Orcs, also called Orsimer or “Pariah Folk” in ancient times, are sophisticated, beastlike people of the Wrothgarian Mountains, Dragontail Mountains, and Orsinium (literally translated as “Orc-Town”). They are noted for their unshakable courage in war and their unflinching endurance of hardships. In the past, Orcs have been widely feared and hated by the other nations and races of Tamriel, and were often considered to be goblin-ken. However, they have slowly won acceptance in the Empire, in particular for their distinguished service in the Emperor’s Legions. Orc armorers are prized for their craftsmanship, and Orc warriors in heavy armor are among the finest front-line troops in the Empire, and are fearsome when using their berserker rage. Most Imperial citizens regard the Orc society as rough and cruel. The Orcs of the Iliac Bay region have developed their own language, known as Orcish, and have often had their own kingdom, Orsinium.
Speed: 25 Members of this races speed are never modified due to armor or encumbrance.
Abilities: +2 to Str, Con and Wisdom, Female:-2 to Cha. Male: -2 Int.
Resist Magicka: Orcs gain a +2 on saving throws vs. all Spell and Spell Like Abilities.
Ferocity: Members of this race gain the following extraordinary ability: If the hit points of a member of this race fall below 0 but it is not yet dead, it can continue to fight. If it does, it is staggered, and loses 1 hit point each round. It still dies when its hit points reach a negative amount equal to its Constitution score.
Frenzy: As a free action members of this race can fly into a rage, gaining a +2 racial bonus to Constitution and Strength, +1 to will saves, but a –2 penalty to AC. He can frenzy for a number of rounds per day equal to his level (minimum 3). These rounds need not be consecutive.
Alternate Racial Traits:
Bite and tackle: Some orcs bolster no natural magic resistance, but make up for it in ferocity. They gain a bite attack appropriate to their size, and proficiency in all axes and blunt weapons. This replaces resist Magicka.
Forgewife Orcs are well known as the best smiths since the dwemer left, and it is often done by their women. You gain a +2 to craft (armorer) but loose Darkvision. You do not have to be a female to take this trait.
Smeller: This orc has an improved sense of smell. He gains the scent ability and loses ferocity.
Intimidating: Some orcs use the natural fear that other species have of them. This orc gives up darkvision and gains a +2 to intimdate.
Earth Warrior: If a member of the race is a sorcerer with the earth bloodline it treats its Charisma score as 2 points higher for all sorcerer spells and class abilities. Furthermore, Members of this race are treated as 1 level higher when casting spells with the earth descriptor or using powers of the Earth domain, bloodline powers of the earth elemental bloodline, and revelations of the oracle’s stone mystery. This trait does not give members of this race early access to level-based powers; it only affects powers they could already use without this trait. Members of this race also gain the following spell-like abilities (the caster level is equal to the user’s character level):
1/day—magic stone, stone shape, stone tell
This trait replaces ferocity.
Agent Add + 10 minutes to the duration of the alchemist’s mutagens
Archer Gain a + 1/6th on damage with a bow.
Assassin Add + 1/3 on critical hit confirmation rolls made while using sneak attack (maximum bonus of + 5). This bonus does not stack with Critical Focus.
Barbarian Add + 1 to the number of rounds of rage per day
Bard Add + 5 feet to the range of one of the bard’s bardic performances (max + 30 feet to any one performance).
Battlemage Add + 1/2 point of acid damage to spells that deal acid or earth damage cast by the battlemage.
Crusader + 1/4 to damage healed and dealt with the channel energy ability. (+ 1 healing and damage for every four times you select this option
Healer Add + 1/2 to the amount of damage dealt or damage healed when the cleric uses channel energy.
Knight Add a + 1/2 bonus on checks made to craft magic and mundane weapons and armor.
Mage Add one spell from any spell list with the acid descriptor to the mage’s spellbook. This spell must be at least one level below the highest spell level he can cast. This spell is treated as one level higher unless it also appears on the mage’s Classes spell list.
Monk Add a + 1/4 bonus on combat maneuver checks made to grapple or trip
Pilgrim + 1/4 alchemical bonus to Strength when using a mutagen. (+ 1 to Strength for every 4 times you select this option
Scout Add + 1/4 to a single existing favored enemy bonus (maximum bonus + 1 per favored enemy).
Sorcerer Add + 1/2 point of acid damage to spells that deal acid damage cast by the sorcerer.
Spellsword Add + 1/2 point of acid damage to spells that deal acid damage cast by the spellsword.
Warrior Add + 2 to the Fighter’s Constitution score for the purpose of determining when he dies from negative hit points.
Witchhunter Add a + 1/2 bonus on checks made to craft magic items.
Racial Prestige Classes
- Orcs may take a SINGLE PF class outside of their legal ES classes for the purpose of qualifying for the rage prophet, but only as many levels are needed to hit the prerequisites. For instance, an Orc who takes the ES class Barbarian may take a SINGLE class level in oracle to qualify for the PRC.
Surprise Follow Through
Improved Surprise Follow Through
Thrill of the Kill
Echos of Stone
Murmurs of Earth
Orc Earth Glider