Orog
Orog is a D&D 3.5 player race from Rac. Medium Humanoid (good fort), Level adjustment +2.
- Size
- Medium
- Type
- Humanoid (good fort)
- Level Adjustment
- +2
Orogs all possess the following racial traits:
- +6 Strength, —2 Dexterity, —2 Wisdom, +2 Charisma: Orogs are incredibly strong, and they make natural leaders despite their ferocious appearance.
- Medium-size.
- Orog land speed is 30 feet.
- Darkvision up to 120 feet.
- Proficient with greatsword and throwing axe. All orogs train with some sort of martial weapon from a very young age.
- +2 racial bonus on Craft (armorsmithing) and Craft (weaponsmithing) checks. Orogs train from an early age at their tribal forges.
- +2 natural armor.
- Light Blindness (Ex): Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds an orog for 1 round. In addition, orogs suffer a —1 circumstance penalty on all attack rolls, saves, and checks while operating in bright light.
- Resistances: Orogs have fire resistance 5 and cold resistance 5. They are inured to extremes of temperature.
- Orc Blood: For all special abilities and effects, an orog is considered an orc. Orogs, for example, can use or create orc weapons and magic items with racially specific orc powers as if they were ordinary orcs.
- Automatic Languages: Orc, Undercommon. Bonus Languages: Common, Dwarven, Elven, Goblin, Giant.
- Favored Class: Fighter.
- Level Adjustment: +2. Orogs are more powerful and gain levels more slowly than most of the other common races of Faerûn.