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and here is the last type in OoG, Religion..

Blessing of the Feast (Zura): You come from a cannibal tribe, and find strength in the flesh of your foes. Whenever you eat the flesh or drink the blood of another orc—a full-round action that provokes attacks of opportunity— you gain the favor of Zura and receive a +1 natural armor bonus for 1 minute/level. You can only receive this benefit once per day.

Fury (Rovagug): The flood of battle and destruction stirs deep within you. When wielding a greataxe, you receive a +2 trait bonus on attack rolls to confirm critical hits.

Mother’s Rage (Lamashtu): The blood of the beast runs thick in your veins, and your appearance is bestial. You receive a +1 trait bonus on Survival checks, and you treat your caster level as +1 higher when summoning creatures.

Sacred Smasher (Rovagug): Your love of carnage extends even to the defenseless, inanimate objects around you. Whenever you make an attempt to break an object, you receive a +2 trait bonus on your Strength check.


OK, here is Regional traits

Dominator (Belkzen): The blood of dominance runs thick in the savage home of orcs, and your prowess in fighting is a thing of cruel artistry. You receive a +2 traitbonus on all attempts to demoralize an opponent in combat using your Intimidate skill.

Linebreaker (Belkzen): Growing up along the border between Belkzen and Lastwall has taught you how to storm human battle lines and quickly overwhelm them. When charging, add 10 feet to your base speed.

Mammoth Master (Belkzen or Realm of the Mammoth Lords): You have experience trapping and training megafauna such as mastodons, woolly rhinoceroses, and other animals frequently used as orc warbeasts. You gain a +4 trait bonus on Handle Animal checks related to these creatures.

Sun-Blasted (any desert): Desert orcs have learnt to survive with practically nothing in the desert. You receive a +2 trait bonus on Survival checks made in a desert, and resolve all checks at becoming lost in deserts as though you had proper navigational tools (a +4 bonus). The presence of such tools does not increase your ability, however.

Unafraid (Ustalav): The horrors of the fog-shrouded land of terror have hardened you. You receive a +2 bonus on all saving throws made against fear affects.

Water Brave (River Kingdoms): Travel through the dangerous waters of the River Kingdoms has given your tribe special skills in relation to them. You receive a +1 trait bonus on Swim checks, and it becomes a class skill.


OK, here's all the RACE type traits from Orcs of Golarion.

Amazingly Ugly: Your skull is misshapen in a grotesque way. You receive a +1 trait bonus on Intimidate skill checks, and it becomes a class skill.

Beast Rider: You have a knack for breaking animals to your will, though you know little of civilized training methods. You gain a +2 trait bonus on Ride checks, but should you ever be forcibly dismounted in combat, your mount attacks you to the best of its ability.

Big Mouth: You have an innate ability to weave stories about yourself that extol your might and prowess. Yougain a +1 trait bonus on all Bluff, Intimidate, and Perform (oratory) checks made against orcs.

Brute: You are an especially large and hulking individual, and when you strike, you aim to deliver the maximum amount of pain. Whenever you score a critical threat, you add (but not multiply, in the case of a confirmed critical hit) an amount of damage equal to your weapon’s critical modifier.

Deadeye: You have only one working eye, but that eye is especially keen. You receive a +2 trait bonus on all Perception checks involving sight.

Demented Inventor: You adore crafting new and ever more creative weapons, and some of them even work. You gain a +2 trait bonus on Craft (weapons) checks, and it becomes a class skill.

Dirty Fighter: You were raised to fight with every dirty trick in the book. You receive a +3 trait bonus on all attempts to feint in combat using your Bluff skill.

Mindlessly Cruel: You take delight in delivering vicious blows with cruel weapons. Whenever you have a morale bonus on weapon attack rolls, you also receive a +1 trait bonus on weapon damage rolls.

Outcast: You are adept at living away from tribes and receive a +1 trait bonus on Survival skill checks. Survival becomes a class skill for you. Rage of Storms: Summoned creatures can inherit your ferocity. Once per day, a creature you summon creature can have the ferocity ability (Pathfinder RPG Bestiary 300)

Tribal: You are especially devoted to your tribe, and within 60 feet of a tribal standard, you gain a +1 trait bonus on attack rolls and Will saves against fear effects, as if you were the recipient of a bless spell.

Tusked: Huge, sharp tusks bulge from your mouth, and you receive a bite attack (1d4 damage for Medium characters). If used as part of a full attack action, the bite attack is made at your full base attack bonus –5.

Unbreakable Hate: Your ferocity is focused into your spells, and it is harder to break your concentration. You receive a +2 trait bonus on all concentration checks.


just got back on, will post shortly all OoG traits


Dragonamedrake - it looks like they dont have anything from orcs of golarion on the srd, do you want me to post them on here??


sorry... if i find any others ill let ya know for completeness..


the alternative race trait is toothy from advanced players guide


found it!

Tusked: Huge, sharp tusks bulge from your mouth, and you receive a bite attack (1d4 damage for Medium characters). If used as part of a full attack action, the bite attack is made at your full base attack bonus –5.

orcs of golarion p.25


isn't their an orc trait that does the same as mothers teeth but with better damage? if so less then that trait. orange


if you know in advance your starting out with nothing it's not so bad, but having it dropped on you out of nowhere does suck.


nice, that would be sooo helpful


juju oracle from serpents skull, lots of fun and full of flavor. maybe add a dip of master summoner for that swarm effect...


it seems like your making a cosplay costume; looks nice at first, but after you walk around in it for an hour the scotch tape wears off an you go from looking awesome to looking like a color blind crazy hobo walking around a convention center.

if someone sold me an outfit that fell apart after an hour and revealed it self to be made out of old sweat pants I'd punch them. so yeah you could make money doing that, but it might be hazardous to you characters health ;)


Spell Like Ability


also wanted to say love the guide so far, but i think shadow child needs a little bit better rating if only because it makes rogues able to back stab people getting concealment from dim lighting that they otherwise couldn't.


Im running JR right now, the traits are rather handy because besides the benefit they also gain a +4 affinity with the npc related to their trait. higher affinity means extra xp and and neat ability besides...


Hevyyd wrote:
In my personal experience I like to take the best of both worlds, I love making characters with interesting traits, a detailed background, character flaws, etc. and then I let them grow organically as I play them, on the other hand, being a WoW player, I also like numbers. I like making sure my character can perform well in tasks they would be good at, while having obvious weaknesses. Does this mean I like to overshadow my party members by being pun-pun? Hell no. If anything I love giving less experienced players advice that might help them have more fun when dice need to be rolled. There is nothing wrong with a "purist" approach to this game, but a marriage of the love of role play and "number crunching" is what makes this game fun for me.

this is my thoughts exactly (minus the part about playing WOW)


that how my players do it. no real dump stats, a dex based fighter. all sub-optimal builds made very useable by a high point game ... I've noticed with 15 point builds if your a fighter you take 2hd wep. and power attack, your a rogue you take high dex and a scimitar and dancing dervish. you get pigeon holed into specific builds without alot of room for customization.


I'm running jade regent right now with 3 characters using a 40 point buy (no stat below 10 after racial). we finished the first book last night and its running just fine. every character has been dropped into the negatives multiple times, had to retreat often, and had a blast. as long as no ones trying for a power build the points are kinda irrelevant.


if you use 3rd party stuff, feats of multiclassing from super genius games has a feat called Ajuoga that lets a multi class witch/summoner replace their familiar with an eidolon and level it with which levels... only takes a 1 lvl dip and you turn your familiar from a liability into an asset!


while thats not how i would do it, as long as everyone's having a good time, who am I to say whats wrongbadfun? its a pretty cool variant no matter how you run it, plus you have more say on your appearance this way.


but then you could make the example happy daze listed... if it worked like that why would any one use normal medium armor at all??


I've been using piecemeal armor for awhile now; haven't had any real problems with it really. while starting characters can end up with a slightly higher AC or the same one for less GP, those are mitigated in the long run if you use random item generation for gear as they don't have listed any of the "best" armor.


been using piecemeal armor for awhile now; haven't had any real problems with it really. while starting characters can end up with a slightly higher AC or the same one for less GP, those are mitigated in the long run if you use random item generation for gear as they dont have listed any of the "best" armor.

also i noticed most people have been listing chain torso in alot of their piecemeal armor combo's and i just thought id point out that at the bottom of table 5-9 "torso armor pieces" it says it only counts as light if used by itself, so adding any additional armor pieces results in medium armor and reduced speed...


other then that, you have it right


it would still reduce your speed cause' its medium armor... chain torso only counts as light if its by its self. add any other armor, even padded and it goes to medium as defined at the bottom of table 5-9 of UC.


+1 I always try and include a history lesson in every campaign. :)


Late to the discussion, so sorry if this seems off topic but my two cp on the subject of a bite attack added to TWF is this; he would have a bite in addition to his regular attacks with a +9 to att.(+6 base, +5 Dex, -2 TWF)

core rule book pg.182
"Attacks made with natural weapons, such as claws and bites, are melee attacks that can be made against any creature within your reach (usually 5 feet). These attacks are made using your full attack bonus and deal an amount of damage that depends on their type (plus your Strength modifier, as normal). You do not receive additional natural attacks for a high base attack bonus."

"You can make attacks with natural weapons in combination with attacks made with a melee weapon and unarmed strikes, so long as a different limb is used for each attack. For example, you cannot make a claw attack and also use that hand to make attacks with a longsword. When you make additional attacks in this way, all of your natural attacks are treated as secondary natural attacks, using your base attack bonus minus 5 and adding only 1/2 of your Strength modifier on damage rolls. In addition, all of your attacks made with melee weapons and unarmed strikes are made as if you were two-weapon fighting. Your natural attacks are treated as light, off-hand weapons for determining the penalty to your other attacks.
Feats such as Two-Weapon Fighting and Multiattack (see the Pathfinder RPG Bestiary)can reduce these penalties."


i cannot for the life of me understand why the scimitar is so closely affiliated w/ the dervish in PF... historically they were holy men who usually had a vow of poverty. their dance is just that, a dance. meant to bring on religious ecstasy thru physical exertion. the only weapon they are actually associated with is the billao, a form of short sword.


you've got a good point there... so its pretty much the warlock class from 3.5 retooled for pathfinder, with a few tweaks of course?


add "attack of" to "Urban barbarian synethisist Sin Eating witch hunter" and you've got an awesome movie title. ;)


to put it simply, take one lvl of this class of yours and you now have a +4 to your AC all day, which you could drop at anytime to cast a number of usefull utility spells, which when your done with them, you just recast mage armor over and over tell you dont spell fail. now your rogue has turned its weak ac into a impressive one...
dont get me wrong i like the class concept, i just could see it manipulated pretty easily.


but armor proficiency isn't as important when the character doesn't have a limit on the number of times they can try and cast it... secondly their charisma isn't a factor when the casting self only spells, no saves to worry about, no SR. a CHR of 11 would be enough to cast 1st lvl. spells.


I thought it was an all right class, a good buffer/ utility class. only problems i see is if was multiclassed... could see alot of characters takining one or two levels of it to add esentially permenant mage armor to their monk/mage/rogue/ect. ect...