Core Races | Other Races


Half-Orcs

Source Inner Sea Races pg. 237, Advanced Race Guide pg. 50, PRPG Core Rulebook pg. 25
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.  

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 and with feats of strength. Half-orcs raised within orc tribes are more likely to file their tusks and cover themselves in tribal tattoos. Tribal leaders quietly recognize that half-orcs are often more clever than their orc cousins and often apprentice them to the tribe's shaman, where their cunning might eventually strengthen the tribe. Apprenticeship to a shaman is a brutal and often short-lived distinction, however, and those half-orcs who survive it either become influential in the tribe or are eventually driven to leave.  

Half-orcs have a much more mixed experience in human society, where many cultures view them as little more than monsters. They often are unable even to get normal work, and are pressed into service in the military or sold into slavery. In these cultures, half-orcs often lead furtive lives, hiding their nature whenever possible. The dark underworld of society is often the most welcoming place, and many half-orcs wind up serving as enforcers for thieves guilds or other types of organized crime.  

Less commonly, human cities may allow half-orcs a more normal existence, even enabling them to develop small communities of their own. These communities are usually centered around the arena districts, the military, or mercenary organizations where their brute strength is valued and their appearance is more likely to be overlooked. Even surrounded by their own kind, half-orc life isn't easy. Bullying and physical confrontation comes easy to a people who have been raised with few other examples of behavior. It is, however, one of the best places for young half-orcs to grow up without prejudice, and these small enclaves are one of the few places where half-orc marriages and children are truly accepted and sometimes cherished.  

Even more rarely, certain human cultures come to embrace half-orcs for their strength. There are stories of places where people see half-orc children as a blessing and seek out half-orc or orc lovers. In these cultures, half-orcs lead lives not much different from full-blooded humans.  

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 to the half-orcs' brutish appearance. While half-orcs avoid antagonizing their half-breed cousins directly, they won't hesitate to undermine them if the opportunity presents itself.  

Of all the other races, half-orcs are most sympathetic with halflings, who often have an equally rough lot in life. Half-orcs respect the halfling's ability to blend in and disappear and admire their perpetually cheerful outlook on life in spite of hardships. Halflings fail to appreciate this fact because they usually are too busy avoiding the large, intimidating half-orcs.  

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 ignoring it entirely, or getting deeply involved in it and trying to find meaning in a life filled with hate and misunderstanding; even a half-orc divine spellcaster may wrestle with doubt and anger about religion and faith.  

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 types of sorcerers. Half-orcs are fascinated by alchemy, and its destructive capabilities make its usefulness obvious in any orc tribe. Half-orc alchemists treat themselves as living experiments, even to the point of trying to separate their orc and human halves through alchemy. Other alchemists use their powers to enhance their physical abilities and thus increase their status within orc communities.  

In human societies, half-orcs have a few more options. Many find it easy to take advantage of the brute strength and work as mercenaries or caravan guards. Crime is another easy route for half-orcs, as there are plenty of criminals looking for a strong arm. Half-orc clerics in human communities are fairly rare; the more religious half-orcs more often turn to (or get pushed to) the martial aspects of religious service and become paladins or inquisitors. Half-orcs usually lack the patience and money required to become a wizard.  

Male names: Ausk, Davor, Hakak, Kizziar, Makoa, Nesteruk, Tsadok.  

Female names: Canan, Drogheda, Goruza, Mazon, Shirish, Tevaga, Zeljka.

Half-Orc Racial Traits

+2 to One Ability Score: Half-orc characters get 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 because of 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 1 or more 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 languages: Abyssal, Draconic, Giant, Gnoll, and Goblin.

Subraces

Arena-Bred

Source Advanced Race Guide pg. 52
Many half-orcs are born and raised to fight in the arena, and in many cases have two half-orc parents or even a half-orc and a human parent. These arena-bred half-orcs lose the brutal physical appearance of their orc ancestors and look more human. They have the city-raised and skilled alternate racial traits.

Darklands Half-Orcs (Gloomkin)

Source Heroes from the Fringe pg. 24, Bastards of Golarion pg. 11
At the end of the Age of Darkness, when light returned to Golarion, many orcs lost their footholds on the surface world and returned to the Darklands, taking their half-orc progeny with them. Of all the half-orcs, gloomkin face the harshest treatment; they are punished and abused from birth for what orcs consider the taint of their bloodline. As the bottom of the social ladder in orc society, gloomkin are assigned the task that very few orcs take on willingly: reading. They are the historians, scribes, and advisors, placing them in a key position to discover secrets and gain influence without drawing attention to themselves.

Deep Kin

Source Advanced Race Guide pg. 52
Some half-orcs are descended from clans that remained in the eternal darkness below the surface. Half-orcs from these clans tend to be smaller and more at home underground than those descended from surface-dwelling orcs. These half-orcs have the acute darkvision and cavewight alternate racial traits.

Desert Half-Orcs (Sandkin)

Source Heroes from the Fringe pg. 25, Bastards of Golarion pg. 12
Desert half-orcs are born primarily in northern Garund and Osirion and often hold a level of esteem and self-assurance that is rare for half-orcs. Among desert orc tribes, the ability to tolerate harsh sunlight is a sign of strength, and weathering the sun is a rite of passage. Lacking their ancestors’ light sensitivity, half-orcs excel at these contests of endurance and easily earn high positions within their tribes.

Desert half-orcs also fare better than most among human civilizations. The strong presence of Sarenrae’s followers has led to a culture of forgiveness and understanding that is rare in other parts of Golarion, making it easier for half-orcs to thrive. Many desert half-orcs believe they are blessed by Sarenrae and become clerics or paladins of her church.

Feral

Source Advanced Race Guide pg. 53
Half-orc children who are abandoned as infants or small children rarely survive in the wild, but a few manage to scrape out a meager existence as "wild children," tough enough to live but completely uncivilized. Feral half-orcs have the forest walker and toothy alternate racial traits.

Jungle Half-Orcs (Rainkin)

Source Heroes from the Fringe pg. 25, Bastards of Golarion pg. 12
In the jungles of the Mwangi Expanse, the few remaining orc tribes have been largely cut off from others of their kind. Isolated since the orc empires collapsed after the Age of Darkness, only a handful of oral retellings recall the true heritage of these orcs and half-orcs, and their culture diverges greatly from other orc societies. It is said that some early Mwangi tribes participated in arranged marriages with orcs, leading half-orc children to be associated with alliances and prosperity, and true or not, half-orcs have been a major part of these orc tribes for generations. Even in the present day, many orcs are willing to pay a large dowry to bring half-orcs into their villages, and orphaned half-orcs are happily adopted.

Because they usually come from rich families, rainkin halforcs often receive better treatment than their orc or human cousins. This can create a self-fulfilling prophecy; because half-orc children receive the best care, protection, and training, they are usually stronger and more skilled than orcs or humans, increasing the desire to have half-orcs in a tribe. While jungle half-orcs typically have great pride and selfworth, many are also resentful of the high expectations placed on them from birth and angry to be treated like a commodity by so many. As a result, rainkin have trouble forming close bonds with non-half-orcs, so they often create close-knit groups between themselves. Some of these groups even grow large enough to break off and form their own tribes.

Mountain Clan

Source Advanced Race Guide pg. 53
Half-orcs from the more mountainous regions tend to be more agile and alert to the echoing sounds of their homeland. Mountain clan half-orcs have the bestial and rock climber racial traits.

Mountain Half-Orcs (Cragkin)

Source Heroes from the Fringe pg. 25, Bastards of Golarion pg. 13
Cragkin are widespread across Golarion, found across all the mountain ranges of western Avistan. Thanks to their thin frames and quick wits, mountain-born half-orcs excel at climbing and acrobatic stunts. Anything less than a vertical cliff face is traversable, and often even that isn’t enough to stop them. To mountain half-orcs, obstacles are merely a foothold on their path to the top.

Mountain orcs respect bravery, and cragkin have turned fearlessness and reckless abandon into a badge of honor. By using the terrain to their advantage against less surefooted enemies, they can attack from strange angles and gain advantages with just a few quick steps. They often take near-suicidal leaps to strike enemies from above, or trick enemies into falling to their deaths by leading them down impossible paths. Despite their great skill, accidents are common in this treacherous environment, and no one is surprised if one halforc returns after a raid and his companions do not.

Many mountain half-orcs find a place among Shoanti and Ulfen settlements, where valor in battle is highly prized. As long as they are willing to respect the traditions of their adopted clans, they usually integrate well into these societies and contribute much to the community.

Mystic

Source Advanced Race Guide pg. 53
Orc shamans are brutal teachers who sometimes kill or maim their most promising students in order to eliminate what could be a potential rival. Half-orcs who survive years of abuse by an orc shaman master are deeply scarred and altered by the experience. Shaman trainees learn early that cunning and luck are often the only things that offer a chance of survival. They have the shaman’s apprentice and sacred tattoo alternate racial traits.

Winter Half-Orcs (Frostkin)

Source Heroes from the Fringe pg. 26, Bastards of Golarion pg. 13
At the Crown of the World, nomadic clans of orcs live on the frozen wastes. The winter half-orcs that live among them are treated as the runts of the pack. However, strength in numbers is vital in the north, as many young do not survive the harsh winters. Even the weakest are provided for as long as they can prove their usefulness. Sewing, cooking, and child-rearing are all valued skills, and winter half-orcs who excel at these are treated better than most. Those who would rather prove their worth through their strength do so by hunting, as ritual combat is a frowned upon waste of energy and resources.

While half-orcs are not well liked in the Linnorm Kingdoms, they may be able to find homes in the Ironbound Isles. Merchants traveling between Tian Xia and Avistan are often willing to hire on a half-orc as a guide and bodyguard across the Crown of the World. Winter half-orcs who migrate south into Irrisen can find an easier life in the growing half-orc communities, but they are unlikely to find any upward mobility unless they show skill at witchcraft.

Half-Orc Alternate Racial Traits

Replaces Ability Score Modifiers, Intimidating, Orc Blood, Orc Ferocity

Orc Atavism
Source Inner Sea Races pg. 212
Some half-orcs have much stronger orc blood than human blood. Such half-orcs count as only half-orcs and orcs (not also humans) for any effect related to race. They gain a +2 bonus to Strength and a –2 penalty to one mental ability score of their choice. Finally, they gain the ferocity universal monster ability. This racial trait replaces the half-orc’s usual racial ability score modifiers, as well as intimidating, orc blood, and orc ferocity.

Replaces Darkvision

Forest Walker
Source Advanced Race Guide pg. 52
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.

Low-Light Vision
Source Heroes of the Wild pg. 5
Many feyborn have low-light vision. Races that normally have darkvision (such as dwarves and half-orcs) can take low-light vision in place of darkvision. In the case of humans, this trait replaces the skilled trait (and the human also gains fey magic and fey thoughts, as detailed in Fey Magic, above).

Sea Raider
Source Inner Sea Races pg. 212
In the Lands of the Linnorm Kings and the Shackles, half-orcs frequently take up sailing as pirates, raiders, and fishers, where they are known as tenacious fighters. They gain a +2 racial bonus on Profession (sailor) checks and Craft checks to repair ships, and a +1 racial bonus on damage rolls against foes and objects in or on top of the water. This racial trait replaces darkvision.

Skilled
Source Advanced Race Guide pg. 52
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.

Smog Sight
Source Horror Adventures pg. 40
Half-orcs with this racial trait can see double the normal range in dense fog and smoke (including magic effects like obscuring mist) and ignore concealment from smoke or fog for targets within 5 feet. This racial trait replaces darkvision.

Vigilant Gaze
Source Heroes of the High Court pg. 15
Half-orcs trained as bodyguards in foreign courts develop a keen eye for trouble, but their night vision, unnecessary in well-lit courts, dwindles. Half-orcs with this racial trait gain low-light vision and have a +1 racial bonus on Perception and Sense Motive checks. This racial trait replaces darkvision.

Replaces Darkvision, Intimidating

Dragon Sight
Source Legacy of Dragons pg. 11
Half-orcs with this trait gain some of the keen senses of dragonkind. They have darkvision with a range of 120 feet. This replaces darkvision and intimidating.

Replaces Darkvision, Orc Ferocity

War-Leader
Source Inner Sea Races pg. 212
Some orcs seek out human mates in hopes of birthing intelligent leaders for their interminable war efforts. When nature and luck smile upon this endeavor and a half-orc child shows cunning, that child is raised with many harrowing opportunities to learn how to best lead on the battlefield. Such half-orcs gain a +2 bonus on Diplomacy and Profession (soldier) checks as well as to their Leadership score (for the purpose of the Leadership feat). Armies they control in mass combat gain a +1 bonus to Morale. (See Pathfinder RPG Ultimate Campaign.)This racial trait replaces darkvision and orc ferocity.

Replaces Intimidating

Behind the Veil
Source Blood of Shadows pg. 4
Characters with this trait slyly cover their body language and movements by acting in a shadowed or partitioned areas. These characters gain a +2 bonus on Bluff and Sleight of Hand checks while benefiting from concealment or cover.

Dwarves can take this trait in place of stonecunning. Elves, gnomes, and half-elves can take this trait in place of low-light vision. Half-orcs can take this trait in place of intimidating, also gaining the shadow blendingARG fetchling racial trait. Halflings can take this trait in place of weapon familiarity.

Burning Assurance
Source Heroes from the Fringe pg. 25, Bastards of Golarion pg. 12
Sandkin lack the chip on their shoulder that many half-orcs acquire as a result of prejudice, and their self-confidence puts others at ease. Desert half-orcs with this racial trait gain a +2 racial bonus on Diplomacy checks.

This replaces intimidating.

Cavewight
Source Advanced Race Guide pg. 52, Advanced Player's Guide pg. 19
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.

Evader
Source Heroes from the Fringe pg. 24, Bastards of Golarion pg. 11
Having lived all their lives at the mercy of savage underworld creatures, some gloomkin develop an uncanny knack for finding their way around silently in the dark. While underground, Darklands half-orcs with this racial trait gain a +5 racial bonus on Survival checks to avoid becoming lost and a +1 racial bonus on Stealth checks.

This replaces intimidating.

Rock Climber
Source Advanced Race Guide pg. 52, Advanced Player's Guide pg. 19
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.

Scavenger
Source Advanced Race Guide pg. 52, Advanced Player's Guide pg. 19
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.

Shadowplay
Source Blood of Shadows pg. 5
Some illusionists are experts in manipulating light and darkness. Characters with this trait cast spells with the darkness, light, or shadowUM descriptor at +1 caster level.

Dwarves can take this trait in place of greed. Elves can take this trait in place of elven magic, also gaining the fetchling’s spell-like abilitiesARG racial trait. Gnomes can take this trait in place of gnome magic. Halflings can take this trait in place of weapon familiarity. Half-orcs can take this trait in place of intimidating, also gaining the gnome’s illusion resistance racial trait.

Shaman’s Apprentice
Source Advanced Race Guide pg. 52
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.

Unflinching Valor
Source Heroes from the Fringe pg. 26, Bastards of Golarion pg. 13
Many fearsome arctic predators consider young frostkin easy prey, but some frostkin manage to overcome their fear and fight off these beasts while they wait for help to arrive. Winter half-orcs with this racial trait gain a +2 racial bonus on saving throws against fear effects, and a +1 racial bonus to CMD to avoid being grappled.

This replaces intimidating.

Voice in the Darkness
Source Blood of Shadows pg. 5
Prerequisite: Charisma 13+. Characters who practice coercion and intimidation in the Darklands or on the Shadow Plane learn to do so in dim light or no light at all. As long as they are in dim light or darker conditions, characters with this trait gain a +2 bonus on Intimidate and Stealth checks.

Dwarves can take this trait in place of stonecunning. Drow and elves can take this trait in place of weapon familiarity. Half-elves can take this trait in place of adaptability. Half-orcs can take this trait in place of intimidating.

Replaces Intimidating, Orc Ferocity

Divided Attention
Source Inner Sea Races pg. 212
Half-orcs must learn to divide their attention among multiple threats to stay alive, since both humans and orcs often attempt to put them in their place. Half-orcs gain a +1 dodge bonus to AC against foes who flank them. This racial trait replaces intimidating and orc ferocity.

Hatred
Source Agents of Evil pg. 25
Half-orcs raised among orcs must prove themselves against their people’s enemies. Half-orcs with this racial trait gain a +1 racial bonus on attack rolls against humanoids of the dwarf, elf, and human subtypes because of their special training against these hated foes. This racial trait replaces intimidating and orc ferocity.

Monstrous Sympathy
Source Horror Adventures pg. 40
Some half-orcs know how monsters think. They receive a +2 racial bonus on Bluff, Diplomacy, and Sense Motive checks against evil creatures. This racial trait replaces intimidating and orc ferocity.

Pain Tolerance
Source Horror Adventures pg. 40
Some half-orcs have an increased tolerance for pain. They gain DR 1/— against nonlethal damage and receive a +2 racial bonus on saving throws against spells and spell-like effects with the painUM descriptor. This racial talent replaces intimidating and orc ferocity.

Plagueborn
Source Advanced Player's Guide pg. 19
Half-orcs are sometimes forced to live on the rancid and unsanitary margins of society, becoming inured to all manner of sickness. Half-orcs with this racial trait gain a +2 racial bonus on saving throws against disease, ingested poisons, and becoming nauseated or sickened. This racial trait replaces the intimidating and orc ferocity racial traits.

Stoic
Source Horror Adventures pg. 40
Some half-orcs learn to suppress their strong emotions. They don’t usually gain morale bonuses, but instead gain a +2 racial bonus on saving throws against emotion and fear effects, and the DC to intimidate them increases by 2. They can choose to gain morale bonuses when they would normally be able to do so, but if they do, they lose the benefits from this racial trait for 24 hours. This racial trait replaces intimidating and orc ferocity.

Replaces Intimidating, Orc Ferocity, Weapon Familiarity

Overlooked Mastermind
Source Inner Sea Races pg. 212
Some half-orcs use half-orcs’ brutish stereotypes to their advantage, causing others to underestimate their intelligence and scheming. Such half-orcs gain a +2 racial bonus on Bluff, Diplomacy, and Sense Motive checks. This bonus increases to +4 against other humanoids. They also receive a +2 racial bonus on Bluff checks to feign ignorance and Sense Motive checks to intercept secret messages, and this stacks with the above bonus. This racial trait replaces intimidating, orc ferocity, and weapon familiarity.

Replaces Intimidating, Weapon Familiarity

Shaman Enhancement
Source Legacy of the First World pg. 5
Certain half-orcs know rituals to enhance the strength and brutality of their allies. These halforcs gain a +2 racial bonus on Spellcraft checks. In addition, when such a half-orc acquires an animal companion, bonded mount, cohort, familiar, or spirit animal, that creature gains a +2 bonus to Strength, Dexterity, or Constitution, as selected by the half-orc. This racial trait replaces weapon familiarity and intimidating.

Replaces Orc Ferocity

Acute Darkvision
Source Advanced Race Guide pg. 52
Some half-orcs have exceptionally sharp darkvision, gaining darkvision 90 feet. This racial trait replaces orc ferocity.

Beastmaster
Source Advanced Race Guide pg. 52, Advanced Player's Guide pg. 19
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
Source Advanced Race Guide pg. 52, Advanced Player's Guide pg. 19
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.

Dragon Slayer
Source Legacy of Dragons pg. 11
Some half-orcs train to defend their kind against dragons that would take advantage of or enslave them. Half-orcs with this trait gain a +2 dodge bonus to their AC against dragons and a +1 racial bonus on attack rolls against dragons. This trait replaces orc ferocity

Fey Magic
Source Heroes of the Wild pg. 5
The character has a mystic connection to one terrain type, selected from the ranger's favored terrain list. The character selects three 0-level druid spells and one 1st-level druid spell. If the character has a Charisma score of 11 or higher, when in the selected terrain, she gains these spells as spell-like abilities that can be cast once per day. The caster level for these effects is equal to the user's character level. The DC for the spell-like abilities is equal to 10 + the spell's level + the user's Charisma modifier. These spells are treated as being from a fey source for the purposes of the druid's resist nature's lure class feature and similar abilities.

A dwarf can take this trait in place of greed and stonecunning. An elf, half-elf, or halfling can take this trait in place of keen senses. A gnome can take this trait in place of obsessive. A half-orc can take it in place of orc ferocity. A human can take it in place of skilled. A human who replaces skilled with fey magic also gains fey thoughts and low-light vision.

Gatecrasher
Source Advanced Race Guide pg. 52, Advanced Player's Guide pg. 19
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.

Innured
Source Horror Adventures pg. 40
Half-orcs raised by orcs often become desensitized to the violence around them. Half-orcs with this trait gain a +4 bonus on Will saving throws to avoid sanity damage (see page 12) caused by encountering monsters, extreme violence, or death. This racial trait replaces orc ferocity.

Sacred Tattoo
Source Advanced Race Guide pg. 52, Advanced Player's Guide pg. 19
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.

Tenacious
Source Heroes of the Streets pg. 8
City-dwelling half-orcs must often be tenacious to get by. Once per day if a half-orc fails a Fortitude save, Will save, or Constitution check, he can reroll the save or check. The half-orc must take the second result, even if it is worse. This racial trait replaces orc ferocity.

Toothy
Source Advanced Race Guide pg. 52, Advanced Player's Guide pg. 19
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.

Warded Skin
Source Heroes from the Fringe pg. 25, Bastards of Golarion pg. 12
Many rainkin are protected from the power of Angazhan’s worshipers by elaborate tattoos that redirect demonic magic. Jungle half-orcs with this racial trait gain spell resistance against divine magic equal to 6 + their level. Additionally, divine spells cast on them by demon worshipers have a 10% chance of failure.

This replaces orc ferocity.

Replaces Orc Ferocity, Weapon Familiarity

Cliffside Charger
Source Heroes from the Fringe pg. 26, Bastards of Golarion pg. 13
Cragkin are accustomed to traveling in the steep terrain of their mountain homes. When in mountain terrain, mountain half-orcs with this racial trait can move through natural difficult terrain at their normal speed; magically altered terrain affects them normally. In addition, cragkin gain a +10-foot racial bonus to their speed while charging.

This replaces orc ferocity and weapon familiarity.

Human-Raised
Source Inner Sea Races pg. 212
Some half-orcs raised as humans lack their cousins’ ferocity and training in orc weapons, but pick up a bit of their human parents’ skills. They gain the human’s skilled racial trait. This racial trait replaces orc ferocity and weapon familiarity.

Poison Minion
Source Blood of Shadows pg. 5
Drow sometimes augment their slaves and frontline warriors by making them toxic, causing their bodies to internally produce mawbane poison (see below). The resulting poisonous creature makes a potent weapon in the effort to discourage neighboring monsters. Any creature that hits such a character with a bite attack is immediately exposed to its poison. The save DC for this poison is equal to 10 + 1/2 the character’s Hit Dice + the character’s Constitution modifier.

Mawbane Poison—ingested; save Fortitude as above; frequency 1/round for 4 rounds; effect 1d2 Constitution damage; cure 1 save.

Dwarves can take this trait in place of defensive training and hardy. Elves can take this trait in place of elven magic and weapon familiarity. Gnomes can take this trait in place of defensive training, gnome magic, and illusion resistance. Half-elves can take this trait in place of elven immunities and keen senses. Half-orcs can take this trait in place of orc ferocity and weapon familiarity. Humans can take this trait in place of skilled. Halfling physiology prevents them from taking this trait. Drow can take this trait in place of drow immunities, light blindness, spell resistance, and weapon familiarity. Wayangs can take this trait in place of light and dark, lurker, and shadow resistance.

Projection
Source Horror Adventures pg. 40
Some half-orcs channel negative emotions through magic. The DCs of any saving throws against spells with the fear or painUM descriptor they cast increase by 1. This racial trait replaces orc ferocity and weapon familiarity.

Replaces Weapon Familiarity

Chain Fighter
Source Advanced Race Guide pg. 52, Advanced Player's Guide pg. 19
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
Source Advanced Race Guide pg. 52
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.

Dimdweller
Source Blood of Shadows pg. 4
Characters with this trait are at home in gloomy conditions. Whenever these characters benefit from concealment or full concealment due to darkness or dim light, they gain a +2 racial bonus on Intimidate, Perception, and Stealth checks.

Dwarves can take this trait in place of the greed and stonecunning traits. Elves, gnomes, halflings, and half-orcs can take this trait in place of weapon familiarity. Half-elves can take this trait in place of adaptability. Humans can take this trait in place of the skilled trait, also gaining darkvision to a range of 60 feet.

Dusksight
Source Blood of Shadows pg. 4
Characters who operate below canopies or fight in dimly lit caves and shadowy planes of existence learn to use their low-light vision to deduce a foe’s position from the flickers of shadows around a target. When making ranged attacks, characters with this trait can reroll the miss chance granted by cover to any target in dim light, and take the better of the two rolls. The miss chance for total concealment applies normally.

Dwarves can take this trait in place of hatred and darkvision, also gaining low-light vision. Elves, gnomes, half-elves, and halflings can take this trait in place of keen senses. Half-orcs can take this trait in place of weapon familiarity, also gaining low-light vision.

Fey Thoughts
Source Heroes of the Wild pg. 5
The character sees the world more like a native of the First World. Select two of the following skills: Acrobatics, Bluff, Climb, Diplomacy, Disguise, Escape Artist, Fly, Knowledge (nature), Perception, Perform, Sense Motive, Sleight of Hand, Stealth, Swim, or Use Magic Device. The selected skills are always class skills for the character.

A dwarf can take this trait in place of hatred. An elf, gnome, or half-orc can take this trait in place of racial weapon familiarity. A half-elf can take this trait in place of multitalented. A halfling can take it in place of fearless. In the case of humans, this trait replaces the skilled trait (and the human also gains fey magic and low-light vision, as detailed in Fey Magic, above).

Pariah
Source Inner Sea Races pg. 212
While many cultures discriminate against half-orcs, in some, particularly dwarven communities, half-orcs are complete social pariahs. It goes without saying that such a culture does not provide outlets for a half-orc to practice with traditional orc weapons. The few half-orcs who survive to adulthood in such harsh social climates are deeply scarred by their abusive treatment and find it hard to express and understand normal emotions. Such half-orcs gain a +2 racial bonus on saving throws against emotion and fear effects and a –2 penalty on Bluff, Diplomacy, and Sense Motive checks. This racial trait replaces weapon familiarity.

Shadowhunter
Source Blood of Shadows pg. 5
Those who understand the connection between shadows and the Negative Energy Plane know how to fight the spirits of darkness. Characters with this trait deal 50% weapon damage to incorporeal creatures when using nonmagical weapons (including natural and unarmed attacks), as if using magic weapons. They also gain a +2 bonus on saving throws to remove negative levels, and recover physical ability damage from attacks by undead creatures at a rate of 2 points per ability score per day (rather than the normal 1 point per ability score per day).

Dwarves, elves, gnomes, half-orcs, and halflings can take this trait in place of weapon familiarity. Half-elves can take this trait in place of elven immunities. Humans can take this trait in place of their bonus feat, also gaining Iron Will as a bonus feat.

Half-Orc Favored Class Options

Instead of receiving an additional skill rank or hit point whenever they gain a level in a favored class, Half-Orcs have the option of choosing from a number of other bonuses, depending upon their favored class.

The following options are available to all Half-Orcs who have the listed favored class.

Alchemist (Advanced Race Guide pg. 53, Advanced Player's Guide pg. 19): Add +1/2 to the alchemist's bomb damage.
Alchemist (Horror Adventures pg. 40): Gain a +1/2 bonus on Strength checks to break objects and on sunder combat maneuver checks when under the effects of a mutagen that increases the alchemist’s Strength or Constitution score.
Arcanist (Advanced Class Guide pg. 71): Gain a +1 bonus on concentration checks made due to taking damage while casting arcanist spells.
Barbarian (Advanced Race Guide pg. 53, Advanced Player's Guide pg. 19): Add +1 to the barbarian's total number of rage rounds per day.
Bard (Advanced Race Guide pg. 53): Add +1 to the bard's total number of bardic performance rounds per day.
Bard (Horror Adventures pg. 40): Gain a +1/2 bonus on Bluff checks to pass secret messages, Sense Motive checks to discern secret messages, and Linguistic checks to decipher unusual handwriting.
Bloodrager (Advanced Class Guide pg. 71): Increase the bloodrager’s total number of bloodrage rounds per day by 1.
Brawler (Advanced Class Guide pg. 71): Add 1/4 to the brawler’s effective level to determine her unarmed strike damage.
Cavalier (Advanced Race Guide pg. 53): 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 (Advanced Race Guide pg. 53): 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 (Advanced Race Guide pg. 53): Add +1/3 to the druid's natural armor bonus when using wild shape.
Fighter (Advanced Race Guide pg. 53, Advanced Player's Guide pg. 19): Add a +2 bonus on rolls to stabilize when dying.
Fighter (Horror Adventures pg. 40): The fighter gains 1/2 point of DR/— against nonlethal damage (maximum DR 10/—).
Gunslinger (Advanced Race Guide pg. 53): Add a +1/3 bonus on attack rolls when using the pistol whip deed.
Hunter (Advanced Class Guide pg. 71): Add 1 hit point to the hunter’s animal companion. If the hunter replaces his animal companion, the new animal companion gains these bonus hit points.
Inquisitor (Advanced Race Guide pg. 53, Advanced Player's Guide pg. 19): Add a +1/2 bonus on Intimidate checks and Knowledge checks to identify creatures.
Investigator (Advanced Class Guide pg. 71): Gain a +1/3 bonus on critical hit confirmation rolls made while using studied combat (maximum bonus of +5). This bonus does not stack with those gained through Critical Focus and similar effects.
Kineticist (Occult Adventures pg. 85): Gain a +1/3 bonus on fire element blast damage rolls that both deal fire damage and apply the kineticist’s elemental overflow bonus.
Magus (Advanced Race Guide pg. 53): Add +1/2 point of fire damage to spells that deal fire damage cast by the magus.
Medium (Occult Adventures pg. 85): When gaining a taboo, the medium can use spirit surge without incurring influence an additional 1/4 time per day.
Mesmerist (Occult Adventures pg. 85): Increase the mesmerist’s bonus damage from painful stare by 1/2 point.
Monk (Advanced Race Guide pg. 53): 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.
Occultist (Occult Adventures pg. 85): Deal an additional 1/2 point of damage with focus powers.
Oracle (Advanced Race Guide pg. 53): 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 (Advanced Race Guide pg. 53): 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.
Psychic (Occult Adventures pg. 85): Gain a +1 bonus on concentration checks required because of taking damage while casting spells from the psychic class.
Ranger (Advanced Race Guide pg. 53, Advanced Player's Guide pg. 19): 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 (Advanced Race Guide pg. 53): 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.
Shaman (Advanced Class Guide pg. 71): Add one spell from the cleric spell list that isn’t on the shaman spell list to the list of spells the shaman knows. This spell must be at least 1 level below the highest spell level the shaman can cast.
Shifter (Ultimate Wilderness pg. 31): Add a +1/3 bonus on critical hit confirmation rolls when using shifter claws (maximum bonus of +5). This bonus does not stack with Critical Focus.
Skald (Advanced Class Guide pg. 71): Increase the skald’s total number of raging song rounds per day by 1.
Slayer (Advanced Class Guide pg. 71): Gain a +1/3 bonus on critical hit confirmation rolls made while using sneak attack (maximum bonus of +5). This bonus doesn’t stack with those gained through Critical Focus and similar effects.
Sorcerer (Advanced Race Guide pg. 53, Advanced Player's Guide pg. 19): Add +1/2 point of fire damage to spells that deal fire damage cast by the sorcerer.
Spiritualist (Occult Adventures pg. 85): Add 1 hit point to the spiritualist’s phantom.
Summoner (Advanced Race Guide pg. 53): Add +1 hit point to the summoner’s eidolon.
Swashbuckler (Advanced Class Guide pg. 71): Gain a +1/3 bonus on all critical hit confirmation rolls made while using the precise strike deed (maximum bonus of +5). This bonus doesn’t stack with those gained through Critical Focus and similar effects.
Vigilante (Ultimate Intrigue pg. 17): Add 1/2 to the DC increase from unshakable.
Warpriest (Advanced Class Guide pg. 71): Gain a +2 bonus on rolls to stabilize when dying.
Witch (Advanced Race Guide pg. 53, Advanced Player's Guide pg. 19): 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 (Advanced Race Guide pg. 53): Add a +1 bonus on concentration checks made due to taking damage while casting wizard spells.