compass: +2 circumstance bonus on Survival checks made to avoid becoming lost. You can also use it to grant the same bonus on Knowledge (dungeoneering) checks made to navigate underground.
masterwork backpack: +1 str when calculating load.
outfit (cold-weather): +5 circumstance bonus on Fortitude saving throws against exposure to cold weather.
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SPECIAL ABILITIES
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Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.
Humanoid (Orc) (Ex) You gain a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against orcs. Likewise, you get a +2 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures.
Intimidating (Ex) Half-orc receive a +2 racial bonus on Intimidate skill checks due to their fearsome nature.
Monster hunter +1 trait bonus on attack rolls and weapon damage rolls against aberrations and magical beasts
Orc Blood (Ex) Half-orc count as both humans and orcs for any effect related to race.
Resilient Growing up in a violent neighborhood or in the unforgiving wilds often forced you to subsist on food and water from doubtful sources. You gain a +1 trait bonus on Fortitude saves.
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.
Track (Ex) You gain +1 to Survival checks made to follow tracks.
Weapon Familiarity (Ex) Half-orcs are proficient with greataxes and falchions, and treat any weapon with the word "orc" in its name as a martial weapon.
Wild Empathy (Ex) You can improve the attitude of an animal. This ability functions just like Diplomacy check made to improve the attitude of a person. You roll 1d20+1 to determine the Wild Empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use Wild Empathy, you and the animal must be within 30 feet of one another under normal circumstances. Generally, influencing an animal in this way takes 1 minute, but as with influencing people, it might take more or less time. You can use this ability to influence a magical beast with an Intelligence score of 1 or 2, but you take a -4 penalty on the check.
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BIO & visage
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5'6", 176lbs, dark brown hair, brown eyes, scarred left leg. 22 year-old.
A son of an unknown orc and a lower noble from Baslwief, Denche spent his whole life in Nybor. His mother never wanted to speak about his father, nor did they have any contacts with their far away relatives. While Nybor may be the most half-breed tolerant village in Varisia, this positive atmosphere was not enough to prevent the young adolescent from starting to hate his origin, his half-orc self.
He started training with local hunters and trappers, determined to overcome his taint and become a masterful monster slayer, naively wishing to eventually rid the region of the orc scourge. The often exaggerated fireside tales of creatures large and small, natural and devious, have made him curious and superstitious.
Growing weary of hunting game, the recent rumours of turmoil in Sandpoint were a tipping point. Denche packed up, said his goodbyes and left the village in search of new challenges.