Orcblooded Savage

Orcblooded class — see Classes for the full list.

Prime Requisite:STR, CON
Requirements:None
Hit Dice:1d8
Maximum Level:11

Among the orcblooded of Sair, it is commonplace for young men and women to pursue adventure in the borderlands of civilization. Driving back raiders from the remnants of Valeria, Dagon, or the neighboring human lands, these savage warriors prove invaluable to the military prowess of the Sairan empire.

Orcblooded Savage Level Progression

ExperienceTitleLevelHit DiceAttack BonusDamage Bonus
0Hunter11d8+0+1
2,950Raider22d8+1+1
5,900Marauder33d8+2+2
11,800Plunderer44d8+3+2
23,600Reaver55d8+4+2
47,200Bloodletter66d8+5+3
95,000Menace77d8+6+3
190,000Scourge88d8+7+3
350,000Warchief99d8+8+4
510,000Warchief, 10th Level109d8+2+9+4
670,000Warchief, 11th Level119d8+4+10+4

Orcblooded Savage Saving Throws

LevelParalysisDeathBlastImplementSpells
113+14+15+16+17+
2-312+13+14+15+16+
411+12+13+14+15+
5-610+11+12+13+14+
79+10+11+12+13+
8-98+9+10+11+12+
107+8+9+10+11+
116+7+8+9+10+

Combat Characteristics

Like all their brethren, orcblooded savages are ferocious in combat.

Combat Proficiencies: Orcblooded savages are proficient with all weapons and with medium, light, and very light armor. They are proficient in the dual weapon fighting style, the two-handed fighting style, and the weapon and shield style.

Combat Progression: Orcblooded savages advance in attack throws as monsters, by one point every level. They increase their base damage roll from successful missile and melee attacks by +1 at 1st level, and by an additional +1 at 3rd, 6th, and 9th level. They advance in saving throws as fighters. They can cleave after dropping a foe a maximum of once per round per level.

Starting Class Powers

Animal Reflexes: Orcblooded savages react to danger as fast as a deer to a wolf. A savage gains a +1 bonus to initiative and a +1 bonus to avoid surprise.

Natural Stealth: As hunters and raiders by trade, savages are naturally sneaky. Opponents suffer a -2 penalty to surprise rolls when encountering a savage approaching from outside line of sight or lying in wait in cover or darkness.

Naturally Proficient: Orcblooded savages must often rely on self-sufficiency. At 1st level, each savage gains one bonus proficiency from their class proficiency list.

Savage Berserking Fury: The orcblooded savage embraces the rage that flows from their heritage. On their initiative, they may enter a state of rage, gaining +2 on attack and damage rolls and becoming immune to fear, but receiving a -2 penalty to AC. Once entered, the fury cannot be ended until all foes have fled or been vanquished, or the berserking character has fallen. This is effectively the Berserkergang proficiency stacked with the savage fury racial trait.

Savage Resilience: The orcblooded savage must rely on their savage resilience to survive. When the character is required to consult the Mortal Wounds table, the player can roll twice and choose the preferred result to apply. They also subtract their class level from the number of days of bed rest required to recover.

Survivalism: The character is an expert at hunting small game, gathering fruits and vegetables, and finding water and shelter. He can forage enough food to feed himself automatically, even when on the move. If trying to forage to feed additional characters, or to find water, he must make a proficiency throw (as described in Wilderness Adventures) but gains a +4 bonus on the roll. This is the equivalent of the Survival proficiency.

Additional Class Powers

Animal Magnetism (5th): The savage has become a formidable presence who inspires those who follow him. Any henchmen and mercenaries hired by the savage gain a +1 bonus to their morale score whenever he personally leads them. This bonus stacks with any modifiers from the savage’s Charisma or proficiencies.

Chieftain’s Hall (9th): By acquiring a chieftain’s hall worth at least 15,000gp, the savage can attract followers to his service. 5d6 x 10 0th level troops and 1d6 orcblooded of 1st – 3rd level arrive to serve him within 1d3 months of him acquiring the chieftain’s hall. If the savage already has a chieftain’s hall, the followers arrive to serve him within 1d3 months of him reaching 9th level. The savage must pay his followers the ordinary rates for mercenaries and henchmen, or they leave his service. Additional rules for chieftain’s halls are detailed in the Campaigns chapter.

Racial Traits

Brute Strength: Orcblooded gain a +4 bonus on Dungeonbashing proficiency throws.

Bonus Languages: Orcblooded are raised multilingual, able to speak and understand Orcish, Drow, Goblin, and Valerian.

Monstrous Appearance: Orcblooded characters often have tusks, strange skin colors, and other markings that others find unsettling. The orcblooded savage takes this a step beyond their paladin and freebooter brethren; as a result, the orcblooded savage suffers a -2 penalty to reactions, loyalty, and morale of humans and other demihumans, while gaining a +2 bonus with other orcblooded characters. At the Judge’s discretion, the bonus may also apply to other “monstrous” races such as goblinoids.

Class Proficiencies

Proficiency Progression: At 1st level, orcblooded savages gain one class proficiency from their class proficiency list and one general proficiency from the general proficiency list (as indicated by the template rolled). They select an additional class proficiency at 3rd, 6th, and 9th level. They select an additional general proficiency at 5th and 9th level.

Orcblooded Savage Proficiency List: Alertness, Ambushing, Beast Friendship, Blind Fighting, Climbing, Combat Reflexes, Combat Trickery (force back, knock down, overrun, or sunder), Command, Eavesdropping, Endurance, Fighting Style Specialization, Intimidation, Mountaineering, Naturalism, Navigation, Passing Without Trace, Precise Shooting, Riding, Running, Seafaring, Skirmishing, Sniping, Survival, Swashbuckling, Trapping, Weapon Finesse, Weapon Focus

Savage Templates

3d6TemplateProficienciesStarting Equipment
3-4Tribal WarriorAmbushing Tracking RunningBola, 5 feathered darts, spear decorated with beads and feathers, club, cowhide shield, wildebeest hide armor, loincloth, sandals, hide belt, hide pouch, 2 small hide sacks, waterskin, 1 week’s iron rations, 65sp (enc. 5 st)
5-6RavagerWeapon Focus (axes) Intimidation Combat FerocityLong bearded axe, chain mail armor, rough spun wool tunic and pants, embossed belt, low fur-lined boots, backpack, waterskin, 1 week’s iron rations, 4gp (enc. 6 2/6 st)
7-8Sea RoverSwashbuckling Navigation SeafaringShort bow, quiver with 20 arrows, iron-tipped spear, bearded axe, kite shield painted with a dragon, leather armor, rough spun wool tunic and pants, embossed belt, low boots, small sack, 50’ rope, grappling hook, waterskin, 1 week’s iron rations, 6gp (enc. 6 5/6 st)
9-10SkirmisherSkirmishing Endurance Combat ReflexesComposite bow, bowquiver with 20 arrows, pair of scimitars, leather-backed scale armor, wool tunic and pants, embossed belt, low boots, backpack, waterskin, 1 week’s iron rations, 2gp (enc. 5 st)
11-12Death-DealerCombat Ferocity Survival ClimbingTwo-handed iron sword, francisca, ring mail armor, wool tunic and pants, leather belt, low boots, silver arm-bands (20gp value), belt pouch, small sack, 50’ rope, grappling hook, waterskin, 1 week’s iron rations, 12gp (enc. 7 st)
13-14Pit FighterCombat Reflexes Gambling Combat Trickery (wrestle)Spear, weighted net, hand axe, heavy arena armor, plumed heavy helmet with visor and crest, armiger’s tunic and pants, strappy spiked belt, sandals, small sack, amphora of oil (for polishing body), 2 weeks’ iron rations, 34gp in arena winnings (enc. 9 st)
15-16Housecarl[[Fighting Style SpecializationFighting Style Spec.]] (weapon & shield) Manual of Arms Command
17-18NomadMounted Combat Survival Precise ShootingComposite bow, bowquiver with 20 arrows, scimitar, leather-backed scale armor, wool tunic and pants, riding boots, steppe riding horse, riding saddle and tack, leather saddlebag, 1 week’s iron rations, 6gp (enc. 3 4/6 st with rations on horse)