Orcs & Goblins
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.