These crimson variants of orcs are as strong as their green brethren, but have a natural knack for being leaders or enforcing their will on others at the cost of swiftness.
Physical Description: The primary physical identifier for a red orc is quite clearly their crimson skin, giving them the ability to easily stand out before a word is said from them, they otherwise match many of the physical traits of normal orcs, a powerful build, broad shoulders, intense muscle mass, and dark hair that turns white with age. Though notably their eyes are a vibrant amber yellow that emits light.
Adulthood |
Intuitive |
Self-Taught |
Trained |
12 years |
+1d4 years
(13 – 16 years) |
+1d6 years
(13 – 18 years) |
+2d6 years
(14 – 24 years) |
Gender |
Base Height |
Height Modifier |
Base Weight |
Weight Modifier |
Male |
5 ft. 2 in. |
+2d12 in.
(5 ft. 4 in. – 7 ft. 2 in.) |
180 lbs. |
+(2d12×7 lbs.)
(194 – 348 lbs.) |
Female |
4 ft. 10 in. |
+2d12 in.
(5 ft. 0 in. – 6 ft. 10 in.) |
140 lbs. |
+(2d12x7 lbs.)
(154 – 308 lbs.) |
Society: Red Orcs naturally charismatic tendencies cause them to force themselves into leadership positions in more primal orc groups that they proceed to keep through a cycle of victory and intimidation. However their greater lack of control compared to other orcs result in them easily losing control and harm their fellow warriors, orcs or otherwise. In metropolitan society their charismatic traits make them scarier as bodyguards or the right hand men to other powerful individuals, those who reach real leadership positions are either in a constant fight to maintain it due to their outbursts of rage or are uncontested due to their overwhelming presence.
Relations: Red Orcs are often seen as a sign of ill omen by the members of other races still outside of metropolitan grasp, such as harpies, minotaurus, ogres, northerners, wafko, valtur, or even goblins; despite this they still receive some manner of respect due to how they stand out. Red Orcs in comparison to their green brethren commonly end up more annoyed in the presence dwarves or elves within metropolitan due to their more difficult time suppressing their outbursts. However their easier attempts to appear charming or authoritative allows them easier diplomatic conversations with these races.
Alignment and Religion: Red Orcs' usual sway of alignment and worshiped gods of choice do not differ significantly from other orcs.
Adventurers: Red Orcs' easier capacity to obtain high positions in clans result in them having less causes to leave their primal lifestyle due to the lesser likelihood of being tossed out in a power struggle, but those who do leave their clan oft end up more easily acclimated to being an adventurer due to their ability to more easily push things to go in their favour for the actions they take, and more likely to obtain greater reward. Red Orcs born within metropolitan society more frequency seek elevation of status due to sate their inner ego.
Standard Racial Traits
- Ability Score Racial Traits: Red Orcs are charismatic exemplars of the orcs whose bodies are more strained by their musculature. They gain +4 Strength, +2 Charisma, -2 Dexterity, -2 Intelligence, and -2 Wisdom.
- Type: Red Orcs are humanoids with the orc subtype.
- Size: Red Orcs are Medium creatures and thus have no bonuses or penalties due to their size.
- Base Speed: Red Orcs have a base speed of 30 feet.
- Languages: Red Orcs begin play speaking Common and Orc. Red Orcs with high Intelligence scores can chose from the following: Dwarven, Giant, Gnoll, Goblin, Undercommon. See the Linguistics skill page for more information about these languages.
Defense Racial Traits
- Powerful Build: The physical stature of red orcs lets them function in many ways as if they were one size category larger. Whenever a red orc is subject to a size modifier or special size modifier for a Combat Maneuver Bonus or Combat Maneuver Defense (such as during grapple checks, bull rush attempts, and trip attempts), the red orc is treated as one size larger if doing so is advantageous to him. A red orc is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as grab or swallow whole) can affect him. A red orc can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category.
Offense Racial Traits
- Ferocity: Red Orcs possess the ferocity ability which allows them to remain conscious and continue fighting even if their hit point totals fall below 0. Red Orcs are still staggered at 0 hit points or lower and lose 1 hit point each round as normal.
- Weapon Familiarity: Red Orcs are always proficient with greataxes and falchions, and treat any weapon with the word “orc” in its name as a martial weapon.
- Darkvision: Red Orcs can see perfectly in the dark up to 60 feet.
Weakness Racial Traits
- Light Sensitivity: Red Orcs are dazzled in areas of bright sunlight or within the radius of a daylight spell.
- Frenzy Sensitivity: Red Orcs are more sensitive to going into a rage or frenzy when heavily injured or affected by spells with the emotion subschool that invoke anger such as rage and take a -2 to saves against any of these effects. Red Orcs must also roll a DC 15 Will save to avoid being forced into a rage when hit by a critical hit, receiving a -2 penalty to AC and losing the ability to use Dexterity, Intelligence, Wisdom, and Charisma-based ability and skill checks, Red Orcs who have the rage or bloodrage class feature must instead must roll a DC 15 Will save to avoid being forced to use these class features, or may choose to use these abilities as a free action.