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1/2 Orc - A new page for an old race

If half-elves get group a group insight feat, then perhaps...

Group Tenacity [Half-orc]
Prerequsite: Half-orc​
Benefit: You grant allies within 10 squares +1 racial bonus to intimidate checks and saves vs. Fear.​
 

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Present notion on limiting the bonus feat I gave those half-orcs would be to limit it to a racial feat:

At level 1, take a bonus feat that is either Orc, Human, or Half-Orc, or take one of the Orc racial powers as an encounter power.
 

Looks pretty good.

I agree with your apprehension about the bonus feat, tho.

I think you're on the right track with changing it to something more akin to the orc racial powers.

Perhaps a way to capture that same sort of orcish flavor might be to do something similar to dragonborn frenzy, but with detriments as well. Maybe do it similar the berserking weapon power.

Orcish Heritage (encounter):
Minor Action: must be bloodied to activate
+2 power bonus to attack and damage, but reduce defenses by 2 until the end of your next turn
Sustain Minor: the rage continues until the end of your next turn.

This isn't as powerful as the berserking weapon power in some ways, but more powerful in others.
 

I never thought I would hear myself say this, but...

I like. And this, coming from the guy who HATES half orcs. With this perspective and mechanics, I might actually use/permit these in my campaign.

I have only a few suggestions. One, feats, please. Also, just as half-orcs and half-elves are flipsides of the same coin, so too are diplomacy and intimidate; I think half-orcs having Group intimidate instead of Group Cunning would be better.

Anyway, as I said, you have a half-orc convert!
 

mattdm said:
Wisdom isn't so exciting for a wizard that you really need a +2 to it. And as for clerics, why not? Perhaps something about their situtuation makes many half-orcs turn to the gods for help.

Half-orc (and orc) clerics in Eberron make a lot of sense, at least until we get druids....
 

Half-orc warlord anyone? It fits thematically (since half-orcs often lead orc tribes) and it seems like loads of fun to play an aloof but clever leader rather than a smarmy glib or a dashing Aryan with a chin that could kill a bison and teeth so shiny they give blindness as an at-will power.
I think I might sign up for the warlord class just to try that combo out.
As for the feats, /signed.
 

The following is based on concepts and material by Arcady. This post sets up a structure like the PH descriptions and converts existing racial powers from the MM into PC (Player Character) format.
Aside from the powers, crunchy additions to the original discussion are underlined.

The word fighter followed by the word barbarian in brackets means that “barbarian” swaps in for “fighter” as soon as we get an official barbarian.

Half-Orc

Cunning heroes who combine
the best features of humans and orcs.

RACIAL TRAITS
Average Height: 5’8”-6’2”
Average Weight: 190-250 lb.

Ability Scores: +2 Strength, +2 Wisdom
Size: Medium
Speed: 6 squares (8 in a charge)
Vision: Low-light

Languages: Human, Giant
Skill Bonuses: Insight +2, Intimidate +2
Bonus Encounter Power: You gain a bonus
orc or half-orc encounter power at 1st level. You must meet the power’s requirements.
Cunning Leader: If you choose the Warlord class, you may use your Wisdom bonus instead of your Intelligence bonus for Warlord powers and feats.
Dual Heritage: You can take feats that have human, orc or half-orc as a prerequisite. You can take Orc powers, as long as you meet any other requirements.
Group Tenacity: You grant allies within 10 squares a +1 racial bonus to Intimidate checks.

Descended from orcs and humans, half-orcs are cunning survivors in which the most striking features of orcs and humans often appear.

Play a half-orc if you want…


  • To be a wily and tenacious survivor.
  • To be a cunning hero equally at home in two different cultures.
  • To be a member of a race that favors the fighter [barbarian], cleric, and warlord classes.

PHYSICAL QUALITIES [circa 170-200 wrds]


PLAYING A HALF ORC [circa 400-450 wrds]

Half Orc Characteristics: Aggressive, ambitious, courageous, cunning, ferocious, resourceful, savage, scheming, tenacious, truculent, turbulent, wily.

Half-Orc Male Names: Dench, Feng, Gell, Henk, Holg, Imsh, Keth, Krusk, Ront, Shump, Thokk.

Half- Orc Female Names: Baggi, Emen, Engong, Myev, Neega, Ovak, Ownka, Shautha, Vola, Volen.

(Note: Names picked up from 3.5e PH)

HALF-ORC ADVENTURERS
Three sample half-orc adventures are described below:
[Fighter] circa 80-90 wrds

[Cleric] circa 80-90 wrds

[Warlord] circa 80-90 wrds



ORC and HALF-ORC RACIAL POWERS
The following powers have the orc or half-orc race as a prerequisite.

Warrior’s Surge (Orc) Orc Attack 1
Encounter + Healing
Standard Action Melee
weapon
Requirement:
You must be must be bloodied.
Target:
One creature
Attack:
Strength vs. AC
Hit:
1[W] + Strength modifier damage, and you can use a healing surge.

(Based on the Orc Brute, MM p.203.)


Killer’s Eye (Orc) Orc Attack 1
Encounter + Martial
Standard Action Ranged
weapon
Requirement:
You are within 5 squares of your target.
Target:
One creature
Attack:
Dexterity vs. AC; you ignore cover and concealment (but not total concealment)
Hit:
1[W] + Dexterity modifier damage.

(Based on the Orc Raider, MM p203. Note: The Shadow Assassin class has an identically-named power with a different effect. The above power is the orc racial power from MM p.203.)

Ferocity (Orc) Orc Attack 1
Encounter + Martial Weapon
Immediate Interrupt Melee
weapon
Trigger:
You are reduced to 0 hit points.
Target:
One creature.
Attack:
Strength vs. AC in a melee basic attack
Hit:
1[W] + Strength modifier as you fall.

(Based on the Eye of Gruumsh, MM p204. Note: Death Strike has been renamed Ferocity here, on the principal that a given game effect should have one name when possible. Ferocity is the minotaur name, see MM p190, and the orc Chieftain power Inspire Ferocity is consistent with this change as well.)

Swift Arm of Destruction (Orc) Leader Utility 2
Encounter + Healing
Standard Action Ranged
5
Target:
One ally in range
Effect:
The ally makes a free melee attack.
Hit:
The ally may spend a healing surge and regains additional hit points equal to your Wisdom bonus.
Miss:
The ally regains hit points equal to your Wisdom bonus.
Special:
This power is rechargeable: [5], [6].*

(Based on the Eye of Gruumsh. It is listed as a “Leader” utility since it would be accessible to both clerics and warlords.

Note:
A possible alternate configuration is the cleric/warlord-based “2 uses per encounter/1 per round” with 3 uses at 16th level.)

Chaos Hammer (Orc) Cleric Attack 3
Daily + Divine, Force
Standard Action Area
burst 1 within 10 squares
Requirement:
You must be a cleric of Gruumsh.
Target:
Each creature within the burst
Attack:
Wisdom vs. Reflex
Hit:
2d6 + 3 force damage, and the target is knocked prone
Miss:
Half damage, and the target is not knocked prone.

(Based on Eye of Gruumsh; obviously useful only to a cleric This might also be configured as a Divine feat.)


Battle Fury (Half-Orc) Half-Orc Attack 3
Encounter + Martial Weapon
Immediate Interrupt Melee
weapon
Requirement:
You must be a fighter [barbarian].
Trigger:
When you are first bloodied.
Target:
One creature.
Attack:
Strength + 4 vs. AC as a melee basic attack
Hit:
1[W] + Strength modifier damage, and an extra 1d6 damage.

(Based on the Human Berserker, MM p163. Note: This encounter power gives the player no choice. As the triggering event can occur only once per encounter; you take it when it occurs.)


Eye of Wrath (Orc) Leader Attack 5
Daily + Fear
Minor Action Ranged
5
Requirement:
You must be a Leader.
Effect:
For the rest of the encounter, you can use the Eye of Wrath at-will power.
Target:
One creature not already subject to this power.
Attack:
Wisdom vs. Will
Hit:
The target takes a –4 penalty to AC (save ends).
Special: You cannot target the same creature more than once per round with this power.

(Based on the Eye of Gruumsh. Note: The underlined additions were added to the player version of the power for play balance and clarification. This might be either a cleric or warlord ability, so I left it as a Leader special.

As written, I think this is unbalanced. One use of the Eye per round may be OK. The ability to look, close, and strike seems to be the core idea. But 3 minor actions per round in support of an adventuring party? Comments?)


Wound Retaliation Orc Attack 7
Encounter + Martial Weapon
Immediate Interrupt Melee
weapon
Requirement:
Your Dexterity is 15 or higher
Trigger:
You suffer a melee hit.
Target:
The attacking creature.
Attack:
Strength vs. AC, as a melee basic attack
Hit:
1[W] + Strength modifier

(Based on the Bloodrager, MM p.204.)


Blood for Blood (Orc) Orc Attack 7
Encounter + Healing
Standard Action Melee
weapon
Target:
One bloodied creature
Attack:
Strength vs. AC
Hit:
1[W] + twice Strength modifier damage and you gain a healing surge.

(Based on the Bloodrager. Note: An alternate configuration would be 2[W] + Strength modifier. This would be more consistent with other PC powers.)


Inspire Ferocity (Orc) Leader Attack 7
Encounter + Martial Weapon
Immediate Interrupt Ranged
10
Requirement:
You are a Leader.
Trigger:
An ally within range drops to 0 hit points
Target:
That ally
Effect:
That ally makes a melee basic attack against any enemy in reach.
Special:
Recharge: 5, 6

(Based on Chieftain MM p.204. Note:A possible alternate configuration is the cleric/warlord-based “2 uses per encounter/1 per round” with 3 uses at 16th level.)


Comments on any of the above?

Still needed: Paragon and Epic Orc powers, racial feats, various text.
 

Having seen four half-orc homebrews in one day (including my own) I have to say that this is one of the better ones. I agree completely with the +2 Strength, +2 Wisdom, for the reasons you've already specified. As you said... how would a half-orc distinguish himself from his orc brethren? Through cunning.

Dual Heritage of course makes sense, as does the bonus Encounter Power in keeping in line with the human heritage giving a bit of versatility to the half-orc. Group Tenacity, while something I did not include in my build, keeps in line with the theme of the half-elf and resembles abilities I've seen given to half-orcs in other homebrews.

That said, I'm not sure if the Cunning Warlord ability is balanced. On the one hand it gives an advantage to warlords that none of the other races for any of the other classes. On the other hand, it does nothing for half-orcs who aren't warlords. So it's halfway between being an unfair advantage to being almost completely useless.

Everything else though seems swell, though a playtest would be needed to get a real guage on the build.
 

Having seen four half-orc homebrews in one day (including my own) I have to say that this is one of the better ones. I agree completely with the +2 Strength, +2 Wisdom, for the reasons you've already specified. As you said... how would a half-orc distinguish himself from his orc brethren? Through cunning.
I started another thread here as I couldn't find one already. I think redrover/Arcady's half orc combined with one or two others will work well with what I have in mind for my campaign.

Thanks!



Richard
 
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