| Post/Author/DateTime | Post |
|---|---|
| Orion Polaris06-23-07, 06:55 PM | Well the Orcs and Half-Orcs by the RAW have left me slightly underwhelmed...so in my campaign world I'm designing I thought I'd give them a bit of a rewrite and a more fair shake than they got from WoTC. They are probably going to debut in my upcoming campaign in a few weeks and I was wondering if I could get some opinions on how well balanced they are or some tips on how to balance them. I'm a bit strapped for time right now so I'll post up the fluff later. The Heirs of Ashaarat (Orcs) Medium Humanoid(Orc) -+4 Strength, -2 Dexterity, -2 Intelligence. The Orcs of Levex are just as strong as orcs on other planes, but are also gifted with better perception and intuition. However, they tend to be clumsy and a bit oafish, even moreso than their counterparts on other planes. -Powerful Build: While not quite big enough to classify as a large creature, their bodies are built to fight as if they were. Combined with the Ashaarat'Khesh, the Orcs of Levex aren't to be messed with. -Ashaarat'Khesh: When an Orc dies in battle, a part of it's memories, experiences, and expertise is whisked away and combined into a grand archive of all of the races memories. All Orcs have access to this "combined history" allowing them a bit of extra knowledge in battle, in the forge, or, if the need ever arises, in diplomacy. The downside to this is that Orcs find it extremely hard to process new information. This gives the following penalties and benefits: +An Orc automatically has proficiency in the Orc Double Axe and the Great Club, regardless of class. +An Orc only takes a -2 penalty to attack rolls with weapons that he or she is not proficient with and with improvised weapons. +An Orc may use his or her Wisdom modifier instead of his or her Intelligence modifier on skill checks that are normally intelligence based. +An Orc get's a +2 bonus on Intimidate checks. +An Orc recieves a +2 bonus on attack rolls against Dwarves and Goblinoids. - An Orc takes a -2 penalty when making knowledge checks that he or she is not trained in. - An Orc takes a -2 penalty on Spellcraft, Use Magic Device, and Bluff checks. - An Orc casts arcane spells of the Transmutation, Evocation, and Enchantment schools at minus one caster level, to a minimum of one. -Resilience:An Orc gains an additional hit point at each level. Orcs feel less pain than normal humanoids do. While this doesn't make them invulnerable, it does have obvious benefits in combat. Bonus Languages: N/A (Not used in my campaign) Favored Class: N/A (Not used in my campaign) LA: +1 (maybe 2, haven't decided yet) Half-Orcs (Aaraati) Medium Humanoid(Orc) -+2 Strength, -2 Dexterity: The Half-Orc, or Aaraati, is typically stronger than it's human parents, but also a good deal smarter and less oafish than their Orcish counterparts. They are still rather rather slow or clumsy though. -Strong Build: A Half-Orc character get's a +2 bonus to Strength when making an opposed strength check. While not as thick boned as the Ashaarat, they are still hard to push around the battlefield when they don't want to be pushed around! -Lesser Ashaarat'Khesh: The Aaraati still have access to the Ashaarat'Khesh, albeit in a weaker, less constraining form. However whenever he uses it, the in-rush of knowledge can sometime be very damaging to his psych. Once per day a Half-Orc character may give himself a +2 bonus on his or her next intelligence, wisdom, or charisma-based check. After the check the Half-Orc must make a Will Save(DC 14) or take 1d4 intelligence damage. -The Half-Orc only takes a -3 penalty to attack rolls with weapons he is not proficient with and with improvised weapons. -The Half-Orc recieves a +1 bonus on attack rolls against Dwarves and Goblinoids. -Resilience: The Aaraati are strong willed and recieve a +1 bonus on their saving throws to resist charm or compulsion effects. How do they look? |
| Salla06-23-07, 06:58 PM | First and foremost, I would change the name to something that doesn't so closely resemble the word 'Asshat'. :) |
| Orion Polaris06-24-07, 07:46 PM | Anyone have any useful contributions? |
| Dragonprime06-24-07, 08:02 PM | I think that -2 on 3 abilities is a little bit too much. I would also throw in darkvision. Other than that I like it. The orcs and half-orcs truly are ignored. A lot. |
| Orion Polaris06-25-07, 05:19 PM | Bump. Fluff will be incoming. Hopefully sometime tonight. |
| Dragonprime06-25-07, 09:52 PM | What, no comments on my comment? |
| suparman99906-26-07, 12:48 PM | I agree with dragon. I'd personally suggest getting rid of the -2 on Intelligence, or Charisma. Either one. |
| Orion Polaris06-26-07, 03:12 PM | I think both of you gave some sound advice and I got rid of the charisma penalty. Do you think I should get rid of the Charisma penalty, or add on a Constitution bonus? |
| Omega_Grey06-26-07, 11:58 PM | It depends on what you want to do with them. If you want them to be more sophisticated then usual then get rid of the Cha penalty, but if you want them to be even tougher then they already are then add in another 2 to Con. |