HALF-ORC: THE HALF-ORC RACE
Though half-orcs are not particularly common, they do exist. Growing up mostly in the wilds, they tend to be exposed to both human and orcish cultures and do not, therefore, have a culture of their own. Cultural factors are either derived from the human culture, the orcish culture, or both. For the most part, however, most PC half-orcs are those that are sufficiently civilized and in great enough control of themselves that they can be trusted to walk the streets of most human dwellings without causing incidents. Thus, most PC half-orcs are not evil.
Yet, despite this, a certain amount of racism and fear and distrust is directed toward half-orcs, in general, and to that end, they have limited access to human cultural traits as such. That is, since they are treated with suspicion, their access and opportunities to learn isn't as good as a full-blooded human's is.
I do not know why 3e suddenly changed the alignment of orcs from lawful evil (as they had been in 1e and 2e) to chaotic evil, but the suggestion half-orcs tend toward chaos is just that, a suggestion, and it's more likely they will have an alignment close to those who raised them. Thus, they can have any alignment.
Half-orcs are big, brutish, gray skinned, and have hair that is quite coarse and usually black. Their teeth jut out, they sport a slopping forehead, and they have a generally muscular appearance. They typically are covered in scars, either as self-inflicted social status markings, or battle scars. Half-orcs generally consider these scars to be marks of honor and beauty.
Half-orcs reach majority quite quickly, in a mere 14 years. They tend to live fast and hard and usually die in combat, in childbirth, from malnutrition, or from disease before reaching forty. Yet, if they have proper care, food, shelter, and medical attention, 70 to 80 years is not unheard of.
Though often sullen and given to combat rather than debate, a half-orc might still surprise you and be quite verbose, lively, and peaceful. Anything is possible.
Society: None, really, as they live most often with either orc or humans.
Religion: Any orcish or human religion is possible.
HALF-ORC RACIAL TRAITS
(Add these if your PC's race is Half-Orc)
+2 STR
-2 INT
-1 CHA (if they have numerous scars, non half-orcs find this ugly, but no adjustment if they are free of scars).
+1 to CHA rolls and CHA based skills, if scarred, when dealing with other orcs or half-orcs. (Since orcs and other half-orcs will think this is handsome or beautiful, they get +1 to CHA rolls and CHA based skills when dealing with orcs and half-orcs).
Medium Size
Base Speed 30 feet
Darkvision (up to 60 feet)
Orc Blood: (that is, many magic items, spells, and such that affect orcs or work only for or against orcs will work for or against half-orcs as well).
RACE CULTURAL TRAITS
(Add these if your PC grew up in a Half-Orc culture)
As previously mentioned, there is really no half-orc culture. Instead, PC half-orcs are assumed to have grown up with strong ties to some human community. As such, they get the following:
One extra feat at 1st level (if closely tied to a human culture, but no extra feat if more closely tied to the orcish culture).
+1 skill point at 1st level (this is NOT multiplied by 4).
+1 more skill point at 1st level (this is NOT multiplied by 4) if the DM thinks the tie to the human parent and community was stronger, but they do not get this is their tie to the orcish community was stronger.
NOTE: Since half-orcs and their CHA score has already been considered, half-orcs do not incur the -2 CHA penalty for growing up in a human or orcish culture. They will, however, incur this -2 CHA penalty if they grow up in yet a different culture from either of their parents.
Languages: Most typically, they will know both Common and Orcish.
Favored Class: +500 XP to the class of Barbarian at 1st level IF this is their first class. Furthermore, if they grew up with closer ties to the orcish culture rather than the human one, if they are chaotic and wild, then they will receive a +5% bonus for all xp gained toward the Barbarian class only, as long as all they ever are is barbarian. This means, of course, they would not get the +1 feat, nor the second +1 skill point, and they would lose this +5% xp bonus should they ever multiclass or become non chaotic.
NOTE: Part of the justification for this 5% xp bonus for barbarians is the cultural tradition of orcs of how honorable it is to die in combat, and how they will have greater reward in the after life if they do. Thus, these callous, almost reckless and barbarous tendencies, and almost fanatical eagerness to fight, helps in their barbarian class's endeavors.
© February of 2002
by
James L.R. Beach
Waterville, MN 56096
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