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Return of the Flumph

04-25-07, 05:09 PM
Howdy, y'all. I've been fine tuning my homebrew setting, and I want to make sure all these races are solidly LA +0. If something seems over/under powered, let me know; I want them all to be balanced.

Something to note: there are no mutliclassing penalties in my setting, and thus no favored classes.


Human
-Medium humanoid.
-Skill points: four extra skill points at first level, one extra point at every level thereafter.
-Bonus feat.
-Automatic languages: Common and any one other.
-Bonus languages: any.

Humans are the typical deal; polycultural, widespread, and crazily unpredictable.


Elf
-Medium humanoid.
-Low light vision.
-Ability scores: +2 dexterity, -2 constitution (high elf), +2 dexterity, +2 intelligence, -2 constitution, -2 strength (gray elf), +2 dexterity, +2 strength, -2 constitution, -2 charisma (wood elf), +2 dexterity, -2 intelligence (wild elf). Elves are highly prone to mutation, but most subraces seem to be agile and frail.
-Skill bonuses: +2 Listen, Search, and Spot. An elf is entitled to a Search check if he passes by a hidden door even if he isn’t actively looking for it.
-Automatic Weapon Proficiency: longsword, rapier, shortbow, longbow.
-Save Bonuses: +2 to saving throws versus enchantments, immune to magic sleep effects.
-Automatic languages: Common, Elvish.
-Bonus languages: Halfling, Goblin, Sylvan, Taheen, Gnomish.

Descendent from fey creatures exhiled from the Plane of Faerie, the ancestors of the elves mutated to adapt to radically different environments, leading to numerous subraces. Drow and aquatic elves both have LA, and thus are not listed above.


Half-Elf
-Medium humanoid.
-Skill points: four extra skill points at first level, one extra point at every level thereafter.
-Low light vision.
-Save Bonuses: +2 to saving throws versus enchantments and magic sleep effects.
-Automatic languages: Common and elvish.
-Bonus languages: any.

This is what happens when an elf gets a human pregnant, or vice versa.


Dwarf
-Medium humanoid.
-Base Speed: 20
-Darkvision (60).
-Ability scores: +2 constitution, -2 charisma. Dwarves are hardy, but gruff.
-Skill bonuses: +2 Appraise, Search, and Craft checks when dealing with stone or metalwork.
-Stability: Dwarves do not have their speed limited from wearing armor, and have a +2 bonus to resist being bull rushed or tripped.
-Weapon Familiarity: dwarven waraxe, urgosh.
-+4 dodge bonus to armor class against giants.
-Save Bonuses: +2 to saving throws versus spells, spell-like abilities, and poison.
-Automatic languages: Common, Dwarven.
-Bonus languages: Orcish, Goblin, Undercommon, Gnomish.

They live in underground mountain cities, they're good blacksmiths, and they love axes.


Gnome
-Small humanoid: +1 AC, +1 to attack rolls, +4 to hide checks, -4 to grapple checks, lifting/carrying limits ¾ those of a Medium character, base speed 20.
-Low light vision.
-Ability scores: +2 intelligence, -2 strength. Gnomes are clever, but weak.
-Skill bonuses: +2 Listen, Craft (alchemy or engineering), and Knowledge (arcana or nature).
-+4 dodge bonus to armor class against giants.
-Save Bonuses: +2 to saving throws versus poison.
-Spell-like abilities: 1/day-mending, prestidigitation, and mage hand as cast by a first level wizard.
-Automatic languages: Common, Gnomish.
-Bonus languages: Draconic, Sylvan, Goblin, Orcish, Dwarven.

A dwarven subrace that speciated away from the others and adapted to surface life, gnomes are scientifically and magically adept.


Mountain Gnome (dwarf/gnome)
-Small humanoid: +1 AC, +1 to attack rolls, +4 to hide checks, -4 to grapple checks, lifting/carrying limits ¾ those of a Medium character, base speed 20.
-Darkvision (30).
-Ability scores: +2 constitution, +2 intelligence, -2 strength, -2 charisma. Mountain gnomes are tough and inventive, but also weak and unfriendly.
-Skill bonuses: +2 Appraise, Listen, and Craft (engineering).
-Stability: Mountain gnomes do not have their speed limited from wearing armor, and have a +2 bonus to resist being bull rushed or tripped.
-+4 dodge bonus to armor class against giants.
-Save Bonuses: +2 to saving throws versus spells, spell-like abilities, and poison.
-Automatic languages: Common, Dwarven, and Gnomish.
-Bonus languages: Orcish, Goblin, Undercommon, Sylvan, Draconic.

Because of their common ancestry, dwarves and gnomes are genetically compatible. Hybrids between the two are called "mountain gnomes."


Halfling
-Small humanoid: +1 AC, +1 to attack rolls, +4 to hide checks, -4 to grapple checks, lifting/carrying limits ¾ those of a Medium character, base speed 20.
-Ability scores: +2 dexterity, -2 strength. Halflings are nimble, but weak.
-Skill bonuses: +2 Jump, Move Silently, Swim, Climb, and Tumble.
-Save Bonuses: +1 to all saving throws, +2 to saving throws versus fear (stacks).
-+1 to attack rolls made with thrown weapons.
-Automatic languages: Common, Halfling.
-Bonus languages: Gnoll, Elvish, Goblin, Gnomish.

Although their ancestors were savage jungle tribesmen, the halflings of today are succesful agriculturalists, merchants, and dungeon crawlers.


Kobold
-Small humanoid: +1 AC, +1 to attack rolls, +4 to hide checks, -4 to grapple checks, lifting/carrying limits ¾ those of a Medium character.
-Base speed: 30.
-Darkvision: 30.
-Natural armor bonus: +1.
-Skill bonuses: +2 Search, Profession (Mining), and Craft (Trapmaking). These are all considered class skills.
-Ability scores: -4 strength, +2 dexterity, -2 constitution, +2 charisma. Kobalds are focused, assertive, and acrobatic, but are frail and have weak bones.
-Automatic languages: Common, Draconic.
-Bonus languages: Gnomish, Dwarven, Goblin, Giant.

Fatalistic but hopeful, this allegedly draconic race seeks to make a better place for itself in the world.


Goblin
-Small humanoid: +1 AC, +1 to attack rolls, +4 to hide checks, -4 to grapple checks, lifting/carrying limits ¾ those of a Medium character.
-Base speed: 30.
-Darkvision: 30.
-Ability scores: +2 dexterity, +2 constitution, -2 strength, -2 charisma. Goblins are agile and tough, but servile by nature and physically weak.
-Light sensitivity: -1 to attack rolls, skill checks, and saving throws in bright light.
-Skill bonuses: +2 Move Silently, Hide, Climb, and Ride. These are all considered class skills.
-Save bonuses: +2 to saves versus poison and disease.
-Automatic languages: Common, Goblin.
-Bonus languages: Dwarven, Orcish, Elvish, Undercommon.

The peasants and lower class of the goblinoid underkingdoms, some goblins are leaving their ancestral homelands due to economic and social strife. Most become servants, laborers, criminals, or adventurers.


Hobgoblin
-Medium humanoid.
-Darkvision: 30.
-Ability scores: +2 constitution, +2 dexterity, -2 wisdom. Hobgoblins are durable and graceful, but tend to be overconfident and arrogant.
-Skill bonuses: +2 Move Silently and Hide.
-Light sensitivity: -1 to attack rolls, skill checks, and saving throws in bright light.
-Automatic languages: Common, Goblin.
-Bonus languages: Dwarven, Orcish, Elvish, Undercommon.

Although traditionally imperialistic, overbearing, and xenophobic, recent problems in their homelands have led to hobgoblins becoming a common sight in many human cities. Because of their martial tendencies, most of these deserters turn mercenary.


Orc
-Medium humanoid.
-Low light vision.
-Ability scores: +4 strength, -2 intelligence, -2 charisma. Orcs are very strong, but also stupid and belligerent.
-Weapon familiarity: orc double axe.
-Skill bonuses: +2 Survival and Wilderness Lore (mountain orc), or +2 Profession (Sailor), and Swim (sea orc). These are treated as class skills by the respective orc subraces.
-Automatic languages: Common, Orcish.
-Bonus languages: Goblin, Dwarven, Giant (mountain orc only), and Mercommon (sea orc only).

Distantly related to hobgoblins, orcs are savage, primitive, and aggressive, but also honorable and brave. The two subraces of orc (mountain and sea) are mountain tribesmen and pirates, respectively. Orc adventurers are more common in less civilized areas, but can be found anywhere.


Half-Orc
-Medium humanoid.
-Low light vision.
-Ability scores: +2 strength, -2 intelligence. Half orcs are strong, but slow on the uptake.
-Skill points: four extra skill points at first level, one extra point at every level thereafter.
-Weapon familiarity: orc double axe.
-Automatic languages: Common, Orcish.
-Bonus languages: Goblin, Dwarven, Giant (half mountain orc only), and Mercommon (half sea orc only).

There's usually either alcohol or rape involved.


Uruk-Hai (orc/hobgoblin)
-Medium humanoid.
-Low light vision.
-Darkvision (30)
-Ability scores: +2 strength, -2 charisma. Uruk-hai are muscular, but violent and aggressive.
-Skill Bonuses: +2 Move Silently
-Automatic languages: Common and Goblin.
-Bonus languages: Dwarven, Elvish, Undercommon, and Orcish.

Because of their distant relation, orcs and hobgoblins can produce children. Indeed, most goblinoid cities have true-breeding uruk-hai populations. Since there are hardly any uruk-hai among the orcs, the above stats assume a goblinoid upbringing.


Taheen (ravenfolk)
-Medium humanoid.
-Ability scores: -2 strength, +2 wisdom. Taheen are weak, but very canny and perceptive.
-Saving throws: +2 to saves versus illusions. Entitled to a saving throw to see through invisibility, blur and displacement effects.
-Skills: +2 Search, Spot, Sense Motive, and Diplomacy.
-Automatic languages: Common, Taheen.
-Bonus Languages: Draconic, Mercommon, Sylvan, Elvish.

These raven-headed humanoids are the politicians and upper class of an island-kingdom of anthropomorphic races. The other anthropomorphs are physically stronger (and have LA), but the natural cunning and wisdom of the taheen made them the leaders. Their name and some of their abilities have been shamelessly stolen from Stephen King.


Kurik
-Medium aberration: kuriks are immune to effects that only work on humanoids, such as charm person.
-Darkvision (30).
-Natural armor bonus: +1.
-Ability Scores: -2 charisma. Kuriks seem confusing and unsettling to most others.
-Phase Shift: One per day, a kurik can dissapear into the Ethereal Plane as a swift action. It can only stay there for a single round, but that is enough time to move through a wall, avoid a dragon's breath, or lose a pursuing orc band.
-Alien Celerity: Kuriks gain Improved Initiative as a bonus feat.
-Bite: 1d4 damage plus the kurik's strength bonus. The kurik cannot use this in the same round as another attack.
-Skill Bonuses: +2 Knowledge (the planes), +2 Escape Artist.
-Skill Penalties: -2 Balance.
-Automatic languages: Common and Lunarian.
-Bonus languages: Sylvan, Necropolitan, Celestial, Infernal, Auran, Ignan Aquan, Terran.

Creepy but peaceful immigrants from the Far Realms who are trying to establish a new civilization for themselves.
Return of the Flumph

04-26-07, 01:35 AM
Bump.
Evil DM Mk3

04-26-07, 01:31 PM
HumanI see no change, ergo, no comment.


Elf
Same here exept I see no referacn to the standard elven sleeping patterns. Deliberate?

Half-Elf.Universaly worse than an elf. Review.


Dwarf
-Darkvision (30).Hmm, why?
-Weapon Familiarity: dwarven waraxe.Where did my Urgosh go. :weep: I wana, I wana, I wana have my urgosh!!!
Overall a slight nerf, eh, not a huge issue either way.

Gnome
-Ability scores: +2 intelligence, -2 strength. Gnomes are clever, but weak.OK but be warned about the power of mental ability bonuses, not more powerful pre se, but more easily abusable. Otherwise more powerful overall, I think they are ok but they are probably the best wizard race here due to smal size and int bonus.

Mountain Gnome (dwarf/gnome)Meh, a bit "full" a lot of abilites here!


HalflingNeed I say anything?

Kobold
Don't feel they work well enough, that Str penalty will cause all kind of problems.

GoblinAll in all more powerful than teh Kobolt I think.

HobgoblinEasily one of the most powerful races here.

Orc
More powerful than MM but I think they are OK, glad to see the long overlooked weapon familiarity.

Half-Orc
YAY! May now be playable. :D

Uruk-Hai (orc/hobgoblin)OK and all but somehow they don't mesh. Dunno why...

Taheen (ravenfolk)
Intuit direction no longer exists and I am not sure how often teh special ability will be useful. Little hard to judge but a very nice divine caster race.
Kurik
No I feel these are too good.
Crusher Nate

04-26-07, 02:01 PM
Here's what I think I'd recommend for half-elf...

Keep 'em the same as in the PHB, with one change. Replace "Elven Blood" with this...

Mixed Heritage: Half-elves, in addition to their own race, also count as both humans and elves for purposes of meeting racial prerequisites for feats, prestige classes, etc., and for determining whether they're affected by spells and abilities that target members of a particular race.

What this would do is open the door to some interesting combinations. For example, a level 1 half-elf Wizard could take the Elf substitution level (from Races of the Wild), and choose Able Learner as his first feat.

It's a nice, subtle effect that could be strong in the right hands, but doesn't seem overpowered. It fits the race very nicely, and really it just expands on what Elf Blood already does for them (by counting them as humans, too). It's also a bit of a double-edged sword, because being hit by a weapon that's both elfbane and humanbane would really suck.
Return of the Flumph

04-26-07, 02:57 PM
Human- The only thing I was worried about was that their "Favored Class: Any" no longer applies. Small loss, I know, but it still had me concerned.

Elf- Yes, elvish sleep meditation is stupid.

Half Elf- The extra skill points don't cut it? Should I give them the Search and Spot bonuses as well?

Dwarf- Didn't mean to nerf the darkvision and weapon familiarity; was an oversight. I'll fix it.

Gnome- Gnomes are indeed the best wizard race here; it fits with their fluff. I was going to give them weapon familiarity with the hooked hammer, but decided they didn't need that.

Mountain Gnome- I tried to give them all the distinctive traits of both their parent races. Perhaps I should have been more selective.

Halfling- Well, I just didn't see the need to change them.

Kobold- These are tricky. I considered giving them an additional +2 to dexterity (+4 total) in addition to the charisma boost, but decided that would be too powerful. Should I rethink that decision?

Goblin- Okay, but assuming the kobold gets an upgrade are they balanced with the others?

Hobgoblin- Would taking away their skill bonuses be enough?

Orc- The main thing I wanted to do with orcs was stop their pidgeonholing as being useless as anything but barbarians. Taking away the wisdom penalty makes them a good divine caster race (which fits with their fluff; orcs in my setting are very religious) and I nerfed their darkvision down to low-light to maintain the balance.

Half-Orc- Someone had to do it.

Uruk-Hai- "Don't mesh well" in what way? What could I do to make it "mesh" better?

Taheen- *******ed third edition player's handbook always getting opened by accident! I need to get rid of that thing! I'll find another skill to replace Intuit Direction with.

Kurik- I was afraid of that. Would replacing the round of etherealness with a round of invisibility be enough? Maybe dropping the Improved Initiative? (Also, keep in mind that their are roleplaying penalties associated with these guys; they look like a cross between a cockroach, an armadillo, and an elite from Halo, and most people in the campaign world aren't used to them yet).
Evil DM Mk3

04-26-07, 03:19 PM
Half-elves would be fine with LESSER bonuses.

I agree with teh comment on the gnome, no way they need that.

Kobod and Urok-hai? I just don't know, sorry.

Taheen, well inuit-direction got folded into survial.

The main issue with the last race is natural attacks and etherialness. BOTH are powerful abilites. I would expect LA +1 on a race that has either. Drop one to a round of invisibility and the other to imp unarmed strike for free and it MIGHT be ok. Deffinatly would with no imp, innit. In fact give them a bonus of +2 to innitiavie and the feat can make that +6.
AMGriffin

04-26-07, 07:35 PM
Human - No changes made, sounds good.


Elf - The Wood Elf's ability modifiers bother me, but not necessarily broken.

Half-Elf - Used to be a watered down elf, now it's a watered down human. Still useless.

Dwarf - It works.

Gnome - More or less balanced, if not a little shoe-horned into the magician role.

Mountain Gnome (dwarf/gnome) - It will be a god-like caster, too strong for LA+0, but not strong enough for LA+1.

Halfling - s'okay, kinda blatantly inferior to goblins though.

Kobold - Why do they have charisma bonuses? ._.

Goblin -Blatantly superior to halflings.


Hobgoblin - Kinda flat...but shouldn't cause TOO MANY balance problems.

Orc - I don't like the fact that you removed the wisdom penalty and light sensitivity, it makes them rather how would you say...waaay too powerful in melee to be LA+0.

Half-Orc - Still overall worthless when you can play a human or orc...AND STILL DUMB! ARGH! :censored:

Uruk-Hai (orc/hobgoblin) - Meh, kinda flat...and rather redundant compared to the half-human orc.

Taheen (ravenfolk) - Kinda weak...but still balanced.

Kurik - It'll work.

Overall...your racial selection is diverse, and that's good...but having this many LA+0 races doesn't seem like a good idea to me, there's too much overlapping going on and several races stand out as blatantly superior for each specific role.
Return of the Flumph

04-26-07, 07:49 PM
Bold is me.


Human - No changes made, sounds good.


Elf - The Wood Elf's ability modifiers bother me, but not necessarily broken.

I'll rethink it.

Half-Elf - Used to be a watered down elf, now it's a watered down human. Still useless.

Should I give him the elf's weapon proficiencies?

Dwarf - It works.

Why thank you.

Gnome - More or less balanced, if not a little shoe-horned into the magician role.

Shoe-horning is the one thing I want to avoid. Any suggestions?

Mountain Gnome (dwarf/gnome) - It will be a god-like caster, too strong for LA+0, but not strong enough for LA+1.

He has plenty of bonuses to take away. Which ones do you think should go?

Halfling - s'okay, kinda blatantly inferior to goblins though.

Should I increase that to +1 with all ranged weapons period? Would that be enough, or should I give them something else as well?

Kobold - Why do they have charisma bonuses? ._.

Because they are charismatic.

Goblin -Blatantly superior to halflings.

So does the goblin need to be nerfed, or should the halfling be improved?

Hobgoblin - Kinda flat...but shouldn't cause TOO MANY balance problems.

You are saying it will still cause some, though?

Orc - Yay! They're still blatantly shoe-horned into the melee smasher role, and overpowered at that! :D

At least now they can be rangers, clerics, or druids decently well. Would taking away the weapon familiarity reduce the overpoweredness?

Half-Orc - Still overall worthless when you can play a human or orc...AND STILL DUMB! ARGH! :censored:

Skill bonuses needed?

Uruk-Hai (orc/hobgoblin) - Meh, kinda flat...and rather redundant compared to the half-human orc.

I know. Its basically just a variant half orc for this who like these stats better.

Taheen (ravenfolk) - Kinda weak...but still balanced.

Saving throw bonuses? Ravens do have good metabolisms, maybe bonuses against poison or disease?

Kurik - It'll work.

Hope so.
AMGriffin

04-26-07, 08:21 PM
The wood elf...now I think he's kinda redundant to the wood-elf, you could outright omit him...Or perhaps make the ability mods just +2 Strength, -2 Constitution. I don't like wood-elves all that well anyway.

Half-elf
Now the big thing about half-elves is they've gotta be able to hold their own in the same realm of humans and elves. My personal half-elf variant looks like the PHB half-elf, but with these changes.

• Half-elves receive now bonus to diplomacy or gather information checks.
• Immunity to sleep is changed to a +2 racial bonus on saves against sleep spells. In addition, half-elves only need 6 (not 8) hours of sleep to feel rested.
• One bonus feat at first level, alternatively half-elves may take the elven weapon proficiency bonus as a feat.

My thoughts on the half-elf are they've got enough little complimentary abilities to work with, but nothing to CRUNCH with. An extra feat is about as useful as ability modifiers, so this gives 'em a little crunch. If you're not too fond of giving half-elves a feat, just take the basic PHB half-elf and replace the diplomacy/gather information bonuses with the human skill points ability.

Gnomes: I take it back, they could be pretty good as skill-monkey type characters.


Mountain Gnomes: I'm afraid I really can't contribute to this one much, I've avoided making a gnome/dwarf hybrid because balancing them is a pain in the ass, sorry. It doesn't help I removed gnomes from my campaigns either.


Halflings: Hmm, they're themself not necessarily unbalanced, it's just that goblins out-rogue them.

Goblins: Get rid of the constitution bonus.

Hobgoblin: Well, they have a wisdom bonus, and light sensitivity, but the constitution and dexterity bonuses will make give them an edge against dwarves and elves to some extent, but your build works. I use an LA+1 hobgoblin that is basically the MM hobgoblin but with the following goodies...

• Low-light vision instead of darkvision
• bonus feat: Endurance
• 40 feet base land speed (Goblins are fast)
• +1 NA (bugbears have Natural armor)
• Weapon proficency with ONE exotic weapon.
• +2 racial bonus on craft checks related to weapons or armor.

Orc
The orc is about as broken as you can get (The MM one). It's exceedingly good at one thing, and SUCKS at everything else. When you take away the wisdom and light sensitivity penalties, they really are unmatched in sheer smashing power. +4 strength itself at LA+0 makes Orcs exceedingly scary. There are fixes though, a dexterity penalty isn't a bad idea, nor is turning +4 strength into +2 Strength, +2 Constitution.

I have several orc subraces availble for play in my campaigns...which I'll show you:

Mountain Orcs
This particular humanoid stands a bit over six feet, with a huge, muscular frame. It has particularly crude features, with a snout-like nose and a notably hairy body.

Mountain orcs are widely considered to be the most primitive species of orc currently alive. They are voracious and crude, with unrelenting cruelty being common amongst their ranks. They relish in sensual pleasure and have a violent and warlike nature.

• +4 Strength, -2 Wisdom, -2 Intelligence, -4 Charisma. Mountain Orcs are immensly powerful, with thick bone frames wrapped tightly in solid muscle, but are seriously lacking foresight, wit, and and any sort of couth.
• Medium size
• 30 feet base land speed
• +2 racial bonus on saves against fear and disease.
• +4 racial bonus on intimidate checks.
• Darkvision out to 60 feet.
• Light sensitivity
• Automatic proficiency with the orc double-bladed axe.
• Automatic languages: Common, Orc Bonus Langauges: Abyssal, Dwarven, Gnoll, Giant, Goblin, Undercommon.
• Favored Class: Barbarian. Mountain orcs are savage barbarians.

Hill Orcs
This orc stands about 6 and a half feet tall, with a powerful physique, though not to the same extent as a mountain orc. He glares at you with wild eyes, though they shine with intelligence.

Hill orcs are a subrace of orcs that have left their mountainous cavern homes and now typically are found in savannahs or hilly plains. They are typically taller and slightly thinner then Mountain orcs, and with features typically less "Ugly" by human standards. Their lower jaws do not jut so vividly, their noses not quite so snout-like, and their body hair is more sparse by contrast. Hill orcs are considerably more intelligent then Mountain orcs, and have a much more well constructed society. Fighting is still a major aspect of society, but hill orcs prefer strategy and discipline to raw fury and rage. They are less prone to needless acts of violence and cruelty, but still are not above taking what they want through force. Regardless, they hold on honor in high regard and disdain treachery and ambush attacks.

The following are in addition to mountain orc traits, unless noted otherwise.
• +2 Strength, -2 Dexterity, +2 Constitution, -2 Wisdom. These replace the mountain orc's ability modifiers.
• Increase saves against fear bonus to +3.
• Steel orcs do not have Light sensitivity.
• Decrease intimidate bonus to +2.
• Favored Class: Fighter. This replaces the mountain orc's favored class.

Forest Orcs
This orc has gray colored skin and long, black hair. Standing just under six feet tall, the creature stands with a slight hunch.

Forest Orcs are a more peaceful variety of orcs, they have given up war for the most part in pursuit of a more shamanistic and spiritual lifestyle. They are far more at peace and calm then other orcish subraces, and even have given up their bias (for the most part) toward elves. Forest orcs have gray skin and yellow or orange eyes, and are notably shorter then other orcs, being just below humans in height.

The following are in addition to mountain orc traits, unless noted otherwise.
• +2 Strength, -2 Dexterity, +2 Wisdom, -2 Intelligence. These replace the mountain orc's ability modifiers.
• Low-light vision. This ability replaces darkvision.
• +2 racial bonus on survival, sense motive, and handle animal checks. This replaces the intimidate bonus of mountain orcs.
• Forest orcs do not have light sensitivity.
• Bonus Langauges change to: Elven, Giant, Gnoll, Gnome, and Sylvan
• Favored Class: Druid. This replaces the mountain orc's favored class.

Deep Orcs
It is the tallest orc you've ever seen, standing at roughly 7 1/2 feet tall, the humanoid has dark green skin and glowing blood red eyes. He carries himself with a nobility not found in other orcs.

Deep Orcs are a powerful subrace of orcs living deep within the underdark. Notably more clever then the common mountain orc, and even stronger at that...they are truly a force to be reckoned with. Widely considered the strongest subrace of orcs, they often align themselves with drow or other villainous underdark inhabitants and stand at the forefront of many orc hordes.

The following are in addition to mountain orc traits, unless noted otherwise.
• +6 Strength, -2 Dexterity, -2 Wisdom, +2 Charisma. These replace the mountain orc's ability modifiers.
• Darkvision extends to 90 feet.
• Light Blindness. This trait replaces light sensitivity.
• Saves against fear increase to +4.
• +2 Natural Armor
• Powerful build.
• Bonus feats: Toughness, Great Fortitude
• LA+2.

Half-orcs: They suffer from a similar problem as half-elves, they'll ultimately be inferior to humans or orcs in most every role. If you're going to use that particular Orc you posted, half-orcs will be hard pressed to achieve balance, as there isn't a whole lot they can have that will make them on par with orcs, but not freakishly better then humans. My basic Half-orc race is as such:

Half-orcs
• +2 Strength, -2 Charisma
• Medium Size
• 30 feet base land speed.
• Darkvision out to 60 feet.
• +2 racial bonus on saves against fear.
• +1 racial bonus on saves against disease.
• Half-orcs may select one +2/+2 skill bonus feat at first level.
• Automatic languages: Common, Orc Bonus languages: Any. (Other then secret langauges, such as druidic)
• Favored Class: Any.

Taheen: sure, that'll do good.