Who are your Orc PCs?


Pathfinder Second Edition General Discussion


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For no particular reason, our greenish-grey friends are on my mind today, and it's got me wanting to hear from our lovely community here: tell me all about the Orcs and Half-Orcs you've played!

Golarion's Orcs have a surprisingly unique palette beneath the traditional fantasy tropes; it looks like Sky King's Tomb is set to wrestle with the genocidal crusade that drove them out of the Darklands, while the Mwangi Expanse's Matanji are heroic demon-slayers devoted to a jaguar goddess, and Arcadia's Orcs are instead trusted allies of the Dwarves. Even in more 'classic' places like Belkzen, interesting nuance and unique faiths add texture that marks them as part of Pathfinder's setting. What have you made with those pieces?


Starfinder Superscriber
Quote:
wrestle with the genocidal crusade that drove them out of the Darklands

This is anti-Dwarven libel.


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Leon Aquilla wrote:
Quote:
wrestle with the genocidal crusade that drove them out of the Darklands
This is anti-Dwarven libel.

This is literally text in Lost Omens: Legends, and from the store pages, seems to be the guiding regret of Taargick's dying days that motivates the entire AP.


Starfinder Superscriber

The word genocide doesn't appear once in Lost Omens Legend so no, it is not "literally" text in it.


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Leon Aquilla wrote:
The word genocide doesn't appear once in Lost Omens Legend so no, it is not "literally" text in it.

Do you have anything on-topic to contribute?


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I've honestly not made any orc PCs since PF2 came out, so I have nothing to contribute here, but I'm excited to see the orcs people post!


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For the sake of argument, I'll post the relevant LO: Legends excerpts. It doesn't need to use the word "genocide" when it's describing the process of a war effort meant to push out a people from their territory and kill as many of them as possible.

Quote:

At the Battle of Basalt Grimm in –5153 ar, the united dwarven front was ambushed by a massed orc horde. Having been relentlessly driven from their homes and forced further and further toward the surface by the marching dwarven host, scores of orc clans found their hatred of the dwarves a bond strong enough to band together. The dwarven vanguard collapsed, and orc raiders struck deep behind the dwarven front lines. Thousands of dwarven civilians, children, and elders were slain, including Hilgart. The dwarves were overcome by shame and anger, and abandoned the Quest for Sky to pursue vengeance against all orcs.

[...]

And in Dongun Hold, a long sealed-away library was uncovered as High King Anong Arunak prepared the undercity as a shelter for a potential war, and the last papers of Taargick were found. They included a long missive where Taargick admitted his regrets for not seeking a more peaceful solution to the war that drove the orcs from their homeland, and a wish that an orc king existed that Taargick could send his apologies to.

I'm perfectly willing to call it a genocide, because that's what trying to wipe out an entire people whose crime is "being in your way" is. It's pretty clear the Dwarves went full Manifest Destiny, and I'm glad to see PF2 finally wrestle with that.


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I had an absurd number of half-orcs in 1e but never played a full orc due to the ability scores they had & the light sensitivity.

The first character I've made for pf2e is an orc tiefling fighter loosely based off an ooold oc I had many years ago before I started playing ttrpgs. Reworking the concept to him being thought by his tribe to be blessed by Nulgreth due to his blood-red skin.

I want to use him in a Salt in Wounds campaign if I can get it off the ground.


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I’ve always wanted to make an Orc Oracle. Merge the bones mystery with ferocity feats to make a character that simply refuses to die. That’s as far as it got though. They’re just currently labeled as the Borcacle in pathbuilder, but maybe it’s time to dust them off.


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Leon Aquilla wrote:
The word genocide doesn't appear once in Lost Omens Legend so no, it is not "literally" text in it.

I would argue mass relocation at swordpoint should count as genocide due to the cultural destruction that comes from being forcibly relocated away from ancestral homelands and the cultural and religious sites contained within.


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I'll never get to play her, but I have speculated a possible Half-Orc character for Tyrant's Grasp.

She is a Champion of Iomedae born to a prominent Vigil merchant and a member of one of the friendlier Belkzen tribes said to trade with Lastwall. She was raised by her merchant father in the ways of culture and honour and proudly joined the ranks of the Vigil military in defence against the threat of the Whispering Tyrant. She is an absolute ray of sunshine and carries around a necksplitter as way to honour her mother's side of the family--and also to show pride in her heritage in the face of those who might be less welcoming about it.


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

I have an Orc Changeling Monk in PFS2. She's been fun to play, though kinda in limbo waiting for more high level content in society games. Generally a stanceless Ki monk, to make use of the innate cold iron claws. Though she's almost level 9 so that ancestry feat will kinda stop being useful, but its been worth it. She's been gradually learning to trust people, but still sees hags behind everything bad that happens/accusing anyone she doesn't like of being a hag's servant.


The one I remember of the top of my head, might be the only to be honest, is a fighter who think he is doing magic by flexing his muscles really hard.

The only actual "magic" they actually have is the warmask that is not even enchanted.


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"Terrapin" Tarkus was a circus strong man and Liberator of Kurgess. By being the only original surviving member, he kinda became a de facto "main character" of the circus. He fought using a shield and grappling.


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Pathfinder Lost Omens, Rulebook Subscriber

Tabra is the daughter of an Orc Woman and human father(who was non-binary) she grew up in the town Phaendar in Nirmathas. Living a comfortable life, she grew up free to explore and discover her beliefs and ideals. The nations struggle against Molthune eventually led her to be a devout worshiper of Milani, but she still strived for peace and was fearful of the battlefield. None the less she wished to aid those who fought for their freedoms and for a better future. She journeyed to aid others as a medic near Fort Ramgate....IT was there she saw not only soldiers but medics and civillians massacred. She had just barely survived with her life. Returned home defeated she spent a long time in a deep depression and her faith wavering. With the help of her family she rediscovered her zeal for life and began training. While she was still a medic she did not want to wait around for someone else to defend her or others, and thus she trained to be a warrior as well. She no longer wanted to feel helpless. And her time to prove herself came when Phaendar attacked. She failed to repel the forces but she managed to help several town members escape.

tabra was a war-priest cleric of Milani with the blessed one archetype, in a free archetype 2e version of Ironfang Invasion. A standout moment for her was when she used the zeal domain on top of magic weapon and crit a boss with 3 dice worth of crit damage way ahead of that being an expectation.

She was kind hearted, and always believed in given people a chance. But she was hurt and traumatized by the horrors she had seen. She still did her best to be a good person.


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Baradim is a full-blooded orc, rescued by Knights of Lastwall after a rival tribe decimated his own and he barely survived an assault. Taught to fight in defense of Vigil, he was there to witness the rise of the Whispering Tyrant and the complete destruction of everything he had known...again. Harrowed by the loss of everything, he ended up on a wagon working as a guard towards a little town colloquially known as "Plaguestone".

It was here that he found love, his courage, and the determination to carry on his brother and sister-in-arms' dreams and hopes, their holy symbols hanging from his neck. Just today, he brought his blade down and ended a terrible threat to the small town and is almost done with his small adventure heading west.

Baradim is a full-blooded orc fighter, fighting with sword and shield, and was going to be delving into barbarian and Bastion archetype. Lawful Neutral but leaning towards good, he found a hapless group of would-be heroes and felt responsible to their well-being and they helped bring him back from the dark.

A short campaign but a beloved character nonetheless. Hopefully, I'll get a chance to play him again sometime.


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My first post here after buying the pdfs (fulfilling a promise to DnD as to what my next gaming purchase would be...)

And it's going to be about an orc.

A half orc, half ogre (well, just a half orc but whatever) named Tauron. He was a noble orc from the spirit bear tribe who was squished by an elder earth elemental.

He wore fine furs, hunted with honour, killed with savagery (ranger, barbarian, rogue) and swung a mighty adamantium axe with which he sundered all in his way. He went toe to toe with a ogre magi and won single handedly.

He sought out the craven orc tribes of the southern lands and tried to lift up his dirty brethren to embrace their true spirits (not successfully, but it's the first time I've ever walked into a full orc camp and walked out without a battle. The DM went a little bug eyed when I announced my ambitions).

His friends were a one handed northern man, a young druid and a fell handed dwarf that was touched by the gods. Long they toiled until they climbed a mighty mountain that was hollowed out into an elemental themed bastion of sinful worship...it was evil through and through.

None survived and there their bodies lay until this day.


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Okay so Feng Kesh was my Rise of the Runelords character & the first pathfinder character I made. He's a half-orc from Kaer Maga who's mother was an exiled Minkai nobility who ended up in the Hex along with her newly ronin samurai father. To make ends meet, she ended up working in Hospice, doing what you're going to do in Hospice. One customer was an orc trader from Belkzen, and boom, Feng Kesh is born. Later, she'd marry a proper business man & her half-orc bastard becomes a bit of an embarassment so she fostered him off with her father who taught him how to fight, though couldn't make him a proper samurai - Feng Kesh was a fighter, but this is how I justified him having & using a nodachi. Anyway, he joins a gang, gets in trouble, needs to get out of town for a bit so he signs up as a caravan guard heading to Sandpoint, and the rest is history. Had a solid character arc of going from a disciplined but self-interested & pragmatic youth to genuinely caring about & wanting to help other people. He remains perhaps my favorite character & I'll still take any opportunity I get to rp him.

Hrolf Orcsen was my Reign of Winter character, originally rolled up as a bard for another game & transitioned into a skald for RoW, he's half-ulfen from the Ironbound Islands who went travelling & seeking his fame & fortune. He loved a good fight & would always be quick into the fray, singing praises to Gorum, but he never forgot the importance of poetry & romance have in giving life something to fight for, nor the importance of wits in battle.

Gundahar was my Wrath of the Righteous character, a half-kellid warrior devoted to Gorum who went to the World Wound because he figured that's where the best fighting would be, and he wasn't disappointed. A lot of his character arc ended up being about simply avoiding the temptation of sliding from CN to CE, but even while fighting to save the world he never quite became a good person, but was nevertheless a useful one - turned Baphomet into a fine red mist in the first round of combat & would wear the pieces of the demon lord's shattered horns as a necklace. As I mentioned in another thread, his post-campaign story would have involved him basically conquering a large chunk of northern Avistan, uniting Belkzen & the Realm of the Mammoth Lords.

Rajnish was a half-orc fighter sensate that I played in a game taking place in a homebrewed world, where he was from an area of tropical islands. I borrowed a lot from the Matanji(who weren't well established at the time) in terms of traits & racial abilities to build out his culture, with the opposition to demons & the importance of shamans - though in this context 'shaman' was just their cultural name for people with psychic power. Rajnish's sensate abilities had marked him as a layman shaman & he had gone out into the world to develop them.

Arikan was a battle shaman I rolled for a short campaign that only lasted three sessions & I mainly remember because I had decided that I was going to jot down every time she got hit in that campaign & catalog every scar she received because it was a specific thing that battle shaman wounds always scarred regardless of healing, and the campaign ended before she took a single hit in combat. Was very disappointed with that.

Zaud the Chainbreaker was a vigilante I made for a small game focused in Kaer Maga; by day he was the runner of a small trade business, moving goods in and out of the city. By night, he was the Chainbreaker, masked champion of the Freemen & enemy to slavers throughout the Asylum Stone. In hindsight there's probably more than a bit "white savoir" mentality in the character which I'm not without some regret over, but still. I love Spartacus stories, John Brown was right about everything, and it was a good excuse to roll a character who used the spiked chain & have an actual justification for it, being symbolic and all.

Those are some I got more use out of than others or who stuck out in my memory more. Actually at one point rolled up a half-orc of every class in 1e though I didn't get to play most of them.


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My #2002 PFS character is Norm Waglan, an Alchemist from Andoran. He's an 8th level Mutagenist and he's been a lot of fun to play.


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From my own Pathfinder bench, I have Ser Mathen Staggir, a Half-Orc Paladin of Iomedae who survived both the Fifth Mendevian Crusade and the fall of Lastwall, leaving him with a shaken faith and a heavy dose of survivor's guilt... but also, an Aiudeen boyfriend-to-be! There's always a silver lining somewhere.

I'm deeply interested in seeing more of the dwarf-friendly Arcadian orcs, and would love to roll one of those (maybe a gun Magus... or with some luck, an Inquisitor of Kazutal?) once we get more Arcadian content. I'm also hoping we see canon on non-Human Half-Orcs loosened somewhat; a Drow Half-Orc is high on my list of 'special snowflakes' to play.


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Pathfinder Adventure, Adventure Path, Rulebook Subscriber

I have quite a few, but my favorite: Vruushnak is a full orc (monk) who, at the hands of a cruel brother, suffered a leg fracture that didn't heal right in his youth, and was harassed by brother for years.

Hungry, bitter, and angry, he left the tribe. And proceeded to starve without any skill for subsisting in the wild. Stewing in misery, he tried to take his frustration out on a butterfly, envious that such a delicate thing could survive in a harsh world.

The butterfly flitted away. He chased it out onto a roadway where there was a passing Lastwallian knight, which he tried to mug in a haze of desperation.

The knight subdued and tied up the belligerent starving kid, took him to safety, and fed him. After a little some time under the knight's mercy, a priestess of Sarenrae healed Vruushnak's leg. They gave him simple work and over the years Vruushnak came to understand the teachings of Desna, Cayden Cailean, and Shelyn. Sometimes, he wondered if that one butterfly had actually been an omen from Desna.

Now understanding that the greatest prison is fear, hunger, and suffering, he travels, looking to keep people safe in the night that he can see so clearly in.

Love all the orc content, guys. Keep it up, and here's hoping we get an AP centered on Belkzan someday!


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

From my
character gallery
:

Ravingdork wrote:

NEW CHARACTER!

Allisar the Giantess, Belkzen Slayer (CN female half-orc Belkzen slayer barbarian 8)

“Die.”

Orcs are a people of violent passions in all that they do, not just war. Bonds of blood are especially strong among orcs, and lineage is important. The strongest orc bands are typically made up of brothers and sisters in more than arms; orcs fight harder when they are protecting their own kinsfolk, and orc warriors will fight tirelessly to avenge fallen family members. This emphasis on bloodlines is not an altruistic one, however, and is in fact a double-edged sword. Orcs whose families have been killed find themselves at the bottom of the clan’s totem pole, and even a famous chieftain can become powerless overnight if their brethren aren’t there to back them up. Such was the fate of young Allisar when the Whispering Tyrant's forces laid siege to the orc city of Urgir in Belkzen resulting in the Battle of Nine Broken Skulls.

Tactics: Is that Tar-Baphon flying an undead dragon? When he swoops down to use the monster's breath weapon, use Sudden Leap to high jump over his head, stabbing down with your polearm as you do so. Then fall onto the beast's back while activating your snapleaf to turn invisible. When the undead general (Darn! It's not the Whispering Tyrant!) thinks you've fallen back to ground, catch him off guard and shove him off his saddle. Take control of his mighty steed and use it against the enemy forces before driving the abomination into the ground.

Or something like that. Due to her high speed and crazy athletic capabilities, Allisar is more than ready to perform all kinds of crazy physical feats, ranging from jumping atop flying beasts, to bounding up structures like the incredible Hulk, to making Aquaman blush when she outswims him. Use this high maneuverability to your advantage. You are a deadly threat to absolutely everything within 100 feet of you (90 feet Sudden Charge + 10 foot reach) and within 60 feet of the ground. That is your kill zone. Let nothing ever escape it.

Between your feats, class abilities, and magical items, you can make some crazy jumps. If I did my math right, your range is somewhere in the vicinity of...

Leap (single action) - Vertical 10 feet / Horizontal 30 feet
Long Jump (single action) - minimum 31 feet / maximum 50 feet
High Jump (single action) - minimum 10 feet / maximum 13 feet
Sudden Leap (two actions) - minimum 31 feet / maximum 50 feet

With a polearm, you can potentially attack anything within 60 feet of your jumping surface.

For anything flying higher than 60 feet, resort to your bow and viper arrows to harry them, or at least get a little extra poison damage. Nothing quite like snakes on a plane to interrupt the in-flight entertainment.

If ever you're wondering what to do with a third action, consider using Intimidating Glare to make things easier on your allies.

Possible Progression: I'd recommend Attack of Opportunity and Giant Stature to better take advantage of your reach; Battlecry, Furious Bully, Intimidating Prowess, Raging Intimidation, and Terrifying Howl to better push people around; and Pervasive Superstition and Fast Recovery to better defend against magic, disease, and poison. Also consider dipping into Fighter Dedication to pick up Felling Strike to better bring aerial foes within range of your allies.

Character Inspirations: Aquaman (DC comics), John Carter (John Carter of Mars book series by Edgar Rice Burroughs), Lost Omens World Guide (Belkzen section), Tarzan (authored by Edgar Rice Burroughs), every orc and uruk hai in Lord of the Rings


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Not mine, but one of my players is running a 51 year old silver fox orc wizard who has 12 adult children that he's very proud of and keeps trying to fix up other party members and NPC's with.

He's the best.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

Here's another one.

Ravingdork wrote:

The Book of the Dead got the fires of inspiration lit again! Hoping to have a couple more additions in the near future. Enjoy! :D

NEW CHARACTER!

Mad Meenus Sniiv, juju zombie maniac (CE male half-orc zombie tomb born barbarian 8)

“My cleaver will make short work of you, soft skin!”

Conceived for fell purpose at an unholy site tainted
by death, Meenus was born into an orc cult seeking to one day create a powerful, nearly-unstoppable undead weapon. They succeeded in creating a nearly unkillable monster, though not in the way that they hoped.

Meenus grew into a powerful warrior under his clan’s guidance and, shortly after reaching peek physical fitness, the cultists within his clan forced him to undergo a painful and traumatic ritual that transformed him into a mighty juju zombie.

Even before undergoing the ritual Meenus was mentally unstable, claiming that he constantly heard the voices of the dead. Despite these delusions, the cultists took this as a sign that their ongoing experiments were working and so they revered him even more for what he was to become one day. Other members of his clan feared him for the same reason, and so frequently tormented him. They had taken to calling him “Mad Meenus the Sniiv” (the title pronounced “snīv,” being a derogatory term among their clan for “a broken orc”) so often that it unofficially became his name.

Between the cultists’ praise and the clan’s abuse keeping him constantly confused as to his place in the world, the traumatic toll of the unholy transformation to undeath resulting in the craving for the raw flesh and brains of the living, and the spirits that ceaselessly tormented him mind and soul since his childhood, Meenus ultimately went completely mad. Soon after the ritual was completed, he utterly snapped. In a rampage Mad Meenus killed his parents as well as anyone else he was able to get his hands on. Despite suffering numerous fatal injuries from those he attacked and murdered, his rampage continued unabated for a long while until everyone had fled beyond the reach of his terrifying wrath.

Though he eventually calmed down, and can functionally interact with others again, he was nevertheless exiled from his clan as a monster along with the cultists that created him. Falling back on what he was brought up to do—serve as an undead juggernaut—Mad Meenus Sniiv wonders the world as a serial killer and madman, wielding his clan chief’s great cleaver to inflict as much death and destruction upon the living and the undead as he thinks he can get away with. He frequently hires himself out as an assassin, mercenary, or other violent role, not for the money, but because it is only while he is within the throes of violence that he can drown out the voices of the departed and obtain the still living flesh that makes him feel alive.

Mad Meenus Sniiv started with the slaughter of the cultists that created him, hunting them down in the wilds outside his former clan’s territory, snatching and devouring them one by one until only he remained. When he feasted on their flesh and organs, he found that he felt reinvigorated; feeling returned to his undead flesh and the constant mental torpor he had been living under vanished, allowing him to feel like himself again...at least for a while. Still quite obviously unbalanced even when lucid, Mad Meenus Sniiv is never truly at peace, for he is now haunted both body and soul. When he has fed upon the flesh of the living the spirits continue to torment his mind. While violence silences the voices, his hunger demands still living flesh—not that of the recently butchered—and so continues to torment his body.

Tactics: It's pretty straightforward really. Rampage. Get killed. Continue rampage. Get killed again. Insist on rampage. Get killed yet again. Take the persistent bugger down with you.

Inspiration: Jack the Ripper, Hannibal, Jinx (Arcane/League of Legends), T-800 terminator, any stubborn tough guy in media that just. refused. to die.

Verdant Wheel

Khagra, a very large, very green and very shirtless orc.

He's a dual trident throwing barbarian in PFS2 land.

See here for his hilarious build plan.

Let me tell you playing 12 bounties at level 1 without any 2 weapon fighting feats was pretty hilarious. (Throwing one trident and then meleeing with the other was a common sight)

Radiant Oath

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Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Do half-orcs count? I had a half-orc Spirit Guide Oracle/Holy Vindicator named Jolon Vulture-Heart who was the child of an exiled Shoanti of the Skoan-Quah and an orcish adventurer she abandoned her quah to be with.

Jolon's mom was forced to settle in Korvosa after his father passed, raising him herself despite the racism she endured, until the fateful night she was robbed and murdered by Gaedren Lamm. Jolon, having nowhere to go in a city that feared and despised people like him, found shelter with the Church of Pharasma, who provided him counsel when the spirits of his ancestors started Whispering reassurances to him.

When Jolon grew up, he was officially ordained as a Pharasmin and recieved a note inviting him to meet other Korvosans who wished to bring Gaedren Lamm to justice, kicking off the events of the Curse of the Crimson Throne adventure path. While that campaign sadly fell apart around the start of book 3, I had a blast playing Jolon as a man struggling to figure out his identity while protecting the city he called home, blending Pharasmin doctrine with Shoanti spiritual beliefs and occasionally going berserk and letting one of his ancestral spirits take the wheel if he got pissed enough!


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I played Zogarr up to level 9. He's a former Leader of a small but feared warband in Belkzen. Used to be a Barbarian but always thought the Orcs would be even more respected if they didn't shun magic as much as they do. While doing some eldritch research, something contacted him, offering him magical prowess in exchange for some of his physical might. He agreed and fell unconscious.

When he came to after a few hours, he felt weak and his own scalemail seemed to suffocate him. He did get some magical abilities and a Lizard Familiar called Amelia but the price was high. He was too weak physically to keep leading Orcs and his magical abilities - while slowly growing - were nowhere near strong enough to balance this. So he left.

He was still large and imposing so he was mostly left alone while he made his way to the shores of Varisia where he boarded a Ship headed for Absalom. A short stop on the coast of Andoran should lead him to meet a few fellow outcasts and they ultimately became champions and heroes of Andoran.

_____________________________

Zogarr started out as a melee focused Curse Witch. I semi-retconned him to be a warrior bard around level 5 due to party composition issues.


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So not to rehash the argument at the start of the thread, but the Ancestry Guide does explicitly use the word "genocide" to describe the Quest for the Sky, though it does so from the perspective of the orcs themselves. So, you know, the correct perspective.

Anyway, working on a second pf2e orc character. She's an aphorite & an inventor, with a weapon innovation, and the sterling dynamo archetype. Also toying around with using her for a hypothetical Salt-in-Wounds campaign where she uses her custom invented weapon to carve into the tarrasque in her duties as a Marrow Miner. If I use her for a more baseline Golarion thing, I think I might go with Ustalav as her point of origin.

Liberty's Edge

I never get to play, so it’s sort of a moot point, but having just learned of the Ferocious Beats Ancestry Feat, I want to play an Orc with a Riding Drake.

As a GM, my Strength of Thousands campaign has a Half-Orc Mastermind Rogue as a PC, and had temporary player who had an Oc Fighter specializing in unarmed combat.

Liberty's Edge

I don't remember playing a orc or even half-orc, maybe like ever.

I was considering playing a PF1 half-orc who would fulfill the conditions for being both a Blackfire adept and a Riftwarden, so that he would learn the secret techniques of the latter to beat his rivals in the former and become their Master.

Also a half-orc Summoner of eldritch creatures, faithful of some Elder god, and looking for great power, for Wrath of the Righteous.

And in PF2 an Orc Oracle of Bones aiming for the Living Monolith archetype, as the ultimate impossible to kill PC.

Never got to play any though.

But our party in Serpent's Skull had one halfling sorceress (my PC), one half-elf skald and 3 half-orcs : a Paladin and twin Barbarians who were building their tribe thanks to the Leadership skill. My PC considered herself the adopted shaman of their tribe.


My first Pathfinder character, I have an Orc named Zol'Gorok. As a child he joined a few raids against those annoying Shoanti, yet due to some nasty cinderstorm activity (and not at all the 'formidable' Shoanti...) he was left alone and near dead... until found by a caravan of the Aspis Consortium. They saw opportunity, Zol saw a life debt. Now adopted by them to be a strongman, he worked in Cheliax for a bit, until being stationed in Osirion. Attaining a bronze badge, he formed new trade routes while aiding with the 'appropriation' of ancient artifacts.
He slowly became disillusioned with his station, and after one shady act to another, he eventually found that his work, and employers, lacked honor. Finally, after burning a few homes down with the inhabitants still inside for some rare antiquities, he had enough. So, he bid the consortium farewell (maybe not so nicely) and took a very old tome he found durung his last job, claiming it as severance. Zol headed for Otari in Absalom, where he began to work for the guard and with Carman on occasion, and delve into his ancient Osirion tome. It was a quiet, yet boring life, and the itch for adventure is creeping back. He spends much of his time reflecting on the sins of his past, and has adopted the Osirion Pantheon in the hopes that service to them will absolve him of his crimes.

Abomination Vaults begin!

He's a fun character, not tied much to the Hold of Belkzen. Rough and gruff, but educated and laid back (usually). Planning on getting Living Monolith as an archetype eventually. Orcs are a lot of fun, and hard to kill! Has a bit of a mercantile flair and a 'life sucks, get over it' attitude, but a good friend and loyal to a fault. Currently level 4, axe and board fighter.


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PF Forgotten Realms homebrew, not Golarion, but easily transplantable:

I joined an orc-themed PbP with nothing on my mind except an orc spinning a flaming flail over his head. I decided to make him a magus and went from there.

*********

Growing up in an orcish village, Thorjo was raised to fight. He was taught that when fighting, an orc never holds back, and his goal should be the utter destruction of his enemy. As he pondered this philosophy while sitting around the communal bonfire each night, he realized that bludgeoning a being until they were dead was only the first step in utterly destroying them. As he watched the flames in front of him turn anything they fed off of into ash, Thorjo realized that he must also wield fire to truly become the best warrior he could be.

Taking flint and steel to corpses on the battlefield was time consuming and earned him strange looks from other orcs. Torches broke more often than not when you hit someone with them. Alchemist's fire was too expensive to use after every battle. Thorjo continued his search for the means of sublime destruction.

His answer appeared one day when his raiding party captured some humans heading towards Sembia. Thorjo saw one of these men defend himself with arcane magic, and after a few days' trial it became apparent that this weakling would make a poor slave. Before they could toss the man into the cook pots, Thorjo claimed the slave as his own. He gave up one year of his share of raid loot to claim the man. The other orcs, used to Thorjo's eccentricities by now, acquiesced.

Thorjo asked the man if he could produce fire with his magic. The man, terribly afraid for his life, raised a shaky hand and produced a small spark of flame. Thorjo promised the man's release if he would teach him fire magic. The lessons began immediately. Thorjo was a quick student over the next few years. Being a warrior at heart, Thorjo couldn't help but incorporate his new skills into combat. He grew to appreciate the destructive capabilities of the other elements, but his favorite was always fire.

When Thorjo felt that he could learn all that he could from the man (who's name he never bothered to learn), he marched him a day's journey from his village, gave him a waterskin and a day's worth of rations, and released him. Now, Thorjo spends equal time honing his combat skills and pondering his new magical skills and how to enhance them.

Liberty's Edge

I plan on an orc chirurgeon now that chirurgeon is playable and with the two boost stat rule so I am not eating a penalty to int...


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pendothrax wrote:

I plan on an orc chirurgeon now that chirurgeon is playable and with the two boost stat rule so I am not eating a penalty to int...

Orcs never had an intelligence penalty in 2e. They were just +Strength +Free, which you can now replace with +Free, +Free


Pathfinder Rulebook Subscriber

I have a Battle Oracle who was press-ganged into banditry as a child, because orcs are big and strong and kids are easy to brain wash. Eventually he realized how messed up his life was an ran away, but now he's haunted by guilt and his curse and is trying to find redemption. He has a tendency to accidentally use summons that look like people he killed as a kid.

Sovereign Court

I decided to try a build concept of TheeBadLuckGamer. I am going with his idea for what he called the Dread Striker. Mine is a Hold-scarred Orc with the Belkzan Slayer background. I am saying that he was taken when he was 14 to Oppara to be a gladiator in the street fights down there, but was found by a Pathfinder team and invited to join the Society.

Grand Lodge

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I'm currently playing Triss Nine-Fingers, a deep orc (ruffian) rogue.

Triss grew up as part of a small orc tribe who made their home in the Darklands, often acting as guides or caravan guards for groups passing through from Deepholm or other settlements. Orc life is often harsh, but from a young age she showed her skills as a scout, learning the ways of tracking, traps and ambushes.

Triss became aware of groups of adventurers, usually quite well armed, and became curious about them, often lingering and observing their camps, learning a little common, and began interacting with them, offering them food, or warning them away from obvious dangers in return for gold or supplies.

One group offered to take her with them, filling her head with stories of the riches and acclaim she could win, so she accompanied them on their adventure and when they returned to Abasalom, she went with them.

Above ground was an exciting adventure for Triss, wholly different from the underground she had grown up in, and Absalom was bustling in a way that she could almost not comprehend. She quickly earnt a reputation as a skilled trap finder and warrior, mainly working alongside a wily human wizard, and his mystical elven ranger friend.

Triss has so far earnt many scars, and had many adventures. In one she helped protect a town from attack by demons and was swallowed whole by a chain demon (which she fought her way free from, and now wields a spiked chain trophy weapon from it's body). More recently she survived a lengthy excursion through the Mwangi Expanse, where she took up worship of grandmother spider after receiving her help and blessings in helping her wizard friend not die to a terrible ooze related curse.

Not one to back down from a challenge, she has drank many a Dwarf to a standstill in the taverns of Golarion, arm-wrestled a few drunks into submission, and even won a few back-alley fights for coin. She still has all her fingers, and has never told the same story twice as to how she came to be called nine-fingers (the mountain range of her clan; a number of enemies killed in a particular fight; the surname of a Dwarf adventurer who saved her)

Vigilant Seal

I have:

Cromthok gro-Targoth an Orc Ranger with a bear animal companion who throws throwing axes. He's inspired by Rexxar from Warcraft.

Crommosh Half-Orc who is a Two-Handed Weapon Fighter that wants to become a warlord.

Vargan Whitemane who is a Beastkin Werewolf Fighter/Monk who is all about grappling and ripping his enemies apart with his claws and fangs in close combat.

Cromthor who is a dual-wielding Fury Barbarian who is just the typical Orc Barbarian because it's my favorite thing to do.

Tazikk who is a Rainfall Orc with Tusks who is inspired by Zul'jin's gameplay from Heroes of the Storm, who is a lot like a Troll Berserker from Warcraft. He uses raging thrower and dual-weapon warrior to toss axes from a distance.


keftiu wrote:
For no particular reason, our greenish-grey friends are on my mind today, and it's got me wanting to hear from our lovely community here: tell me all about the Orcs and Half-Orcs you've played!

So after talking with my Game Master and getting their permission (since what I wanted isn't 100% RAW legal), I made an Elven Wizard-Half Orc.

I have only played her for 1 session, so not a lot of interesting RPG moments yet.

As for why did I do this? Because I thought it would be interesting/funny and I was curious to see if/how the combination would compliment each other (answer, not really)

She is a Wizard (not like her Elven Father who is a Bard) but she hasn't been in the Elven lands for a while. Half Elves have a hard enough time, half ORCs doubly so.


Tara: A female Half-Matanji (Rainkin) Orc Ranger (Demonslayer) who bears the magical protective tattoos of her father's people which protect against evil magic.

Vigilant Seal

Edward the Necromancer wrote:
keftiu wrote:
For no particular reason, our greenish-grey friends are on my mind today, and it's got me wanting to hear from our lovely community here: tell me all about the Orcs and Half-Orcs you've played!

So after talking with my Game Master and getting their permission (since what I wanted isn't 100% RAW legal), I made an Elven Wizard-Half Orc.

I have only played her for 1 session, so not a lot of interesting RPG moments yet.

As for why did I do this? Because I thought it would be interesting/funny and I was curious to see if/how the combination would compliment each other (answer, not really)

She is a Wizard (not like her Elven Father who is a Bard) but she hasn't been in the Elven lands for a while. Half Elves have a hard enough time, half ORCs doubly so.

Half-Orc is a versatile heritage that can be placed on any ancestry. Any ancestry can be a wizard. How is being an Half-Orc Elf Wizard not RAW?


Trixleby wrote:
Edward the Necromancer wrote:
keftiu wrote:
For no particular reason, our greenish-grey friends are on my mind today, and it's got me wanting to hear from our lovely community here: tell me all about the Orcs and Half-Orcs you've played!

So after talking with my Game Master and getting their permission (since what I wanted isn't 100% RAW legal), I made an Elven Wizard-Half Orc.

I have only played her for 1 session, so not a lot of interesting RPG moments yet.

As for why did I do this? Because I thought it would be interesting/funny and I was curious to see if/how the combination would compliment each other (answer, not really)

She is a Wizard (not like her Elven Father who is a Bard) but she hasn't been in the Elven lands for a while. Half Elves have a hard enough time, half ORCs doubly so.

Half-Orc is a versatile heritage that can be placed on any ancestry. Any ancestry can be a wizard. How is being an Half-Orc Elf Wizard not RAW?

Half-Elf & Half-Orc are technically listed as Human Heritages and from my understanding, by RAW are human specific.

If my understanding of RAW is incorrect, I would love to be proven wrong. But from both my understanding and the understanding of my GM, Half-Elf & Half-Orc are technically Human Only.

Vigilant Seal

Edward the Necromancer wrote:
Trixleby wrote:
Edward the Necromancer wrote:
keftiu wrote:
For no particular reason, our greenish-grey friends are on my mind today, and it's got me wanting to hear from our lovely community here: tell me all about the Orcs and Half-Orcs you've played!

So after talking with my Game Master and getting their permission (since what I wanted isn't 100% RAW legal), I made an Elven Wizard-Half Orc.

I have only played her for 1 session, so not a lot of interesting RPG moments yet.

As for why did I do this? Because I thought it would be interesting/funny and I was curious to see if/how the combination would compliment each other (answer, not really)

She is a Wizard (not like her Elven Father who is a Bard) but she hasn't been in the Elven lands for a while. Half Elves have a hard enough time, half ORCs doubly so.

Half-Orc is a versatile heritage that can be placed on any ancestry. Any ancestry can be a wizard. How is being an Half-Orc Elf Wizard not RAW?

Half-Elf & Half-Orc are technically listed as Human Heritages and from my understanding, by RAW are human specific.

If my understanding of RAW is incorrect, I would love to be proven wrong. But from both my understanding and the understanding of my GM, Half-Elf & Half-Orc are technically Human Only.

Yes and no. To quote the rules themselves: "By default, half-elves and half-orcs descend from humans, but your GM might allow you to be the offspring of an elf, orc, or different ancestry. In these cases, the GM will let you select the half-elf or half-orc heritage as the heritage for this other ancestry. The most likely other parent of a half-elf are gnomes and halflings, and the most likely parents of a half-orc are goblins, halflings, and dwarves."

Well I don't know if it's "the rules" but it's in Other Information and then "Other Halves" in the CRB/PHB


My only Half Orc character was a Orc/Solar bloodline Sorcerer from PF1. He was built as a Munchkin with Flavor (Father was an Orc Chieftain and follower of Sezelrian. Mother was a human cleric of Saranrae). Basically mother went to orc tribe for diplomatic relations and ended up in arelationship with the chief. After going back to the temple, she kept the child but none from the temple really welcomed him, more just accepted him.

He was basically min-maxed for Magic Trick: Fireball.

Fireball + Trick Cluster Bomb + Metamagic Widen + Trick Condenced Fire all + Orc/Solar Bloodlines + Half Orc FCB = 5d6+12+1/2 Sorcerer Levels Fire Damage in a 5ft Radius per 2 Sorcerer Levels (with the center being no more than 60ft from each blast).

He was a fun character but I haven't gotten to that point where my Fireball does that much damage yet.

If I converted him to PF2, he'd most likely be a Fire Oracle.


Trixleby wrote:
Edward the Necromancer wrote:
Trixleby wrote:
Edward the Necromancer wrote:
keftiu wrote:
For no particular reason, our greenish-grey friends are on my mind today, and it's got me wanting to hear from our lovely community here: tell me all about the Orcs and Half-Orcs you've played!

So after talking with my Game Master and getting their permission (since what I wanted isn't 100% RAW legal), I made an Elven Wizard-Half Orc.

I have only played her for 1 session, so not a lot of interesting RPG moments yet.

As for why did I do this? Because I thought it would be interesting/funny and I was curious to see if/how the combination would compliment each other (answer, not really)

She is a Wizard (not like her Elven Father who is a Bard) but she hasn't been in the Elven lands for a while. Half Elves have a hard enough time, half ORCs doubly so.

Half-Orc is a versatile heritage that can be placed on any ancestry. Any ancestry can be a wizard. How is being an Half-Orc Elf Wizard not RAW?

Half-Elf & Half-Orc are technically listed as Human Heritages and from my understanding, by RAW are human specific.

If my understanding of RAW is incorrect, I would love to be proven wrong. But from both my understanding and the understanding of my GM, Half-Elf & Half-Orc are technically Human Only.

Yes and no. To quote the rules themselves: "By default, half-elves and half-orcs descend from humans, but your GM might allow you to be the offspring of an elf, orc, or different ancestry. In these cases, the GM will let you select the half-elf or half-orc heritage as the heritage for this other ancestry. The most likely other parent of a half-elf are gnomes and halflings, and the most likely parents of a half-orc are goblins, halflings, and dwarves."

Well I don't know if it's "the rules" but it's in Other Information and then "Other Halves" in the CRB/PHB

"By default, half-elves and half-orcs descend from humans, but your GM might allow", aka the GM needs to give the Player Permission permission, which means RAW you can not use it for Non-Humans.

So yes, the rules encourage GMs to allow Half-Elfs/Half-Orcs to be used for Non-Humans. But RAW you can only use them as Human Heritages.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

Aka, an optional rule.


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Ukuzola Okubulalayo, Matanji Orc and Shadow Caster Druid of The Magaambya.

Part of the contingent sent by The Magaambya to aid against the whispering Tyrant, undead and friends in the world outside of the Mwangi.

He and his shadow hound hunter demons and undead and gather stories and allies for the School.

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