Races: Uroknar
Table of Contents
Ethnicities
Languages
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Racial Traits (13 CP)
Standard Traits
- Type: Uroknars are primanoids with both the human and orc subtypes.
- Size: Uroknars are Medium creatures and thus have no bonuses or penalties due to their size.
- Base Speed: Uroknars have a base speed of 30 feet.
- Languages: Uroknars begin play knowing either a regional Human language or a regional Orcish language. Uroknars with high Intelligence scores can choose regional languages from the following: Demoniac, Draconic, Giant, Gnoll, Goblin, Human, and Orcish. See the Linguistics skill page for more information about these languages.
Defense Racial Traits
- Pain Tolerance: Uroknars' mix of human and orc heritage have have given them increased tolerance for pain. They gain DR/— equal to their total Hit Dice against nonlethal damage and receive a racial bonus equal to half of their total HD on saving throws against spells and effects with the pain descriptor. (3 CP)
Feat and Skill Racial Traits
- Orc Ferocity: Uroknars receive Endurance as a bonus feat due to their tough nature. (2 CP)
- Skilled: Uroknars share the natural adaptability of their human heritage, and gain 1 extra skill rank per Hit Die, and 1 extra skill proficiency increase at 1st HD, and again at 5th HD and every five HD after. (3 CP)
Senses Racial Traits
- Darkvision: Uroknars can see in the dark up to 60 feet. At 7th Hit Die, and every 7 HD after, the range increases by 30 feet. (2 CP)
- Scent: Uroknars have the scent ability. (3 CP)
Alternate Physical Traits
- Human-Raised: Sometimes the human blood of some uroknars is more prominent. They gain the human’s bonus feat racial trait. This racial trait replaces pain tolerance and skilled. (6 CP)
Cultural Traits
- Overlooked Mastermind: Some uroknars use orcish stereotypes to their advantage, causing others to underestimate their intelligence and scheming. Such half-orcs gain a racial bonus equal to half of their total Hit Dice on Bluff and Sense Motive checks. (2 CP)
- Sacred Tattoo: Many uroknars decorate themselves with tattoos, piercings, and ritual scarification, which they consider sacred markings. Half-orcs with this racial trait gain a bonus equal to half of their total Hit Dice on saving throws against curse spells and effects. They also gain a racial bonus equal to half of their total HD on Intimidation checks. (2 CP)
Alternate Traits (old)
- Beastmaster: Some half-orcs have a spiritual kinship with fantastical beasts, capturing them for sport or living and hunting with them. A half-orc with this trait treats whips and nets as martial weapons and gains a racial bonus equal to half of his character level on attack rolls with those weapons. He also gains a racial bonus equal to their character level on Handle Animal checks. This racial trait replaces orc ferocity.
- Behind the Veil: Characters with this trait gain a racial bonus equal to their character level on Bluff and Sleight of Hand checks while benefiting from concealment or cover. Half-orcs can take this trait in place of intimidating, also gaining the shadow blending fetchling racial trait.
- Bestial: The orc blood of some half-orcs manifests in the form of particularly prominent orc features, exacerbating their bestial appearances but improving their already keen senses. They gain a racial bonus equal to their character level on Perception checks. This racial trait replaces orc ferocity.
- Burning Assurance: Half-orcs acquire as a result of prejudice, and their self-confidence puts others at ease. Desert half-orcs with this racial trait gain a racial bonus equal to their character level on Diplomacy checks. This replaces intimidating.
- Cavewight: Some half-orcs live far below the surface, seeking freedom in winding cave complexes. Half-orcs with this racial trait gain a racial bonus equal to their character level on Knowledge (dungeoneering) and Survival checks made underground. This racial trait replaces the intimidating racial trait.
- Chain Fighter: Some half-orcs have escaped from slavery and reforged the chains of their imprisonment into deadly weapons. Half-orcs with this racial trait are proficient with flails and heavy flails, and treat dire flails and spiked chains as martial weapons. They gain a racial bonus equal to their character level on attack rolls with those weapons. This racial trait replaces weapon familiarity.
- City-Raised: Half-orcs with this trait know little of their orc ancestry and were raised among humans and other half-orcs in a large city. City-raised half-orcs are proficient with whips and longswords, and gain a racial bonus equal to half of their character level on attack rolls with those weapons. They also receive a racial bonus equal to their character level on Knowledge (local) checks. This racial trait replaces weapon familiarity.
- Cliffside Charger: Half-orcs with this racial trait can move through natural difficult terrain at their normal speed; magically altered terrain affects them normally. In addition, you gain a +5-foot per character level racial bonus to speed while charging. This replaces orc ferocity and weapon familiarity.
- Dimdweller: Whenever characters with this trait benefit from concealment or full concealment due to darkness or dim light, they gain a racial bonus equal to their character level on Intimidate, Perception, and Stealth checks. Half-orcs can take this trait in place of weapon familiarity.
- Divided Attention: Half-orcs must learn to divide their attention among multiple threats to stay alive, since both humans and orcs often attempt to put them in their place. Half-orcs gain a dodge bonus equal to half of their character level to AC against foes who flank them. This racial trait replaces intimidating and orc ferocity.
- Dragon Slayer: Some half-orcs train to defend their kind against dragons that would take advantage of or enslave them. Half-orcs with this trait gain a dodge bonus equal to half of their character level to their AC against dragons and a racial bonus of the same amount on attack rolls against dragons. This trait replaces orc ferocity.
- Dusksight: When making ranged attacks, characters with this trait can reroll the miss chance granted by cover to any target in dim light, and take the better of the two rolls. The miss chance is reduced by a percentage equal to their character level. The miss chance for total concealment applies normally. Half-orcs can take this trait in place of weapon familiarity, also gaining low-light vision.
- Evader: While underground, half-orcs with this racial trait gain a racial bonus equal to their character level on Survival checks to avoid becoming lost and on Stealth checks. This replaces intimidating.
- Fey Magic: The character has a mystic connection to one terrain type, selected from the ranger’s favored terrain list. The character selects three 0-level druid spells and one 1st-level druid spell. If the character has a Charisma score of 11 or higher, when in the selected terrain, she gains these spells as spell-like abilities that can be cast a number of times per day equal to his character level. The caster level for these effects is equal to the user’s character level. The DC for the spell-like abilities is equal to 10 + the spell’s level + the user’s Charisma modifier. These spells are treated as being from a fey source for the purposes of the druid’s resist nature’s lure class feature and similar abilities. This trait replaces orc ferocity.
- Fey Thoughts: Select two of the following skills: Acrobatics, Bluff, Climb, Diplomacy, Disguise, Escape Artist, Fly, Knowledge (nature), Perception, Perform, Sense Motive, Sleight of Hand, Stealth, Swim, or Use Magic Device. The selected skills are always class skills for the character, and he gains a racial bonus equal to his character level on checks with those skills. This trait replaces racial weapon familiarity.
- Forest Walker: More at home in the forests and jungles of the world, these half-orcs are well adapted to their surroundings. Half-orcs with this trait have low-light vision and gain a racial bonus equal to their character level on Climb checks. At character level 7th, they can see three times as far as a human in dim light, four times as far at 14th, and so on every 7 levels after. This racial trait replaces darkvision.
- Gatecrasher: Many half-orcs revel in acts of wanton destruction. Half-orcs with this racial trait gain a racial bonus equal to their character level on Strength checks to break objects and on sunder combat maneuver checks. This racial trait replaces orc ferocity.
- Hatred: Half-orcs raised among orcs must prove themselves against their people’s enemies. Half-orcs with this racial trait gain a racial bonus equal to half of their character level on attack rolls against humanoids of the dwarf, elf, and human subtypes because of their special training against these hated foes. This racial trait replaces intimidating and orc ferocity.
- Intimidating: Half-orcs receive a racial bonus equal to their total Hit Dice on Intimidate checks due to their fearsome nature. (2 CP)
- Inured: Half-orcs raised by orcs often become desensitized to the violence around them. Half-orcs with this trait gain a racial bonus equal to half of their character level on Will saving throws to avoid sanity damage caused by encountering monsters, extreme violence, or death. This racial trait replaces orc ferocity.
- Low-Light Vision: Feyborn half-orcs gain low-light vision. At character level 7th, they can see three times as far as a human in dim light, four times as far at 14th, and so on every 7 levels after. This trait replaces darkvision.
- Monstrous Sympathy: Some half-orcs know how monsters think. They receive a racial bonus equal to their character level on Bluff, Diplomacy, and Sense Motive checks against evil creatures. This racial trait replaces intimidating and orc ferocity.
- Orc Atavism: Some half-orcs have much stronger orc blood than human blood. Such half-orcs count as only half-orcs and orcs (not also humans) for any effect related to race. They gain a +2 bonus to Strength and a –2 penalty to one mental ability score of their choice. Finally, they gain the ferocity universal monster ability. This racial trait replaces the half-orc’s usual racial ability score modifiers, as well as intimidating, orc blood, and orc ferocity.
- Pariah: While many cultures discriminate against half-orcs, in some, particularly dwarven communities, half-orcs are complete social pariahs. It goes without saying that such a culture does not provide outlets for a half-orc to practice with traditional orc weapons. The few half-orcs who survive to adulthood in such harsh social climates are deeply scarred by their abusive treatment and find it hard to express and understand normal emotions. Such half-orcs gain a racial bonus equal to half of their character level on saving throws against emotion and fear effects and a –2 penalty on Bluff, Diplomacy, and Sense Motive checks. This racial trait replaces weapon familiarity.
- Poison Minion: Drow sometimes augment their slaves and frontline warriors by making them toxic, causing their bodies to internally produce mawbane poison (see below). The resulting poisonous creature makes a potent weapon in the effort to discourage neighboring monsters. Any creature that hits such a character with a bite attack is immediately exposed to its poison. The save DC for this poison is equal to 10 + 1/2 the character’s Hit Dice + the character’s Constitution modifier. Mawbane Poison—ingested; save Fortitude as above; frequency 1/round for 4 rounds; effect 1d2 Constitution damage; cure 1 save. Half-orcs can take this trait in place of orc ferocity and weapon familiarity.
- Projection: Some half-orcs channel negative emotions through magic. The DCs of any saving throws against spells with the fear or pain descriptor they cast increase by half of their character level. This racial trait replaces orc ferocity and weapon familiarity.
- Rock Climber: Half-orcs from mountainous regions are excellent climbers, and sometimes ambush prey by leaping down from above. Half-orcs with this racial trait gain a racial bonus equal to their character level on Acrobatics and Climb checks. This racial trait replaces the intimidating trait.
- Scavenger: Some half-orcs eke out a leaving picking over the garbage heaps of society, and must learn to separate rare finds from the inevitable dross. Half-orcs with this racial trait receive a racial bonus equal to their character level on Appraise checks and on Perception checks to find hidden objects (including traps and secret doors), determine whether food is spoiled, or identify a potion by taste. This racial trait replaces the intimidating trait.
- Sea Raider: Half-orcs frequently take up sailing as pirates, raiders, and fishers, where they are known as tenacious fighters. They gain a racial bonus equal to their character level on Profession (sailor) checks and Craft checks to repair ships, and a racial bonus equal to half of their character level on damage rolls against foes and objects in or on top of the water. This racial trait replaces weapon familiarity.
- Shadowhunter: Characters with this trait deal 50% weapon damage to incorporeal creatures when using non-magical weapons (including natural and unarmed attacks), as if using magic weapons. They also gain a racial bonus equal to half of their character level on saving throws to remove negative levels, and recover physical ability damage from attacks by undead creatures at a rate of a number of points equal to their character level per ability score per day (rather than the normal 1 point per ability score per day). Half-orcs can take this trait in place of weapon familiarity.
- Shadowplay: Characters with this trait cast spells with the darkness, light, or shadow descriptor at one and a half times their caster level. Half-orcs can take this trait in place of intimidating, also gaining the gnome’s illusion resistance racial trait.
- Shaman Enhancement: You gain a racial bonus equal to their character level on Spellcraft checks. In addition, when such a half-orc acquires an animal companion, bonded mount, cohort, familiar, or spirit animal, that creature gains a bonus equal to half of the half-orc's character level to Strength, Dexterity, or Constitution, as selected by the half-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. Half-orcs with this trait gain Endurance as a bonus feat. This racial trait replaces the intimidating trait.
- Smog Sight: Half-orcs with this racial trait can see double the normal range in dense fog and smoke (including magic effects like obscuring mist) and ignore concealment from smoke or fog for targets within 5 feet. This racial trait replaces darkvision.
- Squalid: Some half-orcs exist in surroundings so filthy and pestilent that even orcs would have difficulty living in them. Half-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 orc ferocity.
- Stoic: Some half-orcs learn to suppress their strong emotions. They don’t usually gain morale bonuses, but instead gain a +2 racial bonus on saving throws against emotion and fear effects, and the DC to intimidate them increases by 2. They can choose to gain morale bonuses when they would normally be able to do so, but if they do, they lose the benefits from this racial trait for 24 hours. This racial trait replaces intimidating and orc ferocity.
- Tenacious: City-dwelling half-orcs must often be tenacious to get by. Once per day if a half-orc fails a Fortitude save, Will save, or Constitution check, he can reroll the save or check. The half-orc must take the second result, even if it is worse. This racial trait replaces orc ferocity.
- Toothy: Some half-orcs’ tusks are large and sharp, granting a bite attack. This is a primary natural attack that deals 1d4 points of piercing damage. This racial trait replaces orc ferocity.
- Unflinching Valor: Uroknars with this racial trait gain a racial bonus equal to half of their character level on saving throws against fear effects, and to CMD to avoid being grappled. This replaces intimidating.
- Voice in the Darkness: Prerequisite(s): Charisma 13+. Characters who practice coercion and intimidation in the Underworld or on the Shadow Plane learn to do so in dim light or no light at all. As long as they are in dim light or darker conditions, characters with this trait gain a racial bonus equal to their character level on Intimidate and Stealth checks. Half-orcs can take this trait in place of intimidating.
- Warded Skin: Half-orcs with this racial trait gain spell resistance against divine magic equal to 6 + their level. Additionally, divine spells cast on them by demon worshipers have a 10% + their level chance of failure. This replaces orc ferocity.
- War-Leader: Some orcs seek out human mates in hopes of birthing intelligent leaders for their interminable war efforts. When nature and luck smile upon this endeavor and a half-orc child shows cunning, that child is raised with many harrowing opportunities to learn how to best lead on the battlefield. Such half-orcs gain a racial bonus equal to their character level on Diplomacy and Profession (soldier) checks as well as to their Leadership score (for the purpose of the Leadership feat). Armies they control in mass combat gain a +1 bonus to Morale for every 5 character levels they possess. This racial trait replaces darkvision and orc ferocity.
- Weapon Familiarity: Half-orcs are proficient with greataxes and falchions and treat any weapon with the word “orc” in its name as a martial weapon. They gain a racial bonus equal to half of their character level on attack rolls with those weapons.
Racial Feats
Feat Name | Category/Type | Prerequisites | Benefit |
---|---|---|---|
Beast Rider | General | Animal companion or mount class feature, character level 7th, half-orc or orc | Use a more exotic animal as your companion or mount. |
Blood Vengeance | General | Half-orc or orc, nonlawful | Enter a limited rage when one of your allies is knocked out. |
Destroyer’s Blessing | Combat | Half-orc or orc, rage class feature | Regain rage rounds when using the sunder combat maneuver. |
Fearless Destiny | General | Character level 6th, Heroic Destiny, human or half-human | Once per day, any effect that would reduce you to hit points equal to negative twice your Constitution score or fewer instead reduces you to hit points equal to your negative Constitution score and leaves you in a stable condition. Effects that kill you without reducing your hit points (such as death effects or disintegrate) function normally. |
Ferocious Resolve | General | Con 13, half-orc, orc ferocity racial trait | Gain the ferocity universal monster ability. |
Ferocious Summons | General | Augment Summoning, Spell Focus (conjuration), half-orc or orc | Creatures you summon gain the ferocity universal monster ability. |
Ferocious Tenacity | Combat | Ferocity racial trait, half-orc or orc, rage class feature | Negate some damage when an attack would kill you. |
Fight On | General | Con 13, dwarf, half-orc, or orc | Gain temporary hit points when reduced to 0. |
Fire God’s Blessing | General | Half-orc or orc, worshiper of the Fire God | Heal hit points when you deal fire damage to an enemy in battle. |
Gore Fiend | General | Half-orc or orc, rage class feature | Regain rage rounds when critical hits are confirmed. |
Heroic Destiny | General | Human or half-human | Once per day, before you make an attack roll, ability check, skill check, saving throw, or caster level check, you may roll 1d6 and add it as a bonus on the roll, check, or save. |
Horde Charge | Teamwork | Bab +1, half-orc or orc | Gain an additional bonus to attack and damage rolls when charging. |
Ironguts | General | Con 13, dwarf, half-orc, or orc | +2 on saves against nausea, sickening, and ingested poisons. |
Ironhide | General | Con 13, dwarf, half-orc, or orc | +1 natural armor bonus to AC. |
Orc Rage Style | Combat, Style | Bullying Blow, Intimidating Prowess, Intimidate 3 ranks, weapon familiarity racial trait | You inspire great fear in your enemies. |
Pass for Human | General | Half-elf, half-orc, or halfling | +10 on Disguise checks to look like a human. |
Protected Destiny | General | Character level 3rd, Heroic Destiny, human or half-human | Once per day, if you roll a natural 1 on a saving throw, you may reroll the save. |
Resilient Brute | General | Half-orc or orc | Convert some damage from a critical hit to nonlethal damage. |
Surprise Follow-Through | Combat | Str 13, Cleave, Power Attack, bab +1 | When cleaving, your opponent is considered flat-footed against some attacks. |
Surprise Follow-Through, Improved | Combat | Str 13, Cleave, Great Cleave, Power Attack, Surprise Follow Through, bab +8 | When cleaving, all opponents are denied their Dex bonus. |
Sympathetic Rage | Combat | Half-orc or orc, nonlawful | Enter a rage-like state when a nearby ally rages. |
Tenacious Survivor | General | Con 13, Diehard, Endurance, half-orc or orc | When you are killed, your soul lingers near your body, allowing you to be healed and brought back to life for a short period of time |
Thrill of the Kill | General | Half-orc or orc, rage class feature | Regain rage rounds when you knock out an enemy. |
page revision: 6, last edited: 22 Feb 2022 03:54