Lord_Gareth
2011-06-09, 11:33 PM
Dreavarrian Half-Orcs
"You ken outsmart me, clever-boots, but can you outsmart'a bullet?"
The orcish peoples took to ancient Dreavarr easily, like a fish to water, and eventually found much acceptance in the armies of the great city-states. Ironically, this lead to the threat that finally ended their race - popularity. Interbreeding with other species eventually extinguished the pure orcish bloodlines, leaving their half-breed children as the heirs to their legacy. Half-orcs breed true these days, but they aren't quite the fearsome shock troops that their ancestors used to be. Nevertheless, the ingenuity and social graces of their human side has served them well.
Half-orcs are often found on the fields of battle, but they have their place in an urban environment as well. Like elves, Half-orcs are often poor; unlike elves, this is because they tend to undervalue education and end up in menial jobs where they can work with their hands. The ones that gain wealth are often criminals, using their cunning to gain a foothold in the underworld and keeping themselves in positions of power through a delicate combination of diplomacy and force. Half-orcs that do have a degree of education, charisma, or at least vision often become leaders despite themselves, if only because people appreciate following someone who knows what they're doing.
Appearance: Half-orcs are not normally conventionally pretty, but exceptions do exist; features of the race include green, brown, or slightly blue skin, small tusks, thick hair and small eyes. It seems strange to some, but a lot of half-orcs like to dress up when they're not on the job; they wear the finest clothing they can, try to accessorize, and have a positive adoration for jewelry such as bracelets or earrings, and this is all because they enjoy people seeing their success in whatever arena in which they choose to compete.
Though nationality has replaced the ancient orcish tribes, many half-orcs join criminal organizations or gangs that maintain close family-like ties, and indeed they tend to bond fiercely to whatever social group they belong to. Half-orcs often have tattoos, scarification, banners, insignias and other symbols of belonging on their persons, and they take the honor and dignity of such symbols very seriously. Out of respect for this ideal, many half-orcs look down severely on those that desecrate flags and holy symbols and other symbols of communal belonging. Many also shave or braid their hair, paint their face or skin different colors, and carry around flags or banners with them if they're feeling bold or jubilant.
Racial Features
+2 Strength, +2 Wisdom, -2 Dexterity, -2 Intelligence. Half-orcs are strong and insightful, with a tendency to read situations and people quickly and easily, but lack fine motor control (and other graces) and tend to be uneducated, if not strictly "stupid".
Medium Humanoid: As Medium creatures, half-orcs gain no bonus or penalty for their size.
Base Land Speed: 30 Feet
Darkvision: Half-orcs benefit from the darkvision ability out to a range of sixty feet; see the half-orc racial feature in the system reference document.
Cheap Shot (Ex): Half-orcs are taught from an early age, either from army life or gang life, that the only fair fight is the one you lose; they gain sneak attack +1d6, identical to the rogue class feature. Additionally, half-orcs suffer no penalties for using improvised weapons.
School of Hard Knocks (Ex): Most half-orcs grow up on the mean streets, but even if they don't they tend to have friends and family that did; half-orcs enjoy a +1 racial bonus to fortitude saves, as well as a +2 racial bonus on Knowledge (Local) checks made regarding their home city and bardic knowledge checks regarding citizen's guilds or criminal organizations.
Staunch Companion (Ex): Half-orcs bond fiercely with their social groups, treating them like kith and kin. Their race has gained a reputation as staunch allies and worthy friends, and a half-orc's presence grants his allies (not including himself) within thirty feet an additional +1 morale bonus on attack rolls whenever they flank a foe, as well as a +1 morale bonus on Will saves and level checks against the Intimidate skill. These bonuses increase by one at level seven, then again at levels thirteen and nineteen.
Languages: Common, Gutterspeak. Bonus: Any national, Old Draevarrian, Smuggler's Cant, Brattack Code, Old Orcish, Old Elven, Dwarf Cant.
Favored Class: Rogue. A half-orc's rogue levels do not count against her when determining multiclass penalties.
Level Adjustment: +0
"You ken outsmart me, clever-boots, but can you outsmart'a bullet?"
The orcish peoples took to ancient Dreavarr easily, like a fish to water, and eventually found much acceptance in the armies of the great city-states. Ironically, this lead to the threat that finally ended their race - popularity. Interbreeding with other species eventually extinguished the pure orcish bloodlines, leaving their half-breed children as the heirs to their legacy. Half-orcs breed true these days, but they aren't quite the fearsome shock troops that their ancestors used to be. Nevertheless, the ingenuity and social graces of their human side has served them well.
Half-orcs are often found on the fields of battle, but they have their place in an urban environment as well. Like elves, Half-orcs are often poor; unlike elves, this is because they tend to undervalue education and end up in menial jobs where they can work with their hands. The ones that gain wealth are often criminals, using their cunning to gain a foothold in the underworld and keeping themselves in positions of power through a delicate combination of diplomacy and force. Half-orcs that do have a degree of education, charisma, or at least vision often become leaders despite themselves, if only because people appreciate following someone who knows what they're doing.
Appearance: Half-orcs are not normally conventionally pretty, but exceptions do exist; features of the race include green, brown, or slightly blue skin, small tusks, thick hair and small eyes. It seems strange to some, but a lot of half-orcs like to dress up when they're not on the job; they wear the finest clothing they can, try to accessorize, and have a positive adoration for jewelry such as bracelets or earrings, and this is all because they enjoy people seeing their success in whatever arena in which they choose to compete.
Though nationality has replaced the ancient orcish tribes, many half-orcs join criminal organizations or gangs that maintain close family-like ties, and indeed they tend to bond fiercely to whatever social group they belong to. Half-orcs often have tattoos, scarification, banners, insignias and other symbols of belonging on their persons, and they take the honor and dignity of such symbols very seriously. Out of respect for this ideal, many half-orcs look down severely on those that desecrate flags and holy symbols and other symbols of communal belonging. Many also shave or braid their hair, paint their face or skin different colors, and carry around flags or banners with them if they're feeling bold or jubilant.
Racial Features
+2 Strength, +2 Wisdom, -2 Dexterity, -2 Intelligence. Half-orcs are strong and insightful, with a tendency to read situations and people quickly and easily, but lack fine motor control (and other graces) and tend to be uneducated, if not strictly "stupid".
Medium Humanoid: As Medium creatures, half-orcs gain no bonus or penalty for their size.
Base Land Speed: 30 Feet
Darkvision: Half-orcs benefit from the darkvision ability out to a range of sixty feet; see the half-orc racial feature in the system reference document.
Cheap Shot (Ex): Half-orcs are taught from an early age, either from army life or gang life, that the only fair fight is the one you lose; they gain sneak attack +1d6, identical to the rogue class feature. Additionally, half-orcs suffer no penalties for using improvised weapons.
School of Hard Knocks (Ex): Most half-orcs grow up on the mean streets, but even if they don't they tend to have friends and family that did; half-orcs enjoy a +1 racial bonus to fortitude saves, as well as a +2 racial bonus on Knowledge (Local) checks made regarding their home city and bardic knowledge checks regarding citizen's guilds or criminal organizations.
Staunch Companion (Ex): Half-orcs bond fiercely with their social groups, treating them like kith and kin. Their race has gained a reputation as staunch allies and worthy friends, and a half-orc's presence grants his allies (not including himself) within thirty feet an additional +1 morale bonus on attack rolls whenever they flank a foe, as well as a +1 morale bonus on Will saves and level checks against the Intimidate skill. These bonuses increase by one at level seven, then again at levels thirteen and nineteen.
Languages: Common, Gutterspeak. Bonus: Any national, Old Draevarrian, Smuggler's Cant, Brattack Code, Old Orcish, Old Elven, Dwarf Cant.
Favored Class: Rogue. A half-orc's rogue levels do not count against her when determining multiclass penalties.
Level Adjustment: +0