Shadebloom Tribe

The shadowy loners of orcishkind

Racial Traits

 
Those who walk alone: When no allies are within 15ft of them, Shadebloom Orcs gain a racial +4 to Stealth and Survival checks and cannot be detected by Blindsense, Blindsight, Tremorsense, Lifesight, or any other special sense that functions as either Blindsense or Blightsight so long as they are stealthing and hidden from mundane perception..   Destiny Inescapable: Creatures slain by a Shadebloom Orc cannot be restored to life unless the caster attempting to do so passes a CL check equal to 15 plus the HD of the Shadebloom Orc that slayed them. The Orc in question is made aware if a creature they have previously slain returns to life despite this protection, learning the name of the revived creature as well as the name of the creature, source, or reason behind its resurrection.   Masters of Shadow: Shadebloom Orcs can, as a swift action that does not provoke Attacks of Opportunity, extinguish any singular non-magical flame no larger than a 5ft square they can see within 60ft. If the flame occupies a square larger than a 5ft square(Such as a large wildfire), the square remains extinguished for one round before the flame surrounding it re-ignites the area. Otherwise, flames extinguished by this trait cannot be meaningfully re-lit for 1d4+1 rounds afterwards due to reasons that appear to be largely mundane(A torch becoming damp, a Lantern's wick refusing to re-light, etc).   Impossible Sight: Whenever a Shadebloom Orc is at 0HP or below and using the Ferocity ability, they are always treated as flanking creatures within their natural reach. They can also deal precision damage to creatures normally immune to it at 50% efficacy while benefiting from this trait.
 

Alternate Racial Traits

 
Balance of Solitude: Racial Ability Score Bonuses become (+2 to any Physical Ability Score, +2 to Any Mental Ability Score). Modifies Racial Ability Scores.   Just as with the element in which they are tied to, Shadebloom Orcs are so often misidentified as "The Quintessential Evil Orc" - but this is often not true - not entirely. Shadebloom Orcs are quiet and introverted, isolated and often gathering only in small tight knit families or groups of allies and friends - they are the most likely to simply isolate themselves in a place where they will not be bothered, subsisting off killing whatever intelligent life is nearby. As a result of this varied lifestyle, their skillsets and abilities can vary wildly.
 
Strength from Solitude: When no allies are within 15ft of them, Shadebloom Orcs benefit from one of the following effects as a constant Supernatural Effect, which are changeable as a standard action that provokes attacks of opportunity: Bull's Strength, Cat's Grace, Bear's Endurance, or Longstrider. Replaces Those who walk alone.   Living lives of isolation and solitude, it is little surprise many Shadebloom Orcs learn to draw real, physical power from their isolation to enhance themselves and their natural abilities.
 
Voidspawn: When this trait is taken, choose between either Positive or Negative Energy Affinity - whichever is chosen, your Energy Affinity is treated as that option so long as no allies are within 10ft of you, in which case it inverts to the opposite option. So long as no allies are within 10ft of you, you do not need to eat, breathe, or drink. Replaces Those who walk alone.   Born with the element of Void pulsing through their bodies, it is little wonder some Shadebloom Orcs are either born with its necromantic power coursing through them or that others willingly embrace it.
 
Spineripper Express: Whenever you would successfully hit a flat-footed or flanked creature with a melee attack, you can as an immediate action forgo this attack to appear adjacent to any of the creature's allies it can see within 60ft, appearing behind the chosen ally as if by Teleport. Replaces Destiny Inescapable.   Able to channel the fell powers of the void into their hands and fingers, these Shadebloom Orcs have learned the esoteric ability to interface with a foe's very soul to travel along the threads of companionship between them and other allies - appearing through means not understood behind those the target holds closest.
 
The treasured few: A Shadebloom Orc can 'attune' to a single creature as a full-round action by touching them. So long as that creature is attuned to, the Shadebloom Orc gains the effects of a Status Spell on them. Additionally, by sacrificing the Attunement and calling their name aloud, that attuned individual is called to an adjacent square of the Shadebloom Orc as per teleport along with their gear. This only functions so long as both the Attuned creature and the Shadebloom Orc are on the same plane, and this teleport function only works on willing individuals - and the attunted creature knows who is attempting to teleport them. Replaces Masters of Shadow.   Though they often walk alone, Shadebloom Orcs just as often travel with a band of their closest family and friends - forgoing larger tribes in favor of smaller, tight-knit units. Many of the Orcs in these tight-knit units develop strange abilities using the power of void to call those they care about to them and monitor they condition.
 
Impossible Biology: Whenever you are at 0HP or below and using the Ferocity ability, you can as an immediate action turn a critical hit made against you into a normal hit(As per Fortification) or cause an attack made against you to deal minimum damage on all damage dice. Replaces Impossible Sight.   Their bodies marked by Eldritch Corruption, some Shadebloom Orcs only truly reveal the madness inherent to their biology when on the very brink of life and death - their bodies shifting and changing in odd and impossible ways as their life energy wanes and the Eldritch Gateway within them waxes.
 

Racial Feats

 
Shadowsting:   Prerequisites: Shadebloom Orc   Effects: Whenever you would successfully hit a creature with a melee attack and deal damage, you can forgo all damage from that attack to allow the next ally's attack against the target creature to function as if the target were flat-footed(Regardless of circumstances or abilities the target might possess to normally prevent it).   Though largely solitary creatures, Shadebloom Orcs typically fight in small, tight-knit commando units that swear fealty to a given Shadebloom Homestead and the Daimyo that leads it - thanks to this strange lifestyle, they often find themselves fighting hand-in-hand with others and have learned how to maximize this teamwork with those they truly trust.
 
Creeping Oblivion:   Prerequisites: Shadebloom Orc, Character Level 7th   Effects: As a full-round action that does not provoke AoO, you may produce an effect identical to the Black Tentacles spell within the normal range of that spell, except it only lasts for 1 round. You may continue to spend full-round actions to keep the effect active.   Born with a connection to the Dark Tapestry and the eldritch worlds beyond it, these feared Shadebloom Orcs are shunned by many for their supposed insanity and eldritch madness.
Hair, Eye, and Body Coloration
Shadebloom Orcs tend to have blackish-green or sometimes black or purplish skin, with other dark colors being uncommon but not unheard of. Their eyes are typically purple, black, blues, or similar black or dark colors, and their hair is similarly colored to their eyes, with purple and black hair being the most common. Their eyes, additionally, often have strangely shaped pupils, though such things have no effect on their vision, and their hair can often take on the texture and appearance of strange things such as seaweed - all things many believe are proof positive of eldritch influence.
 
Typical Home Environments
Underground, Wastelands, Grasslands
 
Naming Standards
Orcish Standard Names.

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