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High Orcs

When the orc tribes originally arrived in Ilysador they were a brutal, war mongering race. Fleeing some unknown dark force from their land and seeking a new home for themselves. Settling in the midst of the Ilysadorian plains and already warring amongst themselves and with nearby human and Tauren tribes they quickly caught the attention of the Masquari. The Masquari took the orcs outward rage and brutality and focused it inward honing their minds and bodies. Teaching the Orcs mental skills, allowing them to reconnect to the forces of nature and establish a homeland and city. This is how the High Orcs emerged. Now they are left with powerful spirits and bodies though they still retain their fiery edge; they work more towards developing themselves, their people and their home then lusting for battle. They call this, the path of Kel ' Adun.

High orcs are a tough willed and strongly focused race. Their natural psionic abilities give them a keen discipline but they still retain a fiery edge. 

High Orcs usually have a greenish skin tone, large muscular builds and a High orc’s hair is usually thick black and tied back, some also prefer to shave their heads and go bald. They have long lupine ears and their most remarkable feature is that they have two sets of opaque eyes, one right on top of the other. High Orcs have high foreheads and elongated lower jars with two medium mandibles that jut out. An adult male High Orc can average about 6’- 6 1/2’ tall and weighs about 250-300 pounds. Females are smaller. They usually choose to wear their hair braided and decorated with fetishes. In fact it is considered very attractive for a female high orc to have very long braided hair infused with trinkets. High Orcs enjoy decorating their bodies with tribal style tattoos that signify their status and training. The language a High Orc speaks varies slightly from tribe to tribe, but any High Orc is understandable by someone else who speaks Orc. 

High Orcs are usually seen in light leather and padded armors. Warriors tend to wear large spiked shoulder armor, spiked bracers and gauntlets, and heavy greaves. 

Some high orcs choose to train and ride wild beasts. These maybe simply known as Riders. The two beasts that are commonly trained and raised are lionic type of Wyvern and a dread type of wolf, known as a lupine. 

HIgh orcs live in a clan structure similiar to their ancenstors.  High Orc clan leaders are referred to as chieftains, while the leader of all clans is called a warchief. Galn is the current warchief of the High Orcs. The chieftain is usually the strongest member of the clan and, according to the old orcish hierarchy, to become one you must first fight the old chieftain to the death. Alternatively, you can inherit the status of chieftain. High Orc clans of the Bladewind, Warsong and Frostwolf make up the largest clans.

Orcs live very comfortably side by side with Tauren and Gnolls. They see the Tauren as Brethren and Gnolls possibly as cousins. They have a great respect for the Masquari and often heed their wisdom. Overall High Orcs are still distrustful of humans and NIght elves. 

The philosophies and teachings of Kel'Adun

High Orc (orcish variant)

Bonus Languages 
Tauren, Gnoll, Common, Draconic

High Orc Racial Traits
  • +2 Constitution, +2 Wisdom, -2 Charisma, High Orcs are tougher then humans, and wiser with their connection to the land, but not as refined and they still retain their fiery nature. 
  • Medium: As Medium creatures, High Orcs have no special bonuses or penalties due to their size. 
  • High Orc base land speed is 30 feet. 
  • Low-Light Vision: A High Orc can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions. 
  • Weapon Proficiency: High Orcs receive the Martial Weapon Proficiency as a bonus feat. 
  • Battle Rage: A High Orc can channel his warrior fury to become truly fearsome in combat. This is considered a racial ability and works almost exactly like the barbarians rage. The only distinction is that the High Orc can normally rage once per day. If the High Orc is of a class that provides similar rage ability, the High orc’s racial battle rage allows him to rage one additional time that day. Regardless, a High Orc may rage only once per encounter. 
  • +2 racial bonus on Handle Animal, Perception and Intimidate checks. These skills are also considered class skills for the High Orc. 
  • Naturally Psionic: High Orcs gain 2 bonus power points at 1st level. This benefit does not grant them the ability to manifest powers unless they gain the ability through another source, such as levels in a Psionic class. 
  • Psi-Like Abilities: 1/day – inertial armor, Missive, Metaphysical Weapon. Manifester level is equal to Hit Dice (minimum 1st) The save DC is charisma based. (increase 1/day every 6 HD)
  • High orcs gain one bonus racial feat 

Age: 12+1d8 

Favored Classes 
Psionic warrior / Wilder / Ardent Shaman 

Prestige Class 

Far Seer – similiar to Fighter / Psion 

Blade master – similiar to Psionic warrior 

Raider - this class has a special mount and can be either a special wolf (dire) or shadow mount or an air mount (type of wyvern) 

Racial Feats

Psionic Weapon 
This allows a High orc to charge his melee weapon with psionic energy and do additional damage. To use this feat, he must expend his Psionic focus. His attack with a melee weapon deals extra 1d6 points of psionic damage. He must decide whether or not to use this feat prior to making an attack. If the attack misses, he still expends his Psionic focus. 

Narrow Mind 
A High Orc’s ability to concentrate is as keen as an arrowhead, allowing him to gain his Psionic focus even in the most turbulent situations. He gains a +4 bonus on Psicraft checks he makes to become psionically focused. 

Rapid Metabolism 
High orc’s wounds heal rapidly. They can naturally heal a number of hit points per day equal to the standard healing rate + double their Constitution bonus. They heal even if they do not rest. This healing replaces his normal natural healing. If someone with the Heal skill tends him successfully, he instead regains double the normal amount of hit points + double his Constitution bonus. 

Blind Fight 
In melee, every time you miss because of concealment, you can reroll your miss chance percentile roll one time to see if you actually hit. This works just as the feat. 

Racial (weapons/armor)

Claws of Attack, Orcish: This traditional orc weapon consists of blades that emulate the claws of a dire wolf. Cost 25gp, DMG (M) 1d8, Critical 19-20x2, weight 2lbs, slashing 
Orcs treat Claws of Attack as a martial weapon