Tremorjaw Tribe

The towering behemoths who prowl the underground and the wastelands

Racial Traits

 
Towering Brutes: Tremorjaw Orcs are Large-Sized Creatures. They count their STR as 8 higher for the purposes of carrying capacity and lifting weight, are always treated as adapted to High Altitude Environments(And are thus immune to Altitude Sickness), and gain a Climb Speed of 30ft.   Tremorchord: Due to their incredibly sturdy rock-like skin, Tremorjaw Orcs gain DR 5/Adamantine. As a swift action, a Tremorjaw Orc can produce a deep rumble from their throat that ripples through the ground to grant them Tremorsense out to 30ft for 1 round. Spending a move action to activate this trait doubles the Tremorsense's range and duration, and Spending a Standard action will cause all hostile creatures within their Tremorsense Radius to take the Tremorjaw Orc's HD in sonic damage if they move before the Tremorsense's duration ends.   Pankration Masters: As long as they remain in contact with the natural ground, Tremorjaw Orcs can perform any combat maneuver on creatures of any size, do not provoke for any combat maneuver they perform as if they had the 'Improved-' feat for that maneuver, and gain a +4 racial bonus on CMB and CMD. This ability treats worked stone as 'natural', but counts second floors of buildings and further as off the ground.   Mountain's Rage: While below 0HP and using the ferocity ability, a Tremorjaw Orc is treated as being under a Constant Extraordinary Stone Tell effect. In addition, they gain the use of the Stone Shape spell as an at-will SLA(Using their HD in place of CL), usable as a swift action, while under the same conditions.
   

Alternate Racial Traits

 
Earthspeaker: Racial Ability Scores become (+2 Constitution, +2 Wisdom, -2 Dexterity). Modifies Racial Ability Scores.   With their connection to primordial earth, many Tremorjaw Orcs are filled with wisdom uncounted from the earth from which they draw power.
 
Acid-scarred: Gain Acid Resistance 10. You may produce 2 Acid Flasks, Alkali Flasks, or Alchemical Solvents(Or any combination thereof) OR 1 Potent Acid Flask(Dealing Double base damage and splash damage) per day in a harvesting ritual that takes ten minutes. As a swift action, you can select one square within 30ft of you(You need not have line of sight or effect) to infuse with acid - dealing your HD in Acid Damage to the next creature that passes through or ends their turn on the chosen square. Replaces Tremorchord.   Born beneath the earth near pockets of roiling acid, these Tremorjaw Orcs grow up flecked by acid burning their skin and body, and over time grow used to its burning touch.
 
Furious Shell: Gain DR 5/ Adamantine. This DR increases to DR 10/Adamantine and any acid resistance you possess(If Any) doubles while you are below 0HP and using the Ferocity Ability. Your Death Threshold increases by 10. Replaces Temorchord.   Protected by the earth itself, these Tremorjaw Orcs are said to be blessed by the original Tremorjaw Orc himself, and are protected by the very earth their ancestor once embraced and fought to defend.
 
Earthen Grasp: Pick one combat maneuver when this trait is selected - so long as you are in contact with the ground under the same stipulations laid out in the 'Pankration Masters' Racial Trait, you can perform this maneuver on any creature that is also touching the ground in the same way within 30ft. You do not need line of sight or effect to the creature, but you must have some means of knowing their location otherwise. Grapple Maneuvers performed beyond your natural reach do not drag the target adjacent. Other unique interactions are handled at GM Discretion. Replaces Pankration Masters.   The earth, impartial and implacable, bends solely to the will of the Tremorjaw - who can, through careful study and practice, learn to manipulate and shift the ground beneath their feet as an artist might manipulate paint upon a canvas; turning the ground into an ally they alone can rely on.
 
Ancestral Gift: Gain Meld with Stone 3/day, Earth Glide 2/day, and Wall of Stone 1/day as Spell-Like abilities with a Caster Level equal to your HD. You use your CON modifier for any save DC calculations for these SLA's. Replaces Mountain's Rage.   Beloved in different ways by the dirt and soil, many Tremorjaws find their blood seething with potent magical energies that are believed to be hearken back to the original Tremorjaw Orc - a pale echo of the mighty spells he once used to shape mountains and level cities.
   

Racial Feats

 
Guardian Spirit:   Prerequisites: Tremorjaw Orc   Effects: You gain the benefits of a Hunter Animal Focus while using the Ferocity ability as a Hunter of your Level. When in the mindless rage inflicted by the "Curse of the Incomplete" Racial Trait, you count as 8 levels higher for this Animal Focus. You can communicate Empathetically with the type of animal chosen for your focus while benefiting from this focus. At GM's discretion, you can flavor the existing Focuses as a different animal more suited to mountainous terrain.   Special: Whenever you fail the save for the "Curse of the Incomplete" Racial Trait, if you succeed at a DC 15 + 1/2 your HD Will Save, you do not target allies in this mindless rage for the first round you are so enraged.   Blessed and Bound to the spirits that dwell in their mountain homes, many Tremorjaw Orcs come to rely on their guardian spirits as not only allies in the throes of battle-lust, but as treasured friends who they can rely on to catch them when they lose their minds to their racial madness - allowing them to direct their rage for a short time in the hopes of sparing their allies the worst of their fury.
 
Stone-Loved:   Prerequisites: Tremorjaw Orc, Character level 7th   Effects: As long as you remain in contact with the ground, you gain Regeneration 4/Cold.   Their bodies drawing strength from the ground on which they stand, some Tremorjaw orcs are blessed with unnatural fortitude as long as they remain in contact with the ground, the stone and sand and dirt flowing up to repair their wounds and heal their bodies.
Hair, Eye, and Body Coloration
Tremorjaw orcs typically have brownish-green to green skin with the texture of cracked, pebbly rock. Their eyes are commonly darker colors such as brown, hazel, etc, and their hair is often earthen colors such as brown, black, etc.
 
Average Height
13.1ft - 18.3ft (4.0 - 5.6 Meters)
 
Average Weight
836lbs - 1,280lbs (376kg - 580kg)
 
Typical Home Environments
Underground, Mountains, Hills, High Altitude or Underground Climates
 
Naming Standards
Orcish Standard Names. Similar to the Bonesmolder Tribe, they tend to have rock or stone-based words in their names(EX: Granitehammer, Stonegruz, etc)

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