Orc
An orc is a burly cave-dwelling humanoid gathering their categorized name from the ancient god Orcus, who was known for residing in the underworld and punishing wrong-doers and is credited with the creation of orcs as well.
Read more about orcs here.
CREATURE TRAITS (10 XP)
- Types Size 5 Sapient Bipedal Organism (Astomi, Humanoid)
- Reach 5 feet
- Speed Land 30 feet
ATTRIBUTES (0 XP)
- +2 Strength, +2 Constitution, -2 Intelligence
LANGUAGES (0 XP)
- Starting Languages: Common, Orcish.
- Bonus Languages: Any common language.
INNATE ABILITIES (10 XP)
- Ferocity (3 XP): Orcs begin with the Diehard feat as an innate feat.
- Intimidating (1 XP): Orcs are proficient with Intimidate. If already granted proficiency as a class skill, they instead gain a +2 innate (racial) bonus to this skill.
- Darkvision (4 XP): Orcs have Darkvision 3 with the Thermographic upgrade applied (tier 4 total).
- Orc Wrath (1 XP): Orcs gain a +2 innate (racial) bonus on saving throws against emotion effects except those that cause them to become angry. When affected by any emotion effect that forces them to become angry they gain a +1 competence (moral) bonus to attack and damage rolls in addition to the modifiers of that effect for its duration. This stacks with the effect, so if it already added this type of bonus, the bonus is increased by this amount instead.
- Weapon Familiarity (1 XP): Orcs treat orc exotic weapons as martial weapons for determining proficiency.
VARIANTS
GNOPHKEH
Gnophkeh are orcs covered in almost fur-like hair. Their noses appear like pig snouts. As they get older, their snouts elongate and look more like short elephant trunks. Most of them are known for worshipping the Great Old One Rhan-Tegothand having a blood feud with the Voormi. These orcs gain Scent (+4 XP) but also Light Sensitivity (-2 XP).
MORLOCKS
Morlocks are pale-skinned orcs with white matted hair and large bulbous eyes. Their rounded ears make them appear almost as human as they do orcish but their cannibalistic tendencies and complete and utter lack of humanity seem to suggest they are even less civilized than most other orcs. They fear the sunlight, only leaving their caves and caverns in the dark of night to hunt and pillage other humanoids. These orcs gain Scent (+4 XP) but also Light Sensitivity (-2 XP).
OGRE
An ogre (plural orges) is a larger and particularly ugly orc with the Giant type, often standing nearly twice the height of a human. Many have horns and tusks and hunger for the flesh of smaller humanoids. They increase their size to Large (+7 XP).
ONI
Oni is a title orcs give to mages among their kind. It's also the name of a type of dangerous man-eating spirit. As orc magic typically coincides with these same barbaric and occult practices, it's hard to tell if oni are orcish spellcasters or if orc mages merely aspire to be like the oni. Some have speculated the oni often serve as demigods or gods among orcs and that orcish mages turn into oni with enough practice in their dark arts. Full-fledged oni change their life form to "spirit" and are tied to the shadow realm.
ORCNE
Orcne (plural Orcneas) are orcs that have charcoal or fire-colored skin and horns along with large batlike ears. Some have vestigial wings and their faces look like skulls due to their sunken gorilla-like noses and large teeth and tusks. They are known for worshipping Orcus. These are the default orcs.
VOORMI
A Voormi (plural Voormis) is a green or grey-skinned orc that look like an ugly burly human with pointed ears and fangs. Most of them are known for worshipping Tsathoggua and having a blood feud with the Gnophkeh. These orcs gain Bite (+2 XP) but also Light Sensitivity (-2 XP).
ADDITIONAL ABILITIES
Orcs begin with their innate traits and can gain additional traits from the following list as feats.
SAVAGE MOMENTUM (4 XP)
Prerequisites: Orc.
Benefits: When you reduce a creature to 0 or fewer hit points, you may immediately take a 5-foot step as a free action. If you are already adjacent to another enemy, you instead gain a +2 competence (morale) bonus on your next attack roll before the end of your next turn.
IRON TUSKS (2 XP)
Prerequisites: Orc
Benefits: You gain Innate Weapon 1 selecting a bite attack dealing 1d4 piercing damage.
RELENTLESS FEROCITY (5 XP)
Prerequisites: Orc, Ferocity racial trait
Benefits: While using Ferocity, you gain a +2 morale bonus on attack rolls and Fortitude saves. If you drop below negative hit points equal to your Constitution score, you may act for 1 additional round before falling unconscious.
WAR-BORN ENDURANCE (4 XP)
Prerequisites: Orc
Benefits: You gain Endurance as a bonus feat. In addition, you gain a +2 innate (racial) bonus on saving throws against fatigue and exhaustion. If you would become fatigued, you may ignore the condition for 1 round (1/day).
BATTLEFIELD INTIMIDATOR (4 XP)
Prerequisites: Orc, Intimidate 1 rank
Benefits: You gain a +2 innate (racial) bonus on Intimidate checks. When you successfully demoralize an opponent, the duration of the shaken condition increases by 1 round.
BRUTAL CRITICAL (6 XP)
Prerequisites: Orc, base attack bonus +6
Benefits: When you confirm a critical hit with a melee weapon, you deal additional damage equal to your Strength modifier. If the target is already shaken, frightened, or panicked, increase this bonus damage to twice your Strength modifier.
TRIBAL WAR CRY (5 XP)
Prerequisites: Orc
Benefits: Once per day as a swift action, you may unleash a war cry. You and all allied orcs within 30 feet gain a +1 morale bonus on attack rolls and Will saves against fear effects for a number of rounds equal to your Constitution modifier (minimum 1).