Marrow Sucker

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Overview

The Marrow Sucker tribe is almost feral. They live off the land and whatever they find there, and have a surprising number of druids in their tribes. Druids are always tribal chiefs, and lead their tribes toward a deep connection with the land. Class levels are most likely to be barbarian or druid. Marrow Suckers combat techniques are as brutal as they are. They enjoy charging into battle and overwhelming their opponents with ferocious blows (Combat Brute). They are also quite likely to have tamed beasts with them, especially if they are being led by a druid.

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Sample Stat Blocks

Marrow Suckers Base: Male Orc Bbn8; CR 8;HD 8d12+24; hp 85;

Init +3; Spd 40 ft/x4;

AC 18 (+3 armor, +3 dex, +2 Terrain), touch 13, flat-footed 18;

Base Atk/Grapple +8/+13;

+14/+9 Greatclub (1d10+7;20/x2, Mwk greatclub),

+11/+6 Thrown Spear (1d8+5;20/x3, Spear(Thrown));

+16/+11 Greatclub Raging (1d10+9; 20/x2, Mwk greatclub),

SA&SQ Fast Movement(Ex), Illiteracy, Rage, Uncanny Dodge(Ex), Improved Uncanny Dodge(Ex), Trap Sense(Ex), Damage Reduction(Ex);

AL CE; SV Fort +9, Ref +5, Will +0;

AB Str 20(+5), Dex 16(+3), Con 16(+3), Int 8(-1), Wis 6(-2), Cha 6(-2);

Skills: Climb¹ +9, Handle Animal +6, Intimidate¹ +7, Jump¹ +14, Survival¹ +3.

Feats: Mountain Fighter, Power Attack, Improved Sunder, Combat Brute.

• 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 3 times per day. This gives +4 to Strength and Constitution, +16 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 8 rounds.

• Uncanny Dodge(Ex): You retain you Dexterity bonus to AC even if flatfooted or struck by an invisible attacker.

• Improved Uncanny Dodge(Ex): You can no longer be flanked, except by a level 12 rogue.

• Damage Reduction(Ex): 1/–

Equip: Studded Leather, Mwk Greatclub, Spear


Marrow Suckers Sub-Chief: Male Orc Drd8; CR 8;hD 8d8+16; hp 59;

Init +2; Spd 20 ft/x4;

AC 19/24 (+3 armor, +2 dex, +2 natural, +2 Terrain), touch 12, flat-footed 15;

Base Atk/Grapple +6/+9;

+9/+4 Club (1d6+3;20/x2, Club);

SA&SQ Restricted Spells, Spontaneous Casting, Animal Companion(Ex), Nature Sense(Ex), Wild Empathy(Ex), Woodland Stride(Ex), Trackless Step(Ex), Resist Nature's Lure(Ex), Wild Shape(Su);

SV Fort +8, Ref +4, Will +8; AL NE;

AB Str 16(+3), Dex 14(+2), Con 14(+2), Int 10(+0), Wis 14(+2), Cha 10(+0);

Skills: Concentration¹ +13, Handle Animal +8, Heal¹ +7, Knowledge (nature) +10, Spot¹ +5, Survival¹ +18.

Feats: Skill Focus (Survival), Craft Wondrous Item, Elephant's Hide, Lion's Pounce, Mountain Fighter.

Spells: 6/5/4/3/2

• Restricted Spells: cannot cast Good spells.

• Spontaneous Casting: Can spontaneously cast summon nature's ally spells, by sacrificing a pre-prepared spell of equal or higher level.

• Animal Companion(Ex): You have selected a Bear, Brown as your animal companion.

• Nature Sense(Ex): You gain a +2 bonus on Knowledge(nature) and Survival checks.

• Wild Empathy(Ex): You can make a check(1d20+10) to improve the attitude of an animal. You must be within 30 feet of the animal, and it generally takes one minute to perform the action.

• Woodland Stride(Ex): You can move through natural thorns, briars, etc. at full speed and without suffering damage or impairment. Magically overgrown areas still hamper you.

• Trackless Step(Ex): You leave no trail in natural surroundings, and cannot be tracked unless you choose to.

• Resist Nature's Lure(Ex): +4 to saving throws against the spell-like abilities of fey creatures.

• Wild Shape(Su): You can turn yourself into a Small to Large animal (and back) 3 times per day for 8 hour(s). The new form's Hit Dice cannot exceed 8.