Pathfinder Player Companion: Bastards of Golarion (PFRPG)

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Pathfinder Player Companion: Bastards of Golarion (PFRPG)
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Unlock the powers of your ancestors and combine the might of two worlds with Pathfinder Player Companion: Bastards of Golarion! Whether you’re the abandoned progeny of elven royalty or the feared result of hag trickery, your lineage is both strange and storied, and you must channel the brawn and guile of your forebears to prove yourself to a harsh and uncaring world—no matter the costs.

Inside this book, you’ll find:

  • Ten new heritages and alternate racial traits for half-elves and half-orcs—from the seafaring children of aquatic elves to the brash kin of desert orcs.
  • Details and new character options for adventurers from the famous half-elven refuge of Erages and the half-orc port city of Averaka.
  • Four character themes to represent bastards of all races and pasts, including the envied celebrity, the misbegotten illegitimate, the scorned outcast, and the neglected unfortunate.
  • A slew of generation tables to inspire grim character backgrounds and determine the physical features inherited from non-human progenitors.
  • New archetypes, feats, spells, magic items, traits and more for bastard characters of all walks!

This Pathfinder Player Companion is intended for use with the Pathfinder Roleplaying Game and the Pathfinder campaign setting, but can easily be incorporated into any fantasy world.

Written by Judy Bauer, Neal Litherland, Ryan Macklin, and David N. Ross.
Cover Art by Ralph Horsley.

Each monthly 32-page Pathfinder Player Companion contains several player-focused articles exploring the volume’s theme as well as short articles with innovative new rules for all types of characters, as well as traits to better anchor the player to the campaign.

ISBN-13: 978-1-60125-602-7

Other Resources: This product is also available on the following platforms:

Hero Lab Online
Fantasy Grounds Virtual Tabletop
Archives of Nethys

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Not worth the price

2/5

This product would have gotten four stars were it half the price. At its listed retail, however, the value just isn't there.

There are some wonderful illustrations of the common fantasy half-breeds, especially half-orcs. However, the work itself seems a bit unfocused, with not enough material in some cases (gill men) and bland material in others. What crunch there is seems to be so minor or insignificant as to be an after thought.

The true "bastards" - half-tiefling, half-aasimars, etc. - are relegated to a paragraph apiece. A true shame and a missed opportunity.

A large swath of this work was devoted to character backgrounds - material that could have been condensed to one or two paragraphs per concept, leaving more room for discussion on actual half-breeds.

A work on this subject could have easily been double this size and packed with awesome information. It's very unlikely we'll ever get that chance again for Pathfinder.


Bastards of Heroics

5/5

After looking at this book again recently, I can say that it is much better then I thought it would be. Not only do half-elves and half-orcs get a lot of love but several other races get a little something cool as well.


Pretty good

3/5

Read my full review on Of Dice and Pen.

Bastards of Golarion is a rather better book than I was expecting, even if it does at times seem unsure of its focus. It contains a lot of advice and suggestions for creating characters who are either half-human characters or outcasts from society in some way or another. As with any Pathfinder Player Companion, there are quite a few new mechanical options, but these are mostly limited to new traits that help support the “fluff” of the book. The emphasis of the book is very much on the background information, and this pleased me a great deal.


Disappointing

2/5

A disappointing book that tries to do too much. You get some good fluff and an occasional gem amidst a lot of chaff and a few real head-scratchers. Admittedly, Half-Elves are my favourite core race and I was hoping for better quality content than what I found here.

Positives: Good fluff all round. Half-Orc Subraces are well done. Great cover and I have to single out the Half-Orc pic on page 10 for making me consider playing my least favourite race.

Negatives: Most of the new options are forgettable. Far too many races with their own dedicated Players Companions are represented. Background and Distant Heritage options are things you could work out for yourself with little actual mechanics.

I have to call out some specifics now as examples; some of this stuff perplexes me. The Shoreborn give up Low-light Vision and Keen Senses for Swim and Sailing buffs; the buffs are understandable but you’d think Aquatic blood would make for better vision rather than worse. Spireborn are a little too good, they trade Adaptability for Spell-Like abilities. The rest generally trade Elven Immunities for terrain-specific skill buffs which are of questionable utility aside from very specific campaign settings.

The Unusual Origins feat is actually four feats, depending on which of the applicable races you are. Why isn’t it four separate feats? I don’t know, I can’t think of a single reason why. This one feat takes up an entire double page spread too with some seriously ugly artwork. I hate saying that but that particular piece of artwork rubs me in every wrong way possible.


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Pathfinder Maps, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
Luthorne wrote:
David knott 242 wrote:
That Practiced Impression race trait for suli -- what is the general gist of it?
You're good at making first impressions, so you get a +2 trait bonus on Diplomacy checks made against NPCs whom you've known for less than an hour.

Ah, thanks. Very interesting. I am really looking forward to this book.


1 person marked this as a favorite.
The Golux wrote:
I was kind of hoping for support for changelings of different kinds of hags, but I guess that would be an alternate racial trait and also this was never the book that was likely to have it.
Irnk, Dead-Eye's Prodigal wrote:
This is one of the reasons why several of us have started agitating for a 'Blood of the Coven/Hag/Cuckoo/etc' in the line sometime soon.

+1 for a Blood of the Coven/Hag book in the Player Companion line. With all those new hags (Blood, Storm, Winter), there must be some new changeling bloodlines out there.

Liberty's Edge

Mikaze, I wonder if you liked Eberron? Pretty much all the half-orcs in there didn't have rapey backgrounds.


Alexander Augunas wrote:

Greensting Slayer is a cool archetype; it is a hybrid Magus/Rogue that can spend arcane points for a reduced sneak attack effect at the cost of the magus's ability to add an enhancement bonus to his weapon. It also gains evasion and improved evasion abilities instead of medium and heavy armor proficiency.

...Overall, I think this product is worth it for these archetypes alone, personally.

I wonder how the Greensting Slayer compares to the rogue-/arcane trickster-themed Spiderhawk magus archetype I did in Wayfinder #10?


Just got my book today!
Very very excellent read.

Contributor

Ambrosia Slaad wrote:
Alexander Augunas wrote:

Greensting Slayer is a cool archetype; it is a hybrid Magus/Rogue that can spend arcane points for a reduced sneak attack effect at the cost of the magus's ability to add an enhancement bonus to his weapon. It also gains evasion and improved evasion abilities instead of medium and heavy armor proficiency.

...Overall, I think this product is worth it for these archetypes alone, personally.

I wonder how the Greensting Slayer compares to the rogue-/arcane trickster-themed Spiderhawk magus archetype I did in Wayfinder #10?

I dunno. Pay an arcane point, get temporary Sneak Attack.

As written, I don't think you can use the archetype to qualify for Arcane Trickster, so that's something.


Luthorne wrote:
David knott 242 wrote:
That Practiced Impression race trait for suli -- what is the general gist of it?
You're good at making first impressions, so you get a +2 trait bonus on Diplomacy checks made against NPCs whom you've known for less than an hour.

An hour just passed? Give me 5 minutes with him [casts modify memory on self]

Alternately, you get worse at first impressions if you research your subject before hand, while you can somehow still make a first impression on the wizard who has been scrying on you for forever.

(ignore this if that's not the actual wording)


Pathfinder Adventure, Adventure Path, Starfinder Adventure Path Subscriber
Paladinosaur wrote:
Mikaze, I wonder if you liked Eberron? Pretty much all the half-orcs in there didn't have rapey backgrounds.

Like 98% of them. Hell, they almost have a monopoly on prospecting for the magical equivalent of oil.


After reading both the racial hertiages for Half-Orc and Half-Elf heritages fluff texts, I got to agree with the idea that Half-Orcs are generally just better accepted by their parents and society.

Elven Blood:

Aquatic-Half: Your parents will love you and life will be spent possibly on a secluded fishing village but at least you won't be treated as an outcast or hated for your heritage.

Drow-Half: Haha! Haha! Yeah good luck pal getting to adulthood. You better have a novel long backstory why you didn't get murdered by one of the purebloods who might have saw you as competition that was getting in there way.

Jungle-Half: You better be lucky that your elven tribe accepts you as otherwise you will be branded, hated, and be treated as a outcast. If your human parents don't want you either; your up the creek without a paddle.

Mordant Spire-Half: 100% guarantee your Elven parents will come for you and take you in. No really, regardless of the gender of the mordant spire elf they will take you in. Plus it literally pays to have kids with them as they will hook up the human parent with a great sum of mullah. What is also entertaining is that since all the other residents speak Elven... there is no reason to learn Common in this case and you instead learn Azlanti.

Snow-Half: Your parents and you are considered a corrupted taint if you are in Linnorm or you are considered a respectable individual who is a worthy mate partner if in Irrisen.

I would personally pick Aquatic or Mordant Spire just because its not the typical angst driven heritages.

Orc Blood:

Darklands-Half: You better be born a magic user of some sort to not be considered a second-class citizen in the eyes of the Orcs. The Orcs view the human blood in such halfbreeds as a vile disgusting taint. Often treated as slaves if not some form of magic user. Better have a good reason as to why you are on the surface as well because you are raised to hate the surface dwellers.

Sand-Half: One of the most cushioned halfbreeds. They often make excellent leaders even amongst the Orc half.

Jungle-Half: You are revered as a Hero in your tribe and treated with the awe like you are a Demigod. Need I say more?

Mountain-Half: The worst hurdle for these guys is simply proving their valor in battle in order to prove that you are a respectable warrior. Otherwise they are respected for the most part.

Snow-Half: A very rough experience that does not favor the weak and disadvantaged. However they often travel to places like Irrisen to be better accepted and not lose their toes and fingers to the frostbite.


What do the new feats do other than Dirty Trick Master and Unusual Origin?


Pathfinder Starfinder Roleplaying Game Subscriber
Morbius X wrote:
What do the new feats do other than Dirty Trick Master and Unusual Origin?

Betraying Blow: Requires Solo Maneuvers and BAB +8, when you use a melee attack to deal nonlethal damage to a creature that only you threaten, make a Bluff check opposed by their Sense Motive check, deal an additional amount of nonlethal damage equal to half the difference between your Bluff check and your opponent's Sense Motive check (minimum 0). If they currently have an attitude of friendly, whether due to an intimidate check, charm effect, etc., you instead do an amount of extra nonlethal damage equal to the entire difference between your checks. The amount of extra nonlethal damage dealt with this feat cannot exceed your HD.

Divert Harm: Requires combat expertise, the evasion class feature, and BAB +6, allows you to make a gamble where when you're in a situation where you would use evasion (area of effect attack that normally deals half damage on a successful Reflex save), instead of making a Reflex save, you can as an immediate action block with an adjacent foe within one size category of yourself. This doesn't require any kind of check. The foe then has to make a Reflex save against the attack in your place, if they fail, they take half the damage from the attack and you take none, if they succeed, you take damage as normal as if you'd failed your saving throw (improved evasion still applies). If the opponent was already in the area of the attack, yes, they could potentially take damage twice, once for being in the attack, and once for being your meatshield.

Solo Maneuvers: When you're the only one threatening an opponent, you gain a +1 on CMB checks against them and a +1 to your CMD against combat maneuvers that creature makes.

Silver Crusade

Paladinosaur wrote:
Mikaze, I wonder if you liked Eberron? Pretty much all the half-orcs in there didn't have rapey backgrounds.

I've been told, and from what I've seen it's true. Unfortunately they never really explored that culture for PCs to pull from though, as far as I was able to see.

I'd just rather not have to look to a whole separate setting to have human-orc parentage without rape shoehorned in, especially considering how much I love most of the rest of the setting.

The rainkin and sandkin seem to hint at that possibility at least(rainkin pretty much comes out and says consensual unions are the order of the day). Still trying to figure a way to squeeze that out of the cragkin in Shoanti territory.

Garrett Guillotte wrote:
Considering most of the Inner Sea's opinion of orcs, and if reality is any guide, I'd expect the kids of consensual stable orc/human parents to have worse experiences--both parents are sticking their necks out even further by being exceptions to the rule in most cultures. The violence and vitriol toward the family could be tremendous.

That kind of origin and drama is exactly the sort of thing I was surprised to not see. One of the three variations on "your life just plain sucked" backgrounds easily could have been replaced with that.

Silver Crusade

Also, totally in love with Averaka now. Right down to the flavor behind the regional traits. :D


Got mine today, looks good, but I do have two questions.

Can we see the full art for the pic on page 3? (What the hell is she fighting?)

Why no Half Elf Heritage for those with Half Elf Heritage? (You know those born from Half elves for one or more generations?)


MythicFox wrote:
doc the grey wrote:
Heine Stick wrote:
Ogrekin get a brief paragraph in the Distant Heritages section as well as a typical racial trait (natural armor).
Really just natural armor? They already get that as part of their build.

That's because the 'Distant Heritages' section is a set of guidelines of using the ARG's race builder rules to represent someone with a more diluted non-human heritage.

...

While I do like that section (some very... interesting sources of nonhuman heritage), I personally find it to be a little clunky because if you're swapping out existing human racial traits for an equal point value of new traits to represent heritage (which is one of the suggestions), the existing human racial traits come in chunks of either 4 or 1 and a lot of the suggested heritage traits cost 2. So unless your character's family tree is really complicated (which is in-theme for the book), you're going to need a GM willing to let you get a little creative with making up those extra points. Something like swapping out 'Skilled' (4 RP) for a 2 RP trait to represent heritage and then, say, the 'Skill Bonus' trait (2 RP). But that might be a better discussion for its own thread.

I found the Distant Heritages section very evocative: it inspired me to review the Advanced Race Guide Race Builder for the first time in a while.

If your DM allows it, I think it's well worth reviewing that resource to choose a couple of alternate racial traits, and dropping Flexible Bonus Feat (4 RP) is probably the simplest way to glean a set of race points with which to play.

For example, after reviewing numerous Dhampir threads, I've been puzzling over a Dhampir (moroi-born) paladin but felt stymied by Negative Energy Affinity, which threatens to make a 1st level PC stillborn unless one selects Life-Dominant Soul as one's initial feat (healed by either channeled positive or negative energy used to heal, but only half the normal amount from either; while remaining vulnerable to positive energy used to harm undead).

Reviewing the ARG Race Builder, it turns out that Negative Energy Affinity is worth only -1 RP as a weakness, and it's a prerequisite for the defense race trait Resist Level Drain (1 RP). Hence, from a balance standpoint, omitting Resist Level Drain from a Dhampir PC is a fair way to remove Negative Energy Affinity, and this trade-off seems a much better solution to the "my DM hand waved Negative Energy Affinity" comments made in several of the Dhampir threads.

All's to say, thanks to the Distant Heritages section of Bastards of Golarion!

Dark Archive

Someone mentioned something about the Gillmen. I had thought there was supposed to be some feats or something in here for them. Was there anything in there?


Pathfinder Starfinder Roleplaying Game Subscriber
Arion wrote:
Someone mentioned something about the Gillmen. I had thought there was supposed to be some feats or something in here for them. Was there anything in there?

There's a racial feat (Unusual Origin) and a racial trait (Azlanti Inheritor) for them.

Silver Crusade

3 people marked this as a favorite.

Currently wondering how many people are going to want to play spireborn just to have a reason to wear those cool masks. :)

Seriously wondering just why the insular Mordant elves seem to be purposefully looking to have half-elf babies. Maybe there's some Azlanti-stuff that requires human genetics to interact with properly?

Maybe including the deific "power source" of the Mordant Spire itself?


Mikaze wrote:

Currently wondering how many people are going to want to play spireborn just to have a reason to wear those cool masks. :)

Seriously wondering just why the insular Mordant elves seem to be purposefully looking to have half-elf babies. Maybe there's some Azlanti-stuff that requires human genetics to interact with properly?

Maybe including the deific "power source" of the Mordant Spire itself?

Acavna! Never Forget! Never Forgive!

Contributor

Mikaze wrote:

Seriously wondering just why the insular Mordant elves seem to be purposefully looking to have half-elf babies. Maybe there's some Azlanti-stuff that requires human genetics to interact with properly?

Maybe including the deific "power source" of the Mordant Spire itself?

And for the logical notion, if the Mordant elves need foot soldiers/manpower to protect the Mordant Spire, a half-elf ages to adulthood (and is therefore ready for combat/defense) much faster than a pureblood elf.

Sovereign Court RPG Superstar 2009 Top 32, 2010 Top 8

Mikaze wrote:

Currently wondering how many people are going to want to play spireborn just to have a reason to wear those cool masks. :)

Seriously wondering just why the insular Mordant elves seem to be purposefully looking to have half-elf babies. Maybe there's some Azlanti-stuff that requires human genetics to interact with properly?

Maybe including the deific "power source" of the Mordant Spire itself?

Maybe it's an Azlanti version of the Ancient Technology Gene (ATG).

Or here's a scary thought... Maybe that's what Menek-whatever-his-name-is is breading for? Something that requires a pure Azlanti to activate?

The 'need foot soldiers' is such a boring paranoid theory. :-)

Contributor

Matthew Morris wrote:
The 'need foot soldiers' is such a boring paranoid theory. :-)

If everything is a super special and unique reason, then no reason will ever be super special and unique. Given the extreme efficiency we've heard of from the Mordant Spire elves, it makes sense. They're essentially dumping gold for bodies. Sometimes a mysterious one-night stand is just a mysterious one-night stand that includes a free child soldier eight years later. That's not a long time to wait for an elf.

As for the "Azlant Technology Gene," it doesn't really work because if memory serves correctly, its mostly Chelexians who have hints of Azlant blood but the Mordant Spire elves go to villages in the Lands of the Linnorm Kings. So for the theory to hold true they would have to exclusively mate with Chellexian travelers, which would have been an obvious detail to include that the somewhat xenophobic Ulfens would have definitely notice.

Sovereign Court RPG Superstar 2009 Top 32, 2010 Top 8

Good points on both.

I was kidding on the boring paranoid theory part. i.e. "That makes the most sense, but it's not as crazy!"

I try to keep my PCTs to Hermenea and the Silver Mount myself.


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

I noticed an editing error in the 1/2 Orc Heritages section. The two heritages which have the best likelihood of Human parentage from Ulfen have Ulfen in their language choices section. The Ulfen language is not Ulfen, it's Skald. This error was not found in the 1/2 Elf Heritages section.

Obviously it's too late for the physical copies, but perhaps it might be corrected in the PDF's?

Shadow Lodge

Mikaze wrote:

Currently wondering how many people are going to want to play spireborn just to have a reason to wear those cool masks. :)

Seriously wondering just why the insular Mordant elves seem to be purposefully looking to have half-elf babies. Maybe there's some Azlanti-stuff that requires human genetics to interact with properly?

Maybe including the deific "power source" of the Mordant Spire itself?

Lol I'm waiting for an opportunity to play a half-drow vivisectionist for pfs. Just realized how fun that combo would be in a pf game as a refugee seeking asylum in the organization to hide from the drow he or she ticked off escaping their former home.


I think the vivisectionist is banned from PFS play.


It is.


Pathfinder Lost Omens, Starfinder Roleplaying Game Subscriber

What are the new items in this book?


Pathfinder Starfinder Roleplaying Game Subscriber
zergtitan wrote:
What are the new items in this book?

Kin's Face Tattoo (1,600 gp) and Ring of Culturemeld (7,500 gp).

The tattoo is slotless, and consists of thousands of lines of ink and scars; when activated, the design shifts and the scars open, pulling the bearer's face into a different shape, changing them as per disguise self into the form of a specific half-orc, human, or orc, with the disguise lasting up to 5 hours per day, duration need not be continuous, but must be used in 1-hour increments.

The ring gives a +5 competence bonus on language-based Diplomacy checks to anyone who wears it, and a half-elf who wears it gains the ability to absorb a dominant non-Common local language by spending time in a settlement were it's spoken after a day, being able to speak and understand it, and after five days they gain the ability to read (but not write) the language and a +5 competence bonus on opposes Sense Motive checks against speakers of the attuned language. If the half-elf is out of contact with people who speak the language or it becomes attuned to another language, the old language is lost.

Edit: There are also two new kinds of drugs (felwil and silvertongue), but I presumed you meant magic items.


I'm playing a less-than-half drow elf right now, and my GM is fairly open to rebuilds and backstory edits. Will this book be useful to me?

Grand Lodge

Anything useful in here for elemental races (especially sylph)? I know we have Blood of the Elements in June, but I hoped this might have a new trait or two.


@NoncompliAut
Not much, but it does give a reasonable starting point for rebuilding.

@theWasp
Each of the demi-human races get something in this book.


Pathfinder Maps, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

That "Why are there no half-dwarves" sidebar in the inside back cover clearly was not well thought out. The very existence of the Racial Heritage feat implies that humans can mate with and produce fertile offspring with any sort of humanoid.

Fortunately, this book does provide some guidelines as to how you might create such characters anyway.


It doesn't say there is any direct mating. It could be thru Aasimar, for example.


The map of at-least-half humans by region lacks borders and country names. I edited it in Illustrator with the Inner Sea World Guide map to have these. Is there any way the PDF can be updated to have borders, or for me to legally post my edited map online?

Grand Lodge

I didn't mind this book, but I have to admit that going into it I was honestly expecting to see a Pathfinder version of the Races of Consequence book where there was almost literally every mashup of races. Even something like Bastards and Bloodlines. Instead, there's a blurb at the end about how some races just aren't compatible short of wish and miracle spells. Guess it's time for those evil wizards and clerics to get even more stereotyped.


David knott 242 wrote:

That "Why are there no half-dwarves" sidebar in the inside back cover clearly was not well thought out. The very existence of the Racial Heritage feat implies that humans can mate with and produce fertile offspring with any sort of humanoid.

Fortunately, this book does provide some guidelines as to how you might create such characters anyway.

I'd have to look up the post (and I'm on my phone or else I'd go ahead and do so) but the Racial Heritage feat has been said to be intended for game worlds other than Golarion where it is possible. Unless they specifically state otherwise, the core set hardcovers are setting-neutral and don't always represent options available on Golarion. It's like how one can have nondenominational clerics in the PHB but in-setting, every cleric is expected to have a deity.


The picture of pre-crazy Nualia on page 20 was a nice touch. Probably wouldn't have recognised her if the page hadn't been about a half-breed that's held high for their heritage.


Question: BoG heritage languages: Do the replace the standard Half-Elf and Half-Orc bonus languages, add to them, or something else?

Not sure if this post will ever be seen - if no one responds, I guess I'll re-post in general.


Guang wrote:

Question: BoG heritage languages: Do the replace the standard Half-Elf and Half-Orc bonus languages, add to them, or something else?

Not sure if this post will ever be seen - if no one responds, I guess I'll re-post in general.

The listed languages are just an example of what languages those kinds of half-breeds would speak. Depending on what parent the child is left with, they could theoretically speak any of the example languages, since in Golarion nearly every playable race starts with Common, a racial language, and an ethnic language if applicable.


Ashram wrote:
Guang wrote:

Question: BoG heritage languages: Do the replace the standard Half-Elf and Half-Orc bonus languages, add to them, or something else?

Not sure if this post will ever be seen - if no one responds, I guess I'll re-post in general.

The listed languages are just an example of what languages those kinds of half-breeds would speak. Depending on what parent the child is left with, they could theoretically speak any of the example languages, since in Golarion nearly every playable race starts with Common, a racial language, and an ethnic language if applicable.

So in practice, for PCs, they add to possible bonus languages?


kin's face tattoo wrote:

This intricate tattoo covers the bearer’s face in thousands

of hair-fine lines of ink and carefully incised scars. The
bearer can activate the tattoo to cause the marked design
to shift and the scars to open and pull the bearer’s face
into a different shape. The bearer then gains the benefits
of disguise self, save that he can take only the form of a
specific half-orc, human, or orc
, and the disguise lasts up
to 5 hours per day. This duration need not be continuous,
but it must be used in 1-hour increments.
The material components for the kin’s face tattoo include
rare pigments that are mixed with the bearer’s blood, then
worked into the bearer’s skin. To remove this tattoo the
tattooed portions must be erased and the scars healed.

A few questions about the kin's face tattoo:

  • Does the bolded portion mean that when the tattoo is activated, the character always looks like the same person, with a choice of half-orc, human, or orc made when the tattoo is inked? That is, you have one specific alter ego which is either half-orc, human, or orc? Or can you change the details of the disguise every time it's activated?

  • Will detect magic make your face glow to the caster? And if so, only when the disguise is active or at all times?

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