-
Orcs are fecund and create
many cross-breeds, most of the offspring of
such being typically orcish.
However,
some one-tenth of orc-human
mongrels
are sufficiently non-orcish to pass for human.
Complete details
of orcs and crossbreeds will
be found under the heading Orc in
AD&D,
MM.
As it
is assumed that player characters which are of half-orc race are
within
the superior 10%, they have certain advantages.
Class Options: A half-orc
character can become a cleric (maximum of 4th
level), a fighter
(max. of 10th level), a
thief
(maximum of 8th level), or an assassin.
Ability
Score |
Cleric | Fighter | Thief | Assassin |
14 | 4 | 10 | 8 | U |
15 | 5 | 10 | 9 | U |
16 | 6 | 10 | 10 | U |
17 | 7 | 10 | 11 | U |
18 | 7 | 10 | 11 | U |
18/99 | - | 10 | - | - |
18/00 | - | 11 | - | - |
19 | 7 | 12 | 11 | U |
20 | 7 | 14 | 11 | U |
21 | 7 | 17 | 11 | U |
<revise>
ADQ: If a half-orc with a DEX of
12-14
is limited to 8th-level as a thief, why
can that same character advance up to
15th-level in the Assassin class and
thereby gain the same abilities as a 15th-level
thief? It seems that no evil half-orc
should bother being a thief, since he can
get more complete thief training as an
Assassin, plus the Assassin abilities as
well.
ADA: That assessment is correct;
a smart
evil half-orc will nearly always choose
the
Assassin path over straight thievery. The
orcish race is vicious by nature, and that
tendency is reflected in the career paths
available to half-orcs.
But life's a lot tougher
for an Assassin
than for a thief. The latter class is respected
and tolerated (or even encouraged) by
adventurers, and possibly even rulers;
the
former, however, is usually despised by
all.
(Polyhedron #31)
-
Multi-class Restrictions:
It is also possible for a half-orc character to operate in two classes
at the
same time: cleric/fighter,
cleric/thief,
cleric/assassin,
fighter/thief,
or
fighter/assassin.
When playing a multi-classed character, the half-orc
must abide by the restrictions
of the least favorable class with regard only
to armor. All earned experience
is always divided equally between the
player's two classes, even
though the character might no longer be able to
progress upwards in level
in one of the two classes. (See CHARACTER
CLASSES
for more information regarding this subject.) <>
Languages: Half-orc
characters are able to speak the "common tongue" of humanity,
their alignment language,
and orcish as well. These characters are able to
learn a max. of two additional
languages.
Half-orcs have infravision,
so that they can detect varying degrees of heat
radiation up to 60' distant
in the dark.
As
has been shown before, half-orc characters have bonuses of + 1 to both
their STR
&& CON scores initially rolled,
but they must subtract
a charisma penalty of -2.
Note that this penalty is in regard to those nonplayer
character henchmen who are
not themselves of half-orc race, so
the initial, unaltered, charisma
ability score should be recorded (cf. Dwarves).
DMG:
Half-Orcs are
boors.
They are rude, crude,
crass, and generally obnoxious.
Because most are cowardly
they tend to be bullies and cruel to the weak,
but they
will quickly knuckle under to the stronger.
This does not mean that all
half-orcs are horrid,
only most
of them.
It neither means that they
are necessarily stupid nor incapable.
They will always seek to
gain the upper hand
and dominate
those around them so as to be able to exercise their natural tendencies;
half-orcs
are greedy too.
They can, of course, favor
their human parent more than their orcish one.
<
TRAIT \ GENERAL TENDENCIES:
cruel
TRAIT \ PERSONALITY: rude
TRAIT \ BRAVERY: cowardly
TRAIT \ MATERIALISM: greedy
>
ABILITY SCORE MODIFIERS:
RACIAL LIMITATIONS:
STRENGTH:
INTELLIGENCE:
WISDOM:
DEXTERITY:
CONSTITUTION:
CHARISMA:
RACISM:
STARTING AGE:
AGE CATEGORIES:
RACIAL TENDENCIES:
HEIGHT, M: 36. 01-10 (-d3), 11-90 (d100,
01-30 = -d3(/2), 31-70 = 0, 71-00 = +d3(/2)), 91-00 (+d6).
HEIGHT, F: 33. 01-10 (-d3), 11-90 (d100,
01-30 = -d3(/2), 31-70 = 0, 71-00 = +d3(/2)), 91-00 (+d3).
WEIGHT, M: 60. 01-10 (-2d4), 11-50 (d100,
01-30 = -d4, 31-70 = 0, 71-00 = +d4), 51-00 (+2d6).
WEIGHT, F: 50. 01-10 (-2d4), 11-50 (d100,
01-30 = -d4, 31-70 = 0, 71-00 = +d4), 51-00 (+2d4).
<rework those numbers>
NPC ABILITY SCORE MODIFIERS:
ABILITY SCORE MODIFIERS: +1 STR and CON,
-2 CHA
RACIAL LIMITATIONS:
STRENGTH: 6/18
INTELLIGENCE: 3/17
WISDOM: 3/14
DEXTERITY: 3/17
CONSTITUTION: 13/19
CHARISMA: 3/12
RACIAL PREFERENCES:
STARTING AGE: Cleric (20+1d4), Fighter
(13+1d4), Thief (20+2d4)
AGE CATEGORIES:
RACIAL TENDENCIES:
HEIGHT:
WEIGHT:
NPC ABILITY SCORE MODIFIERS: