a
Orcish Fighter (CR 6)
XP 2,400
Orc Warrior 7
CE Medium Humanoid
Init +2; Senses Darkvision 60 ft., low-light vision; Perception -1
DEFENSE
AC 20, touch 13, flat-footed 18 (+6 armor, +1 shield, +2 dex, +1 deflect)
HP 68 (7d10+28)
Fort +9, Reflex +4, Will +1
Defensive Abilities Ferocity; Resist Fire 5
OFFENSE
Speed 30 ft.
Melee Falchion +14/+9 (2d4+10/18-20)
Ranged Javelin +9/+4 (1d6+5)
Special Attacks Overhand Chop +14 (3d3+14/18-20), Backswing +14/+9 (3d3+11/18-20)
Special Abilities Martial Flexibility (6/day), Reliable Strike (7/day)
STATISTICS
Str 20, Dex 14, Con 18, Int 8, Wis 8, Cha 6
Base Atk +7/+2; CMB +12; CMD 24
Feats Cleave, Great Cleave, Power Attack, Throw anything, Weapon Specialization (Falchion)
Skills Acrobatics +2 (Jump +3), Intimidate +6; Racial Modifiers Acrobatics +2 (Jump +3), Climb +1
Languages Common, Orc
SQ Chosen Weapon +2 (Falchion), Fighter Talent (Fast Movement, Melee Defense, Melee Power)
Gear cure potion(3), falchion, javelin, breastplate, ring of protection +1
SPECIAL ABILITIES
Ferocity (Ex)
An orc remains conscious and can continue fighting even if its hit points total is below 0. It is still staggered and loses 1 hit point each round. A creature with ferocity still dies when its hit points total reaches a negative amount equal to its Constitution score.