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Scorched Earth Orc (Scout) (7-8)Creature 6


UncommonCEMediumHumanoidOrc
Source Pathfinder Society Scenario #2-10: In Burning Dawn
Perception +15 (darkvision)
Languages Common, Orcish
Skills Athletics +15, Intimidation +15, Survival +13
Str +5, Dex +4, Con +4, Int +1, Wis +1, Cha +2

AC 24; Fort +11; Reflex +14; Will +9;
HP 95
Speed 30 feet

Shortsword One Action +15 (+11, +7) to hit (agile, finesse, versatile s) 1d6+11 Piercing
Composite Shortbow One Action +15 (+10, +5) to hit (deadly d10, propulsive, volley 30) 1d6+11 Piercing

Darkvision

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

Hunt Prey One Action (concentrate)

The Scorched Earth scout designates a single creature they can see and hear, or one they're Tracking, as their prey. The Scorched Earth scout gains a +2 circumstance bonus to Perception checks to Seek the prey and to Survival checks to Track the prey. The first time the Scorched Earth scout hits the designated prey in a round, they deal an additional 1d8 precision damage. The Scorched Earth scout also ignores the penalty for making ranged attacks within their second range increment. These effects last until the Scorched Earth scout uses again.



Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.

Humanoid

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

Orc

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.