Half-Orcs:


-
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.

TABLE II.F.: HALF-ORCS
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
>

HALF-ORC HOMELANDS (GREYHAWK)

 


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: