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[Pathfinder] beastisrfrt

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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

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