Belkzen Warchief
Defense
AC: 17, touch 10, flat-footed 15 (+6 armor, +2 Dex, +1 natural, –2 rage)
HP: 132 (11d12+55)
Fort: +12 Ref: +5 Will: +7, +4 vs. magic
Defensive Abilities: ferocity, improved uncanny dodge, trap sense +3
DR: 3/—
Weaknesses: light sensitivity
Offense
Speed: 30 ft.
Melee: +2 greataxe +22/+17/+12 (1d12+14/×3) or mwk handaxe +20/+15/+10 (1d6+8/×3)
Ranged: javelin +13/+8/+3 (1d6+8)
Special Attacks: greater rage (26 rounds/day), rage powers (guarded stance [+2 dodge vs. melee], increased damage reduction +1, intimidating glare, superstition +4, terrifying howl [DC 23])
Statistics
Str: 26 Dex: 14 Con: 20 Int: 10 Wis: 8 Cha: 6
Base Atk: +11 CMB: +19 (+21 bull rush) CMD: 29 (31 vs. bull rush)
Feats: Dazzling Display, Improved Bull Rush, Intimidating Prowess, Iron Will, Power Attack, Weapon Focus (greataxe)
Skills: Climb +20, Handle Animal +12, Intimidate +20, Perception +13, Ride +14
SQ: fast movement, weapon familiarity
Languages: Common, Orc
Combat Gear: potions of cure serious wounds (2)
Other Gear: +2 hide armor, +2 greataxe, javelin, mwk handaxe, amulet of natural armor +1, 56 gp
Description
Orc barbarian 11
Base Statistics: When not raging, the barbarian’s statistics are AC 19, touch 12, flat-footed 17; hp 99; Fort +9, Will +4; Melee +2 greataxe +19/+14/+9 (1d12+9/×3) or mwk handaxe +17/+12/+7 (1d6+5/×3); Str 20, Con 14; CMB +16, CMD 28; Skills Climb +17, Intimidate +17.
To the orcs of the Hold of Belkzen, chaos reigns supreme. Were it not for a select few orcs who possess the strength and personal magnetism to bend others to their will, the loosely organized tribes of warmongering humanoids would tear one another to pieces in ceaseless conflicts toward ends known only to the gods of war and carnage. As it stands, the influential warchiefs of Belkzen’s countless orc hordes drive their followers toward similar ends, providing just enough order to distinguish one tribe from the next, and to grant some semblance of strategy and battlefield tactics to the massive skirmishes that rage across the nation.
Sometimes an orc inherits a position as warchief from a parent who held the title until he was killed on the battlefield, but in most cases, an orc holds the title only as long as he can defend it from his lieutenants and enemies. Even an orc who inherits the title often sees his right to the position challenged nearly immediately, and many can’t hold it for longer than a single day. Though the future is uncertain for any orc amid the chaos and bloodshed of battle, it’s even more treacherous for those who bear their tribes’ banners and are marked with the ceremonial symbols of a warchief, for they must ever watch for challengers to their authority—both outside enemies and ambitious members of their own tribe.
Source: Inner Sea NPC Codex, p. 11
