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

Half-orc characters gain a +2 bonus to one ability score of their choice at creation to represent their varied nature.

Medium

Half-orcs are Medium creatures and have no bonuses or penalties due to their size.

Normal Speed

Half-orcs have a base speed of 30 feet.

Darkvision

Half-orcs can see in the dark up to 60 feet.

Intimidating

Half-orcs receive a +2 racial bonus on Intimidate checks due to their fearsome nature.

Orc Blood

Half-orcs count as both humans and orcs for any effect related to race.

Orc Ferocity

Once per day, when a half-orc is brought below 0 hit points but not killed, he can fight on for 1 more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying.

Weapon Familiarity

Half-orcs are proficient with greataxes and falchions and treat any weapon with the word "orc" in its name as a martial weapon.

Languages

Half-orcs begin play speaking Common and Orc. Half-orcs with high Intelligence scores can choose from the following: Abyssal, Draconic, Giant, Gnoll, and Goblin.

Alternate Racial Traits

Acute Darkvision (replaces orc ferocity)

Some half-orcs have exceptionally sharp darkvision, gaining darkvision 90 feet. This racial trait replaces orc ferocity.

Beastmaster (replaces orc ferocity)

Some half-orcs have a spiritual kinship with fantastical beasts, capturing them for sport or living and hunting with them. A half-orc with this trait treats whips and nets as martial weapons and gains a +2 racial bonus on Handle Animal checks. This racial trait replaces orc ferocity.

Bestial (replaces orc ferocity)

The orc blood of some half-orcs manifests in the form of particularly prominent orc features, exacerbating their bestial appearances but improving their already keen senses. They gain a +2 racial bonus on Perception checks. This racial trait replaces orc ferocity.

Cavewight (replaces the intimidating trait)

Some half-orcs live far below the surface, seeking freedom in winding cave complexes. Half-orcs with this racial trait gain a +1 racial bonus on Knowledge (dungeoneering) and Survival checks made underground. This racial trait replaces the intimidating trait.

Chain Fighter (replaces weapon familiarity)

Some half-orcs have escaped from slavery and reforged the chains of their imprisonment into deadly weapons. Half-orcs with this racial trait are proficient with flails and heavy flails, and treat dire flails and spiked chains as martial weapons. This racial trait replaces weapon familiarity.

City-Raised (replaces weapon familiarity)

Half-orcs with this trait know little of their orc ancestry and were raised among humans and other half-orcs in a large city. City-raised half-orcs are proficient with whips and longswords, and receive a +2 racial bonus on Knowledge (local) checks. This racial trait replaces weapon familiarity.

Forest Walker (replaces darkvision)

More at home in the forests and jungles of the world, these half-orcs are well adapted to their surroundings. Half-orcs with this trait have low-light vision and gain a +2 racial bonus on Climb checks. This racial trait replaces darkvision.

Gatecrasher (replaces orc ferocity)

Many half-orcs revel in acts of wanton destruction. Half-orcs with this racial trait gain a +2 racial bonus on Strength checks to break objects and on sunder combat maneuver checks. This racial trait replaces orc ferocity.

Rock Climber (replaces the intimidating trait)

Half-orcs from mountainous regions are excellent climbers, and sometimes ambush prey by leaping down from above. Half-orcs with this racial trait gain a +1 racial bonus on Acrobatics and Climb checks. This racial trait replaces the intimidating trait.

Sacred Tattoo (replaces orc ferocity)

Many half-orcs decorate themselves with tattoos, piercings, and ritual scarification, which they consider sacred markings. Half-orcs with this racial trait gain a +1 luck bonus on all saving throws. This racial trait replaces orc ferocity.

Scavenger (replaces the intimidating trait)

Some half-orcs eke out a leaving picking over the garbage heaps of society, and must learn to separate rare finds from the inevitable dross. Half-orcs with this racial trait receive a +2 racial bonus on Appraise checks and on Perception checks to find hidden objects (including traps and secret doors), determine whether food is spoiled, or identify a potion by taste. This racial trait replaces the intimidating trait.

Shaman's Apprentice (replaces the intimidating trait)

Only the most stalwart survive the years of harsh treatment that an apprenticeship to an orc shaman entails. Half-orcs with this trait gain Endurance as a bonus feat. This racial trait replaces the intimidating trait.

Skilled (replaces darkvision)

Second- and third-generation half-orcs often favor their human heritage more than their orc heritage. Half-orcs with this trait gain 1 additional skill rank per level. This racial trait replaces darkvision.

Toothy (replaces orc ferocity)

Some half-orcs' tusks are large and sharp, granting a bite attack. This is a primary natural attack that deals 1d4 points of piercing damage. This racial trait 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

Add +1 hit point to the cavalier's mount companion. If the cavalier ever replaces his mount, the new mount gains these bonus hit points.

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

Back to Races | Feats | Classes | Spells | Traits | Campaigns