llashismll
First Post
Heyas everyone, these are some of character races from my upcoming campaign setting. I never liked the idea of LA, it's just a bit too unweildly for my tastes, so I did away with it and at the same time added a bit more 'cool' factor to my races. Under this system each race gains a new racial ability at every 4th level. I may also be designing a few racial feats for each race. I really wanted to make races truly different from eachother, and unique not only at 1st level but throughout their careers. I've done away with racial paragon levels also and have folded some of those concepts into the races.
These races are really designed around the fluff for each one, and can be somewhat world specific to my setting. I was hoping to get some comments on the idea behind each race and some critique on the mechanics. Right now nothing is set in stone, and I would really love some input from some of you posters out there.
Thanks is advance!
Here are just 2 of the races so far, I'll edit my post to add more if there is interest.
Gnolls
The gnolls are proud hunters and guardians of the dry southern plains and hills, for ceturies they have been held in trust by the humans of the empire to hold the borders against the barbarian hordes of the south. These large hyena people have a long tradition of guardianship and ferocity, and their hunters are some of the best trackers in the world.
Personality: Gnolls can seem wild and surly at first glance and they have a way of expression that’s brooks little room for the human traits of deception or guile. Gnolls tend to be very straightforward and they do not understand the subtleties of social communication among the other races. They are led by the strongest and most cunning of the females and males tend to take to this role with an easy acceptance. Gnolls have a strong tradition of humor and often make jokes which few other races understand, they enjoy practical jokes and use them as a relief from the serious pressures of their lives.
Physical Description: Gnolls stand anywhere from 7 to 8 feet tall, and weigh upwards of 300 pounds, with females often being larger. They tend to be lanky and lean, their muscles corded beneath the thick fur which covers their bodies. The fur which covers a gnolls body can range anywhere from a deep black to an almost amber colored yellow, it is often spotted upon their flanks and shoulders leading up to their thick necks. The spot pattern on every gnoll is unique and many gnolls identify each other via these spots. They appear like a cross between a lanky ogre and a hyena, and there burns a keen intelligence in their eyes. Their eyes are usually a burning green or blue which glow in the dark of night. Their hands are equipped with cruel and razor sharp claws, which grow in black like obsidian shards. They wear intricate armor made of horn and bone and often weave plaited grasses and small bones into their manes. A gnoll always wears an intricate and well made harness on their bodies used to carry weapons and items and make sure that they can remain completely mobile.
Relations: Gnolls have an almost mercenary like relationship with the humans of the empire, long ago they accepted a commission from a human emperor to serve as a bulwark against the barbarian invasions trying to destroy the civilizations of the north. Now with the empire in decline it is largely through the work of the gnolls that the empire is not overrun, although this loyalty is now bought with huge merchant trains full of trade goods and treasure which wind down from the empire. The Barbarians are forever a thorn in the side of the gnolls and although they respect the strength of these formidable humans they waste no time defending against them. Gnolls believe orcs to be a stunted and underdeveloped society, and they brook no orc to settle within their lands. Elves are viewed with suspicion but the gnolls cant wrap their minds around these alien creature, just instinctually knowing that they are to be feared and not trusted. Dwarves are not very well known to the gnolls although they do respect the few adventurers they have come across, admiring their stoic and hard lined nature. The yuan ti are for the most part unknown to the gnolls although they do not appreciate the occasional paladin-missionary who ventures into their lands and starts preaching about their strange god. Halflings are welcome in all gnoll holds, gnolls greatly appreciate the small folks traveling caravans and welcome the influx of exotic goods and stories, they are also the only other race to which gnolls show their humorous side and trade pranks with them freely. Half Elves are given about as much trust as their fey parents and gnolls see little difference between the two. Half Orcs and gnolls share a great mercenary sensibility and it is not uncommon to see a company of half orcs bolstering a gnoll outpost out on the plains. Goblins are allowed to maintain warrens within gnoll lands and gnolls will even very often take over the abandoned warrens which the goblins invariably leave behind.
Alignment: Gnolls tend towards neutrality with a slight nod towards lawful, displaying their ancient ties with the humans as well as their own leadership.
Lands: Gnoll holds occupy vast stretches of the hills of flint which they call their home, and others call the barrier hills. Their holdings are both above and below ground and composed of a great many outlying small-holds. They also maintain outposts all along the savannas of the south, it is these which hold back the barbarian incursions which occasionally strike towards the rich human lands of the north.
Religion: Gnolls have no fallen god to call their own and instead worship spirits and elementals of the world. They give praise to many beasts and places and things and take very seriously their various rituals of sacrifice and appease to the spirits.
Language: Gnoll speak in a high yipping tone, with their words accentuated by barks and growls. When a gnoll laughs it is a high and warbling sound much like the hyenas with which they share their holds. Their written language appears to be a series of scratch and claw marks and tends to be very simple and angular.
Names:
Adventurers: Gnolls become adventurers most often to fufill their own curiosity, many a gnoll has wandered off into human lands in search of what it is that their people are protecting. Gnolls make great allies once their trust is won and can lighten the mood of any party with their oddly humored jokes and pranks.
Racial Traits
• males:+2 Strength +2 Dexterity -2 Intelligence -2 Charisma: Gnolls tend to be inhumanely strong and quick, however they are not as smart as men and care not for the social graces known to other races.
• Medium: As medium creatures gnolls have no special penalties or bonuses for their size.
• Gnoll base land speed is 30 feet
• Thermalvision: Gnolls can see in complete darkness up to 60 feet. Thermalvision only registers heat patterns, and thus is only useful against living or warm-blooded creatures, it can make out the landscape via residual heat but details are lost.
• Scent: Gnolls can track down and identify many varied smells, they often use this ability not only as an aid to the hunt, but also as a form of intra-hold communication, much as a human might use body language to help them communicate.
• Lope: Gnolls are comfortable using all four limbs to help them move; when they drop onto all fours they add 10 to their movement rate. The gnoll must be unarmed and have already moved 30 feet in that round before he can build up the speed necessary to lope.
• Natural Attacks: Claws (1D3dmg; x2 crit; s/p) Bite (1D4dmg; x3 crit; s/p/b)
• Automatic Languages: Gnoll and trade common
• Bonus Languages: Orc, Elf, Yuan Ti, Giant, and Hob
• Favored Classes: Crusader and Dragon Shaman
• 4th level ability: Bonus Feat: Track (if already possessed via ranger levels, add +2 to Survival checks when tracking) Gnoll subpack leaders are often the trackers of the groups, they use their impressive scent abilities to find and neutralize their quarry.
• 8th level ability: Bonus Feat: Improved Natural Attack: (Bite and Claws) A gnolls ferocious bite and razor taloned claws will get stronger as they become stronger themselves.
• 12th level ability: +2 Strength or Constitution or Dexterity: As a gnoll grows in power he becomes physically stronger or quicker or tougher.
• 16th level ability: Leader of the Pack: A gnoll who has reached this level of power will have garnered respect and fear among many holds, and his ability to fight when surrounded by allies’ increases. When in combat and among allies, a gnoll adds +2 to all saves, attack rolls, AC, and damage rolls his allies gain a competence bonus to of +1 to any 2 of the above rolls.
• 20th level ability: +2 Strength or Constitution or Dexterity: As a gnoll grows in power he becomes physically stronger or quicker or tougher.
Orcs
Orcs are savagery personified. They are a chaotic and warmongering race, who pour forth from the dark mountains and hills, and woods which they inhabit and bringing with them a tide of blood. These reckless and fury filled peoples will work for any dark cause that can promise them blood and pain and plunder.
Personality: Orcs are a chaotic and bloodthirsty lot. They foster hate in their hearts and are surly and mean spirited individualists who care nothing for the fellow beside them. The male warriors have one agenda in their short and violent lives, this kill and maim and foster terror. The females of the species are aloof and vain, and their beauty is not matched by anything within, they are just as hateful and spiteful as the warriors and can often be seen encouraging them into further and further acts of brutality and savagery.
Physical Description: Orcs are large and brutish, standing between 5 ½ and 6 ½ feet tall and powerfully built with slabs of muscle making them weigh more than they would seem, somewhere in the 300 to 375lb range. They have tough skin which they scar in frenzied rituals giving them a callused and bumpy appearance although upon closer inspection one can make out the detailed and complex patterns upon the orcs’ hides. Their skin color can be anywhere from a mottled olive green to a sickly gray and their eyes burn with the fires of their rage and glow and inhuman red, much like the pits of the hells wherein their foul demonic gods rule. Their hair is matted and dreadlocked in tangled skein upon their slope browed heads, with deep reds and black the most common color. They have prominent tusks and extremely scarred ears, which might be long but instead most often end in ragged strips of flesh. They are unclean and unwashed and they will never wash off the blood of an enemy they’ve killed.
Orc women however are surprisingly beautiful; they have smooth skin with intricate patterns of scarification, and a fine bone structure that elegantly displays their alluring and exotic features. They are smaller and slighter than their male counterparts. Their eyes are large and glitter a dangerous red like the embers of a dying fire and their tusks are much less pronounced. Their hair is worn in long thick braids and is fine and often red or midnight blue. One can see why there is such a proliferation of half orcs in the world when looking upon an orc female.
Relations: The orcs don’t have good relations with anyone. They hate all other sentient beings and will only serve others if it furthers their own agendas of cruelty and loathing. They are led by their females who are cunning and evil and use their greatly renowned beauty to seduce and lead the brutish males. They have almost no relations with the humans except with the lowly humans dwelling in Thar, from whom the females take lovers. Almost any human male of great beauty is in danger of being taken as a prize to the female orc priestesses. With the dwarves there is no relationship at all except that of enemies. The elves tend to be feared and for the most part avoided; it is well known that elves often come for alluring orcish females to add to their ranks of mind dead servants. Halflings are tolerated because of the trade they bring, but even they are not safe from the savage nature of the orcs, and goblins are not suffered among orcs except as slaves and servants…a face most goblins are resigned to since at least they are free of the elves. Hobs are hated by the orcs, but never attacked unless it is in overwhelming numbers. Gnolls are viewed as dangerous and worthy enemies, and orcs respect their strength and ferocity. Yuan Ti are seen as tired and preaching missionaries, and their kingdoms have long been a dream of the orcs to conquer...a dream that will seemingly go unfulfilled.
Alignment: Orcs are strongly chaotic and quite evil in nature, at best some orcish females might lean towards neutrality a bit but for the most part this race is content rotting in its own evil.
Lands: The Orcs have no true homeland unless it be Thar, the dark lands from which the demon princes command their orcish hordes. Orcs can be found anywhere there is life, trying to exterminate said life. They make their homes in the dark and vicious holes of the world and can adapt to almost any environment. Most comfortable in lightless places, their lairs are filthy and cramped affairs, with only the female priestesses having any modicum of privacy for their dark rituals. Orcs tend to stay far from the enchanted groves of the elves and have yet to enter the deep jungles of the yuan ti, otherwise they occupy niches in every other part of the world.
Religion: Long ago an orc clan found the fallen god, Rage deep within what is now Thar. This clan came to worship and revere this dark and malicious god and built many dark fortresses around the site of its fall. The original orcs of this clan came to great power and became demons in their own right, and it is from this base of power that Thar has launched its blood crazed armies. Every orc clan that has made its pilgrimage into Thar now carries a piece of this god with them, in the form of a chosen orc who has been touched by the god. These chosen ones become versions of the god and grant their priestesses power, but they soon lose the ability to move on their own and must be carted about and protected by the clan. They appear as tumor ridden monstrosities whose contact with the god has left them demonic and cancerous in nature, they swell and become bulbous, pus-filled fiends.
Language: Orcs speak a corrupt and scathing tongue, whose very sound could come from the blackest pit of hell. They have no written language and tend to use a corrupted trade common which they have stolen. More often than not however individual orcs cannot even read.
Names:
Adventurers: Orc adventurers are often those lone orcs out seeking their fortunes in blood and riches. Some adventurers are the last of a destroyed or scattered clan and some may be cast outs and exiles. A very rare few have rejected the base nature of their kind and seek to find a better life among the other races of the world.
Racial Traits
• Male:+4 Strength +2 Constitution – 2 Dexterity -2 Intelligence -2 Wisdom -2 Charisma, orc males are huge brutish creatures, strong beyond any human and incredibly tough. They however lack the cunning, insight and social presence of other races.
• Female: +2 Strength +2 Charisma -2 Intelligence -2 Wisdom, orc females are still strong but not as big or tough as their male counterparts, what they lack in physical power the make up for in sheer beauty and presence.
• Medium: As medium creatures orcs have no special penalties or bonuses for their size.
• Orc base land speed is 30 feet, however orcs can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load.
• Darkvision: Orcs can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and dwarves can function with no light at all.
• Intimidate checks use Strength in place of Charisma, orcs bully those around them by sheer force of strength and power.
• Light Sensitivity: Orcs are dazzled in bright sunlight or within the radius of a daylight spell.
• Automatic Languages: Orc and Undercommon
• Bonus Languages: Trade Common, Goblin, Hob, Gnoll, Dwarf, Giant, Demonic
• Favored Classes: Barbarian and Fighter
• 4th level ability: +2 Natural Armor, an orcs skin thickens and through rituals of scarification takes on a leathery texture and toughness.
• 8th level ability: Berserker Strength: An orc can harness its inner conflict and rage and use that strength to bring about swift death to his enemies.
• 12th level ability: Improved Darvision, an orcs eyes learn to make out more detail and adjust even more to the darkness letting him add another 60 feet to his Darkvision range.
• 16th level ability: Powerful Build: The physical stature of Orcs lets them function in many ways as if they were one size category larger. Whenever an 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 orc is treated as one size larger if doing so is advantageous to him. An 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. An 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
• 20th level ability: +2 Strength or Constitution, an orc at this point becomes an object meant only to hurt and maim and kill, he gets tougher or even more inhumanely strong.
These races are really designed around the fluff for each one, and can be somewhat world specific to my setting. I was hoping to get some comments on the idea behind each race and some critique on the mechanics. Right now nothing is set in stone, and I would really love some input from some of you posters out there.
Thanks is advance!
Here are just 2 of the races so far, I'll edit my post to add more if there is interest.
Gnolls
The gnolls are proud hunters and guardians of the dry southern plains and hills, for ceturies they have been held in trust by the humans of the empire to hold the borders against the barbarian hordes of the south. These large hyena people have a long tradition of guardianship and ferocity, and their hunters are some of the best trackers in the world.
Personality: Gnolls can seem wild and surly at first glance and they have a way of expression that’s brooks little room for the human traits of deception or guile. Gnolls tend to be very straightforward and they do not understand the subtleties of social communication among the other races. They are led by the strongest and most cunning of the females and males tend to take to this role with an easy acceptance. Gnolls have a strong tradition of humor and often make jokes which few other races understand, they enjoy practical jokes and use them as a relief from the serious pressures of their lives.
Physical Description: Gnolls stand anywhere from 7 to 8 feet tall, and weigh upwards of 300 pounds, with females often being larger. They tend to be lanky and lean, their muscles corded beneath the thick fur which covers their bodies. The fur which covers a gnolls body can range anywhere from a deep black to an almost amber colored yellow, it is often spotted upon their flanks and shoulders leading up to their thick necks. The spot pattern on every gnoll is unique and many gnolls identify each other via these spots. They appear like a cross between a lanky ogre and a hyena, and there burns a keen intelligence in their eyes. Their eyes are usually a burning green or blue which glow in the dark of night. Their hands are equipped with cruel and razor sharp claws, which grow in black like obsidian shards. They wear intricate armor made of horn and bone and often weave plaited grasses and small bones into their manes. A gnoll always wears an intricate and well made harness on their bodies used to carry weapons and items and make sure that they can remain completely mobile.
Relations: Gnolls have an almost mercenary like relationship with the humans of the empire, long ago they accepted a commission from a human emperor to serve as a bulwark against the barbarian invasions trying to destroy the civilizations of the north. Now with the empire in decline it is largely through the work of the gnolls that the empire is not overrun, although this loyalty is now bought with huge merchant trains full of trade goods and treasure which wind down from the empire. The Barbarians are forever a thorn in the side of the gnolls and although they respect the strength of these formidable humans they waste no time defending against them. Gnolls believe orcs to be a stunted and underdeveloped society, and they brook no orc to settle within their lands. Elves are viewed with suspicion but the gnolls cant wrap their minds around these alien creature, just instinctually knowing that they are to be feared and not trusted. Dwarves are not very well known to the gnolls although they do respect the few adventurers they have come across, admiring their stoic and hard lined nature. The yuan ti are for the most part unknown to the gnolls although they do not appreciate the occasional paladin-missionary who ventures into their lands and starts preaching about their strange god. Halflings are welcome in all gnoll holds, gnolls greatly appreciate the small folks traveling caravans and welcome the influx of exotic goods and stories, they are also the only other race to which gnolls show their humorous side and trade pranks with them freely. Half Elves are given about as much trust as their fey parents and gnolls see little difference between the two. Half Orcs and gnolls share a great mercenary sensibility and it is not uncommon to see a company of half orcs bolstering a gnoll outpost out on the plains. Goblins are allowed to maintain warrens within gnoll lands and gnolls will even very often take over the abandoned warrens which the goblins invariably leave behind.
Alignment: Gnolls tend towards neutrality with a slight nod towards lawful, displaying their ancient ties with the humans as well as their own leadership.
Lands: Gnoll holds occupy vast stretches of the hills of flint which they call their home, and others call the barrier hills. Their holdings are both above and below ground and composed of a great many outlying small-holds. They also maintain outposts all along the savannas of the south, it is these which hold back the barbarian incursions which occasionally strike towards the rich human lands of the north.
Religion: Gnolls have no fallen god to call their own and instead worship spirits and elementals of the world. They give praise to many beasts and places and things and take very seriously their various rituals of sacrifice and appease to the spirits.
Language: Gnoll speak in a high yipping tone, with their words accentuated by barks and growls. When a gnoll laughs it is a high and warbling sound much like the hyenas with which they share their holds. Their written language appears to be a series of scratch and claw marks and tends to be very simple and angular.
Names:
Adventurers: Gnolls become adventurers most often to fufill their own curiosity, many a gnoll has wandered off into human lands in search of what it is that their people are protecting. Gnolls make great allies once their trust is won and can lighten the mood of any party with their oddly humored jokes and pranks.
Racial Traits
• males:+2 Strength +2 Dexterity -2 Intelligence -2 Charisma: Gnolls tend to be inhumanely strong and quick, however they are not as smart as men and care not for the social graces known to other races.
• Medium: As medium creatures gnolls have no special penalties or bonuses for their size.
• Gnoll base land speed is 30 feet
• Thermalvision: Gnolls can see in complete darkness up to 60 feet. Thermalvision only registers heat patterns, and thus is only useful against living or warm-blooded creatures, it can make out the landscape via residual heat but details are lost.
• Scent: Gnolls can track down and identify many varied smells, they often use this ability not only as an aid to the hunt, but also as a form of intra-hold communication, much as a human might use body language to help them communicate.
• Lope: Gnolls are comfortable using all four limbs to help them move; when they drop onto all fours they add 10 to their movement rate. The gnoll must be unarmed and have already moved 30 feet in that round before he can build up the speed necessary to lope.
• Natural Attacks: Claws (1D3dmg; x2 crit; s/p) Bite (1D4dmg; x3 crit; s/p/b)
• Automatic Languages: Gnoll and trade common
• Bonus Languages: Orc, Elf, Yuan Ti, Giant, and Hob
• Favored Classes: Crusader and Dragon Shaman
• 4th level ability: Bonus Feat: Track (if already possessed via ranger levels, add +2 to Survival checks when tracking) Gnoll subpack leaders are often the trackers of the groups, they use their impressive scent abilities to find and neutralize their quarry.
• 8th level ability: Bonus Feat: Improved Natural Attack: (Bite and Claws) A gnolls ferocious bite and razor taloned claws will get stronger as they become stronger themselves.
• 12th level ability: +2 Strength or Constitution or Dexterity: As a gnoll grows in power he becomes physically stronger or quicker or tougher.
• 16th level ability: Leader of the Pack: A gnoll who has reached this level of power will have garnered respect and fear among many holds, and his ability to fight when surrounded by allies’ increases. When in combat and among allies, a gnoll adds +2 to all saves, attack rolls, AC, and damage rolls his allies gain a competence bonus to of +1 to any 2 of the above rolls.
• 20th level ability: +2 Strength or Constitution or Dexterity: As a gnoll grows in power he becomes physically stronger or quicker or tougher.
Orcs
Orcs are savagery personified. They are a chaotic and warmongering race, who pour forth from the dark mountains and hills, and woods which they inhabit and bringing with them a tide of blood. These reckless and fury filled peoples will work for any dark cause that can promise them blood and pain and plunder.
Personality: Orcs are a chaotic and bloodthirsty lot. They foster hate in their hearts and are surly and mean spirited individualists who care nothing for the fellow beside them. The male warriors have one agenda in their short and violent lives, this kill and maim and foster terror. The females of the species are aloof and vain, and their beauty is not matched by anything within, they are just as hateful and spiteful as the warriors and can often be seen encouraging them into further and further acts of brutality and savagery.
Physical Description: Orcs are large and brutish, standing between 5 ½ and 6 ½ feet tall and powerfully built with slabs of muscle making them weigh more than they would seem, somewhere in the 300 to 375lb range. They have tough skin which they scar in frenzied rituals giving them a callused and bumpy appearance although upon closer inspection one can make out the detailed and complex patterns upon the orcs’ hides. Their skin color can be anywhere from a mottled olive green to a sickly gray and their eyes burn with the fires of their rage and glow and inhuman red, much like the pits of the hells wherein their foul demonic gods rule. Their hair is matted and dreadlocked in tangled skein upon their slope browed heads, with deep reds and black the most common color. They have prominent tusks and extremely scarred ears, which might be long but instead most often end in ragged strips of flesh. They are unclean and unwashed and they will never wash off the blood of an enemy they’ve killed.
Orc women however are surprisingly beautiful; they have smooth skin with intricate patterns of scarification, and a fine bone structure that elegantly displays their alluring and exotic features. They are smaller and slighter than their male counterparts. Their eyes are large and glitter a dangerous red like the embers of a dying fire and their tusks are much less pronounced. Their hair is worn in long thick braids and is fine and often red or midnight blue. One can see why there is such a proliferation of half orcs in the world when looking upon an orc female.
Relations: The orcs don’t have good relations with anyone. They hate all other sentient beings and will only serve others if it furthers their own agendas of cruelty and loathing. They are led by their females who are cunning and evil and use their greatly renowned beauty to seduce and lead the brutish males. They have almost no relations with the humans except with the lowly humans dwelling in Thar, from whom the females take lovers. Almost any human male of great beauty is in danger of being taken as a prize to the female orc priestesses. With the dwarves there is no relationship at all except that of enemies. The elves tend to be feared and for the most part avoided; it is well known that elves often come for alluring orcish females to add to their ranks of mind dead servants. Halflings are tolerated because of the trade they bring, but even they are not safe from the savage nature of the orcs, and goblins are not suffered among orcs except as slaves and servants…a face most goblins are resigned to since at least they are free of the elves. Hobs are hated by the orcs, but never attacked unless it is in overwhelming numbers. Gnolls are viewed as dangerous and worthy enemies, and orcs respect their strength and ferocity. Yuan Ti are seen as tired and preaching missionaries, and their kingdoms have long been a dream of the orcs to conquer...a dream that will seemingly go unfulfilled.
Alignment: Orcs are strongly chaotic and quite evil in nature, at best some orcish females might lean towards neutrality a bit but for the most part this race is content rotting in its own evil.
Lands: The Orcs have no true homeland unless it be Thar, the dark lands from which the demon princes command their orcish hordes. Orcs can be found anywhere there is life, trying to exterminate said life. They make their homes in the dark and vicious holes of the world and can adapt to almost any environment. Most comfortable in lightless places, their lairs are filthy and cramped affairs, with only the female priestesses having any modicum of privacy for their dark rituals. Orcs tend to stay far from the enchanted groves of the elves and have yet to enter the deep jungles of the yuan ti, otherwise they occupy niches in every other part of the world.
Religion: Long ago an orc clan found the fallen god, Rage deep within what is now Thar. This clan came to worship and revere this dark and malicious god and built many dark fortresses around the site of its fall. The original orcs of this clan came to great power and became demons in their own right, and it is from this base of power that Thar has launched its blood crazed armies. Every orc clan that has made its pilgrimage into Thar now carries a piece of this god with them, in the form of a chosen orc who has been touched by the god. These chosen ones become versions of the god and grant their priestesses power, but they soon lose the ability to move on their own and must be carted about and protected by the clan. They appear as tumor ridden monstrosities whose contact with the god has left them demonic and cancerous in nature, they swell and become bulbous, pus-filled fiends.
Language: Orcs speak a corrupt and scathing tongue, whose very sound could come from the blackest pit of hell. They have no written language and tend to use a corrupted trade common which they have stolen. More often than not however individual orcs cannot even read.
Names:
Adventurers: Orc adventurers are often those lone orcs out seeking their fortunes in blood and riches. Some adventurers are the last of a destroyed or scattered clan and some may be cast outs and exiles. A very rare few have rejected the base nature of their kind and seek to find a better life among the other races of the world.
Racial Traits
• Male:+4 Strength +2 Constitution – 2 Dexterity -2 Intelligence -2 Wisdom -2 Charisma, orc males are huge brutish creatures, strong beyond any human and incredibly tough. They however lack the cunning, insight and social presence of other races.
• Female: +2 Strength +2 Charisma -2 Intelligence -2 Wisdom, orc females are still strong but not as big or tough as their male counterparts, what they lack in physical power the make up for in sheer beauty and presence.
• Medium: As medium creatures orcs have no special penalties or bonuses for their size.
• Orc base land speed is 30 feet, however orcs can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load.
• Darkvision: Orcs can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and dwarves can function with no light at all.
• Intimidate checks use Strength in place of Charisma, orcs bully those around them by sheer force of strength and power.
• Light Sensitivity: Orcs are dazzled in bright sunlight or within the radius of a daylight spell.
• Automatic Languages: Orc and Undercommon
• Bonus Languages: Trade Common, Goblin, Hob, Gnoll, Dwarf, Giant, Demonic
• Favored Classes: Barbarian and Fighter
• 4th level ability: +2 Natural Armor, an orcs skin thickens and through rituals of scarification takes on a leathery texture and toughness.
• 8th level ability: Berserker Strength: An orc can harness its inner conflict and rage and use that strength to bring about swift death to his enemies.
• 12th level ability: Improved Darvision, an orcs eyes learn to make out more detail and adjust even more to the darkness letting him add another 60 feet to his Darkvision range.
• 16th level ability: Powerful Build: The physical stature of Orcs lets them function in many ways as if they were one size category larger. Whenever an 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 orc is treated as one size larger if doing so is advantageous to him. An 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. An 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
• 20th level ability: +2 Strength or Constitution, an orc at this point becomes an object meant only to hurt and maim and kill, he gets tougher or even more inhumanely strong.
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