Cavalier
Far Challenge 2/day
Mount
Order
Tactician
Carful aim
Expert Trainer
Banner
Bonus feat
Barbarian
Fast Movement
Rage (14+con)
3 Rage powers
Invulnerability (DR/-3)
At 2nd level, the invulnerable rager gains DR/— equal to half her barbarian level. This damage reduction is doubled against nonlethal damage.
Extreme Endurance
At 3rd level, the invulnerable rager is inured to either hot or cold climate effects (choose one) as if using endure elements. In addition, the barbarian gains 1 point of fire or cold resistance for every three levels beyond 3rd.
ORC
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: 60ft
Dayrunner: Orcs refuse to yield to any foe, including the sun. Some spend hour upon hour glaring at the sun until their ruined eyes acclimatize to bright light. Orcs with this racial trait take a –2 penalty on all ranged attack rolls. This racial trait replaces light sensitivity.
Feral: Orcs have the ability to fend for themselves long before they master the rudiments of their language and culture. Having needed to hunt bugs and tiny animals for food to survive while still infants, feral orcs fight all the harder to survive when at the brink of death. Orcs with this racial trait gain Survival as a class skill and gain a +1 racial bonus on melee weapon attack and damage rolls when at negative hit points. This racial trait replaces the orc's weapon familiarity and automatic languages. Feral orcs without additional languages due to high Intelligence scores or ranks in Linguistics can only communicate with grunts and gestures.
Reckless Climber: Mountain-dwelling orcs thrive on taking insane risks to defeat foes and show up rivals. They gain a +4 racial bonus on Climb checks without rope and on Acrobatics checks to maintain balance. This racial trait replaces ferocity. Source PCS:ISR
Smeller: Orcs with this racial trait gain a limited scent ability with half the normal range. This racial trait replaces ferocity and weapon familiarity.
Squalid: Some orcs exist in surroundings so filthy and pestilent that even other orcs would have difficulty living in them. Orcs with this racial trait gain a +2 racial bonus on saving throws made to resist nausea, the sickened condition, and disease. This racial trait replaces ferocity.
FEATS
Ferocious Action
http://www.d20pfsrd.com/feats/racial-feats/ferocious-action-orc
When you fall to 0 hit points or fewer, you lose 2 hit points each round, but you are not staggered. If you are in a rage (such as that caused by the barbarian rage class feature), you instead only lose 1 hit point per round.
Keen Scent
http://www.d20pfsrd.com/feats/general-feats/keen-scent
Wis 13, gain Scent
Two Weapon Fighting
http://www.d20pfsrd.com/feats/combat-feats/two-weapon-fighting-combat---fin al
: Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6. See Two-Weapon Fighting.
Normal: If you wield a second weapon in your off hand, you can get one extra attack per round with that weapon. When fighting in this way you suffer a –6 penalty with your regular attack or attacks with your primary hand and a –10 penalty to the attack with your off hand. If your off-hand weapon is light, the penalties are reduced by 2 each. An unarmed strike is always considered light.
(-4/-4)
.....
25 point Buy
2 traits or 3 traits + 1 drawback
Level 6
WBL 6
HP max first level and roll or use average. Once method is picked, you must stick with it.
We will be using Background Skills. Highly Recommended: Profession(Soldier)
See Mass Combat
Each PC will start with a Tribe of 500. Of them, 100 are an army of 2nd level fighters. The rest are Support or Children.You will decide their flavor/morals/laws/customs.
Orc Horde
XP 400
Medium army of orcs (Fighter 2)
hp 5; ACR 1
DV 11; OM +1, ranged
Special Ferocity, Darkvision
Speed 2; Consumption 0
Background: Tell me how you became leader
Tribe: Tell me about your tribe. Customs/Laws/morals/flavor
Also, are we using charisma for leadership bonuses to mass combat, or substituting strength? yes
There are aspects of the introduction to the game and each other that will remain secret until the start. But overall you consider this a simulation. The closest analogy would be: the orc lands are much like North America before the invasion of the Europeans. Wild and untamed, with tribes of nomadic peoples roaming the land. Some are relatively peaceful, Some measure their greatness by the power of their enemies, Some slaughter other tribes, Some perform actions of honor, like counting coo, to prove their greatness against other tribes. Some may steal from other tribes using stealth to prove their greatness. Some may live in caves and are less aggressive. Some are like the Mongols and over the top aggressive.
What your tribe is like is up to you.
You will be given opportunities to do anything. Say you want to raid a Dwarven mining outpost. How you do it, and who you do it with is up to you. Like anything, there is strength in numbers. You could assault them with your armies, while the leaders as an adventuring group infiltrate the outpost and secure it from the inside. Again, the plan is up to you as players.
Maybe you go after resources, and you roll knowledge checks to hear a rumor of a large amount of worg dens to the east. Maybe you try and get allies, by convincing NPC tribes to donate armies, or maybe you kill the tribes leadership and take what you want. Maybe you know of goblin caves and hire them as mercenaries, or convince them to ally, or conquer them and make them into armies that fight for you. Maybe you just move hex by hex looking for things that give you advantage as you progress to the closest human village.
Think of this as a wide open world where I will provide the consequences for your actions.
The crunch is fine. I'd like to read more about your mother. Was she a slave, stolen from a human village? Did you have a relationship with her? Who taught you such skills? Why would your brother agree to such an arrangement? Is he a coward? Do you have other leverage against him? A single moment at the end of a spear is enough to ensure a lasting promise from what I assume is a chaotic moray of an orcish brother? what is your relationship with him to that point?
It's hard to build a visual picture of tribal life with your current description. What do your tents look like? on the inside and on the outside? do you even use tents? how are the children raised? how are the women treated? how are outsiders treated? How are the old treated? How are other tribes treated? how is personal property treated? do you have specific times of year for celebration? what do you celebrate? do you have lore specific to your tribe? A creation myth? Any ceremonies? like when an orc moves from child to man? what is the ceremony like? etc
TACTICS
Cavalry Experts: Your army's OM increases by 2 against armies that aren't mounted. The army must have the mount resource to use this tactic.
Dirty Fighters: Your army uses trickery and unfair tactics to gain an advantage at the start of a battle. For one Melee phase this battle, its OM increases by 6. (After that Melee phase, the opposing army knows to be ready for such tricks.)
Relentless Brutality: Your army throws caution to the wind and attacks with savage and gory vigor. Increase its OM by 4, and decrease its DV by 4.
BOONS
Bonus Tactic: Choose one tactic. The commander always knows this tactic, and the commander's army can use this tactic even if it doesn't know that tactic on its own. You can select this boon multiple times; each time you select it, choose a new tactic.
Live off the Land: The commander makes the army trap game, hunt, and fish to augment its food supplies. Reduce the army's Consumption and speed by half for any week this boon is used. The GM may rule that Huge and larger armies deplete the available resources from a hex over 1d3 weeks, requiring the army to move if it wants to maintain the reduced Consumption level.