Orcs

## Green orcs/Steppe orcs

Orcs are aggressive and savage. They respect strength and power, and weak individuals have role of laborers. Orcs believe that anyone who is not capable of defending their property is just asking for it to be taken.

### Physical description

Orcs are tall and muscular, around 1,7-2 meters and over 90 kilograms. Much more muscular than humans, and they have boar-like canines and sharp teeth. Orcs skin color varies from light green to blackish dark green.

### Society

Orcs live mostly in small tribes and family clans. They sometimes band together for larger raids, but usually disperse after said raid. Most green orcs live on the steppes east of Nordwald forest.

### Magic

Orcs are interested only in magic when it has immediate, tangible benefits making them unsuited for any kind of spellcasting that requires education or discipline. Instead, orcs favour magic that taps into primal sources of power like sorcerers, oracles, shamans, and witches, though they also have a surprising respect for both bards and skalds for their ability to manipulate emotions and whip orcs into a supernatural frenzy. Magic users in orc society often either use their abilities to make themselves an integral part of the tribe, rising rapidly through it's hierarchy, or in a self-imposed exile, seeing their strange powers as making them above other orcs. Due to orcs respect for the sheer power of their deities, spellcasters will often try to associate themselves with them, with arcane casters often pretending that their power instead extends from the divine.

### Rules

#### **Standard Racial Traits**

Ability Score Modifiers: Orcs are brutal and savage. They gain +4 Strength, –2 Intelligence, –2 Wisdom, and –2 Charisma.

Type: Humanoid, orc

Size: Medium

Base Speed: 30 feet.

Languages: Orcs begin play speaking Only Orc. Orcs with high Intelligence scores can chose from the following: Common, Levai, Keroi, Dwarven, Giant, Gnoll, Goblin and Undercommon.

**Offense Racial Traits**

Ferocity: Orcs possess the ferocity ability which allows them to remain conscious and continue fighting even if their hit point totals fall below 0. Orcs are still staggered at 0 hit points or lower and lose 1 hit point each round as normal.

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.

Darkvision: Orcs can see perfectly in the dark up to 60 feet.

#### **Weakness Racial Traits**

Light Sensitivity: Orcs are dazzled in areas of bright sunlight or within the radius of a daylight spell.

#### **Alternate Racial Traits**

The following alternate racial traits may be selected in place of one or more of the standard racial traits above. Consult your GM before selecting any of these new options.

Dayrunner: 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 take a –2 penalty on all ranged attack rolls. This racial trait replaces light sensitivity.

Feral: Orcs 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 racial bonus on melee weapon attack and damage rolls when at negative hit points. This racial trait replaces the orc’s weapon familiarity and automatic languages. Feral orcs without additional languages due to high Intelligence scores or ranks in Linguistics can only communicate with grunts and gestures.

Reckless Climber: Mountain-dwelling orcs 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. This racial trait replaces ferocity.

Smeller: Orcs with this racial trait gain a limited scent ability with half the normal range. This racial trait replaces ferocity and weapon familiarity.

Squalid: Some orcs 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. This racial trait replaces ferocity.

## Yellow orcs/Milk orcs

Yellow are orcs not as savage as their green cousins, though they are still aggressive and non-conformant compared to many other races. Yellow orcs mostly farm and raise cattle, hence their nickname ”milk orcs”.

### Physical description

Yellow orcs are a little bit smaller than their green counterparts, but still larger than humans. Color of their skin varies from yellowish green to yellowish white. Their tusks are usually very small. They have green, yellow or red hair, which is usually fairly short. Eye color varies from red to yellow.

### Society

Yellow orcs live almost everywhere they can raise cattle or farm. Some yellow orcs even live close to humans on the edge of kingdoms. Their communities mostly consist family clans or tribes, but sometimes enough of them band together to form a village.

### Rules

#### **Standard Racial Traits**

Ability Score Modifiers: Yellow Orcs are brutal and savage, but not primal. They gain +2 strength, +2 constitution and -2 intelligence

Size: Medium

Type: Humanoid, orc

Base speed: 30ft

Languages: Yellow orcs begin play speaking Orc and common. Yellow orcs with high intelligence may choose from following: Levai, Keroi, Giant, Gnoll, Goblin, Dwarven, Undercommon

#### **Feat and skill racial traits**

Intimidating: Yellow orcs receive a +2 racial bonus on Intimidate checks due to their fearsome nature.

#### **Offense Racial Traits**

Orc Ferocity: Once per day, when a yellow 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.

Fanatical rage: Yellow orc will hit his target so hard and brutally, that their weapon breaks. They add 1d6 to their damage roll. The weapon gains broken condition. They can use this ability 1/2 times per character level(minimum of 1).

Weapon Familiarity: Yellow orcs are proficient with flails, slings, clubs and greataxes.

#### **Senses Racial Traits**

Low-Light vision: Yellow orcs can see twice as far as normal humans in conditions of dim light.

Smeller: Orcs with this racial trait gain a limited scent ability with half the normal range. This racial trait replaces ferocity and weapon familiarity.

#### **Other Racial Traits**

Shaman Enhancement You gain a +2 racial bonus on Spellcraft checks. In addition, when such a yellow 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 yellow orc. This racial trait replaces weapon familiarity and intimidating.

Shaman’s Apprentice: Only the most stalwart survive the years of harsh treatment that an apprenticeship to an orc shaman entails. Yellow orcs with this trait gain Endurance as a bonus feat. This racial trait replaces the intimidating trait.

Balanced disposition: Yellow orcs are calm, and people might listen to their reason and logic. Yellow orcs gain +2 on diplomacy checks towards people, who have indifferent or better attitude towards them.