200
editsMore actions
→Half-Orc: Added Half-Orc Section
Phantomsplit (talk | contribs) (Added humans, replaced FRWiki links with the template version.) |
Phantomsplit (talk | contribs) (→Half-Orc: Added Half-Orc Section) |
||
Line 256: | Line 256: | ||
Coming back to this after Human | Coming back to this after Human | ||
== Half-Orc == | == [[Half-Orc|Half-Orcs]] == | ||
=====Lore==== | |||
{{FRWiki|Orc|Orcs}} first came to the planet of Toril as a result of one of {{FRWiki|Lolth|Lolth's}} plots to kill {{FRWiki|Corellon}} as described in the [[Guide:Baldur's_Gate_3_Races_Guide#Drow|Drow Lore]] section. One of the gods who Lolth tricked into fighting the Seldarine was {{FRWiki|Gruumsh}}, patron god of orcs who brought a horde of orc with him. Upon Gruumsh's defeat many orcs would be left behind in Faerun and more orcs crossed into Faerun via other methods. For tens of thousands of years orcs were isolated savages which posed no major threat to civilized races. However around -3,600 DR (about 5,000 years before BG3) orcs began to band together and raid civilized lands in massive hordes. And in fact this is how most orcs to this day still behave. They are typically violent, selfish, short tempered creatures. | |||
Humans and orcs have been known to exist peacefully together in some scenarios, as stated in the Dungeons and Dragons 5th edition Players Handbook which states, "Humans and orcs have been known to exist peacefully together in some scenarios besides looking at Many Arrows." One popular example of this cooperation is {{FRWiki|Many-Arrows|Kingdom of Many Arrows}} located near the northern end of the Sword Coast. Many-Arrows was established just over 100 years before the events in BG3 and is a peaceful settlement of orcs that has generated bonds and relationships with their neighbors and in-fact their neighbors have even come to the aid of Many-Arrows. From these kinds of relationships between humans and orcs, half-orcs can be born. | |||
Half-orcs are rare and do not have a society or culture of their own. They tend to adopt the culture of whatever settlement they are in. If they venture out from their home they are very likely to be met with hesitation from all they meet due to the reputation orcs have. Even other orc tribes will be unfriendly toward their half-orc kin due to the human blood being seen as a weakness. | |||
====World Interactions==== | |||
[[Half-Orc|Half-orcs]] are well known for their strength and endurance. Almost all surface races will be uncomfortable around a half-orc they are not familiar with due to the reputation of the swarming hordes of orcs. Some half-orcs may be tolerant of this, others may be offended or angered by such presumptions. They are often accustomed to being viewed as outsiders. [[Elf|Elves}} and Orcs have the most bad blood between them, so they may be the single race to react most strongly to the sight of a half-orc. Some of Gruumsh's impression on orcs often carries over to the half-orc offspring calling them to battle. Many half-orcs take on mercenary work to fulfill their own needs and desires. And they are known for settling disputes with a brawl rather than an argument. They often wish to revel in their victories and are known to have celebrations including viking like behaviors such as wrestling, feats, and of course drinking. | |||
=====Mechanical Traits==== | |||
Half-orcs are not in Early Access, so the following information is based off the rules for Dungeons and Dragons Fifth Edition in which half-orcs are granted: | |||
* [[Darkvision (Passive Feature)|Darkvision]] out to a range of 40 ft | |||
* [[Proficiency]] in [[Intimidation]] | |||
* Relentless Endurance which means when a half-orc would normally be [[Downed (Condition)|downed]] they instead are left with 1 hit point instead (recharges on a long rest). | |||
* Savage Attacks making it so that when a half-orc scores a critical hit with a melee weapon attack, they can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit. | |||
====Build Synergy==== | |||
Darkvision is always great to have. Relentless Endurance goes great with any melee character that you will have getting up into the thick of things and is especially desired on tanky characters like [[Barbarian|Barbarians]], [[Circle_of_the_Moon|Moon]] [[Druid|Druids]], [[Fighter|Fighters]], and [[Paladin|Paladins]]. Meanwhile Savage Attacks goes great with anyone making melee weapon attacks which goes great with tons of characters. We'll have to see if Larian includes a Monk's unarmed strikes or a wildshaped Druid's natural attacks with this. It isn't a massive damage increase but can become more notable on Champion [[Fighter]] characters or any melee character where parties can guarantee crits such as if you have casters who can consistently land [[Hold Person]]. The proficiency in intimidation is a nice tassle on the end, but could become more significant for classes with a high [[Charisma]] like a [[College of Valour|Valor]] [[Bard]] or Swords Bard or [[Paladin]] or Pact of the Blade [[Warlock]]. | |||
Overall the Half-Orc is one of the best races for melee combat characters with a heavy emphasis on the combat part. But they offer a little bit of something for any character if implemented as expected. | |||
==[[Halfling|Halflings]]== | ==[[Halfling|Halflings]]== |