Orcslayer (Character Kit)

Class Information 	Class Information
Class Requirements 	Fighter (no multiclassing)
Racial Requirements 	Dwarf (shield)
Ability Requirements 	Constitution 13, Dexterity 11, Strength 15; maximum Intelligence 10 and maximum Wisdom 10
Prime Requisite 	Constitution, Strength
Aligments 	Any nonlawful
Social Rank 	Lower class
Hit Die Type 	d10
Attack as 	Warrior
Save as 	Warrior
Advance as 	Fighter
Spell Ability? 	No
Exceptional Strength? 	Yes
Exceptional Constitution?	Yes
Starting Cash (x10 gp) 	5d4
Proficiencies 	Proficiencies
Weapon Slots 	4
Initial Weapons 	Battle axe (spec.), either hand axe or warhammer, and any one other except a missile weapon
Additional WP Slot 	3
Additional Weapons 	Any except missile weapons
Nonproficiency Penalty 	-2
Nonweapon Slots 	3
Additional NWP Slot 	3
Available Categories 	General, Warrior
Bonus Proficiencies 	Singing
Recommended Proficiencies	Leatherworking
Secondary Skills 	No skill applicable
__TOC__
==Overview==
No skill applicable
An orcslayer is a Faerûnian shield dwarf berserker or battlerager. Filled with unspeakable rage at the depredations of orcs and other humanoids against the beleaguered northern dwarves (and probably having lost most or all of his family in such battles), the orcslayer devotes himself to a dwarven god of battle and becomes a mad killing machine. Employed on battlefields against humanoid hordes, the orcslayer often leaves dozens, if not hundreds, of dead behind him before he himself is slain. Some orcslayers, rejected by their home communities, go adventuring with anyone who will have them—but they are difficult and unskilled companions at best, single-minded in their hatred of humanoids.
Shield dwarf orcslayers are seen across the North in any stronghold that has fought humanoids in the last decade. Orcslayers are segregated from the rest of dwarven society in their own halls and dwellings, as they are violent, impulsive, and prone to alcoholism and bizarre behavior. They are ruthlessly used by dwarf generals for their shock power against attacking armies, though they are also pitied. Death for them, some believe, is only a kindness.
==Description==
An orcslayer usually wears only handmade leather armor and ragged clothing. An orcslayer who lost loved ones to humanoids always leaves his beard unbraided and uncombed. Personal hygiene is poor, and the orcslayer may drink heavily during peacetime. The orcslayer may have the symbol of his deity (a dwarf war god) painted on his forehead in ashes and blood before battle. While on adventures or in battle, however, the orcslayer is sober, grim, and tense. When enraged, he chants his clan or holy war song as he attacks. Thereafter, in his fury, his face becomes distorted, his eyes bulge out, and he screams his war chant while flinging himself into the midst of the enemy to kill as many as possible.
==Roleplaying==
The sole specialty of an orcslayer is his ability to enter Orcslayer Rage, a berserk state akin to the Killing Rage of battlerager dwarves (as per The Complete Book of Dwarves). At any time the orcslayer wishes to enter the Orcslayer Rage (and he is never required to do so, even if insulted), the orcslayer sings his Dwarvish war song at the top of his lungs while performing any activity—standing, walking or running, attacking, etc. After 2+1d4 rounds of singing, he abruptly enters the Orcslayer Rage. The rage last until the orcslayer is killed or magically restrained, or 1d4 rounds after all potential targets in sight are slain. (Until then, he hacks at all the bodies around him.) The word "targets" is used because an enraged orcslayer can barely tell friends from foes. He continues singing while fighting. A magical silence spell or power can prevent the Orcslayer Rage from occurring at the start, but the dwarf attacks the person responsible for casting the spell, if he can tell who it was. If not, he attacks anyone who gets in his way. Silence cannot stop the Orcslayer Rage once it has begun, even if the dwarf fights and "sings" silently.
The orcslayer always takes weapon specialization with a two-handed battle axe, then selects either a hand axe or warhammer for use as a thrown weapon in combat. He can carry up to two of these into combat on his belt, getting rid of them first before actual battle is joined. Only missile weapons are not selected as other proficiency slots are filled, as these are regarded as cowardly. Any one allowed weapon can be used during Orcslayer Rage.
Magical weapons can be used, but only magical leather armor can be worn. Orcslayers make their own armor from the hides of dead beasts or suitable monsters but do accept magical leather; their beliefs do not allow them to wear any other sort of armor, nor wear any jewelry, rings, etc. (They believe they gain the strength of great animals or monsters from their deity.) They refuse to wear anything that might be a magical protective item, even "trophy" jewelry like rings from their victims, as using such things is cowardly.
The orcslayer's song, even before he enters his rage, demoralizes all beings (friends or foes) within 60 feet of the orcslayer. This also affects beings who cannot understand Dwarvish. A penalty of -2 is applied to all NPC morale checks within 60 feet of the orcslayer, dropping to -4 once the orcslayer enters his Orcslayer Rage, until the rage ends.
Orcslayer Rage grants the following effects, both helpful and harmful.
* He gains twice his usual melee attacks per round. This means an orcslayer of levels 1-6 gains two attacks per round, one of levels 7-12 gains 3 attacks per round, and one of levels 13+ gains 4 attacks per round. The orcslayer may turn to strike anyone within range of him, even those behind him.
* The orcslayer may throw weapons in a round but cannot also make hand-to-hand attacks in that same round. If the orcslayer throws weapons, he may throw twice the usual number of weapons of a particular type. An orcslayer often enters combat with two hammers or hand axes as well as his main weapon, the former ready to be hurled in a single round before he joins hand-to-hand combat.
* He gains a +1 bonus to attack rolls, added to his bonuses for weapon specialization, Strength, magical power of his weapons, and bonuses against humanoids. Thrown weapons gain these bonuses, too, along with bonuses for Dexterity.
* He gains a +3 bonus to damage rolls, added to his bonuses for weapon specialization, Strength, and magical power of his weapons.
* The orcslayer gains a +2 bonus to hit points per Hit Die he has, even beyond his maximum hit points. Damage done to the orcslayer during melee is taken from his actual hit points first; when these are gone, damage is taken from the bonus hit points. These points vanish when Orcslayer Rage ends, so it is possible for the orcslayer to die instantly when the rage ends if only bonus hit points were left to him.
* Opponents cannot attack him from behind with better than a +2 bonus to the attack roll, as he is so hyperactive. No backstabbing attack by thieves is possible, even by surprise. If tripped or knocked down, the enraged orcslayer is on his feet in seconds, so he cannot be attacked while prone.
* Two attacks per level per round can be made againstopponents having less than 1 Hit Dice or level (kobolds, goblins, 0-level humans, etc.). This reflects the poor combat abilities of the latter, and it stops any attempt to gang-rush and overbear the orcslayer by smaller humanoids coming at him from every direction possible.
He is immune to KO (knockout) results from unarmed combat rules or sapping, and takes half damage (round down, 1 point minimum damage) from priest spells targeted at him personally while he is bare hand or foot attacks, even martial arts.
The orcslayer gains full immunity to all enchantment/charm wizard spells and all charm sphere enraged. He also gains a +4 bonus to saving throws against any spell or power causing blindness, except darkness spells. If blinded, he still attacks wildly around him for 1d4 rounds (-4 penalty to hit a foe). The orcslayer keeps his infravision and so can attack heat-emitting foes in normal darkness.
* The effects, positive and negative, of all necromantic wizard or priest spells directed at him during his rage are delayed until the rage ends. This includes beneficial spells like cure light wounds and harmful spells like finger of death.
* The orcslayer is immune to all forms of psionic attack or control in his rage. He can never have psionic powers himself.
* The orcslayer's player does not keep track of the character's hit points during the rage; the DM does this. The player is told simply that the orcslayer feels no pain, only great enjoyment of his deeds. The player only finds out how low the orcslayer's hit points are if the orcslayer is killed.
* The orcslayer cannot take cover from missile or magical attacks. He moves only to attack a foe.
* The orcslayer must fight every melee round until all opponents are killed. Any enemy within range of his weapon can be attacked; if none are in range or he kills an opponent, he moves to the next closest opponent he sees, then attacks.
* An orcslayer must make an Intelligence check on 1d20 to avoid attacking any known ally within 10 feet of him during combat. A check is made whenever an ally becomes the closest living being to the orcslayer; as long as foes are closer, no check need be made. Failure means the orcslayer must attack the ally.
* When the rage ends, an orcslayer is exhausted and makes all attack, saving throw, ability check, and proficiency check die rolls at a -2 penalty. His Strength and Dexterity scores also drop by 2 points each. This exhaustion lasts for 10d6 rounds. All delayed effects noted above take effect at once when the rage ends.
* An orcslayer's Armor Class is determined by his leather armor (which can be magical) and his Dexterity score only.
==Special Advantages==
The benefits of Orcslayer Rage are given above. This kit offers no other benefits aside from a reputation.
==Special Disadvantages==
See details on the Orcslayer Rage for drawbacks that this kit presents. An orcslayer never uses a shield, missile weapon, or poison of any sort. He never uses a magical item to cast a spell. All of his previous proficiencies have been forgotten and cast aside. He lives only to kill his enemies.
An orcslayer is an obvious liability as well as an asset, and other dwarves are quick to withdraw if an orcslayer seems to be losing his temper. Pride is less important than not triggering the orcslayer's anger. Apply a +3 modifier to NPC reaction rolls from other dwarves who encounter a dwarf they recognize to be an orcslayer; the dwarves do not attack if a "hostile" result is gained but instead retreat and go elsewhere. Other races may initially think an orcslayer is a great asset to have around, but within one day of spending any time with an orcslayer they think very differently, applying a +4 modifier to their reactions (but, sadly without realizing they should avoid antagonizing him at all costs).
Roleplaying this character is difficult, as a player character should always avoid attacking other player characters. It is a tricky balance to work with others but be crude, short-tempered, a heavy drinker, and potentially violent. However, passive or friendly characters who never seem to take offense should be able to stay near an orcslayer for long periods of time, even being recognized as a friend by the orcslayer (adding DM-determined bonuses to the Intelligence check required to recognize an ally during Orcslayer Rage). Because going into Orcslayer Rage is voluntary, the character need never attack his own allies if he doesn't want to, which makes this kit more viable than other "berserker" kits.