Homebrew Orc Ancestery


Homebrew and House Rules


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This is my attempt on making Orc Ancestry for homebrew, the orc feats not shown are ones that already exist so no need to redo them.

Hit Points: 8
Size: Medium
Speed: 25 feet

ABILITY BOOSTS
Strength
Constitution
Free

ABILITY FLAW(S)
Intelligence

LANGUAGES
Common
Orcish
Additional languages equal to Intelligence modifier(if it's positive).
Choose from Draconic, Dwarven, Gnoll, Goblin, Halfing and any other languages to which you have access (such as languages prevalent in region).

Traits
Orc
Humanoid

Darkvision
You can see in darkness and dim light just as well as you can see in bright light, though your vision in darkness is in black and white.

ORC HERITAGES

Primal Orc:
There are those born with deeper connections to primal forces of the world, which you happen to be one of them.
Choose one cantrip from primal spell list. You can cast this as primal innate spell at will. A cantrip is heightened to a spell level equal to half your level rounded up.

Tusk-Born Orc:
Your family long had larger tusks than most orcs, which they honed to used for war.
You gain a tusk unarmed attack that deals 1d6 piercing damage. The tusks are in brawling group and have the finesse and unarmed traits.

Fire-Forged Orc:
Due to your upbringing you faced, you been acclimated to worse heat has to offer giving you reddish tint. You gain fire resistance equal to half your level(minimum 1). You also treat environmental heat effects as if step less extreme.

Deathless Orc:
You always been one of those close to edge of death, having paler skin than most. Your dying value increase from 4 to 5, your dc is reduced to 8 + dying value and if you later attain diehard feat it increase to 6.

Orc Ancestry Feats
At 1st level, you gain one ancestry feat, and you gain an additional ancestry feat every 4 levels thereafter (at 5th, 9th, 13th, and 17th levels). As a orc, you select from among the following ancestry feats.

Beast Tamer Feat 1
Orc Trait
You are especially good at training animals. You gain Train animal skill feat even if you don't meet prerequisites. You gain +1 circumstance to Nature checks to use Command an Animal.

Painted Mark Feat 1
Orc Trait
Your decorate your body with going through elaborate ritual by painting colors of your tribe. You gain +1 circumstance bonus to diplomacy or intimidation checks when dealing with those who have orc or goblin trait.

Orc Lore Feat 1
Orc Trait
You’ve studied under shamans and warriors allowing you to apply those experience. You gain the trained proficiency rank in Intimidation and Nature. If you would automatically become trained in one those skills(from your background or class, for example), You also become trained in Orc Lore.

Orc Atavism Feat 1
Half-Orc Trait
Your orc blood runs stronger through your veins, granting your feature more bestial appearance. You gain the benefits of the orc heritage of your orc parent or ancestors. You typically can’t select a heritage that depends on or improves an orc feature you don’t have.

Special You can take this feat only at 1st level, and you can’t retrain out of this feat or into this feat.

Stoic Feat 5
Half-Orc Trait
You learned to suppress the stronger emotions dwelling inside. You gain a +1 circumstance bonus to saving throws against an emotion effect. If your roll a success on saving throw against emotion effect, you get critical success instead.

Sacred Tattoo Feat 9
Orc Trait Prerequisites: Painted Mark
You become well regarded throughout your tribe and have earned right to engrave Sacred Tattoo upon your body. Those listed in Painted Mark feat will be more willing to parley with you if requested even if they are hostile. When you attempt to make an impression to those listed you treat success as critical success.


I made one back around when the Platest was first released. Mine isn't so different, but is admittedly more based on Forgotten Realms Gray Orcs and Eberron Orcs.

Orc
Hit points: 10 | Size: Medium | Speed: 25

Ability Boosts
Strength
Constitution
Free

Ability Flaws
Intelligence
Charisma

Languages
Orc
Common

Bonus Languages
At first level, if your intelligence is 14 or higher, you can also select one of the following languages: Dwarf, Elf, Giant, Gnome, Goblin, Undercommon

Darkvision

Bonus Languages
Orcs are naturally a nocturnal or subterranean race. When in bright daylight or in the presence of a comparable light source, you are Dazzled.

Ancestry Traits
Fearsome Presence
While Orcs may not be the most articulate of people, they can express threats non-verbally quite fine. When using the Intimidate skill, you do not receive a penalty for not speaking the same language as your target.

Heavy Lifter
Every Orc must be strong to survive, and that strength has uses beyond fighting. Their large lumbering frames can take quite a burden. You are not encumbered unless you are carrying Bulk equal to 6 + your Strength modifier and you can carry a maximum of 12 plus your Strength modifier.

Keen Nose (Heritage)
Orcs are not completely reliant on eyesight, their keen porcine allow them to sniff out their enemies. When you seek a creature within 60' of you that you cannot see, but does not have its scent concealed you gain a +1 circumstance bonus to your roll. If the creature is within 30', you gain a +2 circumstance bonus.

Longstrider
As often nomadic creatures, Orcs are adept at moving both quickly and steadily. With a bit of practice, there is no escaping them. Your speed increases by 5. In addition, you may travel 25% longer before becoming fatigued.

Orc Ferocity
(See Half-Orc section)

Orc Weapon Carnage
(See Half-Orc section)

Orc Weapon Familiarity
(See Half-Orc section)

Shamanistic Blessing
Once in a moon, the spirits seem to favor a particular Orc child who is blessed with some supernatural abilities. While the biggest, strongest Orcs rule, you are one of the specially blessed that are revered for their ability to communicate with the unseen. Choose 1 cantrip from the Primal spell list. You may cast this spell as an innate spell at will. The cantrip is heightened to a spell level equal to half your level rounded up.

Superstition
(See Half-Orc section)

Wilderness Dweller
Orcs are not only able to dwell in places others would not dare to go, but they absolutely thrive there. Where others could barely scrap out a living, you feel nicely at home. You have a +1 bonus to your Survival checks when searching for food, water and shelter even in the most dire of wilderness. In addition, whenever you would take damage from temperature, the damage is reduced by half rounded down.


Like it looks good. I made this in the Spirit of Bearfolks from Midgard.
Bearfolk
HP: 10
Size Medium
Speed 30ft
Ability boost
Strength
Wisdom
Free
Flaw
Dexterity

Language
Common
Bearfolk
Add based on Int modifier
Traits
Bearfolk
Humanoid
Scent
Bearfolk can track by sent in the dark
+ 4 Circumstance Bonus applied to Perception Checks.
Bearfolk Heritages
Grizzlehide: Add a boost to your CON & and your AC starts at 12.
Purifier: You know one primal cantrip of your choice. You also can a + 1 circumstance bonus on Nature rolls.
Ancestry Feat 1st Level
Bearhide: your natural armor starts with with + 3.
Stalwart Will: You gain Expertise in Will.
Bearfolk lore: You gain a Proficiency in Nature and Religion. If this given by a background or class chose a another skill. You also gain a proficiency in Bearfolk lore.
Ancestry Feat Fifth Level
Bear Ferocity: When you score a Critical Hit. You can use that weapon’s Critical speciality effect.
Ursine Talents: Your gain Expertise in Perception and a + 3 bonus to tracking by smell.


@OP - Interestingly enough, I also came up with a Orc Ancestry for a Homebrew world I'm working on, and what you made is extremely similar to what I came up with. Great minds I guess.

Anyway, with you permission, I'd like to incorporate some of the things you came up with into mine. Primarily the Heritages.


Pathfinder Starfinder Society Subscriber

If any ancestry has fixed boosts to two physical stats, it would be orcs.

But should even they have that?


True, I suggest changing their con to wisdom then, as orc shamans trope seems like cliche, so be str,wis,free followed by int flaw. Make them suitable for clerics.


Losing Con bonus seems suitable considering how orcs have been portrayed in cinema for many years. They tend to fall over dead pretty easily. Almost anything would be better than what the 3rd edition orcs got.

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