Orcs are a very old fashioned race. To most of them, family and community are more important than anything else. They prefer to live in their communities, and these communities are almost always rural. Although most (though certainly not all) are reasonably tolerant of outsiders, they are usually more comfortable with their own kind, and can be slow to make friends with non-orcs. Orcs are usually very religious, and produce the most divine spellcasters of any race, including the largest number of oracles. They are also thought of as being very good warriors.
Orcs are ferocious in battle, and commonly take on the role of barbarian or fighter. They are also a mostly rural race, so rangers and druids are seen all the time. Their religiousness spawns many clerics, oracle, and inquisitors. They have a fair number of witches, which is ironic when one considers their love of divine magic and activeness in the witch hunts of the past.
Orcs resemble humans who are a bit taller than average, with skin that has a greenish, greyish, tannish, or brownish tint, a slightly stockier build, dark hair and eyes, and slightly larger, arrow shaped ears.
- +2 Strength, +2 Wisdom
- Medium: Orcs are Medium creatures and have no bonuses or penalties due to their size.
- Normal Speed: Orcs have a base speed of 30 feet.
- Darkvision: Orcs can see in the dark up to 60 feet (see darkvision.)
- Intimidating: Orcs receive a +2 racial bonus on Intimidate skill checks due to their fearsome nature.
- Orc Ferocity: Once per day, when an orc is brought below 0 hit points but not killed, he can fight on for one 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.
- Gods' Favor: Once per day, an orc may reroll any die and take the better result.
- Tough: Orcs gain an extra hit point each level.
Favored Class Options
- Barbarian: Add 1 to the Half-orc’s total number of rage rounds per day.
- Cleric: Select one domain power granted at 1st level that is normally usable for 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 hit point to the druid’s animal companion. If the Half-orc ever replaces his animal companion, the new animal companion gains these bonus hit points.
- Fighter: Add +2 on rolls to stabilize when dying.
- Inquisitor: Add +1/2 on Intimidate checks and Knowledge checks to identify creatures.
- 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.
- Ranger: Add +1 hit point to the ranger’s animal companion. If the Half-orc ever replaces his animal companion, the new animal companion gains these bonus hit points.