Orc:
+4 Strength, –2 Intelligence, –2 Wisdom, –2 Charisma: Orcs are brutal and savage.
Darkvision: Orcs can see in the dark up to 60 feet.
Ferocity:
Not available as undead
Light Sensitivity: Creatures with light sensitivity are dazzled in areas of bright sunlight or within the radius of a daylight spell.
Weapon Familiarity: Orcs are always proficient with greataxes and falchions, and treat any weapon with the word “orc” in its name as a martial weapon.
Languages: Orcs begin play speaking Common and Orc. Orcs with high Intelligence scores can choose from among the following bonus languages: Dwarven, Giant, Gnoll, Goblin, Undercommon.
Skeletal Champion:
CR: A skeletal champion’s CR is +1 higher than a normal skeleton with the same HD.
Type: The creature’s type becomes undead. It keeps subtypes save for alignment subtypes and subtypes that indicate kind.
Armor Class: Natural armor as per skeleton (see page 250).
Hit Dice: Change all of the creature’s racial HD to d8s, then add 2 racial Hit Dice to this total (creatures without racial HD gain 2). HD from class levels are unchanged.
Defensive Abilities: A skeletal champion gains DR 5/ bludgeoning, channel resistance +4, and immunity to cold. It also gains all of the standard undead traits.
Speed: As standard skeleton.
Attacks: As standard skeleton.
Abilities: Str +2, Dex +2. As undead, it has no Constitution score.
BAB: Its BAB for racial HD equals 3/4 of its HD.
Skills: Gains skill ranks per racial Hit Die equal to 4 + its Int modifier. Class skills for racial HD are Climb, Disguise, Fly, Intimidate, Knowledge (arcana), Knowledge (religion), Perception, Sense Motive, Spellcraft, and Stealth. Skills gained from class levels remain unchanged.
Feats: A skeletal champion gains Improved Initiative as a bonus feat.
Saves: Base save bonuses for racial Hit Dice are Fort +1/3 HD, Ref +1/3 HD, and Will +1/2 HD + 2.
Barbarian:
Fast movement
rage 4 rounds/day