TEXT: Orcs!
  Orcs!
  new racial options for use with the pathfinder® roleplaying game
  Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Publishing, LLC. See http://paizo.com/
  pathfinderRPG for more information on the Pathfinder Roleplaying Game. Paizo Publishing, LLC does not guarantee compatibility, and does not en-
  dorse this product. Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder Roleplaying Game and the Pathfinder Roleplay-
  ing Game Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used under the Pathfinder Roleplaying Game Compatibility License.
  See http://paizo.com/pathfinderRPG/compatibility for more information on the compatibility license.
               
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               Product No. AR823    customerservice@abandonedarts.com
  
  2
  Racial Feats and Racial Character Traits
  Several new feats are featured below for members of the Orc race. These feats list the race in 
  their prerequisites, prohibiting other races from taking them. Also presented below are a num-
  ber of racial character traits, first introduced in the Pathfinder® Roleplaying Game: 
  Advanced Player’s GuideTM
  Orc Feats
  BLOOD SCENT
  You can scent blood on the wind.
  Prerequisites: scent, Smell Fear, orc or half-orc
  Benefit: You can scent creatures suffering from 
  the bleeding, shaken, frightened, or panicked 
  conditions at twice the usual range. In addition, 
  the benefits of your Smell Fear feat apply against 
  creatures suffering from the bleed condition.
  KNUCKLE-DRAGGER
  Bounding on hands and feet, you can cover more 
  ground.
  Prerequisites: orc
  Benefit: While your hands are free, you gain a 
  +10 ft. bonus to your base speed. Additionally, 
  you can serve as an appropriate mount for a crea-
  ture one or more size categories smaller than your 
  own while you move this way (though you may 
  not be fitted with any ordinary saddle).
  ORCISH TOUGHNESS
  You are tougher than other orcs.
  Prerequisites: Toughness, orc
  Benefit: You gain 2 additional hit points. If you 
  also possess the Ironguts feat or the Ironhide feat, 
  you gain an additional 1 hit point for each of those 
  feats.
  Special: You can gain this feat multiple times. Its 
  effects stack.
  ORCISH WEAPON MASTERY
  You have mastered the weapons that orcs favor 
  the most. 
  Prerequisites: Orcish Weapon Expertise, Weap-
  on Focus (any weapon with “orc” in the name), 
  base attack bonus +11, orc 
  Benefit: The benefits of your Weapon Focus feat 
  apply to any weapon with “orc” in the name. In 
  addition, you may change the bonus provided by 
  your Orcish Weapon Expertise feat as a swift ac-
  tion.
  RAGING RESILIENCE
  Your boundless rage allows you to shake off hos-
  tile mental effects with relative ease.
  Prerequisites: rage, Improved Iron Will, orc or 
  half-orc 
  Benefit: You can expend 4 rounds of rage to gain 
  an additional daily use of your Improved Iron Will 
  feat.
  SQUALID PESTILENT
  You are acclimated to a life of absolute squalor. 
  Prerequisites: Con 11, Ironguts, squalid racial 
  trait, orc 
  Benefit: You are immune to any disease effect 
  that allows a Fortitude save if that save DC is equal 
  to or less than your Constitution score. In addition, 
  the save DC of any disease that you carry or inflict, 
  or that of any spell with the disease descriptor that 
  you cast, is increased by +1.
  *:See the Pathfinder® Roleplaying Game: Advanced Race Guide
  Orc Character Traits
  BRUTE FORCE
  You learned to accomplish a task through strength 
  alone. 
  Benefit: Choose one of the following skills: Acro-
  batics, Escape Artist, or Ride. That skill is always a 
  class skill for you, and you may use your Strength 
  ability score modifier in place of your Dexterity 
  modifier when making checks with that skill.
  HIDE AND LEATHER
  You are grimly comfortable wearing the hides of 
  dead things. 
  Benefit: You may reduce the armor check penalty 
  of non-metal armor that you wear by -2.
  
  3
  SIMPLE INSTINCT
  By simple intuition, you grasp the principles of 
  basic combat without a day of training or practice.
  Benefit: You gain proficiency with all simple 
  weapons.
  SURVIVAL OF THE FITTEST
  You are determined to outlive your peers.
  Benefit: You gain 2 additional hit points.
  VIRULENT
  A life of poverty, filth, scavenging, and squalor 
  has left you with a strong stomach and a hearty 
  resistance to disease. 
  Benefit: You gain a +1 trait bonus on Fortitude 
  saving throws against disease, and against any ef-
  fect that would impart the nauseated or sickened 
  conditions.
  WEAPON TRICKS
  You have perfected a simple orcish weapon trick.
  Benefit: Choose one of the benefits provided by 
  the Orcish Weapon Expertise feat. Once per day 
  as a free action, you may gain that benefit as it ap-
  plies to one attack.
  Alternate Racial 
  Traits
  As 
  described 
  in the Path-
  finder® 
  Role-
  playing 
  Game: 
  A d v a n c e d 
  Race Guide TM, alternate 
  racial rules allow you to exchange standard racial 
  traits for new ones, such as those presented below.
  Smasher: An orc with this trait gains Smash as a 
  bonus feat (see the Pathfinder® Roleplaying Game: 
  Advanced Player’s Guide™), even if he does not 
  meet the usual prerequisites.
  This racial trait replaces the ferocity trait.
  Unkillable: An orc with this trait effectively adds 
  +5 to his Constitution score for the purposes of de-
  termining when he dies from negative hit points.
  This racial trait replaces the weapon familiarity 
  trait.
  
  4
  Racial Archetypes
     As described in the Pathfinder® Roleplaying Game: Advanced Player’s GuideTM, 
  archetypes are variant sets of class abilities which modify their corresponding base 
  classes via the use of alternate class features. When a character selects a class, he must 
  normally choose to use the standard class features found in the class’s original source 
  – the exception is if he chooses to adopt an archetype. Each alternate class feature 
  presented in an archetype replaces a specific class feature from its parent class.
     When an archetype includes multiple alternate class features, a character must take 
  them all – often blocking the character from ever gaining certain standard class fea-
  tures, but replacing them with other options. All other class features of the base class 
  that aren’t mentioned among the alternate class features remain unchanged and are 
  acquired normally when the character reaches the appropriate level, unless noted oth-
  erwise. A character who takes an alternate class feature does not count as having the 
  class feature that was replaced for the purposes of meeting any requirements or pre-
  requisites.
     A character can take more than one archetype and garner additional alternate class 
  features, but none of the alternate class features can replace or alter the same class 
  feature from the base class as another alternate class feature. Racial archetypes are 
  typically available only to members of the indicated race, though such options rarely 
  interact with the racial traits of that race.
  THE WAR DRUMMER                                                     
  (Orc Bard Archetype) 
  The war drummer is a common sight during orcish 
  sieges; his primal beat keeping time for marching 
  orc armies and driving squads of berserkers into 
  frenzied fugues.
  A war-drummer has the following class features:
  Class Skills: A war-drummer removes Appraise, 
  Disguise, Escape Artist, and Sleight of Hand from 
  his list of class skills.
  Skill Ranks Per Level: 4 + Int modifier
  Boil the Blood (Su): At your option, creatures with 
  the orc subtype gain the effects of a boiling blood 
  spell (see the Pathfinder® Roleplaying Game: Ad-
  vanced Race Guide ™ for a description of that 
  spell) whenever they would benefit from your 
  inspire courage bardic performance (instead of 
  gaining the usual benefits of that performance). 
  Alternately, creatures with the rage special attack 
  that would be affected by your inspire courage 
  bardic performance ability may choose to enter a 
  rage as an immediate action without spending a 
  round from their daily allocation of rage rounds 
  to do so. Similarly, a creature that is already in 
  a rage may continue raging for 1 round without 
  spending a round from their daily allocation to 
  do so. Any creature that chooses to gain this ben-
  efit gains no other benefit from your inspire cour-
  age performance.
  This ability alters inspire courage.
  War Beat (Su): At 2nd level, the war-drummer gains 
  the Two-Weapon Fighting feat as a bonus feat, 
  even if he does not meet the usual prerequisites 
  for that feat. In addition, a war-drummer wearing 
  a drum or similar percussion instrument on a har-
  ness may use a pair of light or one-handed blud-
  geoning weapons to pound his drum, remaining 
  fully able to fight and perform normally while 
  wielding such weapons. Weapons that deal 
  slashing or piercing damage may not be used in 
  this capacity.
  This ability replaces versatile performance and 
  well-versed.
  
  5
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