on all rolls (including damage rolls)
and special ability DCs; +4 to AC and CMD; +2 hp/HD.
Rebuild Rules: AC increase natural armor by +2; Ability
Scores +4 to all ability scores.
That would give orc a AC17 & falchion +7 (2d4+6 18/20) which seems adequately if not excessively tough for a CR1.

wraithstrike |

Hopefully I'm not steering you wrong but for monsters with no racial hit dice like orcs I have been building them as NPC's using the rules from core rulebook.
For monsters with racial hit dice I use these rules from the bestiary
Hopefully someone can confirm if this advice is right.
That is correct.

wraithstrike |

but if I used the advanced creature template it would quickly and easily bring monster up to CR1, right?
Advanced Creature (CR +1)
Creatures with the advanced template are fiercer and
more powerful than their ordinary cousins.
Quick Rules: +2 on all rolls (including damage rolls)
and special ability DCs; +4 to AC and CMD; +2 hp/HD.
Rebuild Rules: AC increase natural armor by +2; Ability
Scores +4 to all ability scores.That would give orc a AC17 & falchion +7 (2d4+6 18/20) which seems adequately if not excessively tough for a CR1.
Orcs can kill level 1 characters with one hit. It is better to give him 2 level of fighter. He won't hit as hard, and the party might live.

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Name: Orc Chief Slayer of Early level PCs
Fighter: LVL2
Ability Scores: Elite Array
STR: 17 (+2) (13 base +4 Racial)
DEX: 10 (+0) (10)
CON: 14 (+2) (14)
INT: 10 (0) (12)
WIS: 13 (+1) (15)
CHA: 6 (-2) (08)
HP: 19 HP (2d10+4)
Saving Throws
Fort: +5 Ref: +0 Will: +3
AC: 16 - Touch 10, Flatfooted 16 (+6 Masterwork Chainmail)
Attacks: Masterwork Warhammer(changed from Greataxe to limit PC death) +7, 1d8+4 dmg (20/x3)
Longbow +2, 1d8 (20/x3)
Class Abilities:
Bravery +1
BAB: +1 CMB: +5 CMD: 15
Feats:
Intimidating Prowess
Iron Will
Weapon Focus(Warhammer)
Skills:
+6 Intimidate +2 Perception +4 Climb +4 Survival
Gear: 780gp worth
Masterwork Warhammer, Masterwork Chainmail,Potion of Cure Light Wounds, Longbow, 20 Arrows in a Quiver, 34gp
For the basic Orcs just use the ones from the Bestiary, though maybe give them Toughness instead of Weapon Focus (Falchion) and maybe switch out the Falchions for Spears or Morningstars.

laarddrym |

if it's a under-manned party (3 players) in addition to all 3 of those players being new to the game, I would recommend sticking to monsters as written in the beastiary. Keep in mind that two CR 1/2 monsters equal a CR 1 encounter, while also being a more survivable fight. In addition, those two CR 1/2 orcs will give two targets to the group, meaning more than 1 player has a chance to get a kill in one of their very first RPG combats!
Also keep in mind that new players may not be familiar with things experienced players take for granted, such as economy of action, when to control battlefields & when to just fight, the difference between Reflex saves vs. Fortitude & Will saves (just taking damage vs. suffering crippling mechanical effects). The list goes on, but as long as your players feel challenged without getting frustrated, you're doing your job! Good luck GM'ing and have fun =)