Scabland Orc
ScablandsScabland orcs live in small, nocturnal, semi-nomadic groups throughout the wastes, and often take over vital water sources or raid villages or caravans for supplies.
Scabland Orc Stats
- +4 Strength, -2 Intelligence, -2 Wisdom, -2 Charisma.
- A scabland orc’s base land speed is 30 feet.
- Low-light vision.
- Light Sensitivity: Scabland orcs are dazzled in bright sunlight or within the radius of a daylight spell. (see Glare)
- A scabland orc can go without water for two days (48 hours), plus a number of hours equal to his Constitution score, before beginning to experience the ill effects of thirst (see Dehydration).
- Heat Endurance: Scabland orcs gain Heat Endurance as a bonus feat.
- Organization: Gang (2-4), squad (11-20 plus 2 3rd-level sergeants and 1 leader of 3rd-6th level), or band (30-50 plus 150% noncombatants plus 1 3rd-level sergeant per 10 adults, 2 5th-level lieutenants, 1 5th-level cleric, and 1 7th-level captain)
- Automatic Languages: Common, Orc. Bonus Languages: Dwarven, Giant, Gnoll, Goblin, Undercommon.
- Favored Class: Barbarian.
Glare
The sun can be extremely dangerous to unprotected eyes, drying and irritating the tissue. Areas of white sand, salt, gypsum, or similarly light-colored material reflect the sun’s glare into the eyes even when not looked at directly. Sun glare is doubly dangerous during winter months, when the sun is low on the horizon and thus difficult to avoid looking at.
Characters traveling in such conditions must cover their eyes with a veil, dark lenses, or a similar eye covering. Those whose eyes are unprotected in such conditions are automatically dazzled. Such characters take a -1 penalty on attack rolls, Search checks, and Spot checks. These penalties are doubled for creatures that have light sensitivity, including scabland orcs. Characters who take the precaution of covering or shielding their eyes automatically eliminate the risk of being dazzled by sun glare and take no penalties.
Glare-induced blindness lasts as long as characters remain in an area of sun glare and for 1d4 hours thereafter, or for 1 hour thereafter if the character enters a shadowed or enclosed area. The dazzling effect of sun glare can be negated by a remove blindness spell, but an unprotected character still in an area of sun glare immediately becomes dazzled again when the spell’s duration expires.
Gear
Weapons
Scabland orcs favor greatclubs and warhammers, but are also commonly found with smaller clubs, daggers, and javelins.
| Cost | Dmg | Critical | Range Increment | Weight | Type | Size | |
|---|---|---|---|---|---|---|---|
| Greatclub | 5 gp | 1d10 | 8 lb. | Bludgeoning | Two-handed | ||
| Warhammer | 12 gp | 1d8 | x3 | 5 lb. | Bludgeoning | One-handed | |
| Club | - | 1d6 | 3 lb. | Bludgeoning | One-handed | ||
| Dagger | 2 gp | 1d4 | 19-20/×2 | 10 ft. | 1 lb. | Piercing or slashing | Light |
| Dagger, punching | 2 gp | 1d4 | ×3 | 1 lb. | Piercing | Light | |
| Javelin | 1gp | 1d6 | 30 ft | 2 lb. | Piercing | Thrown |
Armor
ScablandsScabland orcs wear leather armor during their night raids, and often carry bucklers or large shields fashioned from leather and bone. They have little to no access to wood or metal suitable for making armor or shields.
| Armor | Cost | Armor/Shield Bonus |
Maximum Dex Bonus |
Armor Check Penalty |
Arcane Spell Failure Chance |
Weight |
|---|---|---|---|---|---|---|
| Leather armor | 10 gp | 2 | 6 | 0 | 10% | 15 lb. |
| Buckler | 15 gp | 1 | — | -1 | 5% | 5 lb. |
| Shield, leather | 50 gp | 3 | 4 | -3 | 30% | 30 lb. |
Other Gear
ScablandsScabland orcs frequently live nearencounter natural deposits of oleum, which they sometimes gather and use as a thrown weapon.
Scabland Orc Wasteland Barbarian
| Level | HP | Base Attack Bonus |
Fort Save |
Ref Save |
Will Save |
Skill points |
Feats | Special |
|---|---|---|---|---|---|---|---|---|
| 1st | 12 | +1 | +2 | +0 | +0 | 4 | Sandskimmer | Fast movement, illiteracy, rage 1/day |
| 2nd | 18 | +2 | +3 | +0 | +0 | 5 | Uncanny dodge | |
| 3rd | 24 | +3 | +3 | +1 | +1 | 6 | Power Attack | Wastelands Trap Sense +1 |
| 4th | 30 | +4 | +4 | +1 | +1 | 7 | Rage 2/day | |
| 5th | 36 | +5 | +4 | +1 | +1 | 8 | Bonus Feat: Sandskimmer 2 | |
| 6th | 42 | +6/+1 | +5 | +2 | +2 | 9 | Cleave | Wastelands Trap Sense +2 |
| 7th | 48 | +7/+2 | +5 | +2 | +2 | 10 | Damage reduction 1/- |
An average scabland orc waste barbarian will have skill points in survival, intimidate, and listen as indicated on the chart above.
Weapon and Armor Proficiency
A scabland orc waste barbarian is proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields).
Fast Movement (Ex)
A scabland orc waste barbarian’s land speed is faster than the norm 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 barbarian’s speed because of any load carried or armor worn.
Illiteracy
Barbarians are the only characters who do not automatically know how to read and write. A scabland orc waste barbarian may spend 2 skill points to gain the ability to read and write all languages he is able to speak.
A barbarian who gains a level in any other class automatically gains literacy. Any other character who gains a barbarian level does not lose the literacy he or she already had.
Rage (Ex)
A scabland orc waste barbarian can fly into a rage a certain number of times per day. In a rage, a barbarian temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but he takes a -2 penalty to Armor Class. The increase in Constitution increases the barbarian’s hit points by 2 points per level, but these hit points go away at the end of the rage when his Constitution score drops back to normal. (These extra hit points are not lost first the way temporary hit points are.) While raging, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. He can use any feat he has except Combat Expertise, item creation feats, and metamagic feats. A fit of rage lasts for a number of rounds equal to 3 + the character’s (newly improved) Constitution modifier. A barbarian may prematurely end his rage. At the end of the rage, the barbarian loses the rage modifiers and restrictions and becomes fatigued (-2 penalty to Strength, -2 penalty to Dexterity, can’t charge or run) for the duration of the current encounter (unless he is a 17th-level barbarian, at which point this limitation no longer applies).
A scabland orc waste barbarian can fly into a rage only once per encounter. At 1st level he can use his rage ability once per day. At 4th level and every four levels thereafter, he can use it one additional time per day (to a maximum of six times per day at 20th level). Entering a rage takes no time itself, but a barbarian can do it only during his action, not in response to someone else’s action.
Uncanny Dodge (Ex)
At 2nd level, a scabland orc waste barbarian retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. If a barbarian already has uncanny dodge from a different class, he automatically gains improved uncanny dodge instead.
Wasteland Trap Sense (Ex)
At 3rd level, a scabland orc waste barbarian adds the bonus from his trap sense class feature to Reflex saves made against natural hazards of the wastes, as well as to his Armor Class against attacks made by natural hazards. Hazards of the wastes include dangers such as lava pools, slipsand, softsand, and other terrain features. These bonuses rise by +1 every three barbarian levels thereafter (6th, 9th, 12th, 15th, and 18th level).
Improved Uncanny Dodge (Ex)
At 5th level and higher, a scabland orc waste barbarian gains Sandskimmer as a bonus feat.
Scabland Orc Cleric
| Level | HP | Base Attack Bonus |
Fort Save |
Ref Save |
Will Save |
Skill points |
Feats | Special | Spells per Day |
|---|---|---|---|---|---|---|---|---|---|
| 1st | 8 | +0 | +2 | +0 | +2 | 4 | Martial Weapon Proficiency (greatclub or warhammer) | Rebuke Undead, Strength domain power, Fire domain power | 3, 2+1 |
| 2nd | 12 | +1 | +3 | +0 | +3 | 5 | 4, 3+1 | ||
| 3rd | 16 | +2 | +3 | +1 | +3 | 6 | Weapon focus (as above) | 4, 3+1, 1+1 | |
| 4th | 20 | +3 | +4 | +1 | +4 | 7 | 5, 4+1, 2+1 | ||
| 5th | 24 | +3 | +4 | +1 | +5 | 8 | 5, 4+1, 3+2 |
A scabland orc cleric will typically have 12 wis (14 -2 racial); the above table assumes this.
An average scabland orc cleric will have a number of skill points in concentration as indicated on the chart above.
A typical 5th level scabland orc cleric will have the following spells prepared:
- 0: Guidance x2, Virtue x2, Resistance
- 1: Cause Fear x2, Command, Doom, Enlarge Person
- 2: Bull's Strength x2, Death Knell (if expecting a fight) or Augury, Produce Flame x2, Spiritual Weapon
Weapon and Armor Proficiency
Clerics are proficient with all simple weapons, with all types of armor (light, medium, and heavy), and with shields (except tower shields).
Strength Domain
Granted Power
You can perform a feat of strength as a supernatural ability. You gain an enhancement bonus to Strength equal to your cleric level. Activating the power is a free action, the power lasts 1 round, and it is usable once per day.
Strength Domain Spells
-
Enlarge Person: Humanoid creature doubles in size.
-
Bull’s Strength: Subject gains +4 to Str for 1 min./level.
Fire Domain
Granted Power
Turn or destroy water creatures as a good cleric turns undead. Rebuke, command, or bolster fire creatures as an evil cleric rebukes undead. Use these abilities a total number of times per day equal to 3 + your Charisma modifier. This granted power is a supernatural ability.
Fire Domain Spells
-
Burning Hands: 1d4/level fire damage (max 5d4).
-
Produce Flame: 1d6 damage +1/ level, touch or thrown.