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Orc Trooper (BB)Creature 1

Source Pathfinder Beginner Box
Perception +6 (darkvision)
Languages none
Skills Athletics +7, Intimidation +4, Survival +4
Str +4, Dex +2, Con +3, Int -1, Wis +1, Cha +0

AC 18; Fort +8; Reflex +7; Will +4;
HP 23
Speed 25 feet

Battle Axe One Action +8 (+3, -2) to hit (sweep) 1d8+4 Slashing
Shortsword One Action +8 (+4, +0) to hit (agile, versatile p) 1d6+4 Slashing
Fist One Action +8 (+4, +0) to hit (agile, nonlethal) 1d4+4 Bludgeoning
Javelin One Action +5 (+0, -5) to hit (thrown 30) 1d6+4 Piercing


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

When the orc is reduced to 0 Hit Points, they can use their reaction to remain conscious with 1 Hit Point, but they gain the wounded 1 condition (or increases the wounded value by 1 if they already have that condition). The orc can't use this ability at wounded 3.

The typical orc trooper is a violent combatant familiar to many adventurers. Orc warriors fight for their holds, for riches, and-perhaps most of all-for glory. Proving their own strength improves their station within their orc hold, so battle is a crucial part of life for any orc who aspires to one day lead or go down in history.



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.