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Orc AlchemistCreature 1

Source Pathfinder Society Scenario #1-05: Trailblazers' Bounty
Perception +6 (darkvision)
Languages Common, Orcish
Skills Acrobatics +6, Athletics +5, Crafting +8, Stealth +6
Str +2, Dex +3, Con +3, Int +3, Wis +0, Cha -1

AC 17; Fort +8; Reflex +8; Will +3;
HP 20
Speed 25 feet

Orc Knuckle Dagger One Action +6 (+2, -2) to hit (agile, disarm) 1d6 + 1 Piercing
Fist One Action +5 (+1, -3) to hit (agile) 1d4+1 Bludgeoning
Acid Flask (Lesser) One Action +7 (+2, -3) to hit (bomb, consumable, splash) 1 Acid
Alchemist's Fire (Lesser) One Action +7 (+2, -3) to hit (bomb, consumable, splash) 1d8 Fire
Bottled Lightning (Lesser) One Action +7 (+2, -3) to hit (bomb, consumable, splash) 1d6 Electricity


A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.

Ferocity Reaction

Trigger The monster is reduced to 0 HP.

Effect The monster avoids being knocked out and remains at 1 HP, but its Wounded value increases by 1. When it is Wounded 3, it can no longer use this ability



Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.


Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.


A creature with this trait is a member of the orc ancestry. A weapon with this trait is a weapon which orcs craft and use.