Half-Orc Level Progression | Half-Orc Skills Chance of Success | |||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
level | XP | Title | HD | THAC0 | D | W | P | B | S | HS | MS | PP |
1 | 0 | Outlaw | 1d6 | 19[0] | 13 | 14 | 13 | 16 | 15 | 10 | 20 | 20 |
2 | 1,800 | Pickpocket | +1d6 | 19[0] | 13 | 14 | 13 | 16 | 15 | 15 | 25 | 25 |
3 | 3,600 | Brigand | +1d6 | 19[0] | 13 | 14 | 13 | 16 | 15 | 20 | 30 | 30 |
4 | 7,000 | Bandit | +1d6 | 19[0] | 13 | 14 | 13 | 16 | 15 | 25 | 35 | 35 |
5 | 14,000 | Raider | +1d6 | 17[+2] | 12 | 13 | 11 | 14 | 13 | 30 | 40 | 40 |
6 | 28,000 | Pillager | +1d6 | 17[+2] | 12 | 13 | 11 | 14 | 13 | 36 | 45 | 45 |
7 | 60,000 | Marauder | +1d6 | 17[+2] | 12 | 13 | 11 | 14 | 13 | 45 | 55 | 55 |
8 | 120,000 | Bandit Lord (Lady) | +1d6 | 17[+2] | 12 | 13 | 11 | 14 | 13 | 55 | 65 | 65 |
Half-orcs are the rare offspring of orcs and humans. They are human-like in stature and appearance, but usually have at least one feature that marks their orcish heritage (e.g. fangs or a pig-like snout). Due to the common animosity between orcs and humans, half-orcs are typically outcasts from both their parent cultures, living on the fringes of society and making a living by whatever means they can. Half-orc adventurers are capable combatants and have some skill as thieves.
Prime requisites: A half-orc with at least 13 DEX and STR gains a 5% bonus to experience. A half-orc with at least 16 DEX and STR gains a 10% bonus.
When attacking an unaware opponent from behind, a half-orc receives a +4 bonus to hit and doubles any damage dealt.
Half-orcs can use all types of weapons and can use leather armour, chainmail, and shields.
Half-orcs have infravision to 60’.
Half-orcs often have difficulty gaining the trust of humans and demihumans, due to orcs’ chaotic tendencies. Retainers in a half-orc’s employ have their loyalty score reduced by one. (This does not apply to retainers who are also half-orcs.)
Half-orcs can use the following skills, with the chance of success shown opposite:
A roll of more than twice the percentage required for success means that the attempted theft is noticed. The referee should determine the reaction of the victim.
A half-orc can establish a bandit stronghold, attracting 2d6 apprentices—1st level fighters, thieves, or half-orcs. These apprentices will serve the character with some reliability; however, should any be arrested or killed, the PC will not be able to attract apprentices to replace them. A successful half-orc might use these followers to start a Thieves’ Guild.
All skills are rolled on d%, with a result of less than or equal to the listed percentage indicating success.
The referee should roll for hide in shadows and move silently on the player’s behalf, as the half-orc always believes the attempt to be successful. If the roll fails, the referee knows that the half-orc has been noticed and should determine enemies’ actions appropriately.