: Orcs are by nature superstitious, and anyone who is granted visions and omens that aid them is seen as a boon. Oracles are treated as figures of both fear and respect, and crossing one is considered very bad luck. Oracles’ use of mysteries makes them an enigma to orcs, and what orcs cannot understand, they either
Orcs
of Golarion
fear or destroy; which happens to a given oracle depends entirely on the individual’s ability to defend against such violence. Paladin: Almost unheard of, orc paladins are a stain upon orc history, and many orc tribes violently deny any orc paladins exist. Whenever orc paladins are mentioned by the fireside, it is as figures of madness and fun; fools who have strayed from their true nature and gone native with men and elves. Antipaladins, of course, share much the same role as inquisitors.
PLAYER COMPANION
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.
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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.
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15. COPYRIGHT NOTICE
Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
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.
Pathfinder Companion: Orcs of Golarion. Copyright 2010, Paizo Publishing, LLC; Authors: Steve Kenson, Rob McCreary, Richard Pett, Sean K Reynolds, and JD Wiker.
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.
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Coming
n
exT
Where is Isger? What's a Kellid? Who was Kalistrade? While GMs with copies of the Pathfinder Campaign Setting World Guide: The Inner Sea might know all the answers, what should the players know? And perhaps even more importantly, what do their characters know? Prepare for a whirlwind tour of Golarion’s Inner Sea region with Pathfinder Companion: Guide to the Inner Sea, a lore book and guide providing players with everything they need to create true native characters of Avistan and Garund. Whether you’re about to set out on your first trip to Golarion or your hundredth, this Pathfinder Companion is where your journey begins.
guide
To
The
i
nner
s
ea
by Colin McComb
Welcome to the Inner Sea, a land rich in history, mystery, danger, and adventure! This overview of the Pathfinder Campaign Setting’s heartland sets PCs not just on the path to new exploits, but on the road to creating full-fledged residents of Golarion. With PC-oriented information on more than 40 countries, players learn what their characters need to know about the world around them. New traits for each one of these nations allow characters to distinguish themselves as natives of some of the most exciting and dangerous realms in the world. Specifics on hostile lands, ancient empires, and even the afterlife also ensure that characters know exactly how knowledgeable they are, not just about their homelands, but about some of the greatest dangers and mysteries in the Pathfinder Campaign Setting.
CombaT
Take up the arms of Golarion, with weapons, armor, and equipment unique to the adventurers of the Inner Sea.
faiTh
Learn what the people of the Inner Sea know of the gods with an overview of the core deities of the world, as well as those stranger faiths lurking in the shadows.
magiC
Discover magic from some of the Inner Sea’s most famed wizards and prestigious colleges of the arcane.
soCial
Become a native of the Inner Sea with this introduction to the region’s most prominent residents and races, from elf to orc and Azlanti to Vudrani.
subsCribe
for
m
ore
!
+4 Strength, –2 Intelligence, –2 Wisdom, –2 Charisma: Orcs are brutal and savage.
Medium: Orcs are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Orcs have a base speed of 30 feet.
Darkvision: Orcs can see in the dark up to 60 feet.
Ferocity: An orc remains conscious and can continue fighting even if his hit point total is below 0. The orc is still staggered and loses 1 hit point each round. He still dies when his hit point total reaches a negative amount equal to his Constitution score.
Light Sensitivity: Orcs are dazzled in areas of bright sunlight or within the radius of a daylight spell.
Weapon Familiarity: Orcs are proficient with greataxes and falchions and treat any weapon with the word “orc” in its name as a martial weapon.
Languages: Orcs begin play speaking Common and Orc. Orcs with high Intelligence scores can choose from among the following bonus languages: Dwarven, Giant, Gnoll, Goblin, and Undercommon.
Favored Deities: Gorum, Lamashtu, Rovagug, demon lords, orc shamanism (see page 26)
Favored Regions: Belkzen, Katapesh, Realm of the Mammoth Lords, River Kingdoms, Ustalav, Varisia
Names: See above.
+2 to One Ability Score: Half-orc characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Half-orcs are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Half-orcs have a base speed of 30 feet.
Darkvision: Half-orcs can see in the dark up to 60 feet.
Intimidating: Half-orcs receive a +2 racial bonus on Intimidate skill checks due to their fearsome nature.
Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.
Orc Ferocity: Once per day, when a half-orc is brought below 0 hit points but not killed, he can fight on for 1 more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying.
Weapon Familiarity: Half-orcs are proficient with greataxes and falchions and treat any weapon with the word “orc” in its name as a martial weapon.
Languages: Half-orcs begin play speaking Common and Orc. Half-orcs with high Intelligence scores can choose from the following: Abyssal, Draconic, Giant, Gnoll, and Goblin.
Favored Deities: Calistria, Cayden Cailean, Gorum, Lamashtu, Norgorber, Pharasma, Rovagug
Favored Regions: Absalom, Belkzen, Cheliax, Isger, Katapesh, Nex, Nidal, Realm of the Mammoth Lords, River Kingdoms, the Shackles, Ustalav, Varisia
Names: Half-orc names often echo the rough and guttural tongue of their orc forebears, and nicknames—particularly boastful or insulting ones—are common among half-orcs, though some half-orcs may seek to distance themselves from their heritage by taking names from other races. Female Names: Canan, Drogheda, Goruza, Mazon, Shirish, Tevaga, Zeljka
Male Names: Ausk, Davor, Hakak, Kizziar, Makoa, Nesteruk, Tsadok
HALF-ORC RACIAL TRAITS
ORC RACIAL TRAITS
Fury of the Horde!
Feel the blood spray and bones crunch as the bestial children of the Darklands come roaring across the landscape, leaving only carnage and lamentation in their wake! Orcs are some of the oldest enemies of civilization, their howling hordes beaten back time and again by the forces of light. Yet in addition to being depraved raiders, orcs are also a civilization unto themselves, with a war-torn history stretching back before the Age of Darkness. In Orcs of Golarion, learn everything you need to know about playing (or vanquishing) one of these savage warriors, as well as the outcast half-orc spawn who straddle the line between the worlds of order and chaos.
This Pathfinder Companion includes:
► Details on the orcs of Golarion—their brutish lifestyles, physical qualities, cultural norms and gender roles, governance of warbands, relationship with slavery, and more.
► A history of the orc race, from their desperate flight during the dwarves’ legendary Quest for Sky to their dominance during the Age of Darkness and subsequent fall from power.
► An overview of major orc tribes and settlements, such as the Empty Hand tribe in the fallen dwarven stronghold of Urgir and the maddened oracles of the Brimstone Haruspex.
► Orc tribal magic, including the shamanistic worship of the mysterious Blood God and the arcane witch doctors who rule through fear and firepower.
► Information on half-orcs and their unique roles in human and orc society.
► New traits to customize orc and half-orc characters.
► Orc warbeasts, banners and symbols, ritual scarring and tattoos, and more!
This player-friendly Pathfinder Companion works best with the Pathfinder Roleplaying Game or the 3.5 version of the world’s oldest fantasy roleplaying game. Although easily incorporated into any fantasy world, it is optimized for the Pathfinder campaign setting.
Orcs
oF Golarion
Printed in China. PZO9413