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Back to [[Serpents and Sewers: The Dark Eye| The Dark Eye D20]] Back to the [[Serpents and Sewers|Main page]] ==Orcs in Aventuria== Aventurian Orcs are shorter than huans, but also a lot stronger. Their complete body is covered by a thick, black fur that grants them a protection from cold as well as acts as a simple armor. Orcs tend to be very aggressive. Most ork tribes are semi-nomadic hunters and gatherers, but others have formed a new warrior elite ruling over human subjects in the former City Confederation of the Svelt. ==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. * ''Low-Light Vision'': An Orc can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions. * ''Know no fear'': Orcs despise cowards and learn from early childhood on, that showing fear is a fate worse than death. Orcs receive a +4 racial bonus against fear effects. * ''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. * ''Thick Fur'': The thick fur of Orcs grant them a natural armor of 1/-. * ''Endurance'': The stamina of Orcs can compete with that of dwarves- but orcs run a lot faster. Orcs gain Endurance as a free bonus feat. * ''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 Pathfinder. An orc character that follows these two classes receives an additional skill point per level. ==Further Advancement of Orcs== {| border="1" !Level !Feature |- |4th |Might makes Right |- |8th |Wrath |- |12th |Chosen by the Blood God |- |16th |Ability Boost |- |20th |Greater Orcish Resilience |- |} * ''Might makes Right'': The Orkish society, as it is, focus much on competiton and intimidation. Any orc who wants to earn the respect of his peers has to fight for this. 4th level Orcs therefore gain a racial +2 bonus to intimidation checks and a free bonus feat from the fighter bonus feat list. * ''Wrath'': At 8th 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. * ''Chosen by the Blood God'': Orcs are a oure meritocracy, and are lead by the most powerful and succesful members of their tribes. Any powerful orc will gather followers and admiration (and jealosy) among other Orcs. They gain the Leadership feat as a free bonus feat, and a +2 bonus to all charisma-based skills when dealing with Orcs. * ''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.
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