Half-Orcs
System: Pathfinder | SRD | Source: Advanced Race Guide
As seen by civilized races, half-orcs are monstrosities, the result of perversion and violence—whether or not this is actually true. Half-orcs are rarely the result of loving unions, and as such are usually forced to grow up hard and fast, constantly fighting for protection or to make names for themselves. Half-orcs as a whole resent this treatment, and rather than play the part of the victim, they tend to lash out, unknowingly confirming the biases of those around them. A few feared, distrusted, and spat-upon half-orcs manage to surprise their detractors with great deeds and unexpected wisdom—though sometimes it's easier just to crack a few skulls. Some half-orcs spend their entire lives proving to full-blooded orcs that they are just as fierce. Others opt for trying to blend into human society, constantly demonstrating that they aren't monsters. Their need to always prove themselves worthy encourages half-orcs to strive for power and greatness within the society around them.
Description
Physical Description
Half-orcs average around 6 feet tall, with powerful builds and greenish or grayish skin. Their canine teeth often grow long enough to protrude from their mouths, and these "tusks," combined with heavy brows and slightly pointed ears, give them their notoriously bestial appearance. While half-orcs may be impressive, few ever describe them as beautiful. Despite these obvious orc traits, half-orcs are as varied as their human parents.
Society
Unlike half-elves, where at least part of society's discrimination is born out of jealousy or attraction, half-orcs get the worst of both worlds: physically weaker than their orc kin, they also tend to be feared or attacked outright by humans who don't bother making the distinction between full orcs and halfbloods. Even on the best of terms, half-orcs in civilized societies are not exactly accepted, and tend to be valued only for their physical abilities. On the other hand, orc leaders have been known to deliberately spawn half-orcs, as the halfbreeds make up for their lack of physical strength with increased cunning and aggression, making them natural leaders and strategic advisors.
Within orc tribes, half-orcs find themselves constantly striving to prove their worth in battle a
Relations
Elves and dwarves tend to be the least accepting of half-orcs, seeing in them too great a resemblance to their racial enemies, and other races aren't much more understanding.
A lifetime of persecution leaves the average half-orc wary and quick to anger, yet people who break through his savage exterior might find a well-hidden core of empathy. Human societies with few orc problems tend to be the most accommodating, and half-orcs dwelling there can often find work as mercenaries and enforcers. Even in places where there is a general tolerance for half-orcs, however, many humans mistreat them when they can get away with it.
Half-orcs are envious of the measure of acceptance half-elves have within human and elven society and resent their physical beauty, which contrasts starkly
Alignment and Religion
Forced to live either among brutish orcs or as lonely outcasts in civilized lands, most half-orcs are bitter, violent, and reclusive. Evil comes easily to them, but they are not evil by nature—rather, most half-orcs are chaotic neutral, having been taught by long experience that there's no point doing anything but that which directly benefits themselves. Half-orcs worship the human or orc gods venerated in the area where they were raised. Those who live alongside humans most often worship human gods of war, freedom, or destruction. Half-orcs raised in orc tribes find themselves most drawn to the gods of blood, fire, and iron—depending more on what god the tribe worships rather than the half-orcs' personal preference. Many half-orcs are contrary about religion, either ignorin
Adventurers
Staunchly independent, many half-orcs take to lives of adventure out of necessity, seeking to escape their painful pasts or improve their lot through force of arms. Others, more optimistic or desperate for acceptance, take up the mantle of crusaders in order to prove their worth to the world.
Half-orcs raised in orc societies often take up the brutish ways of those around them, becoming fighters, barbarians, or rangers. Half-orcs who survive their shaman training may eventually succeed their masters as tribal shamans, or flee the tribe and practice their magic as outcasts or explorers.
Half-orcs are just as likely to have children that possess an innate talent for sorcery as any other race, with the abyssal, destined, and elemental fire bloodlines being the most common type
Males names
Ausk, Davor, Hakak, Kizziar, Makoa, Nesteruk, Tsadok.
Female names
Canan, Drogheda, Goruza, Mazon, Shirish, Tevaga, Zeljka.
Racial Traits
+2 to One Ability Score
Medium
Normal Speed
Darkvision
Intimidating
Orc Blood
Orc Ferocity
Weapon Familiarity
Languages
Alternate Racial Traits
Acute Darkvision (replaces orc ferocity)
Beastmaster (replaces orc ferocity)
Bestial (replaces orc ferocity)
Cavewight (replaces the intimidating trait)
Chain Fighter (replaces weapon familiarity)
City-Raised (replaces weapon familiarity)
Forest Walker (replaces darkvision)
Gatecrasher (replaces orc ferocity)
Rock Climber (replaces the intimidating trait)
Sacred Tattoo (replaces orc ferocity)
Scavenger (replaces the intimidating trait)
Shaman's Apprentice (replaces the intimidating trait)
Skilled (replaces darkvision)
Toothy (replaces orc ferocity)
Favored Class Options
Alchemist
Add +1/2 to the alchemist's bomb damage.
Barbarian
Add +1 to the barbarian's total number of rage rounds per day.
Bard
Add +1 to the bard's total number of bardic performance rounds per day.
Cavalier
Cleric
Select one domain power granted at 1st level that is normally usable a number of times per day equal to 3 + the cleric's Wisdom modifier. The cleric adds +1/2 to the number of uses per day of that domain power.
Druid
Add +1/3 to the druid's natural armor bonus when using wild shape.
Fighter
Add a +2 bonus on rolls to stabilize when dying.
Gunslinger
Add a +1/3 bonus on attack rolls when using the pistol whip deed.
Inquisitor
Add a +1/2 bonus on Intimidate checks and Knowledge checks to identify creatures.
Magus
Add +1/2 point of fire damage to spells that deal fire damage cast by the magus.
Monk
Add +1 to the monk's CMD when resisting a grapple and +1/2 to the number of stunning attacks he can attempt per day.
Oracle
Add one spell known from the oracle spell list. This spell must be at least one level below the highest spell level the oracle can cast.
Paladin
Add +1/3 on critical hit confirmation rolls made while using smite evil (maximum bonus of +5). This bonus does not stack with Critical Focus.
Ranger
Add +1 hit point to the ranger's animal companion. If the ranger ever replaces his animal companion, the new animal companion gains these bonus hit points.
Rogue
Add +1/3 on critical hit confirmation rolls made while using sneak attack (maximum bonus of +5). This bonus does not stack with Critical Focus.
Sorcerer
Add +1/2 point of fire damage to spells that deal fire damage cast by the sorcerer.
Summoner
Add +1 hit point to the summoner's eidolon.
Witch
Add +1 skill rank to the witch's familiar. If the half-orc ever replaces her familiar, the new familiar gains these bonus skill ranks.
Wizard
Add a +1 bonus on concentration checks made due to taking damage while casting wizard spells.
Source: Advanced Race Guide
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