Three Mountains Tribe
Overview
Little is known regarding the Three Mountains tribe of orcs. They are fanatics, invariably fighting to the death. They are also found in warbands made up of mixed tribes of orcs (an unheard of occurrence. Normally warbands are made up of a single tribal type to prevent tribal infighting).
The Three Mountains orcs often have a visible tattoo of three mountain peaks surrounding a upright flaming spear.
In combat, the Three Mountains orcs most often use great clubs whose blows disable and sicken their opponents.
Sample Stat Blocks
Three Mountains Orcs: Male Orc Bbn4/Ftr7; CR 11;HD 7d10+4d12+22; hp 108;
Init +1; Spd 30 ft/x4;
AC 18 (+7 armor, +1 dex), touch 11, flat-footed 18;
Base Atk/Grapple +11/+16;
+1 Greatclub +18/+13/+8 (1d10+8;20/x2)
Mwk Javelin +13/+8/+3 Thrown (1d6+5;20/x2)
+1 Greatclub Raging +19/+14 (1d10+10;20/x2);
SA&SQ Fast Movement(Ex), Rage, Uncanny Dodge(Ex), Trap Sense(Ex);
SV: Fort +11, Ref +4, Will +3; AL CE;
AB: Str 20(+5), Dex 12(+1), Con 14(+2), Int 12(+1), Wis 10(+0), Cha 8(-1);
Skills: Climb¹ +14, Intimidate¹ +12, Jump¹ +14, Listen¹ +8, Survival¹ +8.
Feats: Power Attack, Cleave, Improved Bull Rush, Improved Sunder, Weapon Focus (Greatclub), Combat Brute, Three Mountains, Mountain Fighter, Improved Toughness.
• Fast Movement(Ex): +10 to speed when in medium armor or lighter and not carrying a heavy load.
• Rage: You can fly into a screaming frenzy once per encounter, up to 2 times per day. This gives +4 to Strength and Constitution, +22 hit points, and a +2 morale bonus to Will saves, but gives a -2 penalty to AC. Cannot use any skills that require patience or concentration while enraged. Your rage lasts up to 7 rounds.
• Uncanny Dodge(Ex): You retain you Dexterity bonus to AC even if flatfooted or struck by an invisible attacker.
• Trap Sense(Ex): +1 to Reflex saves and AC against traps. 3 Mountains style - 2 hits, fort save vs DC 21 or become nauseated for 1 rd
Equip: Chainmail +2,Greatclub +1, Finger - Cause Fear, Finger - Stinking Cloud (The Chainmail and Greatclubs are only temporarily magical. They will loose their enchantment at the rate of 1 “+” per day if not possessed by an orc or half-orc).