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Half-Orc

Half-orcs are the usually offspring marauding orcs and human women, though the reverse happens, albeit rarely. These half-breeds appear somewhere between orcs and humans, towering over most humans but not quite as large as full-bloods.   Hit points: A half-orc gains 1d12 hit points at each level.   Weapon training: Half-orcs prefer to fight with clubs or axes, They are trained in the battleaxe, club, dagger, mace, short bow, spear, long sword, two-handed sword and, war hammer. If they grow up with humans they are also trained with the hand axe, pole arm, short sword, sling, and staff. Half-orcs may wear any armor made for them and can use shields, but orc communities are not capable of creating anything other than leather armor themselves and should be equipped appropriately. Half-orcs that live amongst humans can wear any armor and use shields. Half-orcs are capable of two-weapon fighting.   Alignment: Half-orcs also tend toward chaos, but not nearly as strongly as orcs. Half-orcs can generally keep their chaotic nature in check well enough to subsist at the margins of human society. Neutral half-orcs can be well-integrated in those societies, and lawful half-orcs, while rare, might be driven to help defend human society against the depredations of orcs.   Claw/ Bite: Half-orcs' claw/bite attack damage is 1d3 + strength bonus. The claw/bite attack cannot be used if they are both wearing a helmet and using a two-handed weapon; or wearing a helmet while using a one-handed weapon and a shield. A half-orc's first action die (or dice at lv 5+) may be used for weapon attacks or claw/bite attacks, whereas the second die (or dice at lv 6+) may be used for claw/bite attacks only.   Initiative: Half-orcs suffer the usual -1d initiative penalty for using a two-handed weapon.   Luck: Half-orcs add their luck modifier to critical hit rolls. Orcs revel in inflicting terrible wounds on their enemies, and love to celebrate those they have dealt and received, reliving and retelling them over and over in memory, ritual, story and song. Half-orcs may or may not admit to sharing this predilection.   Infravision: Half-orcs have infravision 30' and see normally in daylight.   Languages: Half-orcs usually speak both orcish and common.

Career

Career Progression

Level Attack Crit Die/ Table + c/b Action Die Ref Fort Will
1 +1 1d12/III + 1d4/M 1d20 + (1d14 claw/bite) +1 +1 +0
2 +2 1d14/III + 1d6/M 1d20 + (1d14 claw/bite) +1 +1 +0
3 +3 1d16/III + 1d8/M 1d20 + (1d16 claw/bite) +1 +2 +1
4 +4 1d20/III + 1d10/M 1d20 + (1d16 claw/bite) +2 +2 +1
5 +4 1d20/IV + 1d12/M 1d20 + 1d14 + (1d20 c/b) +2 +3 +1
6 +5 1d24/IV + 1d14/M 1d20 + 1d14 + (1d20 + 1d14 c/b) +2 +4 +2
7 +6 1d30/IV + 1d16/M 1d20 + 1d16 + (1d20 + 1d14 c/b) +3 +4 +2
8 +7 1d30/V + 1d20/M 1d20 + 1d16 + (1d20 + 1d16 c/b) +3 +5 +2
9 +7 1d30/V + 1d24/M 1d20 + 1d20 + (1d20 + 1d16 c/b) +3 +5 +3
10 +8 2d20/V + 1d30/M 1d20 + 1d20 + (1d20 + 1d20 c/b) +4 +6 +3

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