Showing posts with label Orc. Show all posts
Showing posts with label Orc. Show all posts

Monday, January 3, 2011

General Rules: Monsters - Hmeerak

Hmeerak (Mercenaries)
Medium Humanoid (Orc)

Hit Dice: 1d8 (4 hit points)
Initiative: +3
Speed: 30 feet
Armor Class: 14 (+3 Dex, +1 natural), touch AC 13, flat-footed AC 11
BAB/Grapple: +1/+1
Attack: Shortsword +4 melee (1d6, piercing, 19-20 x2) or shortbow +4 ranged (1d6, piercing, 20 x3, 60 feet x10)
Full Attack: Shortsword +4 melee (1d6, piercing, 19-20 x2) or shortbow +4 ranged (1d6, piercing, 20 x3, 60 feet x10)
Space/Reach: 5 feet by 5 feet/5 feet
Special Attacks: Spell-like ability
Special Qualities: Darkvision 60 feet, self-camouflage
Saves: Fortitude +0, Reflex +5, Will +1
Abilities: Str 11, Int 12, Wis 12, Dex 16, Con 11, Cha 10
Skills: Climb +2, Hide +5, Listen +2, Move Silently +5, Spot +2
Feats: Weapon Finesse
Environment: Any land and underground
Organization: Gang (2 - 4) or squad (11 - 20 plus 2 3rd level sergeants and 1 leader of 3rd - 3th level) or band (30 - 100 plus 1 3rd level sergeant per 10 adults, 5 5th level lieutenants, and 3 7th level captains, plus 150% noncombatants)
Challenge Rating: ½
Treasure: Standard
Alignment: Usually chaotic evil
Advancement: By character class
Level Adjustment: +0

Physically, hmeeraks resemble slimmer versions of their cousin orcs. What they may lack in brawn and strength, they make up in stealth, for hmeeraks possess an uncanny ability to conceal themselves. Not only are they good at hiding, they can also alter the pigment of their skin to blend in with their surroundings, rather like chameleons.

Hmeeraks inhabit just about every climate and terrain type, and wherever they occur other intelligent races regard them as inveterate troublemakers. They prefer robbin, stealing, and raiding to just about any other form of subsitence. Because of their ability to blend in with their surroundings, they feel no need to restrict their movements to night time. They discount the risk of being spotted during the day, knowing that they can blend in with their surroundings in a pinch.

Hmeeraks speak a dialect of Euroz.

Combat
Hmeeraks strike from ambush as a matter of course, using their ability to blend in with their surroundings to catch their foes unawares. When hiding, they keep their weapons hidden by their bodies. Their absolute confidence in their self-concealment skills can backfire on them when a keen-eyed opponent does manage to spot them. In such situations, a hmeerak may well panic or allow itself to be caught flat-footed.

Blend (Sp): Up to three times per day, a hmeerak may attempt to deceive its opponents in combat by using its ability to camouflage itself. For a period of time no exceeding 5 rounds, it may alter the colo of its skin, during which time it receives a +2 natural armor bonus to its Armor Class. It continues to receive this bonus even if the opponent shifts position to view it from a different angle. It does not receive this bonus against opponents who are flanking it.

Self-Camouflage (Ex): A hmeerak may attempt to blend in with its immediate surroundings by changing the color of its skin. This happens almost instantaneously, and the only requirement is that it must remain perfectly still and silent when using this ability. As long as it is using this ability, a hmeerak gains a +4 circumstance bonus to all Hide checks.

Hmeerak Society
Hmeeraks generally live in large tribal groups, but rarely occupy anything as obvious as a village or settlement. They have more than enough intelligence to build for themselves and lead settled lives, but their natural proclivities make them uncomfortable with the idea of living out in the open. They feel much more at ease living in caves, hidden in jungles or swamps, or under the canopy of heavy forest.

A few hmeeraks live discreetly in towns and cities, but disguise themselves as another species, usually half-orcs. Hmeeraks worship Ilistra, the goddess of cunning, who blesses rogues and assassins.

Hmeerak Characters
Hmeeraks are hated, generally with a passion. It is difficult to imagine that characters who have lived for any time in areas where hmeerak raids are a fact of life would have anything to do with one. For parties who can stomach them, a hmeerak in the mix could prove quite useful in situations that require stealth and concealment.

A hmeerak’s favored class is rogue.

Home     Three Worlds     Monsters

General Rules: Monsters - Orc, Desert

Desert Orc (Mercenaries)
Medium Humanoid (Fire, Orc)

Hit Dice: 2d8+6 (15 hit points)
Initiative: +1
Speed: 30 feet
Armor Class: 16 (+1 Dex, +2 natural, +3 studded leather armor), touch AC 11, flat-footed AC 15
BAB/Grapple: +1/+3
Attack: Desert scythe +3 melee (1d6+3, slashing, 20 x2)
Full Attack: 2 desert scythes +1/+1 melee (1d6+3/1d6+1, slashing, 20 x2)
Space/Reach: 5 feet by 5 feet/5 feet
Special Attacks: Ambush
Special Qualities: DR 1/-, fire resistance 5
Saves: Fortitude +6, Reflex +1, Will +1
Abilities: Str 14, Int 10, Wis 12, Dex 13, Con 16, Cha 7
Skills: Hide +4 (+8 in desert conditions), Listen +2, Spot +2, Move Silently +4 (+8 in desert conditions), Search +1, Survival +4
Feats: Two-Weapon Fighting
Environment: Any land and underground
Organization: Gang (2 - 4) or squad (11 - 20 plus 1 4th level serjeant and 1 leader of 5th - 8th level), or war party (16 - 20, plus 2 4th level serjeants, and 1 8th level captain), or band (10 - 80 plus 100% noncombatants plus 1 4th level serjeant per 10 adults, 3 7th level lieutenants. and 2 9th level captains)
Challenge Rating: 1
Treasure: 50% standard
Alignment: Usually neutral evil
Advancement: By character class
Level Adjustment: +1

Desert orcs are more than just the sandy cousins of the forest dwelling variety. They are hardier, smarter, and most of all more resilient than their woodland kin.

They resemble common orcs in many ways. Their unkempt hair, dirty hides, and primitive features make them dusty colored derivatives that most mistake them for common orcs. Only their tan skin and finer hair separates them.

In addition, desert orcs are faster, more territorial, and far more disciplined than other orcs. They live in smaller enclaves and protect what little land and possessions they have. They raid desert caravans, feeding on what small food they can scavenge and living meager lives under the dunes of the desert.

The desert’s hot environment forces these orcs to grow stronger and hardier than would be expected in a direct or gully. Their skin is thicker than most orcs and their lives spent in the desert allow them to ignore most heat damage. Pound for pound, a desert orcs is as hardy as three regular orcs.

Desert orcs speak Euroz. The language an orc speaks varies slightly from tribe to tribe, but any orc is understandable to anyone who speaks Euroz. Some desert orcs speak Karstish or Jattalaic as well.

Combat
Desert orcs have sound tactics, never involving themselves in battles they cannot win. They attack from defensible or hidden positions in the desert and often have underground passages they can escape through.

Ambush (Ex): Desert orcs gain a +4 to Initiative checks whenever they have caught their opponents by surprise. In addition, during a surprise round, a desert orc may take a full round’s worth of actions instead of a typical partial action. Desert orcs gain a +4 circumstance bonus to all skill checks involving an ambush or surprise.

Skills: desert orcs receive a +4 racial bonus on all Hide and Move Silently checks while in a desert or desert-like setting.

Desert Orc Society
Desert orcs live in much smaller enclaves than other orcs, but exhibit most of the same tendencies. They are ruled by the strongest male, but keep relatively small families. They consider wives and children to be property, but do not keep slaves. They honor and recognize prowess in battle, but consider obscene wealth a detriment to the tribe’s structure.

Desert orcs live in something of a balance with the desert and do not take more food than they can eat or store and do not grow their tribe more than they can feed. A wise shaman or cleric helps a strong leader to govern and make decisions, but a foolish leader can undo generations of work.

Desert Orc Characters
A desert orc’s favored class is scout. Desert orc leaders are typically barbarians, fighters, or strong rangers. Desert orcs do not worship a god, but instead worship the sun itself. Clerics can choose two of the following domains: Earth, Fire, Life, Strength, and Sun.

Home     Three Worlds     Monsters

General Rules: Monsters - Sellig

Sellig (modified for rules compliance from Mercenaries)
Small Humanoid (Orc)

Hit Dice: 1d8 (4 hit points)
Initiative: +1 (Dexterity)
Speed: 30 feet, swim 30 feet
Armor Class: 14 (+1 Dexterity, +2 leather armor, +1 natural); touch 11, flat-footed 13
BAB/Grapple: +0/+1
Attack: Spear +1 melee (1d8+1, piercing, 20 x3, 20 feet x5)
Full Attack: Spear +1 melee (1d8+1, piercing, 20 x3, 20 feet x5)
Space/Reach: 5 feet by 5 feet/5 feet
Special Attacks: None
Special Qualities: Darkvision 60 feet, water breathing
Saves: Fortitude +0, Reflex +3, Will +0
Abilities: Str 13, Int 10, Wis 10, Dex 12, Con 11, Cha 9
Skills: Hide +3, Listen +4, Spot +4
Feats: Skill Augmentation (Listen and Spot)
Environment: Marsh or swamp
Organization: Raiding party (2 - 7 plus 1 3rd level leader) or band (8 - 16 plus 150% noncombatants plus 1 3rd level leader and 2 2nd level lieutenants)
Challenge Rating: ½
Treasure: Standard
Alignment: Usually Neutral evil
Advancement: By character class

Selligs are amphibious humanoids with green, moist skin and rudiementary gills behind their ears tht allow them to breathe underwater indefinitely. They live in swamps and marshes and they feel comfortable enough in these ecosystems that they inevitably project a strong sense of proprietorship over their territories. Selligs are notorious for attacking on sight anyone who intrudes on land that they condiser their own, whether intentionally or not. This inevitably causes conflict with settled populations who exist at the margin of sellig territories, and as selligs don't much care to negotiate, such conflicts can stretch on for generations. As a consequence, selligs are often the target of posses and bounty hunters eager for retribution.

Selligs speak a dialect of Euroz and one common language.

Combat
Whenever they have advance warning of their foe, selligs strike from ambush, using their hiding skills and their natural coloration to conceal themselves among vegetation. They also use their water breathing ability to suspend themselves just beneath the water's surface, exposing only their eyes and the tops of their heads.

Water Breathing (Ex): Selligs can remain underwater for up to 12 hours at a time without an strain, breathing through their gills.

Sellig Society
Selligs live in modest, clan-sized groups. Their natural environemnt doesn't aloow them much population density, and filling up a swamp with selligs would only make them easier to find anyway. Where their territory is large enough, clans will merge to form tribes, seeking security in numbers.

Selligs worship the swamp god, who consideres all marshland creatures children of the swamp who need her protection.

Sellig Characters
Selligs don't associate much with outsiders, and very rarely will an individual join with other races for any purpose whatsoever. A sellig who has left the swamp and is willing to accept the company of non-selligs is most likely on the run and quite desperate. Being away from the swamp is likely to make a sellig edgy and depressed.

A sellig's favored class is barbarian. Sellig clerics worship the swamp god and can choose two of the following domains: Evil, Plant, and Trickery.

Home     Three Worlds     Monsters

General Rules: Monsters - Graben

Graben (Mercenaries)
Medium Humanoid (Orc)

Hit Dice: 1d8+1 (5 hit points)
Initiative: +2
Speed: 30 feet
Armor Class: 16 (+2 Dex, +1 dodge, +3 studded leather armor), touch AC 13, flat-footed AC 13
BAB/Grapple: +1/+2
Attack: Longsword +2 melee (1d8+1, slashing, 19-20 x2) or composite longbow +3 ranged (1d8, piercing, 20 x3, 110 feet x10)
Full Attack: Longsword +2 melee (1d8+1, slashing, 19-20 x2) or composite longbow +3 ranged (1d8, piercing, 20 x3, 110 feet x10)
Space/Reach: 5 feet by 5 feet/5 feet
Special Attacks: Semi-blur
Special Qualities: Darkvision 60 feet, elusiveness
Saves: Fortitude +3, Reflex +2, Will +0
Abilities: Str 12, Int 11, Wis 11, Dex 14, Con 12, Cha 10
Skills: Hide +4, Listen +2, Spot +2
Feats: Dodge
Environment: Desert
Organization: Raiding party (2 - 7 plus 1 3rd level leader) or clan (8 - 16 plus 2 2nd level lieutenants and 1 leader of 3rd level plus 150% noncombatants)
Challenge Rating: ½
Treasure: Standard
Alignment: Usually neutral evil
Advancement: By character class
Level Adjustment: +0

Graben are lean, wiry humanoids, distinctive for their speed, stealth, and cunning. They carve out nomadic existences in the wastes and deserts of the world, raiding and scavenging whenever they come upon settled peoples trying to establish more substantial livings. In other word, they are a marginal race who inhabit equally marginal lands as best they know.

As such, graben make themselves nuisances to those townsfolk and villagers whose livelihoods they try to share. Local authorities hunt graben thieves, both real and suspected, mercilessly. Graben raiders inspire both fear and hatred out of proportion to the actual damage they inflict. Down through the generations, they have adapted so they know how to hide and elude better than most, and they are notoriously hard to track.

Graben speak Euroz and one common local language.

Combat
Graben always prefer to strike from ambush, firing their composite longbows from cover until their foe no longer represents a threat. They don’t like melee combat. Unless forced to engage, they will not resort to melee unless they can surprise or flank an opponent. When attacking a fixed position - for example, raiding a village - they prefer to use stealth and discourage their enemies by loosing arrows from cover, often moving from covered position to covered position to create confusion. If their opponent makes a determined attempt to engage them in melee, graben raiders will withdraw rather than slug it out, even if they have not taken what they want yet. This elusiveness is one reason why the targets of graben raids despise them so intensely.

Elusiveness (Ex): Graben leave an unusually light footprint, partly by training and partly because of the way in which weight is distributed in their bodies. Anyone using the Track feat to try to locate graben suffers a -5 circumstance penalty to their Survival check roll.

Semi-Blur (Sp): Once per day, a graben may summon its energies and perform an evasive maneuver so effective that it looks like blur was cast on it. This effect behaves exactly like the spell blur, except it lasts no longer than one minute. The graben can only activate it during a round in which it moves, and it ends in the first round thereafter in which the graben does not move, or in one minute, whichever comes first.

Graben Society
Graben travel in clans no larger than a modest extended family, headed by a dominant male. The clan is the focal point of every graben’s allegiance. Clans may form alliances (almost always temporary and subject to change at a moment’s notice) with each other to accomplish a goal that is too large for any one of them.

Graben worship a desert god they call Kalaka. Kalaka is an exceedingly harsh deity, whose blessing consists of allowing you to live another day without suffering his wrath, and whose displeasure manifests itself in searing siroccos that materialize without warning.

Graben Characters
Graben are an insular race, deeply suspicious of outsiders - for good reason. Very rarely will an individual join with other races for any purpose whatsoever. Except in extraordinary cases, a graben who allows itself to be found alone by outsiders is either a pariah cast out by his clan or insane. A graben who does accept the company of non-graben will appear guarded or sullen to the others and keep to himself if possible.

A graben’s favored class is barbarian.

Home     Three Worlds     Monsters

General Rules: Monsters - Orc, Black

Black Orc (adapted from the Fury in the Wasteland: The Orcs of Tellene)
Medium Monstrous Humanoid (Orc)

Hit Dice: 2d8+2 (11 hit points)
Initiative: +0
Speed: 20 feet (base speed 30 feet)
Armor Class: 15 (+5 iron mantle armor)
BAB/Grapple: +2/+4
Attack: Spiked chain +4 melee (2d4+3, bludgeoning and piercing, 20 x2, reach and close, trip, +2 disarm) or throwing blade +2 ranged (1d6+2, slashing, 20 x3, 15 feet x5)
Full Attack: Spiked chain +4 melee (2d4+3, bludgeoning and piercing, 20 x2, reach and close, trip, +2 disarm) or throwing blade +2 ranged (1d6+2, slashing, 20 x3, 15 feet x5)
Space/Reach: 5 feet by 5 feet/5 feet
Special Attacks: -
Special Qualities: Darkvision 60 feet, endurance, poison and disease resistance, sunlight resistance
Saves: Fortitude +3, Reflex +0, Will -1
Abilities: Str 15, Int 11, Wis 8, Dex 10, Con 13, Cha 6
Skills: Intimidate +4, Listen +4, Spot +4
Feats: Exotic Weapon Proficiency (Spiked Chain)
Environment: Any
Organization: Gang (2 - 4) or squad (11 - 20 plus 2 3rd level serjeants and 1 leader of 3rd - 6th level)
Challenge Rating: 1
Treasure: Standard
Alignment: Usually chaotic evil
Advancement: By character class
Level Adjustment: +1

Black orcs are the dominant strain among orcs and brook no rivals. They are not born, but rather artificially created via a foul ritual bestowed upon the priests of Khil. Intended to survive harsh and adverse conditions, they possess enhanced stamina and intelligence, but lack social grace to a degree even greater than common orcs. Black orcs have little tolerance for failure from their minions. Generally found as leaders of a tribe, black orcs hate being subservient to any being.

Black orcs speak Euroz. The language an orc speaks varies slightly from tribe to tribe, but any orc is understandable to anyone who speaks Euroz.

Combat
Black orcs are direct and brutal attacking in a whirl of chains and spikes. They revel in preying upon the weak. One of their favorite tactics is to trip and opponent and then batter him while he is prone. They also favor taking prisoners to serve as slaves.

Endurance (Su): Black orcs can run for days without need for rest, and gain a +4 bonus on saves or Constitution checks involving endurance. This bonus stacks with that gained from the Endurance feat.

Poison and Disease Resistance (Su): Black orcs commonly eat and drink from sources that would poison a human. They are also of unnatural origin and are immune to all natural poisons ans diseases. Against supernatural toxins and diseases, such as mummy rot or lycanthropy, they receive a +4 bonus to their Fortitude saves.

Sunlight Resistant (Ex): Black orcs are made of tougher material than other orcs, and are not dazzled when in sunlight or under the effects of a daylight spell.

Black Orcs as Characters
Black orc characters possess the following racial traits:
  • Type: Black orcs are monstrous humanoids with the orc subtype.

  • Ability Scores: +4 Strength, +2 Constitution, -2 Wisdom, -4 Charisma.

  • Size: Medium.

  • Speed: Black orcs have a base land speed of 30 feet.

  • Darkvision: Black orcs can see in the dark out to 60 feet.

  • Endurance: Black orcs can run for days without need for rest, and gain a +4 bonus on saves or Constitution checks involving endurance. This bonus stacks with that gained from the Endurance feat.

  • Poison and Disease Resistance: Black orcs commonly eat and drink from sources that would poison a human. They are also of unnatural origin and are immune to all natural poisons and diseases. Against supernatural toxins and diseases, such as mummy rot or lycanthropy, they receive a +4 bonus to their Fortitude saves.

  • Automatic Languages: Black orcs speak Euroz.

  • Bonus Languages: Anfagen Zwursprache, Desprache, Infernal, Jattalaic, Karstish, Kellish, Nordlish, Sorglish, Terran, Zwursprache

  • Favored Class: Fighter.

  • Additional Favored Class: Warrior.

  • Exclusive Class: Pit Fighter.

Home     Three Worlds     Monsters

General Rules: Monsters - Orc, Brown

Brown Orc (Desert Orcs) (adapted from the Fury in the Wastelands: The Orcs of Tellene)
Medium Humanoid (Orc)

Hit Dice: 1d8+1 (5 hit points)
Initiative: +0
Speed: 30 feet
Armor Class: 15 (+3 studded leather armor, +2 battle shield), touch AC 10, flat-footed AC 15
BAB/Grapple: +1/+2
Attack: Halfspear +2 melee (1d6+1, piercing, 20 x3, 20 feet x5) or shortbow +1 ranged (1d6, piercing, 20 x3, 60 feet x10)
Full Attack: Halfspear +2 melee (1d6+1, piercing, 20 x3, 20 feet x5) or shortbow +1 ranged (1d6, piercing, 20 x3, 60 feet x10)
Space/Reach: 5 feet by 5 feet/5 feet
Special Attacks: -
Special Qualities: Low-light vision, sunlight sensitivity, desert survival
Saves: Fortitude +3, Reflex +0, Will -1
Abilities: Str 13, Int 9, Wis 8, Dex 10, Con 13, Cha 8
Skills: Listen +4, Spot +4
Feats: Skill Augmentation (Listen and Spot)
Environment: Any
Organization: Gang (2 - 4) or squad (11 - 20 plus 2 3rd level serjeants and 1 leader of 3rd - 6th level)
Challenge Rating: ½
Treasure: Standard
Alignment: Usually chaotic evil
Advancement: By character class
Level Adjustment: +0

Brown orcs spend much of their lives in the open desert, but they have not yet developed a resistance to the adverse effects of sunlight that affects many of their orcish kin. They are not as strong as common orcs, lack advanced cognitive faculties, suffer from low willpower, and are unsociable creatures.

Brown orcs speak Euroz. The language an orc speaks varies slightly from tribe to tribe, but any orc is understandable to anyone who speaks Euroz.

Combat
Brown orcs live lives as desert nomads, hunting at night and hiding from the sun during the day. Their combat tactics revolve around their hunting tactics and so they favor spears and bows as armaments for war.

Desert Survival (Ex): Brown orcs are well suited for survival in harsh desert conditions and can last twice as long without water as other, similar humanoid creatures.

Sunlight Sensitivity (Ex): Brown orcs are sensitive to sunlight and spells such as daylight, and are dazzled when under such conditions.

Brown Orcs as Characters
Brown orc characters possess the following racial traits:
  • Type: Brown orcs are humanoids with the orc subtype.

  • Ability Scores: +2 Strength, +2 Constitution, -2 Intelligence, -2 Wisdom, -2 Charisma.

  • Size: Medium.

  • Speed: Brown orcs have a base land speed of 30 feet.

  • Low-light vision: Brown orcs can see twice as far as a human in moonlight,m starlight, torchlight, and similar conditions. They cannot see without a source of light.

  • Sunlight Sensitivity (Ex): Brown orcs are sensitive to sunlight and spells such as daylight than their kinfolk, and suffer a -1 attack penalty in such light.

  • Automatic Languages: Brown orcs speak Euroz.

  • Bonus Languages: Ahaliat, Infernal, Jattalaic, Karstish, Kellish, Sorglish, Terran, Tozlan

  • Favored Class: Barbarian.

  • Additional Favored Class: Warrior.

  • Exclusive Class: Pit Fighter.

Home     Three Worlds     Monsters

General Rules: Monsters - Orc, Common

Common Orc (adapted from the Monster Manual)
Medium Humanoid (Orc)

Hit Dice: 1d8+1 (5 hit points)
Initiative: +0
Speed: 20 feet (base speed 30 feet)
Armor Class: 15 (+5 iron mantle armor), touch AC 10, flat-footed AC 15
BAB/Grapple: +1/+4
Attack: Heavy flail +4 melee (1d10+4, bludgeoning, 19-20 x2, trip, +2 disarm) or throwing blade +1 ranged (1d6+3, slashing, 20 x3, 15 feet x5)
Full Attack: Heavy flail +4 melee (1d10+4, bludgeoning, 19-20 x2, trip, +2 disarm) or throwing blade +1 ranged (1d6+3, slashing, 20 x3, 15 feet x5)
Space/Reach: 5 feet by 5 feet/5 feet
Special Attacks: -
Special Qualities: Low-light vision, light sensitivity
Saves: Fortitude +3, Reflex +0, Will -2
Abilities: Str 17, Int 8, Wis 7, Dex 11, Con 12, Cha 6
Skills: Listen +1, Spot +1
Feats: Skill Augmentation (Listen and Spot)
Environment: Any
Organization: Gang (2 - 4) or squad (11 - 20 plus 2 3rd level serjeants and 1 leader of 3rd - 6th level), or band (30 - 100 plus 150% noncombatants plus 1 3rd level serjeant per 10 adults, 5 5th level lieutenants and 3 7th level captains)
Challenge Rating: ½
Treasure: Standard
Alignment: Often chaotic evil
Advancement: By character class
Level Adjustment: +0

Common orcs are aggressive humanoids that raid, pillage, and battle other creatures. They have a hatred of dwarves and gnomes that began generations ago, and often kill such creatures on sight.

An orc's hair is usually black. It has lupine ears and reddish eyes. Orcs prefer wearing vivid colors that many humans would consider unpleasant, such as blood red, mustard yellow, tyellow-green, and deep purple. Their equipment is often dirty and unkempt. An adult male orc is a little over 6 feet tall, and weight about 210 pounds. Females are not appreciably smaller.

When not actually fighting other creatures, orcs are usually planning raids or practicing their fighting skills. Orcs tend to fight one another almost as much as they fight outsiders.

Common orcs speak Euroz. The language an orc speaks varies slightly from tribe to tribe, but any orc is understandable to anyone who speaks Euroz. Some orcs speak Karstish or Jattalaic as well.

Combat
Orcs prefer weapons with chains such as flails and heavy flails. Leaders and elite orcish warriors often favor spiked chain or bladed flails. orcs have a highly developed sense of personal honor, and seek to demonstrate their prowess at all times. However, "personal honor" to an orc doesn't mean exactly the same thing that it does to most civilized races. To an orc, personal honor is related to the number of enemies they have killed or captured, and how crafty and cunning their strategems are. They enjoy attacking from concealment and setting ambushes and they obey the rules of war only son long as it is convenient for them - all of which are displays of an orc's "honor" as tricking and deceiving one's enemies is considered to be the pinnacle of personal achievement.

Light Sensitivity (Ex): Orcs are sensitive to sunlight and spells such as daylight, and are dazzled in such conditions.

Common Orcs as Characters
Common orcs tend to be barbarians. Orc clerics worship Khil, but most orc spellcasters are adepts. Orc spellcasters favor spells that deal damage. Common orc characters possess the following racial traits:
  • Type: Common orcs are humanoids with the orc subtype.

  • Ability Scores: +4 Strength, -2 Intelligence, -2 Wisdom, -2 Charisma.

  • Size: Medium.

  • Speed: Orcs have a base land speed of 30 feet.

  • Darkvision: Orcs have darkvision with a range of 60 feet.

  • Light Sensitivity (Ex): Orcs are sensitive to sunlight and spells such as daylight, and are dazzled in such conditions.

  • Automatic Languages: Orcs speak Euroz.

  • Bonus Languages: Anfagen Zwursprach, Jattalaic, Karstish, Kellish, Sorglish, Zwursprache

  • Favored Class: Barbarian.

  • Additional Favored Class: Warrior.

  • Exclusive Class: Pit Fighter.

Home     Three Worlds     Monsters

General Rules: Monsters - Orc, White

White Orc (Snow Orcs) (adapted from the Fury in the Wastelands: The Orcs of Tellene)
Medium Humanoid (Orc)

Hit Dice: 1d8+1 (5 hit points)
Initiative: +0
Speed: 20 feet (base speed 30 feet)
Armor Class: 16 (+3 hide armor, +2 battle shield, +1 natural), touch AC 10, flat-footed AC 16
BAB/Grapple: +1/+2
Attack: Flail +2 melee (1d8+1, bludgeoning, 20 x2, trip, +2 disarm) or throwing blade +1 ranged (1d6+1, slashing, 20 x3, 15 feet x5)
Full Attack: Flail +2 melee (1d8+1, bludgeoning, 20 x2, trip, +2 disarm) or throwing blade +1 ranged (1d6+1, slashing, 20 x3, 15 feet x5)
Space/Reach: 5 feet by 5 feet/5 feet
Special Attacks: -
Special Qualities: Low-light vision, sunlight sensitivity
Saves: Fortitude +3, Reflex +0, Will -1
Abilities: Str 13, Int 9, Wis 8, Dex 10, Con 13, Cha 8
Skills: Listen +4, Spot +4
Feats: Skill Augmentation (Listen and Spot)
Environment: Any
Organization: Gang (2 - 4) or squad (11 - 20 plus 2 3rd level serjeants and 1 leader of 3rd - 6th level)
Challenge Rating: ½
Treasure: Standard
Alignment: Usually chaotic evil
Advancement: By character class
Level Adjustment: +0

White orcs spend their time living high on snow-capped mountains, and because of the constant glare of the sun off the ice they have no learned to cope in direct sunlight. They lack the darkvision common to other types of orc, but they have adapted to low light levels. While not as strong as common orcs, they possess remarkable stamina. As with common orcs, they lack advanced cognitive abilities, have low willpower, and are unsociable creatures.

White orcs speak Euroz. The language an orc speaks varies slightly from tribe to tribe, but any orc is understandable to anyone who speaks Euroz.

Combat
Like their brethren, white orcs favor chain weapons in battle, and favor the brutal, short-ranged throwing blades commonly used by orcs.

Sunlight Sensitivity (Ex): White orcs are sensitive to sunlight and spells such as daylight, and are dazzled when under such conditions.

White Orcs as Characters
White orc characters possess the following racial traits:
  • Type: White orcs are humanoids with the orc subtype.

  • Ability Scores: +2 Strength, +2 Constitution, -2 Intelligence, -2 Wisdom, -2 Charisma.

  • Size: Medium.

  • Speed: White orcs have a base land speed of 30 feet.

  • Low-light vision: White orcs can see twice as far as a human in moonlight, starlight, torchlight, and similar conditions. They cannot see without a light source.

  • Natural armor: The fatty layers and thick fur of white orcs give them a +1 natural armor bonus to Armor Class.

  • Sunlight Sensitivity (Ex): White orcs are sensitive to sunlight and spells such as daylight, and suffer a -1 penalty in such light.

  • Automatic Languages: White orcs speak Euroz.

  • Bonus Languages: Anfagen Zwursprache, Desprache, Infernal, Jattalaic, Jedlic, Karstish, Kellish, Nordlish, Terran, Zwursprache

  • Favored Class: Barbarian.

  • Additional Favored Class: Warrior.

  • Exclusive Class: Pit Fighter.

Home     Three Worlds     Monsters

General Rules: Monsters - Orc, Gray

Gray Orc (Deep Orcs) (adapted from the Fury in the Wastelands: The Orcs of Tellene)
Medium Humanoid (Orc)

Hit Dice: 1d8 (4 hit points)
Initiative: +1
Speed: 30 feet
Armor Class: 16 (+3 studded leather armor, +2 battle shield, +1 Dex), touch AC 11, flat-footed AC 15
BAB/Grapple: +1/+2
Attack: Flail +2 melee (1d8+1, bludgeoning, 20 x2, trip, +2 disarm) or shortbow +2 ranged (1d6, piercing, 20 x3, 60 feet x10)
Full Attack: Flail +2 melee (1d8+1, bludgeoning, 20 x2, trip, +2 disarm) or shortbow +2 ranged (1d6, piercing, 20 x3, 60 feet x10)
Space/Reach: 5 feet by 5 feet/5 feet
Special Attacks: -
Special Qualities: Darkvision 120 feet, sunlight sensitivity
Saves: Fortitude +2, Reflex +1, Will -1
Abilities: Str 13, Int 11, Wis 8, Dex 12, Con 11, Cha 6
Skills: Listen +4, Spot +4
Feats: Skill Augmentation (Listen and Spot)
Environment: Any
Organization: Gang (2 - 4) or squad (11 - 20 plus 2 3rd level serjeants and 1 leader of 3rd - 6th level)
Challenge Rating: ½
Treasure: Standard
Alignment: Usually chaotic evil
Advancement: By character class
Level Adjustment: +0

Living deep within the earth, gray orcs possess keener darkvision than any of their cousins, but suffer stronger adverse effects in sunlight because of this. They lack some of the orcish strength commonly found in other breeds, but are more nimble. They are slow of thought and are extremely crude, even by orc standards. Such orcs are generally found serving more powerful subterranean creature such as mind flayers or aboleths, and their weak willpower makes them ideal servants.

Gray orcs speak Euroz. The language an orc speaks varies slightly from tribe to tribe, but any orc is understandable to anyone who speaks Euroz.

Combat
Like their brethren, gray orcs favor chain weapons, but unlike other orcs they tend to prefer archery, possibly due to their greater agility.

Sunlight Sensitivity (Ex): Gray orcs are more sensitive to sunlight and spells such as daylight than their kinfolk, and suffer a -2 penalty in such light.

Gray Orcs as Characters
Gray orc characters possess the following racial traits:
  • Type: Gray orcs are humanoids with the orc subtype.

  • Ability Scores: +2 Strength, +2 Dexterity, -2 Intelligence, -2 Wisdom, -4 Charisma.

  • Size: Medium.

  • Speed: Gray orcs have a base land speed of 30 feet.

  • Darkvision: Gray orcs can see in the dark out to 120 feet.

  • Sunlight Sensitivity (Ex): Gray orcs are more sensitive to sunlight and spells such as daylight than their kinfolk, and suffer a -2 penalty in such light.

  • Automatic Languages: Gray orcs speak Euroz.

  • Bonus Languages: Anfagen Zwursprache, Desprache, Infernal, Jattalaic, Karstish, Kellish, Nordlish, Sorglish, Terran, Zwursprache

  • Favored Class: Barbarian.

  • Additional Favored Class: Warrior.

  • Exclusive Class: Pit Fighter.

Home     Three Worlds     Monsters