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. 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. Sacred Tattoo:Tattoos, piercings, and ritual scarification are sacred markings to many Half-orcs. Half-orcs with this racial trait gain a +1 luck bonus on all saving throws. This racial trait replaces the orc ferocity racial trait. Bloodline Arcana:Whenever you cast a spell with an energy descriptor that matches your draconic bloodline's energy type, that spell deals +1 point of damage per die rolled. Claws (Su):Starting at 1st level, you can grow claws as a free action. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack action using your full base attack bonus. Each of these attacks deals 1d4 points of damage plus your Strength modifier (1d3 if you are Small). At 5th level, these claws are considered magic weapons for the purpose of overcoming DR. At 7th level, the damage increases by one step to 1d6 points of damage (1d4 if you are Small). At 11th level, these claws deal an additional 1d6 points of damage of your energy type on a successful hit. You can use your claws for a number of rounds per day equal to 3 + your Charisma modifier. These rounds do not need to be consecutive.
Claws: 7/7
Spell Casting:
Concentration: +5(lvl 1, cha 4) +4 defensively or grappled
Spells Known 0-level: DC 14
Acid Splash
Prestidigitation
Read Magic
Spark