Water Orcs

Water Orc, 1st level Warrior

Size/Type:Medium Humanoid (Water Orc)
Hit Dice:1d8+2 (6 hp)
Initiative:+0
Speed:Land/Water: 30 ft.
Armor Class:13 (+3 studded leather armor)
Base Attack/Grapple:+1/+4
Attack:Longsword +4 melee (1d8+4) or Longbow +1 ranged (1d8)
Full Attack:Longsword +4 melee (1d8+4) or Longbow +1 ranged (1d8)
Space/Reach:5 ft./5 ft.
Special Attacks:None
Special Qualities:Darkvision 60 ft., light sensitivity, Natural Swimmers
Saves:Fort +3, Ref +0, Will -2
Abilities:Str 17, Dex 11, Con 14, Int 8, Wis 7, Cha 6
Skills:Listen +1, Spot +1
Feats:Alertness
Environment:The oceans, caves and villages near the sea
Organization:Gang (2-4), squad (11-20 plus 2 3rd-level sergeants and 1 leader of 3rd-6th level), band (30-100 plus 150% noncombatants plus 1 3rd-level sergeant per 10 adults, 5 5th-level lieutenants, and 3 7th-level captains), or army (1,000-10,000 plus 100% noncombatants plus 1 3rd-level sergeant per 10 adults, 1 5th-level lieutenant per 100 adults, 1 7th-level captain per 1,000 adults, and 1 12th-level general)
Alignment:Chaotic Evil
Advancement:By character class
Level Adjustment:+0


The Water Orcs have large black eyes, blue-green skin and scales here and there. Their hair ranges from black to green, and they have lupine ears. Water Orcs usually wear rag-tag clothes of mostly red, black and yellow coloring. Most of the time, even when swimming, the Orcs would wear their Studded Leather armor.
All Water Orcs speak Infernal, although some have picked up other languages.
Most Water Orcs encountered would travel in large groups, all Warriors. Even those that are considered noncombatant would still know how to fight, although not as good.
Water Orcs are an aggressive race who fear no living creature. They live in caves and villages near the sea, and spend most of their life in the waters or at war with other races.
Only the Undead may unease a Water Orc, although the creature, as long as enough of his kin are with him, would not run away.
The Water Orcs worship their creator, Yam, and give homage to his Herogod, Zaddon.

Special Qualities
- Darkvision: Regularly swimming in the dark depths of the oceans, Water Orcs can see in the dark.
- light sensitivity: Preferring night over day, Water Orcs suffer from light sensitivity to the sun, suffering -1 on attack roles when fighting in bright light.
- Natural Swimmers: Feeling at home in the waters, Water Orcs are as capable of walking on land and breathing air as they are swimming and breathing in water. They have a Swim speed of 30 feet.

Combat:

Water Orcs are proficient with all simple weapons and the Longsword, preferring the latter, the very weapon their god carries. They enjoy attacking from concealment and setting ambushes, but most of all they love attacking in a huge mob, massacring all in their path, plundering and burning. They obey the rules of war (such as honoring a truce) only as long as it is convenient for them (That is to say, only as long as they don't have the power to resume the attack).

Origins:
The Water Orcs were created by Yam from a twisted, blackened Elf corpse. Fused with the water and Yam's power, the Water Orcs rose from the depths in their thousands, intent on destroying all life on land.

Water Orcs as characters


Water Orc traits:
- +4 Strength, +2 Constitution, -2 Intelligence, -2 Wisdom, -2 Charisma: Water Orcs are strong and tough, but are of limited mental capacities.
- A Water Orc’s base land and Swim speeds are 30 feet.
- Darkvision out to 60 feet.
- Light Sensitivity: As explained above.
- Natural Swimmers: As explained above.
- Languages: Infernal Bonus Languages: Common, Any (Water Orcs seldom bother to learn the languages of other species, so they start out not knowing Common.)
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