Orc ideas for a SILLY campaign [Archive] - Wizards Community

Post/Author/DateTimePost
FrostHammer

02-23-07, 10:31 PM
Ok, so here's my ideas for orc as a player race in a somewhat silly campaign, with obvious WH40K inspirations

* +2 Strength, +2 Con, -4 Wisdom: Orcs are very strong and tough, but they're not the most sensical of peoples, often making war with other Orc tribes when there is no other enemy around. If the Orcs ever unite, the world is doomed. Contrary to popular belief, they're not any dumber than humies.
* Medium: As Medium creatures, Orcs have no special bonuses or penalties due to their size.
* Orc base land speed is 30 feet.
* Darkvision out to 60 feet. Black and White only.
* Power of Red: If an Orc is wearing red clothes or armor, the Orc's land speed is increased by +5 feet. This applies no matter what the load the Orc is carrying.
* Power of the WAAAHG!: If an Orc's battle cry is "WAAAGH!" and he shouts that during battle (typically the beginning of battle), his land speed is increased by +5 feet for the rest of the encounter. This stacks with Power of Red. Furthermore, for the rest of his encounter, he gains a +1 bonus to hit and a +1 bonus to all damage rolls, but also a -1 penalty to his armor class.
* Mob benefits: If an Orc is fighting with at least 3 other allied Orcs, they all gain a +1 bonus to hit, and a +2 bonus to saves against fear effects as long as they are within 60 feet of each other.
* Automatic Languages: Common and Orc. Bonus Languages: Same as Half-Orc
* Favored Class: Fighter or Ranger

What do you guys think?
MikeN

02-23-07, 10:49 PM
If everybody's an orc, it's fine. It's definitely stronger than LA +0 PC races from the DMG though.
FrostHammer

02-23-07, 10:59 PM
I'd say it's as good as a Dwarf or a Raptoran.
MikeN

02-23-07, 11:07 PM
I'd say it's as good as a Dwarf or a Raptoran.

Stronger than a Dwarf. For that matter, stronger than a Hobgoblin, and at least as strong as Aasimar, Tiefling, or Genasi.

You have a race with darkvision, 40' tactical move, +2 to +3 to hit anything in melee, and your only drawback is -4 to a stat that only 2 classes really care about (granted they are the strongest classes in the game, but still...)
FrostHammer

02-24-07, 12:18 AM
I don't want to pigeonhole the orcs into only taking Barbarian, as the usual Orcs are, so I only penalized ONE casting stat. I could nerf it to -6 Wis, and no Darkvision.
Korone

02-24-07, 12:23 AM
Power of Red, it should be when the orc sees red stuff, he have +5 ft. increase to his speed if moves/charge in its direction. Something like a bull. And with that wis penalty.. he's gonna charge often...

Now give it a shovel as a weapon and you're good to go.
AMGriffin

02-24-07, 04:45 PM
Stronger than a Dwarf. For that matter, stronger than a Hobgoblin, and at least as strong as Aasimar, Tiefling, or Genasi.

You have a race with darkvision, 40' tactical move, +2 to +3 to hit anything in melee, and your only drawback is -4 to a stat that only 2 classes really care about (granted they are the strongest classes in the game, but still...)

What are you talking about? Wisdom is a pretty useful skill. It's the most important mental stat for fighters and barbarians thanks to it's effect on will saves, paladins and rangers need it to cast spells, monks use it for their AC bonus, rogues make use of the bonus it adds to listen and spot checks.
FrostHammer

02-24-07, 07:28 PM
What if I changed the Power of Waaagh to be +1 to hit and damage of melee weapons only, and -1 to hit for all ranged attacks, and -1 to armor class? Or maybe the Orc has to choose either melee or range for the encounter. the other always gets a penalty for that encounter.
Damior

02-24-07, 10:23 PM
Da red ones go faster is a vehicle thing in the warhhammer game, and a bit overpowered for LA+0. I also think power of the Waagh! looks more like a prestige class abilities rather than a racial one. As a final note, how are you going to handle the "if an orc thinks it works, it works" thing? maybe a +1 attack rolls with improvised weaponry?