Orc 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 an Orc, you select from among the following ancestry feats.


1st Level Feats


Beast Trainer (Feat 1)

Orc

You have an impressive innate ability to tame and command ferocious beasts. You become trained in the Nature skill and gain the Train Animal skill feat.


Iron Fists (Feat 1)

Orc

Your fists have been forged by battle, your naturally tough skin and dense bone further hardened by conflict. Your fist unarmed attacks no longer have the nonlethal trait and gain the shove weapon trait.


Orc Ferocity [R] (Feat 1)

Orc

Frequency once per day
Trigger You would be reduced to 0 Hit Points but not immediately killed.


Fierceness in battle runs through your blood, and you refuse to fall from your injuries. You avoid being knocked out and remain at 1 Hit Point, and your wounded condition increases by 1.


Orc Lore (Feat 1)

Orc

The hold elders taught you your people's histories, told tales of great athletic feats, and shared with you the hardships your ancestors endured so that you can pass this wisdom down to future generations. You become trained in Athletics and Survival. If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also become trained in Orc Lore.


Orc Superstition [R] (Feat 1)

Concentrate
Orc

Trigger You attempt a saving throw against a spell or magical effect, before rolling.


You defend yourself against magic by relying on techniques derived from orc cultural superstitions. You gain a +1 circumstance bonus to your saving throw against the triggering spell or magical effect.


Orc Warmask (Feat 1)

Orc

You paint your face to create a warmask, an invested magic item of negligible Bulk with an item level equal to your level and a usage of worn (mask). It has the divination trait and a magical tradition trait depending on its type. Donning or removing your warmask requires 1 minute of work, though you don't need to Invest the mask each time. The warmask is unique to you and might signify your hold, your accomplishments, or your faith. While creating your mask, you must choose the source of your warmask's power from the options below. This source determines the mask's associated skill as well as magical tradition.

Once you select this source, it can't be changed. You become trained in the associated skill. You can spend 1 hour performing a ceremony that costs 50 gp to attune yourself more deeply with your warmask. If you do, you gain a +1 item bonus to the associated skill whenever you wear the warmask.

  • The Gods Religion, divine tradition
  • The Land Nature, primal tradition
  • Magic Arcana, arcane tradition
  • The Unknown Occultism, occult tradition


Orc Weapon Familiarity (Feat 1)

Orc

In combat, you favor the brutal weapons that are traditional for your orc ancestors. You are trained with the greatsword and greataxe. In addition, you gain access to all uncommon orc weapons. For the purpose of determining your proficiency, martial orc weapons are simple weapons and advanced orc weapons are martial weapons.


Read the Signs [A] (Feat 1)

Concentrate
Orc

Frequency 3 times per day
Requirements You must spend 10 minutes just after your daily preparations examining the sky and signs of animals or you can't use this action that day.


You recall the signs’ predictions about your current situation. If your next action requires you to attempt one or more skill checks, roll 1d8. On a result of 6, 7, or 8, you gain a +2 circumstance bonus to the first such skill check you attempt. On a 3, 4, or 5, you gain a +1 circumstance bonus. On a 2, you gain nothing. On a 1, you take a –1 circumstance penalty to the skill check.


5th Level Feats


Bloody Blows (Feat 5)

Orc

Your lethal unarmed attacks leave bloody gouges or cause severe internal bleeding. When you critically hit with a Strike using an unarmed attack that isn't nonlethal, the target takes 1d4 persistent bleed damage. This can be because you're taking the penalty to use a fist for a lethal attack or because you have an unarmed attack without the nonlethal trait due to Iron Fists, Tusks, or a similar ability.


Defy Death (Feat 5)

Orc

Prerequisites Orc Ferocity


You're exceptionally difficult to kill. The DC of your recovery checks is equal to 9 + your dying value, or 8 + your dying value if you have the Toughness general feat. In addition, whenever someone returns you to life using magic that would normally leave you debilitated for a week (such as raise dead or the resurrect ritual), you don't suffer that condition.


Mask of Power (Feat 5)

Orc

Prerequisites Orc Warmask


Your warmask sharpens your connection to the source of your mask's power. During your daily preparations, choose fear, phantom pain, or true strike. Until your next daily preparations, you can cast this spell as a 1st-level innate spell once per day; the spell's tradition is determined by the tradition tied to your warmask. You must be wearing your warmask to Cast the Spell.


Mask of Rejection [R] (Feat 5)

Orc
Fortune

Prerequisites
 Orc Warmask
Frequency once per day
Trigger You fail a saving throw against an effect from your warmask's magical tradition.
Requirements You're wearing your warmask

Your warmask projects a white-hot fury that attempts to vaporize the offending magic. You reroll the triggering check with a +2 circumstance bonus, but you must use the new result, even if it's worse than your first roll.


Orc Weapon Carnage (Feat 5)

Orc

Prerequisites Orc Weapon Familiarity


You are brutally efficient with the weapons of your orc ancestors. Whenever you critically hit using a greatsword, a greataxe, or an orc weapon, you apply the weapon's critical specialization effect.


Scar-Thick Skin (Feat 5)

Orc

Glorious, storied scars cover and protect much of your body. Your DC on flat checks to end persistent bleed damage is reduced from 15 to 10, or from 10 to 5 after receiving especially appropriate assistance.


Victorious Vigor [R] (Feat 5)

Orc

Trigger You bring a foe to 0 Hit Points


Your victories in battle fill you with pride and imbue you with the energy to fight a bit longer despite your wounds. You gain temporary Hit Points equal to your Constitution modifier until the end of your next turn.


9th Level Feats


Death's Drums (Feat 9)

Orc

Your life has been spent challenging death itself, and proximity to that implacable foe only makes your heart beat harder. When you are taking persistent damage or your wounded value is 1 or greater, you gain a +2 circumstance bonus to Fortitude saving throws.


Mask of Pain [R] (Feat 9)

Orc

Prerequisites Read the Signs
Trigger You succeed at a Demoralize check
Requirements You are wearing your warmask

Your mask has grown into a manifestation of your pain, which you can release. The creature you successfully Demoralized takes 2d6 mental damage, or 4d6 mental damage if you're legendary in Intimidation. The target is then temporarily immune to additional damage from Mask of Pain for 24 hours.


Omen Reader (Feat 9)

Orc

Prerequisites Read the Signs


When you use Read the Signs, roll 1d4 instead; on a 1, you take a -1 penalty to the skill check. On any other result, you gain a circumstance bonus of that value (for instance, a +3 circumstance bonus on a 3).


Pervasive Superstition (Feat 9)

Orc

Prerequisites Orc Superstition


You steep yourself in superstition and practice ancient orc mental exercises for shrugging off the effects of magic. You gain a +1 circumstance bonus to saving throws against spells and magical effects at all times.


Undying Ferocity (Feat 9)

Orc

Prerequisites Orc Ferocity


You resist death's clutches with supernatural vigor. When you use Orc Ferocity, you gain temporary Hit Points equal to twice your level plus your Constitution modifier.


13th Level Feats


Ferocious Beasts (Feat 13)

Orc

Prerequisites Beast Trainer or animal companion, Orc Ferocity


Since ancient times, the mightiest orc beast tamers would draw out the true fighting spirit of their companion beasts by feeding the creatures a draft incorporating the orc's own blood. Animal companions or bonded animals you have gain the Orc Ferocity feat, and they gain a reaction they can use only for Orc Ferocity. If you have the Undying Ferocity ancestry feat, all animal companions or bonded animals you have also gain the benefits of that feat when using the Orc Ferocity reaction.


Incredible Ferocity (Feat 13)

Orc

Prerequisites Orc Ferocity


Given time to collect yourself after a near-death scrape, you can rebuild your ferocity and withstand additional finishing blows. You can use Orc Ferocity with a frequency of once per hour, rather than once per day.


Lifeblood's Call (Feat 13)

Orc


The impulse to survive and continue fighting resonates deep within you. You gain a circumstance bonus to damage rolls on your melee Strikes equal to twice the sum of your wounded and doomed conditions (to a maximum of a +8 circumstance bonus to damage) whenever you have one or both conditions.


Mask of Fear [FA] (Feat 13)

Orc

Prerequisites Orc Warmask
Requirements You're wearing your warmask
Trigger You start your turn with the frightened condition

Your warmask burns off of your face, releasing your apprehension. You remove the frightened condition. Your warmask is destroyed, and you can't reapply it until your next daily preparations.

Special You can use this reaction even if you have a condition tied to the frightened condition that would normally prevent you from using a reaction, such as “fleeing as long as you're frightened” or “paralyzed as long as you're frightened.”


Orc Weapon Expertise (Feat 13)

Orc

Prerequisites Orc Weapon Familiarity


Your orc affinity blends with your class training, granting you great skill with orc weapons. Whenever you gain a class feature that grants you expert or greater proficiency in a given weapon or weapons, you also gain that proficiency in the greatsword, the greataxe, and all orc weapons in which you are trained.

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