
Mauril |

So I'm in the process of making a nation of civilized orcs. Also these orcs are typically good, rather than evil. I'm wanting some alternate racial traits and favored class bonuses similar to what is presented in the APG.
The orcs of this region are known for military prowess and for fairly ordered societies. The region itself specializes in alchemy and crafting constructs. Flying ships of various sorts are also common. So, basically I'm looking for alternate racial traits that replace some of the feral nature of the bestiary orcs, and I'm looking for favored class options that help out with the various martial classes and alchemists.
Anyone want to give me a hand?

Kor - Orc Scrollkeeper |

So I'm in the process of making a nation of civilized orcs. Also these orcs are typically good, rather than evil. I'm wanting some alternate racial traits and favored class bonuses similar to what is presented in the APG.
The orcs of this region are known for military prowess and for fairly ordered societies. The region itself specializes in alchemy and crafting constructs. Flying ships of various sorts are also common. So, basically I'm looking for alternate racial traits that replace some of the feral nature of the bestiary orcs, and I'm looking for favored class options that help out with the various martial classes and alchemists.
Anyone want to give me a hand?
"Civilized orcs?"
"Racial traits that replace some of the feral nature of the bestiary orcs?"
"These orcs are typically good, rather than evil?"
*sighs*
You are stripping away everything that makes them an orc leaving them only to be green skinned humans with tusks.
*sighs*
*walks away, shaking his head, why holding up his hands asking "why"*
Sorry if I sound a little jaded, but I don't think you need "orc" related traits. Based on your version of orcs, I would think any human-themed trait should work equally well for them.

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"Civilized orcs?""Racial traits that replace some of the feral nature of the bestiary orcs?"
"These orcs are typically good, rather than evil?"
*sighs*
You are stripping away everything that makes them an orc leaving them only to be green skinned humans with tusks.
*sighs*
*walks away, shaking his head, why holding up his hands asking "why"*
Racist. :P

DrDew |

Mauril |

The Ondonti from that .pdf seem to pretty much be what I am looking for. However, I would still need favored class options.
For those that don't want to download the .pdf, the Ondonti are statted as follows:
ONDONTI
The ondonti are a race of peaceful, kind and dependable orc-like farmers, taking only what they need from the land to survive. They are close cousins of the orcs, but are very unlike their bloodthirsty relatives. Long ago, a clan of orcs separated themselves from their people, seeking a quiet and simple life, far from the battles and tensions of the others. They established small agrarian communities, and learned, through much difficulty, to cooperate amongst themselves, and with their neighbors. Over time, they became a well trusted people, exhibiting quality of
personal honor and forthrightness in spite of their origins. They now live alongside humans and other races, laboring as suppliers of food and quality goods for their own people, and their neighbors.
Physical Qualities: Ondonti appear similar to their orcish kin, but appear calm and collected. They stand between 6 and 6½ feet tall, with a powerful build and gray or brown-gray skin. Their hair is black or dark brown hair, and eyes range from brown and black to very rarely blue or lavender eyes. Like other orc or orc-kin, they have heavy brows, slightly pointed ears, and small tusks that protrude from their lower jaws. Ondonti usually wear earth-toned clothes of a strong weave, and have a calming countenance.
Society: The ondonti are peaceful agrarians that dwell in small, rural communities, and work beside other races within their vicinity. Their communities are lead by a governing body of powerful druids, with shops and homes within close proximity of each other. Many make their living as farmers, while other work as blacksmiths, storekeepers, and in other trades. They are an industrious race, and prefer to make their homes in fertile valleys, grasslands or hills, enabling them to plant and harvest crops for consumption and trade, all for the welfare of their family.
Relations: When threats from famine, attack from marauders, or other disasters arise, the ondonti band together for the mutual benefit of their community, and willingly aid other races during such times. Despite their orcish heritage, the ondonti get along well with dwarves, with whom their share an affinity with earth and stone. Humans, halflings and gnomes all take the ondonti at face value. It is the elves who are wary of the ondonti because of their bloodline, and years of ancestral hatred toward any of orcish descent. However, many have learned to put aside their racial prejudices and learned to work and even fight along side them in a noble cause.
Alignment and Religion: Unlike their bloodthirsty counterparts, ondonti are a peaceful, congenial, salt-of-the-earth people that favor life and prosperity over death and destruction. The beauty of the natural world, wisdom, family, freedom, and justice are values held in high regard by the race. As such, they venerate deities who personify these qualities, like A-llän the goddess of nature, Arbiter god of justice, and Orin Stoneforger god of the earth. The ondonti greatly despise Gruumsh and his followers, and will readily fight against their destructive influence.
Adventurers: Living in peace and harmony with their environment, the ondonti would sooner die themselves than take the life of another sentient being. However, due to the constant threat by marauders and bandits, many are trained in the rudiments of combat with simple weapons. They have no love of bloodshed, but willingly bear arms to protect their freedom, community, and way of life. Those found adventuring are often seeking a new life and will join human knight, elven archers, and dwarven warriors in any just cause. They prefer classes associated with their values and way of life, such as the druid, ranger, shaman, and the cleric.
Ondonti Characteristics: Adaptable, honest, loyal, peaceful, practical, resilient, salt of the earth, steadfast, strong.
Male Names: Eragar, Haven, Herron, Jok, Kainus, Kilo, Noldesh, Ogrin, Rell, Talos.
Female Names: Bogda, Dilgan, Fawn, Fen, Heshna, Lowan, Sune, Ulva.
Ondonti Racial Traits
+4 Strength, +2 Wisdom, –2 Intelligence: Ondonti are physically strong and naturally wise, but their orc blood hinders their intelligence.
Medium: Ondonti are Medium creatures, and have no bonuses or penalties due to their size.
Normal Speed: Ondonti have a base speed of 30 feet (or 6 squares).
Darkvision: Ondonti can see in the dark up to 60 feet.
Earthcunning: Ondonti treat any Profession skill related to the earth as a class skill (blacksmith, farmer, etc.), and receive a +2 bonus on Knowledge (nature) checks to identify unusual vegetation or minerals. In addition, they receive a +2 bonus on Perception checks to potentially notice unusual earthwork, such as traps and hidden doors located in fields and forest floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.
Orc Blood: Ondonti count as orcs for any effect related to race.
Stability: Ondonti a +4 bonus to their CMD when resisting a bull rush or trip attempt while standing on the ground.
Weapon Familiarity: Ondonti are proficient with flails, picks (including heavy and light), and scythes, and treat any weapon with the word “orc” in its name as a martial weapon.
Languages: Ondonti begin play speaking Common and Orc. Ondonti with high Intelligence scores can choose any of the following: Dwarven, Gnome, Halfling, Gnoll, Goblin, and Terran.
Any suggestions on favored class options? I'm going to basically allow a player character to swap the Ondonti's Earthcunning for the half-orc bonus to intimidate, or trade both Earthcunning and Stability for the orc's Ferocity. Any other suggestions?

SmiloDan RPG Superstar 2012 Top 32 |

I would use the Beta version of Half-orcs as a start:
+2 Str, +2 Wis, -2 Int.
Medium Sized
Medium Speed
Darkvision 60 feet
Intimidating +2
Orc Ferocity
Orc Weapon familiarity
Then start tweaking it from there. Maybe make their "favored class" monk instead of barbarian. Maybe have their society based on druidism or some other clerical tradition. I can imagine a Raven-Queen worshipping society where the highpriests pluck out an eye in reverence to her shadiness. Maybe make them the expert trackers of your campaign, so many are rangers or inquisitors.