Ripperwatt Tribe

The chaotic orcish masters of air and storm

Racial Traits

 
A song sung together: Ripperwatt Orcs gain a racial +4 bonus on all Perform() checks and treat them as class skills. They add +1 to the DC of all Language-Dependent Spells they cast, and gain either Extra Performance or Master Performer as a bonus feat(Ignoring Prerequisites).   Rip the flesh: Ripperwatt Orcs gain two claw attacks that count as primary natural attacks that deal damage as if they were one size category larger than they are. These natural attacks always deal an additional 1d6 Electric or Sonic Damage(Chosen at Character Creation and cannot be changed later).   Spirits of the Storm: By concentrating as a Standard Action while outdoors, in a space with access to the open sky, or in any other suitably "stormy" or electrically-charged area(GM Discretion), Ripperwatt Orcs can call down a bolt of Lightning that deals damage and is of a size identical to those created by a Call Lightning Spell. If they are capable of casting either Call Lightning or Call Lightning Storm, Ripperwatt Orcs can cast the Call Lightning and Call Lightning Storm spells as standard actions, can call down future bolts after the initial casting as a move action, and when casting either spell can choose to either cause the spell's bolts to always deal the enhanced damage while outdoors(Regardless of weather) or to transform half the bolts' damage into sonic damage.   Bioelectric Ragemachine: Whenever a Ripperwatt Orc is at 0HP or below and using the Ferocity Ability, they can launch a bolt of electricity at a creature within 30ft of them as a swift action that does not provoke - if this bolt successfully hits the target, the target's body reflexively jerks and they automatically lose one of their attacks of opportunity for the round.
 

Alternate Racial Traits

 
Bellowing Bard: Racial Ability Score Modifiers become (+2 Dexterity, +2 Constitution, -2 Intelligence, -2 Wisdom, +2 Charisma). Replaces Racial Ability Scores.   With personalities that embody the rage and thunderous force produced by the storms of their homeland, some Ripperwatt Orcs possess a force of personality and magnetic charisma that few of their own kind can deny them, nor the glorious songs they sing.
 
Storm King's Chosen: As a move action that does not provoke Attacks of Opportunity, you can grant your melee attacks reach - though while so empowered, all of your attacks deal 100% Electricity Damage instead of all other damage types. You can reset your reach(And damage type) with an identical action. Replaces A song sung together.   Their arms wreathed in singing lightning, these Ripperwatt Orcs can focus the lightning sheathing their arms and grant their attacks extended reach, turning their attacks into a deadly harmonious dance of singing lightning and roaring thunder.
 
Harmonic Destruction: You may infuse weapons you wield with the singing power of lightning, dealing an extra 1d6 sonic damage with every weapon you wield and every natural attack you possess. Replaces Spirits of the Storm.   Their bodies containing a special gland that produces sonic vibrations that automatically harmonize with their own voices and the ringing of battle, these Ripperwatt Orcs use this gland to wreath their arms and weapons in deadly sonic energy.
 
Tear the bone: Gain a primary natural Bite Attack appropriate for a creature of your size. When you hit with this bite and successfully deal damage, you may attempt to trip the target as a free action with a +4 bonus to the attempt. Replaces Rip the Flesh.   Their claws dulling a bit, these Ripperwatt Orcs gain fangs as sharp as razors, furthering lending to their fearsome reputation as animalistic berserkers who channel the spirits of the storm and nature's beasts into their bodies to whip themselves into a fury.
 
Stormspeller: You gain the Elemental Spell metamagic feat as a bonus feat ignoring prerequisites, and can use this metamagic feat on your spells dynamically at casting time as a Sorcerer, Bard, Etc. When this trait is taken, you must choose either Electricity or Sonic damage - this feat can thereafter only be used to transform damage into that element. Replaces Rip the Flesh.   Living lightning singing through their veins, these powerful Ripperwatt Orcs have learned to channel their thunderous gifts into their spellcasting to devastating effect.
 
The Body Electric: Your base land speed increases by 20ft and you no longer provoke Attacks of Opportunity for movement while at 0HP or below and using the Ferocity Ability. Replaces Bioelectric Ragemachine.   Their bodies sparking to life with vivifying lightning as they skirt the boundaries between life and death, these Ripperwatt Orcs become lightning-quick monsters of mutilation the closer to death they get - moving across the battlefield like blurs of speed and lightning.
 

Racial Feats

 
Airblast Nozzles:   Prerequisites: Ripperwatt Orc, Character level 9th   Effects: You gain a fly speed of 60ft with perfect maneuverability.   Growing organic spouts from their legs capable of producing gale-force winds, these Ripperwatt Orcs become flying terrors, bolting through the skies crushing their foes from above.
 
Stormskin:   Prerequisites: Ripperwatt Orc, Character level 7th   Effects: Gain either Immunity to Electricity or Sonic, or Gain Resistance 10 against both.   Their skin hardening to the effects produced by the storms that wrack their homeland, the Ripperwatt Orcs often develop resistances or sometimes even outright immunity to the sonic vibrations or the booming lightning produced by those storms.
Hair, Eye, and Body Coloration
Ripperwatt orcs typically have skin that ranges from light green to light red to even oddly electric-yellow, with hair that is often white, yellow, or other lighter colors, and tends to be wispy and billowy. Their eyes are often storm-grey, yellow, and other stormy or air-related colors, with white eyes being the most rare. Their bodies are often marked by odd patterns of scar tissue that are believed to take shape during their infancy and/or teenage years, when their tribal customs demand their exposure to high voltage as a right of passage.
 
Typical Home Environments
Grasslands, open plains, high altitudes, wastelands, coastlines
 
Naming Standards
Orcish Standard Names. Their names are a bit longer than normal, but generally have air-related themes or words in their names.

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