![]() The Warrior likewise has skill in survival which would imply that it's capable of tracking intruders as well as capturing animals but not training them, this means a warrior's pet/mount might still be completely feral and prone to fleeing or disobeying its masters orders.Īnother thing distinguishing the warrior from the brute is that the Warrior has Attack of Opportunity. Either the Warrior uses its Necksplitter in tandem with one of its shortswords, forgoing maneuvers and javelins entirely or it uses 1 shortsword and keeps it other hand free to use maneuvers or javelins. Unlike with the brute, it isn't quite as easy to pin-point an optimal combination of weapons for the brute and as far as I'm concerned there's 2 contenders for best loadout. The Orc Warrior is similar in many ways to the brute but it has a different weapon loadout, rocking a Necksplitter, 2 shortswords and 4 javelins. As mentioned earlier, the Brute will only retreat after its Ferocity has triggered once, though it might very well keep fighting to the death as well even when outnumbered as returning to the tribe after having several of your family members killed and failing to kill the people responsible would leave the orc very low in the social hierarchy. If the enemy is more than 50 feet away, then the brute will draw its javelin, stride once and throw it at the enemy not worrying about the range, Orcs aren't good at throwing javelins and keeping the open hand is just more important. ![]() If the enemy is between 50 and 25 feet away, the orc strides twice (or steps once if it's exactly 30 feet) and then does 1 attack of its choice. If the enemy is 25 feet away or less, the orc strides and then uses the attacks mentioned above, not bothering with Demoralize. The orc would never use 2 maneuvers in a turn, it's far better off using its agile knuckledagger instead of a second maneuver. Just striking twice with its knuckledagger is also a perfectly reasonable way to go and may in fact be the optimal choice. Disarm is not worth attempting unless you homebrewed it. Shoving will be attempted if it allows the brute to protect a heavily injured ally or if there's something dangerous to push the enemy into. The actual attacks it uses will depend, the brute has an Intelligence mod of -1, but that's still enough to figure out the fighter in big bulky armour is likely easier to trip than they are to hit, while a character in leather armour or no armour at all they could be better off grabbing first. The ideal turn for the Brute is with it already adjacent to an enemy, it starts by demoralizing and regardless of success or failure, it then attacks twice. There is no reason for the Brute to dual wield and the option of performing maneuvers with the empty hand is far more helpful than inaccurately throwing a javelin. So first the optimal way for the orc to equip themselves at most times is Knuckledagger in one hand, other hand empty. The first Orc by level is the Orc Brute armed with 2 Knuckle Daggers, 3 javelins and their fists. Lacking Acrobatics proficiency Orcs only flank when the enemy leaves their flank exposed, but prefer to gain flat-footed from tripping or grappling enemies. Orcs also all have darkvision, so any orc lair is going to be unlit to give the orcs the advantage, though unlike kobolds, orcs simply prioritize whoever's closest only considering whether the target can see in the dark if they've got multiple options. Though plenty of orcs would also fight to death either for fear of losing face by retreating, to protect their brethren or to avenge fallen allies. So from this you can already derive a basic strategy, Orcs rush headlong into melee, demoralizing their foe and laying into them, using maneuvers as they see fit, they care little for their personal wellbeing, seeing every scar as a gift, only retreating once brought to the brink of death at least once. Last but not least all Orcs have Ferocity, allowing them to use their reaction to avoid being brought to 0 hitpoints and increasing their wounded value, Ferocity can be used 3 times (without medical attention) though they only get 1 reaction per round. ![]() All skilled in Athletics and Intimidation plus Survival for the Warrior and Warchief. Low perception (except again the warchief), great AC on the Warchief and Warrior, middling for the Brute, average hitpoints. There was some response to my previous post, so I figured I might as well keep going for a bit, I enjoy writing them anyhow.Īlright so the three orcs presented in the bestiary are pretty much the same in terms of stats and skills, high strength, decent Dex, good Con (except for the warchief), bad mental scores (okay charisma for the warchief.
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