Mikaze
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Just wondering if this looks okay. Basically this is to present an alternate take on orcs(specifically for the Golarion setting) more friendly for PC use in standard(and good/neutral) parties. Right now I'm working to make sure they don't overshadow half-orcs in all areas.
Here's where things stand now:
Half-orc
+2 to One Ability Score: Half-orc characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Half-orcs are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Half-orcs have a base speed of 30 feet.
Darkvision: Half-orcs can see in the dark up to 60 feet (see darkvision.)
Intimidating: Half-orcs receive a +2 racial bonus on Intimidate skill checks due to their fearsome nature.
Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.
Orc Ferocity: Once per day, when a half-orc is brought below 0 hit points but not killed, he can fight on for one more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying.
Weapon Familiarity: Half-orcs are proficient with greataxes and falchions and treat any weapon with the word “orc” in its name as a martial weapon
Orc
+2 Strength, +2 Wisdom, -2 Intelligence Orcs possess great strength, heightened senses, and a deep spirituality, but lack the intellectual prowess of most races.
Medium: Half-orcs are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Half-orcs have a base speed of 30 feet.
Darkvision: Orcs can see in the dark up to 60 feet.
Hatred: Orcs receive a +1 bonus on attack rolls against dwarves due to ancient emnity with these foes.
Intimidating: Half-orcs receive a +2 racial bonus on Intimidate skill checks due to their fearsome nature.
Ferocity: An orc remains conscious and can continue fighting even if its hit point total is below 0. It is still staggered and loses 1 hit point each round. A creature with ferocity still dies when its hit point total reaches a negative amount equal to its Constitution score.
Weapon Familiarity: Orcs are always proficient with greataxes and falchions, and treat any weapon with the word “orc” in its name as a martial weapon.
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I'm definitely presenting an APG-style alternate racial feature for Hatred, to replace the bonus against the dwarves against other orcs, as that is actually the most frequent foe this particular flavor of orcs face. That may actually wind up being the standard "grudge" feature, with the dwarf-hate as the optional choice.
Intimidation was added to orcs as a logical extention of half-orcs having that feature.
Ferocity seems like the biggest problem. It's definitely better than the half-orc's Orc Ferocity at this point.
If the orc's ferocity was dialed back to the same level as the half-orc's ability, would the orc as otherwise presented here still have enough to make them an attractive choice? Or would they need a bit more?
| SmiloDan RPG Superstar 2012 Top 32 |
I like the +2 Str, +2 Wis, -2 Int version of orcs. It's what I'm planning for my next campaign, where they will primarily be druids that worship a raven death goddess, possibly a Crone aspect of the Maiden-Mother-Crone triple goddess, and not necessarily evil.
Orcs will make excellent barbarians, clerics, druids, fighters, inquisitors, monks, and rangers, and passable bards, cavaliers, oracles, paladins, rogues, and sorcerers. They just won't excel at being alchemists, magi, summoners, witches, or wizards.
| Viktyr Korimir |
I love your changes to the Orc.
If I might make a suggestion? Mechanically reinforce the fact that Orcs are at their most terrifying when raging or spurred on by their leaders. Add their Charisma bonus as an untyped bonus to melee damage when they're under the effects of a morale bonus.
Charisma is an off-stat for most melee classes and especially most Orcs, and this would encourage them to put points into it, boosting their Intimidate and making them terrifying. It also makes Orc Antipaladin villains, with their high Charisma and ability to cast bless or prayer, into devastating opponents.
This can replace the marginal Ferocity and Hatred abilities.
I'd also give Orcs and Half Orcs a +2 racial bonus on Fortitude saves vs. poison and disease. Just a flavor thing.
Mikaze
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Been thinking that +2 against poison and disease too.
I like the feel of it, but I really want to avoid making any changes to half-orcs(in order to make this thing as appealing to as many people as possible). Maybe making it just a bonus against disease could make it marginal enough to throw in as another feature to round them out, without completely overwhelming half-orcs as an attractive choice.
| wraithstrike |
Just wondering if this looks okay. Basically this is to present an alternate take on orcs(specifically for the Golarion setting) more friendly for PC use in standard(and good/neutral) parties. Right now I'm working to make sure they don't overshadow half-orcs in all areas.
Here's where things stand now:
Half-orc
+2 to One Ability Score: Half-orc characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Half-orcs are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Half-orcs have a base speed of 30 feet.
Darkvision: Half-orcs can see in the dark up to 60 feet (see darkvision.)
Intimidating: Half-orcs receive a +2 racial bonus on Intimidate skill checks due to their fearsome nature.
Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.
Orc Ferocity: Once per day, when a half-orc is brought below 0 hit points but not killed, he can fight on for one more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying.
Weapon Familiarity: Half-orcs are proficient with greataxes and falchions and treat any weapon with the word “orc” in its name as a martial weapon
Orc
+2 Strength, +2 Wisdom, -2 Intelligence Orcs possess great strength, heightened senses, and a deep spirituality, but lack the intellectual prowess of most races.
Medium: Half-orcs are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Half-orcs have a base speed of 30 feet.
Darkvision: Orcs can see in the dark up to 60 feet.
Hatred: Orcs receive a +1 bonus on attack rolls against dwarves due to ancient emnity with these foes.
Intimidating: Half-orcs receive a +2 racial bonus on Intimidate skill checks due to their...
Is the statline the same as the beta version or was the cha a -2?