Now. mighty race! A race that fears no enemy. Pathfinder and associated marks and logos are trademarks of Paizo Publishing. For a hundred summers we have died. living or dead!“ Transcription . the Bardic Herald and the Clan War Leader • Two Magical Items: The Bridle of Control and the Scimitar of Command What is Aruneus? Aruneus is a source book for the Pathfinder Role Playing Game detailing the world. politics and lives of those living in a high fantasy world one hundred years after a cataclysmic zombie apocalypse. we had no War Leader and we died. and are used under license. this supplement is for you. See paizo. LLC. now you've chosen me as your War Leader and we live! We rip our own gold out of our hills! We forge our own steel with which to slay! Our bards sing songs of glory and of learning now! Our builders have learned the art of stone and our cities prosper! You have chosen me as I have chosen you and we will never more lie under the feet of another race! We will forge our empire with our steel. When they first set on us. 2 The World of Aruneus The Orcs By Benjamin Gerber & Scott Lazzari Artwork by Fredrik Svensson “For thousands of summers we have fought each other and laid our souls under the feet of others.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game .Clan Moot at Highpass. Whether you’re basing your campaign on the world of Aruneus or simply want to include Orcs in your campaign world. War Leader Garak in a speech to the gathered clans This supplement contains everything you will need to insert the Aruneus Orc Player Character into any Pathfinder campaign. build our cities with our own gold and become a mighty. 97 AA. It contains: • A History of the Orcs • Descriptions of Orcs and their society in the world of Aruneus • Orc Racial Traits • Two new Creatures: the Hram and the Penumbral Atavus • Prestige Class: The War Leader • Three Orc NPCs: The Herd Rider.

priests excuse to begin a second campaign of and bards would meet at an agreed upon Orcish extermination. the political became a semi-nomadic. arid areas – sometimes sub-arctic – they experienced In 89 AA at the six to ten months of relative freedom from largest Clan Moot human zombies (which freeze solid after held to date. they were the first to recover. Policies and new ideas easily crossed Leader to fight other clans in land grabs or clan boundaries thanks to the bards who to launch semi-organized raids into Human. began congregating at Clan Moots larger. and the Orcs in great numbers. Living in cold. Starting 30 years after the zombie Garak was not only politically savvy but apocalypse smaller clans began banding shrewdly intelligent. system that had become the Clan Moot. The ground was consecrated in a the clan War Leaders below him until raids great rite and all present were bound under into the other races’ territories were sacred law to not directly or indirectly cause ceased. Then after several years without harm to another Orc while within the sacred raids he dispatched a select few bards. the Clan History Moot gave the Orcs many valuable political tools. . War Leaders. 3 space. Rather than launch a location which was declared a sacred war. Lasting several weeks. lead the entirety of nomadic lifestyle. as weakened as they were at Moot. would only give the other races an Leaders and a few chosen warriors. A once-great were strictly taboo. kingdom that stretched most of the span of Aruneus' northern continent. would meet with each Dwarven. He immediately set and ability to thrive in cold. Bards. Of all the sentient to all Orcs. small population centers. stable population. the Orcs found themselves in a unique and which were not. the Orcish peoples. bargained and threatened space. position. spread new knowledge other races did not have. Once every two years these War the time. For the first time in several thousand Since their introduction to Aruneus. a prolonged exposure to cold particularly savvy temperatures). Over time even than even priests were sacrosanct from these city states faded. He realized the forming together under regional War Leaders who a new empire with the goal of conquest over instituted a new tradition – the Clan other races. who were held more sacred states and clan holdings. unable to support a violence. he cajoled. the Orcs years. the Orcs were Ideas began to be exchanged. hostile forth a number of mandates with the aim to environments gave them advantages the abolish blood feuds. they had a meeting of their leaders have congregated in the tundra and under circumstances where war and killing northern reaches of the world. or Elven territories. other and their War Leaders to ascertain One hundred years past when the dead which were sound rose. The Orcs still suffered War Leader called massive casualties during the first decades Garak was chosen to of the zombie apocalypse. and formalize the political races. alliances beaten by the League of the Ring and their formed and the Orcish political machine was empire collapsed into a series of small city born. leaders of their regions. clannish race. but their semi. found themselves using bards as a method of communicating They persisted in this state with multiple policies and programs throughout their clans occasionally joining behind a War race.

In Orc society Bards delicate process of challenging almost 3000 enjoy a status just below that of War years of racial stereotypes. Orcs have also gained a The Orcs maintain large herds of their own breed of horse. The which are often decorated with paint. the the weaker members of their species Orcs are entering the political arena with the intimidating to behold. the now empty border lands between the frozen north and the lower continent of Orc clans range in size from minor clans Aruneus. Hunting and themselves mating with another race. to increase the size of their territory by a significant amount. to the surviving Horse. and very seldom overweight. Orcs are also very broad their own. standing between six and seven and a the fact that they once had an empire of half feet tall. planting crops and leaving them untended They view Half-Orcs with a mixture of pity where they are able and otherwise they and horror.000 individuals. ruins. shouldered. They are known to care for their moderately sized Human. Bards are the keepers steel and trade. the Orcs’ memory is long. and Hram before themselves or their families. It has only recently been with up to 25. as much a part of their society as their the first to extend cautious embassies to the war stories or mastery of animals. Most Orcs would not sully roam the North of Aruneus. Leaders and are some of the few Orcs who are exempt from ritualized combat and While offering real help in the form of gold.000 individuals to large clans acknowledged that the Orcs have managed with over 50. the Orcs. Intimidation is a way of life among Of all the other races. Elves and that jut out some distance from their heads. Elven cities in the north. other races. round out their appearance. naturally muscled. where he Orcs pride themselves on their songs of established embassies and began the power and prowess. under Garak's of knowledge as well as the makers of direction. also quietly began expanding into treaties and the final word on Orcish law. A last hundred years have taught them the thick brow and dark green or grey skin value of trade and treaty with other races. North and have begun to engage the Orcs in some trade. Humans have been Orcs. displays of prowess. 4 acting as diplomats. They have pointed ears They tend to mistrust Humans. In turn. They have not forgotten the war Both male and female Orcs are naturally waged on them thousands of years ago or tall. Dwarven. For the first time in ages. known to them as Hram . Dwarves on the whole although individual eyes with rust colored irises and large members of these races can prove canines that protrude from their mouths themselves worthy in the Orc’s eyes. They live a semi-nomadic lifestyle. making even however. the other races tend to look on the Society Orcs as nothing more than barbarous horse traders with a love of combat and an The Orcs once built vast cities and still uncanny ability to stay alive in tough occasionally camp amongst these ancient situations. Relations Physical Description Through their Bards. fishing account for a large portion of their diet.

Aruneus as a whole. Medium: Orcs are medium sized creatures. allowing them to detect objects hotter than the Orcs are in their hearts as varied as ambient temperature. Prent. Granf. Normal Speed: Orcs have a base speed of 30 feet. Orcs are naturally good with animals. often unwilling to bend. Orc personal guide in spiritual matters. and Goblin. -2 Dexterity: Orc bodies are heavily muscled but not created to be dexterous. with the company of their animal companions to young Orcs leaving clan and home to prove that of other races. Fraken. society is based on intimidation and force of will. Male Names Languages: Orcs begin play speaking Awlus. though individual Intimidating: Orcs receive a +3 racial priests may single out a God as their bonus on Intimidate skill checks. Sliv. often preferring Orc society lends well to adventure. Gnoll. Yament Orc Racial Traits +2 to Strength: Orcs are by nature physically stronger than the other races. Speed Burst: Once daily (+Con bonus) Orcs can either move an additional 10 feet . Hrale. Orcs with a higher Zran intelligence score can also choose from the following: Giant. 5 reputation as excellent defenders against or take an additional free move action (5 the undead. Orien. Maltak. feet) during combat. Edfan. Orcs treat any weapon with the word “Orc” in its name as a martial weapon. Weapon Familiarity: Short bow. Though there is a tendency Unkillable: Once daily when an Orc is towards the more chaotic aspects of any brought below 0 hit points they may choose Alignment. Infrared Vision: In conditions where there is little or no light. Common and Orc. scimitar. Female Names Arlet. Kaylid. Animal Mastery: Orcs receive a +2 on any Adventurers Handle Animal skill checks. themselves in the larger world. Orcs have the ability to Alignment and Religion see into the infrared spectrum. +1 to Will: Orcs are tenacious and set in their ways. to take either an additional full attack action or call on their vast reserves of strength and Orcish priests worship the pantheon of heal their level +1 Hit Points immediately. Humans when it comes to religion and Alignment.

everyday politics of Orc society. 6 Prestige Class: War Leader Class Skills In a society where strength and wisdom are The War Leader’s class skills (and the key highly valued. War Leaders 1st +0 +1 +0 +1 Leadership are looked to as leaders of their clans in Score +1. Sense Motive (Cha) and lead their people. the Score +2. Level Base Fort Ref Will Special In the last hundred years. ranks Summon Feats: Leadership Penumbral Atavus (90%) . the War Leader Attack Save Save Save has come to mean much more than being Bonus the bravest or strongest Orc. against other clans or punitive actions against other races. Penumbral Atavus the War Leader serves as the leader of a (50%) Clan of Orcs and can represent the clan at a 6th +4 +3 +2 +4 Ability Boost Clan Moot. Summon Requirements Penumbral Atavus To qualify to be a War Leader. the character (75%) must fulfill the following requirements. Inspire both times of war and of peace. but recently Others (+2) War Leaders have begun attracting 5th +3 +3 +2 +3 Leadership followers of other races. (25%) 3rd +2 +2 +1 +2 Leadership Through their ability to lead other Orcs. They are Others (+1) expected to have not only the bravery and 2nd +1 +1 +1 +2 Ability Boost strength of their past namesakes but also (Cha +1). 7th +5 +4 +2 +4 Leadership Score +4 8th +6 +4 +3 +5 Inspire Hit Die: d10 Others (+3). Score +3. the War Leader is an Orc ability for each skill) are Diplomacy (Cha). Summon Role: Able to command the loyalty of many. they would maintain Skill Ranks at each level: 4 + Intelligence their status but had little to do with the modifier. War Leader builds a core of followers who Greatness are extremely loyal. Greatness Alignment: The War Leader can be any (+4) alignment. Race: Orc Greatness Base Attack Bonus: +7 (+6) Skills: Intimidate 8 ranks. the restraint to know when and where to Summon apply them to best serve the Orcs as a Penumbral Atavus people. 9th +6 +5 +3 +5 Leadership Score +5. who has been proven in battle and raised to Intimidate (Cha). Traditionally these (+2) 4th +3 +2 +1 +3 Inspire followers are Orcs themselves. (Cha +2). Tasked with leading raids Perception (Wis). Diplomacy 4 10th +7 +5 +3 +6 Ability Boost (Cha +3).

On reaching 4th level this bonus increases to +2 and at 8th level it increases to +3. At 8th level a 75% chance of success and at 10th level a 90% chance of success. At 2nd level the War Leader has a 25% chance of success. The War Leader can inspire their allies to great feats of valor. a personal body guard. Our Minor Clan War Inspire Others Leader NPC with a Leadership score of 17 At first level the War Leader gains the could lead a clan of up to 25. At 6th level this increases to +4 and at 9th level it increases to +6. At 5th level a 50% chance of success. Greatness Great War Leaders are not born. They fill Leader gains no additional proficiency with important administrative and bureaucratic any weapon or armor. Whatever political aspirations they may have. they are made on fields of battle and through tests of strength and will. giving them a +1 bonus to attack. the War Leader thrives in the heat of battle. damage and save rolls for the first two rounds of combat. Summon Penumbral Atavus War Leaders may call on their ancestors for counsel once per evening. if they so desire. Followers of War Leaders act as Weapon and Armor Proficiency: The War officers. On Leadership Base Attack Bonus and all Saving Throw The Cohort a War Leader attracts through Bonuses are in addition to those already their Leadership feat should be considered acquired through other classes. It’s Inspire Others power. All followers should be considered close associates of the War Class Features Leader. A war leader can lead a clan the total size of which is 1500 times their Leadership Score. offices. and cronies. enforcers. 7 once daily (+Cha Bonus). In addition to any other bonuses. A War leader will never be attacked by a Penumbral Atavus as they have earned the right to consult the ancestors. damage and all saving throws. at 3rd level War Leaders gain a +2 to attack. the initial charge and the chaos that ensues. They can use this important to note that simply choosing the .500 Orcs.

Melee 2 hooves –2 (1d4+1) Space 10 ft. or Orc Horse. Cha 6 Base Atk +1. Though attracts can be up to 1 level higher than the there are few non-Orcs of large enough War Leader’s level. or herd (3–30) Treasure: none . trip) Feats None Skills Perception +6 SPECIAL QUALITIES None. Hram are Additionally. AC 11. Dex 12. Senses low-light vision. Int 4. Reach 5 ft. touch 11. STATISTICS Str 18. CMD 17 (21 vs. is a hardy breed of and political mastery. able to survive in the colder climates DEFENSE of the north.. flat-footed 9 (+2 Dex. Perception +6 They are more intelligent than the southern breeds of horse and more muscular and robust. Initiative +2. the Cohort a War Leader sought after in the southern lands. Will +1 OFFENSE Speed 50 ft. pair. XP 400 CR 1 Hram average 24 hands tall (8 feet at the Large animal shoulder) and weigh 2200 lbs. CMB +5. Bred only by the Orcs and prized for their size and intelligence. –1 size) HP 15 (3d8+6) Fort +6. Ref +5. horse native to the Northern reaches of Aruneus. status to successfully control them their huge stature and increased intelligence make them tangible symbols of status Hram (Orc Horse) among the wealthy. 8 War Leader Prestige class does not entitle a Description character or NPC to an entire clan of Orcs. ECOLOGY Environment: Northern Aruneus Organization: solitary. Con 18. Wis 11. They must earn this right through combat The Hram.

+20 Stealth Being ethereal creatures. do not generally interact with the living of . Perception +12. They have been known lasting impression on the world. undead traits OFFENSE Speed 30’ Melee Attack (touch) +4 (1d6+1) Special Attack: Shiver (DC 18) SPECIAL QUALITIES Undead.200 CR 4 They appear literally as the shadows of their Medium Undead (Incorporeal) former selves. sometimes displaying the Init +5. They can ECOLOGY easily flit from shadow to shadow and are Environment: Northern Aruneus very hard to spot or track. Penumberal Atavus are the shadowy remnants of ancestral Orcs whose presence Summoning the Penumberal Atavus comes in life was powerful enough to leave a with risks. flat-footed 15 (+4 Dex. Perception +12 grisly reminders of how they perished. Improved Initiative. Wis 18. Darkvision 120 ft. Con —. Sense Motive +15. Iron Will Skills: Knowledge (history) +10. CMB +5. Dex 18.. CMD 22 Feats: Dodge. however. AC 20. Penumberal Languages: Common. Incorporeal STATISTICS Str —. Defensive Abilities channel resistance +4. Ref +6. these creatures them. They can be found only in the Orc territories of Northern Aruneus. While they can understand Orc and DEFENSE Common they cannot speak. +5 deflection) They can communicate by drawing in soft HP 23 (6d6+10) substances such as snow or sand with their Fort +4. Orc Atavus prefer the night although they can occasionally be seen in daylight. Organization: Solitary Treasure: None Tradition holds that the Penumberal Atavus can be summoned by a simple ritual for the purposes of divining the outcome of a single Description act or learning the purposes of others’ actions. +1 dodge. incorporeal. Int 10. Solitary to viciously attack whoever summoned and wandering by nature. Stealth +20. Will +7 spectral fingers. XP 1. Racial Modifiers +4 Perception. touch 20. 9 Penumbral Atavus their own free will. Cha 10 Base Attack +5.

there is a 15% chance (20% chance for non-Orcs who have summoned them) that it will immediately attack the person who invoked the ritual. A summons may be attempted once per night. It will flit back into the Atavus is very simple and one need not be shadows and leave the area as rapidly as an Orc to attempt it.500 Orcs. Staring into an open possible. given a token of its past life in the form of food or drink. fire while outside in the Penumberal Atavus’ territory. It will never attack a War Leader. yes or no question. the Penumbral Atavus will never attack a War Leader. This question must be a in your campaign. given. the Penumberal Atavus will expect to be damage rolls. These violent shivers last for 1d4+1 rounds Once it has answered the question asked of and give a -2 penalty to all attack and it. near the fire after 1d4 rounds. begin shaking violently as if extremely cold. this land. will attack summoned they will appear as a shadow until either its victim is unconscious. the If a Penumberal Atavus is successfully Penumberal Atavus. They do not fear death or destruction. or the Atavus has been destroyed.” Again. If it does not attack. . dead. Given that they are ethereal in nature and a shadow of their former selves. • Will the Troll named Seegert allow The Minor Clan War Leader is an Orc me to pass unharmed if I pay the who might lead a minor clan of up to toll? 25. the ancestors of chance) the Penumbral Atavus to attack. if it attacks. A few example questions: The Herd Rider is a typical low level Orc Fighter. one must utter the words (in Orc or Failure to leave such a gift may cause (50% Common) “I summon you. a 5% chance of success for other races. even if a gift is not There is a 10% chance of success for Orcs. 10 Shiver The Penumberal Atavus will indicate yes or no and (at the GM’s discretion) may attempt On touching a target (touch attack) the to impart more information either by writing Penumberal Avatus can cause that target to a few words or by drawing symbols. If it appears. • Should I attack the village at dawn? The Bardic Herald is a typical lower • Did Shavius run because he was level Orc Bard one might encounter with guilty? a raiding party or at a Clan Moot. A few crumbs left on the Summoning ground or a few drops of wine spilled are sufficient and the Penumberal Atavus will The ritual for summoning a Penumberal depart immediately. the invoker can ask one NPCs question regarding an act they are Included in this document are three considering or about the reasons behind different Orc NPCs which can be used another’s actions.

towards them they will move their herds generally north towards colder climates and try to circle around the undead. In general there will be two Herd Riders for During Combat: Highly capable. In times of war. Morale: To surrender would be to lose honor for the clan. They will They will face them if they are outnumbered 3-1 seldom break and run unless they are facing a or less.. DESCRIPTION ORC HERD RIDER CR: 1 The Orc Herd Riders are charged with moving XP 400 herds of cattle and Hram across Orcish Male/Female Orc Fighter Level 2 territories from Winter to Summer camps and Alignment Chaotic Neutral Medium Humanoid back again. Common SQ: Bravery Combat Gear: None Other Gear: Chainmail Armor. Riders and will often have 1 Orc Bard and possibly a lower ranking War Leader along. Con: 12. Accustomed to living in the wilds Init: -1. Intimidating. Reach: 5 ft. Dex 9. the Herd Riders form into Melee: Scimitar +2 (1d6+1 Crit Threat 18-20/x2) cavalry units under their clan’s war leader. they are tough foes and DEFENSE gruff friends. Animal Mastery. Ride (+2) Languages: Orc. capable of executing lightning raids. Mounted Combat. They will fight as best they can Contagion Infected Human Zombies (CIZs). CMD: 12 known to lead them towards Human. AC: 15. To die meaninglessly would serve the Herd Riders are quite familiar with encountering same purpose. CMB: +3. A raiding line and follow orders. they are also Space: 5 ft. Will +0 bows and scimitars. Skills: Intimidate (+7). Perception: 0 and thriving while also protecting animals from predators and Undead. Scimitar. Cha 10 are being pursued by CIZs. They have been Base Atk: +2. Wis 11. OFFENSE Speed 30 ft. Point Dwarven settlements. they are the archetypical Orcish raiders pictured by the southern races. 11 Orc Abilities: Speed Burst. mounted flanking units. touch 9. Ranged: Short Bow +1 (1d6 Crit Threat 20/x3)) Serving as highly mobile light cavalry. able to hold a every 15 Hram or 50 head of cattle. This behavior has tapered Blank Shot off with the coming of Garak. they will do as they are party is made up of between 10 and 30 Herd told by their War Leaders. though they Before Combat: They will either position tend to stay more in the plains and lowlands themselves to act as mounted archers or as where their beasts fare best. SPECIAL ABILITIES . flat-footed 15 HP: 18 (2d10+2) Preferring to wear Chainmail and wield short Fort +5. and retreat orderly when needed. Herd Rider Unkillable. Elven or Feats: Power Attack. and in a Special Attacks: None pinch mounted archer units. Handle Animal (+6). Senses: Infrared Vision. Short Bow and 30 arrows. Spell-Like Abilities (CL Caster Level): None Players can encounter Herd Riders in just about TACTICS any portion of the Orc Territories. Infrared Vision. Ref -1. They will try at all STATISTICS costs to stay away from Orc settlements if they Str 13. Int 10. If they see a horde of CIZs heading foe that far out powers them.

Suggestion. Inspire Competence. Will +6 st 1 Level Spells: Cause Fear. 12 Other Gear: Short Sword. acting as a Spell-Like Abilities (CL Caster Level): None living memory for the clans. flat-footed 12 Cantrips: Dancing Lights. Bardic Heralds can be SQ:Bardic Knowledge. HP: 29 (5d8+5) Summon Instrument. Common. Cha 14 race of Orcs first. This makes them nearly clans will often meet shortly after a raid impossible to drive off by non-Orcs and can (successful or not) to compare their stories and cause them to overestimate their own prowess help ensure accuracy when reporting to their in battles against other races. ORC BARDIC HERALD CR: 4 SPECIAL ABILITIES XP 1600 Orc Abilities: Speed Burst. it is considered the greatest Skills: Bluff (+10 ). Elvish. Unseen Servant. Alignment Chaotic Neutral Medium Humanoid Init: +0. Sleep. Orc Bards hold fealty to the Str 12. Perception (10).. Short Bow. harm to Bardic Heralds. First and foremost Space: 5 ft. Identify. War Leaders. Male/Female Orc Bard Level 5 Unkillable. Detect Speed 30 ft. That is not to say that Perform Oratory (+12). Intimidating. Diplomacy (+11). they are the primary record keepers. Daze. Light. Wis 15. capable orators and are able to communicate between clans on behalf of their War Leaders. Perception: 10 Cast 6 0-level Bard spells. Languages: Orc. Intimidating Prowess. In inter- battle. . TACTICS Bardic Heralds are Orc Bards between 5 and th th Before Combat: Bards will help bolster courage 10 level. Versatile Performance (Song). the Bardic Heralds from opposing attacked by other Orcs. Intimidate (+15). Charm Person. Dex 10. Know Direction Fort +2. OFFENSE nd 2 Level Spells: Calm Emotions. Ref +4. Melee: Short Sword +4 (1d6+1 Crit Threat 19- 20/x2) DESCRIPTION Ranged: Short Bow +3 (1d6 Crit Threat 20/x3)) Bardic Heralds are used by clan War Leaders Special Attacks: None for a variety of purposes. Distraction. CMB: +4. DEFENSE Spells Known AC: 12. Reach: 5 ft. Persuasive. other Orcish Bards second. They have proven themselves as and inspire their fellow combatants. touch 10. Lore Master Combat Gear: 2x Potion of Cure Light Wounds. They are sacrosanct and may not be clan raids. Eagle’s Splendor. STATISTICS By long tradition. Bardic Heralds will also accompany raiding groups to keep an accurate record of individual Morale: Orc Bards have almost not fear in deeds and overall success or failure. Mending. Handle of disgraces for another Orc to strike or cause Animal (+6). Int 10. 5 1-level Bard spells and 4 2-level Bard spells a day. Con 12. Inspire Courage. Sense Motive (+10) they will not partake in a fight against predators. deadly foes in their own rights. Human monsters. Leather Bardic Herald Armor. Senses: Infrared Vision. Animal Mastery. CMD: 14 their War Leaders third and their birth clans last. During Combat: Bards will never directly fight against other Orcs unless in self defence. Infrared Vision. or other races. Feats: Extra Performance (6 additional/day). Like all Orc Bards. Bardic Performance. Base Atk: +3. Countersong. Thoughts. Fascination.

13 Languages: Orc. Skills: Diplomacy (+9). Before Combat: War Leaders will inspire their clan armies with a short speech. their prestige at the Clan Moot. Con 14. XP 5. Unkillable. 1 3 level. the War Leader will be the first to enter Garak is the sole leader of the Orc peoples. Ride (+8). Improved First they must move themselves into a position Initiative. combat and the last to leave the field of battle. where they have more followers who can in turn Mounted Combat. Ranged: Short bow +14/+9 (1d6 Crit Threat 20/x3)) War leaders can increase the size of their clans Special Attacks: None through single combat with each other. and their 20/x2) armies in times of war. Power influence a greater number of Orcs and boost Attack. CMB: +15. Handle Animal (+10). flat-footed 20 Cohort: 12 level Orc. Should they challenge Garak to single Base Atk: +12/+7. Dex 10. and surely lost. he the good of their clan. Greatness (+2). Full plate armor. st nd rd HP: 106 (13d10+26) Followers: 30 1 level. Improved Sunder. Politically they can maneuver themselves into Spell-Like Abilities (CL Caster Level): None leadership positions of multiple clans or on rare occasions. Intimidating. Garak has proven himself in all the ways that Morale: If the War Leader runs. STATISTICS but such a pinnacle has been reached only Str 17. He is strong. Common. Animal Mastery. Weapon Training (Blades. Intimidate (+20). Summon Penumbral Atavus (25%) Combat Gear: 2x Potion of cure serious ORC FIGHTER/WAR LEADER CR: 13 wounds. Will +7 4 level. Elvish. smart.. While the War Leader is a prestige class and a political office. 1 th Fort +11. Wis 14. Inspire Leader Others (+1. Leadership. politically savvy. The War Leader front. DEFENSE Leadership Score: 17 th AC: 20. 3 2 level. War Leaders of minor clans aspire to the same. the battle is count. Most serve willingly. Leader Level 3 Alignment Chaotic Good Medium Humanoid SPECIAL ABILITIES Init: +4. Space: 5 ft. Survival (+9) . Ref +4. 30 Male or Female Orc Fighter Level 10 / War Arrows. Great Cleave. Heavy +2 / Bows +1). the people of many clans will speak TACTICS out for one common leader. Reach: 5 ft. Int 11. Armor Training. Human Minor Clan War SQ: Bravery (+3). touch 10. More modern War Leaders have been known to This is a new development and it means that charge initially and then move back to take other War Leaders find themselves suddenly charge of the battle from a decent vantage point. +1 Short bow. Point Blank Shot. is wise in the ways of the other races. Light steel shield. it is also the name of the highest During Combat: Known for leading from the office attainable by an Orc. Infrared Vision. leading their clan in times of peace. Cha 14 once. OFFENSE DESCRIPTION Speed 30 ft. Most importantly. 3x/day). Perception: 0 Orc Abilities: Speed Burst.600 Other Gear: +2 Scimitar. subservient to another. Melee: Scimitar +17/+12 (1d6+5 Crit Threat 18. Sense Motive (+10). CMD: 25 combat? Can they outmaneuver him politically? Feats: Cleave. They will not waver unless it is for wise in the ways of battle. War Leaders are both politician and general. Senses: Infrared Vision.

only one will have the strength and will to take his place. whoever is handling the bridle is automatically granted a +2 to all Handle Animal skill checks. When the horse is wearing the bridle. 14 When Garak falls. Any tricks taught to the horse while wearing the Bridle will remain with the horse even after the bridle is removed. Description The Bridle of Control is a horse bridle often crafted for the larger Hram horse. as all Orcs eventually will. Construction Requirements Craft Magical item. Cost 200 GP . Supple leather and polished bronze worked with fantastical designs are normally worked in to the bridle. Charm Animal. Magic Items Bridle of Control (Magical Item) Aura: Enchantment Caster level: 2 Slot: Horse Price: 400 GP Weight: 5lbs.

As long as its owner is living. Mass Suggestion. It carries with it an aura of powerful command even though it is not a beautiful weapon to behold.000 GP Weight: 2. +3 Magical Scimitar Description The Scimitar of Command is an ancient Orc forged Scimitar created during the time of the Orcish Empire. The Scimitar of Command will bond with the first Orc to wield it in battle after its previous owner has died. the blade while free of blemishes also contains no flourishes or designs.5 lbs. . The scimitar of Command is bonded to its owner and will impart its power to them alone. it can be wielded by others but functions only as a +3 scimitar. The well-worn wooden grip is stained with sweat.000 GP Caster Level: 6 Slot: Hand Price: 8. The Scimitar of Command need not be on the person of its owner but must be within one mile or the Charisma bonus will not apply. Cost 4. the owner of this scimitar gains a +2 to their Charisma only for the purposes of determining their Leadership Score. This bonus to their Charisma does not affect the character in any other way. 15 Scimitar of Command Construction Aura: Enchantment Requirements Craft Magical Arms and Armor. Once bonded. In all it appears as a serviceable weapon designed to inflict damage on another.

16 An excerpt from Mreata Teerna's "A Quantamancer's Orc .a short account of the new Orc Empire" (Page 379). .

holder's name to the COPYRIGHT NOTICE of any original correction. equipment. improvement. . You represent that Your Contributions are Your original creation The following text is the property of Wizards of the Coast. addition. and which specifically copyright Fredrik Svensson. The mention of or reference to excludes the Open Game Content. Distribute. processes and routines to the extent with the owner of each element of that Product Identity. including as an indication as to compatibility. (e) "Product Identity" Product Identity in Open Game Content does not constitute means product and product line names.com or on use. dialogue. transformed or adapted. personalities. compilation. and the copyright other computer languages). the Contributors grant You a perpetual. non-exclusive license with the exact terms of this License to Use. storylines. (h) "You" or "Your" means the licensee in terms of this agreement. abilities. Definitions: (a)"Contributors" means the copyright and/or COPYRIGHT NOTICE portion of this License to include the trademark owners who have contributed Open Game exact text of the COPYRIGHT NOTICE of any Open Game Content. rent. shall retain all rights. potation. edit. likenesses. ("Wizards"). modifying or distributing. environments. locations. and any other trademark or Aruneus and Troll in the Corner are trademarks owned by registered trademark clearly identified as Product identity by Benjamin Gerber. teams. and You including derivative works and translations (including into must add the title.trollitc. (f) "Trademark" means any company or product in these pages is not a challenge to the logos. 7. Grant and Consideration: In consideration for agreeing to use this License. Benjamin names and descriptions of characters. places. license. owner of any Product Identity used in Open Game Content stories. Content that you Use. Alberti. translate and Facebook! otherwise create Derivative Material of Open Game Content. enchantments. sell. associated products contributed to the Open Game License by the Contributor (g) "Use". photographic and other visual or audio representations. (c) "Distribute" means to reproduce. thematic elements. spells. depictions. but of such Trademark or Registered Trademark. All Rights Reserved. and/or You have sufficient rights to grant the rights conveyed Inc. visit License. Open Gaming License Version 1. format. the Open Game Content. No terms may be added to or subtracted from this License except as described by the License itself. logos and identifying a challenge to the ownership of that Product Identity. 2. including licensed in another. plots.Notice of License Copyright: You must update the 1.0A worldwide. or graphic designs. artifacts. concepts. creatures. modification. symbols. "Used" or "Using" means to Visit us at http://www. title and interest in and to that Product incidents. Open Game Content you Distribute. (b)"Derivative Material" means copyrighted material Content You are copying. The use of any specifically excludes Product Identity. All rights reserved. themes and graphic. All Orc artwork the owner of the Product Identity. designs that are used by a Contributor to identify itself or its products or the the trademark or copyright concerned. independent Agreement methods. (d)"Open Identity. broadcast.com. The marks including trade dress. abridgment or other form in which an existing work may be recast.Representation of Authority to Contribute: If You are contributing original material as Open Game Content. No other terms or conditions may be applied to any Open Game Content distributed using this License. editors extraordinaire Nick Nundahl & Liz Barnett. artwork. mark. likenesses and special and all the folks at Troll in the Corner. language. except Game Content" means the game mechanic and includes the as expressly licensed in another. transmit or otherwise distribute. upgrade. You such content does not embody the Product Identity and is an agree not to indicate compatibility or co-adaptability with any enhancement over the prior art and any additional content Trademark or Registered Trademark in conjunction with a clearly identified as Open Game Content by the Contributor. designs. extension. You must affix such a notice to any Open Game his profile on Deviantart. independent Agreement with the owner translations and derivative works under copyright law. Subsequent versions of this product will incorporate later versions of the license and document 5. copy. formats. 4. motto. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this To see more of Fredrik Svensson’s artwork. poses. Inc by this License. 17 Special thanks to Jenn Gerber. procedures. 6. logos. symbols. names. Identity. the copyright date. creatures characters. Use of Product Identity: You agree not to Use any Product publicly display. and is Copyright 2000 Wizards of the Coast. royalty-free. work containing Open Game Content except as expressly and means any work covered by this License.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License. personas. Izzie & Luca. sign. Reference Document by permission of Wizards of the Coast. magical or supernatural abilities or effects. modify. 3. lease.

12 Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute. such provision shall be reformed only to the without permission. with Clark Peterson. Patrick Lawinger. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content. All this declaration of product identity. LLC.. modify and distribute any Open Game Content originally distributed under any version of this License. Authors Jonathan Tweet. The Book of Experimental Might. and are used under license. Copyright 2000. Wizards of the Coast. Troll in the Corner Copyright 2010. Gary Gygax and Dave Arneson. any logos. LLC. Kevin Baase. All text and tables in this product. Inc. Monte J. Tome of Horrors. Casey Christofferson. Necromancer Games. with the 13 Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such exception of material specifically excluded in breach within 30 days of becoming aware of the breach. based on material by Jonathan Tweet. All rights reserved. based on material by E. and Skip Williams.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game.. 15 COPYRIGHT NOTICE Open Game License v 1. Paizo Publishing. 18 8. Updating the License: Wizards or its designated Agents may publish updated versions of this License. judicial order. Inc. Copyright 2002. Wizards of the Coast. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so. is open sublicenses shall survive the termination of this License. 11. Copyright 2009. Copyright 2008. Cook.0a Copyright 2000. Skip Williams. Travis Hawvermale. 9. Erica Balsley. System Reference Document. Monte Cook. and Bill Webb. the Troll in the Corner name and all Artwork is 14 Reformation: If any provision of this License is held to be under copyright and cannot be duplicated unenforceable. extent necessary to make it enforceable. 10 Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute. or governmental regulation then You may not Use any Open Declaration of Product Identity Game Material so affected. See paizo. Pathfinder RPG Core Rulebook. Benjamin Gerber Pathfinder and associated marks and logos are trademarks of Paizo Publishing. game content. The World of Aruneus Copyright 2010. You may use any authorized version of this License to copy. Monte Cook. Benjamin Gerber. Authors: Scott Greene. Based on original content from TSR. Inc. Author: Jason Bulmahn. Lance Hawvermale. The Aruneus name. .