Half-Orcs are orc/elf hybirds. Orc/human hybrids are called half-human.


Half-Orc Racial Characteristics1
Half-orc player characters are defined by class levels—they do not possess racial hit dice. All half-orc characters possess the following racial characteristics.

  • +2 Strength, +2 Dexterity, -2 Wisdom: Half-orcs are powerful and nimble, but reckless.
  • Medium: Half-orcs are Medium creatures and receive 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.
  • Elven Immunities: Half-orcs are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
  • Gatecrasher: Half-Orcs gain a +2 racial bonus on Strength checks to break objects and a +2 racial bonus on combat maneuver checks to sunder.
  • Integrated: Half-orcs gain a +1 racial bonus on Bluff, Disguise, and Knowledge (local) checks.
  • Mixed Blood: Half-orcs count as both elves 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 1 more round as if disabled. At the end of his next turn, unless brought above 0 hit points, he immediately falls unconscious and begins dying.
  • Weapon Familiarity: Half-orcs are proficient with longbows (including composite longbows), greataxes, and shortbows (including composite shortbows) and treat any weapon with the word “elven” or “orc” in its name as a martial weapon.
  • Languages: Half-orcs begin play speaking Common, Elven and Orc. Half-orcs with high Intelligence scores can choose from the following: Abyssal, Draconic, Giant, Gnoll, Goblin, and Sylvan.

Favored Class Bonuses
Instead of receiving an additional skill rank or hit point whenever he gains a level, you may select the following alternate bonuses based on their class instead. These bonuses are considered racial bonuses unless listed otherwise.

  • Arcane Archer: Add +1/2 point of fire damage to spells that deal fire damage cast by the arcane archer.
  • Arcane Trickster: Add a +1 bonus on concentration checks made due to taking damage while casting arcane trickster spells.
  • Gunslinger: Add +¼ to the dodge bonus to AC granted by the nimble class feature (maximum +2) or +¼ to the AC bonus gained when using the gunslinger’s dodge deed
  • War Mind: Add +1/6 bonus to your consult the codex value.

See Also