Random Starting Age
Random Starting Height & Weight
|Gender||Base Height||Height Modifier||Base Weight||Weight Modifier|
|Male||5 ft. 1 in.||+2d12 in.
(5 ft. 4 in. - 6 ft. 6 in.)
|160 lbs.||2d12x7 lbs.|
|Female||4 ft. 9 in.||+2d12 in.
(5 ft. 2 in. - 6 ft. 4 in.)
|120 lbs.||2d12x7 lbs.|
Orcs are aggressive, callous, and domineering. Bullies by nature, they respect strength and power as the highest virtues. On an almost instinctive level, orcs believe they are entitled to anything they want unless someone stronger can stop them from seizing it. They rarely exert themselves off the battlefield except when forced to do so; this attitude stems not just from laziness but also from an ingrained belief that work should trickle down through the pecking order until it falls upon the shoulders of the weak. They take slaves from other races, orc men brutalize orc women, and both abuse children and elders, on the grounds that anyone too feeble to fight back deserves little more than a life of suffering. Surrounded at all times by bitter enemies, orcs cultivate an attitude of indifference to pain, vicious tempers, and a fierce willingness to commit unspeakable acts of vengeance against anyone who dares to defy them.
Physical Description: Powerfully built, orcs typically stand just a few inches taller than most humans but have much greater muscle mass, their broad shoulders and thick, brawny hips often giving them a slightly lurching gait. They typically have dull green skin, coarse dark hair, beady red eyes, and protruding, tusklike teeth. Orcs consider scars a mark of distinction and frequently use them as a form of body art.
Society: Orcs usually live amid squalor and constant mayhem, and intimidation and brutal violence are the glue that holds orc culture together. They settle disputes by making increasingly grisly threats until, when a rival fails to back down, the conflict escalates into actual bloodshed. Orcs who win these ferocious brawls not only feel free to take whatever they want from the loser, but also frequently indulge in humiliating physical violation, casual mutilation, and even outright murder. Orcs rarely spend much time improving their homes or belongings since doing so merely encourages a stronger orc to seize them. In fact, whenever possible, they prefer to occupy buildings and communities originally built by other races.
Relations: Orcs admire strength above all things. Even members of enemy races can sometimes win an orc's grudging respect, or at least tolerance, if they break his nose enough times.
Orcs regard dwarves and elves with an odd mix of fierce hatred, sullen resentment, and a trace of wariness. They respect power, and, on some level, understand that these two races have kept them at bay for countless ages. Though they never miss a chance to torment a dwarf or elf who falls into their clutches, they tend to proceed cautiously unless certain of victory. Orcs dismiss halflings and gnomes as weaklings barely worth the trouble of enslaving. They often regard half-elves, who appear less threatening than full-blooded elves but have many elven features, as particularly appealing targets. Orcs view humans as race of sheep with a few wolves living in their midst. They freely kill or oppress humans too weak to fend them off but always keep one eye on the nearest exit in case they run into a formidable human.
Orcs look upon half-orcs with a strange mixture of contempt, envy, and pride. Though weaker than typical orcs, these half-breeds are also usually smarter, more cunning, and better leaders. Tribes led, or at least advised, by half-orcs are often more successful than those led by pure-blooded orcs. On a more fundamental level, orcs believe each half-orc also represents an orc exerting dominance over a weaker race.
Alignment and Religion: Orcs have few redeeming qualities. Most are violent, cruel, and selfish. Concepts such as honor or loyalty usually strike them as odd character flaws that tend to aff lict members of the weaker races. Orcs are typically not just evil, but chaotic to boot, though those with greater self-control may gravitate toward lawful evil. Orcs pray to gods of fire, war, and blood, often creating tribal 'pantheons' by combining these aspects into uniquely orc concepts.
Adventurers: Orcs usually leave their tribes only after losing out in a power struggle. Facing humiliation, slavery, or even death at the hands of their own kind, they opt instead to live and work with members of other races. Orcs who fail to rein in their tempers and the instinctive drive to dominate rarely last long once they strike out on their own. Though orcs who do manage to get by in other societies often enjoy the luxuries and comforts these societies can deliver, they still tend to dream of returning home, seizing power, and taking revenge.
Male Names: Arkus, Carrug, Felzak, Murdut, Prabur.
Female Names: Durra, Grillgiss, Ilyat, Krugga, Leffit, Olbin, Trisgrak.
The following racial archetypes are available to orcs.
Orcs have access to the following equipment.
Made from wood, bone, or similar materials, this mask covers its wearer's actual appearance and identity by depicting a hateful, leering face instead. Because of a battle mask's excellent craftsmanship and exquisite details, the wearer gains a +1 bonus on Intimidate checks made to demoralize an opponent.
Mounted on a sturdy 15-foot pole, this flag inspires all orcs belonging to the tribe it represents. As long as they are within 60 feet and can see the standard, they gain a +1 morale bonus on saving throws against fear effects. The standard must be carried in one hand by a member of the tribe to have any effect (it provides no bonus if hung on a wall, draped over a throne, and so on). If the standard is brought low (such as by its bearer dropping it in the mud), defiled, destroyed, or captured, the tribe's members take a -1 penalty on attack rolls and saving throws versus fear effects for the next hour. If the orcs reclaim a captured standard, the penalties end and the bonus is restored.
War Spirit Pouch
This tiny bundle of sacred herbs and bones supposedly attracts the attention of helpful battle-spirits. By crushing the pouch as a standard action, an orc (or a creature from a suitably warlike culture) gains 1d4+1 temporary hit points. These temporary hit points go away after 10 minutes. A creature can only benefit from 1 spirit pouch at a time. Once used, the spirit pouch is destroyed.
Battle mask 50 gp 2 lbs. —
Tribal standard 50 gp 20 lbs. —
War spirit pouch 50 gp — 20
Orcs have access to the following feats.
Orcs have access to the following weapon special ability and magic item.
Orcs have access to the following spells.