Orc
The Orcs are a formidable race, renowned for their unmatched strength and ferocity in battle. Emerging from harsh and unforgiving lands, Orcs are forged by a relentless struggle for survival, making them fearsome warriors and tenacious adversaries. Their imposing stature, powerful muscles, and fearsome tusks are a testament to their brutal heritage and indomitable spirit.
Physically, Orcs are tall and robust, their bodies built for endurance and combat. Their green or gray skin, sharp teeth, and fierce eyes make them an intimidating sight on any battlefield. Orc culture values strength and prowess in combat, with their societies often organized around warrior clans and tribal bonds. Despite their reputation for brutality, many Orcs possess a deep sense of loyalty and a code of honor that guides their actions. Whether clashing in epic battles or defending their kin, Orcs are a relentless and powerful force, embodying the raw, untamed spirit of their wild origins.
Ancestry Traits
HIT POINTS: +5
ABILITY BOOSTS: INS | RES | STR
Default Traits
(-1) Cursed Mind: Your MD decreases by 1.
(2) Orc Rush: Once per Combat, when you willingly move toward an enemy, you can spend 1 AP to gain Temp HP equal to your RES.
(2) Brutal Strikes: You deal +2 damage when you score a Brutal or Critical Hit with a Melee Weapon or Unarmed Strike.
(1) Tough: Your HP maximum increases by 2.
(1) Orcish Ferocity: When you reach Death’s Door you may forego being exhausted for 1 round. When making a Death Save on Death’s Door, you receive a +1 racial bonus.
(0) Orcish Resolve: You can now spend up to 2 AP while on Death's Door instead of 1.
Expanded Traits
(2) Intimidating Shout: Once per Combat, you can spend 1 AP to let out an Intimidating Shout. All creatures within 5 Spaces that can hear you must make a WIL Save contested by your Attack DC. Failure: A target is Hindered on the next Attack Check or Spell Attack it makes before the start of your next turn.
(1) Orc Dash: Once per Combat, you can use your Minor Action to move, as long as that movement is towards an enemy.
(1) Finishing Blow: You deal +2 damage to creatures who are Battered.
(1) Imposing Presence: Once per Combat, when a creature makes an Attack against you, you can force them to make a WIL Save against your Attack DC. Save Failure: They must choose a new target for the Attack, or to move away. Save Crit Failure: They must choose a new target for the Attack, but if there are no other targets, then the Attack is wasted.
(1) Reckless Climber: Mountain-dwelling orcs thrive on taking insane risks to defeat foes and show up rivals. When making an Athletics check to Climb, or an Acrobatics checks to maintain balance, your dice pool increases by 1.
(-1) Provocation: You have DisADV on Checks and Saves against being Taunted.
(-1) Reckless: Your PD decreases by 1.