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paizo.com #2112918, David McBride <darklycario@gmail.com>, Jun 23, 2012
Featured Races 2
Scarshield (Su): At 1st level, a scarred witch doctor
learns how to harden her mutilated skin, gaining an
enhancement bonus to her natural armor bonus equal to
1/2 her class level (minimum +1). She can use this ability
for a number of minutes per day equal to her class level.
These minutes do not need to be consecutive but she
must spend them in 1-minute increments. This ability
replaces the witch’s 1st-level hex.
Hexes: The following hexes complement the scarred
witch doctor archetype: evil eye, misfortune (Advanced
Player’s Guide); scar, unnerve beasts (Ultimate Magic).
Major Hexes: The following major hexes complement
the scarred witch doctor archetype: agony, nightmare
(Advanced Player’s Guide); cook people, infected wounds
(Ultimate Magic).
Grand Hexes: The following grand hexes complement
the scarred witch doctor archetype: death curse,
natural disaster (Advanced Player’s Guide); dire prophecy
(Ultimate Magic).
Orc Equipment
Item Cost Weight Craft DC
Battle mask 50 gp 2 lbs. —
Tribal standard 50 gp 20 lbs. —
War spirit pouch 50 gp — 20
Orc Feats
Orcs have access to the following feats.
Born Alone
You are so tough and vicious that you killed and ate the
rest of your litter while still in the womb.
Prerequisite: Orc.
Benefit: Whenever you kill or knock unconscious an
opponent with a melee attack, you gain temporary hit
points equal to your Constitution bonus (minimum 1) until
your next turn. These temporary hit points do not stack.
You do not gain this bonus if the opponent is helpless or
has less than half your Hit Dice.
NEW RACIAL RULES
The following options are available to orcs. At the GM’s
discretion, other appropriate races may make use of some
of these new rules.
Orc Equipment
Orcs have access to the following equipment.
Battle Mask: Made from wood, bone, or similar
materials, this mask covers its wearer’s actual appearance
and identity by depicting a hateful, leering face instead.
Because of a battle mask’s excellent craftsmanship
and exquisite details, the wearer gains a +1 bonus on
Intimidate checks made to demoralize an opponent.
Tribal Standard: Mounted on a sturdy 15-foot pole, this
f lag inspires all orcs belonging to the tribe it represents.
As long as they are within 60 feet and can see the standard,
they gain a +1 morale bonus on saving throws against
fear effects. The standard must be carried in one hand
by a member of the tribe to have any effect (it provides
no bonus if hung on a wall, draped over a throne, and so
on). If the standard is brought low (such as by its bearer
dropping it in the mud), defiled, destroyed, or captured,
the tribe’s members take a –1 penalty on attack rolls and
saving throws versus fear effects for the next hour. If the
orcs reclaim a captured standard, the penalties end and
the bonus is restored.
War Spirit Pouch: This tiny bundle of sacred herbs and
bones supposedly attracts the attention of helpful battlespirits.
By crushing the pouch as a standard action, an orc
(or a creature from a suitably warlike culture) gains 1d4+1
temporary hit points. These temporary hit points go away
after 10 minutes. A creature can only benefit from 1 spirit
pouch at a time. Once used, the spirit pouch is destroyed.
Bullying Blow (Combat)
With a simple hit, you more easily intimidate an opponent.
Prerequisites: Intimidate 1 rank, orc.
Benefit: As a standard action, you may make a melee
attack with a –2 penalty on the attack roll. If the attack
damages your opponent, you may make an Intimidate
check to demoralize that opponent as a free action.
Normal: Intimidating an opponent is a standard action.
Ferocious Action
You ferocity is quick but shorter lived.
Prerequisites: Ferocity racial trait, orc.
Benefit: When you fall to 0 hit points or fewer, you
lose 2 hit points each round, but you are not staggered.
If you are in a rage (such as that caused by the barbarian
rage class feature), you instead only lose 1 hit point
per round.
Foment the Blood
You can unleash a wave of energy that drives orcs into
a frenzy.
Prerequisites: Channel energy class feature, orc.
Benefit: When you channel energy, instead of creating
its normal effect, you can give orcs a bonus on weapon
damage and critical hit confirmation rolls until your
next turn. This bonus is equal to the number of dice
your channeled energy normally heals or harms. Your
channel has its normal effect on other creatures in
the area.
Grudge Fighter (Combat)
You feel great anger at anyone who dares to attack you,
and this fury makes your own attacks that much stronger.
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paizo.com #2112918, David McBride <darklycario@gmail.com>, Jun 23, 2012