Orc characters can begin as either a Fighter (max level 8) or Shaman (max level 4.) If thieves or other skilled professional classes are available, orcs can begin as one of those classes instead, with no maximum level. If nonhuman multiclassing is allowed (as in Supplement II: Greyhawk,) orcs can multiclass as any of these classes.
Because of their brutish nature, orcs receive stronger negative reactions from humans, elves, dwarves and halflings: shift reaction down one category (Very Good becomes Good, Good become Neutral, Neutral becomes Bad, and Bad becomes Very Bad.) Reactions from other orcs or from underworld races are unaffected.
In direct sunlight, orcs are at -1 on all actions and saves. The orcish sense of smell is sharper than a human’s, allowing them to detect enemies even in total darkness, same range as a lantern.
Orcs speak the languages of elves, hobgoblins, and gnolls, in addition to their own language and the common language.
Half-Orc characters can begin as either a Fighter (max level 8,) Cleric or Shaman (max level 6 for either,) or Magic-User (max level 4.) They are unlimited in level in the professional classes like Thief.
Because they are able to partially pass as human, half-orcs do not get negative reactions that are as strong as those towards full orcs. Humans, elves, dwarves, and halflings never have a better reaction than Good, but do not otherwise shift reactions down a category.
Half-orcs have no penalty in bright sunlight. They can detect enemies by smell as would an orc, but at half the range.
Half-orcs speak the same languages as the parent who raised them.
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