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View Full Version : My take on Orcs & their Subraces: Pt. 1 of a new setting



Piedmon_Sama
2009-07-15, 12:04 PM
So I've been thinking about ideas for a new campaign setting, one which is a more classical take on a D&D universe---other campaigns I've done so far were almost always pastiches of different genres and highly nonstandard campains rules-wise. This time I want to stick more closely to the books and make a more FR/Greyhawk-esque setting; but of course, with my own take on things.

To that end, I want a larger role for the Orcs and their subraces; one where they aren't utterly screwed as a player race by the rules. I also took the idea of the Shara-Kim from Races of Destiny, but got rid of their origin as men cursed to look like Orcs and made them rather Orcs cursed(?) to be like men. :p

And just to break the shock and get it over with, yeah I'm reintroducing Infravision (or as I like to refer to it, Predator-Vision). Yes, I've heard all the arguments, I know it's somewhat more complicated to use logically than plain Darkvision but I'm okay with that. Really. I just want Orcs that see glowy in the dark because it looks cool, really. That aside, please let me know on what you think of these options as Player Races:

Orcs -


Orcs are the unrecognized black sheep of the “common” races. They are not much fewer than humans in total number, and certainly their population overwhelms Dwarves and all the kindreds of Elves put together. This fact is particularly remarkable, because far from the lush forests of Elves or mineral-rich halls of Dwarves, Orcs inhabit the roughest badlands, marshes and steppes, living off unyielding soil and always facing the threat of starvation save by the intervention of their priests.

In poetry, Orcs are often known as the Moonlight Demons, or the Sons of Twilight, for two reasons: they are nocturnal, with eyes adapted to see well in dim twilight and infravision that activates in pitch darkness. Secondly, because they believe the moon is the unblinking eye of their god, Father Gruumsh, who passes over the world watching and testing all his children.

Orcs should by all rights be running the show. One for one they’re tougher, stronger and badder than humans, especially the more effete and civilized varieties. Their culture emphasizes individuality to an almost absurd degree. Most Orcs live in semi-nomadic tribes, but more than a few live completely alone. They don’t have the same social, herding instincts as humans, but are ingrained almost genetically to trust and rely on their own strength first and foremost. If an Orc can’t do something himself, he will often assume nobody else can. This makes every Orc a ruthlessly hardcore survivalist, but in terms of teamwork and organization they make Elves look like Modrons. Most Orcs will submit to follow someone he personally likes (and they can grow to like individuals, in fact), someone who can thrash him, or someone who has something he wants that he can’t just take. They’re not stupid (well, they’re not Trolls), and they understand 100 Orcs can often do something 1 Orc can’t, like storm a human fortress. But in this sense, they’re more like a band of pirates than a tribe or an army; they elect the toughest or craftiest (or ideally croughiest) individual to be Chief, but beforehand draw up a charter (usually on deerskin written in blood) and swear before Father Gruumsh (the only oath they take seriously) to divide the spoils equally. Sometimes a warband only lasts for a single raid, then everyone goes home; if the venture proves profitable, it might grow into an extended campaign of pillage and plunder, sometimes lasting years, until the Orcs within start families and a new tribe is born.

If this society seems ripe for dysfunction, well, it is. It’s tough to have a civil and public works department when your whole organization changes everytime someone backstabs the Chief. Orcs may not be able to spell coup d’main but they have the concept down to an art. Not only does this not displease Father Gruumsh, he actively encourages his children to compete amongst themselves, everyday, with varying degrees of lethality. Only the nuttiest Orcs would kill someone over a trivial matter, but brawls and contests like arm-wrestling, rock-throwing, power-lifting, racing, swimming, darts, horseshoes (Orcs keep no horses but have a lot of spare horseshoes from raiding human towns), etc. as judged by Gruumsh’s priests make up their legal system.

Gruumsh isn’t a general; he doesn’t care about his Orc children being some well-oiled machine of war like those stuffy Hobgoblins. He demands they be strong; whereas other races see strength as a means to their ends, it’s an end in of itself for Gruumsh. Even if the Orcs ever conquered the fat lands of the humans Gruumsh would probably send a rain of fire down on it just to keep his kids on their toes. Why do Gruumsh’s benighted, bastard children still worship him? It’s less about loving thanks and more about propitiation; Gruumsh gives Clerics the magic they need to help Orc tribes survive in the nastiest parts of the world. He keeps his people lean and sharp, but he keeps them alive. In typical usage, Gruumsh’s name is a curse as much as a benediction; he is their errant father, but they are his loyal if oft-resentful sons.

Orcs are often portrayed as racial supremacists, who despise everything not-Orc so utterly they wish to raze it from the earth. This is a confusion; Orcs don’t naturally think in terms of race, indeed they have no conception of a pan-Orc community. Different tribes and different Orcs will compete with each other as ferociously as they will with other races. However, they are aware that other races don’t often like Orcs very much, and feel barred from entering the more fruitful lands even if they wished to do so peacefully. This breeds resentment, so when Orcs bandy about statements like “Orcs are the strongest in creation!” and “the lesser races will be crushed!” it’s more wounded pride than anything. That said, the condition of tribes varies enormously; one may be roving in deerhide lean-tos and always on the verge of starvation; another might have rich tents and plentiful goods, and actually profit from their human neighbors.

In fact, Orcs will readily work with a wide variety of partners, since they respect strength. Strength is understood to be guile, skill, luck, or more rarely intellect and spellcraft as well as brute strength. It’s a rare Orc warband that won’t accept the aid of Human or Goblin bandits and criminals, if they think they can keep up. Leadership is almost always out of the question, although you get the occasional warband cowed by a human sorcerer or with a chief “advised” by a smooth-tongued rogue.

Orcs don’t see themselves as having any particular racial enemies, as again they don’t think that way. Every individual is a free agent, after all. That said, Gruumsh and Corellon Larathion do have a millennia-old rivalry, it being the Elf-Father that put out his eye. Elves and Dwarves see themselves as engaged in one long, ceaseless war with Orcs and the rapacious Goblinoids, but that’s because they have the perspective of centuries. What seems to Orcs like a disconnected bunch of raids, counter-raids and territorial spats is to the Elder Races a long series of thrusts and feints, intermittently broken by wary truces. Relations with humans vary; sometimes Orc tribes ally with a more savage band of humans, or an independent village or city. Individual Orcs often seek their fortune in human lands, as mercenaries, assassins or more permanent retainers. By human standards they are cantankerous and unreliable, but often brutally effective as hired muscle. Gnomes and Halflings have little to interest Orcs, and are generally not worth raiding; Orcs and Gnomes have completely different senses of humor, which makes one integrating with the other impossible, and Halflings communities have little use for fighters. Ever adaptable, Orcs collect treasure because sometimes bartering with humans is an acceptable (if boring) alternative to raiding. They have no use for cash themselves and internally rely on trading tools and necessities.

Orcs are great egoists, but they are capable of friendship and love. Gruumsh is not such a fool that he would craft his children with an incomplete heart. What humans would call a common-law marriage is the Orc version: Bhupu and Ghorgh enjoy each others’ company, one invites the other into their home, and Bhupu eventually bears him children. Divorce is as simple as one partner packing up and leaving, but if the other makes some great overture like slaying a Wyvern or Dire Moose and bringing its heart before her, the social pressure to reward such a feat is immense. They are egalitarian in terms of gender, because Orc women are still brutally strong in their own right. For a race that has little conception of “fair play,” Orcs tend to be scrupulous about their word, as without it their small communities would quickly disintegrate. They accuse humans of habitual dishonesty as much as humans accuse them of savagery.

It could be said Orcs are a race of impressive individuals that is less than the sum of its parts. They are nonexistent as a military power, but individually dangerous. Diplomatic relations and conquest of their sparse, unwelcoming lands would be equally pointless since tribal leadership changes as soon as someone gains a level on the Chief, and a “conquered” tribe would simply collapse into a bunch of wayward indviduals who leave for wilder parts.

Orcs

-Medium Sized Humanoids with the [Orc] subtype. Orcs are neither goblinoids, nor an offshoot of humanity as so often thought.
-Base Speed 30 feet.
-Stat Adjustments: +4 Str, -2 Int, -2 Wis, -2 Cha. Orcs are massively strong, but slow on the uptake, generally ill-tempered and uncouth, and rash as bulls. 

-DR 4/lethal damage: Orcs are frighteningly resilient against anything less than an axe to the face. They can make forced marches that would incapacitate a human, and endure hotter and colder environments into the danger zones.
-+2 Survival, Intimidate, always class-skills. Any adult Orc will have at least some idea of how to take care of herself in the wilderness, and how to get what she wants by sheer threat rather than namby-pamby cooperation.
-Low Light Vision & Predator Vision: Orcs are most ideally situated by the faint light of stars or the moon, and see double-distance in low or murky light, but when in caves or the most impenetrable forest their “hunter’s vision” kicks in which allows them to see the bright heat of living bodies against the fainter warmth of its surroundings. Bodies not only glow with caloric heat in infravision, they give off an aura of intense color in a radius equal to their space (so a creature that takes up 15 squares of space gives off an aura 15 feet out, making it visible to infravision possibly even if concealed). Heat also lingers in the footprints of creatures for a time, allowing Orcs to follow tracks in complete darkness with a +10 Survival check bonus for 1 hour after the creature has left said tracks.
-Scent: Orcs are allowed to take the scent feat. They have a keen sense of smell, which most hunters develop until it is as good as a wild beast’s.
-Weapon Familiarity: The Orcish double-axe, and Orcish shotput are Martial, not Exotic weapons for Orc characters.
-Light Sensitivity: Creatures of the night, Orcs don't deal well with the light of day. In direct, natural sunlight (as opposed to, say, the filtered light of a forest) or within the effects of a daylight spell, Orcs take a -1 penalty to attack rolls. Most Orcs avoid coming out during the daytime, but those who must often wear visors carved from bone or made from bark pulp, with a narrow slit to see through. This item removes the penalty and can be had for 1 gp or made with a DC 11 craft [sculpting] check.
-ECL: +0.
-Alignment: Often Chaotic Evil, ones that deal frequently with humans are often Chaotic Neutral. A lawful Orc is rather an aberration, no matter how long he lives among humans.
-Starting Languages: Common, Orc. Additional Languages: Abyssal (the tongue of Gruumsh and his divine servants), Infernal, Undercommon, Dwarven, Goblin, Giant, Dwarf, Elf (though they make a hash of it)
-Favored Class: Barbarian.
-Typical classes: Barbarian, Cleric, Fighter, Favored Soul, Ranger, Scout, Rogue, Spirit Shaman, Assassin, Warlock


Shara-Kim -

The Shara-Kim are identical to ordinary Orcs in appearance, though they always groom themselves scrupulously and wear the most expensive clothes they can afford. Some even go so far as to file their tusks down, for a more nonthreatening appearance. This is because all Shara-Kim live within human lands, or sometimes in an Illumian fortress-monastery or halfling village. Their numbers are few, and they are an unusual breed indeed.

Their origins go back several centuries, to a time when some Orcs renounced the teachings and lifestyle set for them by Father Gruumsh and attempted to fully integrate themselves into human society. Other Orcs looked on this neglected band with complete disgust, and their attempts to make humans trust them were generally a failure. But an Illumian Archmage had pity on them, and offered to use powerful transmutation to change them into a new breed of creature. The outcasts accepted, and a spell changed their blood to enhance their intellect, so all their offspring were naturally more intelligent.

The spell worked completely. The descendants of those orcs are now like their ancestors only in appearance. Their minds, and thus their natures, are quite apart. Shara-Kim are studious, excellent learners with an aptitude for magic. Almost all of them have made some study of the Arcane Science, and their culture pigeonholes them into this art as much as Orc culture does for violent professions.

Shara-Kim have had success filling a niche as magicians for hire in human cities, and almost all are comfortably well-off. They place a great deal of significance on ettiquette, as if to make up for their cousins’ complete lack of it, and it is hard to find a people more decorous (or as most would say, stuffy). The archetypical Shara-Kim is quite scholarly and stiff in manner, exacerbated by the clumsiness that has come from forgetting how to use their Orc muscles, which ironically hinders their social skills as much as the barbaric Orcs’ crudity.

Shara-Kim are almost always completely effacious to their human neighbors, eager to prove they are head-and-shoulders above their barbaric cousins and ready to be of use to their adopted community. Orcs sneer at them as servile buffoons, and even some humans are embarrassed by the care they take. This has finally begun to change as the current generation of Shara-Kim, just coming into adulthood, is economically independent and highly skilled. Where before their fathers studied magic in the shelter of human society, younger Shara-Kim are more apt to take their skills and studies abroad and go adventuring, an abhorrent idea to the more prudish homebodies. This generation gap makes younger Shara-Kim, who are rightly proud of their skills, apt to disavow their homes and parents, while the latter often disown a rebellious youth.

Whereas older and more conservative Shara-Kim regard what is left of their natural Orcish strength with some embarrassment and avoid feats of crude physical power, younger Shara-Kim who become adventurers are likely to combine martial and magical professions and show off the best of both worlds. They are steadfast companions with a mix of talents useful to any adventuring company of the civilized races.

Shara-Kim still face a great deal of prejudice, particularly from humans who don’t have Shara-Kim in their own community. Elves and Dwarves regard them with undisguised hostility and usually think they are either a long-running ruse from Gruumsh or that at least their laborious civility is just a mask. Since it was an Illumian who made the Shara-Kim what they are, and both are scholarly peoples, these two often get along and make frequent friendships. Gnomes are less hostile to Shara-Kim, but find their stuffiness makes them poor sports for a prank and therefore uninteresting. The rare Halfling community that boasts a resident Shara-Kim appreciates their contribution and usually lacks the experience with Orcs that makes humans uneasy.

Shara-Kim
-Medium-Sized Humanoids with the [Orc] subtype. Shara-Kim can use magic items normally restricted to Orcs, but cannot take Orc-only prestige classes. 

-Base Speed: 30 ft.
-Stat Adjustments: +2 Str, -2 Dex, +2 Int, -2 Cha. Shara-Kim are stiff both physically and socially from their sedentary, academic lifestyles and their prudery is as bad as the Orcs’ crudeness in its own way. They have only a remnant of their once-great strength, but have gained a formidable natural intellect that makes them great learners and scholars.
-+2 Knowledge [Arcana], +2 Spellcraft. All Shara-Kim receive intense education in the Arcane Sciences from their parents and at Wizardry academies.
-Predator Vision: Though Shara-Kim are no longer hunters, and their eyes have weakened to the point where they are as blind at night as men, in pure darkness they still gain the Hunter's Vision. Bodies not only glow with caloric heat in infravision, they give off an aura of intense color in a radius equal to their space (so a creature that takes up 15 squares of space gives off an aura 15 feet out, making it visible to infravision possibly even if concealed). Heat also lingers in the footprints of creatures for a time, allowing Shara-Kim to follow tracks in complete darkness with a +10 Survival check bonus for 1 hour after the creature has left said tracks.
-EL: +0
-Favored Class: Wizard.
-Typical Classes: Wizard/Fighter crossclasses are most frequent among adventurous Shara-Kim. They make suitable Clerics, but their culture stresses education and the wonders of magic that can be achieved without relying on piety. There are folk tales (usually comical) of a Shara-Kim who once became a Knight, but nothing corroborates this.
Starting Languages: Common, Local Language; Additional Languages: Orc, Halfling, Undercommon, Goblin, Giant, Elf, Dwarf, Draconic, Abyssal, Infernal, Celestial, Sylvan, Elemental Languages
Alignment: Almost always lawful, even young and hot-blooded Shara-Kim retain the decorum and values they were raised with. Usually Neutral but often Good.

Half-Orcs and Black Orcs (the latter aren't really a PC option but will be included out of completeness) will be forthcoming. TIA for any advice or criticism!

PairO'Dice Lost
2009-07-15, 12:45 PM
Two things:


And just to break the shock and get it over with, yeah I'm reintroducing Infravision (or as I like to refer to it, Predator-Vision). Yes, I've heard all the arguments, I know it's somewhat more complicated to use logically than plain Darkvision but I'm okay with that. Really. I just want Orcs that see glowy in the dark because it looks cool, really.

Woohoo, Infravision! You have my full support in that area.


Secondly, your base orc isn't worth a +1 LA. He's around the high end of LA +0 with the dwarf, but there's not enough there to push him over. DR vs. subdual damage, scent, skill bonuses, weapon familiarity, and predator vision against save bonuses, stonecunning, skill bonuses, weapon familiarity, and darkvision puts your orc and the base dwarf on pretty even footing.

Piedmon_Sama
2009-07-15, 01:22 PM
Thanks for the advice. I suspected ECL +1 was unnecessary but for some reason people freak out over the Scent feat. Also I forgot to include Light Sensitivity with the base Orc, added that in (but it can be bypassed pretty easily by wearing an Eskimo-style visor).

PairO'Dice Lost
2009-07-15, 01:48 PM
Thanks for the advice. I suspected ECL +1 was unnecessary but for some reason people freak out over the Scent feat. Also I forgot to include Light Sensitivity with the base Orc, added that in (but it can be bypassed pretty easily by wearing an Eskimo-style visor).

Scent can be good; however, it's much more effective in monsters' hands--where they can use it to set up an ambush--than in PCs' hands, since they already have plenty of ways to track, foil ambushes, etc. Besides, the most combat-worthy aspects of it are largely redundant due to Predator Vision whereas Scent does well outside of combat, so I'd honestly count those as one ability for LA pricing purposes.

Piedmon_Sama
2009-07-15, 02:10 PM
Here are some items of more Orc fluff that I ran out of room to put in the writeup, which was already getting huge:

-Not only does sunlight sting Orc eyes, it quickly burns their skin which ranges from chalk-white to ash-grey with some hints of pea green. To deal with this, Orcs who must go out in sunlight daub or coat their exposed skin with mud. Civilized races are often less than understanding towards this practice.

-Orc names are a tricky issue. Their parents are almost completely thoughtless when naming a child at birth ("Fatty" is a common baby name, so is "Curly," "Stumpy," etc.) This is because the child's name is a placeholder. When Orcs reach working age (12 for lads, 10 for the ladettes) they choose their own name. The adolescents often go for "awesome" names like Headstomper, Brick-Wall, Spear-Tusks, Axefist, Blood-Frenzy, etc. Almost always before the age of 20 these names are repudiated and a proper name chosen. Furthermore, after any deed of worth in the eyes of Gruumsh's priesthood, the Orc is granted a surname by the priests. If an Orc continues to win renown, his surname may be changed. (For example, the Orc born as Slim wants to be called Boarjaws as an adolescent, sobers up at age 19 and names himself Coror, and after becoming a Ranger is named Bayneforest by the Priesthood, and after singlehandedly killing a dragon is called Coror Wyrmslayer.) Obviously, this makes any notion of taking a census among Orcs a joke.

(Some more examples of granted surnames you might see among "typical" Orcs: Beermaster, Fastfetcher, Strongtalker, Greatcrafter, Proudscars; more poetic and less obvious ones like Sandburn, Treeloft, Ironhand, etc. are also common)

PairO'Dice Lost
2009-07-15, 02:17 PM
-Orc names are a tricky issue.
[...]
Obviously, this makes any notion of taking a census among Orcs a joke.

The potential for plot hooks this has is incredible. Mysteries, missing-person quests...I like it.

Jane_Smith
2009-07-15, 02:47 PM
I like. FOR THE HORDE. :smallbiggrin: Keep up the good work!

Gnomo
2009-07-15, 11:20 PM
Orcs are frighteningly resilient against anything less than an axe to the face.
This remind me of a very funny and old fighter thread on another forum.

Piedmon_Sama
2009-07-16, 01:44 PM
So here's the Black Orc entry. They're not really a PC Race, but I'd like to hear suggestions on what you'd consider an appropriate CR for this creature.

Black Orcs


As said before, Gruumsh’s greatest priority is that the Orcs remain the strongest people, as they arguably are. But while he does not desire to regiment them and turn them into interdependent cogs, Gruumsh is appalled with the Orcs’ failure to stand amongst the great races. For every raiding party that plunders vulnerable human lands at will, corners and slaughters a band of Elves or steals some treasure of the Dwarves, a band of adventurers or some Crusading army is always there to put the Orcs to flight. They are forever reduced to the fringes of the world, prowling the wilds and unable to challenge the masters of the rich and prosperous lands.

Thus was born the Black Orc, a “perfected” creation designed to lead all Orcdom in glorious war against the civilized lands. The birth of a Black Orc is a rare thing, and doesn’t happen just any generation. Such an infant, born to a regular Orc coupling, always heralds great and calamitous times to come. It means Gruumsh expects all his children to break from their usual wild, independent lifestyle and join together in a great War-Horde of many tribes, and those who resist this call are the worst of oathbreakers and backsliders--it is a hard time indeed for Orcs who have settled peaceably among humans.

Black Orcs take naturally to authority. Any lesser chieftain who will not bow his knee and join in the coming war can expect to have the full might of Gruumsh's chosen brought down on him. Often the Black Orc "exercises" while still an adolescent by tracking down and making ugly examples of Orcs who don't want any part of the glorious conquest. When fully grown, they take armies of Orcs and ravage and devastate everything in their path like a nightborn wave of locusts. Black Orcs will sometimes add the muscle of Ogres or Trolls to their horde, but they show disdain and hatred for anything not created by Gruumsh's hand.

So far to date, there have been a handful of Black Orcs throughout the age. Each time they murdered and rampaged deep into the civilized lands, throwing Dwarves from their strongholds, burning Elven forests, razing the great cities of mankind. From legend to ancient history, these efforts came close, but have never quite managed to overthrow the Free Peoples. Usually a Black Orc's life ends when some plucky band of adventurers manages to slay him in direct battle, at which point the Great Horde, as if rather relieved, dissipates instantly.

Black Orcs as Characters

-Medium Sized Humanoids with the [Orc] subtype. For all purposes and effects regarding race, Black Orcs count as Orcs.


-Base Speed: 30 ft.


-Stat Adjustments: +6 Str, +2 Con, -2 Int, -2 Wis, -2 Cha. While not actually more mentally acute than an average Orc, Black Orcs can pretty much say they are with no arguments.


-DR 4/- (technically lethal damage as per normal orcs, but Black Orcs have regen to make that superfluous).


-Powerful Build: For all intents and purposes regarding grappling, weapon size, and whenever else it would be beneficial, Black Orcs count as Large creatures. (Combined with their natural +2 to Intimidate, this means they have a +6 bonus to Intimidate just to start with. They truly are leaders among Orcs).

-+2 Survival, +2 Intimidate

-Boar Affinity: Black-Orcs have a natural rapport with the voracious and vicious Dire Boars of the wild wetlands. They receive a +4 bonus to Ride Checks, and a +4 Handle Animal bonus with Dire Boars.

-May take the Scent feat.

-Low Light and Infravision. Light sensitivity.

-Automatic Weapon Proficiency: Regardless of class, Black Orcs are proficient with the following martial weapons: Greataxe or Greatsword, and Shortbow or Longbow (including composite varieties).

-Weapon Familiarity: The Orcish Double-Axe and the Orcish Shotput are martial, not exotic weapons to Black Orcs.

-Desecrate (Sp): Once per day, as the spell, with Caster Level equivalent to the Black Orc’s HD. Black Orcs were made to be champions of Gruumsh and devastate everything sacred to the Orcs’ enemies, and thus Gruumsh granted them the power to destroy the holy places of his rival gods.

-Racial HD: Black Orcs begin play with 4d8 racial HD, which count towards a 4/4 attack bonus, good Fort and Dex saves, and 2+Int Mod * 4 skill points at level 1, with 2 + Int mod thereafter.

-Regeneration 5: Black Orcs can not only regenerate damage each round, but reattach a severed limb by holding it up to the stump.

-ECL: +3. In addition to their HD, Black Orcs effectively count as 3 levels higher for purposes of XP. Thus a Black Orc begins with the XP requirements of a 5th-level character.

PairO'Dice Lost
2009-07-16, 02:13 PM
Black Orcs as Characters

-Medium Sized Humanoids with the [Orc] subtype. For all purposes and effects regarding race, Black Orcs count as Orcs.


-Base Speed: 30 ft.


-Stat Adjustments: +6 Str, +2 Con, -2 Int, -2 Wis, -2 Cha. While not actually more mentally acute than an average Orc, Black Orcs can pretty much say they are with no arguments.


-DR 4/- (technically lethal damage as per normal orcs, but Black Orcs have regen to make that superfluous).


-Powerful Build: For all intents and purposes regarding grappling, weapon size, and whenever else it would be beneficial, Black Orcs count as Large creatures. (Combined with their natural +2 to Intimidate, this means they have a +6 bonus to Intimidate just to start with. They truly are leaders among Orcs).

-+2 Survival, +2 Intimidate

-Boar Affinity: Black-Orcs have a natural rapport with the voracious and vicious Dire Boars of the wild wetlands. They receive a +4 bonus to Ride Checks, and a +4 Handle Animal bonus with Dire Boars.

-May take the Scent feat.

-Low Light and Infravision. Light sensitivity.

-Automatic Weapon Proficiency: Regardless of class, Black Orcs are proficient with the following martial weapons: Greataxe or Greatsword, and Shortbow or Longbow (including composite varieties).

-Weapon Familiarity: The Orcish Double-Axe and the Orcish Shotput are martial, not exotic weapons to Black Orcs.

-Desecrate (Sp): Once per day, as the spell, with Caster Level equivalent to the Black Orc’s HD. Black Orcs were made to be champions of Gruumsh and devastate everything sacred to the Orcs’ enemies, and thus Gruumsh granted them the power to destroy the holy places of his rival gods.

-Racial HD: Black Orcs begin play with 8d8 racial HD, which count towards a 4/4 attack bonus, good Fort and Dex saves, and 2+Int Mod * 4 skill points at level 1, with 2 + Int mod thereafter.

-Regeneration 5: Black Orcs can not only regenerate damage each round, but reattach a severed limb by holding it up to the stump.

-ECL: +5. In addition to their HD, Black Orcs effectively count as 5 levels higher for purposes of XP. Thus a Black Orc begins with the XP requirements of a 13th-level character.

I'd call it ECL +2 to +4, at most. Regeneration, good stats, DR, and powerful build are good...but it has racial HD. They're inferior in every possible way to class levels unless they're outsider or dragon HD (and sometimes even then). This race is definitely not worth 15 levels. I might make it LA +2 if you want to have 1 or 2 HD, +4 if not.

Sequinox
2009-07-16, 02:19 PM
This is interesting. I'm following this setting.

Piedmon_Sama
2009-07-17, 02:51 PM
I'd call it ECL +2 to +4, at most. Regeneration, good stats, DR, and powerful build are good...but it has racial HD. They're inferior in every possible way to class levels unless they're outsider or dragon HD (and sometimes even then). This race is definitely not worth 15 levels. I might make it LA +2 if you want to have 1 or 2 HD, +4 if not.

I haven't gotten any other advice, and I admit I don't understand the whole CR system very well, so I decided to take a middle way and altered the Black Orc's LA to +3. :p

Also I decided to tone down the Racial HD to 4d8, equivalent to an Ogre. I think with Ogre HD and its abilities LA +3 (vs the Ogre's +2) seems reasonable.

Piedmon_Sama
2009-07-17, 03:03 PM
Half-Orcs


In the wilder parts of Atlas, human beings live in conditions not so different from Orcish barbarism. These “wild men” are admittedly given to keep in communities more and strike out on their own far less than Orcs, but strength and cunning are as valued in their culture as the inhuman one, with a similar emphasis on oaths of loyalty, and both provide much of their sustenance by raiding. It is natural and inevitable that Orcs and men mingle, first as partners in warfare, then as neighbors. Only young and unblooded Orcs judge all men in one breath; wiser ones are wary of strength that is often hidden in a small, pink frame.

There are probably no two other races in Atlas like Orcs and men. Both can begin a war against some other tribe or nation one year, and in the next year resume perfectly normal working relations. The two can be partners as well as enemies, and sometimes even friends. Unions between Orc and human, however, are a rare thing. Even the roughest human cultures are considered sheltering and overbearing by Orc standards of child-rearing. This makes parenting, whichever race is mother or sire, a rarely-reached compromise. Orcs don’t understand the ceremony humans attach to marriage, and are likely to be uncomfortable with it. There is also the frequent rubbing of shoulders with in-laws, which would leave any normal Orc wondering why some strange guy who happens to be his father-in-law keeps hanging around the house. Lastly but most importantly is the strength difference--unless the human is a marvel by his species’ standards, an Orc spouse of either gender is likely at some point to lose their temper or act reckless and accidentally hurt their fragile human partner.

If all these obstacles can be surmounted, it is not impossible for a Half-Orc to have a stable, maybe even pleasant childhood. But let’s be realistic: that’s not where 8 out of 10 Half-Orcs come from. More are born from the ravages and excesses of war than integration; and those who survive have hard lives indeed. Mocked as weaklings by Orcs, feared by humans, most become hermits or wanderers and avoid both their parent communities.

Half-Orcs

-Medium-Sized Humanoids with the [Orc] subtype. For all purposes and effects regarding race, Half-Orcs count as Orcs.
-Base Speed: 30 ft.
-Stat Adustments: +2 Str, -2 Int, -2 Cha
-Skill Bonus: Half Orcs add 4 free skill points after multiplying by their class at 1st level, and receive 1 free skill point each level thereafter.
-+2 Survival, +2 Intimidate
-Predator Vision
-May take scent as a feat.
-EL: +0
Favored Class: Scout
Common Classes: Barbarian, Fighter, Rogue, Ranger, Scout, Assassin
Typical Alignment: Hostility from both their parent communities usually turns Half-Orcs chaotic, with an independence streak a mile wide. Caught between Orc brutality and human ruthlessness, most are neutral but the evil outweigh the good.

Barring further critiques, that finishes my notes on Orcs and their subraces in Atlas. I think my next one will cover humans and their "subraces" (Aasimar, Illumians), or maybe I'll get a basic map started and make a general thread for the new setting. :p

TSED
2009-07-17, 06:09 PM
I feel that this is how orcs should have been. From the start.


Great job.

PairO'Dice Lost
2009-07-17, 10:02 PM
I haven't gotten any other advice, and I admit I don't understand the whole CR system very well, so I decided to take a middle way and altered the Black Orc's LA to +3. :p

Also I decided to tone down the Racial HD to 4d8, equivalent to an Ogre. I think with Ogre HD and its abilities LA +3 (vs the Ogre's +2) seems reasonable.

Well...I and some others have outlined our opinion and math on this and the WotC boards about how monstrous races get shafted in the ECL department because the designers wanted to discourage non-standard races from being played. That's part of why LA buyoff was introduced--the devs said "Oops, our bad; we can't come up with an entirely new system, so let's make this one suck less."

Many abilities really aren't worth much LA, but having LA is fine in general if you do it appropriately. Racial HD, however, can't be bought off like LA, and are generally inferior to class levels in every way, so it should be avoided whenever possible. When I said it was worth +2 to +4 LA, I meant without any racial HD on top of that. If you're still worried about the power level for your particular campaign--which is a perfectly valid reasoning for upping the cost--I would strongly suggest replacing the 4 HD with 1-2 LA, so it can eventually be bought off or at least reduced.

imp_fireball
2009-07-18, 05:18 PM
This was sort of the idea I had for my own setting 'orcs unite!'.

I was going to mention that orcs really are sort of like the ME krogan. It's the best way to get away from the 'mook' or 'honorable primitive' cliche.

It also retains some tolkien elements too (the muddy orcs retains the fact that they're still butt ugly).

DonThelonious
2009-07-19, 05:39 AM
Excellent work so far. I have a particular interest in non standard races, and your orcs are particularly well explained.


If you are interested there is a link to a PrC thread geared towards orcs and goblinoids.

imp_fireball
2009-07-20, 01:56 PM
Excellent work so far. I have a particular interest in non standard races, and your orcs are particularly well explained.


If you are interested there is a link to a PrC thread geared towards orcs and goblinoids.

It's created by Bhu, and I'd check it out.

Omegonthesane
2009-07-20, 03:34 PM
The Black Orc currently looks to have Cr 5 with 4 HD, which seems fine to me but I'm no expert on the subject and racial HD are Not Good. Still, with the regen going on, I'd just say they need full BaB for their racial hit dice - thematically and so those 4 HD are close to 4 real levels. Unless you consciously counted 2 HD = 1 CR before adding 3 LA.

Bhu
2009-07-21, 06:57 AM
Holy crap, how have I missed this thread till now?

Go Orcs!