Half-Orcish Racial Traits

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  • +2 Strength, +2 Constitution, -2 Charisma. Orcs are still stronger and healthier than most humans, but their manners tend to be lacking and green skin is rarely viewed with affection by anyone but a half-orc’s mother.
  • Medium-size: As Medium-size creatures, half-orcs have no special bonuses or penalties due to their size
  • Base speed: 30 feet
  • Infravision: Half-orcs can see patterns in temperature up to 60 feet away that is not reliant on light. This vision is magical in nature and will not function in a non-magical area. While using Infravision, half-orcs cannot see normal light.
  • Orc Blood: For all effects related to race, a half-orc is considered an orc. Half-orcs, for example, are just as vulnerable to special effects that affect orcs as their orc ancestors are, and they can use magic items that are only usable by orcs.
  • Saddleready:+1 racial bonus on Ride checks
  • Craftsmen: +1 racial bonus to Craft checks that relate to weapons and armor
  • Iron Stomach: +2 racial bonus on Fortitude saves related to poison
  • Brave: +2 morale bonus on saving throws against fear
  • Automatic languages: Same as human.
  • Favored class: Any. When determining whether a multiclass human suffers an XP penalty, his highest-level class does not count (see Experience for Multiclass characters, p. 60 of the PHB).
What's New?
Half-orcs receive an additional bonus to Constitution, as they tend to be hardier than standard D&D orcs. They also have Infravision instead of Darkvision and receive racial bonuses to Ride and Craft checks relating to weapons and armor. They are also more resistant to poison and are less susceptible to fear-based attacks. The favored class for a Half-Orc is any, due to their human heritage.