Martial_Havoc_(Orc) Owlbear - valzi/GLOG-classes GitHub Wiki
When an immortal creature engages with a challenge, they do so perfectly, sometimes to the point of self-destructive obsession. When the high elves vanished they left beyond all their creations, including their soldiers. They were designed to be an all-in-one solution to the problem of violence, manipulated by chemical cocktails as needed. Without these, they degenerated. Some managed to interbreed enough to become a functional race, the sturdy, oft-maligned orcs. Rarely is their lust for warfare and brutish temperament caused by anything more than a rough upbringing within their tribes. Their gods have abandoned them. Their champions of old, the purebloods, have all been hunted down and exterminated. The orcs of today are at most half- or even quarter-breeds, diluted, stilted. But sometimes, just sometimes, the bloodlines converge... and a nightmare stalks the lands again.
The HAVOC.
Orc Race: Reroll Strength. Turn a Major Injury or Save vs Death into a Scar, works once per level. Save vs. Fear when exposed to Divine Magic.
Prerequisites: Must be an orc, at least level 2 and have decapitated an enemy.
A BIRTHRIGHT, COVENANT, +1 Damage
B INVULNERABLE, +1 Damage, +1 Attack
C INDESTRUCTIBLE, +1 Damage
BIRTHRIGHT
You begin to manifest the traits of a Pureblood Orc. Gain one each level. If you take a second trait, increase all your HD by one step. Each has a different level of influence to the reactions of non-orcs, depending on how obviously Noble they are. If you are recognised, you will be hunted down and killed.
- Serrated horns, d4+STR, increases with age, easily visible from above
- Jutting brow, +1 Defence, struggle with helmets
- Clawed toes, kick for 1d6, can’t wear shoes
- Bulging spine, +1 Strength, increases your height significantly, anyone who has met you a month ago or more will notice
- Second heart, +1 Constitution, anyone that lies with you will run screaming at the doubled beat
- Grey sclera, +1 Dexterity, anyone having a conversation with you might spot them
- Black blood, +1 Save, immediately marks you as Noble
COVENANT
You start with 0 Covenant. You gain a point every time you land a critical hit that kills something. You can choose to automatically hit an Attack by gaining a point. Every sunrise after you have gained at least one point, roll 1d100. If you roll under, you are selected to be destroyed by the gods.
It is possible, albeit unlikely, for you to lose points of Covenant.
INVULNERABLE
You can reroll any Save, Defence or physical check (Str/Con/Dex) by gaining a point of Covenant. You can try this again but the cost doubles each time.
INDESTRUCTIBLE
You can use your racial feature 1/day as well as once per level. If you use it an additional time, you gain 10 Covenant.