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|Level 2 Humanoid (Orc), Medium size (5 ft base)|
|30 feet speed|
Greataxe (inflict Damage): Might (adv 2) vs. Guard
Javelin (inflict Damage): Agility vs. Guard
Aggressive (Combat Momentum):
Every time the orc brings an enemy to zero hit points with a Might or Agility attack, it can immediately move up to its normal speed as a free action.
Alertness (Skill Specialization "Perception"):
Any time the orc makes a roll using perception that is not for initiative, attacks, invocations, or the defend action, it gains advantage 1 on the roll.
Intimidation (Brutal Intimidation):
By making a show of physical force, the orc can use its Might attribute in place of Persuasion for the action roll.
|Core Rules Compatible|
A classic fantasy creature.
Orcs are mostly seen in fantasy settings, but are adaptable into almost any setting by equipping them accordingly.
Orcs are aggressive scavengers and opportunistic carnivores (with a taste for both in-species cannibalism and human flesh). While possessing a low cunning and crude culture of their own, they are generally portrayed as a subject race used as soldiers (or battle fodder) by beings of greater power and intelligence. There are exceptions, as orcs sometimes have cunning leaders of their own species. Violent by nature, they will fight ferociously if compelled or directed by a guiding will, but tend towards more chaotic behaviour (including cowardice) if left to their own devices. They often use boars, wolves, wargs, and other unusual beasts for battle transport.
Orcs are generally ugly and filthy, with prominent fangs and facial features tending toward the grotesque (generally a mixture of the ape-like and pig-like). Their skin is typically a shade of green, grey, black, brown, or sometimes red or sandy tan.
Medium (5 ft by 5ft)
Agility 2 (1d6), Fortitude 5 (2d6), Might 5 (2d6), Learning 1 (1d4), Perception 3 (1d8), Will 2 (1d6), Deception 3 (1d8)
Hit Points: 24
Attack Specialization I (Greataxe), Brutal Intimidation, Combat Momentum, Skill Specialization (Perception)
A greataxe, three javelins, and clothing made of hides.
Greataxe: Two-handed heavy melee weapon, advantage 2 on attack rolls (two-handed melee weapon and attack specialization), 5' reach, forceful damage; knockdown, forced move, and stunned banes.
Javelin: Versatile weapon, 5' reach or short ranged, forceful damage; disarmed, immobile, and persistent damage banes.
Aggressive: Every time the orc brings an enemy to zero hit points with a Might or Agility attack, it can immediately move up to its normal speed as a free action.
Alertness: Any time the orc makes a roll using perception that is not for initiative, attacks, invocations, or the defend action, it gains advantage 1 on the roll.
Intimidation: By making a show of physical force, the orc can use its Might attribute in place of Persuasion for the action roll.
Orcs as a Playable Race
Might and Fortitude are the favored attributes of an orc. Orcs are rarely considered a playable race, while half-orcs are more popular. This page offers considerable detail for those that want to create an orc or half-orc character. Picking perks and flaws based on the information above is a great way to get started.
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