GENERAL: Half-orcs have always been viewed in the world as monstrosities; their tragic births the result of perversion by humans or violence by orcs. It’s true that half-orcs are rarely the result of loving unions, and as such are usually forced to grow up hard and fast, constantly fighting for protection or to make names for themselves. Feared, distrusted, and spat upon, half-orcs still consistently manage to surprise their detractors with great deeds and unexpected wisdom—though sometimes it’s just easier to resort to their orcish heritage crack a few skulls.
PHYSICAL DESCRIPTION: Both genders of half-orc stand between 6 and 7 feet tall, with powerful builds and greenish or grayish skin. Strong and powerful, half-orcs have been known to go through very painful extractions of their large “tusk-like” canines in order to better fit into what is considered “normal society.” Even without these large teeth, the half-orc is usually quite easy to find in a crowd; some go to great lengths to disguise themselves for one reason or another. While half-orcs may be physically impressive, few would ever describe them as beautiful.
RELIGION: Half-orcs follow orcish deities as often as they do deities more common to worship on their human side. Gods with power over war, strength, and battle are common among many half-orcs, but there are those who also find strength following gods of wisdon and learning.
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 60 feet (see darkvision).
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: Once per day, 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: Half-orcs are proficient with greataxes and falchions and treat any weapon with the word “orc” in its name as a martial weapon.
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. As with all races of the island, dwarves may devote two (2) language slots to study a language not listed here.
SNOGARD ISLAND HALF_ORCS: No orcs were among the groups originally banished to the island. A tribe was discovered in one of the forests of the island and bloody battles quickly ensued. After many years, the orc tribe was finally weakened enough that they surrendered to the human and elven leaders in exchange for peace and the chance to live in the forest. While distrustful of the orcs, the human and elven leaders realized that peace and cooperation ensured the best chance for the survival of all on the island. As the centuries passed, the orcs became more intertwined with the other races of the island, and eventually, marriages between orc and human were witnessed. Children followed these union, and the island society did not view these children as outcasts as much of the rest of the world might. In so doing, many half-orcs grew to powerful positions throughout the island society’s history.
ABILITY SCORE MODIFICATIONS: +2 to One Ability Score