Waveripper Tribe

The watery orcs who prowl the coastlines and the seas

Racial Traits

 
Waterborne Warriors: Gain a swim speed equal to your base land speed, and take no penalties for fighting underwater.   Waveripper Tendrils: Your reach is increased as if you were one size category larger for the purposes of melee weapon attacks and attacks of opportunity.   Pressurized Blood: When you are struck for damage by piercing or slashing damage, you may choose to move either yourself or the creature attacking you 5ft + 5ft per 4HD, stopping if they would move into an occupied square, into an obstacle, or into a dangerous hazard such as off a cliff, etc. You may move yourself in any direction but if you choose to move the attacking creature they can only move backwards.
 

Alternate Racial Traits

 
Orcish Shipbuilder: Racial Ability Scores become (+2 Strength, +2 Dexterity, +2 Intelligence, -2 Wisdom, -2 Charisma). Modifies Racial Abilities scores.   Having either been trained by one of the Orcish Masters or having dedicated years to the study of shipbuilding, the Orcish Shipbuilders singlehandedly sustain the orcish practice of raiding seafaring vessels and caravans, and it is with their intellect and skill alone that the Waveripper Armadas are able to remain afloat, ramshackle though they might be.
 
Iceveins: Gain Cold Resistance 10. Replaces Waterborne Warriors.   Born in arctic climates rather than on the shore or on the water, these Waveripper Orcs are frigid and carry a chill so intense that only the most intense cold can affect them.
 
Waveripper Jets: Your base land speed increases by 15ft. You get the Jet Universal Monster Rule, allowing you to move up to 200ft in a straight line as a full-round action that does not provoke Attacks of opportunity. Replaces Waveripper Tendrils.   Rather than using the latent water in the air to increase their natural reach by forming tendrils of water around their arms, these Waveripper Orcs instead eject high-pressure jets of water from organic nozzles on the soles of their feet and the backs of their legs.
 
Permafrost Core: Once per combat, you can select a square within 30ft of you and transform that square and all squares within a 10ft radius of it into difficult terrain, dealing 1d6 cold damage to any creatures who end their turn on one of those squares. This effect lasts for 1d4 rounds. Replaces Pressurized Blood.   Their bodies giving off waves of freezing energy, these Waveripper Orcs are terrifying foes who weep permafrost onto the battlefield, freezing and covering the land in ice that is so cold it snap-freezes flesh and blood and bone alike.
 

Racial Feats

 
Naturally Buoyant:   Prerequisites: Waveripper Orc, Character level 7th   Effects: Gain a permanent waterwalking effect.   Whether due to their bodies able to adapt to the pressure within the water to make them naturally float or due to their ice-cold bodies freezing the water to walk upon, these Waveripper Orcs gain a powerful boon that makes them able to walk on water.
 
Deep Sea Mariner:   Prerequisites: Waveripper Orc, Character level 7th   Effects: Gain Cold Resistance 15.   Special: You have took the 'Iceveins' alternate racial trait, gain Cold Immunity instead.   Their bodies becoming acclimated to the freezing cold waters of the ocean, these Orcs are capable of staying in cold environs for longer.
Hair, Eye, and Body Coloration
Waveripper orcs typically have normal greenish skin, though they tend to be tanner and darker green. Those who live in arctic climates typically have bluish skin. Their eyes are often sea blue or blue-adjacent colors, and their hair can vary wildly, but tends to be darker colors for non-arctic orcs and lighter colors for arctic ones, to blend into the snowy landscape.
 
Typical Home Environments
Coastlines, Islands, Oceans, Arctic Climates
 
Naming Standards
Orcish Standard for Coastal and Seaborne Orcs. Arctic Orcs tend to have more nordic or giant-like names.

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