Eastern orcs

Eastern orcs are the darker cousins of the western orcs and hated enemies of many civilized races. Residing mostly within the derelict wasteland known as the Wildlands of Angmar, from there they launch small invasions to neighboring lands. While the western orcs are also seen as barbaric and savage in their ways, it is possible that some of that bad reputation comes from the eastern orcs. They are truly savage and nomadic, stealing what they can and crushing the weak. Though they have always been like this, it is the demon lord Malzarak that fully awakened the inner rage of the eastern orcs.

## Physical description

Eastern orcs have around the same averages as the western orcs, with males usually being slightly above 2 meters tall and weighing over a 100 kilograms, with females being shorter and much lighter than that. The eastern orc are so close in appearance to western orcs in fact that if it wasn't for their grey and darkish skin, it would be hard to distinguish them. The other small difference they have is that the eastern orcs tend to have larger fangs, even if they are often broken from fighting. They also like to wear armors mixed with iron plates, fur and leather, with the iron parts usually being salvaged from other races. The ages for the eastern orcs are also the same as their western cousins, rarely reaching ages of over 70 years old.

## Society

The eastern orcs have always been split into small groups, with frequent infighting and cannibalism occurring. The demon lord Malzarak brought them brief union during the Second Demon War but after that, they have been scattered once again. The eastern orcs still hold Malzarak in high regard and he is the source of power for many warriors. Eastern orcs apparently have an ability to tap into their inner rage by speaking Malzarak's name. The eastern orcs have no allies and constantly seek new lands to plunder. They breed fast and can grow to become quite strong if their communities are left unchecked.

## Rules

* **Ability Score Modifiers:** Eastern orcs have embraced the gifts of Malzarak, but have grown to be extremely brutish and sadistic. They gain +4 Strength, +4 Constitution, -2 Intelligence, -2 Wisdom and -4 Charisma.
* **Size:** Medium
* **Type:** Humanoid, orc
* **Base speed:** 30 feet
* **Languages:** Eastern orcs begin play speaking Orc and Abyssal. Eastern orcs with high Intelligence scores can choose from the following: Common, Infernal, Dwarven, Giant, Gnoll, Goblin and Undercommon.

* **Ferocity:** Eastern orcs possess the ferocity ability which allows them to remain conscious and continue fighting even if their hit point totals fall below 0. Eastern orcs are still staggered at 0 hit points or lower and lose 1 hit point each round as normal.
* **Blood of Malzarak (Ex):** Eastern orcs gain the ability to rage like the barbarian class. A damaged eastern orc can rage a number of rounds per day equal to 2 + his Constitution modifier as a free action.

While in rage, an eastern orc gains a +2 morale bonus to Strength and Constitution, as well as a +1 morale bonus on Will saves. In addition, he takes a –2 penalty to Armor Class. The increase to Constitution grants him 1 hit point per Hit Dice, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, an eastern orc cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.
An eastern orc can end his rage as a free action and is fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. If an eastern orc falls unconscious, his rage immediately ends, placing him in peril of death.
An eastern orc with the rage or bloodrage class ability gains additional rage or bloodrage rounds per day equal to 1 + his Constitution modifier instead.
* **Furious Momentum:** Eastern orcs gain a +1 racial bonus on melee attack and damage rolls made as part of a charge.
* **Smeller:** Eastern orcs gain a limited scent ability with half the normal range.
* **Feral Orc:** Eastern orcs with a negative Intelligence modifier of -1 lose Abyssal as a starting language and also lose Orc as a starting language if their Intelligence modifier is -2 or lower. Eastern orcs without a starting language can only communicate with grunts and gestures, can only choose Primitive Sign Language, Low Orc, or Low Common when they invest points in Linguistics and require two points in order to learn these languages. They then gain additional skill points equal to double the number of their negative Intelligence modifier and may place them in any Strength- or Dexterity-based skills, as well as Handle Animal, Intimidate, Perception or Survival.
* **Hatred:** Eastern orcs gain a +1 bonus on attack rolls against humanoids of the dwarf and human subtypes.
* **Weapon Familiarity:** Eastern orcs are proficient with greataxes, falchions, armor spikes and spiked shields (both light and heavy), and treat any weapon with the word “orc” in its name as a martial weapon.
* **Darkvision:** Eastern orcs can see perfectly in the dark up to 60 feet.

### Alternate Racial Traits

The following alternate racial traits may be selected in place of one or more of the standard racial traits above. In addition, eastern orcs have access to all alternate racial traits normally available to orcs. Consult your GM before selecting any new options.

* **Uncorrupted:** Some eastern orcs migrated west from the Wildlands of Angmar when the Second Demon War broke out and remained uncorrupted by Malzarak, still in touch with their souls. Eastern orcs with this racial trait gain Low-Light Vision and remove their -4 penalty to Charisma, but lose Abyssal as a starting language. This racial traits replaces Blood of Malzarak and Darkvision.

## Eastern orc Racial Feats

* **Lust for Battle**

*As you hack down your foes, their sweet death throes keep you wanting for more.*

**Prerequisites:** Eastern orc, base attack bonus +6.

**Benefit:** When you take down an enemy with a melee attack, you can make a charge against another creature within range as an immediate action. You can only move up to your speed on this charge. If you make a charge in the middle of a full-attack action, you lose your remaining attacks in that action. You can only make one attack on this additional charge and abilities such as pounce do not apply. You can use this ability once per round.

* **Blood Bath**

*The blood of your enemies and yourself feeds your inner fortitude in battle.*

**Prerequisites:** Eastern orc, Con 17, character level 6th.

**Benefit:** Whenever you or an adjacent enemy takes bleed damage, you gain 3 temporary hit points. The maximum number of temporary hit points you can have from this feat active at the same time is equal to your character level + your Constitution modifier. These temporary hit points stack with themselves and any other temporary hit points you might have.

Once you are out of combat, these temporary hit points are lost.

* **Salvaged Armor**

*You know how to combine different parts from multiple armors together to create something more wearable.*

**Prerequisites:** Eastern orc, Craft (armor) 6 ranks, proficiency with light and medium armor.

**Benefit:** By taking 1 day, you can modify a piece of armor to reduce its category. If you are reducing the category of heavy armor to medium, you need to have a piece of heavy armor and a piece of medium armor. The medium armor is lost in this process as it melds together with the heavy armor. If you are reducing the category of medium armor to light, you need to have a piece of medium armor and a piece of light armor. The light armor is lost in this process as it melds together with the medium armor. You can also create a "three piece" armor that is made from light, medium and heavy armor. The light and medium armor are lost in this process as they meld together with the heavy armor. The base statistics of this new armor are equal to the base statistics of the highest tier armor present in the combination. The armors that are combined together lose any magic enchantments on them. A piece of combined armor cannot be further combined with a new piece of armor.

After taking 1 day to work on a piece of combined armor, you must succeed at a Craft (armor) check with a DC equal to 18 for a light/medium combination, 23 for a medium/heavy combination, and 28 for a three piece combination. If you fail this check, you are unable to create the combined armor and can try again after a short rest. If you fail this check by 5 or more, the lowest tier armor involved is destroyed in the process.

Heavy armors and three piece armors modified with this feat are treated as medium, and medium armors are treated as light. This decrease does not apply to proficiency in wearing the armor. The Armor Bonus of combined armor is decreased by 1, Maximum Dex Bonus is increased by 1, Armor Check Penalty is reduced by 1 and the weight of the armor is halved. The increase on Maximum Dex Bonus and reduction on Armor Check Penalty do not stack with mithral or singing steel; only the highest bonus applies. The price of magic enchantments on combined armor is increased by 20% and is further increased by 20% (to a total of 40%) if its a three piece armor.

If the armors being combined together are made from special materials, all of these materials will be present on the new piece of armor, but their bonuses will be based on the original armor that was made from them. For example, combining a piece of medium armor made from adamantine together with a piece of light armor made from angelskin creates a piece of combined armor that grants its wearer a damage reduction of 2/- and hides their evil auras. However, the price of magic enchantments on combined armor made from two different special materials is increased by 20% (to a total of 40%) and is further increased by 20% (to a total of 60%) if made from three different special materials. Similar effects from special materials do not stack. In addition, each different special material involved in the combination increases the Craft DC by 2.