Any humanoid who noticeably possesses both human and orc blood is known as a half orc. Half-orcs are very common in The Orc's Teeth. Humans there mate with, and are wed to orcs with surprising frequency. Within the orc's teeth they are seen as ordinary folk and suffer no adverse treatment for their mixed heritage. In point of fact tribal affiliation has always mattered much more in the orc's teeth than race. Half-orcs elsewhere are frequently rejected by civilized society. They are drawn to violent careers suitable to their temperament and physical strength. They often find companionship among adventurers, many of whom are fellow wanderers and outsiders.
Due to their orcish blood, half-orcs are on poor terms with some of the other races. Relations are particularly troubled with elves and dwarves, due to racial enmity between orcs and these races. It's not to say that it's impossible for a half-orc to find camaraderie with an elf or a dwarf, however; dwarves in particular are willing to befriend half-orcs who have proven themselves worthy of a dwarf's trust. Halflings and gnomes are generally accepting of half-orcs and happily interact with them. Half-orcs adopt different attitudes to gain acceptance from those who are wary of their orcish heritage. Some are reserved, some demonstrate public virtue, while others force acceptance through physical intimidation. Half-orcs living among humans may choose human names in order to fit in, or orcish names to intimidate others.
Half Orc's are a diverse bunch and their statistic bonuses are highly dependent on the dominance of their orc genes. Many with more orcish parentage have slightly stunted intelects with greater brawn, while half-orcs who's human side is dominant are less easy to categorize. Never the less half-orcs beyond the Orc's teeth tend to need to prove themselves if they seek to be seen as more than simpleminded brawlers.
|+2 to One Ability Score: Half-orcs of human dominant heritage get a +2 bonus to one ability score of their choice at creation to represent their varied nature.|
|+2 Strength, +2 Wisdom, –2 Intelligence: Half-orcs with orc dominant heritage are physically strong and constantly on the lookout for danger, but their orc stock hinders their intelligence.|
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 skill 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 one more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious begins dying rolling a stabilization check immediately. If the character beats the DC of the check this do not count the success for purposes of stabilization merely it avoids a step towards death, nor with this roll can they make a critical success.
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.
If a half-orc chooses barbarian or druid as a favored class they receive both +1 skill point and +1 hit point (rather than one or the other) any time they take a level in that class. This choice must be made at 1st level and cannot be changed.