King Oragku
From World of Kralis
23rd Rank Orc Warrior
| Health Points: 128 | Beaten: 64 | Battered: 32 |
Attack Skill: 200
Attacks: Magical Double Darkstar (5/3) (Intensify +3d10 bonus damage)
Armor: Magical Splint Armor (22)(Incoporeal Base Rank 12)
| Physical Defense: 160 | Magical Defense: 155 |
| Divine Defense: 155 | Jinhu Defense: 155 |
| Move: 15' | Luck Points: 12 | Vision: Nightvision |
Attributes
Str: 100(+10), Sta: 81(+6), Agi: 82(+6), Per: 75(+4)
Int: 76(+4), Wits: 83(+6), Will: 84(+6), Chr: 76(+4)
Skills
Brawling 152; Convince 165; Leadership 158; Interrogate 201; Search 150; Skepticism 158; WeaponCraft (Agi) 200
Abilities
Adder Strike, Armor Penetration (Ignore 15 points of Armor Absorption), Aura of Fear, Fearsome, Bull Headed, Death Blow, Dead Stop Stare, Deft Strike, Improved Multiple Attack, Parry, Stalwart Campaigner, Stone Wall, Whirling Weapons
+15 vs. Fear and Horror Checks
Menacing: Orcs have a terrifying reputation, and they know it. They use this reputation to cause a sense of panic and fear in opponents. Any time that an opponent comes within 5’ radius of the orc (+5 feet every 5 ranks, max +30’), the player must state that they are actively using this ability. Targets within range must make a successful Willpower check at a TS equal to 1 per 25 points of the orc’s Charisma or have an increase in action point cost for every action of +1 and suffer -5 penalty per two Charisma modifier to all skill checks on that turn against the orc. If there are multiple orcs only the menacing of the orc with the greatest Charisma is used. The same opponent may not be affected more than once a day by the any orc.
Poison Immunity. Because of their near torturous lives orcs have developed a completely immune to any poison Types A-C and gain +40 to Stamina checks to other poisons.
Equipment
Unlike most royalty in the world of Kralis, King Oragku, indeed most all orc leaders, carry a great deal of equipment. He does not carry typical, rather he carries his weapons, is most often found in his magical splint armor and is known to carry a magical bag that allows him to carry a great deal more. As an orc he is always paranoid of upstarts and rivals attempting to remove him from leadership as he did to his predecessor.
Magical Items
Iron Torc of Shielding: 35% Deflection Bonus
Bracelet of Greater Absorption: Silver Bracelet that Absorbs +12 damage
Ring of Dragon's Breath: Grants user the ability to breath Acid 3/day (Base Rank 15): Base Damage 7; 12' range; 12' radius.
Combat/Tactics
King Oragku is an aggressive warrior. While he is very aggressive, he is not stupid and weighs his actions and considers most reactions as he throws himself into battle. He is an intelligent leader that does not carelessly throw his legions into confrontations that will cost him more than its worth. However, he is not beyond setting up rival clans into losing battles.
Allies/Companions
As most orcs have little trust for one another, King Oragku has no real companions or allies that do so with any loyalty. Most of his companions are groveling subordinates that fear the king more than respect him. However, he has reached beyond his orcish brethren and has made a tedious alliance with The Dark Heart.
Foes/Enemies
The list of enemies or foes against King Oragku is long and includes numerous orc "nobles", a number of human warriors, the Kingdom of Panthias as well as the Kingdom of Nashatras. His most predominate foe are the Kingdom Riders.
Appearance
Standing at just over 7', King Oragku is a very strong and powerful orc that is dressed in finely crafted splint mail adorned with various skulls of foes, and armor spikes. He is missing his left eye and his right tusk is broken, both lost in personal battle. His head is shaved bald and sports three claw marks across the left side of his head.
Personality
King Oragku is very personable as orc leaders go. As the undisputed head of the orc nation of Nathak he rules with an iron grip. He is a fearsome and brutal orc that revels in warfare and seeks to expand the Nathak territory.
