Hey everyone. I’m going to be running a new DnD game soon, and I need some help designing a few things for the game. The world will be constructed differently than most worlds, using a completely different design. The world is a Dyson Sphere, a gigantic hollow sphere with all life occurring on the inside. The sun is contained inside, and, due to the magic nature of the world, it has an atmosphere that extends throughout the entire planet. Now, the main result of this construction is the fact that there is no night, and with the gigantic atmosphere, trees can be, and are, HUGE, miles high, and most life goes on in the top levels of them. Elves live only at the very top (they’re terrified of the dark), Humans live in the top few levels, never in complete darkness, but sometimes in shadow. Halflings are nomadic and tribal, living a level or two down in the trees, consummate hunters and stalkers, learning how to use the shadows greatly to their advantage. Gnomes are. . . unique, and dwarves functionally don’t exist. However, Orcs live in the lower few levels, rarely in full light.
My problem is, I need help with the orcs. I’m planning on making them a bit like Cro-Magnon men. I.e. a half-way point between humans and gorillas/monkeys. They have longer, stronger arms, prehensile feet, etc. So, what kind of stats should I give them? And how should I change half-orcs? I’m thinking for half-orcs the following information:
* +2 Str, +1 Dex, -2 Int, -2 Cha.
* Medium-size.
* Base Speed: 30 ft.
* Low-light vision. Half-orcs have developed eyes that make more efficient use of light than other races
* Orc Blood/Weapon Familiarity
* Automatic Languages: Common and Orc.
* Favored Class: Barbarian
* +2 to all Climb and Balance checks.
Now, here’s the orc stat-block.
Medium-size humanoid
Hit Dice: 1d8+1
Initiative: +1
Speed: 30 ft base.
AC:
Attacks: Greataxe +3, Javelin +2 or Throwing Axe +2, 2 Arms +3
Damage: Greataxe 1d12+3, Javelin 1d6+2 or Throwing axe 1d6+2, 2 Arms 1d3+3 each.
Face/Reach: 5 ft. by 5 ft. / 5 ft.
Special Qualities: Low light vision, Light Sensitivity
Special Attacks: Improved Grab, Constrict 1d4 +2
Saves: Fort: +1, Ref: +1, Will: -1
Abilities: Str 15, Dex 13, Con 11, Int 8, Wis 9, Cha 7
Skills: Spot: +2, Listen: +2, Climb: +4, Jump: +2, Balance: +1.
Feats: Brachiation.
Climate/Terain: Any forested land.
Challenge Rating: PLEASE HELP!
Treasure: Standard
Alignment: Usually any evil and chaotic neutral
Advancement: By character class.
COMBAT
Light Sensitivity: Orcs suffer a –1 penalty to attack rolls and any rolls that involve sight. Spot rolls suffer a –2 penalty.
Improved Grab: To use this ability, the orc must hit with both arm attacks on an opponent of Medium or smaller size. If it gets a hold, it can constrict.
Constrict: An Orc who has another creature in a grab can deal 1d4+3 points of damage a round. It can instead choose to squeeze the air out of a creature. Said creature can hold its breath for a number of rounds equal to their Constitution modifier, after which they must make a Fortitude save (DC equal to orc’s Strength check). Each successive round suffers a –1 penalty to the victim’s fortitude saving throw.
Okay, this basically qualifies everything I want to do. Any suggestions anyone has, I would LOVE to take. I also need help on what the CR for this version is. Thanks.
-ChrisC
My problem is, I need help with the orcs. I’m planning on making them a bit like Cro-Magnon men. I.e. a half-way point between humans and gorillas/monkeys. They have longer, stronger arms, prehensile feet, etc. So, what kind of stats should I give them? And how should I change half-orcs? I’m thinking for half-orcs the following information:
* +2 Str, +1 Dex, -2 Int, -2 Cha.
* Medium-size.
* Base Speed: 30 ft.
* Low-light vision. Half-orcs have developed eyes that make more efficient use of light than other races
* Orc Blood/Weapon Familiarity
* Automatic Languages: Common and Orc.
* Favored Class: Barbarian
* +2 to all Climb and Balance checks.
Now, here’s the orc stat-block.
Medium-size humanoid
Hit Dice: 1d8+1
Initiative: +1
Speed: 30 ft base.
AC:
Attacks: Greataxe +3, Javelin +2 or Throwing Axe +2, 2 Arms +3
Damage: Greataxe 1d12+3, Javelin 1d6+2 or Throwing axe 1d6+2, 2 Arms 1d3+3 each.
Face/Reach: 5 ft. by 5 ft. / 5 ft.
Special Qualities: Low light vision, Light Sensitivity
Special Attacks: Improved Grab, Constrict 1d4 +2
Saves: Fort: +1, Ref: +1, Will: -1
Abilities: Str 15, Dex 13, Con 11, Int 8, Wis 9, Cha 7
Skills: Spot: +2, Listen: +2, Climb: +4, Jump: +2, Balance: +1.
Feats: Brachiation.
Climate/Terain: Any forested land.
Challenge Rating: PLEASE HELP!
Treasure: Standard
Alignment: Usually any evil and chaotic neutral
Advancement: By character class.
COMBAT
Light Sensitivity: Orcs suffer a –1 penalty to attack rolls and any rolls that involve sight. Spot rolls suffer a –2 penalty.
Improved Grab: To use this ability, the orc must hit with both arm attacks on an opponent of Medium or smaller size. If it gets a hold, it can constrict.
Constrict: An Orc who has another creature in a grab can deal 1d4+3 points of damage a round. It can instead choose to squeeze the air out of a creature. Said creature can hold its breath for a number of rounds equal to their Constitution modifier, after which they must make a Fortitude save (DC equal to orc’s Strength check). Each successive round suffers a –1 penalty to the victim’s fortitude saving throw.
Okay, this basically qualifies everything I want to do. Any suggestions anyone has, I would LOVE to take. I also need help on what the CR for this version is. Thanks.
-ChrisC