Scorched Earth Orc (Sharpshooter) (5-6)Creature 5
Source Pathfinder Society Scenario #2-10: In Burning Dawn
Perception +15 (darkvision)
Languages Common, Orcish
Skills Athletics +12, Intimidation +12, Survival +13
Str +4, Dex +3, Con +2, Int +1, Wis +1, Cha +2
AC 21; Fort +14; Reflex +12; Will +9;
HP 78
Speed 30 feet
Shortsword +13 (+9, +5) to hit (agile, finesse, versatile s) 1d6+8 Piercing
Composite Shortbow +12 (+7, +2) to hit (deadly d10, propulsive, volley 30) 1d8+4 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.
Attack of OpportunityTrigger A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.
Effect The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike.
FerocityTrigger 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
Sneak AttackScorched Earth orcs deal an extra 2d6 precision damage to Flat-Footed creatures.
Tethered ShotFrequency once per round
The Scorched Earth sharpshooter makes a ranged Strike, firing an arrow attached to a line at a creature in range.
If it hits, in addition to taking 1d8+4 piercing damage, that creature must attempt a DC 20 reflex save, with the following effects.
Success The creature is unaffected.
Failure The creature is Clumsy 1 for 1 minute or until it Escapes(DC 20).
Critical Failure As failure, but the creature is pulled 5 feet toward the sharpshooter.
Traits
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.
HumanoidHumanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.
OrcA creature with this trait is a member of the orc ancestry. A weapon with this trait is a weapon which orcs craft and use.