Author Topic: Greenskin Orc vs. Half-Orc  (Read 2769 times)

Offline ImperatorK

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Greenskin Orc vs. Half-Orc
« on: November 28, 2013, 09:29:50 AM »
Which is a better race: Greenskin Orc (but with no racial ability modifiers, so all are +0) or Half-Orc?
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Offline SorO_Lost

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Re: Greenskin Orc vs. Half-Orc
« Reply #1 on: November 28, 2013, 10:17:01 AM »
Is this supposed to increase the number of hits PF's SRD gets to improve it's google ranking?

*performs a dick move*
Quote from: horc
Ability Score Racial Traits: Half-orc characters gain a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Type: Half-orcs are Humanoid creatures with both the human and orc subtypes.
Size: Half-orcs are Medium creatures and thus have no bonuses or penalties due to their size.
Base Speed: Half-orcs have a base speed of 30 feet.
Languages: Half-orcs begin play speaking Common and Orc. Half-orcs with high Intelligence scores can choose from the following: Abyssal, Draconic, Giant, Gnoll, and Goblin. See the Linguistics skill page for more information about these languages.
Intimidating: Half-orcs receive a +2 racial bonus on Intimidate checks due to their fearsome nature.
Orc Ferocity: Once per day, when a half-orc is brought below 0 hit points but not killed, he can fight on for 1 more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying.
Weapon Familiarity: Half-orcs are proficient with greataxes and falchions and treat any weapon with the word “orc” in its name as a martial weapon.
Darkvision: Half-orcs can see in the dark up to 60 feet.
Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.
(click to show/hide)

Quote from: Hulkwannabe
+4 Strength, +4 Dexterity, +2 Constitution, -4 Intelligence, -2 Wisdom, -4 Charisma.
Darkvision: Greenskine orcs can see in the dark up to 60 feet.
Special Qualities: ferocity, light sensitivity, scent
Keen Senses: Greenskin orcs gain a +2 racial bonus to Perception checks.
Camouflage: Because of their coloration, greenskin orcs gain a +4 racial bonus to Stealth checks when in temperate and warm forests.
Languages: Greenskin orcs begin play speaking Common and Orc. Greenskin orcs with high Intelligence scores can choose from the following languages: Giant, Goblin.

It's pretty obvious isn't it...
« Last Edit: November 28, 2013, 10:19:34 AM by SorO_Lost »

Offline LordBlades

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Re: Greenskin Orc vs. Half-Orc
« Reply #2 on: November 28, 2013, 10:19:49 AM »
Is this supposed to increase the number of hits PF's SRD gets to improve it's google ranking?

*performs a dick move*


You left out what exactly ferocity does, so people are still going to need to visit PF SRD  ;)

Offline SorO_Lost

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Re: Greenskin Orc vs. Half-Orc
« Reply #3 on: November 28, 2013, 11:05:14 AM »
Is this supposed to increase the number of hits PF's SRD gets to improve it's google ranking?

*performs a dick move*
Quote from: horc
Ability Score Racial Traits: Half-orc characters gain a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Type: Half-orcs are Humanoid creatures with both the human and orc subtypes.
Size: Half-orcs are Medium creatures and thus have no bonuses or penalties due to their size.
Base Speed: Half-orcs have a base speed of 30 feet.
Languages: Half-orcs begin play speaking Common and Orc. Half-orcs with high Intelligence scores can choose from the following: Abyssal, Draconic, Giant, Gnoll, and Goblin. See the Linguistics skill page for more information about these languages.
Intimidating: Half-orcs receive a +2 racial bonus on Intimidate checks due to their fearsome nature.
Orc Ferocity: Once per day, when a half-orc is brought below 0 hit points but not killed, he can fight on for 1 more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying.
Weapon Familiarity: Half-orcs are proficient with greataxes and falchions and treat any weapon with the word “orc” in its name as a martial weapon.
Darkvision: Half-orcs can see in the dark up to 60 feet.
Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.
<snip>
<snip>

You left out what exactly ferocity does, so people are still going to need to visit PF SRD  ;)
Ninja'ed you. Well, the last edit to my post was including the Alternate Racial Feats section so umm...
« Last Edit: November 28, 2013, 11:08:07 AM by SorO_Lost »

Offline Garryl

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Re: Greenskin Orc vs. Half-Orc
« Reply #4 on: November 28, 2013, 02:56:30 PM »
Quote from: http://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Ferocity-Ex-
Ferocity (Ex)

A creature with ferocity remains conscious and can continue fighting even if its hit point total is below 0. The creature is still staggered and loses 1 hit point each round. A creature with ferocity still dies when its hit point total reaches a negative amount equal to its Constitution score.

Format: ferocity; Location: Defensive Abilities.

Greenskin Orc's Ferocity does not equal Half-Orc's Orc Ferocity. It doesn't just last 1 round and it doesn't have the 1/day limit. It's like Diehard, except you still lose hit points even if you take non-strenuous actions (so, worse than the feat).

Offline SorO_Lost

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Re: Greenskin Orc vs. Half-Orc
« Reply #5 on: November 28, 2013, 03:15:00 PM »
Oooooh.

Well, it's posted now.  ;)