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SPECIAL ABILITIES
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Intimidating Half-orcs receive a +2 racial bonus on Intimidate checks due to their fearsome nature.
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 above 0 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.
Darkvision Half-orcs can see in the dark up to 60 feet.
Veteran of Battle You gain a +1 trait bonus on initiative checks, and if you are able to act during a surprise round, you may draw a weapon (but not a potion or magic item) as a free action during that round.
Aura of Chaos
Channel Energy 1d6 positive energy.
Spontaneous Casting Cure spells.
Strength (Ferocity, Resolve) Domain
Ferocious Strike Whenever you make a melee attack, you can designate that attack as a ferocious strike. If the attack hits, it deals additional damage equal to 1/2 your cleric level (minimum +1). You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Domain Spells 1st—enlarge person, 2nd—bull's strength, 3rd—magic vestment, 4th—spell immunity, 5th—righteous might, 6th—stoneskin, 7th—grasping hand, 8th—clenched fist, 9th—crushing hand.
War (Blood, Tactics) Domain
Seize the Initiative Whenever you and your allies roll for initiative, you can grant one ally within 30 feet the ability to roll twice and take either result. This decision is made before results are revealed. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Domain Spells 1st—magic weapon, 2nd—aid, 3rd—magic vestment, 4th—divine power, 5th—wall of thorns, 6th—blade barrier, 7th—mass inflict serious wounds, 8th—greater planar ally, 9th—power word kill.