Orcs

Starting ability score ranges:
  Characteristic   Min Max
  Strength            8---19*
  Dexterity           4---16
  Constitution       9---19
  Intelligence        3---14
  Wisdom            3---15
  Charisma           3---16

  Adjustment to starting ability scores:
      Orcs get +1 to their Strength* and +1 Constitution, but lose 1 Charisma points,
  1 Intelligence point and 1 Wisdom point.

      * Str of 18 allows % dice roll at +10%. I.E. a roll of 41% becomes 51%.  A % roll of
  91+%  allows for a 19 Str.

 Personal Characteristics:
      Height:  Male, 72 + 2d8 inches;      Female, 70 + 2d6 inches.
      Weight: Male, 180 lbs + 3d20 lbs;  Female, 150 + 2d20 lbs.

      Age: Starting : 14 + 1d4 years
      Maximum:       60 + 2d10 years
      Middle Age:  30 years       Old Age:  45 years       Venerable:  60 years

  Allowed classes and level restrictions:
      Warrior:
        Fighter   16
        Ranger     7
      Priest:
        Cleric      9
      Rogue:
        Thief      12
   No multi-class allowed.

  Hit dice:
      Orcs gain an additional +1 HP per hit die, in addition to any constitution bonuses.

  Alignment:
      Any non-lawful alignment.  Most Orcs are chaotic neutral.
  Because of the individual nature of adventurers a Player Character may be of any alignment.

  Natural Armor Class:
      Orcs have a natural AC of 9, due to skin toughness.  Starting at level 7, this AC (from the
  front) will improve by 1 point every 3 levels.  (8 at level 7, 7 at level 10, 6 at level 13,
  etc...)

  Thieving Skill Racial Adjustment:
      Pick Pockets:                     -5%
      Open Locks:                    -10%
      Find/Remove Traps:         -10%
      Move Silently:                  +10%
      Hide in Shadows:             +10%
      Detect Noise:                   +10%
      Climb Walls:                    +10%
      Read Languages:               -10%

 Language:
    Orcs use mostly their own language and goblin. They also get 1 less language than they should with their intelligence (minimum of 1.)  Elven and Dwarven cost one extra slot to learn.  An alternative language to Orcish may be chosen if the Orc was raised in an area not within a clan of Ruch.

 Special Advantages:
    Orcs are resistant to disease and fatigue.  They get a +1 to their save for every 3 and 1/2 points in their Constitution score to resist any disease, fatiguing or sleep effects by natural, creature or spell means.  This only applies if there is a saving throw allowed to resist the effect.

    Orcs may gain a bonus to surprise opponents when in an outdoor setting.  Their coloration is
such that they are camouflaged, making them difficult to see when in a natural setting.  The Orc
must not be wearing any unnatural colors or shiny metal to be able to do this.  Opponents will
suffer a -4 to their surprise rolls if the Orc has a round to prepare before they are within
noticeable range of the foe.  This natural ability also allows the Orc to move virtually unnoticed
as long as they travel carefully at half speed and stay within the wild.

    Orcs receive the Thief skill of Climb Walls at 50% + Dex bonus, but not racial bonus.  This is superseded by the Thief skill if it is greater.

    Orcs are very good Stonemasons and get a bonus of +2 to the Non-Weapon Proficiency.  They may also add this modifier to the making of simple wood and stone weapons.

    Orcs have 60' infravision.

    Orcs are good in barehanded combat. They deal 1d3 damage plus their strength bonus and
receive an extra attack per round, without penalty, if fighting empty handed.

    If an Orc uses an orc ax (also called a Grunt ax) when fighting, they get +1 to hit.
(Weight 18, Size L, Type S, Speed Factor 12, Dmg 1d12 S-M, 3d6 L)
The weapon must be wielded with 2 hands and can only be used by someone with a Strength
score of 14 or greater.

    Orcs have a Base AC of 9, due to skin toughness.  Starting at level 7, this AC (from the front)
will improve by 1 point every 3 levels,  (8 at level 7, 7 at level 10, 6 at level 13, etc...) as the
Orc gains more battle savvy.

    At level 7, orcs also get a berserk ability. They can ask the DM or be asked by the DM to roll
a wisdom roll if the orc rolls above his/her wisdom the orc goes berserk. While berserk the orc
gets a +1 to damage and to hit rolls, including +1 attack per round.  Berserking cannot be used
with multiple weapons at once. Berserk allows the orc to fight like a beast, negating all dexterity and shield bonuses to armor class, and also incurring a -2 penalty (from 9 to 11, 8 to 10 from the front for example).  Any Saving Throw that the orc must make while berserking incurs a penalty of -2. The orc will remain berserk until every living creature within 60 feet is dead.  In order to stop the Berserk the orc must roll under thier wisdom score.  This roll is modified by the DM.  If there are still enemies around, the orc has a lower chance to stop the berserk.  If all enemies are dead or the orc has turned to attack allies, they have a better chance to stop the berserk.  The Orc may become berserk when an incident happens that affects them emotionally (death of a friend, being greatly insulted or disrespected, great amounts of pain for example).

 Special Disadvantages:
    Orcs can only have 4 magical items with them. At least Two of them must be weapons, helms, armor (including shields), gauntlets or boots (bracers count as armor/gauntlets.)

    Due to their large sized and build, Orcs cannot wear normal armor. Orcan armorers are very
rare, as such, so is orcish armor.  Orcs can wear only naturally based armor (leather, hides,
scales and bone.)  There are only three types of Orcan armor that are made to any great degree
and the greater the protection the rarer the suits are: Leather (AC7), Scale mail (AC5) and some
Orcs have an extremely tough scale armor called Bahn Moun (AC3), Chiefs Mantle in Orcish,
but this armor is very rare and given to very few Orcs.  An Orc can use a shield of any kind if not using a two handed weapon.  An Orc may wear any magic armor that can be made to fit them as long as it does not cause them to go over their limit on magic items carried.  It may be possible to rework some human armors with great cost but it would be impossible to wear any armor created for any of the other races.

    Orcs are somewhat magic resistant. They have a 35% chance for magical items to not work.
This applies to any magic item including potions and curses from items but not to any innate
abilities like bonuses for armor and weapons, although special abilities may not work.  For
example, an Ax of Treasure Finding +1, would always function as a +1 weapon, but there would be a 35% chance per attempt of failure with the Treasure Finding function.

    Orcs start with only half the money they normally would based on their class.