Orc

All Orc’s lose their light blindness and are able to pick one of the following options:

Sun-scarred Orc have given up their tribal roots and have more or less integrated into society.
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Sun-scarred Orc:
Standard Racial Traits
Ability Score Modifiers: Sun-scarred Orcs are Strong and resilient, however they lack common sense. They gain +4 Strength, +2 Constitution, –2 Intelligence.
Type: Sun-scarred Orcs are humanoids with the orc subtype.
Size: Sun-scarred Orcs are Medium creatures and thus have no bonuses or penalties due to their size.
Base Speed: Sun-scarred Orcs have a base speed of 30 feet.
Languages: Sun-scarred Orcs begin play speaking Common and Orc. Orcs with high Intelligence scores can chose from the following: Dwarven, Giant, Gnoll, Goblin, Undercommon. See the Linguistics skill page for more information about these languages.

Magical Racial Traits
Lightbringer: Members of this race are immune to light-based blindness and dazzle effects, and are treated as one level higher when determining the effects of any light-based spells or effects they cast (including spell-like and supernatural abilities). If a member of this race has an Intelligence of 10 or higher, it gains the following spell-like ability:
At Will—light

Offense Racial Traits
Ferocity: Sun-scarred Orcs possess the ferocity ability which allows them to remain conscious and continue fighting even if their hit point totals fall below 0. Orcs are still staggered at 0 hit points or lower and lose 1 hit point each round as normal.
Weapon Familiarity: Sun-scared Orcs are always proficient with greataxes and falchions, and treat any weapon with the word “orc” in its name as a martial weapon.
Darkvision: Sun-scarred Orcs can see perfectly in the dark up to 60 feet.


Tribal Orcs live outside of normal society preferring to stick to the tribal roots from before they were cut off from the rest of the world.
Tribal_Orc.jpg
Tribal Orc:
Standard Racial Traits
Ability Score Modifiers: Tribal Orcs are brutal and savage. They gain +4 Strength, –2 Intelligence, –2 Wisdom, and –2 Charisma.
Type: Tribal Orcs are humanoids with the orc subtype.
Size: Tribal Orcs are Medium creatures and thus have no bonuses or penalties due to their size.
Base Speed: Tribal Orcs have a base speed of 40 feet.
Languages: Tribal Orcs begin play speaking Common and Orc. Orcs with high Intelligence scores can chose from the following: Dwarven, Giant, Gnoll, Goblin, Undercommon. See the Linguistics skill page for more information about these languages.

Offense Racial Traits
Ferocity: Tribal Orcs possess the ferocity ability which allows them to remain conscious and continue fighting even if their hit point totals fall below 0. Orcs are still staggered at 0 hit points or lower and lose 1 hit point each round as normal.
Weapon Familiarity: Tribal Orcs are always proficient with greataxes and falchions, and treat any weapon with the word “orc” in its name as a martial weapon.
Darkvision: Tribal Orcs can see perfectly in the dark up to 120 feet.

Defense Racial Traits
Natural Armor: Tribal Orcs a +1 natural armor bonus to their Armor Class.
Lesser Lucky: Members of this race gain a +1 racial bonus on all saving throws.


Plagueborn Orc
Plagueborn_Orc.jpg

Standard Racial Traits
Ability Score Modifiers: Plagueborn orcs are brutal and savage. They gain +2 Strength and +2 Constitution.
Type: Plagueborn orcs are Half-undead humanoids with the orc subtype.
Size: Plagueborn orcs are Medium creatures and thus have no bonuses or penalties due to their size.
Base Speed: Plagueborn orcs have a base speed of 30 feet.
Languages: Plagueborn orcs begin play speaking Common and Orc. Plagueborn orcs with high Intelligence scores can chose from the following: Dwarven, Giant, Gnoll, Goblin, Undercommon. See the Linguistics skill page for more information about these languages.
Offense Racial Traits
Ferocity: Plagueborn orcs possess the ferocity ability which allows them to remain conscious and continue fighting even if their hit point totals fall below 0. Plagueborn orcs are still staggered at 0 hit points or lower and lose 1 hit point each round as normal.
Weapon Familiarity: Plagueborn orcs are always proficient with greataxes and falchions, and treat any weapon with the word “orc” in its name as a martial weapon.
Darkvision: Plagueborn orcs can see perfectly in the dark up to 60 feet.
Dual-Minded: Plagueborn orcs have a gain a +2 bonus on all Will saving throws.
Improved Natural Armor: Plagueborn orcs gain a +1 natural armor bonus.
Plagueborn Orcs gain a +2 racial bonus on saving throws against disease and mind-affecting effects.
Plagueborn orcs take no penalties from energy-draining effects, though they can still be killed if they accrue more negative levels than they have Hit Dice. After 24 hours, any negative levels they’ve gained are removed without any additional saving throws.
Plagueborn orcs are harmed by positive energy and healed by negative energy.

Orc

Within the Passage Kryptic Kryptic