The towering behemoths who prowl the underground and the wastelands
Towering Brutes: Tremorjaw Orcs are Large-Sized Creatures. They count their STR as 8 higher for the purposes of carrying capacity and lifting weight. Tremorblast: As a standard action that does not provoke AoO, a Tremorjaw Orc can stomp the ground and send sonic vibrations through the ground, giving him tremorsense 30ft for one round and forcing all hostile creatures in contact with the ground within 30ft to make fortitude saves (DC 10 + 1/2 HD + STRMOD) or take 2d4 points of sonic damage. Gain an extra 1d4 points of sonic damage every 5HD. Once used, this ability cannot be used again for 1d4 rounds. Pankration Masters: As long as they remain in contact with the ground, Tremorjaw Orcs count as being one size category larger for the purposes of CMB and CMD, as well as a racial +2 bonus to either their STR or CON scores, chosen at character creation and cannot be changed later. When not in contact with natural earthen ground or at relative ground level or below(GM Discretion), Tremorjaw Orcs count as one size category smaller for CMB and CMD and take a -2 penalty to either STR or CON, whichever they select for the bonus.
Alternate Racial Traits
Earthspeaker: Racial Ability Scores become (+2 Constitution, +2 Wisdom, -2 Dexterity). Modifies Racial Ability Scores. With their connection to primordial earth, many Tremorjaw Orcs are filled with wisdom uncounted from the earth from which they draw power.
Acid-scarred: Gain Acid Resistance 10. Replaces Tremorblast. Born beneath the earth near pockets of roiling acid, these Tremorjaw Orcs grow up flecked by acid burning their skin and body, and over time grow used to its burning touch.
Protective Shell: When you drop to 0hp or below, you are encased in an acidic shell and gain DR 10/- and Acid Immunity for 1 round, during which time you are returned to 1HP. After this duration ends you remain at 1HP but are staggered for 1 round. This ability functions once per combat, but does not take effect if an attack would kill you outright from above 0HP. Replaces Tremorblast. Protected by the earth itself, these Tremorjaw Orcs are said to be blessed by the original Tremorjaw Orc himself, and are protected by the very earth their ancestor once embraced and fought to defend.
Earthen Grasp: You can make any combat maneuvers against a creature within 30ft that you have line of sight to and that is touching the ground, so long as you are touching the ground as well. Replaces Pankration Masters. The earth, though it is often impartial and implacable, occasionally does spring to the aid of certain Tremorjaw Orcs, animating to trip, grapple, or otherwise mess with their foes from afar.
Ancestral Magic: Prerequisites: Tremorjaw Orc, Character level 7th Effects: Gain Meld with Stone 3/day and Earth Glide 2/day, as at-will spell like abilities with a CL equal to your HD. Their blood flowing with potent magics, these Tremorjaw Orcs are gifted with powerful magics once thought lost to their people.
Stone-Loved: Prerequisites: Tremorjaw Orc, Character level 9th Effects: As long as you remain in contact with the ground, you gain regeneration 4/acid. Their bodies drawing strength from the ground on which they stand, some Tremorjaw orcs are blessed with unnatural fortitude as long as they remain in contact with the ground, the stone and sand and dirt flowing up to repair their wounds and heal their bodies.