Orcs are a strong and proud race. Generally they are physically stronger than any of the other humanoid races, although some of the insect races can match their physical strength. They are viewed with slight fear by most races, due to their sheer size and supposed mental incompetence. Orcs are viewed as being mentally inferior, although there has never been anything to actually give credence to this line of thought. Humans are the only race that actively gets along with most Orcs, without judging them as inferior or mentally incompetent.
Orcs originated on the same planet as the Humans, Elves, Gnomes, and Dwarves. According to what can be found from the past Orcs were the first race to attempt to help the Humans get a better understanding of the planet they were on, which might explain why they get along better than the other races.
In the past Orcs were vicious fighters in hand to hand fighting, and although they were not warlike creatures, they were very territorial in regards as to what they saw as theirs. Present day Orcs although they still favor close range fighting, have seemingly lost most of their territorial nature. They are family oriented, usually counting their closest friends as part of that family. And although they are more reserved about fighting than they used to be, if someone endangers their family they will easily resort to whatever means necessary to deal with the problem.
Zindel Thorn Male Orc HP: 12 Mana: 12 Initiative: 2
Base Movement Speed: 30ft. Sneak: 15ft. Run: 60ft.
General Skills (max 4 ranks at level 1):
Athletics (STR): 4 ranks
Charm (CHA): 4 ranks
Concentration (CON): 4 ranks
Empathy/Sense Motive (WIS): 4 ranks
Hand to hand (STR): 4 ranks
Specialty Skills (max 4 ranks at level 1):
Channeling (WIS): 8 ranks
Gamble (WIS): 4 ranks
Medicine (WIS): 4 ranks
Talents (max 4 talents at level 1):
Faith (Channeling): Through your faith in a deity or a purpose you are able to draw on divine energy to cast spells.
Expert (Channeling): allows you to have 8 ranks and level 1 and 12 ranks from level 2 and up.
Natural Charisma: You can subtract 2 black dice from social interactions.
Unarmed Attack: You gain a +2d to your unarmed attacks reflecting your training in fighting without weapons.
Complications (First 3 give you more character points to spend: 5 for first, 3 for second, 1 for third):
Vow: You have an interesting vow. Although you are not against using violence at times, especially during fights, you have vowed to never kill another.
Heal: You call upon divine power to heal even the most fatal of wounds. You can add as many black dice as you have ranks in the channeling skill. On a successful casting the target touched heals 1 point for each black dice used in the casting of the spell.
Sleep: Soothing Divine energy floods the area, causing everyone to feel drowsy. A concentration check is required to resist the sleeping affect, and it is made with black dice equaling the amount of successes rolled upon completion of this spell. On a failed save the targets mind succumbs to the affects, causing it to fall into a deep sleep for the rest of the encounter. A successful save does not grant you immunity and you must make a new save every round you stay within its radius.