
Lazyclownfish |

Daniel Stewart has an Oracle Necromancer as well, though I'm not sure how much undead we'll run into. It's hard to create undead until higher level.
Not to mention that raising humans as a necromancer is rather... underwhelming.
Any chance you might consider a different concept? I worry that this game won't fly at all if we don't at least get enough useful submissions.
I think there might be a way to make a necromancer concept fly, though if you went a different race and took cure spells instead of inflict, you could be much more immediately useful. You can always learn an inflict spell once you can make undead later. Perhaps a full Orc Tiefling?
I do like the idea of having a fear-caster in this campaign, though you can definitely do that without undead, so there are a lot of options for that also.

Lazyclownfish |

Rollen
[dice=Dice 1]4d6 =18
[dice=Dice 1]4d6 [dice=Reroll]1d6 =15
[dice=Dice 1]4d6 =14
[dice=Dice 1]4d6 [dice=rerolls]2d6 =13
[dice=Dice 1]4d6=16
[dice=Dice 1]4d6 =16Going for Orc barbarian.
Wow...
Going to be ridiculous, whatever you make with that. You could so some off-the-wall builds as well and still be highly effective.

MannyGoblin |
1 person marked this as a favorite. |

Ok here we go. Auugghh the Unclean. orc barbarian and cook
Full Name : Aggghh the Unclean
Race: Orc
Classes/Levels : Barbarian 1
Gender : M
Size : M
Age 18
Special Abilities :
Alignment: CN
Deity : Mr.Eaten
Location : Orc Central
Languages : Common,Orc,Goblin
Occupation : Barbarian
Strength 22 (+6)
Dexterity 16 (+3)
Constitution 16 (+3)
Intelligence 12 (+1)
Wisdom 13 (+1)
Charisma 12 (+1)
Height: 6'4" Weight: BIG Hair: Bald Eyes: Black
Favored Class: Barbarian (Skill)
EXP: 0
Hit Points: 15
Spd: 40
Init: +3
AC: 18( +5 armor shield +3 Dex)/Touch 13/FF 15)
BAB: +1
CMB: +7
CMD: 20
Saves: Fort +5 Ref +3 Will +1 (+3 Raging)
Weapons:
Greataxe +7 1d12+9 x3
Greataxe Power attack +6 1d12+11
Greataxe Rage +9 1d12+11 x3
Dagger +7 1d4+6 19-20/x2
Dagger Power attack +6 1d4+8 19-20/x2
Skills: 6/level
Perception (1+1+3) 5
Survival (1+1+3) 5
Climb (1+6+3) 10
Swim (1+6+3) 10
Know-Religon (1+1) 2
Handle Animal (1+1+3) 5
Background skills: 2/level
Profession-Cook (1+1 )2
Profession-Butcher (1+1) 2
Feats: Power Attack (-1/+2)
Traits:
Hard to Kill(When you are attempting a Constitution check to stabilize when dying, the penalty on the check is only half your negative hit point total instead of your full negative hit point total)
Iron Liver(+2 trait bonus on Fortitude saves against poison and drugs, and a +4 trait bonus on Fortitude saves to avoid the effects of alcohol.)
Special Abilities:
Ferocity: Orcs possess the ferocity ability which allows them to remain conscious and continue fighting even if their hit point totals fall below 0. Orcs are still staggered at 0 hit points or lower and lose 1 hit point each round as normal
Weapon Familiarity: Orcs are always proficient with greataxes and falchions, and treat any weapon with the word “orc” in its name as a martial weapon.
Darkvision: Orcs can see perfectly in the dark up to 60 feet.
Light Sensitivity: Orcs are dazzled in areas of bright sunlight or within the radius of a daylight spell.
Rage: 7 Rounds, 26 Str(+8) 20(+5) Con +2 Will saves, -2 AC HP 17
Equipment:
Greataxe (20)
Dagger (2)
Scale mail (50) (+5 AC +3 Dex -4 ACP)
Barbarian's Kit (9)
backpack
belt pouch
blanket
flint and steel
iron pot
rope
soap
torches (10)
trail rations (5 days)
waterskin.
Description: Augh is a huge orc, both in height and width. His form ripples with fat and muscle and his arms have burn marks and scars from open flames where he works. Beady black eyes peer out from a bald head and a long pointed nose twitches as he cooks or works among the animals. Auggh very often goes about just in pants,boots and an apron since shirts 'get in his way'.
Background: In the lean and hardscrabble life of orcs, Augh has been known for two things, his fatness and his smell. Being camp cook can be a part of it, as Augh is always tossing little bites and samples into his maw. His smell is one of sweat,grease, and other scents that have earned him his well known name 'AUGGHHH!! What is that smell?!"
Augh takes all this in stride, being fulfilled in his role of consumption. Augh, being fat and smelly was often the butt of jokes about this as a child and often sat by the village well for some peace, he felt empty and alone since not even the crude fighting comradery of the warriors
was open to him and he often thought about throwing himself into the well to drown and fill his inner emptiness.
Until one night by the well, he listened to the lapping of water and the coldness of the stone and a raggedy cat lept onto the lip of the
well and gazed upon him with moon-like eyes. Augh knew then of a way he could stave off the gnawing for just a little while and headed off
to the slaughteryard and cookpots. Augh now works as cook and butcher, the cookpot and butcher's block his altar and the knives and spoons his
divine implements. He tends to the animals as kindly as a butcher can, leading them one by one to the block and whispering a prayer into their
ear before bringing the axe down. His tithes are scraps of each dish tossed into the well and he knows that one day his journey will start andtake
him beyond the orc fortress..to the north.
30 gp

Lazyclownfish |

Going to be an orc cook who will plunder the lands for new recipes!
[dice=Gold]3d6 110 gp
You could call him Torciko!

EltonJ |

Characters so far:
- Gorthug -- Warpriest of Gruumsh; Grumbaki.
- Agatha Mystblame -- Witch; Chillblame.
- Ak'iss the Witless -- hunter; Lazyclownfish.
- Torgis -- Dhampir oracle going on Necromancer; Daniel Stewart.
- Auggghhh the unclean -- barbarian cook; MannyGoblin.

Lazyclownfish |

Hmmm...I am thinking that maybe I should move into a more front-end fighter. I thought there would be tons of fighter submissions, so I wanted to do something a little different, but maybe I will move back to a normal warrior of some type...:-)
Big fan of this! Reach fighter maybe? To keep baddies off a certain kobold?
:D

Gorthug |

Orc Undead bloodline Untouchable bloodrager?
He’d be an orc dahmpir! And no need for Cha either when untouchable. Get Spell Resistance instead.
Or if you don’t like SR, go Spelleater with low Cha. You get Spell slots, but Cha is too low to know any spells. So you convert them into swift action self-healing. Makes for a very durable front liner.

![]() |

I am working on a Bugbear brawler. Here is what I have so far.
Brack
Bugbear brawler 1 (Pathfinder RPG Advanced Class Guide 23)
CN Medium humanoid
Init +1; Senses darkvision 60 ft., scent; Perception +5
--------------------
Defense
--------------------
AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex)
hp 13 (1d10+3)
Fort +4, Ref +3, Will +1
--------------------
Offense
--------------------
Speed 30 ft.
Melee unarmed strike +7 (1d6+6)
Special Attacks martial flexibility 4/day
--------------------
Statistics
--------------------
Str 22, Dex 13, Con 14, Int 9, Wis 12, Cha 9
Base Atk +1; CMB +7 (+9 grapple); CMD 18 (20 vs. grapple)
Feats Improved Grapple, Improved Unarmed Strike
Traits armor expert, savage
Skills Knowledge (nature) +4, Perception +5, Survival +2 (+3 to get along in the wild)
Languages Common, Goblin
SQ brawler's cunning, martial training
Other Gear chain shirt
--------------------
Special Abilities
--------------------
Brawler's Cunning (Ex) Count as Int 13 for the purpose of combat feat pre-requisites.
Darkvision (60 feet) You can see in the dark (black and white only).
Improved Grapple You don't provoke attacks of opportunity when grappling a foe.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Martial Flexibility (move action, 4/day) (Ex) As a Move action, gain a combat feat for 1 min. More gained for greater actions.
Martial Training (Ex) Brawler levels count as fighter/monk levels for feat/item pre-reqs and effects.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.

natloz |

I forgot to do this earlier so... starting gold: 3d6 ⇒ (6, 6, 5) = 17x10 = 170gp
For your viewing pleasure,
Init +3; Senses Perception +5; Darkvision 60ft
Trackable:
HP:15/15
Rage Rounds: 8/8
==DEFENSE==
AC 18, touch 13, flat-footed 15 (+3 dex, +5 Armor)
hp 15 (1d10+4, +1)
Fort +6, Ref +3, Will -1
Special Defence +2 vs charm & compulsion, ferocity
==OFFENSE==
Spd 30 ft (40ft - Armor: 10ft)
Melee Greataxe +5 (1d12+6) 20/x3
Power Attack Greataxe +4 (1d12+9) 20/x3
Falchion +5 (2d4+6) 18-20/x2
Power Attack +4 (2d4+9) 18-20/x2
Claw +5/+5 (1d6+4)
power attack claw +4/+4 (1d6+6) 20/x2
Special Attacks When raging I grow claws I can use as two natural attacks.
==STATISTICS==
Str 19(15+4), Dex 16, Con 18 , Int 12 (14-2), Wis 12 (14-2), Cha 14 (16-2)
BAB +1, CMB +5, CMD 18
Feats Power Attack
Skills:
5 points total, 2 Background Skills
Class Skills: Acrobatics, Climb, Craft, Handle Animal, Intimidate, Knowledge (Arcana), Perception, Ride, Swim, Use Magic Device (trait)
Acrobatics +3 (3 dex +1 rank +3 cs, -4 ACP)
Climb +4 (4 Str +1 rank +3 cs, -4 ACP)
Know (nobility) +2 (+1 int +1 rank){background Skill}
Linguistics +2 (1 int +1 rank){background Skill}
Perception +5 (1 Wis +1 rank +3 cs)
Swim +4 (4 str +1 rank +3 cs -4 ACP)
Use Magic Device +7 (+2 Cha +1 Rank +3 cs +1 Trait)
Traits Birthmark: You were born with a strange birthmark that looks very similar to the holy symbol of the god you chose to worship later in life. This birthmark can serve you as a divine
focus for casting spells, and as a physical manifestation of your faith, and it increases your devotion to your god. You gain a +2 trait bonus on all saving throws against charm and compulsion
effects.
Dangerously Curious: +1 UMD and UMD is a class skill
Languages Common, Dwarven, Orc, Abyssal
Racial Traits
Orc: Orcs are humanoids with the orc subtype.
Medium: Orcs are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Orcs have a base speed of 30 feet.
Darkvision: Orcs can see in the dark up to 60 feet.
Light Sensitivity: Orcs are dazzled in areas of bright sunlight or within the radius of a daylight spell.
Ferocity: Orcs can remain conscious and continue fighting even if their hit point totals fall below 0. Orcs are still staggered at 0 hit points or lower and lose 1 hit point each round as normal.
Weapon Familiarity: Orcs are always proficient with greataxes and falchions, and treat any weapon with the word "orc" in its name as a martial weapon.
Languages: Orcs begin play speaking Common and Orc. Orcs with high Intelligence scores can chose from the following: Dwarven, Giant, Gnoll, Goblin, Undercommon.
Ability Descriptions:
Crossblooded Archtype: -2 to will saves but get to choose between the spells, abilites, and feats of two different bloodlines.
Bloodline(s): Arcane/Abyssal
Bloodrage (Su): The bloodrager's source of internal power grants him the ability to bloodrage. At 1st level, a bloodrager can bloodrage for a number of rounds per day equal to 4 + his
Constitution modifier. At each level after 1st, he can bloodrage for 2 additional rounds per day. Temporary increases to Constitution (such as those gained from bloodraging or spells like bear's
endurance) don't increase the total number of rounds that a bloodrager can bloodrage per day. The total number of rounds of bloodrage per day is renewed after resting for 8 hours, although these
hours don't need to be consecutive.
A bloodrager can enter a bloodrage as a free action. While in a bloodrage, a bloodrager gains a +4 morale bonus to his Strength and Constitution. In addition, he takes a –2 penalty to Armor Class.
The increase to Constitution grants the bloodrager 2 hit points per Hit Die, but these disappear when the bloodrage ends and are not lost first like temporary hit points. While bloodraging, a
bloodrager cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.
A bloodrager can end his bloodrage as a free action. When the bloodrage ends, he's fatigued for a number of rounds equal to twice the number of rounds spent in the bloodrage. A bloodrager cannot
enter a new bloodrage while fatigued or exhausted, but can otherwise enter a bloodrage multiple times during a single encounter or combat. If a bloodrager falls unconscious, his bloodrage
immediately ends, placing him in peril of death.
Bloodrage counts as the barbarian's rage class feature for the purpose of feat prerequisites, feat abilities, magic item abilities, and spell effects.
Claws (Su): At 1st level, you grow claws while bloodraging. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack, using your full base attack bonus. These attacks each deal an amount of damage equal to 1d6 (1d4 if you are Small) + your Strength modifier. At 4th level, these claws are considered magic weapons for the purpose of overcoming damage resistance. At 8th level, the damage increases to 1d8 points (1d6 if you are Small). At 12th level, these claws become flaming weapons, which deal an additional 1d6 points of fire damage on a hit.
Fast Movement (Ex): A bloodrager's base speed is faster than is normal for his race by 10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor, and not
carrying a heavy load. Apply this bonus before modifying the bloodrager's speed due to any armor worn or load carried. This bonus stacks with any other bonuses to the bloodrager's base speed.
Carrying capacity: Light Load: 116lbs, Med load: 234, Heavy Load: 350
Lift overhead: 350lbs; Lift Off ground: 700lbs; Push/Drag:1,750lbs
Equipment: Greataxe, Falchion, Scale Mail 145gp
Barbarian's Kit 9 gp
154gp spent
Coins: 16GP
As the clans prepare for war, the shamans are tasked with praying to the gods for favor and strength in the upcoming battles. A group of shamans decide to ask for a more direct intercession on their behalf. They sacrifices many slaves and burnt many offerings in hope that Gruumsh would smile upon them. In their rituals they were asking for a mighty weapon with which they could hew down their hated enemy, Sembia, and all their hangers-on.
On their third night they heard whispering in the shadows behind the beating of their drums. The sacrificial blood boiled in ceremonial bowls before being cast into the fire. The smoke from the incense and the offerings mixed into a heady haze that hung heavy in the air. Suddenly the smoke swirled gathered into one spot. It coalesced into a humanoid shape before dispersing with echoing laughter. Before them stands an orc, all muscles and anger. Emblazoned across his back is the eye of Gruumsh, a brand of sorts to all who see him. The priests were expecting an axe or a sword as a gift from their god for their champion to use. Instead, he sends another grunt? He is sent away while the shamans cast their auguries in an attempt to learn why Gruumsh sent another orc instead of a weapon they could use. To answer their questions, Gruumsh whipped the new orc into a frenzy. As he slaughtered the unsuspecting guards watching him, all could see the abyss reflecting from his claws and shining from his eyes. As the rage subsided, the shamans knew he was their weapon.
He was sent to the fighting pits to hone his fighting skills with more than just claws. He learned to wear armor and use the weapons of the orcs. Finally, he was sent towards the front lines. Grumbar was on his way to fulfill his purpose to crush those who would lie and cheat the orc clans.

![]() |

Not that I can see, it does not. It was not hard to make, though.
The plusses to attributes were
+6 STR, +2 DEX, +2 CON, -2CHA. It also had the following racial abilities: Dark Vision (60'), Scent and Stalker.
Total points were 23RP...most of that was simply trying to recreate the +6 to strength. There might have been a cheaper way....

EltonJ |

Orc Undead bloodline Untouchable bloodrager?
He’d be an orc dahmpir! And no need for Cha either when untouchable. Get Spell Resistance instead.
Or if you don’t like SR, go Spelleater with low Cha. You get Spell slots, but Cha is too low to know any spells. So you convert them into swift action self-healing. Makes for a very durable front liner.
Sounds reasonable.
forgot to do this earlier so... starting gold: 3d6 ⇒ (6, 6, 5) = 17x10 = 170gp
For your viewing pleasure:
He's awesome, natloz.

natloz |

Na, kobolds are friends, not food. I just hope the 'kick down the door' style for a level or two isn't very disruptive. He'll learn to be somewhat subtle eventually. I was going to put the 18 I got into either charisma or strength but I thought having a 22 str to start with was kinda OP and a super high charisma wasn't necessary. A good way to make a gift from the gods not overpowered is to make him super beefy. I'm pretty sure that's the highest Con I've ever started a character with.

EltonJ |

natloz wrote:I forgot to do this earlier so... [dice=starting gold]3d6x10 = 170gp
For your viewing pleasure,
** spoiler omitted **
He's badass. Pretty cool way to convey your high stat rolls. He's superior to other orcs in every way.
I sure hope he doesn't eat kobold.
I'm pretty sure he doesn't find kobolds appetizing.

Gorthug |

http://www.d20pfsrd.com/feats/racial-feats/trap-wrecker-orc/
Prerequisites: Power Attack, Disable Device 1 rank, orc.
Benefit: You can attempt to disarm a trap by striking it with a melee weapon instead of making a Disable Device check. As a full-round action, make a melee attack against an Armor Class equal to the trap’s Disable Device DC. If you miss, the trap activates. If you hit, roll damage. If this damage is at least half the trap’s Disable Device DC, you disable the trap. If this damage is less than half the trap’s Disable Device DC, the trap activates. You can only attempt this on non-magical traps. You must be able to reach some part of the trap with your attack in order to use this feat. At the GM’s discretion, some traps may not be susceptible to this feat.

Feast the Barbaric Flesheater |

Rolling stats cause I have an Orc who I never got to play.
I mean she was evil but I guess the perspective thing is she's normal for an Orc?
4d6 ⇒ (3, 3, 4, 4) = 14
4d6 ⇒ (4, 2, 3, 1) = 10
4d6 ⇒ (5, 3, 4, 2) = 14
4d6 ⇒ (1, 5, 3, 3) = 12
4d6 ⇒ (3, 1, 2, 5) = 11
4d6 ⇒ (6, 5, 3, 2) = 16
Rerolls: 3d6 ⇒ (6, 5, 1) = 12
Rereroll: 1d6 ⇒ 4
11, 13, 12, 13, 12, 14
Wow that's super boring... at least I didn't get four 2s like I have before lol
Im posting as my orc. I'll alter her to fit the campaign, be more patriotic. But overall she'll be the same.
Super bummed her stats suck more than her original but what can you do?

EltonJ |

So what flavour of orcs are we going to use
A/ Realms orcs: Nasty evil raiders, with no redeeming features
B/ Warcraft orcs: Conquering savages, but with a mystical and honorable nature (also demon tainted originally)
C/ Warhammer orcs: Da boys wanna fight now! Git 'em lads!
D/ All of the above!
Good question. I haven't worked out orc culture before for the Realms. So it's all of the above. The Realms Orcs is what humans see orcs (nasty evil raiders with no redeeming features). However, Warcraft Orcs are what they are (Conquering savages, but with a mystical and honorable nature). Although Warhammer orcs could be how the orc warmachine actually works in the realms. Ed never really got to work orcs out for his campaign and tell us how orc culture really worked out, I did (and they are like Warcraft orcs in my home game).
This game takes A and mixes B/ and C/ into it so it can be interesting. I even thought of Elder Scrolls orcs being mixed in there somewhat, so we can have an interesting orc culture.

EltonJ |

Question on languages. Do we know common automatically, or is it one we must pick?
From the Advanced Race Guide:
Languages: Orcs begin play speaking Common and Orc. Orcs with high Intelligence scores can chose from the following: Dwarven, Giant, Gnoll, Goblin, Undercommon
EltonJ |

Characters submitted so far:
- Gorthug -- Warpriest of Gruumsh; Grumbaki.
- Agatha Mystblame -- Witch; Chillblame.
- Ak'iss the Witless -- hunter; Lazyclownfish.
- Brack -- Bugbear brawler; Daniel Stewart.
- Auggghhh the unclean -- barbarian cook; MannyGoblin.
- Feast the Barbaric Flesheater -- orc Barbarian; TheoreticallyYours.
- Grumbar -- orc bloodrager; natloz.

EltonJ |

Characters submitted so far:
- Gorthug -- Warpriest of Gruumsh; Grumbaki.
- Agatha Mystblame -- Witch; Chillblame.
- Ak'iss the Witless -- hunter; Lazyclownfish.
- Brack -- Bugbear brawler; Daniel Stewart.
- Auggghhh the unclean -- barbarian cook; MannyGoblin.
- Feast the Barbaric Flesheater -- orc Barbarian; TheoreticallyYours.
- Grumbar -- orc bloodrager; natloz.
- Krixus Many Arrows -- Half-orc ranger; Ashe.
That's eight characters competing for six slots so far.

Riuk |

i love playing orcs so lets see...i might not get a chance to make a character but lets at least see
24d6 ⇒ (5, 2, 3, 3) = 13
34d6 ⇒ (3, 6, 3, 1) = 13
44d6 ⇒ (1, 2, 4, 4) = 11
54d6 ⇒ (2, 6, 4, 2) = 14
64d6 ⇒ (2, 5, 2, 1) = 10
11d6 ⇒ 4
31d6 ⇒ 1
41d6 ⇒ 3
61d6 ⇒ 1
-------------------
31d6 ⇒ 1
61d6 ⇒ 1
----------------
wow
31d6 ⇒ 3
61d6 ⇒ 6
so
13,11,12,11,12,13....ok

![]() |

Agatha's backstory. I made some assumptions about the gods worshiped and how witches are viewed in orcish society (a combination of fear and derision), and that I see witches as one of the few ways females influence the tribe. That is if the orcs have their standard views on the matter
Witches lead an odd existence in the tribe. They are looked down upon as no warriors, yet respected for their powers and perspective. And feared for their curses. They live separately somewhat from the tribe, but are close at hand. No witch would ever be able to lead a raid, or a tribe, but a wise leader keeps them around. The women of the tribe have little voice in its deliberations, except for priestesses of Luthric...and witches. And their advice is useful, tending to be more thoughtful.
The priests (except those of Luthric) don't like them, seeing them as a challenge, and yet...They are useful. They tend to worship luthric, goddess of caves and women, though they respect both Shaargas and Yutrus due to their portfolios.
Agatha's apprenticeship, like other witches, had a hard apprenticeship. She was whipped for mistakes both real and imagined. But she learned, and her mistress was pleased with the asset she was creating. Agatha and her "sisters" found company and strength together, and her mistress, her "mother" reinforced this. The bond forged was strong. She learned that the role of a witch was important, and eventually greatly respected. And feared of course.
And now war was near. Not just a raid or a battle. But a great war. And she and her sisters are needed. The coven has called and she will answer.

EltonJ |

Agatha's backstory. I made some assumptions about the gods worshiped and how witches are viewed in orcish society (a combination of fear and derision), and that I see witches as one of the few ways females influence the tribe. That is if the orcs have their standard views on the matter
** spoiler omitted **
Sometimes you have to do a little world building with your background, and this works. Its a good background.

Vitaliano da Riva |

Stats: 4d6 ⇒ (3, 6, 6, 1) = 16 First 1 gets a 5, so 17
Stats: 4d6 ⇒ (4, 4, 4, 3) = 15 12
Stats: 4d6 ⇒ (2, 2, 4, 6) = 14 12
Stats: 4d6 ⇒ (5, 5, 4, 6) = 20 16
Stats: 4d6 ⇒ (1, 1, 3, 6) = 11 3,1,3,6 with the rerolls. Which makes 12 or if rerolling the one a second time, turns a 6 which makes a 15
Stats: 4d6 ⇒ (5, 6, 1, 4) = 16 4th 1 gets a 5, makes it 16
Rerolls in order of appearance: 5d6 ⇒ (5, 1, 3, 5, 6) = 20
Not bad, even if it ends up being 17,12,12,16,12,16 it's still pretty nice. If I get the second reroll on the one that 15 makes it pretty strong.