TEXT: FEAts of
  legend:
  20 ORC feats
  
   
   
  Designed and Written by: Neal Litherland 
  Editing: Brian Berg 
  Cover Design: Brian Berg 
  Layout: Brian Berg 
  Artwork: Claudio Casini, © Claudio Casini Art, Emmanuel Bou Roldan. 
   
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  Except material designated as Product Identity, the contents of Slaughter at Splinterfang Gorge are Open 
  Game Content as defined in the Open Gaming License version 1.0a Section 1(d). No portion of this work 
  other than the material designated as Open Game Content may be reproduced in any form without 
  written permission.    
   
  Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder Roleplaying Game and 
  the Pathfinder Roleplaying 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. 
   
  Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo 
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  Game. Paizo Publishing, LLC does not guarantee compatibility, and does not endorse this product. 
   
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  Published by Total Party Kill Games, LLC. 1st printing, December 20, 2016 
   
   
   
   
  Official Site: www.totalpartykill.games 
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  Some animals, when confronted with a threat, 
  will run. Orcs charge. 
    Prerequisites: Orc or half-orc, Rage class feature 
    Benefit: Once per day, when you fail a save 
  against a fear effect, you may enter Rage as an 
  immediate action to negate the effect. You must 
  have rounds of Rage left, and not be suffering 
  from a condition that would prevent you from 
  Raging. 
   
  Some orcs fight with a furious frenzy, slashing 
  wildly at their foes. You burn with a cold fire that 
  can only be quenched in blood. 
    Prerequisites: Orc or half-orc, Rage class feature, 
  Power Attack, Furious Focus 
    Benefits: Once per Rage you may take a full-
  attack action that benefits from Power Attack's 
  bonus damage, but which ignores the penalty to 
  your attacks. The penalties still apply to any 
  attacks of opportunity you make after your full-
  attack action is complete. 
   
  Axes are one of the oldest tools to see service as 
  weapon. A favorite of orcs, even a simple handaxe 
  can be devastating in the right hands. 
    Prerequisites: Orc or half-orc, Weapon Focus 
  (handaxe) or Weapon Training (axes) 
    Benefits: When you deal damage with a handaxe, 
  calculate it as if was a warpriest's sacred weapon, 
  and you had a number of warpriest levels equal to 
  four less than your base attack bonus. 
   
  Orcs are known for their strength and prowess. 
  It's even said some of them are more dangerous 
  unarmed than a knight in full battle regalia. 
    Prerequisites: Orc or half-orc, Ironhide 
    Benefit: You gain a primary slam attack that deals 
  1d6 damage. 
    Special: You may take this feat twice. Doing so 
  grants you two primary slam attacks. 
  Those who truly study the orc language, who treat 
  it as a living thing, can unlock the secrets it holds. 
    Prerequisites: Words of Power, Linguistics 5 
  ranks 
    Benefit: Increase the save DC of all evocation 
  spells you cast with a somatic component by +1. 
  You must speak the spell in orc to gain this bonus. 
   
  You were raised among sheer peaks and jagged 
  cliffs. To you, they're as easy to navigate as a 
  garden path. 
    Prerequisites: Orc or half-orc, must be from a 
  mountainous region 
    Benefits: When wearing light or no armor, gain a 
  Climb speed equal to one-half your movement 
  speed. 
   
  No one escapes you, once you've sunk your teeth 
  into them. 
    Prerequisites: Orc or half-orc, natural bite attack 
    Benefit: You can make a bite attack as part of the 
  action to maintain your grapple. If the attack 
  succeeds, you gain a +2 bonus on your attempt to 
  maintain the grapple. 
    Special: This bonus stacks with the +2 granted by 
  the Animal Fury rage power. 
   
   
  
   
  Orcs are fierce fighters, but thanks to their natural 
  gift, they're also ambush predators. 
    Prerequisites: 
  Orc 
  or 
  half-orc, 
  darkvision, 
  Uncanny Dodge 
    Benefits: You gain a +2 bonus on Stealth checks 
  when you are in areas of dim light, or darkness. 
  Additionally, all attacks against flat-footed targets 
  within areas of dim light or darkness deal an extra 
  1d6 points of damage. This bonus damage does 
  not apply to spells. 
   
  Only the hardiest warriors survive the rituals you 
  did. Those who emerge do so with a new 
  understanding of pain, and with their bodies 
  permanently altered. 
    Prerequisites: Orc or half-orc, Ironhide, character 
  level 5th 
    Benefits: Your skin is so tough, and your nerve 
  endings so deadened, that your body does not 
  react the way it should when you're injured. All 
  precision damage and critical hits have a 25% 
  chance not to affect you because of the rituals you 
  survived, and the scars you bear. 
   
  Though you have turned your back on evil, the 
  scent of it still lingers in your nostrils. 
    Prerequisites: 
  Orc 
  or 
  half-orc, 
  non-evil 
  alignment, Keen Scent 
    Benefits: You can smell true evil. You can use 
  detect evil as an at-will spell-like ability, except 
  instead of a cone it operates in a 15-foot radius. 
  You cannot see any effects, but you can smell the 
  taint and corruption of evil auras. 
   
  Orcs are, as a rule, tough. You make your kin look 
  like milk sops. 
    Prerequisites: Orc or half-orc, Endurance 
    Benefits: Once per day when you are suffering 
  from the fatigued condition, you may catch your 
  breath as a swift action, removing the condition. 
  For every four levels beyond first you may use this 
  feat one additional time per day, up to a maximum 
  of your Constitution modifier. 
   
  Orcs can get used to anything, given enough time. 
  You've been wearing armor so long that you 
  almost feel uncomfortable without it on. 
    Prerequisites: Orc or half-orc, medium or heavy 
  armor proficiency 
    Benefits: You are extremely mobile in medium 
  and heavy armor. Reduce the armor check penalty 
  on any medium or heavy armor you wear by 2, and 
  increase the maximum Dexterity bonus the armor 
  allows by +1. 
    Special: This feat stacks with a fighter's Armor 
  Training class feature. 
   
  You showed great potential for magic when you 
  were young. You were apprenticed to the tribe's 
  shaman, whose harsh lessons taught you to 
  always be ready. 
    Prerequisites: Orc or half-orc, ability to cast 1st 
  level divine spells 
    Benefits: You gain a +2 bonus on initiative 
  checks, and a +4 bonus to defensively cast cure 
  spells. 
   
  Orcs are known for their keen night vision, and 
  sense of smell... but some of them also boast 
  inhuman hearing. 
    Prerequisites: Orc or half-orc 
    Benefits: Your hearing is so sharp that it grants 
  you blindsense to a range of 15 feet. 
   
  The natural reaction to being wounded is to pull 
  the weapon out. Some orcs pull it deeper as a way 
  to gain a suicidal advantage in combat. 
    Prerequisites: Orc or half-orc, Improved Disarm 
    Benefits: When an enemy confirms a critical hit 
  against you with a melee weapon, you may make 
  a disarm attempt as an attack of opportunity. You 
  must have one hand free to make this attempt, 
  though you may drop a weapon or shield as an 
  immediate action in order to make the attempt. 
  Unlike other attacks of opportunity, this one 
  resolves after the attack hits, not before. 
   
  Canny warriors know that the best way to fight 
  orcs is from afar. Often they won't admit they're 
  dead until they've managed to kill you, too. 
    Prerequisites: Orc or half-orc. Orc Ferocity or 
  Diehard 
    Benefits: Whenever you are dealt enough damage 
  by a melee attack to bring you below 0 hit points, 
  you may take an attack of opportunity to retaliate 
  against that foe. Even if you take enough damage 
  to kill you outright. This attack is different than 
  most attacks of opportunity, in that it is resolved 
  after the inciting incident, rather than before. 
  
   
  Some orcs try to gain the healing power of trolls 
  through 
  experimenting 
  with 
  their 
  blood. 
  Sometimes it's disastrous, but other times it has 
  surprisingly effective results. 
    Prerequisites: Orc or half-orc, 1st-level 
    Benefits: Your flesh melds together more quickly 
  than it should. Whenever you gain hit points from 
  magical healing, alchemical healing, or natural 
  rest, gain an additional 2 hit points. Additionally, 
  any time you are under the effects of bleed 
  damage, it has a 50% chance of stopping every 
  round. Unfortunately, acid is your bane. Increase 
  the amount of acid damage you take from any 
  source by one point, and your healing ceases to 
  function for one round after you've been hit with 
  acid. 
   
  Your body has absorbed more powerful aspects 
  from 
  your 
  experiments 
  with 
  troll 
  blood. 
  Unfortunately, 
  you've 
  also 
  absorbed 
  more 
  powerful weaknesses. 
    Prerequisites: Orc or half-orc, Troll Blood 
    Benefits: Whenever you are unconscious, you 
  gain fast healing 1. Any time you take fire damage, 
  increase the damage by one point. Any time you 
  take fire damage you cease to gain the benefits of 
  Troll Flesh or Troll Blood for three rounds. 
   
  Orcs are strong and fast, but they are best known 
  for their fighting styles which cripple their foes. 
    Prerequisites: Orc or half-orc, proficiency with 
  martial weapons 
    Benefits: Whenever you deal damage to a flat-
  footed or flanked target with a light or one-
  handed piercing weapon, or with any weapon orcs 
  gain racial proficiency with, you deal 1d6 bleed 
  damage to the target as well. 
   
  Orc is a guttural language, but there is a power 
  lurking beneath its simple words. A power that 
  learned spellcasters can unleash with terrible 
  fury. 
    Prerequisites: Ability to cast 1st level arcane 
  spells, must speak orc 
    Benefits: You cast all evocation spells at +1 caster 
  level, provided they have verbal components and 
  that you speak them in orc. 
   
   
   
   
   
  
   
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  System Reference Document. Copyright 2000, Wizards of the Coast, Inc.;    
  Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. 
  Gary Gygax and Dave Arneson. 
    
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  Feats of Legend: 20 Orc Feats. Copyright, 2017 Total Party Kill Games. 
  Author(s): Neal Litherland. 
   
   
  
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