Buff Half-Orcs?
Posted: Mon Jan 09, 2017 8:46 am
I have been reading this topic of yours for a while now, and I have to agree with whoever started it in the first place. Half-orcs are a horrible choice for a character.
Appearance-wise they are forced to be bulky and towering and you cannot help but to stick out no matter what. You cannot even try to pass off as a regular human, whereas any half-elf could by simply donning a heavy cloak. (Hood.) We can give each other promises upon promises that we will not metagame a half-orc character, but there is no escaping it. Half-orcs are very obvious upon the first glance.
So let us have a look at the mechanics. Many have said that the Half-Orc is the ideal race for a melee character. I beg to differ and we might just as well start by having a look at the possible ability scores at character creation for a non-magical melee character:
Human:
STR: 16
DEX: 14
CON: 14
INT: 14
WIS: 10
CHA: 10
Total: 78
Shield Dwarf (+2 Con, -2 Cha):
STR: 16
DEX: 14
CON: 16
INT: 14
WIS: 10
CHA: 8
Total: 78
Earth Genasi (+2 Str, +2 Con, -2 Wis, -2 Cha):
STR: 18
DEX: 14
CON: 16
INT: 14
WIS: 8
CHA: 8
Total: 78
Wood Elf (+2 Str, 2 Dex, -2 Con, -2 Int):
STR: 16
DEX: 16
CON: 12
INT: 14
WIS: 10
CHA: 10
Total: 78
Half-Orc (+2 Str, “+1 Con”, -2 Int, -2 Cha):
STR: 18
DEX: 13
CON: 14 (13 without custom BGTSCC change)
INT: 13
WIS: 10
CHA: 8
Total: 76 (75 without custom BGTSCC change)
Dexterity and Intelligence of 13 are often necessary because of feat and prestige class requirements. From the top of my head, I could list such as: Dodge, Combat Expertise, and Improved Knockdown.
- Dodge is one the most common prestige class requirement feats. (13 Dex)
- Combat Expertise and its Improved variant provide survivability to any character that does not start out with ‘epic’ equipment. (13 Int)
- Finally, Improved Knockdown is one of the best feats any high strength melee character could take. (13 Int)
As for the above starting ability scores, those are for a ‘well rounded’ character. If you want to min-max them, you could always make do with a lower charisma and wisdom stats.
A starting charisma of 6 only imposes a -2 penalty on charisma based skills, and therefore the base intimidate skill of 33 will be dropped down to 31. The difference here is practically non-existent.
As for low starting wisdom, it will negatively affect your detection skills and will saves. As before, this drop in detection skills is barely notable. As for will saves, you can boost them by taking the Steadfast Determination, a feat which allows you to use your constitution modifier for will saves instead of wisdom.
As for other stats such as dexterity, constitution, and intelligence, it is a slightly different story.
If you do not meet the dexterity requirement of 13, you cannot qualify for the following PRCs: Weapon Master, Shadowdancer, Duelist, Dwarven Defender, Breach Gnome, Dervish, Dragon Slayer, Tempest, and Whirling Dervish. Additionally, you cannot go under 10 without taking a penalty to your AC, whereas 12 tends to be the preferable minimum to maximise your AC with any full-plate.
Constitution determines your hit points and fortitude saves. Every two points in constitution above 10 grants your character +30 hit points and +1 fortitude save, (and will save too with Steadfast Determination). Going below 10 means these bonuses are applied as penalties, so as with dexterity above it is not advisable to go below 10 or 12.
Finally, we can look at intelligence. By default every two points above 10 grants you +1 bonus skill point per level and as a custom change an additional language of your own choosing. Skills for the most part could be ignored, but I believe BGTSCC is a server where you are supposed to role-play your character sheet. Therefore, if any action of your character is covered by an in game skill, your actual success at this action will be determined by your skill investment. Thus investment in intelligence is not just required for feats or prestige classes, it is necessary to provide validity to your role-play.
Now, let us suppose that I were to create a barbarian character, a wild warrior of some kind and I would have to pick the race…
My first choice would be a Shield Dwarf. As discussed before, the penalty on charisma is redundant and I would have an access to the Battlerager PRC, I could even dip into fighter for some armour and shield proficiencies.
My second choice would be an Earth Genasi, and as before, I can ignore the penalties on wisdom and charisma relatively easily and the +2 strength makes up for the +1 ECL.
My third choice would be a Human, since that bonus feat and skill points could be handy and I could avoid some of the min-maxing with ease.
My fourth choice would be a Wood Elf. The constitution penalty ultimately means that my character will have 30-60 hit points less than with the above choices, however, it is still manageable. The penalty on intelligence hits hard, but thanks to +2 on both strength and dexterity I have the ability points to invest in intelligence for role-play reasons alone and be more or less comparable to a human in overall ability scores. The bonuses on detection skills also help to overcome the penalties from ignored wisdom.
My fifth and last choice would be a Half-Orc, and it is the only one with barbarian as its favoured class. Getting 13 intelligence does not cost ‘5 points’ like it does with a dwarf, earth genasi, or human, it costs: ‘8 points.’ Bumping it up to 14 costs a total of ‘6 points’ for the dwarf and ‘10 points’ to our half-orc and these points have to come out of the other ability scores. There is just no way around it.
Thus, the -2 intelligence makes the half-orc the inferior choice by default. I for one wouldn’t find it hard at all to outdo any Half-orc build with either a dwarf or an earth genasi. Just present me one, and I will come up with a better one.
So, how to improve half-orcs?
Well, if the half-orc had +2 Str, +2 Con, -2 Int, and -2 Cha, it would be comparable to a wood-elf with +2 Str, +2 Dex, -2 Con, and -2 Int.
(A wood-elf’s favoured class is a ranger, a base class that gives 4 skill points per level with base intelligence of 6. You have enough skill points to max Hide, Move Silently, Spot, and Survival if you so desire. With intelligence of 8 you could max Heal skill on top of the others. Not to mention that since you get common and elven as your default languages, you hardly have an in character reason to raise intelligence further. Then your ranger specific feats and your enhanced spell list allows you to buff up your AC, and deciding to go for two-weapon style with chain shirt lets you keep your dexterity relatively low as well, freeing points to both wisdom and constitution.)
But you could just as well remove the +1 Con buff and take away the -2 Int penalty to make half-orcs considerably more desirable and less of a gimped version of other races. (Regardless of the melee build in question.)
That’s all.
Edit: (Well, the skilled feat could help a bit with skill points... So it is better than nothing, along with that Improved Initiative feat... )
Edit 2: Just wanted to get this off my chest.
Appearance-wise they are forced to be bulky and towering and you cannot help but to stick out no matter what. You cannot even try to pass off as a regular human, whereas any half-elf could by simply donning a heavy cloak. (Hood.) We can give each other promises upon promises that we will not metagame a half-orc character, but there is no escaping it. Half-orcs are very obvious upon the first glance.
So let us have a look at the mechanics. Many have said that the Half-Orc is the ideal race for a melee character. I beg to differ and we might just as well start by having a look at the possible ability scores at character creation for a non-magical melee character:
Human:
STR: 16
DEX: 14
CON: 14
INT: 14
WIS: 10
CHA: 10
Total: 78
Shield Dwarf (+2 Con, -2 Cha):
STR: 16
DEX: 14
CON: 16
INT: 14
WIS: 10
CHA: 8
Total: 78
Earth Genasi (+2 Str, +2 Con, -2 Wis, -2 Cha):
STR: 18
DEX: 14
CON: 16
INT: 14
WIS: 8
CHA: 8
Total: 78
Wood Elf (+2 Str, 2 Dex, -2 Con, -2 Int):
STR: 16
DEX: 16
CON: 12
INT: 14
WIS: 10
CHA: 10
Total: 78
Half-Orc (+2 Str, “+1 Con”, -2 Int, -2 Cha):
STR: 18
DEX: 13
CON: 14 (13 without custom BGTSCC change)
INT: 13
WIS: 10
CHA: 8
Total: 76 (75 without custom BGTSCC change)
Dexterity and Intelligence of 13 are often necessary because of feat and prestige class requirements. From the top of my head, I could list such as: Dodge, Combat Expertise, and Improved Knockdown.
- Dodge is one the most common prestige class requirement feats. (13 Dex)
- Combat Expertise and its Improved variant provide survivability to any character that does not start out with ‘epic’ equipment. (13 Int)
- Finally, Improved Knockdown is one of the best feats any high strength melee character could take. (13 Int)
As for the above starting ability scores, those are for a ‘well rounded’ character. If you want to min-max them, you could always make do with a lower charisma and wisdom stats.
A starting charisma of 6 only imposes a -2 penalty on charisma based skills, and therefore the base intimidate skill of 33 will be dropped down to 31. The difference here is practically non-existent.
As for low starting wisdom, it will negatively affect your detection skills and will saves. As before, this drop in detection skills is barely notable. As for will saves, you can boost them by taking the Steadfast Determination, a feat which allows you to use your constitution modifier for will saves instead of wisdom.
As for other stats such as dexterity, constitution, and intelligence, it is a slightly different story.
If you do not meet the dexterity requirement of 13, you cannot qualify for the following PRCs: Weapon Master, Shadowdancer, Duelist, Dwarven Defender, Breach Gnome, Dervish, Dragon Slayer, Tempest, and Whirling Dervish. Additionally, you cannot go under 10 without taking a penalty to your AC, whereas 12 tends to be the preferable minimum to maximise your AC with any full-plate.
Constitution determines your hit points and fortitude saves. Every two points in constitution above 10 grants your character +30 hit points and +1 fortitude save, (and will save too with Steadfast Determination). Going below 10 means these bonuses are applied as penalties, so as with dexterity above it is not advisable to go below 10 or 12.
Finally, we can look at intelligence. By default every two points above 10 grants you +1 bonus skill point per level and as a custom change an additional language of your own choosing. Skills for the most part could be ignored, but I believe BGTSCC is a server where you are supposed to role-play your character sheet. Therefore, if any action of your character is covered by an in game skill, your actual success at this action will be determined by your skill investment. Thus investment in intelligence is not just required for feats or prestige classes, it is necessary to provide validity to your role-play.
Now, let us suppose that I were to create a barbarian character, a wild warrior of some kind and I would have to pick the race…
My first choice would be a Shield Dwarf. As discussed before, the penalty on charisma is redundant and I would have an access to the Battlerager PRC, I could even dip into fighter for some armour and shield proficiencies.
My second choice would be an Earth Genasi, and as before, I can ignore the penalties on wisdom and charisma relatively easily and the +2 strength makes up for the +1 ECL.
My third choice would be a Human, since that bonus feat and skill points could be handy and I could avoid some of the min-maxing with ease.
My fourth choice would be a Wood Elf. The constitution penalty ultimately means that my character will have 30-60 hit points less than with the above choices, however, it is still manageable. The penalty on intelligence hits hard, but thanks to +2 on both strength and dexterity I have the ability points to invest in intelligence for role-play reasons alone and be more or less comparable to a human in overall ability scores. The bonuses on detection skills also help to overcome the penalties from ignored wisdom.
My fifth and last choice would be a Half-Orc, and it is the only one with barbarian as its favoured class. Getting 13 intelligence does not cost ‘5 points’ like it does with a dwarf, earth genasi, or human, it costs: ‘8 points.’ Bumping it up to 14 costs a total of ‘6 points’ for the dwarf and ‘10 points’ to our half-orc and these points have to come out of the other ability scores. There is just no way around it.
Thus, the -2 intelligence makes the half-orc the inferior choice by default. I for one wouldn’t find it hard at all to outdo any Half-orc build with either a dwarf or an earth genasi. Just present me one, and I will come up with a better one.
So, how to improve half-orcs?
Well, if the half-orc had +2 Str, +2 Con, -2 Int, and -2 Cha, it would be comparable to a wood-elf with +2 Str, +2 Dex, -2 Con, and -2 Int.
(A wood-elf’s favoured class is a ranger, a base class that gives 4 skill points per level with base intelligence of 6. You have enough skill points to max Hide, Move Silently, Spot, and Survival if you so desire. With intelligence of 8 you could max Heal skill on top of the others. Not to mention that since you get common and elven as your default languages, you hardly have an in character reason to raise intelligence further. Then your ranger specific feats and your enhanced spell list allows you to buff up your AC, and deciding to go for two-weapon style with chain shirt lets you keep your dexterity relatively low as well, freeing points to both wisdom and constitution.)
But you could just as well remove the +1 Con buff and take away the -2 Int penalty to make half-orcs considerably more desirable and less of a gimped version of other races. (Regardless of the melee build in question.)
That’s all.
Edit: (Well, the skilled feat could help a bit with skill points... So it is better than nothing, along with that Improved Initiative feat... )
Edit 2: Just wanted to get this off my chest.