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Orq (3.5e Race)

256 bytes added, 02:19, 2 September 2012
Racial Traits
* Ferocity {{Ex}}: Once per day, if an orq is reduced to -1 hp or lower they immediately can take a standard action before suffering from the effects of hit point loss.
* Light Sensitivity {{Ex}}: Orqs work as dusk and dawn, at night, or within the shadows of caves. Orqs are [[SRD:Dazzled|dazzled]] in bright sunlight or within the radius of a ''[[SRD:Daylight|daylight]]'' spell.
* Orq Toughness {{Ex}}: Orcs Orqs gain an 1 additional hp per HD they possess.* Tusks {{Ex}}: Orq mouths are too small for an effective bite attack, but those proficient in unarmed strikes may use their tusks as part of it. An unarmed strike with their bite deals bludgeoning, piercing, and slashing damage and has a 20/x3 critical.
* Orqs are proficient in light armor and all simple and martial weapons. If an orq gains martial weapon proficiency from a class (such as [[fighter]]) they can instead gain the [[SRD:Exotic Weapon Proficiency|Exotic Weapon Proficiency]] feat for each class which offers it.
* Orqs gain a +2 racial bonus to Craft, Intimidate, and Martial Lore. They are always considered class skills. In addition, orqs may use [[strength]] in place of [[charisma]] for the intimidate skill and for determining your [[SRD:Leadership|leadership]] score.

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