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Orc Extravaganza! (Crowdsourcing Orc Variations)
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<blockquote data-quote="GreenTengu" data-source="post: 8031506" data-attributes="member: 6777454"><p>I don't have a full version written, but here are some ideas I have for the Orc in terms of non-combat abilities.</p><p></p><ul> <li data-xf-list-type="ul">They are super good at surviving in harsh terrain, particularly snowy terrain, but not exclusively. They should definitely have inherit training in Survival if not some aspects of the Ranger's Natural Explorer traits. Afterall-- they can somehow always find food and find their way home even in a blizzard or a snowstorm. The old trope of "driving the Orcs back into the lands no human dare tread, then a few decades later those few who survived have turned into a giant army" indicates they must be super good at thriving there.</li> <li data-xf-list-type="ul">They can eat a wide variety of food without getting sick from it. Spoiled food, raw food, infected food-- their iron stomachs will find the nutrients and weed out the foul stuff.</li> <li data-xf-list-type="ul">Orcs have pretty bad eyesight, but make up for it with their ability to smell things. I am not sure how such a thing could express itself in the rules, but it is something worth noting.</li> <li data-xf-list-type="ul">They are pretty good at spotting omens and signs of mystical forces at work. At least they think so-- sometimes they may be jumping at nothing, but they are right more often than a broken clock.</li> <li data-xf-list-type="ul">Orcs should be capable of being every class without penalty. An Orc Barbarian is the typical berserker brute we expect to fight, Orc Bards probably usually take the form of war drummers, Orc Clerics are generally called Shaman and devoted to their gods, Orc Druids double down on their wild and bestial natures often with a wild boar theme, Orc Fighters are the typical chainmail-wearing hand axe wielding thugs people have fought for editions on end, Orc Monks are probably those who struggle to control their rage and probably specialize in grappling (if only Monks had a Strength build in 5E), Orc Paladins are warrior champions for their Gods (often dark gods, but does it matter?), Orc Rangers are the ultimate wilderness survivalists, Orc Rogues are probably more the intimidation and muscle type (again, why is there no Strength-build Rogue?), Orc Sorcerers probably tap into some ancient Giant ancestry, Orc Warlocks would be those whose spiritual nature led them to finding and making pacts with powerful entities, Orc Wizards are likely the briar witch variety whose abilities are a mix of what has been passed on through oral tradition and personal experimentation. Anyway-- point is-- there should be no class that they cannot be.</li> </ul></blockquote><p></p>
[QUOTE="GreenTengu, post: 8031506, member: 6777454"] I don't have a full version written, but here are some ideas I have for the Orc in terms of non-combat abilities. [LIST] [*]They are super good at surviving in harsh terrain, particularly snowy terrain, but not exclusively. They should definitely have inherit training in Survival if not some aspects of the Ranger's Natural Explorer traits. Afterall-- they can somehow always find food and find their way home even in a blizzard or a snowstorm. The old trope of "driving the Orcs back into the lands no human dare tread, then a few decades later those few who survived have turned into a giant army" indicates they must be super good at thriving there. [*]They can eat a wide variety of food without getting sick from it. Spoiled food, raw food, infected food-- their iron stomachs will find the nutrients and weed out the foul stuff. [*]Orcs have pretty bad eyesight, but make up for it with their ability to smell things. I am not sure how such a thing could express itself in the rules, but it is something worth noting. [*]They are pretty good at spotting omens and signs of mystical forces at work. At least they think so-- sometimes they may be jumping at nothing, but they are right more often than a broken clock. [*]Orcs should be capable of being every class without penalty. An Orc Barbarian is the typical berserker brute we expect to fight, Orc Bards probably usually take the form of war drummers, Orc Clerics are generally called Shaman and devoted to their gods, Orc Druids double down on their wild and bestial natures often with a wild boar theme, Orc Fighters are the typical chainmail-wearing hand axe wielding thugs people have fought for editions on end, Orc Monks are probably those who struggle to control their rage and probably specialize in grappling (if only Monks had a Strength build in 5E), Orc Paladins are warrior champions for their Gods (often dark gods, but does it matter?), Orc Rangers are the ultimate wilderness survivalists, Orc Rogues are probably more the intimidation and muscle type (again, why is there no Strength-build Rogue?), Orc Sorcerers probably tap into some ancient Giant ancestry, Orc Warlocks would be those whose spiritual nature led them to finding and making pacts with powerful entities, Orc Wizards are likely the briar witch variety whose abilities are a mix of what has been passed on through oral tradition and personal experimentation. Anyway-- point is-- there should be no class that they cannot be. [/LIST] [/QUOTE]
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