Newsgroup: it.hobby.giochi.gdr.dnd
Titolo: QUARTA edizione 4th - orchi e tante altre anteprime :)

statistiche degli orchi in pdf
http://www.wizards.com/dnd/files/MonsterManual_orcs.zip
sono 3 pagine non mi sembra il caso di riportartarli per esteso
c'è anche una carrellata delle cose in uscita
http://www.wizards.com/default.asp?x=dnd/4pr/20080509a&pf=true
con alcune immagini della prima avventura "Keep on the Shadowfell"
poteri at-will del Warlord
Commander's Strike
Warlord Attack 1
With a shout, you command an ally to attack.
At-WillMartial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: An ally of your choice makes a melee basic attack against the
target
Hit: Ally's basic attack damage + your Intelligence modifier.
Wolf Pack Tactics
Warlord Attack 1
Step by step, you and your friends surround the enemy.
At-WillMartial,Weapon
Standard Action Melee weapon
Target: One creatureSpecial: Before you attack, you let one ally
adjacent to either you or the target shift 1 square as a free action.
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage.Increase damage to 2[W] +
Strength modifier at 21st level.
TRAPPOLE DALLA DMG
Whirling Blades Level 5 Obstacle
Trap XP 200
Blades rise out of hidden compartments and spin wildly across the
chamber.
Trap: A whirling blades contraption emerges and spins like a top,
moving its speed in a random direction and attacking each round.
Perception
DC 22: The character notices trigger plates around the chamber.
DC 27: The character notices the hidden control panel.
Initiative +7 Speed 4
Trigger
When a character moves into a trigger square, the whirling blades
contraption emerges and attacks.
Attack
Standard Action Close burst 1
Targets: All creatures in burstAttack: +10 vs. AC
Hit: 3d8+3 damage
Countermeasures
A character can engage in a skill challenge to deactivate the control
panel.
DC 22 Thievery. Complexity 2 (6 successes before 3 failures). Success
disables the trap. Failure causes the whirling blades to act twice in
the round (roll a second initiative for the trap). A character can
attack the whirling blades contraption (AC 16, other defenses 13; hp
55; resist 5 all) or the control panel (AC 14, other defenses 11; hp
35; resist 5 all). Destroying either disables the entire trap.
Flame Jet Level 8 Blaster
Trap XP 350
Two hidden nozzles let loose a blast of flame.
Trap: When the trap is triggered, two hidden nozzles in the walls
attack each round on their initiative.
Perception
DC 24: The character notices the nozzles.
DC 28: The character notices the control panel on the far side of the
room.
Initiative +5
Trigger
When a character enters the blast area of one of the flame jets, it
makes its first attack as an immediate reaction. It then rolls
initiative, attacking each round.
Attack
Immediate Reaction or Standard Action Close blast 3
Targets: All creatures in blast
Attack: +11 vs. Reflex
Hit: 3d8+4 fire damage and ongoing 5 fire damage (save ends).
Miss: Half damage, no ongoing damage.
Countermeasures
An adjacent character can disable one flame jet with a DC 24 Thievery
check.
A character can engage in a skill challenge to deactivate the control
panel. DC 28 Thievery. Complexity 1 (4 successes before 2 failures).
Success disables the trap. Failure causes the control panel to explode
(close blast 3, 3d8 + 4 damage to all creatures in blast) and the trap
remains active.Upgrade to Elite (700 XP) Increase the Perception and
Thievery checks by 2. Increase the number of nozzles to 6, or to 3
with a larger area of close blast 5.
Soul GemLevel 26 Solo Blaster
TrapXP 45,000
A strange, many-faceted gem in the center of the chamber suddenly
emits blasts of blinding light.
Trap: This fist-sized cut crystal is often embedded in a statue or
placed on a pedestal in the center of a room. When a creature steps
within 5 squares of the soul gem, it starts emitting blasts of radiant
power from its many facets.
Perception
DC 29: The character spots the strange gem.Additional Skill: Arcana
DC 33: The character recognizes the soul gem.
Initiative +8
Trigger
When a creature moves within 5 squares of the soul gem, it rolls
initiative and attacks.
Attack
Standard Action Close blast 5
Targets: All creatures in blast
Attack: +29 vs. Fortitude
Hit: 4d10 + 5 radiant damage and ongoing 5 radiant damage and stunned
(save ends).
Aftereffect of stun: Dazed (save ends).
Special: Each round, roll 1d8 to determine the direction of the blast.
The blast is centered on one square of the gem's space, starting with
the north square and moving clockwise around the gem's space.
Countermeasures
A character can engage in a skill challenge to detach the soul gem
from its socket and thereby disable it. DC 37 Thievery. Complexity 1
(4 successes before 2 failures). Success detaches the gem and disables
the trap. Failure causes the gem to explode (close burst 8, 4d10 + 5
radiant damage and stunned (save ends) to all creatures in burst). A
character can attack the gem (AC 33, other defenses 29; hp 100; resist
15 all). When reduced to 0 hit points, the gem explodes in a close
burst 8, as above. Destroying the gem disables the trap.
PROSSIME ANTEPRIME
lun MAGGIO/12: Epic Destinies (PH), Giants (MM)
mer MAGGIO/14: Economy (DMG), Archons (MM)
ven MAGGIO/16: Magic Items (DMG), Quests (DMG)
lun MAGGIO/19: Minions (MM)
mer MAGGIO/21: Undead (MM)
ven MAGGIO/23: Magic Weapons (PH), Swarms (MM)
lun MAGGIO/26: Fallcrest (DMG)
mer MAGGIO/28: Rituals (PH)
ven MAGGIO/30: Humans as Monsters (MM)
lun GIUGNO/02: Alignment (PH)
--
Fabio

l'anteprima sugli orchetti in formato testuale
ORCS WORSHIP GRUUMSH, THE ONE-EYED GOD OF SLAUGHTER,
and are savage, bloodthirsty marauders. They plague the
civilized races of the world and also fight among themselves
for scraps of food and treasure. They love close combat and
plunge furiously into the thick of battle, giving no thought to
retreat or surrender.
Within what passes for orc society, there are orcs that fill
special roles. Eyes of Gruumsh are orcs with a special connec-
tion to their fierce god. They offer sacrifices, read omens, and
advise the tribe’s chieftain of Gruumsh’s will. Orc bloodragers
are tribal champions feared for their strength and ferocity,
and they also make excellent subchiefs or bodyguards.
Orcs often fight alongside ogres, and they can be coerced
or bullied into serving any dark overlord or wicked monster
powerful enough to command their obedience.
Orc Drudge Level 4 Minion
Medium natural humanoid XP 44
Initiative +0 Senses Perception +0; low-light vision
HP 1; a missed attack never damages a minion.
AC 16; Fortitude 15, Reﬂ ex 12, Will 12
Speed 6 (8 while charging)
 Club (standard; at-will) ✦ Weapon
+9 vs. AC; 5 damage.
Alignment Chaotic evil Languages Common, Giant
Str 16 (+3) Dex 10 (+0) Wis 10 (+0)
Con 14 (+2) Int 8 (–1) Cha 9 (–1)
Equipment hide armor, club
Orc Drudge Tactics
Orc minions have no particular sense of honor and simply
swarm around a foe and hack it to death. Orc drudges usually
begin a fight by charging (they gain extra speed in the charge).
Orc Warrior Level 9 Minion
Medium natural humanoid XP 100
Initiative +3 Senses Perception +3; low-light vision
HP 1; a missed attack never damages a minion.
AC 21; Fortitude 19, Reﬂ ex 16, Will 16
Speed 6 (8 while charging)
 Battleaxe (standard; at-will) ✦ Weapon
+14 vs. AC; 6 damage.
Alignment Chaotic evil Languages Common, Giant
Str 17 (+6) Dex 11 (+3) Wis 10 (+3)
Con 15 (+5) Int 8 (+2) Cha 9 (+2)
Equipment leather armor, light shield, battleaxe
Orc Warrior Tactics
The orc warrior charges into battle, cutting down its enemies
with its battleaxe.
Orc Raider Level 3 Skirmisher
Medium natural humanoid XP 150
Initiative +5 Senses Perception +1; low-light vision
HP 46; Bloodied 23; see also warrior’s surge
AC 17; Fortitude 15, Reﬂ ex 14, Will 12
Speed 6 (8 while charging)
 Greataxe (standard; at-will) ✦ Weapon
+8 vs. AC; 1d12 + 3 damage (crit 1d12 + 15).
 Handaxe (standard; at-will) ✦ Weapon
Ranged 5/10; +7 vs. AC; 1d6 + 3 damage; see also killer’s eye.
 Warrior’s Surge (standard, usable only while bloodied; encounter)
✦ Healing, Weapon
The orc raider makes a melee basic attack and regains 11 hit
points.
Killer’s Eye
When making a ranged attack, the orc raider ignores cover and
concealment (but not total concealment) if the target is within 5
squares of it.
Alignment Chaotic evil Languages Common, Giant
Skills Endurance +8, Intimidate +5
Str 17 (+4) Dex 15 (+3) Wis 10 (+1)
Con 14 (+3) Int 8 (+0) Cha 9 (+0)
Equipment leather armor, greataxe, 4 handaxes
Orc Raider Tactics
The orc raider hurls handaxes until it runs out of axes or until
its enemies close to melee, at which point it draws its greataxe.
Orc Berserker Level 4 Brute
Medium natural humanoid XP 175
Initiative +3 Senses Perception +2; low-light vision
HP 66; Bloodied 33; see also warrior’s surge
AC 15; Fortitude 17, Reﬂ ex 13, Will 12
Speed 6 (8 while charging)
 Greataxe (standard; at-will) ✦ Weapon
+8 vs. AC; 1d12 + 5 damage (crit 1d12 + 17).
 Warrior’s Surge (standard, usable only while bloodied; encounter)
✦ Healing, Weapon
The orc berserker makes a melee basic attack and regains 16 hit
points.
Alignment Chaotic evil Languages Common, Giant
Skills Endurance +10, Intimidate +6
Str 20 (+7) Dex 13 (+3) Wis 10 (+2)
Con 16 (+5) Int 8 (+1) Cha 9 (+1)
Equipment leather armor, greataxe
Orc Berserker Tactics
The fierce berserker wades recklessly into battle and would
rather die than retreat.
Orc Eye of Gruumsh Level 5 Controller (Leader)
Medium natural humanoid XP 200
Initiative +6 Senses Perception +3; low-light vision
Wrath of Gruumsh aura 10; orcs in the aura can use death strike
(see below).
HP 64; Bloodied 32; see also warrior’s surge and death strike
AC 19; Fortitude 17, Reﬂ ex 14, Will 15
Speed 6 (8 while charging)
 Spear (standard; at-will) ✦ Weapon
+10 vs. AC; 1d8 + 3 damage.
 Warrior’s Surge (standard, usable only while bloodied; encounter)
✦ Healing, Weapon
The eye of Gruumsh makes a melee basic attack and regains 16
hit points.
 Death Strike (when reduced to 0 hit points)
The orc makes a melee basic attack.
 Eye of Wrath (minor; at-will) ✦ Fear
Ranged 5; +8 vs. Will; the target takes a –4 penalty to AC (save
ends).
 Swift Arm of Destruction (standard; recharge ⚄ ⚅ ) ✦ Healing
Ranged 5; one orc within range makes a melee basic attack (as a
free action) and regains 15 hit points on a hit or 5 hit points on a
miss.
 Chaos Hammer (standard; encounter) ✦ Force
Area burst 1 within 10; +8 vs. Reﬂ ex; 2d6 + 3 force damage, and
the target is knocked prone. Miss: Half damage, and the target is
not knocked prone.
Alignment Chaotic evil Languages Common, Giant
Skills Endurance +10, Intimidate +10, Religion +7
Str 17 (+5) Dex 14 (+4) Wis 12 (+3)
Con 16 (+5) Int 11 (+2) Cha 17 (+5)
Equipment leather armor, fur cloak, spear
Orc Eye of Gruumsh Tactics
This orc stays within 10 squares of its allies so that they ben-
efit from its aura. Unless it has an enemy it can attack with
its spear, the eye of Gruumsh uses its eye of wrath up to three
times in a round to make its foes more vulnerable to attacks,
and then uses swift arm of destruction to help keep its allies
in the fight. If it sees multiple enemies grouped together, it
pounds them with chaos hammer.
Orc Bloodrager Level 7 Elite Brute
Medium natural humanoid XP 600
Initiative +5 Senses Perception +3; low-light vision
HP 194; Bloodied 97; see also warrior’s surge
AC 21; Fortitude 22, Reﬂ ex 19, Will 17
Saving Throws +2
Speed 6 (8 while charging)
Action Points 1
 Greataxe (standard; at-will) ✦ Weapon
+11 vs. AC; 1d12 + 5 damage (crit 1d12 + 17); see also blood for
blood.
Warrior’s Surge (standard, usable only while bloodied; encounter)
✦ Healing, Weapon
The orc bloodrager makes a melee basic attack and regains 48
hit points.
Wounded Retaliation (immediate reaction, when hit by an
adjacent enemy; at-will)
The orc bloodrager makes a melee basic attack against the
enemy.
Blood for Blood ✦ Healing, Weapon
When it hits a bloodied enemy, the orc bloodrager deals an extra
5 damage and regains 10 hit points.
Alignment Chaotic evil Languages Common, Giant
Skills Endurance +11, Intimidate +8
Str 20 (+8) Dex 15 (+5) Wis 11 (+3)
Con 17 (+6) Int 9 (+2) Cha 10 (+3)
Equipment leather armor, greataxe
Orc Bloodrager Tactics
The orc bloodrager charges into battle and spends its action
point to make an extra attack following its charge attack.
When it is hit by an adjacent enemy, it uses wounded retaliation.
Orc Chieftain Level 8 Elite Brute (Leader)
Medium natural humanoid XP 700
Initiative +5 Senses Perception +3; low-light vision
Blood of the Enemy aura 5; bloodied allies in the aura deal an extra
2 damage with melee attacks.
HP 216; Bloodied 108; see also warrior’s surge
AC 22; Fortitude 22, Reﬂ ex 19, Will 21
Saving Throws +2
Speed 5 (7 while charging)
Action Points 1
Greataxe (standard; at-will) ✦Weapon
+11 vs. AC; 1d12 + 5 damage (crit 1d12 + 17).
 Inspire Ferocity (immediate reaction, when an ally within range
drops to 0 hit points; recharge ⚄ ⚅ )
Ranged 10; the ally makes a melee basic attack.
 Warrior’s Surge (standard, usable only while bloodied; encounter)
✦ Healing, Weapon
The orc chieftain makes a melee basic attack and regains 54 hit
points.
Alignment Chaotic evil Languages Common, Giant
Skills Endurance +12, Intimidate +13
Str 20 (+9) Dex 14 (+6) Wis 12 (+5)
Con 18 (+8) Int 10 (+4) Cha 19 (+8)
Equipment chainmail, greataxe
Orc Chieftain Tactics
The orc chieftain stays close to its allies so that they can take
advantage of its blood of the enemy aura and its inspire ferocity
power.
Orc Lore
A character knows the following information with a successful
Nature check.
DC 15: Orcs favor hills and mountains, places pocked
by caverns easily turned into defensible lairs. Bloodthirsty
marauders and cannibals, orcs venerate Gruumsh and
thereby delight in slaughter and destruction.
Orcs don’t build settlements of their own, instead improving
existing shelters with crude fortifications. They prefer to
settle in natural caves or structures abandoned by other, more
skillful races. Orcs can manage simple ironwork and stonework,
but they are lazy and grasping, preferring to take by
force the tools, weapons, and goods other folk make.
DC 20: Orcs band together into loose tribal associations.
The strongest individual in a tribe leads as a despotic chieftain.
Individual bands within a tribe might wander far from
their native lands, but they still recognize orcs from the same
tribe as kin.
DC 25: Orcs often demonstrate their faith in Gruumsh by
gouging out one of their eyes and offering it as a sacrifice to
their one-eyed god.
According to myth, Corellon shot out Gruumsh’s eye with
an arrow. For this reason, orcs hold a special hatred for elves
and eladrin.
Encounter Groups
Orc tribes use ogres and trolls as muscle for war and labor.
They sometimes keep boars, drakes, and other beasts as pets.
Level 4 Encounter (XP 900)
✦ 2 orc raiders (level 3 skirmisher)
✦ 2 orc berserkers (level 4 brute)
✦ 1 dire boar (level 6 brute)
Level 6 Encounter (XP 1,350)
✦ 1 orc eye of Gruumsh (level 5 controller)
✦ 2 orc berserkers (level 4 brute)
✦ 4 orc warriors (level 9 minion)
✦ 2 dire wolves (level 5 skirmisher)
Level 9 Encounter (XP 2,150)
✦ 1 orc chieftain (level 8 elite brute)
✦ 5 orc warriors (level 9 minion)
✦ 1 dire boar (level 6 brute)
✦ 2 ogre skirmishers (level 8 skirmisher)
Level 10 Encounter (XP 2,650)
✦ 2 orc bloodragers (level 7 elite brute)
✦ 1 bloodspike behemoth (level 9 brute)
✦ 1 ogre skirmisher (level 8 skirmisher)
✦ 1 oni night haunter (level 8 elite controller)
--
Fabio