Post by Gaiyamato on Jan 17, 2015 4:22:21 GMT
The Orclings are perhaps the cruelest of jokes on the world of Toril. Force-bred by a sadistic and twisted evil Human form Halflings and Orogs, purely for his own amusement, this race bred in the dark shadow of a mountain turned out nothing as would have been expected. Eventually the race themselves led to the downfall of the evil wizard, and freed into the wide lands of Faerun found themselves hated by everyone.
Race: Orcling
Alignment: Usually Chaotic Neutral.
Size: Small
Ability Scores: +2 Str
Natural Armor: +1
Land Speed: 30
Skills: Orclings may add a racial bonus of +2 Move Silently, Hide, Survival, +1 on Bluff and Intimidate and Craft (Trapsmithing) skill checks.
Resistance: Orclings have Heat Resistance 1
Heritage: Orclings count as both Orcs and Halflings for feats and prestige classes.
Attacks Rolls: +1 to hit with Hand axes and Throwing axes
Proficiencies: Orclings are always proficient with Hand Axes and Throwing Axes.
Lightlight vision: Orclings possess lowlight vision.
Poison Use: Orclings never poison themselves when applying poison.
Powerful Build: their Orc Heritage gives them a powerful build for their size.
Confused Race: When subject to Confusion from any source they take a penalty of +10 to the % dice roll.
Languages: Common, and a strange dialect of Halfling.
Level Adjustment: +1
Favoured Class: Rogue
Vital Stats
Random Starting Ages
Aging Effects
Random Height and Weight
Orcling Society:
Orclings live in small tribal communities within heavily forested regions, usually preferring to stay within the shadow of a mountain or somesuch. They enjoy the halfling love of food and a good party, but are generally not as hospitable and welcoming of strangers. They have even less structured families than Halflings and Orcs and both the males and females tend to frequently swap partners with the children being raised in a kind of communal creche run collectively by all the females. The leader of the tribe is chosen partly based on strength, the number of children he has, and his ability to pass a test by ingesting poison and surviving. Needless to say, strong chiefs are rarely challenged because of the danger this practice poses. They have a deep distrust of Arcane casters and Orclings who seek to take up the Arcane arts are always outsiders, driven away from the community.
Religion:
Most Orclings follow a slightly friendlier Chaotic Neutral aspect of the Orc Godess Luthic merged with an aspect of Sheela Peryroyl called Tushral, needless to say, neither Goddess is overly happy about this state of affairs. Aspects of Dallah Thaun are also included in the Orcling Pantheon of worship as both a Goddess and a God. Worship of Bane also features heavily as their chief God of rulership.
Alternative Class Features:
Cleric: Evil alignment only. Orcling.
Lose Rebuke Undead, Instead All Summon Monster spells count as +1/5th Cleric level higher (as Demonologist ability), minimum +1, when summoning Demons.
Rogue: Orcling.
Lose Evasion and Trap Sense, Gain immunity to all mundane and magical Poison and well as immunity to being Sickened.
Ranger: Orcling.
Lose Wild Empathy and Animal Companion, gain Dex to Damage with throwing Axes at first level and Brew Potion at 4th level.
New Feats:
Orcling Initiate
Requires: Orcling, Cleric 1st, Worships Tushral
Benefit: Add +2 to saves vs ingested Poison and +2 Perform(sing)
Also May add the follow spells to your cleric spell list
1st-Spore Field
2nd-Bone Talisman
3rd-Love's Pain
4th-Absorb Strength
5th-Poison Thorns
Tushral
Intermediate Goddess - Chaotic Neutral
Portfolios: Song, Dance, Cooking, Community, Fertility, Servitude
Domains: Orc, Halfling, Feast, Community
Symbol: A mushroom with an eye in the middle.
Dulan
Intermediate Goddess - Chaotic Good
Portfolios: Chaos, Luck, Freedom and Liberty, Madness, Wisdom
Domains: Chaos, Luck, Madness, Liberation
Symbol: An open book with a dice on each page showing the numbers 1 and 3 - the "lucky" numbers.
Krun
Intermediate God - Chaotic Evil
Portfolios: Trickery, Theft, Stealth, Night
Domains: Evil, Darkness, Shadow, Trickery
Symbol: Black Dagger with a red eye on the hilt.
Urzum
Intermediate God - Neutral Evil
Portfolio: Leadership, Tyranny, War, Overwhelming Numbers
Domains: Tyranny, War, Courage, Destiny
Symbol: A crown made of arms.
Race: Orcling
Alignment: Usually Chaotic Neutral.
Size: Small
Ability Scores: +2 Str
Natural Armor: +1
Land Speed: 30
Skills: Orclings may add a racial bonus of +2 Move Silently, Hide, Survival, +1 on Bluff and Intimidate and Craft (Trapsmithing) skill checks.
Resistance: Orclings have Heat Resistance 1
Heritage: Orclings count as both Orcs and Halflings for feats and prestige classes.
Attacks Rolls: +1 to hit with Hand axes and Throwing axes
Proficiencies: Orclings are always proficient with Hand Axes and Throwing Axes.
Lightlight vision: Orclings possess lowlight vision.
Poison Use: Orclings never poison themselves when applying poison.
Powerful Build: their Orc Heritage gives them a powerful build for their size.
Confused Race: When subject to Confusion from any source they take a penalty of +10 to the % dice roll.
Languages: Common, and a strange dialect of Halfling.
Level Adjustment: +1
Favoured Class: Rogue
Vital Stats
Random Starting Ages
Adulthood | Barbarian/Rogue/Sorcerer | Bard/Fighter/Paladin/Ranger | Cleric/Druid/Monk/Wizard |
20 | +1D6 | +2D6 | +3D6 |
Aging Effects
Middle Age | Old | Venerable | Maximum Age |
35 | 50 | 70 | +2D10 |
Random Height and Weight
Base Height | Height Modifier | Base Weight | Weight Modifier | |
Male | 3' | +2D4 | 35lb | x1lb |
Female | 2'10" | +2D4 | 30lb | x1lb |
Orclings live in small tribal communities within heavily forested regions, usually preferring to stay within the shadow of a mountain or somesuch. They enjoy the halfling love of food and a good party, but are generally not as hospitable and welcoming of strangers. They have even less structured families than Halflings and Orcs and both the males and females tend to frequently swap partners with the children being raised in a kind of communal creche run collectively by all the females. The leader of the tribe is chosen partly based on strength, the number of children he has, and his ability to pass a test by ingesting poison and surviving. Needless to say, strong chiefs are rarely challenged because of the danger this practice poses. They have a deep distrust of Arcane casters and Orclings who seek to take up the Arcane arts are always outsiders, driven away from the community.
Religion:
Most Orclings follow a slightly friendlier Chaotic Neutral aspect of the Orc Godess Luthic merged with an aspect of Sheela Peryroyl called Tushral, needless to say, neither Goddess is overly happy about this state of affairs. Aspects of Dallah Thaun are also included in the Orcling Pantheon of worship as both a Goddess and a God. Worship of Bane also features heavily as their chief God of rulership.
Alternative Class Features:
Cleric: Evil alignment only. Orcling.
Lose Rebuke Undead, Instead All Summon Monster spells count as +1/5th Cleric level higher (as Demonologist ability), minimum +1, when summoning Demons.
Rogue: Orcling.
Lose Evasion and Trap Sense, Gain immunity to all mundane and magical Poison and well as immunity to being Sickened.
Ranger: Orcling.
Lose Wild Empathy and Animal Companion, gain Dex to Damage with throwing Axes at first level and Brew Potion at 4th level.
New Feats:
Orcling Initiate
Requires: Orcling, Cleric 1st, Worships Tushral
Benefit: Add +2 to saves vs ingested Poison and +2 Perform(sing)
Also May add the follow spells to your cleric spell list
1st-Spore Field
2nd-Bone Talisman
3rd-Love's Pain
4th-Absorb Strength
5th-Poison Thorns
Tushral
Intermediate Goddess - Chaotic Neutral
Portfolios: Song, Dance, Cooking, Community, Fertility, Servitude
Domains: Orc, Halfling, Feast, Community
Symbol: A mushroom with an eye in the middle.
Dulan
Intermediate Goddess - Chaotic Good
Portfolios: Chaos, Luck, Freedom and Liberty, Madness, Wisdom
Domains: Chaos, Luck, Madness, Liberation
Symbol: An open book with a dice on each page showing the numbers 1 and 3 - the "lucky" numbers.
Krun
Intermediate God - Chaotic Evil
Portfolios: Trickery, Theft, Stealth, Night
Domains: Evil, Darkness, Shadow, Trickery
Symbol: Black Dagger with a red eye on the hilt.
Urzum
Intermediate God - Neutral Evil
Portfolio: Leadership, Tyranny, War, Overwhelming Numbers
Domains: Tyranny, War, Courage, Destiny
Symbol: A crown made of arms.