Ability Score Racial Traits: Half-orc characters gain a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Type: Half-orcs are Humanoid creatures with both the human and orc subtypes.
Size: Half-orcs are Medium creatures and thus have no bonuses or penalties due to their size.
Base Speed: Half-orcs have a base speed of 30 feet.
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. See the Linguistics skill page for more information about these languages.
Feat and Skill Racial Traits
Intimidating: Half-orcs receive a +2 racial bonus on Intimidate checks due to their fearsome nature.
Offense Racial Traits
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.
Senses Racial Traits
Darkvision: Half-orcs can see in the dark up to 60 feet.
Other Racial Traits
Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.
Alternate Racial Abilities --
Sacred Tattoo: 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.
Traits and Skills:
Fate's Favored: Luck bonus increase
Outlander (Exile): You gain a +2 trait bonus on Initiative checks.