In a similar manner to dwarves, half-orcs can see in complete darkness for up to 60 feet. Darkvision produces images that are in shades of gray, but it is otherwise like normal sight. Half-orcs can function well with no light at all. Bright lights, such as from a lantern or other light sources, spoil darkvision. A half-orc requires one minute to adjust his or her eyes when a light source is extinguished before gaining full use of darkvision.
This ability allows half-orcs to detect the presence, but not the specific location, of creatures within 30 feet or within 60 feet if the other creature it is upwind. Strong scents, such as smoke or rotting garbage, can be detected at twice those ranges. Overpowering scents, such as skunk musk, can be detected at three times these ranges. If a half-orc becomes familiar with an individual, he can learn the individual’s scent and recognize it. It should further be noted that false, powerful odors can easily mask other scents and completely spoil this ability.
Half-orcs come from very violent societies in which fights and contests of strength are common and necessary for survival. This has inured them to great amounts of pain and given most a great capacity to fend off blows and fight unarmed. As such, half-orcs receive a +1 to their armor class whenever they are not wearing armor of any type. This ability combines with magical rings, robes and other similar devices that confer an armor class bonus but are not armor. This bonus adds to the unarmored armor class of half-orc monks.
Half-orcs possess a resistance to disease passed down from their goblinoid parent. They receive a +2 bonus to all disease saving throws.
Common and Orcish, plus one per point of Intelligence modifier. Choose from: Dwarvish, Elvish, Goblin, or Giant.
Medium
30 feet
Fighter, Ranger, Rogue, Assassin, Barbarian, Monk, Cleric
+1 Constitution, +1 Strength, -2 Charisma
+2 track
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