The Orc
Starting ability score range:
Ability | Min | Max |
Strength | 8 | 19 |
Dexterity | 4 | 16 |
Constitution | 9 | 19 |
Intelligence | 3 | 14 |
Wisdom | 3 | 15 |
Charisma | 3 | 16 |
Adjustment to starting ability score:
Orcs get +1 to their Strength and Constitution, but they lose 1 Charisma point, 1 Intelligence point and 1 Wisdom point.
Height : | 130 + 2d10 cm |
Weight : | 75 + 1d10 kg |
Age : | Starting : 14 + 1d4
Maximum : 50 + 2d10
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Allowed classes and level restriction:
Warrior:
Fighter 13
Priest:
Shaman* 9
Rogue:
Thief 12
*You can find this class in the complete book of humanoid or in the complete Barbarian guide (use priest if unavailable)
No classes mixing allowed
Hit dice:
The orcs get 1 more HP dice level than normally given to a class (d6 becomes d8, d8 becomes d10 and d10 becomes d12).
Alignment:
Lawful evil
True Neutral
Neutral evil
Chaotic neutral
Chaotic evil
Most Orcs are Chaotic neutral.
Natural Armor Class:
Orcs have a natural AC of 8.
Background:
Orcs are greenish self-centered creatures, they think about themselves before anyone else, this explains why most of them are chaotic neutral. General people do not like orcs, many are hunted by courageous adventurers. Even if they are not very intelligent, orcs are pretty powerful in combats and have a great physical strength and a good constitution.
Orcs makes great soldiers since they never question orders they receive and cannot find what could be wrong with it, but they are not great leaders.
Special attacks:
Orcs are good with barehanded fighting, they deal 1d4 damages with each hand (2 attacks per round without penalty) plus their strength bonus.
Language:
Orcs use mostly their own language and goblin, they also get 1 less language than they should with their intelligence (minimum of 1)
Special advantages:
- As mentioned above, orcs get 2 1d4 attacks every round if fighting without weapon.
- If an Orc use an orc axe when fighting (also called Grunt axe) they get +1 to hit and +1 to damages. The axe is a medium weapon dealing 3d4 damages and is taken with 2 hands.
- At level 3 orcs also get a berserk ability, they can concentrate during 1 complete
round to become berserk, they will remain berserk during 30-60 minutes. Being berserk allows the
orcs to fight like a beast, this negates all dexterity armor bonus and lower (from 8 to 10 for example) armor class by 2 points, however,
the orc will get 1 more attack per round per weapon and give him a +3 bonus to damages and +2 to hit. The Orc will also become berserk when an incident happens that affects him (death of a friend for example).
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Starting from level 4, the orc will get his AC lower by 1 point every 3 level (8 at level 4, 7 at 7, 6 at 10, 5 at 13, 4 at 16, 3 at 19)
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At level 5, the orc can become more berserk, to do so, he must concentrate during 1 more round (when already berserk), the berserk state will remain for the same period of time, but will be much more powerful. The Orc will get his armor lower to 10 or negate dexterity bonus and get AC lower by 5 points which every gives the worse AC (an orc in 2nd berserk state always have an armor of 10 or more), but he will get +5 to hit, a 3 attacks per 2 rounds per weapon bonus and +5 to damages.
Special Disadvantages:
- Orcs can only wear leather made armor, they got a special tough leather armor made by some blacksmith giving them an AC of 5, but these armors are very rare and given to very few orcs.
- At level 10 and higher Orcs will refuse to wear any armor.
- Orcs can only have 3 magical items with them, 2 of them must be weapons, armors or gauntlets.
- Orcs have a 35% chance for their magical items not to work, this applies to any of them.
- Orcs start with only half the money they normally would.
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