Orcs are a race that has roamed the land for as long as most races can remember. To outsiders, they are brutal and unreasonable savages, who seek only to raid, pillage and murder. Every able bodied male (and many females) is an experienced warrior who considers dying in battle the highest honor. The old and infirm traditionally commit ritual suicide when they feel they can no longer help the tribe.
Orcs are an intimidating sight. Their hair is thick and dark, their ears are pointed, their lower canine teeth are wicked looking tusks, their eyes are yellow or red, and their thick skin has a grayish or greenish hue. Most are tall and powerfully built, many approaching 7ft tall and weighing over 300lbs of solid muscle.
Most Orc tribes are nomadic, moving south during the winter months and north during the summer. They have few permanent settlements, with the city of Hrim Votar being a notable exception. Orcs (who refer to themselves as Uruk) have little respect for “civilization” and consider those who rely on it to be weak and soft. As a culture, Orcs seek conflict, and believe life is only truly lived when courting death. While able herdsmen and hunters, most Orc tribes prefer to raid settlements and villages for supplies (and sport). Orcs reason that if you cannot defend what is yours, you do not deserve it.
While not active slavers, it is the right of a warrior to do what they will to any enemy who dares to surrender, and being enslaved is the greatest insult an Orc can imagine. Some orcs are raised away from Orc culture, and adopt the cultures of their native land. These strange orcs are often discriminated against; no matter how civilized, cultured or urbane the orc, many believe that a savage is lurking just below the surface.
Orcs respect strength. While they can co-exist with settlements that have earned their respect (probably by repulsing a few raid attempts), most can expect only brutal conflict from nearby orcs. As such, most races fear and shun orcs on principle. Orc occasionally form alliances with Goblinoids, Giants or barbaric Humans, but these tend to be short lived.
Alignment & Religion
Orcs are harsh people who consider mercy an insult and think the only reward for weakness is subjugation or death. The majority of Orcs are some degree or Chaotic and/or Evil. They favor religions that endorse strength and violence, and most follow a particularly bloody version of the Old Ways.
Orc are proudly uncivilized, with their warriors most often being Barbarians and Rangers and their priests being Druids. Arcane talent is not common among them, but the occasional mad orc wizard or sorcerer does appear from time to time.
Orcs make use of the following martial and exotic weapons, and are treated as martial weapons by Orcs with the Weapon Familiarity ability.
Double Axe, Hunga-Munga, Tetsubo (called a Kopak in the orc language)
The following traits are intended for player character use and may differ from what is presented in the Pathfinder RPG Bestiary I.
Strength + 4, + 2 Wisdom, Charisma -2; Orcs are exceptionally strong, but lack a degree of social grace. They also possess a surprising spirituality.
Medium Size Humanoid (Orc)
Normal Speed: Orcs have a base speed of 30 feet.
Low-Light Vision: Orcs can see twice as far as humans in conditions of dim light.
Armor Familiarity: Orcs are proficient with light armor and shields (except tower shields).
Diehard: Orcs gain Diehard as a bonus feat, even if they do not meet the prerequisites.
Daunting: Orcs receive a + 2 racial bonus on Intimidate checks due to their fearsome nature. Intimidate is always a class skill for Orcs.
Weapon Familiarity: Orcs are always proficient with great axes and longbows, and treat any weapon with the word “orc” in its name as a martial weapon. They also make use a martial weapon called the Kopak (an iron shod wooden club that uses the same statistics as the Tetsubo).
Aging Effects: Adult 14 Middle Age 30 Old 45 Venerable 60 Maximum 60+ 2d10 years
Languages: Orcs speak Orc, Western and at least one other human language (Eastern, Northern, Southern, or Wyr). Orcs with high intelligence scores can choose from the following; Dwarven, Elvish, Giant, or Goblin
Alternative Racial Traits
- City Dweller: Orcs with this trait were raised in a large city, among other races. They are proficient with scimitars, short swords, and falchions, and they receive a +2 racial bonus on Knowledge (local) checks. This racial trait replaces armor familiarity and weapon familiarity.
- Horsemen: Some orcs have an exceptionally strong kinship with Horses and other equines. An orc with this trait is proficient with lances, and he gains a +2 racial bonus on Handle Animal and Ride checks involving horses and other equine creatures.This racial trait replaces diehard.
- Tribal Speaker: Orcs from some tribes are used to dealing with outsiders, handling trade, and dealing with visitors. Orcs with this trait gain a +2 racial bonus on Diplomacy and Sense Motive checks. This racial trait replaces Daunting.