Orcish Culture

Culture Traits

 
Common Traits
  • Ability score modifiers: -2 Inteligence +2 Charisma
  • Starting Languages: In addition to the common tongue, characters with this culture know Orcish. Additionally, characters with a high enough intelligence to warrant additional starting languages may choose from the following languages: Dwarven, Giant, Gnoll, Goblin, Undercommon.
  • Local Knowledge: A character of the Orcish Culture can make knowledge (local) checks untrained so long as the check pertains to Orcish tribes or trade caravans in Amaris or northern Terra Carte. In addition, they always roll such checks with advantage.
  • Size is Everything: In orcish cultures, the biggest and strongest hold the positions of power. This intense focus on size as a symbol of status means that smaller creatures raised in such cultures are often outsiders, barely part of the clan or tribe they are associated with. A character with a size of small must take the Outsider subancestry with this ancestry.
 
Simple Traits
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Intermediate Traits
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Advanced Traits
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Outsider Traits
 
Trait Descriptions
Bellowing: A character with this trait gains a +4 cultural bonus to Intimidate checks.   Bloodlust: Orcish culture teaches the way of battle in its most rudimentary form; strike until it bleeds then make it bleed some more. Whenever a creature is bloodied within 60ft of a character with this trait, that character gains a +1 morale bonus to melee attack and damage rolls until the end of its next turn. This bonus stacks up to a +3 and can only be triggered once by an individual creature every 24 hrs. In order to gain the bonus, the character must be able to see the bloodied creature.   Brazen Charge: reckless in all things, orc culture teaches to charge headlong into all problems. Characters with this trait add +10 to their base speed when charging. In addition, when charging, characters with this trait suffer an additional -1 AC but add +2 to the damage roll at the end of the charge. This bonus damage is multiplied by wielding a two handed weapon the same as the bonus damage from power attack.   Day Runner: Orcs refuse to yield to any foe, including the sun. Some spend hour upon hour glaring at the sun until their ruined eyes acclimatize to bright light. Orcs with this racial trait are unaffected by light sensitivity but take a –2 penalty on all ranged attack rolls. A character without light sensitivity Instead gains a +2 cultural bonus on perception checks.   Destructive Display: A character with this trait gains Dazzling display as a bonus feat even if they do not meet the prerequisites. In addition, in place of using a weapon to make a show of prowess with an intimidate check, a character with this trait can instead make a show of brute force and break an item as part of the dazzling display. If the attempt is successful each opponent within 30ft that can see the character must make a will saving throw or become demoralized. The DC for this saving throw is equal to the break DC of the item.
Fearless: Characters with this trait gain a +4 racial bonus against fear effects. In addition, at the beginning of the first round after gaining a fear effect, a character with this trait may make another saving throw against the original DC of the fear effect. If successful, the character is no longer shaken, frightened, or panicked.   Feral: Members of Orc clans have the ability to fend for themselves long before they master the rudiments of their language and culture. Having needed to hunt bugs and tiny animals for food to survive while still infants, feral orcs fight all the harder to survive when at the brink of death. Orcs with this racial trait gain Survival as a class skill and gain a +1 morale bonus on melee weapon attack and damage rolls when bloodied. This bonus doubles when at negative hit points.   Raider: Characters with this trait gain a +2 bonus to appraise checks   Reckless Climber: Mountain-dwelling orc clans thrive on taking insane risks to defeat foes and show up rivals. They gain a +4 racial bonus on Climb checks without rope and on Acrobatics checks to maintain balance.   Squalid: Some clans exist in surroundings so filthy and pestilent that even other orcs would have difficulty living in them. Orcs with this racial trait gain a +2 racial bonus on saving throws made to resist nausea, the sickened condition, and disease.    
Outsider Traits
These traits are only availalbe to a character of this culture if they have the Outsider Sub-culture. Undersized: In Orcish culture, size is everything and determines right. Those of small stature in Orcish culture do not rise far and often times must resort to stealing to survive A character with this trait gain a +4 cultural bonus on Stealth and Sleight of hand checks but suffers a -4 penalty on intimidate checks. This trait may only be selected when applying the Outsider SubCulture  

Favored Class Options

Alchemist: Add +10 minutes to the duration of the alchemist’s mutagens.

Barbarian: Add +1 to the barbarian’s total number of rage rounds per day.

Cavalier: Add +1 to the cavalier’s CMB when making bull rush or overrun combat maneuvers against a challenged target.

Druid: Add +1/2 to the damage dealt by the druid’s animal companion’s natural attacks.

Fighter: Add +2 to the Fighter’s Constitution score for the purpose of determining when he dies from negative hit points.

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.

Witch: Add one spell from the witch spell list to the witch’s familiar. This spell must be at least one level below the highest spell level she can cast. If the witch ever replaces her familiar, the new familiar knows these bonus spells.

Bard: The bard gains a +1/6 bonus to his inspire competence ability.

Cleric: Add +1/2 point of fire damage to cleric spells cast that deal fire damage.

Gunslinger: Add a +1/3 bonus on attack rolls when using the pistol whip deed.

Inquisitor: Add +1/2 to the attack roll bonus when the inquisitor is at or below 0 hit points.

Magus: Add +1/2 point of fire damage to magus spells cast that deal fire damage.

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.

Oracle: Reduce the penalty for not being proficient with one weapon by 1. When the nonproficiency penalty for a weapon becomes 0 because of this ability, the oracle is treated as having the appropriate Martial or Exotic Weapon Proficiency feat with that weapon.

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.

Rogue: Add +1/2 to damage rolls when the rogue is at or below 0 hit points.

Sorcerer: Add +1/2 point of fire damage to sorcerer spells cast that deal fire damage.

Summoner: Add +1 hit point to the summoner’s eidolon.

Wizard: Add a +1 bonus on concentration checks made due to taking damage while casting wizard spells.


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