Half-oruch

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Half-oruch
Common Alignments Varies, but slight tendency towards chaotic alignments
Common Classes Fighter, Barbarian, Rogue, Sorcerer (fey, elemental)
Influencial Faiths Angoron, Kor, Ceinara
Most Frequently Found In Bludgun, Charn, Alexandros (various merchant and mercenary companies)
Naming Ideas
Half-Oruch Characters Half-Oruch

The vast majority of those known as half-oruchs trace their origins to the 'Great Oruch' through willing unions between human and oruch brought about by a variety of different reasons. Some of these reasons can be as simple as a passionate, fiery tryst in some frontier tavern muted by the universal lubricant of alcohol. Others can be as driven by honor, as the required union of Great Oruch tribe and Human tribe, sealed by the marriages of chief members of their societies for the purposes of survival and mutual good.

Some Half-oruchs are simply humans who carry a strong trace of their orcish blood. Though it may be that their grand parent or great grand parent were an Oruch, the Half-oruch race breeds true and so carries the fiery strength and passion on throughout their family line. A Half-oruch will produce another Half-oruch just as an oruch and Half-oruch will produce a Half-oruch. In this sense the name of the species is more a nickname that hearkens to their origin than a true descriptor of what they actually are. But no matter the source and origin, Half-oruchs are children of two worlds bringing forth the near uncontrolled fire of oruch kind in with the energy and ingenuity of Humanity.


Physical Description

At a glance, Half-oruchs seem to take more heavily after their Oruch blood than the Human, being capable of immense builds and averaging easily between six and seven feet tall. This stereotype however, perpetuated by the appearance of the occasional Half-oruch barbarian and fighter, is but one variety of the species. They can be lean and whip-cord thin like a wound shipping cable, or lanky and long armed. It usually depends as much on their human half as their orc. However, many of their overt features are heavily influenced by the oruch blood in them. Their canines grow long (though not so long as true Orcs), giving them their tusk like appearance, and skin is usually tinged with green, brown or occasionally grey. Heavy brows and pointed ears are universal among them.

Society and Lands

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A Half-oruch is a fireball of independence and adaptability, being equally capable of operating in oruch and Human society as the need calls for it. If left to their own devices, Half-oruchs value their freedom and ability to wander the world with impunity, forging their own paths. Thus no single society unites them. Instead they'll either bear the colors and trappings of the parents who raised them or forge their own identities, choosing one people or the other. Or neither.

The frontier region is wild and rugged and consists of some of the fiercest inhabitants of the known world. Along these border kingdoms, congregations of Great Orcs gather and regularly interact with Humanity on a consistent basis. Further south such mixing becomes rarer and rarer until the sight of a Great oruch is an exotic thing and, by the ignorant, at times confused with the Fel Oruch (the more common breed of Oruch). Thus Half-oruchs tend to only find native comfort among the lands of the Savage Frontier or in regions where ones strength and capabilities are valued more then the color of their skin or the shape of their ears. Communities of Half-oruchs are rare; the focused temper of the oruch mingling with the impulsiveness of the Human often makes them less suited to the organization necessary for civil needs. Nonetheless, families of Half-oruchs have been known to congregate in places where their particular talents are sought after.

Other Races

Half-oruchs relate well to those who value physical exertion, strength of will and surviving under adverse conditions. They are usually, like the Great Orcs, lumped into a category of monsters by the uneducated. Due to this, they tend to get along with the disenfranchised or outlaw components of the societies in which they find themselves.

Despite their mixed heritage, old rivalries die hard and misunderstandings between Half-oruchs, Dwarves and Elves are common, in large part due to their close resemblance to Orcs. For humans it varies from culture to culture. Where Orcs are viewed as savage, bloodthirsty monsters, so too will Half-oruchs. Generally, the more accommodating a society is to seeing exotic peoples, then the more likely a Half-oruch is to find himself able to make a living and blend in.

Alignment and Religion

Half-oruchs are rarely lawful, having often learned to be capable of quickly adapting to new scenarios and environments, raised in border-lands where violence is common and the denizens and landscape wild and untamed. Rigidity rarely suits them, though they may develop strong internal laws. There is no cultural predisposition towards worship either. They will either follow deities best beloved by their parent races or they will find their own path in life upon striking out on their own. Many are martially inclined, and so they will invariably favor such religious faiths if any are to be preferred.

Adventurers

Their considerable talents cause many Half-oruchs to take well to adventuring and other high-risk jobs. Mercenaries, bandits, bodyguards and other assorted forms of soldiers-of-fortune are positions that come naturally to most Half-oruchs. Their versatility means that a half-oruch can serve a variety of different roles in an adventuring party and those who can see past their brutish exterior will find staunch allies and powerful comrades in arms.

Half-breeds in the Pathfinder Campaign

Half-elves and Half-oruchs have, as a species, not undergone major change. Throughout the years, world shaping events have occurred and they have always managed to survive and continue to eke out a place in the world, albeit a place made up by the fact that they themselves are children of two often conflicting worlds.

Half-oruch Racial Traits

Half-oruchs live roughly as long as humans do. For starting weight, use either the human or the oruch racial charts, depending on which side your PC favors most.

The below numbers below assume an "average" person. That is, they probably have a strength and constitution within the 9-11 range. Higher physical stats will make these numbers go up. In other words, a character with 18 strength will weigh much more than one with 9. This site can be used to gauge weight though remember some races possess unique composition, bone structures, or even additional appendages and so on that may influence.


Half-oruch Starting Age
Adulthood Barbarian, Rogue, Sorcerer Bard, Fighter, Paladin, Ranger Cleric, Druid, Monk, Wizard
17 years +1d4 +1d6 +2d6


  • Classification: See oruch Blood, below.
  • +2 to One Ability Score: Half-oruch characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
  • Medium: Half-oruchs are Medium creatures and have no bonuses or penalties due to their size.
  • Normal Speed: Half-oruchs have a base speed of 30 feet.
  • Darkvision: Half-oruchs can see in the dark up to 60 feet.
  • Orc Blood: Half-oruchs count as both humans and orcs for most effects related to race.
  • Rugged Upbringing: Half-oruchs receive a +2 racial bonus on Intimidate skill checks and +2 to Survival due to their fearsome nature and disposition towards harsh lifestyles.
  • Hardy: Mingling of human and orc blood produces exceptional sturdiness. Half-oruchs receive a +2 bonus on checks to resist fatigue and exhaustion.
  • Orc Ferocity: When a half-oruch is brought below 0 hit points but not killed, he can fight on for one more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying.
  • Weapon Familiarity: Half-oruchs are proficient with greataxes and falchions and treat any weapon with the word orc in its name as a martial weapon.
  • Languages: Half-oruchs begin play speaking Common and Yrch-Speak. Half-oruchs with high Intelligence scores can choose from the following: Abyssal, Goblin-Talk, Gnoll, Jotun, Khazdul, Sildanyari, Undercommon.

Character Options

Half-Orc Racial Feats

The below are racial feats for this race. All races receive a bonus racial feat at 6th level (when you level, send in a +request to staff). House feats and feat summaries may be found on the Feats page. Items with a * have had their pre-reqs altered to fit the setting (see Feats page). You must meet the pre-reqs for any racial feat you select.

Ferocious Tenacity*, Fight On, Iroguts, Ironhide, War Singer, Trap Wrecker, Ferocious Action, Destroyer's Blessing, Blood Vengeance, Bullying Blow, Tenacious Survivor, Horde Charge, Resilient Brute, Ferocious Resolve


Optional DM Rules

Ea's magic responds to its people. Wizards, sorcerers, the uncovering of Aspects are not the only ways in which magic manifests.

The following are options for any storyteller, for use in PrPs, scenes, backgrounds, and small stories. If some of these rituals come across as "didn't we always have--!??" that is part of why these are being offered: to illustrate just how active magic is in Ea. Also, just because there are no given mechanics for them does not mean they shouldn't exist.

These rituals and options are beyond the scope of any one PC working on their own.

They are meant to be used as story devices, and tend to require a story element, such as a visit to the sylvanori elders. In addition, they require the presence of more than one person from that community--they are NOT means to add to individual PCs' power levels. Finally, all rituals work according to story. Sometimes rituals sometimes work perfectly, and other times do so to varying degrees (that's just saying they are story-dependent, and not a means of power).

You are welcome to build on these ideas, or expand on them.


Ritual Magic

Half races are of mixed blood, and unless they strongly ally with one race or the other, generally lack the strong magic bonds of their parents. Half-race characters must select a bloodline which they most identify with, if this is the case. Once chosen, this may not be changed. If they ever are part of a Manifestation of Ritual Magic by their parent race, this permanently marks them--their features will alter to more closely reflect that race.

Character Page Badges

Want to show off your Half-oruch pride on your Character Page? Use the following wikicode! (More badges here!)


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Half-Oruch PC Badge
Heritage: What does your heritage mean to you? Do you have a clan? Do you live with the humans? Half-oruch do not have their own culture or colonies.
Role: Your role among the clans or human races.
Faith: Your Faith
Homeland: Where you view home to be.


{{Badge}}
{{Badge-Icon|Halforc03.jpg}} 
{{Badge-Content}}
{{Badge-Title|Half-Oruch PC Badge}}
{{Badge-Entry|Heritage}}What does your heritage mean to you? Do you have a clan? Do you live with the humans? Half-oruch do not have their own culture or colonies.
{{Badge-Entry|Role}}Your role among the clans or human races.
{{Badge-Entry|Faith}}Your Faith
{{Badge-Entry|Homeland}}Where you view home to be.

{{Badge-End}}