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Re-balancing the 1/2 Orc for my own campaign
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<blockquote data-quote="Arkhandus" data-source="post: 3176868" data-attributes="member: 13966"><p>I generally consider half-orcs to be needing a bit of a boost in non-combat stuff....a feat or skill bonus here and there, generally, or dropping the Int penalty.</p><p></p><p>Then again, in my campaigns and the ones I've played in, <em>anyone</em> in the party is a likely candidate for needing to negotiate or think through a problem to survive (or at least to make the problem less of a pain in the rear to deal with). Mages have had to talk their way out of a dragon's ire, warriors have had to think their way through a dungeon complex or tricky set of fortifications, etc. Often including multiple Int, Wis, Cha, Knowledge, Bluff, Diplomacy, and/or Sense Motive checks.</p><p></p><p>In my Aurelia setting, most standard races are a little beefed-up (humans themselves get an immediate +3 bonus to a skill, and an extra feat every 10 levels beyond 1st), and half-orcs are no exception. Out of these stats for them, one or both morale bonuses could be removed to make them equivalent to standard by-the-book humanoids.</p><p></p><p>Basic Stats: Medium Humanoid (Human, Orc); Base Speed (30 feet); +2 Strength, -2 Charisma (Half-Orcs are strong like their full-blooded Orcish brethren, but are also nearly as ugly and harsh. They’re not quite as tough as full-blooded Orcs, but they’re not as dim-witted either.); Darkvision (60 feet); Orcish Blood (treat as both an Orc and a Human for purposes of what affects them and what they may use); +2 morale on Intimidate checks; +4 morale on saves against fear; Automatic Language (Orcish or one regional language); Intelligence Bonus Languages (any except restricted languages); Favored Class (highest-level class at any given time).</p></blockquote><p></p>
[QUOTE="Arkhandus, post: 3176868, member: 13966"] I generally consider half-orcs to be needing a bit of a boost in non-combat stuff....a feat or skill bonus here and there, generally, or dropping the Int penalty. Then again, in my campaigns and the ones I've played in, [I]anyone[/I] in the party is a likely candidate for needing to negotiate or think through a problem to survive (or at least to make the problem less of a pain in the rear to deal with). Mages have had to talk their way out of a dragon's ire, warriors have had to think their way through a dungeon complex or tricky set of fortifications, etc. Often including multiple Int, Wis, Cha, Knowledge, Bluff, Diplomacy, and/or Sense Motive checks. In my Aurelia setting, most standard races are a little beefed-up (humans themselves get an immediate +3 bonus to a skill, and an extra feat every 10 levels beyond 1st), and half-orcs are no exception. Out of these stats for them, one or both morale bonuses could be removed to make them equivalent to standard by-the-book humanoids. Basic Stats: Medium Humanoid (Human, Orc); Base Speed (30 feet); +2 Strength, -2 Charisma (Half-Orcs are strong like their full-blooded Orcish brethren, but are also nearly as ugly and harsh. They’re not quite as tough as full-blooded Orcs, but they’re not as dim-witted either.); Darkvision (60 feet); Orcish Blood (treat as both an Orc and a Human for purposes of what affects them and what they may use); +2 morale on Intimidate checks; +4 morale on saves against fear; Automatic Language (Orcish or one regional language); Intelligence Bonus Languages (any except restricted languages); Favored Class (highest-level class at any given time). [/QUOTE]
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