出典 Heroes from the Fringe 24ページ、Bastards of Golarion 11ページ
At the end of the Age of Darkness, when light returned to Golarion, many orcs lost their footholds on the surface world and returned to the Darklands, taking their half-orc progeny with them. Of all the half-orcs, gloomkin face the harshest treatment; they are punished and abused from birth for what orcs consider the taint of their bloodline. As the bottom of the social ladder in orc society, gloomkin are assigned the task that very few orcs take on willingly:reading. They are the historians, scribes, and advisors, placing them in a key position to discover secrets and gain influence without drawing attention to themselves.
出典 Heroes from the Fringe 25ページ、Bastards of Golarion 12ページ
Desert half-orcs are born primarily in northern Garund and Osirion and often hold a level of esteem and self-assurance that is rare for half-orcs. Among desert orc tribes, the ability to tolerate harsh sunlight is a sign of strength, and weathering the sun is a rite of passage. Lacking their ancestors’ light sensitivity, half-orcs excel at these contests of endurance and easily earn high positions within their tribes.
Desert half-orcs also fare better than most among human civilizations. The strong presence of Sarenrae’s followers has led to a culture of forgiveness and understanding that is rare in other parts of Golarion, making it easier for half-orcs to thrive. Many desert half-orcs believe they are blessed by Sarenrae and become clerics or paladins of her church.
出典 Heroes from the Fringe 25ページ、Bastards of Golarion 12ページ
In the jungles of the Mwangi Expanse, the few remaining orc tribes have been largely cut off from others of their kind. Isolated since the orc empires collapsed after the Age of Darkness, only a handful of oral retellings recall the true heritage of these orcs and half-orcs, and their culture diverges greatly from other orc societies. It is said that some early Mwangi tribes participated in arranged marriages with orcs, leading half-orc children to be associated with alliances and prosperity, and true or not, half-orcs have been a major part of these orc tribes for generations. Even in the present day, many orcs are willing to pay a large dowry to bring half-orcs into their villages, and orphaned half-orcs are happily adopted.
Because they usually come from rich families, rainkin halforcs often receive better treatment than their orc or human cousins. This can create a self-fulfilling prophecy; because half-orc children receive the best care, protection, and training, they are usually stronger and more skilled than orcs or humans, increasing the desire to have half-orcs in a tribe. While jungle half-orcs typically have great pride and selfworth, many are also resentful of the high expectations placed on them from birth and angry to be treated like a commodity by so many. As a result, rainkin have trouble forming close bonds with non-half-orcs, so they often create close-knit groups between themselves. Some of these groups even grow large enough to break off and form their own tribes.
出典 Heroes from the Fringe 25ページ、Bastards of Golarion 13ページ
Cragkin are widespread across Golarion, found across all the mountain ranges of western Avistan. Thanks to their thin frames and quick wits, mountain-born half-orcs excel at climbing and acrobatic stunts. Anything less than a vertical cliff face is traversable, and often even that isn’t enough to stop them. To mountain half-orcs, obstacles are merely a foothold on their path to the top.
Mountain orcs respect bravery, and cragkin have turned fearlessness and reckless abandon into a badge of honor. By using the terrain to their advantage against less surefooted enemies, they can attack from strange angles and gain advantages with just a few quick steps. They often take near-suicidal leaps to strike enemies from above, or trick enemies into falling to their deaths by leading them down impossible paths. Despite their great skill, accidents are common in this treacherous environment, and no one is surprised if one halforc returns after a raid and his companions do not.
Many mountain half-orcs find a place among Shoanti and Ulfen settlements, where valor in battle is highly prized. As long as they are willing to respect the traditions of their adopted clans, they usually integrate well into these societies and contribute much to the community.
出典 Heroes from the Fringe 26ページ、Bastards of Golarion 13ページ
At the Crown of the World, nomadic clans of orcs live on the frozen wastes. The winter half-orcs that live among them are treated as the runts of the pack. However, strength in numbers is vital in the north, as many young do not survive the harsh winters. Even the weakest are provided for as long as they can prove their usefulness. Sewing, cooking, and child-rearing are all valued skills, and winter half-orcs who excel at these are treated better than most. Those who would rather prove their worth through their strength do so by hunting, as ritual combat is a frowned upon waste of energy and resources.
While half-orcs are not well liked in the Linnorm Kingdoms, they may be able to find homes in the Ironbound Isles. Merchants traveling between Tian Xia and Avistan are often willing to hire on a half-orc as a guide and bodyguard across the Crown of the World. Winter half-orcs who migrate south into Irrisen can find an easier life in the growing half-orc communities, but they are unlikely to find any upward mobility unless they show skill at witchcraft.
出典 Heroes of the Wild 5ページ
Many feyborn have low-light vision. Races that normally have darkvision(such as dwarves and half-orcs) can take low-light vision in place of darkvision. In the case of humans, this trait replaces the skilled trait(and the human also gains fey magic and fey thoughts, as detailed in Fey Magic, above).
出典 Inner Sea Races 212ページ
In the Lands of the Linnorm Kings and the Shackles, half-orcs frequently take up sailing as pirates, raiders, and fishers, where they are known as tenacious fighters. They gain a +2 racial bonus on Profession(sailor) checks and Craft checks to repair ships, and a +1 racial bonus on damage rolls against foes and objects in or on top of the water. This racial trait replaces darkvision.
出典 Heroes of the High Court 15ページ
Half-orcs trained as bodyguards in foreign courts develop a keen eye for trouble, but their night vision, unnecessary in well-lit courts, dwindles. Half-orcs with this racial trait gain low-light vision and have a +1 racial bonus on Perception and Sense Motive checks. This racial trait replaces darkvision.
出典 Legacy of Dragons 11ページ
Half-orcs with this trait gain some of the keen senses of dragonkind. They have darkvision with a range of 120 feet. This replaces darkvision and intimidating.
出典 Inner Sea Races 212ページ
Some orcs seek out human mates in hopes of birthing intelligent leaders for their interminable war efforts. When nature and luck smile upon this endeavor and a half-orc child shows cunning, that child is raised with many harrowing opportunities to learn how to best lead on the battlefield. Such half-orcs gain a +2 bonus on Diplomacy and Profession(soldier) checks as well as to their Leadership score(for the purpose of the Leadership feat). Armies they control in mass combat gain a +1 bonus to Morale.(See Pathfinder RPG Ultimate Campaign.)This racial trait replaces darkvision and orc ferocity.
出典 Blood of Shadows 4ページ
Characters with this trait slyly cover their body language and movements by acting in a shadowed or partitioned areas. These characters gain a +2 bonus on Bluff and Sleight of Hand checks while benefiting from concealment or cover.
Dwarves can take this trait in place of stonecunning. Elves, gnomes, and half-elves can take this trait in place of low-light vision. Half-orcs can take this trait in place of intimidating, also gaining the shadow blendingARG fetchling racial trait. Halflings can take this trait in place of weapon familiarity.
出典 Heroes from the Fringe 25ページ、Bastards of Golarion 12ページ
Sandkin lack the chip on their shoulder that many half-orcs acquire as a result of prejudice, and their self-confidence puts others at ease. Desert half-orcs with this racial trait gain a +2 racial bonus on Diplomacy checks.
This replaces intimidating.
出典 Heroes from the Fringe 24ページ、Bastards of Golarion 11ページ
Having lived all their lives at the mercy of savage underworld creatures, some gloomkin develop an uncanny knack for finding their way around silently in the dark. While underground, Darklands half-orcs with this racial trait gain a +5 racial bonus on Survival checks to avoid becoming lost and a +1 racial bonus on Stealth checks.
This replaces intimidating.
出典 Blood of Shadows 5ページ
Some illusionists are experts in manipulating light and darkness. Characters with this trait cast spells with the darkness, light, or shadowUM descriptor at +1 caster level.
Dwarves can take this trait in place of greed. Elves can take this trait in place of elven magic, also gaining the fetchling’s spell-like abilitiesARG racial trait. Gnomes can take this trait in place of gnome magic. Halflings can take this trait in place of weapon familiarity. Half-orcs can take this trait in place of intimidating, also gaining the gnome’s illusion resistance racial trait.
出典 Heroes from the Fringe 26ページ、Bastards of Golarion 13ページ
Many fearsome arctic predators consider young frostkin easy prey, but some frostkin manage to overcome their fear and fight off these beasts while they wait for help to arrive. Winter half-orcs with this racial trait gain a +2 racial bonus on saving throws against fear effects, and a +1 racial bonus to 戦技防御値 to avoid being grappled.
This replaces intimidating.
出典 Blood of Shadows 5ページ
Prerequisite:Charisma 13+. Characters who practice coercion and intimidation in the Darklands or on the Shadow Plane learn to do so in dim light or no light at all. As long as they are in dim light or darker conditions, characters with this trait gain a +2 bonus on Intimidate and Stealth checks.
Dwarves can take this trait in place of stonecunning. Drow and elves can take this trait in place of weapon familiarity. Half-elves can take this trait in place of adaptability. Half-orcs can take this trait in place of intimidating.
出典 Agents of Evil 25ページ
Half-orcs raised among orcs must prove themselves against their people’s enemies. Half-orcs with this racial trait gain a +1 racial bonus on attack rolls against humanoids of the dwarf, elf, and human subtypes because of their special training against these hated foes. This racial trait replaces intimidating and orc ferocity.
出典 Inner Sea Races 212ページ
Some half-orcs use half-orcs’ brutish stereotypes to their advantage, causing others to underestimate their intelligence and scheming. Such half-orcs gain a +2 racial bonus on Bluff, Diplomacy, and Sense Motive checks. This bonus increases to +4 against other humanoids. They also receive a +2 racial bonus on Bluff checks to feign ignorance and Sense Motive checks to intercept secret messages, and this stacks with the above bonus. This racial trait replaces intimidating, orc ferocity, and weapon familiarity.
出典 Legacy of the First World 5ページ
Certain half-orcs know rituals to enhance the strength and brutality of their allies. These halforcs gain a +2 racial bonus on Spellcraft checks. In addition, when such a half-orc acquires an animal companion, bonded mount, cohort, familiar, or spirit animal, that creature gains a +2 bonus to Strength, Dexterity, or Constitution, as selected by the half-orc. This racial trait replaces weapon familiarity and intimidating.
出典 Legacy of Dragons 11ページ
一部のハーフオークは、利用したり奴隷にしたりするドラゴンから自分の種を守るために訓練する。この特性を持つハーフオークはドラゴンに対するアーマー・クラスに+2の回避ボーナス、ドラゴンに対する攻撃ロールに+1の種族ボーナスを得る。この特性はオークの凶暴性と置き換える。
出典 Heroes of the Wild 5ページ
The character has a mystic connection to one terrain type, selected from the ranger’s favored terrain list. The character selects three 0-level druid spells and one 1st-level druid spell. If the character has a Charisma score of 11 or higher, when in the selected terrain, she gains these spells as spell-like abilities that can be cast once per day. The caster level for these effects is equal to the user’s character level. The 難易度 for the spelllike abilities is equal to 10 + the spell’s level + the user’s Charisma modifier. These spells are treated as being from a fey source for the purposes of the druid’s resist nature’s lure class feature and similar abilities.
A dwarf can take this trait in place of greed and stonecunning. An elf, half-elf, or half ling can take this trait in place of keen senses. A gnome can take this trait in place of obsessive. A half-orc can take it in place of orc ferocity. A human can take it in place of skilled. A human who replaces skilled with fey magic also gains fey thoughts and low-light vision.
出典 Heroes of the Streets 8ページ
City-dwelling half-orcs must often be tenacious to get by. Once per day if a half-orc fails a Fortitude save, Will save, or Constitution check, he can reroll the save or check. The half-orc must take the second result, even if it is worse. This racial trait replaces orc ferocity.
出典 Heroes from the Fringe 25ページ、Bastards of Golarion 12ページ
Many rainkin are protected from the power of Angazhan’s worshipers by elaborate tattoos that redirect demonic magic. Jungle half-orcs with this racial trait gain spell resistance against divine magic equal to 6 + their level. Additionally, divine spells cast on them by demon worshipers have a 10% chance of failure.
This replaces orc ferocity.
出典 Heroes from the Fringe 26ページ、Bastards of Golarion 13ページ
Cragkin are accustomed to traveling in the steep terrain of their mountain homes. When in mountain terrain, mountain half-orcs with this racial trait can move through natural difficult terrain at their normal speed; magically altered terrain affects them normally. In addition, cragkin gain a +10-foot racial bonus to their speed while charging.
This replaces orc ferocity and weapon familiarity.
出典 Inner Sea Races 212ページ
Some half-orcs raised as humans lack their cousins’ ferocity and training in orc weapons, but pick up a bit of their human parents’ skills. They gain the human’s skilled racial trait. This racial trait replaces orc ferocity and weapon familiarity.
出典 Blood of Shadows 5ページ
Drow sometimes augment their slaves and frontline warriors by making them toxic, causing their bodies to internally produce mawbane poison(see below). The resulting poisonous creature makes a potent weapon in the effort to discourage neighboring monsters. Any creature that hits such a character with a bite attack is immediately exposed to its poison. The save 難易度 for this poison is equal to 10 + 1/2 the character’s Hit Dice + the character’s Constitution modifier.
Mawbane Poison—ingested; save Fortitude as above; frequency 1/round for 4 rounds; effect 1d2 Constitution damage; cure 1 save.
Dwarves can take this trait in place of defensive training and hardy. Elves can take this trait in place of elven magic and weapon familiarity. Gnomes can take this trait in place of defensive training, gnome magic, and illusion resistance. Half-elves can take this trait in place of elven immunities and keen senses. Half-orcs can take this trait in place of orc ferocity and weapon familiarity. Humans can take this trait in place of skilled. Halfling physiology prevents them from taking this trait. Drow can take this trait in place of drow immunities, light blindness, spell resistance, and weapon familiarity. Wayangs can take this trait in place of light and dark, lurker, and shadow resistance.
出典 Blood of Shadows 4ページ
Characters with this trait are at home in gloomy conditions. Whenever these characters benefit from concealment or full concealment due to darkness or dim light, they gain a +2 racial bonus on Intimidate, Perception, and Stealth checks.
Dwarves can take this trait in place of the greed and stonecunning traits. Elves, gnomes, halflings, and half-orcs can take this trait in place of weapon familiarity. Half-elves can take this trait in place of adaptability. Humans can take this trait in place of the skilled trait, also gaining darkvision to a range of 60 feet.
出典 Blood of Shadows 4ページ
Characters who operate below canopies or fight in dimly lit caves and shadowy planes of existence learn to use their low-light vision to deduce a foe’s position from the flickers of shadows around a target. When making ranged attacks, characters with this trait can reroll the miss chance granted by cover to any target in dim light, and take the better of the two rolls. The miss chance for total concealment applies normally.
Dwarves can take this trait in place of hatred and darkvision, also gaining low-light vision. Elves, gnomes, half-elves, and halflings can take this trait in place of keen senses. Half-orcs can take this trait in place of weapon familiarity, also gaining low-light vision.
出典 Heroes of the Wild 5ページ
キャラクターは始まりの世界の原住民のように見える。以下の技能から2つを選択する:〈軽業〉、〈はったり〉、〈登攀〉、〈交渉〉、〈変装〉、〈脱出術〉、〈飛行〉、〈知識:自然〉、〈知覚〉、〈芸能〉、〈真意看破〉、〈手先の早業〉、〈隠密〉、〈水泳〉、〈魔法装置使用〉。選択した技能は、キャラクターのクラス技能となる。
ドワーフは嫌悪と置き換える。エルフ、ノーム、ハーフオークは武器精通の特性と置き換える。ハーフエルフは多才と置き換える。ハーフリングは大胆不敵と置き換える。人間の場合、熟練と置き換える(または人間は上記のFey Magicの詳細にあるFey Magicとlow-light visionも得る)。
出典 Inner Sea Races 212ページ
While many cultures discriminate against half-orcs, in some, particularly dwarven communities, half-orcs are complete social pariahs. It goes without saying that such a culture does not provide outlets for a half-orc to practice with traditional orc weapons. The few half-orcs who survive to adulthood in such harsh social climates are deeply scarred by their abusive treatment and find it hard to express and understand normal emotions. Such half-orcs gain a +2 racial bonus on saving throws against emotion and fear effects and a –2 penalty on Bluff, Diplomacy, and Sense Motive checks. This racial trait replaces weapon familiarity.
出典 Blood of Shadows 5ページ
Those who understand the connection between shadows and the Negative Energy Plane know how to fight the spirits of darkness. Characters with this trait deal 50% weapon damage to incorporeal creatures when using nonmagical weapons(including natural and unarmed attacks), as if using magic weapons. They also gain a +2 bonus on saving throws to remove negative levels, and recover physical ability damage from attacks by undead creatures at a rate of 2 points per ability score per day(rather than the normal 1 point per ability score per day).
Dwarves, elves, gnomes, half-orcs, and halflings can take this trait in place of weapon familiarity. Half-elves can take this trait in place of elven immunities. Humans can take this trait in place of their bonus feat, also gaining Iron Will as a bonus feat.