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Author Topic: So good to be bad!  (Read 16735 times)
Morgenstern
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« on: August 28, 2007, 07:02:09 PM »

Well, I really enjoy what has come out of revisiting the classic Tolkien races with the Spycraft tools, but I have to say nothing has come together quite as quickly as the Ork. That downtroden stapple of the D&D grind has been elevated to an all-levels engine of mayhem capable of threatening players at every turn from the green fields of home to the broken black rocks of your campaign's worst hellholes.

And they are fully playable.

Lets have a little look at the best of the worst.

Legendary Ork
Drenched in blood and anointed by battle, the Legendary Ork rises through the ranks of his dreadful kind to become an icon of war. But war is not simply battle – war is the pursuit of the goals of the race, marshaling the fury of many to serve the goals of all. In this the Legendary Ork grows beyond the demands of a simple warrior to become a leader amongst the many black-blood hordes.
Attributes: Legendary Orks must command the respect of their kind by force and cunning. While strength is prized, charisma takes on new importance for the would-be war-chieftain.
Vitality: 1d12 + Con modifier per level.

Requirements
Origin: Ork.
Charisma: 13+.
Intimidate: 10+ ranks.
Tactics: 4+ ranks.
Feats: Berserker Basics, any 1 Basic Combat feat.

Class Skills
The Legendary Ork’s class skills are Athletics, Intimidate, Notice, Profession, Resolve, and Tactics.
Continuity: At Level 1, choose 3 skills that are class skills for any of your other classes. These become Legendary Ork class skills for you.
Skill Points at Each Additional Level: 4 + Int modifier.

Class Abilities
Kill the Weak: At Level 1, each time you kill an opponent who has attacked you at least once during the current combat, you gain a bonus d6 action die. These bonus dice are discarded at the end of the current combat. This ability may be used a number of times per combat equal to your class level + you charisma modifier (minimum 1).
Ork Epitome: You display many of the most renowned traits of your kind. At Levels 1 and 4, you gain 1 additional Species feat (possibly including those with a “Level 1 only” prerequisite – see the Racial Epitomes sidebar). If you do not qualify for any species feats when you gain this ability, you instead gain an additional Melee Combat feat.
Stain the Soil: You are an unstoppable force when your rage consumes you. At level 2, your base fortitude save bonus, base reflex save bonus, base will save bonus, and base defense bonus all increase by an amount equal to your Charisma modifier while you are in a berserker rage (see Berserker Basics, 2.0 page 183).
Master the Lash: You have learned the secret of the lash – it is not the pain it brings but the fear it leaves behind that grants you power. At Level 3, your Intimidate skill provides a synergy bonus to all of your Tactics skill checks and your maximum ranks in Intimidate increases to your Career Level +8. This benefit is not cumulative with any other effect that increases your maximum rank in Intimidate.
Living Legend: At Level 4, your starting action dice increase by 1.
Rise of the Warchief: You embody the might and true threat of the Ork race. At level 5 your Strength rises by 2 and your Charisma rises by 5.

Table 5: The Legendary Ork
Lvl BAB Fort Ref Will Def Init Wealth Gear   Class Abilities
1     +1   +1   +0  +1   +1  +2     0      1W     Kill the weak, Ork epitome
2     +2   +2   +0  +2   +1  +3     0      1W     Stain the soil
3     +3   +2   +1  +2   +2  +4     1      1W,1R Master the lash +8
4     +4   +2   +1  +2   +2  +5     1      1W,1R Living legend, Ork epitome
5     +5   +3   +1  +3   +3  +5     1      2W,1R Rise of the warchief
« Last Edit: August 28, 2007, 08:02:52 PM by Morgenstern » Logged

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« Reply #1 on: August 28, 2007, 07:17:21 PM »

Woah, that's an immense class. Each ability just rang 'cool' as I read it. But the icing on the cake

Rise of the Warchief: You embody the might of the Orc race. At level 5 your Strength rises by 2 and your Charisma rises by 5.

+5 to Charisma  Shocked

I assume the Or[ck] gets a charisma hit in the talent which balances out this bonus.

Also, any reason you use Ork and Orc, or does this preview simply lack a few edits?
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Bill Whitmore
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« Reply #2 on: August 28, 2007, 07:17:52 PM »

Rise of the Warchief: You embody the might of the Orc race. At level 5 your Strength rises by 2 and your Charisma rises by 5.

Table 5: The Legendary Orc
Lvl BAB Fort Ref Will Def Init Wealth Gear   Class Abilities
1     +1   +1   +0  +1   +1  +2     0      1W     Kill the weak, Orc epitome
2     +2   +2   +0  +2   +1  +3     0      1W     Stain the soil
3     +3   +2   +1  +2   +2  +4     1      1W,1R Master the lash +8
4     +4   +2   +1  +2   +2  +5     1      1W,1R Living legend, Orc epitome
5     +5   +3   +1  +3   +3  +5     1      2W,1R Rise of the warchief


Sweet s**t!

There are some spelling discrepancies with ork.  You start out with "Ork" and end with "Orc".  I think "Ork" is what is intended, so put in bold the instances of "Orc."

Edit: NINJA!
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« Reply #3 on: August 28, 2007, 08:02:17 PM »

Woah, that's an immense class. Each ability just rang 'cool' as I read it. But the icing on the cake

Rise of the Warchief: You embody the might of the Ork race. At level 5 your Strength rises by 2 and your Charisma rises by 5.

+5 to Charisma  Shocked

Can you say 'gamebreaker'? I thought you could  Cool.

Quote
I assume the Ork gets a charisma hit in the talent which balances out this bonus.

Actually, that would be part of the learning process from the Jaffa. Orks DO NOT get a racial penalty to Charisma. They have several Charisma-based skill checks categorically banned for them, because they don't play well with others, but their are as social and as capable of manipulation and cunning as any human. An Ork warchief is simply a one-ork cult of personality. A 'cult' most outsiders would call an army...
« Last Edit: August 28, 2007, 08:05:10 PM by Morgenstern » Logged

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« Reply #4 on: August 28, 2007, 09:25:27 PM »

Kill the Weak: At Level 1, each time you kill an opponent who has attacked you at least once during the current combat, you gain a bonus d6 action die. These bonus dice are discarded at the end of the current combat. This ability may be used a number of times per combat equal to your class level + you charisma modifier (minimum 1).

Sweet Virgin Mary's Tampons! It's Tagging! Shocked

You know what?  Screw Ford Venture's "racial substitution abilities".  I want tagging.  Sweet, delicious, blood splattered, head cleaving tagging, but tagging nonetheless.
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« Reply #5 on: August 29, 2007, 02:09:32 AM »

Good God Almighty!.... Dare I say you must have been partially inspired by a particular white one-eyed orc in Return of the King....
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« Reply #6 on: August 29, 2007, 02:18:13 AM »

I see more influence from Warhammer (and/or 40k) and Warcraft, personally, but it's all the good bitz from da boyz.  Grin

I'm pumped!

[edit:] Scratch that, after further thought on the matter, I'm jonesin' for a good and proper Waaaagh! led by a Thug 5/Tactician 10/Legendary Orc 5.
« Last Edit: August 29, 2007, 03:50:17 AM by Toccata » Logged

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« Reply #7 on: August 29, 2007, 03:17:05 AM »

If thats what an Orc is gonna be like, i get a sneaking suspicion the Dwarf is going to be even cooler/more badass
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« Reply #8 on: August 29, 2007, 03:43:38 AM »

Personally I prefer Orc with a C, but that's minor...
The class does seem pretty awesome, with a nice development of having a role (i.e. commander), rather then being the most ork-y you can be.
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« Reply #9 on: August 29, 2007, 05:37:57 AM »

This is totally awesome!

+2 Str AND +5 to Cha at the same level  Shocked. What are the others having?
I'm having some unpleasant (to players) thoughts  Grin.
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« Reply #10 on: August 29, 2007, 05:42:44 AM »

I just keep having evil, evil ideas.

Cleaving Supremacy, Berserker Supremacy, and maybe Bloodstain Resistant being common threads  Cool
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Fnord.
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« Reply #11 on: August 29, 2007, 06:05:41 AM »

I can't quite remember if there's an option of assembling your own army of grunts... I guess you could just walk up to a random group and do impress/intimidate and persuation to get your own army. But anyways, kick-ass class, as per usual.
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« Reply #12 on: August 29, 2007, 06:25:36 AM »

I can't quite remember if there's an option of assembling your own army of grunts... I guess you could just walk up to a random group and do impress/intimidate and persuation to get your own army. But anyways, kick-ass class, as per usual.

Advocate has something to that effect, and I get the suspicion that the Terrorist expert class might, given what I've heard tell of it.
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« Reply #13 on: August 29, 2007, 09:02:54 AM »

The original Terrorist Expert Class was very nice. ... I haven't seen it yet for 2.0 though.
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Crusader Citadel

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« Reply #14 on: August 29, 2007, 10:45:15 AM »

Thats... that's beefy. It looks like it'd work equally well for Ghazkull Thraka and Gul'dan, which is always a good sign  Grin. Good orks make good foes.
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