one more orc


"I imagine this comes as quite a surprise to you."

Daywalkers are chosen from among the best of Orc-kind and subjected to rigorous training and magical surgeries. Unlike normal Orcs they become immune to the glare of the sun, and eventually to fatigue as well. They are untiring saboteurs in Gruumsh's war on the other races.

Any typical Orc warrior will do.

Race: Orc (or if you prefer, any race with Light Sensitivity)
Feats: Racial Prodigy, Racial Scion
Skills: Listen 4 ranks, Survival 4 ranks
BAB: +6

Class Skills
The Daywalker's class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Survival (Wis), and Swim (Str).
Skills Points at Each Level : 4 + int

Hit Dice: d12

   BAB  Fort    Ref    Will  Abilities
1. +1    +2     +0     +0    Daywalker
2. +2    +3     +0     +0    Untiring
3. +3    +3     +1     +1    Sneak Attack +1d6
4. +4    +4     +1     +1    Daywalker
5. +5    +4     +1     +1    Untiring
6. +6    +5     +2     +2    Sneak Attack +2d6
7. +7    +5     +2     +2    Daywalker
8. +8    +6     +2     +2    Untiring
9. +9    +6     +3     +3    Sneak Attack +3d6
10.+10   +7     +3     +3   Daylight Assassin
Weapon Proficiencies: A Daywalker gains no new weapon or armor proficiencies.

Daywalker (Ex): At 1st Level you are no longer subjected to Light Sensitivity.

At 4th Level you can no longer be Dazzled.

At 7th Level you can no longer be Blinded by attacks based on Light, and gain a +2 Bonus on Saves against Spells with the Light descriptor.

Untiring (Ex): At second Level you cannot become Exhausted, though you can still become Fatigued.

At 5th Level you are immune to being Fatigued, and to Sleep effects.

At 8th Level you gain a +2 Bonus on Fortitude Saves, or on any Save against anything that would leave you Dazed, Stunned, Helpless, or Unconscious.

Sneak Attack (Ex): Identical to the Rogue Ability. You gain 1 die of Sneak Attack at Levels 3, 6, and 9.

Daylight Assassin (Ex): At 10th Level you become immune to non-lethal damage from non-magical sources. You now die at negative (10 plus your Con score) hit points.

You are the absolute best the Orc army has to offer. They've invested a lot in your training, and even more in your transformation. You can't let them down.
Combat: Daywalkers may be able to walk in the daylight, but this doesn't necessarily make them safer, as most of their comrades can't For this reason most of them specialize in guerrilla warfare.
Advancement: Being that you're an elite military unit, your advancement depends on your commanding officer. Unless you go AWOL.
Resources: You have all the resources the Orc military can muster until you go on a mission, after that you need to rely on your wits.

"Orcs immune to sunlight? What are you smoking?"
You do not interact with the world at all. Even most other Orcs regard you as something like a myth due to your rarity. And you intend to keep it that way. The enemy can't defend against a weapon it doesn't know about.
Daily Life: You're either training or on a mission. There are few exceptions, other than downtime due to new magical surgery.
Organizations: You belong to your races military, and them alone. Any thoughts otherwise and they kill you. And your family.

NPC Reaction
You're perceived as any other Orc, which is to say not nicely.

This is best for all Orc campaigns, as explaining your presence otherwise would be convoluted, and the party would constantly be pursued by the Orc military.
Adaptation: This could be better suited to NPC's due to it's nature.
Encounters: A good Daywalker should never be caught by the PC's if he's doing his job. The PC's will usually only encounter them performing sabotage before an Orc Invasion.

Sample Encounter
EL 12: The PC's stumble across an Orc attempting to poison the cities water supply. He flees with the help of several others, showing no aversion to daylight at all.

Init +0, Senses: Listen +, Spot +,
AC , touch , flat-footed ()
hp ( HD)
Fort +, Ref +, Will +
Speed ft. ( squares)
Base Atk +, Grp +
Atk Options
Combat Gear
Spells Prepared
Supernatural Abilities
Abilities Str , Dex , Con , Int , Wis , Cha


Hit Die: d12
Skills Points at Each Level : 4 + int
Sneak Attack At Level 22 and every 3 Levels thereafter you gain another Sneak Attack die.
Bonus Feats: The Epic Daywalker gains a Bonus Feat every 2 levels higher than 20th