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General Tabletop Discussion
*Pathfinder & Starfinder
Orcs w/o Light Sensitivity: Worth a +1 LA?
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<blockquote data-quote="Andion Isurand" data-source="post: 4048332" data-attributes="member: 10062"><p><span style="font-family: 'Arial'">Orcs get automatic proficency with the Javelin and the Greataxe. This is normally overwritten by the fact they usually enter into a martial class.</span></p><p><span style="font-family: 'Arial'"></span></p><p><span style="font-family: 'Arial'">Not saying it will do much for the orc, but if you want to make racial weapon proficiencies stand out in these cases, you could use the Weapon Groups varient in UA. That way they end up with proficiency with two more weapon groups than what their chosen class would normally give them. Of course, this would also affect elves and other races with automatic proficency as well.</span></p><p><span style="font-family: 'Arial'"></span></p><p><span style="font-family: 'Arial'">I like Weapon Groups, because they help martial characters who specialize, better adapt to treasure found. This usually helps characters that are not primary casters. I also like the fact that the varient gives fighters the most weapon proficiencies, more than all other high BAB classes. It also affords the sorcerer more than the wizard. Only a particle in a positive direction, but every bit counts.</span></p><p><span style="font-family: 'Arial'"></span></p><p><span style="font-family: 'Arial'"><strong><span style="color: Red">#</span></strong> Weapon Proficiency: Orcs gain Weapon Group (Axes) and Weapon Group (Slings and Thrown Weapons) as bonus feats.</span></p><p><span style="font-family: 'Arial'"></span></p><p><span style="font-family: 'Arial'">///////////////////////////////////////////</span></p><p><span style="font-family: 'Arial'"></span></p><p><span style="font-family: 'Arial'">Oh, and as far as my current version of half-orcs goes, this is where it stands:</span></p><p><span style="font-family: 'Arial'"></span></p><p><span style="font-family: 'Arial'"><strong><span style="color: Red">#</span></strong> +2 Strength, -2 Intelligence, -2 Charisma.</span></p><p><span style="font-family: 'Arial'">A half-orc's starting Intelligence score is always at least 3. If this adjustment would lower the character's score to 1 or 2, his score is nevertheless 3.</span></p><p><span style="font-family: 'Arial'"><strong><span style="color: Red">#</span></strong> Medium: As Medium creatures, half-orcs have no special bonuses or penalties due to their size.</span></p><p><span style="font-family: 'Arial'"><strong><span style="color: Red">#</span></strong> Half-orc base land speed is 30 feet.</span></p><p><span style="font-family: 'Arial'"><strong><span style="color: Red">#</span></strong> Darkvision: Half-orcs can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and half-orcs can function just fine with no light at all.</span></p><p><span style="font-family: 'Arial'"><strong><span style="color: Blue">#</span></strong> When figuring the number of skill points gained at each level, treat the half-orc's intelligence score as being 2 points higher than its actual value.</span></p><p><span style="font-family: 'Arial'"><strong><span style="color: Blue">#</span></strong> +2 racial bonus on Intimidate checks.</span></p><p><span style="font-family: 'Arial'"><strong><span style="color: Red">#</span></strong> Orc Blood: For all effects related to race, a half-orc is considered an orc.</span></p><p><span style="font-family: 'Arial'"><strong><span style="color: Blue">#</span></strong> Automatic Languages: Common and Orc. Bonus Languages: Any (other than secret languages, such as Druidic). See the Speak Language skill.</span></p><p><span style="font-family: 'Arial'"><strong><span style="color: Blue">#</span></strong> Favored Class: Any. When determining whether a multiclass half-orc takes an experience point penalty, his or her highest-level class does not count.</span></p><p><span style="font-family: 'Arial'"></span></p><p><span style="font-family: 'Arial'"><strong><span style="color: DarkOrange">( ! )</span></strong> This puts the skill point totals for a half-orc, halfway between that of a human and an orc without having to choose between intelligence or charisma. (Plus, the revised verbage matches how my humans are written.) The change in favored class, also makes the half-orc feel more human.</span></p><p><span style="font-family: 'Arial'"></span></p><p><span style="font-family: 'Arial'"></span></p></blockquote><p></p>
[QUOTE="Andion Isurand, post: 4048332, member: 10062"] [FONT=Arial]Orcs get automatic proficency with the Javelin and the Greataxe. This is normally overwritten by the fact they usually enter into a martial class. Not saying it will do much for the orc, but if you want to make racial weapon proficiencies stand out in these cases, you could use the Weapon Groups varient in UA. That way they end up with proficiency with two more weapon groups than what their chosen class would normally give them. Of course, this would also affect elves and other races with automatic proficency as well. I like Weapon Groups, because they help martial characters who specialize, better adapt to treasure found. This usually helps characters that are not primary casters. I also like the fact that the varient gives fighters the most weapon proficiencies, more than all other high BAB classes. It also affords the sorcerer more than the wizard. Only a particle in a positive direction, but every bit counts. [B][COLOR=Red]#[/COLOR][/B] Weapon Proficiency: Orcs gain Weapon Group (Axes) and Weapon Group (Slings and Thrown Weapons) as bonus feats. /////////////////////////////////////////// Oh, and as far as my current version of half-orcs goes, this is where it stands: [B][COLOR=Red]#[/COLOR][/B] +2 Strength, -2 Intelligence, -2 Charisma. A half-orc's starting Intelligence score is always at least 3. If this adjustment would lower the character's score to 1 or 2, his score is nevertheless 3. [B][COLOR=Red]#[/COLOR][/B] Medium: As Medium creatures, half-orcs have no special bonuses or penalties due to their size. [B][COLOR=Red]#[/COLOR][/B] Half-orc base land speed is 30 feet. [B][COLOR=Red]#[/COLOR][/B] Darkvision: Half-orcs can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and half-orcs can function just fine with no light at all. [B][COLOR=Blue]#[/COLOR][/B] When figuring the number of skill points gained at each level, treat the half-orc's intelligence score as being 2 points higher than its actual value. [B][COLOR=Blue]#[/COLOR][/B] +2 racial bonus on Intimidate checks. [B][COLOR=Red]#[/COLOR][/B] Orc Blood: For all effects related to race, a half-orc is considered an orc. [B][COLOR=Blue]#[/COLOR][/B] Automatic Languages: Common and Orc. Bonus Languages: Any (other than secret languages, such as Druidic). See the Speak Language skill. [B][COLOR=Blue]#[/COLOR][/B] Favored Class: Any. When determining whether a multiclass half-orc takes an experience point penalty, his or her highest-level class does not count. [B][COLOR=DarkOrange]( ! )[/COLOR][/B] This puts the skill point totals for a half-orc, halfway between that of a human and an orc without having to choose between intelligence or charisma. (Plus, the revised verbage matches how my humans are written.) The change in favored class, also makes the half-orc feel more human. [/FONT] [/QUOTE]
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