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16:34, 24th April 2024 (GMT+0)

Orcs in this world.

Posted by GruumshFor group public
Gruumsh
GM, 5 posts
Serve the Burning Eye!
Lay Waste to the Weak!
Tue 18 Aug 2020
at 00:57
  • msg #1

Orcs in this world

Orcs are a varied lot, and the many different tribes and champions Urzag the Vile has gathered under his banner covers many of the different breeds of Gruumsh's children.

High Orcs (or True Orcs):
* +2 Strength, —2 Intelligence, +2 Wisdom, —2 Charisma: High orcs are not as strong as mountain orcs, but they tend to be much more independent and strong-willed.
* Medium-size.
* High orc land speed is 30 feet.
* Darkvision up to 60 feet.
* +2 racial bonus on Handle Animal and Ride checks when riding boar creatures.
* Proficient with the Battle Axes and Shortbows; High orcs train with these weapons from childhood.
* Light Sensitivity (Ex): High orcs suffer a —1 penalty on attack rolls in bright sunlight or within the radius of a daylight spell.
* Orc Blood: For all special abilities and effects, a high orc is considered an orc. High orcs, for example, can use or create orc weapons and magic items with racially specific orc powers as if they were orcs.
* Automatic Languages: Common, Orc. Bonus Languages: Draconic, Giant, Goblin.
* Favored Class: Fighter.

Mountain Orcs:
* +4 Strength, +2 Constitution, —2 Intelligence, —2 Charisma: Mountain orcs are fantastically strong and tough, but they react to situations with violence and poor planning.
* Monstrous Humanoid: As monstrous humanoids, mountain orcs are proficient with all simple weapons, but they have no proficiency with any armor or shield.
* Medium-size.
* Mountain orc land speed is 30 feet.
* Darkvision up to 60 feet.
* +1 natural armor.
* Powerful Build: The physical stature of a Mountain Orc lets him function in many ways as if he were one size category larger. Whenever a Mountain Orc is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the Mountain Orc is treated as one size larger if doing so is advantageous to him. A Mountain Orc is also considered to be one size larger when determining whether a creature's special attacks based on size (such as improved grab or swallow whole) can affect him. A Mountain Orc can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject's size category.
* Mountain Movement: Because Mountain Orcs practically live on the ledges and cliffs of the most forbidding mountains, they are particularly adept at negotiating mountain hazards. Mountain Orcs can make standing long jumps and high jumps as if they were running long jumps and high jumps. A Mountain Orcs can engage in accelerated climbing (climbing half his speed as a move action) without taking the —5 penalty on the Climb check.
* Acclimated: Mountain Orcs are automatically acclimated to life at high altitude. They don't take the penalties for altitude described in the Mountain Travel section on page 90 of the Dungeon Master's Guide. Unlike other denizens of the mountains, Mountain Orcs don't lose their acclimation to high altitude even if they spend a long time at a lower elevation.
* Proficient with the greataxe and javelin. Mountain orcs train with weapons from childhood.
* Light Sensitivity (Ex): Mountain orcs suffer a —1 penalty on attack rolls in bright sunlight or within the radius of a daylight spell.
* Orc Blood: For all special abilities and effects, a mountain orc is considered an orc. Mountain orcs, for example, can use or create orc weapons and magic items with racially specific orc powers.
* Automatic Languages: Common and Orc. Bonus Languages: Draconic, Dwarven, Giant, Goblin.
* Favored Class: Barbarian.
* Level Adjustment: +1. Mountain Orcs are more powerful and gain levels more slowly than most of the other common races.

Orogs (Deep Orcs):
* +6 Strength, —2 Dexterity, —2 Wisdom, +2 Charisma: Orogs are incredibly strong, and they make natural leaders despite their ferocious appearance.
* Medium-size.
* Orog land speed is 30 feet. However, orogs can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load.
* Darkvision up to 120 feet.
* Proficient with greatsword and throwing axe. All orogs train with some sort of martial weapon from a very young age.
* +2 racial bonus on Craft (armorsmithing) and Craft (weaponsmithing) checks. Orogs train from an early age at their tribal forges.
* +2 natural armor.
* Light Blindness (Ex): Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds an orog for 1 round. In addition, orogs suffer a —1 circumstance penalty on all attack rolls, saves, and checks while operating in bright light.
* Resistances: Orogs have fire resistance 5 and cold resistance 5. They are inured to extremes of temperature.
* Orc Blood: For all special abilities and effects, an orog is considered an orc. Orogs, for example, can use or create orc weapons and magic items with racially specific orc powers as if they were ordinary orcs.
* Automatic Languages: Orc, Undercommon. Bonus Languages: Common, Dwarven, Elven, Goblin, Giant.
* Favored Class: Fighter.
* Level Adjustment: +1. Orogs are more powerful and gain levels more slowly than most of the other common races.

Tanarukk (Demon Orcs):
* +6 Strength, +4 Constitution , -2 Intelligence, —2 Wisdom, -4 Charisma: Tanarukk are incredibly strong and tough, however their tainted heritage does not aid their orcish mental abilities.
* Tanarukk are Outsiders with the Native subtype.
* Medium-size.
* Tanarukk land speed is 30 feet.
* Darkvision up to 60 feet.
* +4 racial bonus on Intimidate checks.
* +5 natural armor.
* Proficient in all Simple and Martial Weapons.
* Tanarukk possess a bite attack that deals 1d6+strength modifier points of damage. If used in conjunction with a melee weapon, the bite attack is a secondary attack that deals 1d6+1/2 strength modifier in damage
* Light Sensitivity (Ex): Tanarukk suffer a —1 penalty on attack rolls in bright sunlight or within the radius of a daylight spell.
* Resistances: Tanarukk have fire resistance 10.
* Immunities: Tanarukk are immune to poison.
* Spell Resistance (14+Character Level)
* Orc Blood: For all special abilities and effects, an Tanarukk is considered an orc. Tanarukk, for example, can use or create orc weapons and magic items with racially specific orc powers as if they were ordinary orcs.
* Automatic Languages: Orc, Abyssal. Bonus Languages: Common, Celestial, Infernal, Goblin, Giant.
* Favored Class: Barbarian.
* Level Adjustment: +2. Tanarukk are more powerful and gain levels more slowly than most of the other common races.
This message was last edited by the GM at 12:18, Wed 19 Aug 2020.
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