Orc, Feral (3.5e Race)
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 Feral Orcs
Feral Orcs are wardriven beasts who only care fighting. They measure status and power by strength alone. An average Feral Orc isn't clever and bent on fighting anything or anyone that dares to do anything threatening around it. In such, Feral Orks spend most of their time fighting amongst themselves, which is probably a great boon to everyone else. The Feral Orcs, however, can become united under a banner of a WAAAGH! in order to find a better fight. Meaning everyone else.
 Physical Description
Orcs are bulky, hairless and musclebound, yet humanoid in appearance. Their heads are large and come directly forwards from the neck, which gives them a definitive haunched appearance. Their jaws are filled with fangs and large teeth, with an iconic underbite and beady red eyes. Feral Orcs have a thick green hide and are extremely resistant to pain, able to shrug off minor wounds and keep on fighting. A Feral Orc has short legs, but longer arms. A Feral Orc's metabolism works fast and allows them to live on mostly any type of food source, including meat, fungi and various other foodstuffs that normally aren't a feasible food source to anything else.
Feral Orcs get along with no-one, not even other Feral Orcs. The only time Feral Orcs band together is for Clan Warfare or for a WAAAGH!, which is generally geared towards killing anything that is not an Ork (and sometimes anything that is an Ork). The few rare times that a Feral Orc does ever work with anything that non-orc is in a dire situation in which their survival DEPENDS on it, and even after that they may not mention it ever again. A display of extraordinary strength may allow a Feral Orc to recognize a being as suitable for respect, but it rarely happens.
Feral Orcs gear towards Chaotic Neutral. They are driven by a need for anarchy and battle, but not for anything else. They kill to prove that they are the biggest and the strongest, adhering to little law or personal honour.
Feral Orcs thrive in any sort of lands, but are mostly found in either wastelands, swamplands or heavy forests. These are places where they can get shade from the sun or find a suitable amount of food to build their makeshift 'cities'. The Feral Orc cities are generally scrapped together from other cities they've destroyed, looting and scavanging various metals and bricks to form structures that somehow stay together.
Feral Orcs believe in two gods; Gork and Mork. One is the God of Cunning Brutality, the other is the God of Brutal Cunning. Feral Orcs are seemingly incapable of agreeing which one is which and many fights ensue from such a discussion. No difinitive answer has yet to be discovered.
Feral Orcs speak in either Orc or Bad Common. Orc is merely a combination of grunts and sounds, while their version of common is broken and normally lacks the letter "h" or the sound "er", instead replacing it with an "a" sound. It uses the harsher sound of a "z" in place of "s" and is often spoken in a cockney type accent. In writing, Orky is like ancient Egyptian hieroglyphics, except louder and cruder.
Feral Orcs are names based off warring and killing, rather than any sensible naming system. The names may come, in the loosest possible context, from a derived clan name, but rarely are.
 Racial Traits
- +12 Strength, +10 Constitution, -4 Intelligence, -4 Charisma, +4 Dexterity, -2 Wisdom: The Feral Orc is a muscle-bound humanoid with extremely tough skin and a feral outlook. They can shrug off minor wounds and even survive twisted surgery, yet their minds are rather limited to the act of making WAR.
- Monstrous Humanoid (Orc)
- Medium: As Medium creatures, Feral Orks have no special bonuses or penalties due to their size.
- Feral Orks base land speed is 50ft
- Natural Armor +10: The Feral Orcs have tough hides and can shrug off minor blows easily.
- Fast Healing 2: Feral Orcs have extremely fast metabolisms and can patch up minor wounds without any problem 1d6 + Con mod.
- Racial Feats: A Ferak Orc monstrous humanoid level give it 3 feats.
- Powerful Build (Ex): The physical stature of Feral Orcs allows them function in many ways as if they were one size category larger. Whenever a Feral Orc is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the Feral Orc is treated as one size larger if doing so is advantageous to him. A Feral Orc is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect him. A Feral Orc can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category.
- Battle Rage (Ex): Whenever a Feral Orc enters battle, they must take a Will Save (DC 10) in order to resist going into a Battle Rage, although the save is normally intentionally failed. If the Feral Orc fails this save, they enter a state of Orc Rage. They gain a +2 bonus to strength and constitution. This effect lasts for a number of rounds equal to the Feral Orks new consitution modifier. At the end of the rage, the Feral Orc does not become fatigued, but becomes fatigued at the end of the battle, as per Battle Passion.
- Battle Passion (Ex): A Feral Orc fights with such a passion in battle that they cannot tire of it. Whenever an effect would forke a Feral Orc to become fatigued, they don't. Instead, this fatigue and exhaustion builds up and is repressed until the end of the battle. At the end of the battle, the Feral Ork becomes fatigued. If they would have been fatigued in the battle, they become exhausted. If the Feral Orc would have become exhausted in the battle, they take 5 points of non-lethal damage.
- Close Quarter Maniacs (Ex): Feral Orks gain a +1 on all melee attacks, but take a -2 on all ranged attacks.
- Awkward Haunch (Ex): Feral Orcs have an awkward haunch and thus all armour has to be specially made for them. Treat the Feral Orc as a Monsterous Humanoid when determining armour prices.
- Powerful Aging (Ex): Instead of aging badly, Feral Orcs age with strength. Their skin becomes harder and tougher, their muscles grow from each battle, but they lose speed and become even more ugly. They gain +1 to Strength and Constitution at each age category and lose Dexterity and Charisma.
- Menacing Demeanor (Ex): Feral Orcs base their Intimidate skill off of Strength instead of Charisma.
- The Great Green (Su): The Feral Orcs are drawn to the power of the WAAGH!, it's far too tempting to resist! All Feral Orcs have a latent supernatural power where they draw off the WAAGH! to sense other Feral Orcs nearby and even recognize who is the biggest and the strongest. All Feral Orcs know other Feral Orcs strength scores and their HP totals.
- Automatic Languages: Common, Orc. Bonus Languages: Dwarven, Giant, Gnoll, Goblin, Undercommon. Most of the Feral Orcs can barely speak common.
- Favored Class: Barbarian.
- Level Adjustment: +0
 Vital Statistics
|Middle Age1||Old2||Venerable3||Maximum Age|
|50 years||100 years||175 years||+350 years|
|Gender||Base Height||Height Modifier||Base Weight||Weight Modifier|
|Male||5' 10"||+2d6||100 lb.||× (2d4) lb.|