Physical Description: Orkeens are long and slim, standing about 6 to 7 feet tall and
typically weighting 100 to 140 pounds. They have the same distinctive appearance of half-orcs,
excluding the strong muscular features (they look like well-built humans) and the scars (they
prefer tatoos instead of battle scars, since they do not like to be hurt).
Orkeens mature a little faster than humans and age noticeably faster. Few orkeens live longer than 70 years.
Relations: Generally only a few notice that orkeens are not half-orcs, even with their
physical differences. So, their relations with the other races are basically the same as it is for
the other half-orcs. Since many orkeens are pirates, they are easily more hated than their cousins along
the coast regions and cities.
Alignment: Orkeens are strongly inclined to chaos, since they favor the freedom
above everything. As humans, they tend to neutrality instead of good or evil, but its
relatively easier to find evil orkeens other than good ones.
Orkeen Lands: Though orkeens don't have a land of their own, like the other half-orcs, they tend
to live isolated at the isles instead of living on the human cities or the orc tribes. Though they
will rarely have a organized structure for living as a community, their shared love with liberty helps
to keep their bands together. There are many pirate organizations controlled by the smartest orkeens.
Religion: Its incredibly rare to see orkeens praying to any of the gods. If you ever find one, its then
probably that he will be worshiping some god that favors nature or chaos (freedom).
Language: Orc, which has no alphabet of its own, uses Dwarven script on the
rare occasions that someone writes something in Orc. Orc writing turns up most frequently in graffiti.
Names: Their names are usually related to the sea and nature themes. Unlike the other half-orcs, they
doesn't like to have impressive names, they doesn't take themselves too seriously and prefer simpler names.
Male Names: Axumal, Fillow, Birr, Altay, Bombo, Cancan, and Waldo.
Female Names: Niadia, Anita, Klenia, Olga, Dona, Annia, and Patraca.
Adventures: While not plundering the human cities with their pirate ships, orkeens
can be a good addition to an adventurer party, unless their friends stay too much time at
the urban areas, orkeens are most likely to follow them with joy till the end of their days.
:: Orkeen Racial Traits
::
+2 Dexterity, -2 Charisma: Orkeens are exceptionally agile and dextrous, though their
orc lineage makes them hard to deal with.
::
Medium-size: As Medium-sized creatures, orkeens have no special bonuses or penalties
due to their size.
::
Orkeen base speed is 30 feet.
::
Low-light vision: Orkeens can see twice as far as a human in starlight, moonlight, torchlight, and
similar conditions of poor illumination. They retain the ability to distinguish color and details
under these conditions.
::
Orc Blood: For all special abilities and effects, a orkeen is considered an orc. Orkeens,
for example, can use special orc weapons or magic items with racially specific orc powers as
if they were orcs.
::
+2 racial bonus on Spot checks : Orkeens have keen eyes.
::
+2 racial saving throw bonus against Enchantment spells or effects: Orkeens are difficult to control.
::
Automatic Languages: Common and Orc. Bonus Languages:
Draconic, Giant, Gnoll, Goblin, and Infernal.
:: Favored Class: Rogue. A multiclass orkeen's rogue class does not count
when determining whether he suffers an XP penalty.
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