Orc

The goblinoid races, like orcs and goblins, are said to come from the union of Lilith and Kador long ago. They bear little resemblance to the terrifying creatures that Lilith mothered, having degraded over the years.
  Orcs are forged in the fires of violence and conflict, often from the moment they are born. As they live lives that are frequently cut brutally short, orcs revel in testing their strength against worthy foes, often by challenging a higher-ranking member of their community for dominance. Orcs often struggle to gain acceptance among other communities, who frequently see them as brutes. Those who earn the loyalty of an orc friend, however, soon learn that an orc's fidelity and honesty are unparalleled. Orc culture teaches that they are shaped by the challenges they survive, and the most worthy survive the most hardships. Orcs who attain both a long life and great triumphs command immense respect.
If you want a character who is hardy, fearsome, and excels at feats of physical prowess, you should play an orc.
You Might... Eagerly meet any chance to prove your strength in a physical contest. View dying in glorious combat as preferable to a mundane death from old age or illness.
Others Probably... See you as violent or lacking in discipline. Admire your forthrightness and blunt honesty.
Physical Description

Orcs are tall and powerfully built, with long arms and stocky legs. Many orcs top 7 feet in height, though they tend to adopt broad, almost bow-legged stances and slouch forward at the shoulders. Orcs have rough skin, thick bones, and rock-hard muscles, making them suited to war and other physically demanding tasks. Orc skin color is typically some shade of green, though some orcs have other skin colors that reflect adaptations to their environments.   Orcs consider powerful builds, heavily scarred skin, large tusks, and tattoos attractive, regardless of gender. Orcs reach physical adulthood around the age of 17, with many orcs living to be up to 60 years old.
Society

Most orc communities—known as holds—define themselves through two things: pain and glory. Each earns respect in near equal measure, so long as the pain is borne with stoicism. An orc with many scars who walks uncomplaining with a broken leg draws as much admiration as one who wins a great victory on the battlefield. Additionally, power defines the dynamics among families and holds. Weaker orcs work at the behest of the strong, with power constantly shifting between orcs that prove their might. Orcs tend to share in familial duties, raising children as a community and sharing responsibilities among the entire hold.
Beliefs
A common orc saying is “you are the scars that shape you.” Violent, chaotic lives in violent, chaotic lands mean that most orcs tend to expect and accept violence. Terak , and Canarak  are commonly worshiped among more war-minded orc communities, while less violent holds worship gods like Canelle , whose tenets of glory hold some appeal to orc sensibilities.
Popular Edicts: become even stronger, share knowledge you won through pain, destroy the undead Popular Anathema: accept defeat without proof of strength, reshape or reanimate a creature into something lesser
Names
Arkus, Durra, Grask, Grillgiss, Krugga, Mahja, Murdut, Ollak, Onyat, Thurk, Uirch, Unach

Heritages

Badlands Orc

Source Player Core pg. 71
You come from sun-scorched badlands, where long legs and an ability to withstand the elements helped you thrive. You can Hustle twice as long while exploring before you have to stop, and you treat environmental heat effects as if they were one step less extreme (incredible heat becomes extreme, extreme heat becomes severe, and so on).
Battle-Ready Orc

Source Player Core pg. 71
You descend from a line of terrifying battlefield commanders. You become trained in Intimidation, and you gain the Intimidating Glare skill feat.
Deep Orc

Source Player Core pg. 71
Your calloused hands and red eyes speak to a life spent in the deep darkness of mountain caverns, where you learned to battle on rocky cliffs and survive with minimal resources. You gain the Terrain Expertise skill feat for underground terrain and the Combat Climber skill feat.
Grave Orc

Source Player Core pg. 71
You were exposed to powerful necromantic energies that should have killed you—but you survived. Your skin is cold, clammy, and gray. You gain resistance to void damage equal to half your level (minimum 1). You also gain a +1 circumstance bonus to saving throws against effects with the death or void trait.
Hold-Scarred Orc

Source Player Core pg. 71
You are part of an orc community that participates in ritual scarification or tattooing. The marks on your skin show your exceptional hardiness and vitality. You gain 12 Hit Points from your ancestry instead of 10. You also gain the Diehard feat.
Rainfall Orc

Source Player Core pg. 71
You were born in a rain forest with only tangles of trees providing protection from torrential rainstorms and flash floods. You've learned to move adeptly through jungle terrain and resist the various ailments common in humid environs. You gain a +2 circumstance bonus to Athletics checks to Climb or Swim and a +1 circumstance bonus to saving throws against diseases.
Winter Orc

Source Player Core pg. 71
Your ancestors survived in cold climates. You become trained in Survival, and you treat environmental cold effects as if they were one step less extreme (incredible cold becomes extreme, extreme cold becomes severe, and so on).

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