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Advanced Race Codex: Half-Orcs
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An Advanced Rulebook for the d20 System
HALF-ORCS
Design: Robert J. Schwalb
Editing: Scott Fitzgerald Gray
Art Direction and Graphic Design: Hal Mangold & Marc Schmalz
Cover Art: Ozan Art
Interior Art: David Griffith, Toren "MacBin" Atkinson,
James Ryman, Drew Baker, Britt Martin
Proofreading: Evan Sass Executive Producer: Chris Pramas
Green Ronin Staff: Steve Kenson, Nicole Lindroos, Hal Mangold,
Chris Pramas, Evan Sass, Marc Schmalz, & Robert J Schwalb
Advanced Race Codex: Half-Orcs is © 2007
Green Ronin Publishing, LLC. All rights
reserved. Reference to other copyrighted
material in no way constitutes a challenge
to the respective copyright holders of that
material. Advanced Race Codex , Green Ronin,
Advanced Rulebooks, and their associated
logos are trademarks of Green Ronin
Publishing, LLC.
‘d20 System’ and the ‘d20 System’ logo are
trademarks of Wizards of the Coast, Inc.
and are used according to the terms of the
d20 System License version 5.0. A copy of
this License can be found at www.wizards.
com/d20.
he following text is Open Gaming
Content: All mechanics.
Dungeons & Dragons® and Wizards of
the Coast® are registered trademarks of
Wizards of the Coast, Inc., and are used
with permission.
Green Ronin Publishing
P.O. Box 1723
Renton, WA 98057-1723
Email: custserv@greenronin.com
Web Site: www.greenronin.com
The Advanced Race Codex
The Advanced Race Codex
HALF-ORCS
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Table of Contents
Advanced Race Codex and the
Using the Codex ......................... C
Actions........................................ D
Swift Action ............................ D
Immediate Action ................... D
About the Authors ...................... D
Mighty hrow [General] ........ 14
Plague Rat [General] ............. 15
Power Casting [General]........ 15
Punishing Rage [General]...... 15
Reckless Attack [General]...... 15
Silverback [General]............... 15
Spear Elite [General] ............. 15
Spoilsport [General]............... 15
Street Fighter [General] ......... 16
hick Skin [General].............. 16
Traveler on the
Great Wheel [General]....... 16
Unholy Rage [General] .......... 16
Unstoppable Rage [General].. 16
Whirlwind Rage [General] .... 16
Part IV: Half-Orc
Cutthroat ................................... 16
he Epic Cutthroat ................ 18
he Epic Orc Sapper .............. 21
New Spells ................................. 24
New Bard Spell ...................... 24
3rd-Level Bard Spell........... 24
New Cleric Spells ................... 24
1st-Level Cleric Spells ........ 24
2nd-Level Cleric Spells ...... 24
4th-Level Cleric Spells ....... 24
5th-Level Cleric Spells ....... 24
7th-Level Cleric Spell......... 24
9th-Level Cleric Spells ....... 24
New Druid Spells................... 24
4th-Level Druid Spells ....... 24
8th-Level Druid Spell......... 24
New Sorcerer/Wizard Spells .. 24
1st-Level Sorcerer/Wizard
Spell ................................ 24
2nd-Level Sorcerer/Wizard
Spells ............................... 24
3rd-Level Sorcerer/Wizard
Spell ................................ 25
4th-Level Sorcerer/Wizard
Spells ............................... 25
5th-Level Sorcerer/Wizard
Spells ............................... 25
6th-Level Sorcerer/Wizard
Spell ................................ 25
7th-Level Sorcerer/Wizard
Spell ................................ 25
8th-Level Sorcerer/Wizard
Spell ................................ 25
Arrow Storm .......................... 25
Befoul Spring ......................... 25
Bestow Greater Curse ............ 25
Conjure Vilisemen.................. 26
Destroy Loins......................... 26
Endure Sunlight ..................... 27
Folk Learning......................... 27
Force Ram .............................. 27
Inside Out .............................. 27
Jinx ......................................... 27
Kismet .................................... 28
Liquefy ................................... 28
Mass Curse............................. 28
Miscast Spells......................... 28
Pounce .................................... 29
Soul of Hate ........................... 30
Spleen..................................... 30
Stinking Bolt .......................... 30
Stomach Bloom...................... 30
Transmute Elf to Orc ............. 31
Uncontrollable Rage............... 31
Weapons .................................... 31
Arbalest .................................. 31
Orc Footbow .......................... 32
Orc Hooked Net .................... 32
Strap Crossbow ...................... 32
Arrow, Smoke......................... 33
Bolt, Doorbreaker................... 33
Combat Drugs........................ 33
Magebane ............................... 33
Painkillers ............................... 33
Tar Pot.................................... 33
Scars........................................... 33
Scar of the Mage-Killer.......... 34
Scar of Mighty Hewing.......... 34
Scar of Rage ........................... 34
Scar of the Woods .................. 34
Part I: Playing
Half-Orc Characters ................. 3
Character Concepts .................... 3
Back-Alley Kneecapper ............ 3
Battlerager ................................ 3
he Exception .......................... 3
Noble Savage ............................ 3
Separatist.................................. 3
Half-Orcs and the Core Classes .. 3
Barbarian .................................. 3
Cleric........................................ 4
Druid........................................ 4
Fighter ...................................... 4
Monk........................................ 4
Paladin...................................... 4
Psionic Classes.......................... 4
Ranger ...................................... 4
Rogue ....................................... 5
Sorcerer and Wizard................. 5
Orc............................................... 5
Orc Racial Traits ...................... 7
Gork Racial Traits .................... 9
New Feats .................................. 13
Backstabber [General]............ 13
Bigger Hammer [General] ..... 13
Combat Tutor [General] ........ 13
Defensive Rage [General] ...... 13
Distracting Shot [General]..... 13
Doorcrusher [General] ........... 13
Filth and Squalor.................... 13
Focused Rage [General] ......... 13
Ghost Rage [General] ............ 13
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Introduction
Welcome to the Advanced Race Codex PDF series!
you can sample the cool new rules and features as they apply
to your character, easily printing of feats, spells, and prestige
class notes you can bring to the table without lugging
around an extra book.
Ever notice how after your irst few levels, the choice you
made for your character’s race no longer seems to matter?
Beyond a few bonus skill points, perhaps an additional feat,
and a handful of modiiers for special situations, the beneits
of racial selection don’t amount to all that much. Sure, your
dwarf has darkvision, but so does anyone else touched by a
3rd-level wizard who can cast the spell of the same name.
Like the +2 bonus to Constitution your gnome got? You can
bet your party’s spellcasters like the +4 bonus they get from
bear’s endurance . hink your elf is good at getting a fast shot
of with a longbow? So is anyone else with gloves of Dexterity .
When you really think about it, a feat, spell, or prestige class
can eventually replicate just about any bonus or edge you get
from your race choice. So should you care about what race
you pick? Does it really matter in the long run?
Some of the material found in these PDFs originated
in Green Ronin’s popular Races of Renown series. he
Advanced Race Codex PDF series collects this wealth
of older material and updates it to the v3.5 rules. he
Advanced Race Codex series is more than just a reprint
and revision product, though. Here you will also ind all-
new information presented for humans, gnomes, half-elves,
hallings, and more. So rest assured, no matter what kind
of character you want to play, the Advanced Race Codex
series has something just for you.
Each volume is organized into six parts. Part I details useful
information for playing a member of a particular race,
ofering quick roleplaying tips and suggestions, minor rules
modiications or expansions, and other useful material. Part
II goes beyond the character to look at how the race as a
whole its into the game, with both sections complementing
each other to fully deine each race in roleplaying terms—
from standard subraces to variant core races and new
mechanics for existing rules.
Absolutely.
his is where the Advanced Race Codex PDFs come in. he
primary purpose of these electronic books is to bring back
the appeal of playing elves and half-elves, gnomes and
hallings, half-orcs and other humanoid races. Each PDF
expands the scope of a race beyond the simplest terms of
the default campaign background, allowing racial choice
to really mean something. hey provide the mechanics to
support whatever character you want to play, from whatever
perspective you want to play it. From a black-clad dwarf
necromancer, to a halling bare-isted ighter, to an elf bard
channeling the music of nature, this series gives you the
tools to expand the scope of character races in your games.
Individually, the ARC PDFs provide rules expansions for
one of the core races: dwarves, elves, humans, half-elves, and
the rest in exquisite detail. By ofering them individually,
Part III comprises supplemental rules, presenting new or
revised feats for each race. Prestige classes follow in Part IV.
New spells in Part V and Equipment in Part VI round out
each volume, arming each race with tools powerful enough
to meet any challenge.
If you like what you ind, and we’re sure you will, be sure
to check out the other PDF releases in Green Ronin’s
Advanced Race Codex series, and watch for the print book
in the coming months.
Advanced Race Codex
and the Advanced Rulebooks
hough this is a self-contained book, as a part of Green
Ronin’s growing line of Advanced Rulebooks , each PDF
in the Advanced Race Codex series works alongside the
Advanced Bestiary, Advanced Player’s Manual, and Advanced
Gamemaster’s Guide . By using the rules presented in those
other works, you can expand on the information given here.
he Advanced Bestiary ofers a host of new templates, so
that if you have an urge to play arboreal versions of elves,
ire-infused dwarves, or even fungal gnomes, no problem.
he Advanced Player’s Manual provides powerful tools for
building interesting racial variants, a wealth of new class
options, and even skill modiiers based on creature type.
Finally, the Advanced Gamemaster’s Guide presents excellent
advice for building campaign settings and adventures, giving
you deinitive guidelines for introducing new material into
your games and constructing a world in which you may
place your new creations.
If you use the classes presented in the Advanced Player’s
Manual, for the purposes of determining a character’s
starting age, eldritch weavers, evangelists, spellmasters and
warpriests use the cleric column, scouts and thanemages use
the bard column.
Using the Codex
One of the biggest beneits of the Advanced Rulebooks is
that they aren’t beholden to a particular campaign setting.
C
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his means they are equally useful whether you explore the
dark jungles of Mindshadows or ight against Set’s minions
in Egyptian Adventures: Hamunaptra . Even if you play in
a campaign setting that doesn’t feature elves, dwarves, or
other staple fantasy characters, you can still make use of
this series by plundering the mechanics that work for you.
Alternatively, you could use this book with Green Ronin’s
Black Company Campaign Setting , simply modifying feats
and prestige classes to conform to the special rules used in
that particular world.
of what other actions you take. You can take a swift action
any time you would normally be allowed to take a free
action. Casting or manifesting a quickened spell or power is
a swift action. In addition, casting any spell or manifesting
any power with a casting time of 1 swift action is a swift
action. Casting a spell or manifesting a power with a
manifesting time of 1 swift action does not provoke attacks
of opportunity.
Immediate Action
Much like a swift action, an immediate action consumes
a very small amount of time, but represents a larger
expenditure of efort and energy than a free action.
However, unlike a swift action, an immediate action can
be performed at any time—even if it’s not your turn. Using
an immediate action on your turn is the same as using a
swift action, and counts as your swift action for that turn.
You cannot use another immediate action or a swift action
until after your next turn if you have used an immediate
action when it is not currently your turn (efectively, using
an immediate action before your turn is equivalent to using
your swift action for the coming turn). You also cannot use
an immediate action if you are currently lat-footed.
Whatever you use it for, this book is about giving you the
power to make memorable characters. Feel free to adapt
what you like, leave what you don’t, and above all, enjoy
what this resource has to ofer.
Epic Prestige Classes
he Advanced Race Codex PDF series fully supports the
Epic Level Handbook by providing epic class progressions
for every prestige class that has ten or more levels. In
accordance with the guidelines presented in the ELH , no
prestige class with less than ten levels has an epic level
progression. For more details on epic characters, check out
Chapter Six: Characters in the DMG .
About the Author
Robert J. Schwalb is Green Ronin’s own Dr. Evil, d20
developer, and line developer for Warhammer Fantasy
Roleplay . He’s written and developed the award-winning
Black Company Campaign Setting and designed and developed
the hieves’ World line of game products for the d20
system. In addition, he’s also designed or contributed to the
Warhammer Fantasy Roleplaying Game , the Book of Fiends , the
Cavalier’s Handbook , Aasimar & Tieling: A Guidebook to the
Planetouched , AEG’s World’s Largest Dungeon , Necromancer
Games’ Trouble at Durbenford , Fantasy Flight Games’ ENnie
Award-winning Horizon: Grimm , Wizards of the Coast’s
Tome of Magic: Pact, Shadow, and True Name Magic , and has
written for a number of other companies including Goodman
Games, Paradigm Concepts, and Paizo Publishing. Robert
lives in Tennessee with his wife Stacee and their pride of cats.
Actions
he latest updates to the d20 System present two new types
of actions: the swift action and the immediate action. For
this book, we’ve adapted them for use with both magic and
special abilities. Where a spell or ability requires a swift or
immediate action, refer to these entries for details.
Swift Action
A swift action consumes a very small amount of time, but
represents a larger expenditure of efort and energy than
a free action. You can perform one swift action per turn
without afecting your ability to perform other actions. In
that regard, a swift action is like a free action. However, you
can perform only a single swift action per turn, regardless
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