Gnome said:For those of you who think the half-orc is underpowered or uninteresting, what house rules do you have to make them a more appealing choice?
I tried to to come up with traits that would work for both human and orc raised half-orcs and came up with:
HALF-ORCS
- +2 racial bonus on Intimidate and Sense Motive checks: Half-orcs are not readily accepted among any race; Half-orcs must quickly learn how to identify allies and discourage challengers in order to survive.
- Weapon Affinity: Combining the natural aggressiveness and combative nature of orcs with humankinds adaptability and quick learning has produced a race which takes to weapon play like no other. Half-orcs may choose one of the following:
- Simple: may consider themselves proficient with all simple weapons
- Martial: may treat any martial weapon as if it were a simple weapon
- Exotic: may treat one chosen exotic weapon as if it were a martial weapon
So the single class half-orc wizard would only be able to get benefit from taking the Weapon Affinity: Simple. As a wizard they've only had the most rudimentary combat training, yet they have no problems using such simple weapons as longspears and maces. A thuggish half-orc rogue forgets about trying to fence prettily and instead just bashes his opponent with a greataxe, taking advantage of his natural strength and his choice of Weapon Affinity: Martial. The half-orc ranger who is planning to go with the two weapon fighting track eagerly selects Weapon Affinity: orc double axe.
Players may choose any of the options, regardless of what their first class will be; it just might not be useable. For example, a player could select Weapon Affinity: spiked chain and then start as a thief. They would not be able to use the chain as a rogue, but if they later gained a level in a class which gave proficiency in all martial weapons then they would be able to.