Half-Orc

Half-orcs are exceedingly rare in the world of Sol. The vast majority of couplings between male orcs and any other race result only in dead women, and orc tribes guard their women so well that few have ever been mated by other races. Even among those female orcs who copulate with males of other races few viable offspring result. Typically the misshapen creatures that result from the mating of female orcs and other males claw their way out from their mother’s womb and promptly die, gasping, as the dimmest light of the mortal plane burns their demonic flesh.

Those few half-orcs who do exist are just odd enough that while they are rarely recognized for what they are, they are also almost never accepted. Most look almost indistinguishable from orcs or nearly human. They grow slightly faster than humans, and typically live slightly shorter lives (if allowed to live out their lives). Because of this those unlucky enough to be allowed to stay in orc tribes will often die very young, as they are expected to keep up with their much more quickly developing "brothers and sisters" with males often killed during combat training, and females raped long before their bodies are ready to carry young.

The tiny handful of half-orcs who manage to overcome their many hardships are without exception adventurers, or retired adventurers, though there are long forgotten whispers of an entire settlement of true breeding half orcs deep in the jungles of the south (which happen to be true).

Pathfinder Rules
As half orcs presented in the core rulebook for pathfinder except as follows:

Blood Soul: Half orcs are bound forever to the Lord of Blood. Whenever reduced to 0 or fewer hit points the half orc flies into a bloody rage. It is not staggered and does not fall unconscious, but must make a will save with a DC equal to 10 + 1/2 its hit dice (or character level) + total negative hit points, or be unable to tell friend from foe. If this save is failed the character uses the most effective means at its disposal to attack the nearest creature, friend or foe. If successful the half-orc may choose its target, but must still act in a purely offensive manner. This condition lasts until the end of the half-orc’s next turn, at which point it takes 1 point of damage and resumes behaving as it would if it lacked this rule. It takes this point of damage even if healed to above 0 hit points before the end of its turn. This ability replaces orc ferocity.