An Epic

Character Generation and Races in Farland

Table of Contents

Player Characters
Character Generation
Races of the Light
Human
Dwarf
Elf*
Elven Blood or Duthan (Half-Elf)*
Gnome
Half-Orc
Halfling*
Dark Folk Races
Goblin
Half-Oluk Orc
Hobgoblin
Kobold
Orc
Oluk Orc

Player Characters

It is up to you, as player characters in the world of Farland, to either attempt to do whatever good you can or to serve the victorious evil forces (which tact your campaign takes is up to the wishes of the players and the DM). The racial choices in Farland are different from most campaigns, and are in some ways more tricky, although they will provide some unique roleplaying opportunities. In any case, how your race is treated depends heavily on where you venture in the continent of Farland, whether your character goes to or lives in the Liberated Kingdoms of Kale, Kelerak, and Daven, or the Occupied Kingdoms of Zeland, Orland, and Farland.

Character Generation

Character generation occurs according to the following method. Players roll 4d6, keep the highest three, and arrange them in the desired order. Players should roll for Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma.

A DM may also decide to use a point-buy method as dictated in the 3.5e DMG.

Next the Player must decide on a race for his character.

Races in Farland

Races of the Light

There are several races allowed to players in Farland. The rare races are marked with an asterisk (this doesn't mean that players cannot play these races. They just need a backstory that explains the reason their character is out adventuring.) Characters can be:

Each race is described below, followed by racial traits. Note that where ability bonuses and penalties are given, they replace and are not in addition to those listed in the SRD. Other traits are in addition to those listed in the SRD. A regional note also follows describing how each race is treated in the liberated and occupied kingdoms, and how common they are in each. Often there is a more extensive description of each race; find it by clicking on the name of the race in the description below.

Race heights

Humans

Humans are similar to the humans in multiverses everywhere. They come in all the varieties that we know on earth. They serve both evil and good, but tend to have a neutral bent. Most humans are somewhat tolerant of other races, but their evil rulers have taught many humans prejudices toward those of other races, as well as toward magic. Nevertheless, some of the most powerful lords are men.

There are six main human Kingdoms in Farland. These are Farland the Great, Zeland, Orland, Daven, Kelerak, and Kale. The first three Kingdoms make up the East, or what was known in the elder days as the Eastern Alliance and what is now known as the Occupied Kingdoms. The last three make up the Kingdoms of the Far West or what is know known as the Liberated Kingdoms. As of 8170 F.R. the Far West has been liberated from the Lords of Sin, at least nominally. Legend has it that all these kingdoms where born from the fall and sundering of the first human kingdom, Aelfar the Ancient. Thus, all the different human languages have something of a common root.

Human Racial Traits

Humans have all the racial traits listed in the SRD except as follows:

  • Automatic Language: Language of the Kingdom they inhabit. Bonus Languages: Kalish, Kelevan, Kingdom Common, Farlandish, Blackspeech: Any dialect except Old Blackspeech, Old Speech. See the Speak Language skill.
Regions

Liberated Kingdoms: There are no differences between how humans are viewed in the liberated and occupied kingdoms.

Occupied Kingdoms: There are no differences between how humans are viewed in the liberated and occupied kingdoms.

Dwarves

Dwarves are a short, stocky, but invariably strong people. They have great powers of endurance, as well as a hardy resistance to cold and heat. Dwarves call themselves Khazak. Elves call them Nowgol. There are two types of dwarves: hill and mountain. The differences, however, are only in appearance and attitude. They do speak the same language; however the hill dwarves use the Mithhaud alphabet, while mountain dwarves use the Wawmar alphabet. Hill dwarves tend to be slightly shorter than mountain dwarves, as well as darker complected. Like all dwarves, they treasure their beards, although they do not braid or plait them as a rule. Hill dwarf women have slight beards also. Mountain dwarves also treasure their beards, and they tend to braid or plait them. Both sects of dwarves tend to live underground, with the latter living in mountains, and the former hills. They are excellent miners. The goblin races hate dwarves and attempt to kill them; they do not always succeed, as dwarves are fierce fighters. Dwarves are sober, pugnacious, introspective, suspicious, and greedy. They are also a strong force for lawful good. The ratio of males to females is 2:1.

There have been five Dwarven kingdoms or Dwarfholds throughout history. These are, in order of their founding: Liferock, Wawmar, Khallin, Mithhaud (or Mt. Silverload), and Dorlhaud. The first three were primarily mountain Dwarfholds, and the last two were primarily hill Dwarfholds. Both types of dwarves freely lived in all the kingdoms, of course. There have also been other, smaller Dwarven communities, but these are the largest and only true Dwarven nations. However, over the course of history, the six holds have fallen and almost all dwarves have lost their homes and become wanderers.

There have been many famous Dwarven heroes throughout history, and each clan and nation has its own favorite hero.

Dwarf Racial Traits

Dwarves have all the racial traits listed in the SRD except as follows:

  • +2 racial bonus on saves versus extremes of natural temperatures.
  • Automatic Languages: One human language and Dwarven. Bonus Languages: Any human language, Blackspeech: Orc, Goblin, Giant, or Wild Blackspeech, Old Speech, Undercommon.

Regions

Liberated Kingdoms: Dwarves may be viewed with suspicion by a few, but mostly they are valued for their craftsmanship and dedication to goodness. They are uncommon because of their low birthrate but are not rare.

Occupied Kingdoms: Dwarves in the Occupied Kingdoms have a tough time. They are not slain on sight or put into slavery, but are mistreated by the goblinoids (because of racial enmities) whenever possible. Still it seems apparent that these races bear the dwarves a grudging respect. Dwarves have also been known to ally themselves with evil on rare occasions, and when they do this they are welcomed by the evil rulers.

Elves

Elves are called the ancient or the Elhil (singular Elhan). They are a tall and beautiful race. They have less body hair than men do, and no facial hair. Elves tend to be skilled in magic as well as with swords or bows. There is something mysterious about the Elhil, and they almost always conduct themselves in a fashion that is noble; Elves tend to have the far-reaching goals of good in mind. Some contend, however, that the Elves' view of good means only absence of change. Elves live deep in the heart of the unexplored Belendale in the West, which they call Ardaranel. Some say that a few rare Elven settlements exist outside the Belendale, but they are always hidden. Elves are so rarely seen that they have almost become legendary.

Elven society is broken up loosely into families or Houses. An Elven village is made of a varying number of Houses, very loosely arranged hierarchically. Elves, of course, prefer to enjoy their long and contemplative lives without the hindrance of many rules, societal or otherwise. The capital of the elves is the hidden Summervale, or Gloralion in High Speech. It is the very antithesis of the heart of evil in Farland, the Wintervale. The elves named it thus to signify the undying opposition of good to evil. The present ruler of the Summervale is Baranwe the Tall, a wise and powerful Elhan.

Elf Racial Traits

Elves have all the racial traits listed in the SRD except as follows:

  • +2 Charisma, -2 Constitution. They do not gain a +2 to Dexterity.
  • +2 racial bonus on saves versus extremes of natural cold.
  • +2 racial bonus on saves versus natural disease.
  • Weapon Proficiency: Elves receive the Martial Weapon Proficiency feats for the longsword, Elven greatsword, longbow (including composite longbow), and shortbow (including composite shortbow) as bonus feats.
  • Immortality: Once elves reach maturity around age 21, they cease aging. They gain none of the bonuses or penalties from aging effects and are immune to magical aging. An elf's starting age is calculated according to the PHB. Once they reach 350 + 4d100 years of age, they begin to feel compelled to depart Farland and sail to a magical place called Faerie. Every five years past their age of departure that they remain, they must succeed at a DC 16 WILL save or take every effort to set sail and leave the lands.
  • Automatic Languages: One human language and Elven. Bonus Languages: Any human language, Blackspeech: Goblin or Orc, Wild Blackspeech, Faerie, Gnomish, and Old Speech.
  • Favored Class: Wizard or Sorcerer. An Elven character must choose at first level which of these classes is her favored class. Once chosen, this class does not change. A multiclass elf's chosen favored class does not count when determining whether she takes an experience point penalty for multiclassing.
  • Height- (male/female) 5'11"/5'7" +1d6/1d4+1" Weight- 150/110 lb. X 10/5

Regions

Liberated Kingdoms: Elves are looked on with awe and some suspicion, but because of legends will probably be looked up to and revered as well. Their words will carry weight. Elves are still rare in the free lands, but they are beginning to emerge from the Belendale and are growing more common.

Occupied Kingdoms: Elves are often slain on sight or taken into slavery. It is wise for an elf to hide his race if possible in these lands.

Duthan (Elven Blood or 'Half-Elven')

When Elves and humans mingle, the result is a Duthan, which literally means "Elf-son" or "elf-friend." Having Elven ancestry up to three generations ago (1/8 Elven) is enough to qualify one as a half-elf for the purposes of these rules. Half-elves tend to resemble good-looking, slightly taller humans. They have a slight air of nobility about them. They tend to live upwards of 200 years. A half-elf has the curiosity, inventiveness, and ambition of the human race, and the refined senses, love of nature, and artistic tastes of the elves. In Farland they are rare and tend to live among the human race, although there are some half-elves that dwell with the elves. They may or may not have pointed ears, but do tend to have facial hair, although slightly less than a human.

Half-elves are truly a race without their own history or culture. They have always lived among either their Elven or human relatives. However, many of the human Lords from the old times had Elven blood. The most famous of these was Zestor Half-Elven, Lord of Kelerak, also called Wyvern Slayer, who ruled out of Dragonspur City. Queen Sybille the Diplomat is another famous Duthan.

Elf-Blood Racial Traits

Duthan have all the racial traits listed in the SRD except as follows:

  • Automatic Language: Language of the Kingdom they inhabit. Bonus Languages: Kalish, Kelevan, Kingdom Common, Farlandish, Blackspeech: Any dialect except Old Blackspeech, Old Speech.
  • Determine a Duthan's height and weight as if she were a human.

Regions

Liberated Kingdoms: Half-elves are welcomed in the liberated kingdoms, although they are rare because elves rarely breed with humans.

Occupied Kingdoms: Half-elves are exceedingly rare in these kingdoms due to the dearth of elves. It is also dangerous for a half-elf in these kingdoms. They face certain slavery if their ancestry is detected.

Gnomes

Gnomes, or Tendenarruk as they call themselves, are a curious race. There are three more or less distinct racial types of gnomes: the slightly larger and stockier nobility, called the Bal gnomes, the mountain gnomes, and the hill gnomes. Gnomes are also divided into castes. Bal gnomes are themselves also a caste, and mountain and hill gnomes make up the other castes. Physical characteristics such as height and weight vary considerably between the types. Variation among individual gnomes is common, especially when comparing gnomes from different racial types, but variation is also common within these types. Gnomes, like Dwarves, usually boast substantial facial hair, though there are those gnomes who are without this attribute. Ears are slightly elongated and come to a bit of a point. This ear shape is not as pronounced as in the halfling race and some gnomes have ears that are shaped much like human ears. Eye color also varies but tends to be among the paler colors, light blue, green, or gray. Hair color is often gray, dull silver, or pale blond. Anomalies are not uncommon, as it is difficult to make generalizations of the race as a whole due to individual variation. The longest living gnomes are the ruling caste, the Bal gnomes. They can live on average from 350-400 years. The shortest lived gnomes are the Sag and Pal gnomes, or hill gnomes, who live only an average of 200-250 years. As with many other attributes of the gnomes, age varies widely among the sub-races as well as among individuals.

Gnome Racial Traits

Gnomes have all of the racial traits listed in the SRD except as follows:

  • Bal gnomes: +2 Constitution, -2 Charisma
  • Dam, Damsa, Ka, Pal, and Sag gnomes: +2 Constitution, -2 Strength
  • +2 racial bonus on attack rolls against trolls.
  • Automatic Languages: Gnome. Bonus Languages: Blackspeech: Goblin, Orc, and Giant, Kalish, Kelevan, Old Speech. In addition, a gnome can speak with a burrowing mammal (a badger, fox, rabbit, or the like, see below). This ability is innate to gnomes. See the Speak With Animals spell description.
  • Favored Class: Bal gnomes - Fighter; Dam, Damsa, and Ka gnomes - Sorcerer; Pal and Sag gnomes - Bard. A multiclass gnome's favored class does not count when determining whether he takes an experience point penalty.

Regions

Liberated Kingdoms: Gnomes are rare anywhere, having been decimated by their ongoing war with the Trolls. No gnomes have been reported in the free lands for years.

Occupied Kingdoms: In the occupied kingdoms, gnomes are treated much like dwarves. Still none have been reported for years.

Half-orcs

Orcs as a race are short-lived, but they can breed with any race besides elves. The result is a half-orc. There are half-orc goblins, half-orc hobgoblins, etc. Most of these cross breeds look orcish, but 1/10 are sufficiently like the other race to pass for one, although there are tell-tale characteristics of half-orcs. Half-orcs of human stock are slightly shorter then humans, but stockier and stronger. They tend to have squinting eyes, sallow faces, slightly enlarged lower canines, and unmistakable ugliness. They are valuable to an evil ruler, as they are more intelligent than orcs and tend toward evil (although a PC half-orc may be any alignment). The human and demi-human races generally dislike them.

Half-orcs are also a race without a heritage. There have been half-orcs as long as there have been orcs. Some half-orcs have distinguished themselves. One of these is the infamous Shagrat Blacktongue, former High Priest of Vornoth and general of The Lord of Lust. Blacktongue fell in the skirmishes that preceded the Battle of the Dragonspur, which occurred only a few years ago as of 8170 F.R.

Half-Orc Racial Traits

Half-Orcs have all the racial traits listed in the SRD except as follows:

  • +2 racial bonus to the intimidate and survival skills.
  • Automatic Languages: One human language and Blackspeech: Orc. Bonus Languages: Blackspeech: Giant, Goblin, and Wild Blackspeech.

Regions

Liberated Kingdoms: Half-orcs in the free lands are looked upon with suspicion and are often the victims of racial prejudice, although many know that this race is the unfortunate result of the Dark Occupation and the half-breeds themselves are not to blame.

Occupied Kingdoms: Paradoxically, half-orcs also face racial prejudice from the Dark Folk, although they are often valued for their strength and intelligence and can easily make a name for themselves.

Halflings

Halflings, or hositan as they call themselves, resemble humans except they are half as tall. They tend to be slightly rotund and they always go barefooted. Their feet are leather-like with hair on the upper parts. Halflings eat often, and they hate adventures, as a rule. They can, however, be very stealthy. There are three types of Halflings: Proudfellows, Stalwarts, and Hairfoot, the latter being the most common of a rare race. Stalwarts are the only halflings to regularly wear shoes. There is a 15% chance for a PC halfling to be a stalwart, a 20% chance to be proudfellow, and 65% chance to be hairfoot). In Farland, Halflings have been in hiding since the dark times, and have become rare. Shires almost do not exist, only small villages. Nevertheless, halflings have been known to accomplish great deeds.

Halfling communities and shires have their own independent style of government. A common form is the office of Thain and the office of Sheriff. Halflings dislike armed conflict and will avoid it at all costs. As a rule, they are conservative and conformist among themselves, following rules and laws, but have been known to enjoy causing a little mischief every now and then among the "big people." The only remaining shire is called Westdelving, located in and just south of the Forest of Blorn in Orland. Luckily the evil forces are still unaware of the existence of this shire. The greatest (and only) hositan hero was the former sheriff of Westdelving, Carl Paladin Merribuck, who was known for wielding the magical dagger Stealthheart.

Halfling Racial Traits

All halflings receive the following bonus languages. They do not get the bonus languages listed in the SRD.

  • Automatic Languages: One human language and Halfling. Bonus Languages: All human languages, Gnome, Blackspeech: Goblin and Orc, and Old Speech.

Hairfoot Halfling Racial Traits

Hairfoots have all the racial traits in the SRD.

Proudfellow Halfling Racial Traits

Proudfellows do not receive a bonus to saves versus fear. Otherwise they have all the racial traits in the players handbook except as follows:

  • +4 racial bonus to climb, jump, and move silently checks.
  • Height- (male/female) 2'10"/2'8" +2d4/1d4+1" Weight- 40/30 lb. X 1

Stalwart Halfling Racial Traits

Stalwarts receive no bonus with thrown weapons. Otherwise they have all the racial traits in the players handbook except as follows:

  • +4 racial bonus to climb, jump, and move silently checks.
  • Low-Light Vision: A Stalwart Halfling can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.

Regions

Liberated Kingdoms: More halflings are appearing in the liberated kingdoms, having made the long and dangerous trek from their home in occupied Zeland. They are welcomed in these lands, even if they are looked upon with some amusement by the human masses.

Occupied Kingdoms: Besides their home of Westdelving, Halflings attempt to avoid going into the evil lands. They can be found there, using their skill at being overlooked to subsist, however, and the evil races tend to mistake them for human children.

Dark folk race heights

Dark Folk Races (Orcs, Oluks, Goblins, Hobgoblins, Kobolds)

The dark folk races, though quite different in many ways, share some commonalities: they all tend to seek power, and they all tend to value cruelty and the infliction of pain. Orcs and Goblinoids are not evil by nature, although they tend strongly towards it, and good or, more commonly, neutral specimens have been known to appear even in the occupied lands. Certain qualities and descriptions fit all Dark Folk. Read more about dark folk here.

All Dark Folk receive the following bonus languages. They do not get the bonus languages listed in the SRD.

Dark Folk Racial Traits

  • Automatic Languages: One human language, Blackspeech: Goblin or Orc as appropriate. Bonus Languages: Blackspeech: Giant, Goblin, or Orc, Undercommon, Wild Blackspeech.

Regions

Liberated Kingdoms: In the liberated kingdoms, these races face the same challenges. Although not uncommon because they are left over from the Dark Occupation, they are usually jailed or slain on sight, and thus their plight in these lands is every bit as grim as that of an elf in the Occupied Lands. They do exist in out of the way places, and often band together to stave off death. The only exception to this rule is in the Barony of the Lich Afej the Black (in Western Kelerak), who employs Dark Folk as servants and soldiers. Many of the Goblinoid refugees from the liberation have been obliged to relocate to the Afej Barony.

Goblins

Goblins have red or yellow skin, flat faces, squashed noses, pointed ears, wide mouths, and tiny, sharp fangs. They have a foul disposition, but are neither particularly orderly nor disorderly. They have learned to take advantage of their natural sneakiness, ingenuity, and large numbers (they breed quickly and have a short gestation period). Goblins hate sunlight.

Goblin PC Racial Traits

  • -2 Strength, +2 Dexterity, -2 Charisma.
  • Small size: +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, -4 penalty on grapple checks, lifting and carrying limits 3/4 those of Medium characters.
  • A goblin's base land speed is 30 feet.
  • Darkvision out to 60 feet.
  • +4 racial bonus on Move Silently and Ride checks.
  • Bonus feat: Toughness
  • Favored Class: Rogue.
  • Level Adjustment +0

Regions

Occupied Kingdoms: The position of Goblins in the Occupied Kingdoms is low, second only to Kobolds. They are often treated with contempt and enslaved right alongside humans. Still, Goblins make good clerics of Vornoth, and in this position and in the position of rogues they are able to achieve true respect.

Half-Oluk Orcs

Oluk orcs are smarter and stronger than their lesser brethren, serving as captains in orcish armies and leaders in orcish societies. They are fierce fighters and sometimes even become clerics and spell casters. Thus the cross between a human and an oluk is a tough, hearty sort-- a fearsome product indeed. A half-oluk is taller, smarter, and stronger than the average half-orc. Their skin is a pallid gray or brown, and their features are clearly orcish, if softened a bit.

Half-Oluk Orc PC Racial Traits

  • +4 Strength, +2 Constitution, -2 Wisdom.
  • Size Medium.
  • A half-oluk orc's base land speed is 30 feet.
  • Darkvision out to 60 feet.
  • Racial Skills: A half-oluk orc has a +2 racial bonus on spot checks and intimidate checks.
  • Bonus Feats: Endurance and Toughness.
  • Orc Blood: For all effects related to race, a half-oluk orc is considered an oluk orc.
  • Favored Class: Fighter.
  • Level Adjustment +1

Regions

Occupied Kingdoms: Throughout the occupied kingdoms, half-oluk orcs hold a position of prominence, only below full-blooded oluk orcs and perhaps hobgoblins. They are sought after because of the strength of their orcish ancestry and the adaptability of their human ancestry.

Hobgoblins

Hobgoblins look like large, muscular goblins. The larger males have blue or red noses. Hobgoblins are both orderly and warlike by nature and thus make fearsome opponents. They employ strategy and tactics effectively. Their society is dictated by laws, although assassination is not uncommon.

Hobgoblin PC Racial Traits

  • +2 Dexterity, +2 Constitution.
  • A hobgoblin's base land speed is 30 feet.
  • Darkvision out to 60 feet.
  • +4 racial bonus on Move Silently checks.
  • Favored Class: Fighter.
  • Level adjustment +1.

Regions

Occupied Kingdoms: Second to oluk orcs, Hobgoblins enjoy a high place in the evil lands. Because they do not breed as quite as quickly as the other dark folk, they can only be called truly numerous in the Occupied Kingdom of Farland. Still, they are not uncommon in any of the Dark Lands.

Kobolds

Kobolds are small reptilian goblinoids. They are both cowards and sadists. They have scaly skin which ranges from rust-brown to black, red eyes, small horns, and a tail. Kobolds are known to be proficient and indeed very clever with traps, and they also attack in large numbers. Kobolds hate sunlight.

Kobold PC Racial Traits

  • -4 Strength, +2 Dexterity, -2 Constitution.
  • Small size: +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, -4 penalty on grapple checks, lifting and carrying limits 3/4 those of Medium characters.
  • A kobold's base land speed is 30 feet.
  • Darkvision out to 60 feet.
  • Racial Skills: A kobold character has a +2 racial bonus on Craft (trapmaking), Profession (miner), and Search checks.
  • Bonus Feats: Toughness
  • Racial Feats: A kobold character gains feats according to its character class.
  • +1 natural armor bonus.
  • Mild Light Sensitivity: Kobolds are bothered by bright sunlight or a daylight spell, but this has no game effects.
  • Favored Class: Sorcerer.
  • Level adjustment +0.

Regions

Occupied Kingdoms: Kobolds are at the bottom of the pecking order in occupied kingdoms, and even humans are allowed to abuse these foul creatures. They are often used as cannon-fodder or enslaved and mistreated, but they are sometimes known to be sorcerers. It is said in the Dark Lands that one can never tell when a Kobold will be a sorcerer, and thus their masters usually draw the line before they kill them or work them to death. Only this, combined with their natural trickery and quick reproduction, has saved them from extinction even in the occupied lands. Occasionally particularly intelligent kobolds have used the races' reputation as sorcerers to gain respect and even rise to positions of power.

Orcs

Because of their penchant to crossbreed with other races and to live in isolated tribes, Orcs vary widely in appearance. They are rarely shorter than 4'5" or taller than 6', but they range everywhere in between and the shape of their bodies varies widely. Their skin ranges from green, to brown, to gray and shades in between. Most orcs do have fangs or tusks of some sort, lupine ears, red eyes, claw hands, and an aggressive temperament. They are generally very disorganized and destructive, reveling in cruelty and suffering. Their society is patriarchal, and might makes right on an individual scale and a social one. The only laws that are enforced are done so through direct displays of power and fear. Orcs hate bright light and the sun and can see quite well in darkness. Besides the lesser pest races (Goblins and Kobolds), orcs are the most numerous Dark Race.

Orc PC Racial Traits

  • +4 Strength, -2 Intelligence, -2 Wisdom, -2 Charisma.
  • An orc's base land speed is 30 feet.
  • Darkvision out to 60 feet.
  • Mild Light Sensitivity: Orcs are bothered by bright sunlight or a daylight spell, but this has no game effects.
  • Favored Class: Barbarian.
  • Level Adjustment +0

Regions

Occupied Kingdoms: Orcs are the foot soldiers of the Lords of Sin. Although average orcs are abused from all sides by hobgoblins, oluks, and stronger orcs, the laws still make their position a favored one, and they pass the abuse they receive on to those weaker than them, like goblins, kobolds, and other weaker orcs.

Oluk Orcs

One major sub-race often seen in the Hinterlands of Farland is the Great Orcs, called Oluks. These giant orcs are smarter and stronger than their lesser brethren, serving as captains in orcish armies and leaders in orcish societies. These great orcs are much more homogenous in appearance: they usually have black or gray skin, small fangs, and an upright appearance. They average about 6'6" tall. They are fierce fighters and sometimes even become clerics and spell casters.

Oluk Orc PC Racial Traits

  • +6 Strength, +2 Constitution, -2 Wisdom.
  • Size Medium.
  • An oluk orc's base land speed is 30 feet.
  • Darkvision out to 60 feet.
  • Racial Hit Dice: An oluk orc begins with two levels of humanoid, which provide 2d8 Hit Dice, a base attack bonus of +1, and base saving throw bonuses of Fort +3, Ref +0, and Will +0.
  • Racial Skills: An oluk orc's humanoid levels give it skill points equal to (2 + Int modifier, minimum 1) per Hit Die, with quadruple skill points for the first Hit Die. Its class skills are Listen and Spot.
  • Racial Skills: An oluk orc has a +2 racial bonus on spot checks and intimidate checks.
  • Racial Feats: An oluk orc's humanoid levels give it one feat.
  • Bonus Feats: Endurance, Exotic Weapon Proficiency (Bastard Sword), Toughness.
  • Favored Class: Fighter.
  • Level Adjustment +2

Regions

Occupied Kingdoms: Throughout the occupied kingdoms, oluk orcs are feared and respected. They generally occupy positions of power, especially in a military capacity, and it is not uncommon to even find them commanding hobgoblins. Besides the Lords of Sin and other evil nobles, oluk orcs usually wield the most influence in the occupied kingdoms.

Other races might be allowed at the DM's discretion. He or she should be sure to use the race's level adjustment.