Orcs, Tolkien Style

demiurge1138

Inventor of Super-Toast
Better make that "Tolkien and Jackson Style". No matter. Anyways, here are some varient orcs inspired by the Lord of the Rings books and movies.

Mountain Orc
Medium-sized Humanoid (Orc)

Hit Dice: 1d8+1 (5 hp)
Initiative: +1
Speed: 30ft (6 squares)
Armor Class: 14 (+1 Dex, +2 leather armor, +1 light shield), touch 11, flat-footed 13
Base Attack/Grapple: +1/+2
Attack: Scimitar +2 melee (1d6+1, 18-20x2) or shortbow +2 ranged (1d6, x3)
Full Attack: Scimitar +2 melee (1d6+1, 18-20x2) or shortbow +2 ranged (1d6, x3)
Space/Reach: 5ft/5ft
Special Qualities: Darkvision 90ft, light sensitivity
Saves: Fort +3, Ref +1, Will -2
Abilities: Str 13, Dex 13, Con 12, Int 10, Wis 7, Cha 8
Skills: Climb +6, Craft (armorsmithing, trapmaking or weaponsmithing) +5, Listen +1, Spot +1
Feats: Alertness
Environment: Temperate and cold mountains
Organization: Gang (4-9), band (10-100 +100% non-combatants plus 1 3rd level sergeant per 20 adults and 1 leader of 4th-6th level), warband (10-24 and 1-4 trolls) or colony (40-400 plus 100% non-combatants plus 1 3rd level sergeant per 20 adults and 1-2 lieutenants of 4th or 5th level, 1 leader of 6th-8th level, 10-24 worgs and 1-4 trolls)
Challenge Rating: ½
Treasure: Standard
Alignment: Usually neutral evil
Advancement: By character class
Level Adjustment: +0

This green-skinned humanoid has a flat face, a tiny flat nose, small but sharp teeth and large cat-like eyes. It walks with a slight stoop, and its fingers are long and nimble.

Mountain orcs, known to some as goblins, are the oldest of the orc species, and probably the most common. They reproduce rapidly, and it is only their fear of sunlight and the vigilance of heroes that keeps them from overrunning the world.

A typical mountain orc stands little more than 4 feet high, and weighs about 120 pounds. Their eyes are yellow or green and almond-shaped, and excel at seeing in the dark. They have little hair, and wear it in a topknot. Most mountain orcs wear old, soiled clothing, and many of them adept at scrounging together armor and clothing from scraps left behind by their victims.

Mountain orcs speak their own language, called Goblin by most, as well as the Common Orc tongue.
Most mountain orcs away from their lair are warriors; the information in the statistics block is for one of 1st level.

Combat
Mountain orcs will only initiate an attack if they have a drop on their foes and greater numbers, and then they can be ruthless. They favor ambushes, and are skilled at making traps to confuse, weaken and separate enemy forces to soften them up for an assault. If outnumbered, outflanked or simply outmatched, they will usually flee. There are very few goblin spellcasters, and most mountain orcs fear magic.

Light Sensitivity (Ex): Mountain orcs are dazzled in bright sunlight or within the radius of a daylight spell.

Skills: Mountain orcs receive a +4 bonus to all Climb and Craft (armorsmithing, trapmaking and weaponsmithing) checks.

Mountain Orc SocietyMountain orcs live in large bands composed of many families and their slaves. Each colony is lead by a Great Goblin, the strongest male in the tribe. Fights for supremacy are both common-place and vicious. Goblins regard themselves as skilled craftsmen, but their skills are usually limited to clever torture devices and ugly (but deadly functional) weaponry. Most colonies of mountain orcs survive by raiding caravans and even villages for food, goods and slaves. Mountain orcs are primarily carnivores, and they feed on creatures hunted in the dark, blind cave fish, or even their fallen slaves. Mountain orcs, like all orcs, have no taboos about eating the flesh of sentient species. Male and female mountain orcs are given equal due in their society, and are indistinguishable to all but the most educated eyes. Mountain orc young are born alive and mean, and many a baby goblin has fed himself on the flesh of his siblings. Mountain orcs are incredibly fecund, and their bands and colonies have non-combatant young equal in number to the adults.

Mountain orcs were included in the long-ago alliance between orc-kind and the worgs, but due to their cramped lifestyle, few mountain orcs exploit that alliance. Tales of goblin kings riding to battle on worg steeds are, however, both commonplace and based on fact. More commonly seen among mountain orcs are trolls, who are valued for their great strength and captured as hatchlings on goblin raids.

Mountain orcs are not terribly religious, but pay lip service to a number of deities, especially Morgoth, their creator.

Mountain Orcs as Characters
Mountain orc leaders tend to be rogues or fighter/rogues. Goblin clerics usually worship Morgoth, whose domains are Death, Destruction, Evil and War.
Mountain orc characters possess the following racial characteristics:
- Dex +2, Wis –2
- A mountain orc’s base land speed is 30ft
- Darkvision out to 90ft.
- Light sensitivity: Mountain orcs are dazzled in bright sunlight or within the radius of a daylight spell.
- +4 racial bonus on Climb and Craft (armorsmithing, trapmaking and weaponsmithing) checks.
- Automatic Languages: Common Orc, Goblin. Bonus Languages: Abyssal, Common, Dwarven, Elven, Giant, Infernal.
- Favored Class: Rogue.

The mountain orc warrior above had the following ability scores before racial adjustments: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8

Demiurge out.
 
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Another one.

True Orc
Medium-sized Humanoid (Orc)

Hit Dice: 1d8+1 (5 hp)
Initiative: +0
Speed: 20ft (4 squares) (30ft unarmored)
Armor Class: 15 (+4 scalemail, +1 light shield), touch 10, flat-footed 15
Base Attack/Grapple: +1/+4
Attack: Battleaxe +4 melee (1d8+3, x3) or javelin +1 ranged (1d6+3)
Full Attack: Battleaxe +4 melee (1d8+3, x3) or javelin +1 ranged (1d6+3)
Space/Reach: 5ft/5ft
Special Qualities: Darkvision 60ft, keen scent, light sensitivity
Saves: Fort +5, Ref +0, Will -2
Abilities: Str 17, Dex 11, Con 12, Int 7, Wis 8, Cha 6
Skills: Listen +0, Spot +0
Feats: Great Fortitude
Environment: Warm and temperate plains and hills.
Organization: Gang (4-9), mob (10-100 +100% non-combatants plus 1 3rd level sergeant per 20 adults and 1 leader of 4th-6th level), warband (10-24 and 2-5 ogres) or tribe (40-400 plus 100% non-combatants plus 1 3rd level sergeant per 20 adults and 3-5 lieutenants of 4th or 5th level, 1 leader of 6th-8th level, 6-24 worgs and 2-5 ogres)
Challenge Rating: ½
Treasure: Standard
Alignment: Usually chaotic evil
Advancement: By character class
Level Adjustment: +0

This humanoid has leathery skin, long arms and bowed legs. Its teeth are gnarled and tusk-like, and its eyes small. It has a low forehead and pointed ears, like those of an elf.

True orcs, or Lugbúrz orcs, were the second attempt by an evil demigod, Morgoth, at creating life. The mountain orcs, or goblins, were his first. Both species were created from captured elves, hence their subtly elven features (and the mutual hatred between orckind and the elves). True orcs are ferocious and savage, and exist solely to destroy.

A true orc stands between 5 and 6 feet high- as tall as a human- and weigh more, usually around 200 pounds. They are dirty and unkempt by nature, and have a potent smell. Their hair is coarse and long, and their nails claw-like. An orc’s skin is usually some shade of gray, but brownish orcs are not unknown. The true orcs are prone to mutation, spawning new species (such as valley orcs) and bizarre individuals.

True orcs speak the Common Orc language, as well as Abyssal, a relic of their creator. Cleverer orcs often learn Common, the better to intimidate their foes.
Most true orcs away from their lair are warriors; the information in the statistics block is for one of 1st level.

Combat
Orcs are ruthless and savage in battle, neither giving quarter or expecting it. They are fond of ambushes and other tricks to avoid a fair fight, and are skilled at applying poison on their blades.

Keen Scent (Ex): True orcs can acquire the scent special ability as a feat.

Light Sensitivity (Ex): True orcs are dazzled in bright sunlight or within the radius of a daylight spell.

True Orc Society
True orcs live in chaotic, warlike tribes. They fight with little provocation, causing them to get along very poorly with neighboring peoples. Most orc tribes are nomadic, stopping in an area long enough to loot it thoroughly and kill all of its game, and then leaving. Orc societies are usually led by the biggest, meanest orc, although sometimes a particularly clever orc ascends to a leadership position through guile. More often than not, though, a true orc tribe is the minions of a powerful evil creature or warlord. Morgoth, their creator, is a good example, as was his successor, Sauron the Ringmaker. Orcs are carnivorous, feeding on whatever game they can catch. They have no qualms about eating the flesh of sentient beings, and will resort to canniblaism if they are forced to. Male and female orcs are very similar in appearance. True orcs, despite their mammalian traits, lay their young in egg-like sacs, which then incubate underground. Parental care among orcs is limited, if it exists at all, and orcs soon learn to fend for themselves.

True orcs are fond of the company of ogres (perhaps because they are even stupider than orcs) and trolls. Some true orcs are friendly with worgs, but these are scarce, especially compared to mountain orcs and valley orcs.

True orcs revere their mortal masters more than most gods, but many venerate Morgoth, their creator.

True Orcs as Characters
Orc leaders tend to be barbarians or fighters. Orc clerics worship Morgoth, whose domains are Death, Destruction, Evil and War.
True orc characters possess the following racial characteristics:
- Str +4, Int –2, Wis –2, Cha -2
- A true orc’s base land speed is 30ft
- Darkvision out to 60ft.
- Light sensitivity: True orcs are dazzled in bright sunlight or within the radius of a daylight spell.
- A true orc can acquire Scent as a feat.
- Automatic Languages: Abyssal, Common Orc. Bonus Languages: Common, Dwarven, Elven, Giant, Goblin, Infernal.
- Favored Class: Barbarian.

The true orc warrior above had the following ability scores before racial adjustments: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8

Demiurge out.
 
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The third, of an eventual four. I wrote these all on the same night, as is evidenced by the decreasing amount of flavor text.

Uruk-Hai
Medium-sized Humanoid (Orc)

Hit Dice:
3d8+6 (19 hp)
Initiative: +4
Speed: 30ft (6 squares)
Armor Class: 19 (+2 natural, +5 breastplate, +2 heavy steel shield), touch 10, flat-footed 19
Base Attack/Grapple: +2/+4
Attack: Uruk-hai warcleaver +5 melee (1d8+2, x3) or heavy crossbow +2 ranged (1d10, 19-20x2)
Full Attack: Uruk-hai warcleaver +5 melee (1d8+2, x3) or heavy crossbow +2 ranged (1d10, 19-20x2)
Space/Reach: 5ft/5ft
Special Qualities: Armored speed, darkvision 60ft, scent, weapon familiarity
Saves: Fort +5, Ref +1, Will +1
Abilities: Str 15, Dex 10, Con 15, Int 10, Wis 10, Cha 9
Skills: Climb +6 (+2 with ACP), Spot +4, Survival +4
Feats: Endurance (B), Improved Initiative, Weapon Focus (Uruk-hai warcleaver)
Environment: Temperate plains and hills
Organization: Gang (4-9), band (12-20) or army (40-400 plus 1 2nd level sergeant per 20, 3-5 4th-6th level lieutenants and 1 10th level general)
Challenge Rating: 2
Treasure: Standard
Alignment: Usually lawful evil
Advancement: By character class
Level Adjustment: +1

This tall, savage looking humanoid has dark skin, a mane of black hair, and short tusks set into its lower jaw. Its nose is flat, as is its sloping forehead.

A race of vicious crossbreeds, the uruk-hai are born soldiers and skilled killing machines.

The average uruk-hai stands about 6 feet tall and weighs more than 200 pounds. Their skin is a very dark brown or gray, ranging to black in older individuals. They are strong and fast, and do not tire easily. Unlike other orcs, they are not afraid of sunlight, nor do they suffer any ill effects when exposed to it.

Uruk-hai speak Common and the Common Orc language, but rarely have much to say.

Combat
The uruk-hai are fearless in battle, charging heedless of danger or odds and fighting until either they or their enemies are slain. Like most orcs, they prefer ambushes when they can get them, but are not reliant upon them in combat. Most uruk-hai wield their racial weapon, the warcleaver, but some wield longspears or greatswords instead.

Armored Speed (Ex): Uruk-hai retain their base speed in medium or heavy armor. They cannot run in heavy armor, however, and are still slowed by the effects of a heavy load.

Weapon Familiarity (Ex): Uruk-hai treat warcleavers as a martial weapon for the purposes of proficiency.

Uruk-Hai Society
The uruk-hai were created by Saruman, a wizard turned to evil, in order to please the Dark Lord Sauron and provide him with elite troops. As such, there are few societies of uruk-hai, as their masters were slain and their armies destroyed before they could establish themselves. In addition, most uruk-hai are sterile, and so they are very rare. Uruk-hai are rumored to be the result of mating between goblins and true orcs, but darker rumors tell of human blood in their veins as well.

Uruk-hai society, where it exists, is ruthlessly efficient. All individuals are given a rank at birth, and they move up in rank through distinguishing service in combat or by discrediting a superior. They are usually led by a cleric, the “Sharku”, or “Old Man”, who leads them in combat. They sometimes work with other orc species, but not very well- such partnerships are prone to violence. Uruk-hai breed as do orcs, by laying and burying egg-like sacs in the ground, where they incubate. Uruk-hai are born fully mature and ready for combat.

Uruk-hai clerics worship Morgoth.

Uruk-hai as Characters
Uruk-hai leaders tend to be fighters. Uruk-hai clerics worship Morgoth, whose domains are Death, Destruction, Evil and War.
Uruk-hai characters possess the following racial characteristics:
- Str +4, Con +4, Cha -2
- An uruk-hai’s base land speed is 30ft
- Darkvision out to 60ft.
- Scent
- Armored Speed
- Weapon Familiarity (warcleaver)
- Racial Hit Dice: An uruk-hai begins with three levels of humanoid, which provide it with 3d8 hit dice, a base attack bonus of +2, and base saving throw bonuses of Fort +3, Ref +1, Will +1
- Racial Skills: An uruk-hai’s humanoid levels give it skill points equal to 6x(2+Int modifier). Its class skills are Climb, Spot and Survival.
- Racial Feats: An uruk-hai receives Endurance as a bonus feat, and it’s humanoid levels give it two feats.
- +2 natural armor bonus.
- Automatic Languages: Common, Common Orc. Bonus Languages: Abyssal, Dwarven, Elven, Giant, Goblin, Infernal.
- Favored Class: Fighter.
- Level Adjustment: +1

New Weapon: Uruk-hai Warcleaver
An uruk-hai warcleaver resembles a carving knife the size of a longsword with an upwards-pointing spike at the tip. An uruk-hai warcleaver of Medium-size deals 1d8 points of damage, and deals x3 damage on a critical hit. In addition, the spike at the warcleaver’s tip can be used to gain an immediate melee attack at a –2 penalty at an adjacent foe when the weapon is used to drop a target to 0 or fewer hit points. This effect stacks with that provided by the Cleave feat. An uru-hai warcleaver requires an Exotic Weapon Proficiency feat to use properly.

Demiurge out.
 
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Shnifty. I'm not really liking the Uruk-hai warcleaver, it just feels...wierd. I dunno, maybe I'm just timid about putting in unique properties. Seems a bit weak, actually, though Uruk-ai will probably be the only ones using it. Are the 4th race you're thinking of the tracker-orcs or half-orcs like Bill Ferny's pal?
 

Gott in himmel! A response! I had given up on this thread.

The fourth orcs I had my eye on (before giving up entirely) were the "valley orcs". They would be the tracker orcs, the orcs of Isenguard and the orcs with the biggest tie to wargs. Although I could do half-orcs, Tolkien style... if there was any interest at all.

Demiurge out.
 

Organization: Gang (4-9), mob (10-100 +100% non-combatants plus 1 3rd level sergeant per 20 adults and 1 leader of 4th-6th level), warband (10-24 and 2-5 ogres) or tribe (40-400 plus 100% non-combatants plus 1 3rd level sergeant per 20 adults and 3-5 lieutenants of 4th or 5th level, 1 leader of 6th-8th level, 6-24 worgs and 2-5 ogres)
-- Almost certainly there is no such thing as a "noncombatant" Tolkien orc, or any such thing as orc kids and women. If we go by the later Tolkien writings the orcs are, in fact, corrupted Men (this does mean the timeline in the Silmarillion is a bit odd, but that's what you get when your son assembles a book from notes)
 

Actually, we don't know if there are any female or juvenile Orcs. It's an issue the Professor just never addressed.
 

demiurge1138 said:
Gott in himmel! A response! I had given up on this thread.

The fourth orcs I had my eye on (before giving up entirely) were the "valley orcs". They would be the tracker orcs, the orcs of Isenguard and the orcs with the biggest tie to wargs. Although I could do half-orcs, Tolkien style... if there was any interest at all.

Demiurge out.

Demiurge, I'm really digging this thread. I like the mountain orcs so much they jst became the de facto orcs of what I call the Black Kingdom of the Thunder Orcs for my homebrewed World of Kulan campaign. I've added them (with some flavor modifications) to my World of Kulan Monster Compilation, which I keep posted at my World of Kulan Yahoo Group. (Currently being updated, so it's not posted right now.)

I hope that's ok, and yes you're credited in the document. (Although I'd prefer to credit your real name instead of just "demiurge1138" but I figured I'd see what you say first.) :D

Cheers!

KF72
 

Sure, Knightfall, I have no problem with you using, and crediting my orcs. And I should really get around to doing the valley orcs...

Demiurge out.
 


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