Orcs originate from the world of Orkarum. It is a cold world which orbits its parent star on the outer edge of system’s habitable zone, fraught with hazardous environs and filled with dangerous predators. For thousands of years Orkarum was plagued by constant warfare between orcish clans battling for supremacy. This continual violence began to diminish when Orkarum fell under the empire’s sphere of influence. Though the empire brought peace amongst the orcish clans, many orcs perceived imperial laws and customs as foreign and oppressive. Tensions erupted into conflict during the Civil War, when Orkarum and joined the Federation of Independent Planets. The empire invaded Orkarum near the end of the war in an attempt to pacify the orcish population, a campaign which devastated the planet and committed genocide against its people.

Standard Racial Traits
-Ability Score Racial Traits: Orcs are brutal and savage. They gain +4 Strength, -2 Int, -2 Wis, -2 Cha
-Type: Orcs are humanoids with the orc subtype.
-Size: Orcs are Medium creatures and thus have no bonuses or penalties due to their size.
-Base Speed: Orcs have a base speed of 30 feet.
-Languages: Orcs begin play speaking Common and Orc. Orcs with high Intelligence scores can chose from the following: Dwarven, Giant, Gnoll, Goblin, Undercommon. See the Linguistics skill page for more information about these languages.

Offensive Racial Traits
-Orc Ferocity: Once per day, when an orc is brought below 0 hit points but not killed, he can fight on for 1 more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying.
-Weapon Familiarity: Orcs are always proficient with greataxes and falchions, and treat any weapon with the word “orc” in its name as a martial weapon.

Feat and Skill Racial Traits
-Intimidating: Orcs receive a +2 racial bonus on Intimidate checks due to their fearsome nature.

Senses Racial Traits
-Darkvision: Orcs can see perfectly in the dark up to 60 feet.

Orc Alternative Racial Traits

-Beastmaster: Some orcs have a spiritual kinship with fantastical beasts, capturing them for sport or living and hunting with them. An 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.

-Bestial: Some orcs have particularly prominent facial 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.

-Cavewight: Some orcs live far below the surface, seeking freedom in winding cave complexes. 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: Orcs with this trait know little of their orc ancestry and were raised among humans in a large city. City-raised orcs are proficient with whips and longswords, and receive a +2 racial bonus on Knowledge (local) checks. This racial trait replaces weapon familiarity.

-Forest Walker: More at home in the forests and jungles of their world, these orcs are well adapted to their surroundings. Orcs with this trait have low-light vision and gain a +2 racial bonus on Climb checks. This racial trait replaces darkvision.

-Sacred Tattoo: Many orcs decorate themselves with tattoos, piercings, and ritual scarification, which they consider sacred markings. Orcs with this racial trait gain a +1 luck bonus on all saving throws. This racial trait replaces orc ferocity.


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