Northern orcs

Northern orcs, also known as steppe orcs, are the lesser-known cousins of the western and eastern orcs and for a good reason; they have avoided taking part in any conflicts of the past and have rarely come in contact with any civilized races of the south because of their geographical placement. Their nomadic and non-confrontational attitude has helped them live peacefully and without much trouble, aside from the unforgiving nature and many bestial dangers roaming the steppes of the north. Their lifestyle and native environment has also caused some to refer to them as steppe orcs. Their skill with horses and bows is their greatest strength and in general, they are quite proficient in animal husbandry. Together with their fast steeds and sharp arrows, they hunt many ferocious beasts that live with them on the steppes and use the meat, skin and fur of these animals as resources for their own survival. Although they are introverted and wary of outsiders, they have been known to trade with trustworthy folk. Compared to the western and eastern orcs, northern orcs are perhaps not as aggressive or angry but they are still strong and unforgiving when confronted. Perhaps their true nature has not yet manifested as they have not discovered the ways of hatred and revenge as the western and eastern orcs have.

## Physical description

Physically, the northern orcs are noticeably smaller but also extremely variable in their physicality when compared to other orcs. Their average height lies somewhere between 180 to 190 centimeters and their average weight sits around 75 to 85 kilograms. Males and females are quite similar in size, with females being only slightly smaller. Unlike western and eastern orcs, female northern orcs are also expected to hunt and fight for the tribe. Northern orcs tend to value handy skills and sharp wits above physical prowess in their communities and one can normally find a role within the tribe if they are proficient in something useful. The skin of a northern is typically brown or yellow, varying between light brown, yellowish and very deep and dark brown. Northern orcs can sometimes be mistaken for eastern orcs if their skin is particularly dark. Their eyes are most often found to be dark brown and vary very little in coloration. Northern orcs usually have two pairs of visible fangs. Their rough and sharp facial features enhance their tough character.

Northern orcs tend to prefer self-made and rough clothing, such as coats and kilts made from the furs and skins of animals. Because of trading, some of them have been able to acquire fancier clothing or metallic armors, but they like to wear something that has good insulation, offers decent protection and has great mobility. Northern orcs have identical lifespans with their western and eastern counterparts, reaching maturity at 15 years of age and usually living no more than 70 years.

## Society

Northern orcs live like nomads and confine themselves to the steppes that lie below the icy lands of Khemredet and stretch from the far west all the way to the borders of Vhenan. After the western orcs moved further north because of the actions of Nárindo and Kyil'Zhal and a few eastern orcs fled the demonic influence of Malzarak to the northwest, northern orcs have been forced into more interactions between these groups. They also have frequent problems with enslaving hobgoblin warbands. Many northern orcs have since joined the cause of Rasgath and others have begun to feel a bit of wanderlust, wanting to find out what lies beyond their steppes. What makes things problematic for them is their unfamiliarity with the south, but some have been able to situate themselves in Antar, where their pleasant nature and good work ethic can be used to overcome prejudice. Perhaps in the future more of them will migrate to the south and help mend relations between orcs and the Children of Enely.

## Rules

* **Ability Score Modifiers:** Northern orcs are physically gifted and very adaptable, but also have variable mental weaknesses. Northern orcs gain a +2 bonus to two different physical ability scores of their choice and a -2 penalty to one mental ability score of their choice.
* **Size:** Medium
* **Type:** Humanoid, orc
* **Base speed:** 30 feet
* **Languages:** Northern orcs begin play speaking Orc. Northern orcs with high Intelligence scores can choose from the following: Common, Giant, Gnoll, Goblin, and Nurthan.

* **Ferocity:** Northern orcs possess the ferocity ability which allows them to remain conscious and continue fighting even if their hit point totals fall below 0. Northern orcs are still staggered at 0 hit points or lower and lose 1 hit point each round as normal.
* **Steppe Nomad:** Northern orcs gain a +2 racial bonus on Handle Animal, Ride and Survival checks.
* **Smeller:** Northern orcs gain a limited scent ability with half the normal range.
* **Feral Orc:** Northern orcs with a negative Intelligence modifier of -2 lose Orc as a starting language. Northern 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.
* **Prone Finesse:** Once per day, nothern orcs can stand up as a swift action without provoking attacks of opportunity. In addition, northern orcs can make attack rolls with any bow while prone with a -4 penalty and reduce their penalty to Armor Class against melee attacks while prone by 2 (to a total penalty of -2).
* **Hit & Run:** Whenever a nothern orc takes a move action or a full-round action and moves at least 10 feet during this particular action, they gain a +1 racial bonus on their attack and damage rolls until the end of their turn. In addition, nothern orcs gain *Shot on the Run* as a bonus feat once they meet the requirements.
* **Weapon Familiarity:** Northern orcs are proficient with quill armor, kukris and shortbows (including composite shortbows) as well as one martial Eastern Weapon of their choice, and treat any weapon with the word “orc” or "northern orc" in its name as a martial weapon. In addition, kukris wielded by northern orcs gain the monk special weapon feature.
* **Low-Light Vision:** Northern orcs can see twice as far as normal humans in conditions of dim light.

### 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, northern orcs have access to all alternate racial traits normally available to orcs. Consult your GM before selecting any new options.

* **Battle Rider:** While most northern orcs are very capable riders and survivalists, some of them have decided to specialize in their combat effectiveness while mounted. Northern orcs with this racial trait receive *Mounted Combat* as a bonus feat once they meet the requirements. This racial trait replaces Steppe Nomad.
* **Slippery:** Some nothern orcs live a more solitary life and focus on skills that help them get away from sticky situations. Northern orcs with this racial trait gain a +2 racial bonus on Acrobatics, Escape Artist and Stealth checks. This racial trait replaces Steppe Nomad.
* **Enlightened:** A rare few northern orcs have lost most of their animalistic features in favor of greater mental ability and they are often looked upon for guidance by their lesser kin. Northern orcs with this racial trait gain a +2 bonus to one mental ability score of their choice. This racial trait replaces Ferocity, Smeller and Feral Orc.
* **Prone Fighting:** Northern orcs are known for their flexibility and fighting prowess when cornered, with some of them showcasing these skills while caught on the ground. Northern orcs with this racial trait reduce their penalty on melee attack rolls while prone by 2 (to a total penalty of -2). This racial trait replaces Prone Finesse.
* **Swift Moves:** Northern orcs like to weave in and out of combat and some of them use these talents more effectively in melee. Whenever a nothern orc with this racial trait successfully avoids an attack of opportunity caused by moving out of or within a threatened area, they gain a +1 racial bonus on their attack and damage rolls until the end of their turn. In addition, nothern orcs with this racial trait gain *Mobility* as a bonus feat once they meet the requirements. This racial trait replaces Hit & Run.
* **Mixed Orc:** Because of their nomadic nature, many northern orcs have come in contact with their western and eastern cousins which in turn has led to mixed couples. Northern orcs with this racial trait select one racial trait of their choice from all western and eastern orc racial traits, except for any alternate racial traits or traits that they already have. Choices available from western orcs include Survivalist, Painkiller, Hatred, Weapon Familiarity (which merges with the northern orc racial trait of the same name) and Tribes. Choices available from eastern orcs include Blood of Malzarak, Furious Momentum, Hatred, Weapon Familiarity (which merges with the northern orc racial trait of the same name) and Darkvision. Depending on their choice, nothern orcs with this racial trait may also become qualified for western or eastern orc racial feats. This racial trait replaces Prone Finesse and Hit & Run.
* **Catcher:** It is quite common to have a skilled netter among a steppe orc band in order to catch prey in a clean way; these orcs are also typically more reserved in their use of lethal weapons. Northern orcs with this racial trait are proficient with nets and gain a +1 racial bonus on attack rolls made with nets. In addition, they gain a +1 racial bonus on attack and damage rolls made with nonlethal weapons. This racial trait replaces Weapon Familiarity.

## Northern orc Racial Feats

* **Spinning Wheel Style**

*With a pair of kukris and some strong limbs, you become surprisingly flexible.*

**Prerequisites:** Northern orc, Dex 13, Mobility, Two-Weapon Fighting, base attack bonus +3 or monk level 1st.

**Benefit:** While wielding two kukris, you can move at half speed while prone. In addition, you can take a 5-foot step while prone. Using Spinning Wheel Style and activating it always requires you to be prone.

* **Spinning Wheel Strike**

*Crawling on the ground gives you ample opportunities to strike at your opponent's feet.*

**Prerequisites:** Northern orc, Dex 15, Mobility, Two-Weapon Fighting, Spinning Wheel Style, base attack bonus +5 or monk level 4th.

**Benefit:** While prone and wielding two kukris, you gain a +1 competence bonus on melee damage rolls and reduce your penalty on melee attack rolls while prone by 1 (to a total penalty of -3). This stacks with Prone Fighting (to a total penalty of -1). If you damage an opponent with both of your kukris during a single turn, their movement speed is halved until the end of their next turn and they take 1d6 bleed damage. In addition, once per day, you can stand up as a swift action without provoking attacks of opportunity. This stacks with Prone Finesse.

* **Spinning Wheel Finish**

*As your enemies lay weakened from your strikes, you know how to prepare a killer move on them.*

**Prerequisites:** Northern orc, Dex 17, Mobility, Two-Weapon Fighting, Improved Two-Weapon Fighting, Spinning Wheel Style, Spinning Wheel Strike, base attack bonus +8 or monk level 7th.

**Benefit:** As a full-round action, while prone and wielding two kukris, you can perform a single melee attack roll with each of your kukris against an opponent that is currently affected by bleed damage from Spinning Wheel Strike. If these attacks hit, they are considered to be critical threats. If both attacks hit, the bleed damage from Spinning Wheel Strike is increased by 1d6, fully stacking with itself. In addition, you increase your competence bonus on melee damage rolls while prone by 1 (to a total bonus of +2) and reduce your penalty on melee attack rolls while prone by 1 (to a total penalty of -2). This stacks with Prone Fighting (to a total penalty of 0).

* **Leg Shooter**

*Your feet are as good as your hands when using a bow.*

**Prerequisites:** Northern orc, Str 15, Dex 13, Prone Finesse racial trait, Precise Shot, base attack bonus +3.

**Benefit:** You no longer take a -4 penalty on your attack rolls when using a bow while prone.

* **Ballista Shot**

*With the power of your legs, you can use your bow to devastating effect.*

**Prerequisites:** Northern orc, Str 17, Dex 15, Prone Finesse racial trait, Precise Shot, Leg Shooter, base attack bonus +7.

**Benefit:** While prone, wielding a composite bow with at least a +4 Strength rating and using northern orc arrows, as a full-round action, you can perform a single ranged attack against a target within range with a -5 penalty on your attack roll. This provokes attacks of opportunity like a normal ranged attack with a bow. If you hit, the attack deals double damage (a critical hit deals quadruple damage and precision-based damage is not doubled) and you can perform a free bull rush combat maneuver against your opponent. Instead of using the normal formula for your combat maneuver bonus, the CMB for this roll is equal to 5 + your base attack bonus + the Strength bonus of your bow + any attack bonuses you might have. If the bull rush is successful and the target's movement is stopped by a wall or a solid obstacle, they are "grappled" by the arrow. They can escape this grapple by using a move action to remove the arrow. This action provokes attacks of opportunity.

Unlike a normal bull rush, you cannot move with your target.

* **Improved Quill Armor**

*Using northern orc quill armor comes naturally to you.*

**Prerequisites:** Proficiency with northern orc quill armor or medium armor, base attack bonus +3.

**Benefit:** Your base speed is increased by 5 feet while wearing quill armor. In addition, the piercing damage dealt by any quill armor you wear is increased to 1d4.

* **Sharpened Quills**

*The quills on your quill armor have a particularly sharp edge.*

**Prerequisites:** Proficiency with northern orc quill armor or medium armor, Improved Quill Armor, base attack bonus +5.

**Benefit:** Your quills now deal both slashing and piercing damage. In addition, whenever a creature suffers at least one damage from your quills, they also suffer 1d4 bleed damage.

## Northern orc Equipment

#### Arrows, northern orc

**Cost:** 5 gp per 20 arrows **Weight:** 4 lbs. per 20 arrows
*Larger and bulkier than normal, these northern orc arrows can pack a punch when drawn with sufficient strength and their power is often needed when hunting the tough beasts of the north.*
If you use these arrows with a bow that does not have at least a +4 Strength rating, you take a –2 penalty on attacks with them as the arrows prove too heavy to use. These arrows grant you a +2 circumstance bonus on your bow's damage rolls. However, while using these arrows, the bow's range increment is halved.

#### Quill armor, northern orc

**Medium Armor**
**Cost:** 60 gp **Weight:** 20 lbs.
**Armor Bonus:** +3 **Max Dex Bonus:** +6 **Armor Check Penalty:** -2
**Arcane Spell Failure Chance:** 20% **Speed:** 20 ft./15 ft.
*This piece of hardened leather armor is covered with various quills harvested from the corpses of slain beasts. Even if it is light in weight, the quills can make movement for the wearer a bit difficult without extra training.*
While wearing quill armor, anyone that strikes you with an unarmed strike, natural attack, or a manufactured weapon without reach suffers 1 point of piercing damage from the sharpened quills covering the armor. If the quill armor is magical and has an enhancement bonus, it's enhancement bonus is added to this damage, and the damage dealt by such a quill armor is treated as both magic and piercing for the purposes of damage reduction.