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==PC Stats== ===BECMI=== In BECMI era [[Mystara]], there are two different Orc race-classes; the standard Orc, as seen in [[Known World Gazetteer|The Orcs of Thar]], and the horse-riding Krugel Orc, seen in the [[Hollow World]] subsetting. If the Krugel Orcs are Mystara's proto-orcs, then they must be the orcs of Mystara's distant past, Blackmoor, who were ruled by King Funk, chosen of the Lovecraftian Egg of Coot to lead the orcish hordes, arguably the first big fearsome orc warlord type character in tabletop gaming, predating Warhammer's [[Grimgor Ironhide]], Kings of War's Gakamak the Smasher, and Faerun's [[Obould Many-Arrows]]. Said Krugel Orcs were one of many savage tribal races produced by D&D Beastmen, alongside Ogres, Cyclops, Goblins, and Trolls. ;Standard Mystaran Orc <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Click "Expand" to see the stablock. <div class="mw-collapsible-content"> ::Orc Ability Modifiers: +1 Strength, -1 Dexterity ::Note: Like all Humanoids from "The Orcs of Thar", an Orc has racial ability score caps of 18 in all scores bar [[Intelligence]] and [[Wisdom]], which are capped at 16. ::Note: Like all Humanoids from "The Orcs of Thar", an Orc determines its [[Charisma]] score for interacting with [[human]]s and [[demihuman]]s by dividing its Charisma score by 3 (rounding down) and subtacting the result from 9. ::Orc Natural Armor Class: 8 ::Can become [[Shaman]]s (6th level) and [[Wokani]] (4th level). {| class=wikitable !Orc's's level || XP Required || Orc's hit dice |- |0||0||d8 |- |1||1,000||2d8 |- |2||2,000||3d8 |- |3||4,000||- |- |4||8,000||4d8 |- |5||16,000||5d8 |- |6||32,000||6d8 |- |7||64,000||- |- |8||130,000||7d8 |- |9||260,000||+2 Hit Points |- |Subsequent||200,000||+2 Hit Points |} </div></div> ;Krugel Orc <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Click "Expand" to see the statblock. <div class="mw-collapsible-content"> ::Racial Ability Modifiers: +1 Strength, -1 Dexterity, maximum of 16 Intelligence and 16 Wisdom ::Prime Requisite: Strength - Strength 13+ for +5% to XP earned, Strength 16+ for +10% to XP earned ::Save as [[Fighter]] of equivalent level ::Can reach 6th level as Shaman and 4th level as Wokani ::Mandatory Skill: Riding (Horse or Bounder - a kind of far-leaping bipedal carnivorous [[dinosaur]]) ::Unlike normal Mystaran orcs, Krugel orcs have lost their Infravision ::Cultural Melee Weapons: Dagger, Sword (Short/Broad/Bastard), Mace, Club, Warhammer, Spear, Javelin, Lance, Net, Whip ::Cultural Missile Weapons: Crossbow (Light/Heavy), Bow (Long/Short), Sling ::Cultural Armor: Leather, Scale, Mail, Chain Mail, Banded Mail, Shield (including horned, knife, sword and tusked), Leather Horse Barding ::Shamans can use: Mace, club, warhammer, lance, net, all cultural armor ::Wokani can use: Dagger, club, net, whip Krugel Experience Table: Krugels can reach level 36 ::1: 0 XP, 1D8 Hit Dice ::2: 1,000 XP, 2D8 Hit Dice ::3: 2,000 XP, 3D8 Hit Dice ::4: 4,000 XP ::5: 8,000 XP, 4D8 Hit Dice ::6: 16,000 XP, 5D8 Hit Dice ::7: 32,000 XP, 6D8 Hit Dice ::8: 64,000 XP ::9: 130,000 XP, 7D8 Hit Dice ::10: 260,000 XP, +2 HP (Constitution bonus no longer applies) ::+1 Level: +200,000 XP, +2 HP (Constitution bonus no longer applies) </div></div> ===AD&D=== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Click "Expand" to see the statblock. <div class="mw-collapsible-content"> ::+1 Strength,-2 Charisma ::Strength: Minimum 6, Maximum 18 ::Dexterity: Minimum 3, Maximum 17 ::Constitution: Minimum 8, Maximum 18 ::Intelligence: Minimum 3, Maximum 16 ::Wisdom: Minimum 3, Maximum 16 ::Charisma: Minimum 3, Maximum 12 ::Available Classes & Max Levels: Fighter 10, Cleric 9, Shaman 6, Witch Doctor 6, Thief 11 ::35% chance to spot new and unusual constructions ::25% chance to spot sloping passages ::Infravision 60 feet ::-1 penalty to attack rolls and morale when in direct sunlight ::Weapon Proficiencies: Battle axe, crossbow, flail, hand axe, spear, any bow, any pole arm, any sword. ::Nonweapon Proficiencies: Alertness, armorer, blacksmithing, bowyer/fletcher, carpentry, chanting, close-quarter fighting, hunting, intimidation, looting, religion, set snares, spellcraft, tracking, weaponsmithing. </div></div> ===3e=== There are several different orc stats, scattered across multiple sourcebooks. The "common" orc in the [[Monster Manual]] featured the following statblock: <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Click "Expand" to see the statblock. <div class="mw-collapsible-content"> ::+4 Strength, -2 Intelligence, -2 Wisdom, -2 Charisma ::Medium size ::Base land speed 30 feet ::Darkvision out to 60 feet ::Light Sensitivity (Ex): -1 penalty to Attack rolls when exposed to bright sunlight or a daylight spell. ::[[Favored Class]]: [[Barbarian]] </div></div> ====Forgotten Realms==== In the [[Forgotten Realms]], however, there are three different varieties of orc: The "Mountain Orc" is the most common of the three races, and is the most generic, being pretty much standard Monster Manual orcs. They inhabit the Frozen North, predominantly the Spine of the World mountains and other hilly regions (hence the name), and for the most part at generic would-be conquerors foiled by their own inability to focus on anything besides killing - except for when [[Obould Many-Arrows]] tried to forcibly drag them out of their pits and show them that the best way to get respect is to actually make a kingdom of their own. These guys use the standard orc profile. Deep Orcs, or [[Orog]]s, are a stronger, smarter (but somewhat shorter) breed of orc native to the [[Underdark]]. See their page for more details. Finally, Gray Orcs are a strange race of emotional, impulsive, and deeply religious orcs originally hailing from another world. Long story short, centuries ago, an archmage created a portal to their world, but wound up being killed for an unrelated incident before anyone ever found out about this portal - which meant nobody ever shut it off. Five years after his death, the orcs found the portal and swarmed through in a religious crusade, battling the empires of Mulhorand and Unther in the 6-years-long Orcgate Wars, which ended with the closing of the portal, the defeat of several of the incarnate gods of Mulhorand and Unther, and the scattering of the gray orcs into loose, fractious tribes that still haunt the Moonsea and the Endless Wastes. Though physically weaker than their mountain orc "relatives", gray orcs are much more strong-willed and independent, and retain a knack for divine magic which makes them dangerous. They also possess a far swifter stride and keener senses of smell. Gray Orc PCs have the following racial stats: <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Click "Expand" to see the statblock. <div class="mw-collapsible-content"> ::+2 Strength, +2 Wisdom, -2 Intelligence, -2 Charisma ::Medium Size ::Base Speed 40 feet ::Racial Weapon Proficiency: Great-Axe and Longbow ::Light Sensitivity (Ex): -1 penalty to Attack rolls when exposed to bright sunlight or a daylight spell. ::Scent (Ex) ::Orc Blood: For all effects and special abilities that target a creature's race, Gray Orcs count as '''Orcs'''. ::[[Favored Class]]: [[Cleric]] ::[[Level Adjustment]]: +1 </div></div> ====3rd Party Settings==== ;[[Midnight]] <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Click "Expand" to see the statblock. <div class="mw-collapsible-content"> ::+4 Strength, -2 Intelligence, -2 Charisma ::Medium ::Base land speed 30 feet ::Weapon Familiarty: Vardatches are Martial Weapons for Orcs ::Night Fighter: Darkvision 60 feet, +1 racial bonus to attack rolls when fighting with no light. ::Light Sensitivity: -1 penalty on attack rolls in bright sunlight or within the radius of a daylight spell. :: Resistance to Cold: Immune to nonlethal damage caused by cold weather, severe cold, exposure or extreme cold. Halve lethal damage (rounding down) inflicted by extreme cold. ::Natural Predator: Orcs add their Str modifier to Intimidate checks as well as their Cha modifier. ::Spell Resistant: +2 racial bonus on saves against spells and spell-like effects, -2 spell energy points for orc casters. ::+1 racial bonus on damage rolls against dwarves. ::+1 racial bonus on attack rolls when fighting in groups of 10 or more orcs; allies and enemies both count for triggering this feature. ::[[Favored Class]]: [[Barbarian]] </div></div> ;Warcraft the RPG <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Click "Expand" to see the statblock. <div class="mw-collapsible-content"> * +2 Constitution, -2 Intelligence ::Medium size ::Base land speed 30 feet ::Low-Light Vison ::Battle Rage: Can Rage once per day as per a Barbarian, or adds +1 to rages per day if a Barbarian ::Weapon Familiarity: Orc Claws are a Martial Weapon rather than an Exotic Weapon ::Weapon Proficiency: Automatically receive Martial Weapon Proficiency (Battleaxe) as a bonus feat ::+2 racial bonus to Handle Animal (Wolf) checks and Intimidate checks. Handle Animal (Wolf) and Intimidate are always Class Skills for orcs. ::+1 racial bonus to attack rolls against humans ::[[Favored Class]]: [[Fighter]] </div></div> ;World of Warcraft the RPG <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Click "Expand" to see the statblock. <div class="mw-collapsible-content"> * +2 Stamina, -2 Intellect (Note: Con and Int by different names) ::Medium size ::Base land speed 30 feet ::Low-Light Vison ::Battle Rage: Can Rage once per day as per a Barbarian, or adds +1 to rages per day if a Barbarian ::Weapon Familiarity: Orc Claws are a Martial Weapon rather than an Exotic Weapon ::Weapon Proficiency: Automatically receive Martial Weapon Proficiency (Battleaxe) as a bonus feat ::+2 racial bonus to Handle Animal (Wolf) checks and Intimidate checks. Intimidate is always a Class Skill for orcs. ::+1 racial bonus to attack rolls against humans ::[[Favored Class]]: [[Barbarian]] </div></div> ===4e=== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Click "Expand" to see the statblock. <div class="mw-collapsible-content"> ::+2 Strength, +2 Constitution ::Size: Medium ::Speed: 6 squares ::Vision: Low-light ::Running Charge (+2 to Speed when charging) ::Warrior's Surge (racial encounter power; make a 1[W] + Strength modifier attack with a melee weapon against an opponent's AC and get to spend a healing surge) </div></div> ===5e=== Added in Volo's Guide to Monsters as a monster race. They get the following traits... which are, as more than one person has noticed, essentially the 5e [[Half-Orc]] stats with -2 Intelligence tacked on and with the gloriously beefy Relentless Endurance (survive a killing strike with 1 [[hit point]] left 1/day) and Savage Attack (+1 die of damage on a melee weapon critical hit) replaced with the okay Aggressive trait and the pathetically overvalued Powerful Build trait, something that [[skub|has caused its fair share of arguments]]. <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Click "Expand" to see the statblock. <div class="mw-collapsible-content"> ::+2 Strength, +1 Constitution, -2 Intelligence ::30 feet base movement speed ::Size is medium, but they get <strike>almost large</strike> Powerful build which gives them the carrying capacity of a large creature. ::60 feet darkvision ::Aggressive (use bonus action to dash, must finish dash closer to your enemy than where the dash started) ::Menacing (Intimidation proficiency, same as half orcs) </div></div> Amazingly, orcs got an official retcon with an official PC writeup in the 5e [[Eberron]] splatbook. "Rising from the Last War" uses the above orc as a base, but strips away the pointless -2 Intelligence penalty and trades the Menacing for ''Primal Intuition'', which gives them two free skill proficiencies chosen from a list made up of Animal Handling, Insight, Intimidation, Medicine, Nature, Perception and Survival. This is much more useful, and better meshes with the theme of the orcs as the primary [[druid]]ic race in Eberron, and overall makes them a powerful and viable PC race... still, from a flavor perspective, there's something to be said for switching the Half-Orc and Orc stats around. This version of the Orc was subsequently reprinted in the [[Exandria]] splatbook "Explorer's Guide to Wildemount", so it seems to have become more or less the official replacement for Volo's initial shitfest. And as of the October errata, that is now the case, and the change seems to be a step in the right direction for orcs and [[Kobold|kobolds]]. Even so, it goes without saying, but [[Skub|it's simply impossible to please everyone]]. ====3rd Party Settings==== ;Arkadia The [[Orc]]s of [[Arkadia]] are a race born from the blood of the Great Hydra, and native to the broken wastes of Garagos. Also known as [[Giant]]s for their mighty stature - orcs typically stand 6 to 7 feet tall, though the orcs of Gargaros can grow even larger - the race has long been the traditional enemy of the Arkadians, as the race seems possessed to the last by madness and the need for destruction. But... Arkadian orcs are not a monolithic racial force. There are many tribes of orcs scattered throughout Gargaros. The Cerberans train cerberus worgs to hunt and kill; the Cyclopax fight alongside [[Cyclops|cyclopean giants]]; and the Hydrak, the largest and most hated — even by their own kind — who worship the bound titan, seeking to free it through fire and blood. Despite the ancient animosity between orcs and men, some tribes of orcs have come to find a place in Arkadia, especially among the Krytans who value strength and physical prowess above all else. These orcs were first taken as slaves during one of the many wars with Gargaros. Thrown into the fighting pits and gladiatorial arenas they displayed such power and ferocity that the king, impressed, granted them freedom and a place in his army. Many Orcs have since taken to the worship of Krytos with abandon, finding in the mighty god a surrogate father who shares their savagery and love of combat. Arkadian orcs resemble humans, but with leaf-like ears similar to those of the [[Arkadian Elf|elves]], powerful builds, and jutting lower canines. Their skin is the color of ochre clay; orange, reddish brown, or ashen grey, often varying from tribe to tribe. Many orcs wear black warpaint in stark bands and square keyed patterns. Valuing strength and dominance above all else, orcs, as a Hyperian general once put it, make excellent warriors and terrible soldiers. Their physical prowess and violent nature make them most at home in Kryta, whose army cares more for the might of individuals than the discipline of lines. Their fearlessness and unbridled aggression on the field make them an unstoppable force, ideal as linebreakers, often turning the tide of battle almost single-handed. Some, lacking even the control for this, become mercenaries. Others take to the fighting pits or, with some luck, the grand coliseums of Illyria, untouched by Gargaran raids, where their prodigious size and strength are coveted for their exotic nature. <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Click "Expand" to see the statblock. <div class="mw-collapsible-content"> ::Ability Score Increase: +2 Strength, +1 Constitution ::Size: Medium ::Speed: 30 feet ::Darkvision: 60 feet ::Colossal Build: Your carrying capacity and the amount of weight you can push, drag, or lift is doubled as if you were one size category larger. ::Relentless Endurance: When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest. ::Savage Attacks: When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit. </div></div> ;World of Farland Orcs in the [[World of Farland]] come in a number of different subspecies, as part of their home setting's homage to the [[Lord of the Rings]] books that inspired it. <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Click "Expand" to see the statblock. <div class="mw-collapsible-content"> ::Ability Score Increase: +2 Strength ::Size: Medium ::Speed: 30 feet ::Vision: Darkvision 60 feet ::Orcish Weaponry: You are proficient with the Hand Axe, Battle Axe, Great Axe, Scimitar and Great Sword. ::Aggressive: Once per short rest, you can use a Bonus Action to move up to your speed towards a creature that you can see. ::Subrace: Choose the Snog, Skaruk or Irzuk subrace. </div></div> '''Snog''' orcs, or "Slave Orcs", are the root-stock of the orcish race; first bred as fodder for the wars of dark masters, they are still used in that role to this day, and are literally bred like livestock for that role. <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Click "Expand" to see the statblock. <div class="mw-collapsible-content"> ::Ability Score Increase: +1 Constitution ::Relentless Endurance: When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest. ::Indefatigable: You have Advantage on all Constitution checks relating to exhaustion, forced marching, going without food and water, and going without sleep. ::Armored: You have Proficiency with Light and Medium armor. </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Click "Expand" to see the statblock. <div class="mw-collapsible-content"> '''Skaruk''' orcs, or "Wild Ones", are orcs descended from tribes that fled their creators and have since pursued independent existences in the wilderness. ::Ability Score Increase: +1 Dexterity ::Savage Attacks: When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit. ::Wild Rage: After you first take damage in battle, you deal +1 damage with each attack for the next minute until you are knocked unconscious, or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Click "Expand" to see the statblock. <div class="mw-collapsible-content"> '''Irzuk''' orcs are a new race of orcs bred for their resistance to the cold and their ability to track victims. They are visually distinguished by their uniquely crimson hides. ::Ability Score Increase: +1 Wisdom ::Tracker: You have Proficiency in Survival and gain Advantage on Survival checks relating to tracking by scent. ::Cold Endurance: You have Advantage on Constitution checks relating to resisting natural cold and are Resistant to Cold Damage. ::Enhanced Aggression: When you use your Aggressive trait, you can move up to +10 feet over your normal movement limit. </div></div> ;Scarred Lands Orcs of the [[Scarred Lands]] are semi-nomadic tribals who live in the plains and savannahs of [[Ghelspad]], noted for their talents in astrology and riding [[Dire Animal|Dire Wolves]], strong tribal identities, and a preference for a simple life with a few great luxuries. They originally fought on the titans side in the Divine War, but most of them took the asylum offer given by the gods. They all have the following stats: <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Click "Expand" to see the statblock. <div class="mw-collapsible-content"> ::Ability Score Increase: +3 Strength, +1 Constitution ::Size: Medium ::Speed: 30 feet ::Darkivision 30 feet ::Aggressive: As a bonus action, you can move up to your speed toward a hostile creature you can see. ::Menacing: Proficieny in the Intimidation skill ::Orcish Combat Training: You are proficient with the battleaxe, greataxe, handaxe, and lance. ::Savage Attacks: When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit. ::Language: You speak Orcish and one other language. </div></div> ===[[Pathfinder]] 1e=== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Click "Expand" to see the statblock. <div class="mw-collapsible-content"> * +4 Strength, -2 Intelligence, -2 Wisdom, -2 Charisma ::Medium size ::Base land speed 30 feet ::Darkvision out to 60 feet ::Ferocity (can keep fighting at zero HP, but is Staggered and loses 1 HP each round automatically) ::Light Sensitivity (automatically suffer Dazzled condition in daylight) ::Weapon Familiarity: Automatically proficient with Greataxe and Falchion, treat any weapon with "Orc" in its name as a Martial weapon. </div></div> As nameless monsters who won't survive the encounter anyways, Ferocity effectively adds their constitution score (''score'', not modifier) to their HP. This make them quite dangerous at low levels, since it ''triples'' their HP (the standard Orc has 6 HP and 12 con). This isn't enough to put them next to [[Cat|house cats]], incorporeal foes or [[Swarm]]s as slayers of low level PCs, it does make them quite hard for their supposed CR 1/3. ===Pathfinder 2e=== Compared to their previous edition, and the DnD 5e, the Orcs of second edition is a lot more fleshed out. With the APG sidesteping a lot of their more "violent" tendencies of pillaging and "conception" of half-orcs, preferring to focus on their glory-seeking, honesty and unbreakable loyalty to those they see as equals or treat them nicely. They are a society looking to surpass their shitty upbringings, wanting to move on from their long history of conflict.... [[derp|by way of conflict]]. <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Click "Expand" to see the statblock. <div class="mw-collapsible-content"> ::Hit points: 10 ::Size: Medium ::Speed: 25 feet ::Ability Boosts: Strength, Free ::Languages: Common and Orcish, as well as any other languages equal to your intelligence modifier. ::Darkvision: You can see in darkness and dim light just as well as you can see in bright light, though your vision in darkness is in black and white. </div></div> ===Starfinder=== Oh, how the mighty have fallen. Orcs in [[Starfinder]] were long ago enslaved by the Drow and forcibly underwent social engineering to make them servile to the Drow on an almost genetic level. Their once green skin has turned blue, to better blend in with the tunnels of the Drow planet's underground caverns and to resemble their masters' more purple skintones. This is extremely similar to what the Drow in D&D did to the Goblins to create [[Vril]]. <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Click "Expand" to see the statblock. <div class="mw-collapsible-content"> ::Ability Modifiers: +4 Str, –2 Cha ::Hit Points: 6 ::Size and Type: Medium humanoid (orc). ::Conditioned Focus: Due to her conditioning, an orc can choose one skill that becomes a class skill for her. If the chosen skill is a class skill from the class she takes at 1st level, she instead gains a +1 bonus to checks with that skill. In addition, due to her confidence with that skill, once per day, before she attempts a check with the chosen skill, the orc can grant herself a +2 bonus to that check. ::Darkvision 60 feet ::Fierce Survivalist: Orcs receive a +2 racial bonus to Intimidate and Survival checks. ::Light Sensitivity: An orc is dazzled as long as she remains in an area of bright light. ::Orc Ferocity: Once per day, an orc brought to 0 Hit Points but not killed can fight on for 1 more round. The orc drops to 0 HP and is dying (following the normal rules for death and dying) but can continue to act normally until the end of his next turn, when he becomes unconscious as normal. If he takes additional damage before this, he ceases to be able to act and falls unconscious. </div></div>
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