TEXT: Half-Orcs!
  Half-Orcs!
  new racial options for use with the pathfinder® roleplaying game
  Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Publishing, LLC. See http://paizo.com/
  pathfinderRPG for more information on the Pathfinder Roleplaying Game. Paizo Publishing, LLC does not guarantee compatibility, and does not en-
  dorse this product. Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder Roleplaying Game and the Pathfinder Roleplay-
  ing Game Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used under the Pathfinder Roleplaying Game Compatibility License.
  See http://paizo.com/pathfinderRPG/compatibility for more information on the compatibility license.
               
  Facebook
  Tumblr
  Twitter
               Product No. AR836    customerservice@abandonedarts.com
  
  2
  Racial Feats and Racial Character Traits
  Several new feats are featured below for members of the half-orc race. These feats list the 
  race in their prerequisites, prohibiting other races from taking them. Also presented below are 
  a number of racial character traits, first introduced in the Pathfinder® Roleplaying Game: 
  Advanced Player’s GuideTM
  Half-Orc Feats
  BASTARD OF BOTH WORLDS
  Tumultuous time spent in both human and 
  orc communities has left you with a better 
  understanding of who you are.
  Prerequisites: half-orc
  Benefit: You may choose and gain the full benefits 
  of any single alternate human or orcish racial 
  feature (but never standard racial features). For 
  example, you may gain the Eye for Talent human 
  racial feature, or the Feral orcish racial feature.
  MIGHTY RIDER
  Your mount can sense your confidence, and 
  shares it.
  Prerequisites: : Beast Rider*, orc or half-orc 
  Benefit:: A mount that you ride and control is 
  never affected by fear effects unless you are also 
  affected by an effect of the same magnitude or 
  better. For example, your mount cannot be made 
  shaken while you ride it unless you yourself are 
  also shaken, frightened, panicked, or cowering.
  PRIMAL ARCANA
  Your arcane magic speaks to your savagery.
  Prerequisites: : arcane spellcaster caster level 1st 
  (see “Special”), half-orc 
  Benefit:: Choose one spell from either the ranger 
  or shaman spells list and add it to your list of arcane 
  spells known. This is in addition to the number of 
  spells normally gained at each new level in your 
  arcane spellcasting class. The level of the ranger 
  or shaman spell that you select is unchanged, and 
  must be equal to or lower than the highest-level 
  spell that you can cast. Once made, the choice of 
  spell cannot be changed.
  Special: You may only select this feat if you 
  possess levels in a class whose arcane spellcasting 
  is derived from a limited list of spells known, such 
  as a bard, bloodrager, or sorcerer. You can gain this 
  feat multiple times. Its effects do not stack. Each 
  time that you gain this feat, you may choose to add 
  another spell to your list of spells known.
  *: See the Pathfinder® Roleplaying Game: Advanced Race Guide
  Half-Orc Spell
  Half-orcs have access to the following spells.
  Biter’s Bane
  School transmutation; Level magus 1; sorcerer/
  wizard 1
  Casting Time 1 standard action 
  Components V, S, M (a pinch of sugar)
  Range close (25 ft. + 5 ft./2 levels)
  Target one creature
  Duration 1 round/level
  Saving Throw Fortitude negates; Spell Resistance 
  yes
  You inflict tooth pain upon the target; whenever 
  the target deals damage with a bite attack, it 
  receives 1d8 points of nonlethal damage. Biting 
  creatures without teeth (such as man-eating plants 
  or insects that bite with mandibles) never receive 
  damage from this effect.
  Flame of Fury
  School enchantment (compulsion) [emotion, 
  fire, mind-affecting]; Level bard 2, cleric/oracle 2, 
  magus 3, sorcerer/wizard 3
  Casting Time 1 standard action 
  Components V, S
  Range close (25 ft. + 5 ft./2 levels)
  Target one creature
  Duration 2 minutes or until discharged (see text)
  Saving Throw Will negates, Reflex partial (see 
  text); Spell Resistance yes
  You invoke an inner flame of wrath and fury within 
  one creature’s mind and spirit. While under the 
  effects of this spell, the affected creature’s melee 
  attacks deal 1 additional point of fire damage. With 
  each fiery strike, the creature’s inner flame burns 
  brighter, eventually culminating in an outpouring 
  of flame. After dealing a total of at least 12 points 
  of fire damage in this way, the spell is immediately 
  discharged with a fiery outburst, dealing 1d6 
  points of fire damage per level in a 15-ft. radius 
  burst centered on the affected creature. Creatures 
  caught in the blast) are entitled to a Reflex saving 
  throw for half damage (including the creature 
  affected by flame of fury, who gains a +4 bonus 
  on the save).
  
  3
  Half-Orc  
  Character Traits
  BANISHED AT BIRTH
  You have long sought after a place to belong. 
  Benefit:: You may select the Bastard of Both 
  Worlds feat (see above) multiple times. Its effects 
  do not stack. Each time that you select the Bastard 
  of Both Worlds feat, you may choose and gain the 
  benefits of a new human or orcish racial feature.
  HALF-BLOOD’S SHAME
  You bitterly resent one aspect of your parentage.
  Benefit:: Choose one race: humans or orcs. 
  You gain a +1 trait bonus on attack rolls against 
  members of the chosen race. If you gain the 
  favored enemy class feature, you must select the 
  relevant Humanoid subtype before any other 
  favored enemy.
  Alternate Racial Traits
  As described in the Pathfinder® Roleplaying 
  Game: Advanced Race Guide TM, alternate racial 
  rules allow you to exchange standard racial traits 
  for new ones, such as those presented below.
  Blood Honors: Auspicious star-signs or mighty 
  deeds mark some half-orcs for greatness among 
  orcs. When interacting with orcs, a half-orc with 
  this racial trait may use his Strength modifier in 
  place of his Charsima modifier when making 
  Diplomacy or Intimidate skill checks. At the GM’s 
  option, these benefits may extend to interactions 
  with members of other races who value strength 
  above all else.
     This racial trait replaces both the intimidating 
  and weapon familiarity traits.
  Hordeling: Half-orcs with this racial trait gain an 
  additional +2 bonus on skill checks when they 
  benefit from an allies’ aid another action.
     This racial trait replaces the intimidating trait.
  Marsh Strider: Adapted or forced to dwell in 
  remote and swampy marshlands, half-orcs with 
  this racial trait gain low-light vision and can move 
  through shallow bogs at full speed.
     This racial trait replaces the darkvision trait.
  
  4
  Racial Archetypes
     As described in the Pathfinder® Roleplaying Game: Advanced Player’s GuideTM, archetypes are variant 
  sets of class abilities which modify their corresponding base classes via the use of alternate class features. 
  When a character selects a class, he must normally choose to use the standard class features found in the 
  class’s original source – the exception is if he chooses to adopt an archetype. Each alternate class feature 
  presented in an archetype replaces a specific class feature from its parent class.
     When an archetype includes multiple alternate class features, a character must take them all – often block-
  ing the character from ever gaining certain standard class features, but replacing them with other options. 
  All other class features of the base class that aren’t mentioned among the alternate class features remain 
  unchanged and are acquired normally when the character reaches the appropriate level, unless noted other-
  wise. A character who takes an alternate class feature does not count as having the class feature that was 
  replaced for the purposes of meeting any requirements or prerequisites.
     A character can take more than one archetype and garner additional alternate class features, but none of 
  the alternate class features can replace or alter the same class feature from the base class as another alter-
  nate class feature. Racial archetypes are typically available only to members of the indicated race, though 
  such options rarely interact with the racial traits of that race.
  THE BLACKBLOOD ADVOCATE                                                   
  (Half-Orc Cleric Archetype) 
  A half-orc knows better than most that finding 
  redemption in a world that wishes to see you as 
  nothing but a monster is a trial only the strongest 
  in spirit can overcome. A blackblood advocate 
  seeks to help orcs and other “monsters” find a 
  redeeming path.
  A blackblood advocate has the following class 
  features.
  Alignment: Any good.
  Bonus Languages: A blackblood advocate’s bonus 
  language options always include Aklo and 
  Undercommon. These choices are in addition to 
  the bonus languages available to the character 
  because of his race.
  Might Makes Right (Ex): A blackblood advocate 
  gains Intimidate as a class skill, and gains 
  Intimidating Prowess as a bonus feat. When 
  interacting with orcs, a blackbood advocate may 
  use his Strength modifier in place of his Charsima 
  modifier when making Diplomacy skill checks. 
  At the GM’s option, these benefits may extend 
  to interactions with members of other races who 
  value strength above all else.
  This ability replaces one of the cleric’s domains.
  Whatever it Takes (Ex): A blackblood advocate can 
  suppress his aura class feature as a move action. 
  The cleric can keep the ability suppressed by 
  spending a swift action each round thereafter. 
  While the cleric’s aura is suppressed in this way, 
  he can cast spells with the chaotic and lawful 
  descriptors, even if his deity’s alignment would 
  normally prevent him from doing so.
  Spare the Fallen (Su): At 5th level, whenever a living 
  creature within 30 ft. of a blackblood advocate 
  drops to -1 hp or less and falls unconscious, the 
  cleric may, as an immediate action, speak a few 
  words honoring the fallen creature. If he does, that 
  creature gains a sanctuary effect and stabilizes 
  immediately. This sanctuary effect immediately 
  ends if the creature regains consciousness.
  This ability replaces the increase to channel energy 
  gained at 5th level.
  Intimidating Demands (Ex): At 8th level, the 
  blackblood advocate can attempt to cow all 
  living opponents within a 30 ft. radius burst with 
  an Intimidate skill check, performing a show of 
  intimidating strength and superiority as though 
  making a demoralize attempt against each foe 
  within range. Creatures so demoralized are not 
  shaken, but instead recoil in fear for 1 round, 
  gaining the cowering condition. If any creature 
  affected by this ability is attacked by the cleric or 
  any of his allies, the effect is immediately broken 
  for all creatures affected. This ability is often used 
  to broker at least a moment of peace or parley in 
  battle. Once a creature has been affected by this 
  ability (whether or not the blackblood advocate is 
  successful in cowing that creature), it may not be 
  affected again for 24 hours.
  Shepherd of Strength (Su): At 15th level, the 
  blackblood advocate gains Leadership as a bonus 
  feat. If the ceric already possesses the Leadership 
  feat, he may choose to use his Strength modifier 
  in place of his Charisma modifier when 
  determining his leadership score. Additionally, 
  the cleric takes no penalty to his leadership score 
  when recruiting a cohort of a different alignment.
  This ability replaces the increase to channel energy 
  gained at 15th level.
  
  5
  OPEN GAME LICENSE Version 1.0a
  The following text is the property of Wizards of the Coast, Inc. and 
  is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights 
  Reserved. 
  1. Definitions: (a)”Contributors” means the copyright and/or trademark 
  owners who have contributed Open Game Content; (b)”Derivative 
  Material” means copyrighted material including derivative works 
  and translations (including into other computer languages), potation, 
  modification, correction, addition, extension, upgrade, improvement, 
  compilation, abridgment or other form in which an existing work 
  may be recast, transformed or adapted; (c) “Distribute” means to 
  reproduce, license, rent, lease, sell, broadcast, publicly display, 
  transmit or otherwise distribute; (d)”Open Game Content” means the 
  game mechanic and includes the methods, procedures, processes 
  and routines to the extent such content does not embody the Product 
  Identity and is an enhancement over the prior art and any additional 
  content clearly identified as Open Game Content by the Contributor, 
  and means any work covered by this License, including translations and 
  derivative works under copyright law, but specifically excludes Product 
  Identity. (e) “Product Identity” means product and product line names, 
  logos and identifying marks including trade dress; artifacts; creatures 
  characters; stories, storylines, plots, thematic elements, dialogue, 
  incidents, language, artwork, symbols, designs, depictions, likenesses, 
  formats, poses, concepts, themes and graphic, photographic and other 
  visual or audio representations; names and descriptions of characters, 
  spells, enchantments, personalities, teams, personas, likenesses and 
  special abilities; places, locations, environments, creatures, equipment, 
  magical or supernatural abilities or effects, logos, symbols, or graphic 
  designs; and any other trademark or registered trademark clearly 
  identified as Product identity by the owner of the Product Identity, and 
  which specifically excludes the Open Game Content; (f) “Trademark” 
  means the logos, names, mark, sign, motto, designs that are used by a 
  Contributor to identify itself or its products or the associated products 
  contributed to the Open Game License by the Contributor (g) “Use”, 
  “Used” or “Using” means to use, Distribute, copy, edit, format, 
  modify, translate and otherwise create Derivative Material of Open 
  Game Content. (h) “You” or “Your” means the licensee in terms of this 
  agreement.
  2. The License: This License applies to any Open Game Content that 
  contains a notice indicating that the Open Game Content may only be 
  Used under and in terms of this License. You must affix such a notice 
  to any Open Game Content that you Use. No terms may be added 
  to or subtracted from this License except as described by the License 
  itself. No other terms or conditions may be applied to any Open Game 
  Content distributed using this License. 
  3. Offer and Acceptance: By Using the Open Game Content You 
  indicate Your acceptance of the terms of this License.
  4. Grant and Consideration: In consideration for agreeing to use this 
  License, the Contributors grant You a perpetual, worldwide, royalty-free, 
  non-exclusive license with the exact terms of this License to Use, the 
  Open Game Content. 
  5. Representation of Authority to Contribute: If You are contributing 
  original material as Open Game Content, You represent that Your 
  Contributions are Your original creation and/or You have sufficient rights 
  to grant the rights conveyed by this License.
  6. Notice of License Copyright: You must update the COPYRIGHT 
  NOTICE portion of this License to include the exact text of the 
  COPYRIGHT NOTICE of any Open Game Content You are copying, 
  modifying or distributing, and You must add the title, the copyright date, 
  and the copyright holder’s name to the COPYRIGHT NOTICE of any 
  original Open Game Content you Distribute. 
  7. Use of Product Identity: You agree not to Use any Product Identity, 
  including as an indication as to compatibility, except as expressly 
  licensed in another, independent Agreement with the owner of each 
  element of that Product Identity. You agree not to indicate compatibility 
  or co-adaptability with any Trademark or Registered Trademark in 
  conjunction with a work containing Open Game Content except as 
  expressly licensed in another, independent Agreement with the owner 
  of such Trademark or Registered Trademark. The use of any Product 
  Identity in Open Game Content does not constitute a challenge to the 
  ownership of that Product Identity. The owner of any Product Identity 
  used in Open Game Content shall retain all rights, title and interest in 
  and to that Product Identity.
  8. Identification: If you distribute Open Game Content You must 
  clearly indicate which portions of the work that you are distributing are 
  Open Game Content. 
  9. Updating the License: Wizards or its designated Agents may publish 
  updated versions of this License. You may use any authorized version 
  of this License to copy, modify and distribute any Open Game Content 
  originally distributed under any version of this License. 
  10. Copy of this License: You MUST include a copy of this License with 
  every copy of the Open Game Content You Distribute. 
  11. Use of Contributor Credits: You may not market or advertise the 
  Open Game Content using the name of any Contributor unless You have 
  written permission from the Contributor to do so. 
  12. Inability to Comply: If it is impossible for You to comply with any 
  of the terms of this License with respect to some or all of the Open 
  Game Content due to statute, judicial order, or governmental regulation 
  then You may not Use any Open Game Material so affected. 
  13. Termination: This License will terminate automatically if You fail 
  to comply with all terms herein and fail to cure such breach within 30 
  days of becoming aware of the breach. All sublicenses shall survive the 
  termination of this License. 
  14. Reformation: If any provision of this License is held to be 
  unenforceable, such provision shall be reformed only to the extent 
  necessary to make it enforceable. 
  15. COPYRIGHT NOTICE Open Game License v 1.0 © 2000, Wizards 
  of the Coast, Inc.; 
  System Reference Document. © 2000, Wizards of the Coast, Inc.; 
  Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material 
  by E. Gary Gygax and Dave Arneson. 
  Pathfinder Roleplaying Game Core Rulebook. © 2009, Paizo 
  Publishing, LLC; Author: Jason Buhlman, based on material by Jonathan 
  Tweet, Monte Cook, and Skip Williams. 
  Advanced Player’s Guide. © 2010, Paizo Publishing, LLC; Author: 
  Jason Buhlman, based on material by Jonathan Tweet, Monte Cook, and 
  Skip Williams. 
  Pathfinder Roleplaying Game Ultimate Combat © 2011, Paizo 
  Publishing, LLC; Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, 
  Jason Buhlman, Brian J. Cortijo, Jim Groves, Tim Hitchcock, Richard A. 
  Hunt, Colin McComb, Jason Nelson, Tom Phillips, Patrick Renie, Sean K 
  Reynolds, and Russ Taylor. 
  Pathfinder Roleplaying Game Ultimate Magic. © 2011, Paizo 
  Publushing. LLC; Authors: Jason Buhlman, Tim Hitchcock, Colin 
  McComb, Rob McCreary, Jason Nelson, Stephen Radney-MacFarland, 
  Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor. 
  The Book of Experimental Might. Copyright 2008, Monte J. Cook. All 
  rights reserved. 
  Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; 
  Authors: Scott Greene, with Clark Peterson, Erica Balsley, Kevin Baase, 
  Casey Christofferson, Lance Hawvermale, Travis Hawvermale, Patrick 
  Lawinger, and Bill Webb; Based on original content from TSR. 
  Abandoned Arts Presents: Amazing Races: Half-Orc! © 2015, Daron 
  Woodson; Author: Daron Woodson, Art by Rick Hershey. Layout by Troy 
  Daniels.
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Abandoned Arts/Amazing Races/Amazing Races - Half-Orcs!.pdf