The 'Orc Champion' is a prestige class for orcs or half-orcs that have gained renown within a clan or tribe, and attract other orcs to them through their reputation and leadership. Champions exemplify all that is orcish. Most Orc Champions are Warriors (Fighters) or Ragers (Barbarians). Some Orc Champions are also Scouts (Rogues), Brawlers (Monks) and Wildmasters (Rangers).
Orc Champions are great warriors and are usually leaders and masters of intimidation.
Alignment: Orc warriors may be of any appropriate alignment.
Racial: Must be orc or half-orc.
Base Attack Bonus: +5
Skills: Intimidation 8 ranks
Feats: Weapon Focus, Power Attack, Cleave
Special: Must defeat at least five opponents in a single battle without help
Bluff (Cha), Climb (Str), Craft (Int), Intimidate (Cha), Jump (Str), Profession (Wis), and Spot (Wis).
Hit Die: d12
Weapon and Armor Proficiency: An Orc Champion is proficient with all Simple and Martial weapons, all types of armor, and with shields.
Gather the Warband: An Orc Champion is almost always accompanied by a band of followers who are completely loyal to him, and will follow any order he gives. These members may already be traveling with the Champion when he takes this class, or they may be found through the course of adventuring. The maximum number of members in this warband is equal to the Champion's Intimidate skill modifier (including all bonuses). The orcs in this band will be tougher and stronger then normal orcs (2HD). The band itself will be lead by a Sergeant who is one level higher then the rest (3HD).
This Warband does not automatically replenish when members are killed. However, when the Champion encounters an Orc, he may persuade him to join his band with a successful Intimidation check. The maximum number of members cannot exceed the base number allowed (the Champion's Intimidation modifier). New members are considered 2HD followers, even if the rest have progressed beyond that (see below).
Have at 'em, boys!: An Orc Champion can inspire his followers to greater glory in battle. Whenever the Champion is within sight or earshot (50') of his loyal followers, those followers gain a +1 to all rolls.
Signature Weapon: At 2nd level, an Orc Champion may designate his favorite weapon as his Signature Weapon. This weapon can be of any type or design, but it must be of Masterwork quality, and the Champion must have weapon focus in its type. As the Champion progresses, the weapon gains special qualities (see Level Progression table). Any non-orc always treats the weapon as Masterwork only.
A Signature Weapon will gain the following special qualities based on the Champion's level:
A signature Weapon will always be referred to by the Champion's name (ie.: The Sword of Gortek, Chakk's Hammer, etc…).
- 2nd level: +1 to hit and damage, acts as Standard
- 4th Level: Iron Grasp (Cannot drop Signature Weapon or be disarmed)
- 5th Level: Any Orc can Use Signature Weapon
- 7th Level: Devastating Weapon (+2 to hit and Damage, +2 to Intimidate)
- 8th Level: Champions Influence (1/2 price for improvements)
Warband Progression: As an Orc Champion gains levels, the members of his warband also gain power. Starting at 3rd level, and every three levels after (6th & 9th), each member of the Warband adds an additional Hit Die (d8) to his hit points.
Tribal Lands: Any time after an Orc Champion reaches 10th level, he may claim a conquered or uninhabited area of land for his "tribe." This area will typically be a rough circle about 100 leagues across (the DM can decide how much land is available). At this point, orcs from all over, having heard of the Champion's reputation, will flock to his lands, and establish a Tribe in his name (ie. The Tribe of Gortek). This land functions the same as a human barony or kingdom. The initial population will be equal to the Champion's Intimidation modifier x100, and will arrive in varying groups within 3 months of the establishment. Thereafter, it will grow by 100 per month, as long as the land prospers. The maximum population is equal to the Champion’s Intimidation modifier x1000.
Any time the land is threatened, it will produce a fighting force of normal orcs equal to 50% of its total population.