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Orcam
This hulking, black-and-white skinned humanoid bears armor and weapons cleverly made from products of the sea.

Orcam (CR 1/2; XP 200)
Male orcam barbarian 1
NG Medium humanoid (orcam)
Init +2; Senses echolocation, low-light vision; Perception +5
Defense
AC 16, touch 12, flat-footed 14
(+2 Dex, +4 armor)
hp 15 (1d12+3)
Fort +5, Ref +2, Will +1
Resist cold 2
Offense
Speed 40 ft, swim 30 ft.
Melee greatspear +2 (2d6+1/19-20) or gut razor +2 (1d4+1/x3)
Ranged net +3 (entangle)
Special Attacks rage (7 rounds/day)
Statistics
Str 13, Dex 14, Con 17, Int 6, Wis 12, Cha 12
Base Atk +1; CMB +2; CMD 14
Feats Skill Focus (Craft [weapon])
Skills Craft (weapon) +5, Perception +5, Swim +5; ACP -4
Languages Aquan, Orcam
SQ hold breath
Ecology
Environment aquatic
Organization solitary, group (2-6), or pod (7-60 plus 100% noncombatants plus 1 4th level war-leader per 20 orcam, 1 3rd level druid per 40 orcam, and 1 leader 5th-10th level)
Treasure NPC Gear (scaly armor, great spear, gut razor, net, other gear)

These sea dwellers are carnivores that prefer fish or seal meat, but their favorites are shark or blood fish. They are mammals and are able to survive underwater, even at great depths, due to their large lung capacity. Orcam spend much of their time hunting for food, preferring to snack several times a day instead of eating fewer large meals. Orcam mate for life; when one partner dies, the other never seeks another mate. Mated couples produce off spring every few years and these births are almost always of a single child. Twins are seen as a sign of extraordinary luck. The whales they coexist with are a vital part of their community and are treated more as family than as pets. They are welcome in any gathering or discussion and are often consulted on tribal matters through the magic of the sea druids.


Orcam Racial Characteristics
Orcam player characters are defined by class levels—they do not possess racial hit dice. All orcam characters possess the following racial characteristics.

  • +2 Constitution, +2 Charisma, -2 Intelligence: Orcam tend to be hardy folk with a friendly disposition. Formal education is not highly valued in Orcam society.
  • Medium: Orcam are medium creatures who have no bonuses or penalties due to their size.
  • Humanoid (Orcam): Orcam are humanoids with the orcam subtype.
  • Speed: Orcam have a base land speed of 30 feet and
  • Base Speed: Orcam have a base speed of 30 feet on land, as well as a swim speed of 30 feet. Orcam can move in water without making Swim checks, and always treat Swim as a class skill.
  • Low-Light Vision: Orcam can see twice as far as humans in dim light.
  • Echolocation: As a move action, orcam can emit a high-frequency sound inaudible to most creatures that allows them to locate objects and creatures within 30 feet. A silence spell negates this ability and forces the orcam to rely on other senses. This ability only works underwater.
  • Cold Resistance: Accustomed to the cold depths of the ocean, orcam possess cold resistance 2.
  • Hold Breath: Orcam can hold their breath for a number of rounds equal to four times their Constitution score before risking drowning or suffocating.
  • Weapon Training: Due to their traditional hunting practices orcam are always proficient with spears, tridents, and nets.
  • Whale Rider: Orcam receive a +2 racial bonus on Ride checks with whale and dolphins.
  • Languages: Orcam begin play speaking Aquan and Orcam. Orcam with high Intelligence scores can choose from the following: Aboleth, Aklo, Common, Whalesong.

On Porphyra
Orcam inhabit the Sea of Ithreia in northern Porphyra. They have been known to make daring raids on Gulag Blue to the west.


See Also