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Back to [[Serpents and Sewers: Species and Templates|Species]] Back to the [[Serpents and Sewers|Main page]] ==Orcs in Serpents and Sewers== I tried to make the different soldier species of D&D, like Gnolls, Hobgoblins and Orcs more different from each other when I wrote up the species of serpents and sewers. While Gnolls are suposed the feral and wild ones, and Hobgoblins are the honorable ones, Orcs are the brutes, not as wild as the bestial gnolls, but certainly not as disciplined as the Hobs, either. Orcs are great warriors, but they work best as individual warriors, not as large troops and they greatly favor strength over mobility, being the strongest race of their size. ==Orc Racial Traits== * ''Abilities'': +4 to Strength, +2 to Constitution, –2 to Intelligence, -2 to Charisma. Orcs are brutishly strong and have a robust health, but they lack the patience for more advanced plans and tend to favor violence instead of diplomacy. * Medium Humanoid (Orc) * An orc’s base land speed is 30 feet. * Darkvision out to 60 feet. * ''Light Sensitivity'': Orcs are dazzled in bright sunlight or within the radius of a daylight spell. * ''Orcish Resilience'': Orcs are incredible hard to kill. They receive the Diehard feat as a free Bonus Feat even when they do not fulfill its requirements. * ''Used to harsh environments'': Due to the dangerous environments Orcs normally inhabit, they gain a +4 racial bonus on Fortitude saves to resist the effects of bad weather or exposure and gain a racial +2 bonus to Survival checks. * ''Hard to kill'': Orcs gain an additional level of sratched damage they can absorb and gain a +1 racial bonus to their Shock Value. * ''Weapon Familiarity'': Orcs may treat the Orcish Cleaver and Orcish great Cleaver as martial instead of exotic weapons. * ''Pack Hunters'': Orcish chararcters gain a +1 racial bonus to attack rolls and saving throws against fear effects when fighting in groups of 5 or more Orcs, whether they are enemies or allies. The wild calls and howls of attacking Orcs fill their brethren with a frenzied valor. * ''Favored Class'': Berserker or Man-at-arms. An orc character that follows these two classes receives an additional skill point per level. ==Further Advancement of Orcs== {| border="1" !Level !Feature |- |4th |Light Adaptation, Improved Darkvision |- |8th |Wrath |- |12th |Monstrous Orc |- |16th |Ability Boost |- |20th |Greater Orcish Resilience |- |} * ''Light Adaptation'': Orcs that spend more time on the surface lose their fear from the sun. At 5h level, Orcs do not longer suffers from their light sensitivity. * ''Improved Darkvision (ex)'': At 4th level, an Orc’s darkvision range increases by 30 feet. * ''Wrath'': At 10th level, an Orc learns how to rage (like the Berserker’s class feature). If the Orc has already Rage from another source (e.g. Berserker class levels), the duration of this Rage is increased by two turns. All class features or feats concerning rage are also valid for this. * ''Monstrous Orc (ex)'': An Orc of 12th level becomes a truly terrifying monster. From now on, they are no longer treated as regular humanoids but as monstrous humanoids, and gain the Powerful Size trait due to sheer muscle mass. * ''Ability Bonus'': On 16th level, an Orc character gains a +2 Bonus to either Strength or Constitution. * ''Greater Orcish Resilience (ex)'': On 20th level, Orc characters gain Fast Healing 2. ('''Orcish Cleaver''': a crude, brutal orcish bastard sword, requires exotic weapon proficiency to wield one handed. Dam (M): 2D6, Crit20/x2. The Great Cleaver is the larger, two handed version which cannot be used without exotic weapon proficiency at all (Dam (M): 2D8, Crit: 20/x2)
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