Orc-Kin

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Demeanor


   

Backgrounds


   

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Racial Traits


Ability Score Adjustments
Orc-kin are strong and versitile, gaining +2 to their Strength and +2 to an ability score of their choice.
  Size
Medium: Orc-kin are Medium creatures and thus have no bonuses or penalties due to their size.   Type
Humanoid (Orc, Human)   Other Racial Traits Speed: Orc-kin have a base speed of 30 feet.     Languages: Orc-kin begin with knowledge of their regional language in addition to Orcish.
Intimidating: Half-orcs receive a +2 racial bonus on Intimidate checks due to their fearsome nature.
Orc Ferocity: Once per Combat, when an attack would reduce an orc-kin's hit points below zero, he may, as a free action, reduce the damage received to the minimum (for critical hits, use min damage x multiplier). If the Orc-kin survives the reduced attack, he gains double his Strength damage on his next attack against the source of the reduced attack.
Wide Shoulders: Prone to toiling in manual labor, and borne from an ancestry of carrying heavy weapons; Orc-kin have a powerful build, which allows them to haul more than other humans. Orc-kin treat their Strength score as 2 points higher when determining carry capacity; this is an inherent racial bonus, and stacks with other similar abilities.
Darkvision: Half-orcs can see in the dark up to 60 feet.
Ferocious swipe: 1/combat encounter, the character can initiate a ferocious swipe as a swift action. This attack targets 2 enemies, which must be within range and adjacent to each other, receives a -2 on both attack rolls, and deals an additional 1d6 damage (of the same type their attack would normally deal). A ferocious swipe may be used with any weapon-like attack. The additional damage increases by 1d6 at 10th and again at 20th level.
 

Alternate Racial Traits


Acute Darkvision: Some half-orcs have exceptionally sharp darkvision, gaining darkvision 90 feet. This racial trait replaces orc ferocity. FAQ: Can I select this racial trait if I have a racial trait that replaces darkvision? No. You need to have darkvision as a racial trait in order to select acute darkvision as a racial trait.
Beastmaster: Some half-orcs have a spiritual kinship with fantastical beasts, capturing them for sport or living and hunting with them. A half-orc with this trait treats whips and nets as martial weapons and gains a +2 racial bonus on Handle Animal checks. This racial trait replaces orc ferocity.
Behind the Veil (1 RP): Characters with this trait gain a +2 bonus on Bluff and Sleight of Hand checks while benefiting from concealment or cover. Half-orcs can take this trait in place of intimidating, also gaining the shadow blending fetchling racial trait. Source PZO9466
Bestial: The orc blood of some half-orcs manifests in the form of particularly prominent orc features, exacerbating their bestial appearances but improving their already keen senses. They gain a +2 racial bonus on Perception checks. This racial trait replaces orc ferocity.
Burning Assurance: Half-orcs acquire as a result of prejudice, and their self-confidence puts others at ease. Desert half-orcs with this racial trait gain a +2 racial bonus on Diplomacy checks. This replaces intimidating. PPC:HftF
Cavewight: Some half-orcs live far below the surface, seeking freedom in winding cave complexes. Half-orcs with this racial trait gain a +1 racial bonus on Knowledge (dungeoneering) and Survival checks made underground. This racial trait replaces the intimidating racial trait.
City-Raised: Half-orcs with this trait know little of their orc ancestry and were raised among humans and other half-orcs in a large city. City-raised half-orcs are proficient with whips and longswords, and receive a +2 racial bonus on Knowledge (local) checks. This racial trait replaces wide shoulders.
Cliffside Charger: Half-orcs with this racial trait can move through natural difficult terrain at their normal speed; magically altered terrain affects them normally. In addition, you gain a +10-foot racial bonus to speed while charging. This replaces orc ferocity and wide shoulders. PPC:HftF
Dimdweller (2 RP): Whenever characters with this trait benefit from concealment or full concealment due to darkness or dim light, they gain a +2 racial bonus on Intimidate, Perception, and Stealth checks. Half-orcs can take this trait in place of intimidating. Source PZO9466
Divided Attention: Half-orcs must learn to divide their attention among multiple threats to stay alive, since both humans and orcs often attempt to put them in their place. Half-orcs gain a +1 dodge bonus to AC against foes who flank them. This racial trait replaces intimidating and orc ferocity. Source PZO9280
Dragon Sight (2 RP): Half-orcs with this trait gain some of the keen senses of dragonkind. They have darkvision with a range of 120 feet. This replaces darkvision and intimidating. Source PZO9470
Dragon Slayer (2 RP): Some half-orcs train to defend their kind against dragons that would take advantage of or enslave them. Half-orcs with this trait gain a +2 dodge bonus to their AC against dragons and a +1 racial bonus on attack rolls against dragons. This trait replaces orc ferocity. Source PZO9470
Dusksight (2 RP): When making ranged attacks, characters with this trait can reroll the miss chance granted by cover to any target in dim light, and take the better of the two rolls. The miss chance for total concealment applies normally. Half-orcs can take this trait in place of intimidating, also gaining low-light vision. Source PZO9466
Evader: While underground, half-orcs with this racial trait gain a +5 racial bonus on Survival checks to avoid becoming lost and a +1 racial bonus on Stealth checks. This replaces intimidating. PPC:HftF
Fey Magic (2 RP): The character has a mystic connection to one terrain type, selected from the ranger’s favored terrain list. The character selects three 0-level druid spells and one 1st-level druid spell. If the character has a Charisma score of 11 or higher, when in the selected terrain, she gains these spells as spell-like abilities that can be cast once per day. The caster level for these effects is equal to the user’s character level. The DC for the spell-like abilities is equal to 10 + the spell’s level + the user’s Charisma modifier. These spells are treated as being from a fey source for the purposes of the druid’s resist nature’s lure class feature and similar abilities. This trait replaces orc ferocity. Source: PZO9456
Fey Thoughts (1 RP): Select two of the following skills: Acrobatics, Bluff, Climb, Diplomacy, Disguise, Escape Artist, Fly, Knowledge (nature), Perception, Perform, Sense Motive, Sleight of Hand, Stealth, Swim, or Use Magic Device. The selected skills are always class skills for the character. This trait replaces racial intimidating. Source: PZO9456
Forest Walker: More at home in the forests and jungles of the world, these half-orcs are well adapted to their surroundings. Half-orcs with this trait have low-light vision and gain a +2 racial bonus on Climb checks. This racial trait replaces darkvision.
Gatecrasher: Many half-orcs revel in acts of wanton destruction. Half-orcs with this racial trait gain a +2 racial bonus on Strength checks to break objects and on sunder combat maneuver checks. This racial trait replaces orc ferocity.
Human-Raised: Some half-orcs raised as humans lack their cousins’ ferocity and intimidating posture, but pick up a bit of their human parents’ skills. They gain the human’s skilled racial trait. This racial trait replaces orc ferocity. Source PZO9280
Inured: Half-orcs raised by orcs often become desensitized to the violence around them. Half-orcs with this trait gain a +4 bonus on Will saving throws to avoid sanity damage caused by encountering monsters, extreme violence, or death. This racial trait replaces orc ferocity. Source PZO1135
Low-Light Vision: Feyborn half-orcs gain low-light vision. This trait replaces darkvision. Source: PZO9456
Monstrous Sympathy: Some half-orcs know how monsters think. They receive a +2 racial bonus on Bluff, Diplomacy, and Sense Motive checks against evil creatures. This racial trait replaces intimidating and orc ferocity. Source PZO1135
Orc Atavism: Some half-orcs have much stronger orc blood than human blood. Such half-orcs count as only half-orcs and orcs (not also humans) for any effect related to race. They gain a +2 bonus to Strength and a –2 penalty to one mental ability score of their choice. Finally, they gain the ferocity universal monster ability. This racial trait replaces the half-orc’s usual racial ability score modifiers, as well as intimidating, and orc ferocity. Source PZO9280
Overlooked Mastermind: Some half-orcs use half-orcs’ brutish stereotypes to their advantage, causing others to underestimate their intelligence and scheming. Such half-orcs gain a +2 racial bonus on Bluff, Diplomacy, and Sense Motive checks. This bonus increases to +4 against other humanoids. They also receive a +2 racial bonus on Bluff checks to feign ignorance and Sense Motive checks to intercept secret messages, and this stacks with the above bonus. This racial trait replaces intimidating, orc ferocity. Source PZO9280
Pain Tolerance: Some half-orcs have an increased tolerance for pain. They gain DR 1/— against nonlethal damage and receive a +2 racial bonus on saving throws against spells and spell-like effects with the pain descriptor. This racial trait replaces orc ferocity. Source PZO1135
Pariah: While many cultures discriminate against half-orcs, in some, particularly dwarven communities, half-orcs are complete social pariahs. It goes without saying that such a culture does not provide outlets for a half-orc to practice with traditional orc weapons. The few half-orcs who survive to adulthood in such harsh social climates are deeply scarred by their abusive treatment and find it hard to express and understand normal emotions. Such half-orcs gain a +2 racial bonus on saving throws against emotion and fear effects and a –2 penalty on Bluff, Diplomacy, and Sense Motive checks. This racial trait replaces wide shoulders. Source PZO9280
Poison Minion (4 RP): Drow sometimes augment their slaves and frontline warriors by making them toxic, causing their bodies to internally produce mawbane poison (see below). The resulting poisonous creature makes a potent weapon in the effort to discourage neighboring monsters. Any creature that hits such a character with a bite attack is immediately exposed to its poison. The save DC for this poison is equal to 10 + 1/2 the character’s Hit Dice + the character’s Constitution modifier. Mawbane Poison—ingested; save Fortitude as above; frequency 1/round for 4 rounds; effect 1d2 Constitution damage; cure 1 save. Half-orcs can take this trait in place of orc ferocity and wide shoulders. Source PZO9466
Projection: Some half-orcs channel negative emotions through magic. The DCs of any saving throws against spells with the fear or pain descriptor they cast increase by 1. This racial trait replaces orc ferocity. Source PZO1135
Rock Climber: Half-orcs from mountainous regions are excellent climbers, and sometimes ambush prey by leaping down from above. Half-orcs with this racial trait gain a +1 racial bonus on Acrobatics and Climb checks. This racial trait replaces the intimidating trait.
Sacred Tattoo: Many half-orcs decorate themselves with tattoos, piercings, and ritual scarification, which they consider sacred markings. Half-orcs with this racial trait gain a +1 luck bonus on all saving throws. This racial trait replaces orc ferocity.
Scavenger: Some half-orcs eke out a leaving picking over the garbage heaps of society, and must learn to separate rare finds from the inevitable dross. Half-orcs with this racial trait receive a +2 racial bonus on Appraise checks and on Perception checks to find hidden objects (including traps and secret doors), determine whether food is spoiled, or identify a potion by taste. This racial trait replaces the intimidating trait.
Sea Raider: Half-orcs frequently take up sailing as pirates, raiders, and fishers, where they are known as tenacious fighters. They gain a +2 racial bonus on Profession (sailor) checks and Craft checks to repair ships, and a +1 racial bonus on damage rolls against foes and objects in or on top of the water. This racial trait replaces darkvision. Source PZO9280
Shadowhunter (2 RP): Characters with this trait deal 50% weapon damage to incorporeal creatures when using non-magical weapons (including natural and unarmed attacks), as if using magic weapons. They also gain a +2 bonus on saving throws to remove negative levels, and recover physical ability damage from attacks by undead creatures at a rate of 2 points per ability score per day (rather than the normal 1 point per ability score per day). Half-orcs can take this trait in place of wide shoulders. Source PZO9466
Shadowplay (1 RP): Characters with this trait cast spells with the darkness, light, or shadow descriptor at +1 caster level. Half-orcs can take this trait in place of intimidating, also gaining the gnome’s illusion resistance racial trait. Source PZO9466
Shaman Enhancement: You gain a +2 racial bonus on Spellcraft checks. In addition, when such a half-orc acquires an animal companion, bonded mount, cohort, familiar, or spirit animal, that creature gains a +2 bonus to Strength, Dexterity, or Constitution, as selected by the half-orc. This racial trait replaces wide shoulders and intimidating. Source PZO9480
Shaman’s Apprentice: Only the most stalwart survive the years of harsh treatment that an apprenticeship to an orc shaman entails. Half-orcs with this trait gain Endurance as a bonus feat. This racial trait replaces the intimidating trait.
Skilled: Second- and third-generation half-orcs often favor their human heritage more than their orc heritage. Half-orcs with this trait gain 1 additional skill rank per level. This racial trait replaces darkvision.
Smog Sight: Half-orcs with this racial trait can see double the normal range in dense fog and smoke (including magic effects like obscuring mist) and ignore concealment from smoke or fog for targets within 5 feet. This racial trait replaces darkvision. Source PZO1135
Squalid: Some half-orcs exist in surroundings so filthy and pestilent that even orcs would have difficulty living in them. Half-orcs with this racial trait gain a +2 racial bonus on saving throws made to resist nausea, the sickened condition, and disease. This racial trait replaces orc ferocity.
Stoic: Some half-orcs learn to suppress their strong emotions. They don’t usually gain morale bonuses, but instead gain a +2 racial bonus on saving throws against emotion and fear effects, and the DC to intimidate them increases by 2. They can choose to gain morale bonuses when they would normally be able to do so, but if they do, they lose the benefits from this racial trait for 24 hours. This racial trait replaces intimidating and orc ferocity. Source PZO1135
Tenacious: City-dwelling half-orcs must often be tenacious to get by. Once per day if a half-orc fails a Fortitude save, Will save, or Constitution check, he can reroll the save or check. The half-orc must take the second result, even if it is worse. This racial trait replaces orc ferocity. PPC:HotS
Toothy: Some half-orcs’ tusks are large and sharp, granting a bite attack. This is a primary natural attack that deals 1d4 points of piercing damage. This racial trait replaces orc ferocity.
Unflinching Valor: half-orcs with this racial trait gain a +2 racial bonus on saving throws against fear effects, and a +1 racial bonus to CMD to avoid being grappled. This replaces intimidating. PPC:HftF
Voice in the Darkness (2 RP): Prerequisite(s): Charisma 13+. Characters who practice coercion and intimidation in the Underworld or on the Shadow Plane learn to do so in dim light or no light at all. As long as they are in dim light or darker conditions, characters with this trait gain a +2 bonus on Intimidate and Stealth checks. Half-orcs can take this trait in place of intimidating. Source PZO9466
Warded Skin: Half-orcs with this racial trait gain spell resistance against divine magic equal to 6 + their level. Additionally, divine spells cast on them by demon worshipers have a 10% chance of failure. This replaces orc ferocity. PPC:HftF
War-Leader: Some orcs seek out human mates in hopes of birthing intelligent leaders for their interminable war efforts. When nature and luck smile upon this endeavor and a half-orc child shows cunning, that child is raised with many harrowing opportunities to learn how to best lead on the battlefield. Such half-orcs gain a +2 bonus on Diplomacy and Profession (soldier) checks as well as to their Leadership score (for the purpose of the Leadership feat). Armies they control in mass combat gain a +1 bonus to Morale. This racial trait replaces darkvision and orc ferocity. Source PZO9280

Favored Class Options


Alchemist: Add +1/2 to the alchemist’s bomb damage.
Alchemist: Gain a +1/2 bonus on Strength checks to break objects and on sunder combat maneuver checks when under the effects of a mutagen that increases the alchemist’s Strength or Constitution score. Source PZO1135
Arcanist: Gain a +1 bonus on concentration checks made due to taking damage while casting arcanist spells.
Barbarian: Add +1 to the barbarian’s total number of rage rounds per day.
Bard: Add +1 to the bard’s total number of bardic performance rounds per day.
Bard: Gain a +1/2 bonus on Bluff checks to pass secret messages, Sense Motive checks to discern secret messages, and Linguistic checks to decipher unusual handwriting. Source PZO1135
Bloodrager: Increase the bloodrager’s total number of bloodrage rounds per day by 1.
Brawler: Add 1/4 to the brawler’s effective level to determine her unarmed strike damage.
Cavalier: Add +1 hit point to the cavalier’s mount companion. If the cavalier ever replaces his mount, the new mount gains these bonus hit points.
Cleric: Select one domain power granted at 1st level that is normally usable a number of times per day equal to 3 + the cleric’s Wisdom modifier. The cleric adds +1/2 to the number of uses per day of that domain power.
Druid: Add +1/3 to the druid’s natural armor bonus when using wild shape.
Fighter: Add a +2 bonus on rolls to stabilize when dying.
Fighter: The fighter gains 1/2 point of DR/— against nonlethal damage (maximum DR 10/—). Source PZO1135
Gunslinger: Add a +1/3 bonus on attack rolls when using the pistol whip deed.
Hunter: Add 1 hit point to the hunter’s animal companion. If the hunter replaces his animal companion, the new animal companion gains these bonus hit points.
Inquisitor: Add a +1/2 bonus on Intimidate checks and Knowledge checks to identify creatures.
Investigator: Gain a +1/3 bonus on critical hit confirmation rolls made while using studied combat (maximum bonus of +5). This bonus does not stack with those gained through Critical Focus and similar effects.
Kineticist: [see errata at right] Add 1/3 point of fire damage to fire-element blasts that deal fire damage. Source: PZO1132
Magus: Add +1/2 point of fire damage to spells that deal fire damage cast by the magus.
Medium: When gaining a taboo, the medium can use spirit surge without incurring influence an additional 1/4 time per day. Source: PZO1132
Mesmerist: Increase the mesmerist’s bonus damage from painful stare by 1/2 point. Source: PZO1132
Monk: Add +1 to the monk’s CMD when resisting a grapple and +1/2 to the number of stunning attacks he can attempt per day.
Occultist: Deal an additional 1/2 point of damage with focus powers. Source: PZO1132
Oracle: Add one spell known from the oracle spell list. This spell must be at least one level below the highest spell level the oracle can cast.
Paladin: Add +1/3 on critical hit confirmation rolls made while using smite evil (maximum bonus of +5). This bonus does not stack with Critical Focus.
Psychic: Gain a +1 bonus on concentration checks required because of taking damage while casting spells from the psychic class. Source: PZO1132
Ranger: Add +1 hit point to the ranger’s animal companion. If the ranger ever replaces his animal companion, the new animal companion gains these bonus hit points.
Rogue: Add +1/3 on critical hit confirmation rolls made while using sneak attack (maximum bonus of +5). This bonus does not stack with Critical Focus.
Shaman: Add one spell from the cleric spell list that isn’t on the shaman spell list to the list of spells the shaman knows. This spell must be at least 1 level below the highest spell level the shaman can cast.
Skald: Increase the skald’s total number of raging song rounds per day by 1.
Slayer: Gain a +1/3 bonus on critical hit confirmation rolls made while using sneak attack (maximum bonus of +5). This bonus doesn’t stack with those gained through Critical Focus and similar effects.
Sorcerer: Add +1/2 point of fire damage to spells that deal fire damage cast by the sorcerer.
Spiritualist: Add 1 hit point to the spiritualist’s phantom. Source: PZO1132
Summoner: Add +1 hit point to the summoner’s eidolon.
Swashbuckler: Gain a +1/3 bonus on all critical hit confirmation rolls made while using the precise strike deed (maximum bonus of +5). This bonus doesn’t stack with those gained through Critical Focus and similar effects.
Vigilante: Add 1/2 to the DC increase from unshakable. Source PZO1134
Warpriest: Gain a +2 bonus on rolls to stabilize when dying.
Witch: Add +1 skill rank to the witch’s familiar. If the half-orc ever replaces her familiar, the new familiar gains these bonus skill ranks.
Wizard: Add a +1 bonus on concentration checks made due to taking damage while casting wizard spells.

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