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In the Basalt Mountains, mighty tribes of hill and stone giants rule almost without question, often enslaving orc clans and forcing them to do any work the giants consider beneath them. Interbreeding isn’t common enough for half-giants to overrun the mountains, but the giantish blood has clearly been infused into the orc bloodlines over generations, forming a breed of hulking orcs both larger and more cunning than their kin of unadulterated heritage. Known as orrocs, these massive and powerful humanoids spread the tyranny of their giant overlords for miles in every direction from the mountains, and orroc scouts and raiders often influence (or sometimes control) orc bands in wilderness areas weeks away from the mountains to harass and weaken nearby kingdoms.

Unlike both their orc and giant kin, orrocs cannot interbreed with humans. This may be one of the reasons orrocs generally feel an intense dislike for half-orcs, and often go out of their way to inflict cruelties on their most humanlike kith. Half-orcs have no instinctive dislike of orrocs, but generally the way orrocs treat them is enough for a trained enmity to develop.

A typical orroc is an orc barbarian 2 with the advanced template. One in four is a bloodrager or also has the giant template (and roughly 1 in 16 is both). In a group of orrocs, In any given group or orrocs, half are likely to be higher level. A group of 16 orrocs is generally includes 8 second level orrocs, 4 third level orrocs, 2 fourth level orrocs, one fifth, and one sixth. Most bloodrager orrocs have the elemental (water) bloodline, though a few possess the aberrant or blook blood bloodline instead.

Roughly 1 in 8 orrocs has a class other than barbarian or bloodrager. Among these brawlers are common, and hunters and slayers often serve as scouts and assassins. Orroc oracles and warpriests are less common, but those that exist often lead warbands. Orrocs are rarely clerics, fighters, rangers, or rogues though some such creatures exist. No orroc arcane spell casters other than bloodrager are common enough to be considered anything but rare, and only skalds and witches are common enough to be encountered more than once in a lifetime. Any other class is encountered only in unique individuals.

Orrocs are treated as orcs, ogres, and giants for all prerequisites and when determining what abilities affect them.

Orrocs often have the Rock Chucker feat.

You have your own form of the giant trick of rock-throwing.
Prereq: Ogre, cannot have rock throwing.
Benefit: You can hurl sling stones designed for creatures one size larger than your size as if firing them from a sling. You can hurl such stones as often as you are able to make attacks (you are not required to “reload” the stones). As long as you are in a rocky or natural setting, you are assumed to be able to find an unlimited supply of such stones under normal circumstances.