Leadership of an orc tribe or horde falls not to the Melee +1 folchion +1 4/+9 (2d4+1 0/1 8-20), bite +8 (1 d4+3) or
smartest or most canny, but to the strongest. mwk shortspear +1 4/+9 (1d6+9)
ORC WARLORD CR 6 Ranged javelin +9/+4 (1d6+6)
Special Attacks rage (18 rounds/day), rage powers (a nimal
XP 2,400
fury, i ntim idating glare, strength surge +7)
Ore barbarian 7
TACTICS
CE Medium humanoid (ore)
Before Combat The warlord rages before combat.
lnit +2; Senses darkvision 60 ft.; Perception +8
STATISTICS
DEFENSE
Str 23, Dex 1 4, Con 1 8, Int 8, Wis 6, Cha 1 0
AC 1 5, touch 1 1 , flat-footed 13 (+4 armor, +1 deflection, +2 Dex, Base Atk +7; CMB +1 3; CMD 24
Feats Ferocious ActionARG, Intimidating Prowess, Quick Draw,
-2 rage)
Resol ute RagerARG
hp 86 (7d1 2+35) Skills I ntimidate +16, Perception +8, Sense Motive +5
Languages Common, O re
Fort +9, Ref +4, Will +2 SQ fast movement, weapon familiarity
Combat Gear potion of bull's strength, potion of
Defensive Abilities ferocity, i m p roved u ncanny dodge,
cure serious wounds; Other Gear mwk hide armor,
trap sense +2; DR 1/- +1 folchion, javelins (10), mwk shortspear, ring of
protection +1, 99 g p
Weaknesses light sensitivity
ORC CHIEFTAIN CR 9
XP 6,400
Ore fighter 1O
CE Medium humanoid (ore)
lnit +7; Senses darkvision 60 ft.; Perception +3
DEFENSE
AC 24, touch 1 3, flat-footed 21 (+1 1 armor, +3 Dex)
hp 99 (1 0d10+40)
Fort +9, Ref +6, Will +1 (+3 vs. fear)
Defensive Abilities bravery +3, ferocity
Weaknesses light sensitivity
OFFENSE
Speed 30 ft.
Melee +1 ore double axe +1 8/+1 3 (1d8+9/1 9-20/x3) or
+1 arc double axe +16/+11 (1 d8+9/19-20/x3), +1 ore double
axe +1 6 (1 d8+5/1 9-20/x3)
Ranged mwk composite shortbow +1 5/+1 0 (1 d 6+5/x3)
Special Attacks weapon training (axes +2, bows +1)
STATISTICS
Str 1 8, Dex 1 6, Con 1 4, Int 8, Wis 6, Cha 1 0
Base Atk +1 0; CMB +14; CMD 2 7
Feats Cleave, Cleaving Finish"', Grudge Fig hterARG, I m p roved
Critical (ore double axe), I m p roved Initiative, I ntimidating
Prowess, Ore Weapon ExpertiseARG (killer), Power Attack,
Toughness, Two-Weapon Fighti ng, Weapon Focus (ore
double axe)
Skills Intimidate +12, Perception +3
Languages Common, Ore
SQ armor training 2, weapon familiarity
Combat Gear +1 flaming arrow, potions of cure moderate
wounds (2), potion of heroism; Other Gear +2 full plate,
+1/+1 ore double axe, mwk composite shortbow (+4 Str) with
20 arrows, 88 g p
ORC Wl TCH D OC TOR enervation and ray of exhaustion, then begins blasting
Arcane spellcasters among ore tribes are frequently called with evocation spells.
witch doctors. Though many witch doctors are witches, Base Statistics Without false life and mage armor, the witch
some are sorcerers or magi. doctor's statistics are AC 1 3, touch 1 3, flat-footed 1 1; hp 79.
ORC WITCH DOCTOR CR 8 STATISTICS
XP 4,800 Str 1 2, Dex 1 4, Con 1 6, Int 12, Wis 1 2, Cha 8
Base Atk +4; CMB +5; CMD 1 8
Ore witch (scarred witch doctor) 9 (Pathfinder RPG Advanced Feats Accursed HexAPG, Combat Casting, Extra HexAPG,
Player's Guide 42, Pathfinder RPG Advanced Race Guide 1 40) Iron Will, Toughness
Skills Heal +7, I ntim idate +1 2, Perception +1 0, Spel lcraft +13
CE Medium humanoid (ore) Languages Common, Ore
SQ constitution dependent, fetish mask, hex scar, scarshield
lnit +2; Senses darkvision 60 ft.; Perception +10
(+4, 9 min.jday), weapon fami liarity
DEFENSE Combat Gear potion of cure serious wounds, wand of ray
AC 1 7, touch 1 3, flat-footed 15 (+4 armor, +1 deflection, +2 Dex) of exhaustion (4 charges); Other Gear mwk dagger, sling
hp 94 (9d6+60) with 20 stones, belt of incredible dexterity +2,
Fort +7, Ref +6, Will +1 0; +2 vs. pain bracers of armor +1, cloak of resistance +1, ring of
Defensive Abilities ferocity protection +1, 98 gp
Weaknesses light sensitivity This witch doctor scars herself to get
spells from her patron, a common
OFFENSE practice among ore witches but one
Speed 30 ft. that's rarely practiced by non-ores.
Melee mwk dagger +6 (1d4+1/19-20) The witch doctor draws her power
from the enduring pain of
Ranged sling +6 (1d4+1) these ritualistic scars, which
also give her some measure of
Special Attacks hexes (blight physical protection.
The ferocious fetish mask
[90 feet], cackle, evil eye she wears is carved from
wood and is adorned with
[-4, 4 rounds] , misfortune grisly remnants of people
and animals, typically blood
[2 rounds], sl umber [9 rounds]) and gristle. Most witch
doctors wear their masks anytime
Witch Spells Prepared (CL 9th; they perform magic or interact
with other ores, but some prefer to
concentration +1 0) wear them only when going into
battle or communing with their
5th-cloudkill (DC 1 6) patrons through the masks to
prepare spells.
4th-enervation, shout (DC 15) Because most ore tribes hold
divine magic in high regard, many
3rd-fly, lightning bolt (DC 1 4), witch doctors learn to practice a
small amount of divine magic
pain strikeAPG (DC 1 4), in addition to their arcane
magic-or at least pretend
screechAPG (DC 1 4) their spells come from the gods.
Feuds between mystics and witch
2nd-blindness/deafness (DC 1 3),
doctors create conflict within many
blood blazeARG, false life, sentry tribes, and most ores side with the
mystics. Often, these feuds turn into
sku/fARG, touch of idiocy duels for supremacy.
1st-burning hands (DC 1 2), chill
touch (DC 1 2), enlarge person
(DC 1 2), mage armor, ray of
enfeeblement (DC 1 2)
O (at will)-arcane mark, detect
magic, read magic, sparkAPG
Patron vengeance"M
TACTICS
Before Combat The witch doctor casts false life
and mage armor on herself before combat.
During Combat Before enemies reach the
ores, the w i t c h doctor casts cloudkill
in their m idst. She then casts fly o n
herself so she can cast additional spells
and uses hexes from above her enemies'
melee reach. The witch doctor
typically spends a couple of rounds
weakening her strongest foes using
fjOijTHEij Feats Awesome Blow, Great Fortitude, Im proved B u l l Rush,
Im proved Sunder, Power Attack
This massive quadruped has a thick, wrinkled hide, curvin13
horns, and sha1313y hair thatframes its leonineface. Skills Perception +1 2
XP 3,200 ECOLOGY
N Large animal
lnit -1; Senses darkvision 60 ft., low-light vision; Perception +12 Environment temperate hills and plains
Organization solitary, pair, or herd (3-12)
DEFENSE Treasure none
AC 1 8, touch 8, flat-footed 18 (-1 Dex, +10 natural, -1 size) The gorthekis, without a doubt, one ofthe crankiestbeasts
hp 85 (9d8+45) found roaming in the wilderness. Appearing as a strange
Fort +1 3, Ref +S, Will +3 combination of primeval bison and ornery rhinoceros,
DR S/- but with a leonine head crowned with ramlike horns, a
gorthek is both immensely powerful and preternaturally
OFFENSE hard to injure. Its thick, battering-ram head and powerful
body make it a fearsome opponent, particularly when it's
Speed 40 ft. riled up and in full charge.
Melee gore +1 6 (2d6+16)
Space 1O ft.; Reach 5 ft. Gortheks tend to travel in small herds, grazing
Special Attacks powerful charge (gore, 4d6+22), trample across remote temperate grasslands or sparsely wooded
hills. When a gorthek perceives a threat-which to the
(2d6+16, DC 25) gorthek includes just about everything, often even other
gortheks-it launches itselfinto a full charge, intent on
STATISTICS sending the enemy flying.
Str 32, Dex 9, Con 21, Int 2, Wis 1 0, Cha 5 Ore tribes have made a practice of raising the beasts
Base Atk +6; CMB +18 (+20 bull rush or sunder); CMD 27 (29 from infancy to serve as living siege engines during
vs. bull rush or sunder, warfare. Future gorthek riders bond with the creatures
31 vs. trip) from a very young age, and if possible use 13orthek
masks to make that bond stronger. When riding
into battle, one ore sits astride
the gorthek in a specially
crafted saddle secured
behind its massive horns
and guides the beast using
spiked reins.
An adult male gorthek
stands about 7 feet high at
the shoulder and weighs
around 9,000 pounds.
Gorthek Companions
An ore who takes the Beast Rider
feat (Pathfinder RPG Advanced Race
Guide 56) can choose a gorthek as
an animal companion or mount.
Starting Stats: Size Medium;
AC +4 natural armor; Speed 40 ft.;
Attack gore (1d8); Ability Scores Str 16, Dex 11,
Con 13, Int 2, Wis 10, Cha 5; Special Qualities
darkvision 60 ft., low-light vision.
7th-Level Advancement: Size Large; AC +3
natural armor; Attacks gore (2d6) Ability
Scores Str +8, Dex -2, Con +4; Special
Attacks powerful charge (gore, 4d6 +
twice Strength modifier).
"I ORC LIEUTENANT CR 4
XP 1,200 CR 2
The following entries show common types of ore raiding hp 42 (see page 1 6 6) CR 2
parties and warbands. CR 3
ORC SERGEANTS 2 CR 1 3
SQUAD (CR 6) XP 600 each
Led by two ore sergeants, a squad of ores goes on raids hp 30 each (see page 1 6 6)
against villages, caravans, or outposts.
ORC MYSTIC
ORC SERGEANTS 2 CR 2 XP 600
XP 600 each hp 20 (see page 167)
hp 30 each (see page 1 6 6)
ORC WAR DRUMMER
ORCS 9 CR 1 3 XP 800
XP 135 each hp 2 5 (see page 1 6 8)
hp 6 each (Pathfinder RPG Bestiary 222)
ORCS 20
DEMOLITION CREW (CR 8) XP 135 each
hp 6 each (Pathfinder RPG Bestiary 222)
Gorthek riders charge foes and smash down structures
delighting in watching their opponents run screaming.
GORTHEK MOUNTS 2 CR -
N Large animal
lnit +O; Senses darkvision 60 ft., low-light vision;
Perception +9
DEFENSE
AC 20, touch 9, flat-footed 20 (+1 1 natural, -1 size)
hp 51 each (6d8+24)
Fort +9, Ref +5, Will +2; +4 vs. enchantment
Defensive Abilities evasion
OFFENSE
Speed 40 ft.
Melee gore +1 1 (2d6+1 2)
Space 1 O ft.; Reach 1 O ft.
Special Attacks powerful charge (gore, 4d6+1 6)
STATISTICS
Str 26, Dex 1 1 , Con 1 8, Int 2, Wis 1 0, Cha 5
Base Atk +4; CMB +13 (+15 bull rush or sunder); CMD 23 (25 vs.
bull rush or sunder)
Feats Improved Bull Rush, Improved Sunder, Power Attack
Skills Perception +9
SQ l ink, share spel ls, tricks (attack [a ll creatures], come, defend,
heel, guard, seek, stay, work)
GORTHEK RIDERS 2 CR 6
XP 2,400 each
hp 64 each (see page 1 69)
WARBAND (CR 9)
An ore warband lives for bloodshed and larceny. Its
leaders find it difficult to hold their warriors back while
waiting for an opportune time to charge into the battle.
AlfOLK
"There were always ratfolk around the city hawkin13 their wares, and somehow
they always seemed to leave with heavier wa13ons and purses. So one day, my
tou13hest pals and I decided to trail them back to their den. We knew they had
to be rich, and nobody would miss the pipsqueaks' fri13htful faces.
"We waited for ni13htfall and, with blades drawn, snuck throu13h a maze of
increasin13ly cramped tunnels. The ratfolk were waitin13 for us in the heart of
their warren-nods, there were hundreds! We tried toflee as they threw a hail
of vials at us, but three shattered a13ainst me and bound me in f3luey slime.
''A week later, they loaded me into a cart and brou13ht me into the city,
ransomin13 me back to my family as if they were ha1313lin13 over the price of
cabba13e. Even in victory, the rats know how to turn a profit."
-Mihret Tirunesh, stablehand and would-be bandit
L iving on the fringes ofsocieties, ratfolk make a place for Outside the warren, ratfolk make a living through trade,
themselves through shrewd trading. They aren't powerful and their demeanors change: the playfulness fades in favor
individually, but their large collectives give them both ofbusinesslike professionalism, and their curiosity and skills
strength in numbers and the constant support of their ofobservation are used to study those with whom they trade.
families and loved ones. Though ratfolk can subdue enemies They take care to observe cultural taboos and traditions
by swarming in combat, the greater threat comes from their wherever they go, and sometimes cover themselves so as not
inventiveness and collections ofdangerous trinkets. to discourage closed-minded customers. A trade caravan
mighttravel for a year ormorebefore returning to the warren.
The typical ratfolk must withstand a riot ofconflicting Embarking on a trade mission is an exciting prospect for
desires that result from generations of communal living, youngerratfolk,who use the experience as an unofficial rite of
keen intellects, and lives spent adapting to a multitude of passage as well as a chance to study other races' technology. It
environments. Ratfolk are short-lived but populous; many is not uncommon for a handful ofratfolkto leave the caravan
ratfolk pregnancies result in twins or triplets, so warrens along the way in search oflocal opportunities.
can growvery quickly ifprovided a steady supply offood and
economic opportunities. Yet despite their large populations, The nearly incomprehensible bustle ofa crowded warren
ratfolk warrens tend to be relatively compact. This is more a belies the race's capacity to operate in an organized fashion.
matter ofchoice than necessity, as the creatures are naturally An outside threat quickly mobilizes ratfolk to defend their
gregarious and enjoy the company ofothers, including rats home. Warrens tend to be ajumble ofnarrow tunnels that
and similar rodents-which ratfolk's natural empathy allows connect larger living spaces, and defenders can fend off
them to handle with ease. Although ratfolk respect other large numbers ofattackers at strategic choke points. Years of
cultures' concepts ofpersonal space, among their own kind, living cheek byjowl allow ratfolk to fight in close proximity
they think little of squeezing past one another, crowding without interfering with one another; in fact, intruders often
into a small space, or clambering over family members find it difficult to defend against the unpredictable attacks
with little warning. ofa swarm ofthe small humanoids. Tunnels typically have
easily removable supports near the warren so the ratfolk
Ratfolk have highly developedbrains that quickly process, can collapse some entrances when attacked. As many ofthe
memorize, and analyze new information. In particular, adults hold offthe attackers, others uncover escape routes
ratfolk have exceptional spatial reasoning, understanding and shepherd the young, sick, and weak to safety.
ofcausality, and raw curiosity. These traits not only enable
them to predict how a material or device might change when Despite their high population density, ratfolk settlements
manipulated in a particularway, but also encourage them to are kept remarkably clean. It isunclearwhetherthe cleanliness
experimentunceasingly in times ofperil and plenty. Although or scientific understanding came first,but ratfolk alchemists
ratfolk live a meager fraction ofthe time that a human does, have an excellent understanding of disease and how it
few ofthem fret about their brieflifespans; instead, they make spreads, leading to the development ofcomplex sanitation
up for it by spending much of their "idle" time exploring, procedures that reduce the risk ofa plague sweeping through
experimenting, and experiencing what life has to offer. the crowded populace. This meticulousness does not always
translate into organization, though, and an immaculately
This eagerness to explore also manifests in ratfolk's clean workshop might still be ajumble oftools, half-finished
relationships with each other, for eventhough each member projects, and esoteric blueprints.
values the community, she also endeavors to distinguish
herself through her own accomplishments. The constant Ratfolk love to accumulate baubles, devices, and other
bustle ofratfolk pursuing their own projects creates a chaotic small but exciting treasures. They place particularly high
environment, yet despite their seemingly self-absorbed value on shiny objects-especially adornments like rings
motivations, ratfolk research andtinker with the intention and delicate mechanisms that can be disassembled, studied,
ofusing their inventions to strengthen the community and and then pieced back together. Ratfolk practice a system
give it an edge in survival. They praise the achievements of ofloose ownership in which one may borrow another's
individuals, and it is considered good manners for the one possession so long as it is returned when asked and taking
celebrated to recognize the host of others who helped her it would not endanger its owner. This detachment makes
accomplish her goal, reinforcing the community's bonds. ratfolkwillingto trade away even prized possessions so long
as doing so means gaining something even better. Ratfolk's
Ratfolk names are often short-a necessity when families love ofshiny things illustrates another contradiction-while
are large and an adult must call out many names at once. If they delight in radiance, they favor living in dark places. A
several ratfolk in a community have the same name, which sparkling trinket is certain to fascinate ratfolk, but a bright
is not uncommon, they're differentiated via nicknames. To flash oflight or unexpected glow unsettles them.
further distinguish themselves, ratfolk wear uniquejewelry
or clothing with distinctive embroidery, or they may apply Full statistics for ratfolk can be found on page 231 of
modest amounts ofperfume to stand out. Pathfinder RPG Bestiary 3.
NEW �OLES understand, and it has a 20% spell failure chance when
casting spells with verbal components. This racial trait
The following section details alternate racial traits, feats, replaces swarming.
gear, and magic items favored by ratfolk.
Cleanliness: Ratfolk strive to keep themselves and each
ALTERNATE RAC1At TRA1 TS other immaculately clean, to make it difficult for disease
The following racial traits may be selected instead of to spread. A ratfolk with this racial trait gains a +2 bonus
existing ratfolk racial traits. on savingthrows against disease, and whenever she exceeds
the save DC to recover from a disease effect by 5 OT more, she
Cheek Pouches: Some ratfolk have developed stretchy is treated as though she had succeeded at two consecutive
cheek pouches that they can use to hold and carry saving throws. This racial trait replaces rodent empathy.
small loads up to I cubic foot in volume and io pounds
in weight, such as light weapons, potions, scrolls, and Lab Rat: For every ingenious ratfolk inventor, there is
similar objects. Such a ratfolk can transfer a held object another who must inevitably test the invention. Those who
to his cheek pouches or extract an object from his cheek survive enough experiments sometimes develop strange
pouches as a swift action. As a move action that provokes metabolic quirks that grant them heightened resilience
an attack of opportunity, the ratfolk can instead massage and, on occasion, fortunate side effects when consuming
all ofthe items held in the cheek pouches onto the ground alchemical or magical draughts. As a result, they gain a +I
in the square it occupies. As long as the ratfolk has at least racial bonus on saving throws against poison, alchemical
one object in its cheek pouches, its speech is difficult to weapons, and harmful effects from drinking potions or
elixirs. In addition, once per day such a ratfolk can either
increase the caster level of a potion he consumes by I OT
double the duration ofan alchemical remedy he consumes
or applies to himself (to a maximum of 4 hours). This
racial trait replaces tinker.
.f Surface Sprinter: Some ratfolk spend as much time
I as they can aboveground and become very fast runners.
This comes at the cost of their night vision, which
becomes less acute after years of sunlight. These
ratfolk gain low-light vision and have a base speed
of30 feet. This racial trait replaces darkvision and
slow speed.
RATF OtK F EATS
Ratfolk have access to the following feats.
Gnawer
Thanks to your teeth's strength and quick
growth, you are able to chew through nearly
any obstacle given sufficient time.
Prerequisites: Sharptooth*, ratfolk.
Benefit: Damage dealt by your bite attack ignores
an amount of hardness equal to 3 plus half your
character level. You can spend a full-round
action to deal double your bite damage to an
unattended, inanimate object.
Special: If you have the Burrowing Teeth
feat (Pathfinder RPG Advanced Race Guide 154),
you can burrow through solid stone at a speed
of5 feet per io minutes.
Pack Rat
You collect all sorts of things, and frequently
lose and refind things you acquired.
Prerequisite: Ratfolk.