Greater Orc

The newly reborn members of Orcish Kind, their minds restored at long last as they march to reclaim their heritage

Base Racial Traits

 
Ability Score Modifiers: (+4 Strength, +2 Constitution) Though their bodies are every bit as powerful as their more mundane kin, Greater Orcs lack much of the mental degredation that has long wracked the minds of their lesser fellows.   Size: Greater Orcs are medium sized creatures and thus have no bonuses or penalties due to their size.   Type: Greater Orcs are creatures of the Humanoid type and the Orc subtype.   Speed: Greater Orcs have a base land speed of 30ft.   Vision: Greater Orcs possess Low-Light Vision, Darkvision out to 120ft, and Blindsense 30ft.   Languages: Greater Orcs begin play speaking Common and Orc. Greater Orcs with high Intelligence scores can choose from any non-secret language as a bonus language to represent their varied origins.   Battle Savants: Whenever a Greater Orc is subjected to a combat maneuver, they instantly familiarize themselves with the maneuver in question and thereafter force all instances of that maneuver, when it is used against them, to provoke Attacks of Opportunity from them regardless of the attacker's feats or abilities in question(Even forcing the Grab UMR to provoke if the Grapple Maneuver is chosen, Etc). A Greater Orc can only be adapted to one Combat Maneuver in this way at a time, and must be aware of the maneuver to adapt to it. If a new maneuver is chosen while they are already adapted to another, the old maneuver is lost. This can even be used for specific abilities that use CMB checks like "Push" or "Pull".   The Forge Restored: Greater Orcs gain two additional skill ranks per level, or one additional rank if their class naturally gives them 8 skill ranks per level. Additionally, they may choose from any racial Favored Class Bonus each time they level up regardless of the race normally required.   Distributed Cells: Greater Orcs are legendarily difficult to kill - if a Greater Orc is slain in any way save a death effect or in a way that totally destroys their body utterly, they return from death at 1HP 1d4+1 hours later as their bodies' cells begin to reform of their own accord to reconstruct them. If their body, after their "death", is kept from reforming itself and its pieces kept from coming back into contact for that period of time, they will perish a true and final death. Purposefully "scattering" their bodies over a wide area(such as via detonation) will delay their revival, but only total atomization or keeping their recovering bodies apart and isolated can truly kill them. In general, their bodies will attempt to rebuild themselves around the largest amount or most critical organs of their body mass, whichever is more viable.   With Mind Unclouded: Their minds reclaimed, Greater Orcs now put their mental clarity to use for others - once per day as an immediate action, a Greater Orc can bestow their clarity of mind and purpose onto others - allowing them to select the exact result of one die roll before the roll is made. This effect can alter an action taken by another creature they can see within 30ft only, and cannot be applied to the rolls of themselves. A Greater Orc can attempt to force this clarity to take hold more than once per day, but takes 1d3 Constitution Damage each time they do so after the first.   The Greatest Insult: Whenever a Greater Orc fails the initial save against any effect with a reoccuring save(Such as a poison, disease, or even spells such as Hold Person), they gain a stacking +3 bonus on each save after first against the effect, which heightens to immunity on the third reoccuring save against the same effect. They may only be immune to one effect in this manner at a time, and while this immunity will instantly break them out of the effect they are suffering from they may remain carriers of diseases or poisons they are now immune to, at GM's discretion. These bonuses/immunities last until the Greater Orc chooses to begin begin the process of doing this with a different effect. Successfully saving out of the effect before they attain immunity pauses the progress of this ability - re-encountering the same effect will resume the progress towards immunity. If the Greater Orc would suffer from multiple valid effects that would trigger this ability at a time, they choose which effect this ability begins to adapt to.   Reactive Defenses: Whenever a Greater Orc is damaged by an Elemental Damage type, they gain Resistance 10 to that element - this functions even against True Elemental Damage. They can only have one elemental resistance at a time in this manner, and choosing a new one overwrites a previously chosen one. At 7 and 13HD they can have another resistance active at a time(Either for a different element or enhancing a prior resistance).   Quick Learners: Greater Orcs, possessed of unique brains that allow them to learn at a rapid pace, do not gain any inherent class skills - however, by watching as another creature successfully utilizes a Skill Check in action(Not merely for demonstration purposes to trigger this ability), they can gain that skill as a class skill of their own if it wasn't already and gain a stacking racial bonus to that skill equal to +2 for every 5 ranks they have in that skill. Greater Orcs can have two skills "learned" in this way at a time, and learning new skills with the maximum already reached simply begins replacing older skills learned.   Entropic Release: Both a blessing and a curse, Greater Orcs have reconnected with many things on their path to reclaiming their heritage - unfortunately, this includes the lingering energies of the ETHERION Cannon whose firing eons ago has left scars within their very genetics. Greater Orcs, able to channel this entropic energy that once began their ancestor's descent into madness, constantly emit a stream of soft blue ETHERION particulates from their palms that, over time, causes whatever they touch to degrade or lower in quality - causing Locks to degrade in quality and become easier to pick, slowly weaken ongoing magical effects, rot and crumble buildings and infrastructure, weaken a living being's physical health, and so on. This effect is supernatural in nature and does not function in areas devoid of magic or where magic cannot function, such as Antimagic Fields. This effect goes beyond simple lowering of quality - it can even spontaneously caused touched items to transmute into lower-quality ones, cause weapons to lose enchantment bonuses or masterwork properties, and so on. However, using this ability requires physical contact with the target item or creature in question via the palms of their hands, requires exponentially longer the more powerful the effect or the larger the item or creature, and can occasionally be unpredictable with what it causes.

Basic Information

Anatomy

Greater Orcs, much like their Orcish brethren, possess incredibly robust bodies with enormous amounts of muscle mass - possessing two thick arms and two thick legs with immensely powerful muscles and bones that give them much better physical abilities across the board. They are generally taller than the average humanoid, and are much more powerful.

Biological Traits

Greater Orcs are, by their very natures, powerfully built - standing on average taller than most humanoids, they often possess broad shoulders and muscular frames that often give them a slightly lurching gait. They typically have dull green or orange skin, coarse dark hair, beady red eyes, and protruding, tusk-like teeth. Orcs consider scars a mark of distinction and frequently use them as a form of body art.

Genetics and Reproduction

Greater Orcs, much like the Orcs from which they are nearly identical, reproduce through sexual reproduction - Orcish females carry their children within their wombs for a scant 2-4 months before they give live birth to infant Orcs. Rather unusually, only a pairing between two Greater Orcs or a Greater Orc and a High Orc has a chance to give birth between another Greater Orc; otherwise, the coupling will only be capable of producing a normal Orc.

Growth Rate & Stages

Greater Orcs, much like normal Orcs, grow incredibly quickly, and by the humble age of 12 they are fully grown adults, ready to begin breaking noses and asserting their place in the world. Though they are a good deal more level-headed than their more normal brethren, they nonetheless embrace violence enough that they often die of violent causes long before they grow old, but those who live long enough typically enter middle age around age 40, become old around age 55, and become venerable at age 70, where they die not long afterwards.

Ecology and Habitats

As a fairly seamless blend between High Orcs and Humans, Greater Orcs are capable of adapting to life in nearly any climate with relative ease.

Dietary Needs and Habits

Greater Orcs, inheriting the highly efficient stomachs of their normal brethren, are total Omnivores - they are capable of eating anything and everything, even things normally inedible to the likes of humans, and derive some manner of sustenance from it.

Biological Cycle

Like all humanoids, Greater Orcs become more and more infirm as they age, and the more savage among them are often beaten to death by their own tribesmen long before they die of old age. Their skin grows paler and paler as they age, and their hair begins to wither away and turn white, signifying the weakening of age.

Additional Information

Facial characteristics

Greater Orcish faces, much like their more normal Orcish kin, possess brutish faces with wide, sloping foreheads, tusks that curl upwards from their lower jaws up above their lips, and jagged, boulder-like facial characteristics; rugged, sharp, and wild-looking. However, unlike their more brutish and normal brethren, Greater Orcs more closely resemble Goldaxe Tribe Orcs in that they often have more human-esque features and seem more "Human" than most other Orcs.

Geographic Origin and Distribution

Though Greater Orcs are currently located mostly within the confines of The Wild Lands, this is mostly due to the simple fact that the High Orcs that they are born from are almost exclusively found within that same area. However, this is not a hard and fast rule - much like Humans, Greater Orcs can be found across Corexus in limited numbers.

Average Intelligence

Unlike their lesser kin, the Orcs, Greater Orcs are not plagued by the mental degeneration that has long plagued their more normal kin - possessed of minds free and clear of any degredation or corruption, they are as intelligent and cunning as Humans.

Perception and Sensory Capabilities

Greater Orcs, reclaiming more of their High Orc heritage, possess extraordinary sight that allows them to see much better in the dark than their Orcish brethren, see in conditions of low-light, and even see the unseen with eyes and ears capable of detecting vibrations in the air.
 
Alternate Racial Trait List:   UNDER CONSTRUCTION.  
 
Racial Feat List:   UNDER CONSTRUCTION.  
Genetic Ancestor(s)
Lifespan
70 Years
Conservation Status
Though Greater Orcs are not altogether that populous, this is more of a result of the recent re-appearance of their ancestors the High Orcs in limited numbers thanks to the efforts of recently developed racial reversion magic than anything else. Greater Orcs, born only in couplings between High Orcs and Humans, are expectedly rare.
Average Height
5.58ft - 7.78ft (1.7 - 2.4 Meters), Can grow as tall as 18.37ft, or 5.6 Meters
Average Physique
Much like Orcs, Greater Orcs are possessed of an extraordinarily tough physique - their bodies powerful and durable, they are possessed of a much tighter muscle mass and bone density than other humanoid species such that they are, for very good reasons, considered walking engines of destruction.
Body Tint, Colouring and Marking
Greater Orcs, much like their lesser kin the Orcs, typially have green or orange colored skin - while paler and darker versions of these colors are also somewhat common. Their bodies are almost invariably covered in scars and tattoos, as the Orcs themselves consider such things beautiful.

This species has multiple parents, only the first is displayed below.
All parents:

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