| Post/Author/DateTime | Post |
|---|---|
| Divisionbyzer004-13-08, 12:28 PM | I came across this in the qualifying section for the Orc Scout in Silver Marches... presumably it's an Orc sub-type? Anyone know in which source I can find the details for this race? Thanks. :) |
| Essex04-13-08, 01:09 PM | They're from Races of Faerun. They're Orc/Demon hybrids (Native Outsiders with the Orc subtype). 5d8 HD, +3 LA Fire resistance, spell resistance, very good natural armor, bite attack, flame control, and ability score modifiers slanted heavily towards physical boosts at the cost of a lower land speed. |
| Naderion04-13-08, 07:05 PM | They are like tieflings, but descended from orcs and not from humans. |
| Ogrebear04-14-08, 08:25 AM | I was looking into this race for an evil campign my GM is starting.... According to the Player's Guide to Faerun (http://www.wizards.com/default.asp?x=dnd/we/20040313a)the Tanarukk are LA+3. Is that LA worth it? Planetouched, Tiefling, Tanarukk: Outsider (native); +5/+7; 5 ft./5 ft.; Climb +10, Hide +9, Intimidate +6, Jump +4, Listen +9, Move Silently +9, Search +8, Spot +9; Alertness, Weapon Focus (battleaxe); LA +3. Attacks change to battleaxe +8 melee (1d8+3) and bite +2 melee (1d6+1); add fire resistance 10 to special qualities; spell resistance equals 14 + class levels; orc blood (as half-orcs). Some background/cultural stuff here: Tanarukk (http://forgottenrealms.wikia.com/wiki/Tanarukk) |
| Essex04-14-08, 12:23 PM | According to the Player's Guide to Faerun (http://www.wizards.com/default.asp?x=dnd/we/20040313a)the Tanarukk are LA+3. Is that LA worth it? Well, the Outsider HD provide excellent skills points, three strong saving throws, and a full BAB progression, which are all good; especially as the race is designed for martial characters. The +3 LA interacts with the racial HD and Strength adjustment to leave the character at an effective -1 to hit but +2 to damage (+3 if wielding a two-handed weapon). The +3 LA interacts with the racial HD to leave the character 2 points below a fast saving throw progression but 2 points above a slow saving throw progression (before adjusting for the racial bonus to the Dexterity attribute). Your relative benefit or loss depends upon what class you would have otherwise chosen to take during those 8 levels. The +3 LA interacts with the racial HD to give the character 64 skill points over 8 levels (before any adjustment for a high or low intelligence score). This puts you ahead of classes that receive 2 or 4 skill points per level, but 2 skill points behind those that recieve 6 skill points per level. You'll also have maximum skill ranks 3 lower than characters without a level adjustment. Outsiders had d8 HD, and the level adjustment leaves the character missing three HD. Even worse is that you receive no racial bonus to Constitution to offset the lack. This is very bad for a martial character. You wind up 13 hp behind a ranger, 22 hp behind a fighter, and 31 hp behind a barbarian. Add to this your spell resistance, fire resistance, bite attack, darkvision, and control over flames at the cost of slower movement and the penalties to two of your mental attributes, and I think that you need to plan your character carefully. My suggestion? Given the slow movement, low hp, Dexterity boost, and resistances, I'd stick your two highest ability scores in Dexterity and Constitution and make an archer. Make use of your decent racial bonus to Strength by using a composite bow. If anyone gets into melee range, you can bite them rather than dropping the bow. |
| Divisionbyzer004-14-08, 01:09 PM | Well, the Outsider HD provide excellent skills points, three strong saving throws, and a full BAB progression, which are all good; especially as the race is designed for martial characters. The +3 LA interacts with the racial HD and Strength adjustment to leave the character at an effective -1 to hit but +2 to damage (+3 if wielding a two-handed weapon). The +3 LA interacts with the racial HD to leave the character 2 points below a fast saving throw progression but 2 points above a slow saving throw progression (before adjusting for the racial bonus to the Dexterity attribute). Your relative benefit or loss depends upon what class you would have otherwise chosen to take during those 8 levels. The +3 LA interacts with the racial HD to give the character 64 skill points over 8 levels (before any adjustment for a high or low intelligence score). This puts you ahead of classes that receive 2 or 4 skill points per level, but 2 skill points behind those that recieve 6 skill points per level. You'll also have maximum skill ranks 3 lower than characters without a level adjustment. Outsiders had d8 HD, and the level adjustment leaves the character missing three HD. Even worse is that you receive no racial bonus to Constitution to offset the lack. This is very bad for a martial character. You wind up 13 hp behind a ranger, 22 hp behind a fighter, and 31 hp behind a barbarian. Add to this your spell resistance, fire resistance, bite attack, darkvision, and control over flames at the cost of slower movement and the penalties to two of your mental attributes, and I think that you need to plan your character carefully. My suggestion? Given the slow movement, low hp, Dexterity boost, and resistances, I'd stick your two highest ability scores in Dexterity and Constitution and make an archer. Make use of your decent racial bonus to Strength by using a composite bow. If anyone gets into melee range, you can bite them rather than dropping the bow. It's an interesting race. Nice analysis. Level adjustments suck. The base races should just have more useful or better attributes so that races which actually have useful attributes long term don't get LAs. The biggest thing I don't like the fact that this race is that it's squat and slow like a dwarf -- Orcs are supposed to be tall and reasonably fast, given their tactics, but I guess these guys just use different tactics. By picking the appropriate classes you can boost their speed up I guess. You could offset the LA longterm by just paying it off as per UA rules. |
| Divisionbyzer004-14-08, 01:18 PM | I was looking into this race for an evil campign my GM is starting.... According to the Player's Guide to Faerun (http://www.wizards.com/default.asp?x=dnd/we/20040313a)the Tanarukk are LA+3. Is that LA worth it? Planetouched, Tiefling, Tanarukk: Outsider (native); +5/+7; 5 ft./5 ft.; Climb +10, Hide +9, Intimidate +6, Jump +4, Listen +9, Move Silently +9, Search +8, Spot +9; Alertness, Weapon Focus (battleaxe); LA +3. Attacks change to battleaxe +8 melee (1d8+3) and bite +2 melee (1d6+1); add fire resistance 10 to special qualities; spell resistance equals 14 + class levels; orc blood (as half-orcs). Some background/cultural stuff here: Tanarukk (http://forgottenrealms.wikia.com/wiki/Tanarukk) According to races of faerun they get 8x(8 + int) skill points for their 5 outsider hit dice with racial skills hide, intimidate, listen, search, spot. So I think what the players book did is choose your skills for you to make it easy. but if you want you can select them yourself. Same with the feats -- 5 outsider hit dice gives you two feats. So, you don't have to take alertness or WF Battle Axe. In fact, you'll probably want to choose something based on your class. Personally, I'd never take alertness save to qualify for a PrC. I'm thinking these guys make alright ranged, stealthy, sneak attackers. The picture of them in the book makes you think they'd be good wrestlers / grapplers. |
| 1 ton ghost04-16-08, 12:42 PM | They're cool and all, though I would not recommend them for Orc Scout. I mean, they're relatively brutish but soon as you see the "scout" moniker, a degree of stealth and discretion is implied that you just aren't gonna' get here. Well, not w/out alot of work, and having +3 LA...well, you know. I would recommend Grey Orc (Unapproachable East) to cut down on the LA. Apart from that, if you're playing an evil campaign, chumming around the Underdark or Hellgate Keep (Silver Marches rock, excellent book too), you're gonna' pay alot more than that LA, you know? I mean, who likes tanarukks? Group dynamic is not always first consideration, but just think of the long view or save 1,800gp on a Hat of Disguise, something, anything... |
| Divisionbyzer004-16-08, 01:48 PM | Grey Orc is Races of Faerun innit? |
| 1 ton ghost04-16-08, 02:50 PM | Grey Orc is Races of Faerun innit? Probably. Excellent book too. I have one at home and I'm pretty sure there might be a descriptor or 2 in it. Not sure if it changed between publications/editions, etc. I don't have one on me but I'm 100% on UnappEast though as I'm looking right at it presently. |
| Divisionbyzer004-16-08, 06:53 PM | Probably. Excellent book too. I have one at home and I'm pretty sure there might be a descriptor or 2 in it. Not sure if it changed between publications/editions, etc. I don't have one on me but I'm 100% on UnappEast though as I'm looking right at it presently. I looked through U. East and I didn't see the grey orcs, but if they have this stuff, then yeah, they are the same: +2 strength, +2 wisdom, -2 intelligence, -2 charisma 40 ft. base land speed Light sensitivity Scent ability as described in the DMG Bonus feats: great axe, longbow Orc-blooded for items and effects Favored class: Cleric +1 Level adjustment I have no idea why they don't get darkvision, since they are light sensitive, or even low light vision. |
| baby_kamikaize_kobold04-17-08, 08:29 PM | I have no idea why they don't get darkvision, since they are light sensitive, or even low light vision. they don't really need either because of the scent its like blindsense almost. |
| Divisionbyzer005-14-08, 03:27 AM | they don't really need either because of the scent its like blindsense almost. Is it? My DM is always making me roll spot checks for it. I've got to read the ability again. |
| Empirate05-21-08, 11:10 AM | Scent normally uses Survival checks, not Spot. Concerning Tanarukk: I very much like the race, but couldn't they have made the fire aspect a little stronger? I mean, Control Flames blows Goats for pocket change. Why not give them the ability to make any wielded weapon flaming, as per the enchantment? That'd be useful, not overpowered, and cool. Would go a little further step towards justifying LA +3, too. Remember that Half-Dragons have LA+3. If you don't get at least as much as a Half-Dragon, and have to take five racial HD (Outsider HD, but still), you might want to reconsider playing a Tanarukk. |
| Divisionbyzer006-07-08, 03:34 AM | 8 ECL with no class levels blows in my book. However the 5 outsider level do give decent hit dice, good saves, 68 + 8(INT) skill points, and good BAB. But ******* that control flames ability is just atrocious. Houseruling it to making weapons flaming sounds like a fair fix to me. I'd play Orog with mineral warrior template however. Stony Orog is a sweet +3 LA race. +8 str +4 con -4 wis -2 dex -2 int, 120 ft darkvision, 5 fire and cold resistance, +5 natural armor, +2 craft weapon and armor, DR 8 / adamantine (this is just nuts... a barbarian doesnt get this good dr over 20 levels), earth strike 1/day (con damage + racial hit dice to one attack per die), burrow speed = 1/2 movement, light blindness, bonus profs in great axe and throwing axe, earth subtype |
| Divisionbyzer006-07-08, 03:49 AM | 8 ECL with no class levels blows in my book. However the 5 outsider level do give decent hit dice, good saves, 68 + 8(INT) skill points, and good BAB. But godd4mn that control flames ability is just atrocious. House ruling it to making weapons flaming sounds like a fair fix to me. I probably wouldn't play a Tanarukk. I'd play Orog with the mineral warrior template, however. "Stony" Orog is a sweet +3 LA race: +8 STR, +4 CON, -4 WIS, -2 DEX, -2 INT Orc Blood Light blindness 120 ft. darkvision +2 craft weapons, +2 craft armor fire resistance 5, cold resistance 5 bonus feats: greatsword & throwing axe favored class: fighter +5 natural armor DR 8 / Adamantine Earth strike: once per day add con bonus + # of racial hit dice to damage Burrow speed: 1/2 overland speed Earth Subtype Lose some BAB and HD, but I think its compensated by the STR and CON bonuses, the natural armor, burrow, the DR, and elemental resistances. |