Orcs
This savage creature looks like a bestial version of a savage human, with green-gray skin and greasy black hair.
Along with their brute strength and comparatively low intellect, the primary difference between orcs and the civilized humanoids is their attitude. As a culture, orcs were violent and aggressive, with the strongest ruling the rest through. Things seemed to have changed as they are now mindless beasts of destruction and ruin breaking even the Crab Clan lines. They take what they want by force, and think nothing of slaughtering or enslaving when they can. They have little time for niceties or details. None have seen their camps and villages so know not that they tend to be filthy, ramshackle affairs filled with drunken brawls, pit fights, and other sadistic entertainment. Not caring for farming and only able to shepherd the most robust and self-sufficient animals, orcs almost always find it easier to take what someone else has built than to create things themselves. They are arrogant and quick to anger when challenged, but only worry about honor so far as it directly benefits them to do so.
An adult male orc is roughly 6 feet tall and 210 pounds. Orcs and humans interbreed frequently, though this is almost always the result of raids and slave-taking rather than consensual unions. Many orc tribes purposefully breed for half-orcs and raise them as their own, as the smarter progeny make excellent strategists and leaders for their tribes.
Orcs have these additional characteristics.
•+4 Strength +2 Consitution, –2 Intelligence, –2 Wisdom, –2 Charisma: Orcs are brutal, savage, and breed for battle.
•Medium: Half-orcs are Medium creatures and have no bonuses or penalties due to their size.
•Normal Speed: Half-orcs have a base speed of 30 feet.
•Senses: darkvision (60 feet.)
•Ferocity: An orc remains conscious and can continue fighting even if its hit point total is below 0. It is still staggered and loses 1 hit point each round. A creature with ferocity still dies when its hit point total reaches a negative amount equal to its Constitution score.
•Weaknesses/Vulnerabilities: Light Sensitivity.
•Weapon Familiarity: Orcs are always proficient with the greataxe, greatsword, and greatclub.
•Unusual Arms and Armor: They may also craft and use Stoneplate armor.
•Languages: Orcs begin play speaking Common and Orc. Orcs with high Intelligence scores can choose from among the following bonus languages: Giant, Gnoll, Goblin, or Undercommon
Half-Orcs
Half-Orcs have these additional characteristics.
+2 to One Ability Score: Half-orc characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
•Medium: Half-orcs are Medium creatures and have no bonuses or penalties due to their size.
•Normal Speed: Half-orcs have a base speed of 30 feet.
•Darkvision: Half-orcs can see in the dark up to 30 feet (see darkvision.)
•Low-Light Vision: Half-Orcs can see twice as far as humans in conditions of dim light (see low-light vision).
•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.
•Orc Ferocity: When a half-orc is brought below 0 hit points but not killed, he can fight on for one 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: Orcs are always proficient with the greataxe, greatsword, and greatclub.
•Unusual Arms and Armor: They may also craft and use Stoneplate armor.
•Languages: Orcs begin play speaking Common and Orc. Orcs with high Intelligence scores can choose from among the following bonus languages: Giant, Gnoll, Goblin, or Undercommon