Orcs & Goblins

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For the most part, the orcs and goblins of Alamsa are identical to those in the average D&D world. However, in the interests of bringing the races closer in line with the balance of most of the other races, they have been given a few bonuses to their advantages. Note that the increase in power given to orcs spills over slightly to half-orcs.

ORCS

Treat NPC orcs exactly the same as orcs in the Monster Manual, but with the following four additions, none of which are likely to come up during fights with PCs:
+4 to Saves against non-magical diseases: Orcs are extremely hardy when it comes to things like disease, part of the reason that they can so easily live in conditions which would wipe out a human settlement in months.
+4 to Saves against ingested poisons: Similarly, orcs have an extremely efficient digestive system, making it hard to poison them. Orcs can eat almost anything, and frequently have to. Please not that this very emphatically does not protect orcs against contact, injury, breath, or magical poison, only regular, ingested poison.
+2 to all taste-based Skill rolls: As a side-effect of their incredible digestion, orcs have heightened taste buds, that help them out in many situation. This includes such rolls as those to identify a potion by taste, most cooking rolls, and rolls to detect poison.
Language: 20% of NPC orcs, usually including the chief and shaman, speak the local language of whatever race the tribe is nearby (Common in Olanshia, Lower Draconic in Draconia).

PC ORCS RACIAL TRAITS
- +4 Strength, -2 Intelligence, -2 Wisdom, -2 Charisma: Orcs are strong, but very dumb.
- Medium-Size: No special bonuses/penalties based on height.
- Base speed 30 feet
- Darkvision: Orcs have darkvision to a range of 60 ft.
- Light Sensitive: Orcs suffer a -1 penalty to attack rolls in bright sunlight or in the range of a daylight spell.
- +4 racial bonus on saving throws against non-magical diseases and ingested poisons: Orcs are good at not dying due to poor diet or foul surroundings.
- +2 racial bonus on all taste-based skill rolls: Orcs possess a keen sense of taste.
- Automatic Languages: Orcish and Common. Orcs may also learn Abberant, Low Draconic, and Giant.

GOBLINS

Treat NPC goblins exactly the same as goblins in the Monster Manual, but with the following four additions, which may or may not come up:
+2 to Hide and Crafts(Traps) rolls: Goblins are extremely sneaky.
+2 to Saves against non-magical diseases: Goblins aren't orcs, but they're still pretty tough when it comes to living in offal.
+2 to Saves against ingested poison: Goblins don't have quite the digestive system orcs do, but they're still fairly good at not being poisoned.
Language: 40% of NPC goblins, including their chiefs and shamans, speak the local language of whatever race the tribe is nearby (Common in Olanshia, Lower Draconic in Draconia).

PC GOBLINS RACIAL TRAITS
-
-2 Strength, +2 Dexterity - Goblins are small but quick.
- Small: As small creatures, goblins gain a +1 size bonus to AC and attack rolls, and a +4 bonus to Hide checks, but they must use smaller weapons than humans, and can only lift and carry three-quarters of what a Medium-size creature can.
- Goblin base speed is 30 feet.
- +4 racial bonus to Move Silently checks: Goblins are very quiet creatures.
- +2 racial bonus to Hide and Crafts(Traps) checls: Goblins are naturally sneaky
- Darkvision: Goblins have darkvision with a range of 60 feet
- +2 to Saves against non-magical diseases: Goblins aren't orcs, but they're still pretty tough when it comes to living in offal.
- +2 to Saves against ingested poison: Goblins don't have quite the immune system orcs do, but they're still fairly good at not being poisoned.
- Automatic Languages: Orcish and Common. Goblins may also learn Abberant, Low Draconic, High Draconic, and Giant.

HALF-ORC ADDITIONS:
+2 to Saves against non-magical diseases:
Due to their orcish blood, half-orcs are good at surviving illnesses.
+2 to Saves against ingested poison: Half-orcs don't have quite the digestive system orcs do, but they're still fairly good at not being poisoned.

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