Heroes of High Favor: Half-Orcs (hereafter simply HALF-ORCS) is the second in Bad Axe Games' Heroes of High Favor line. Each of these books is dedicated to a single race and explores the options and implications of that race's favored class, mostly in the form of rules-crunchy Prestige Classes that are designed to work for multiclass combos of Favored Class/Other Class.
Percent of OGC: Roughly 50%. As with HoHF

warves, HALF-ORCS puts the designator "all text on this page is Open Game Content" to make the OGC easy to find.
First Impressions: Well, I now know what to expect from Bad Axe, so unlike HOHF

warves, the format and the material here were anything but a surprise. HALF-ORCS sticks to the Bad Axe formula established in HoHF

warves... give your reader a little background, then get right to the crunchy stuff by throwing Feats, Skills, and (mostly) Prestige Classes at 'em.
Initial Annoyances: There was nothing "new" and "fresh" about the layout. While Bad Axe is still a relatively young company, and their layout is excellent, I will be very interested to see what happens to the layout when they release something that is not in the HoHF series... I worry that they might fall into a rut. Furthermore, there seemed to be a little excessive "graphicness" to some of the illustrations. I suppose this could be explained by the focus on a race that is usually depicted as brutish and crude, but hopefully it is not the start of a trend. Further releases will tell us, I suppose.
Chapter Breakdown:
Chapter one is the introduction. All of two pages, it essentially gives a quick "background history" on half-orcs and discusses the implications of the Favored Class (Barbarian) on their culture. As with HoHF

warves, this plays a little away from the "chicken and egg" question - are half-orcs barbaric because of their culture or is their culture barbaric because that's their favored class? As with HoHF

warves, the answer tends to be, "it doesn't really matter." In other words, HALF-ORCS is not about changing stereotypes or the role of the half-orc in society; rather, it is about reinforcing them (not necessarily bad, BTW). There is also a little information about the company, the product, an the OGC demarcation.
Chapter two introduces us to Feats and Totem/Tribal Foci. The Feats are generally solid, and (notably) include a couple of neat new uses for the Barbarian Rage ability (appropriate, based on the focus being on Half-Orcs and their favored class, Barbarian). Bull's Health, for instance, allows a barbarian to expend one of his daily rages in order get a "second chance" at a saving throw vs. poison. Focused Rage can only be used while (already) raging, and grants the character the use of the Improved Critical Feat with any weapon he uses (proficient or not) for the duration of the (initial) rage. Of course, with all the new things to "spend" rages on, the Extra Orcish Rage Feat, analagous to the Extra Turning Feat from the PHB, provides the half-orc with three extra uses of rage per day - but can only be taken once. Totem/Tribal Foci are concepts that introduce extra synergy between Feats and Skills and are somewhat analagous in placement and function to the Runes introduced in HoHF

warves in that they provide a unique (if understated) way for Half-Orcs to leverage their abilities. It "costs" a Feat to start (Tribal Focus or Totem Focus), but the Feat provides a character with an immediate +1 bonus to a skill (character's choice of skills from a limited list - the tribal focus has one list and the totem focus has another). If that seems a little underwhelming, consider that each time a character selects a Feat approriate to the tribe/token (a list of Feats is given for sample tribes/tokens), the character receives, free of charge, another +1 bonus to assign to a skill from the list (he may assign the bonus to the same skill as before). For example, a character who takes Totem Focus and chooses the Wolf token might take a +1 bonus to his Wilderness Lore skill. If the character later takes Dodge, he gains another "free" +1 bonus, that he can apply to Wilderness Lore or perhaps Move Silently or Handle Animal (the character must make the choice at the time he gains the bonus and cannot change it later) for a total of +2 in bonuses. When the character takes Track, he gains yet another +1 bonus (total of +3). When he takes Spring Attack, he gains another +1 bonus (for a total of +4), and so on (most "chains" top out at +6). Because the bonus is unnamed, it stacks with other bonuses and with itself (a quote from HALF-ORCS, but a worthy reminder of how bonuses work). It's an idea for Feats that makes them a little underpowered compared to Skill Focus when first taken, but that "cost" is offset by a long-term advantage over Skill Focus (assuming of course, you are interested in taking the proscribed Feat Chain). A wonderful little concept here.
Chapter three handles Skills. The most notable uses of skills come in the Craft (Weapon) skills in which a character can make weapons more quickly, more cheaply, or at with a lower DC. The "cost" is that these weapons are substandard and break more easily, breaking on a natural roll of 1 (or 2 or 3, should more than one of the above factors be used). A nice little touch that explains why nobody likes to loot orcish corpses - the weapons break too easily. Also included is a short section that could be titled "Animal Husbandry 101" - rules are given for cross-breeding creatures using the Handle Animal skill. Another great use of a neglected skill, and much better than trying to build a new mechanic into the system to handle it. Brownie points there.
Chapter four is the meat of the book - Prestige Classes. And yes, there is a Paladin/Barbarian multiclass combo (the Fervent Antagonist) and a Monk/Barbarian combo. These are explained as rare, but possible (due to alignment changes). It is possible - but difficult - but not impossible - to qualify for a couple of these without the associated "second class" (to go with Barbarian) but for the most part, the requirements include certain class abilities only accessible to those with 3-5 levels in the "second class." A few notes on the "quickest path" to each class are provided, with some advice on which stats are and aren't important to a character seeking to fill this niche. Obviously, this is not "set in stone" but provides good guidelines to those seeking to use the classes. None of the classes struck me as particularly overpowering on first blush. Since the Fervent Antagonist is probably the most unusual combo, I will mention that most of the Fervent Antagonist abilities seem to center around allowing the character to gain access to both his paladin abilities (such as spells, smites, divine aura, and so forth) and his barbarian abilities (espeically rage). The cost to combining these two fields (which a normal multiclass character cannot simultaneously possess) is that the character is not quite as good a paladin as a "lawful" paladin and not quite as good a barbarian as a "chaotic" barbarian. Not too badly done - this was probably the toughest to execute and seems to have been done in a decent fashion. The other classes are a bit of a mixed bag - again, the focus seems to be on leveraging the abilities of the two classes into a few unusual special abilities at the cost of a little bit of the raw power that a "normal" multiclass character could achieve.
Chapter five (mislabelled as chapter four on the page headers) is a short summary with some tips on how to role-play a "classic" half-orc (or classic barbarian). There are a few tips given on how to separate Barbarian 1 from Barbarian 2 without straying too far afield from the classic stereotype. This kind of advice is a nice help for newbies and good reminder for veterans. In that it's only a couple of pages, it doesn't take up too much space, either, so the veteran shouldn't feel cheated by being told what he already knows.
Presentation: Similar to HoHF

warves, HALF-ORCS is tightly focused and the illustrations are slightly cartoonish but clean and clear. The "violence level" was definitely upped for HALF-ORCS, but that may be a consequence of the barbarian theme. The artwork is not always inspiring, but it is relevant and nicely done. The placement of "the text on this page is Open Game Content" is excellent and also garners points for presentation by making OGC hideously easy to find.
Conclusion: Another strong showing for Bad Axe games. The further expansion of the Craft Skill is nice, but the real gems are the Totem Focus and (especially) Handle Animal/Animal Husbandry sections. If you already have HoHF

warves, this is more of the same and you know what to expect (if you liked Dwarves, I guess that's good and maybe it's bad if you didn't) - there will be no surprises in here for Bad Axe return customers. If you haven't read Dwarves, you might well consider picking this up for your half-orc. It's a nice resource, gives a lot of "crunchy" options to your character, and will probably see quite a bit of use. Nothing in here that will knock your socks off because of originality, but technically sound and with several new ideas that do an excellent job expanding the d20 ruleset just a touch. This is a solid book with solid artwork and solid writing on some really good ideas that sticks to a solid and proven formula. It is the ideas more than anything else that push it up from "averge" into "good." The target all along was a book about the stereotypical half-orc and/or barbarian, and it is achieves those goals, making it a worthy purchase that earns a Good rating. It's not for everyone - if you're not excited by stereotypical half-orcs and/or barbarians, however, you'll want to steer clear of this one unless Animal Husbandry rules particularly excite you - but it does what it promises, and that's all you can ask of a book.
--The Sigil
October 16, 2002