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Orcish Mesmerizer (CR 1)
XP 400
Orc Black Mage 1
CE Medium Humanoid
Init +2; Senses Darkvision 60 ft., low-light vision; Perception +0
DEFENSE
AC 12, touch 12, flat-footed 10 (+2 Dex)
HP 4 [7] (1d6+1)
MP 4
Fort +1, Reflex +2, Will +2
Defensive Abilities Ferocity; Resist Fire 5
OFFENSE
Speed 30 ft.
Melee Quarterstaff +2 (1d6+3)
Spells Known (Black Mage CL 1st, Concentration +2)
At will (DC 11) – dark orb, daze, detect magic, message
1st (DC 12) – blind, mage armor, fire, ruin, shocking grasp, sleep, thunder
STATISTICS
Str 14, Dex 14, Con 12, Int 12, Wis 10, Cha 6
Base Atk +0; CMB +2; CMD 14
Feats Combat Casting
Skills Appraise +5, Acrobatics +4 (Jump +5), Climb +3, Knowledge (arcana) +5, Spellcraft +5; Racial Modifiers Acrobatics +2 (Jump +3), Climb +1
Languages Common, Orc, Undercommon
SQ Black Magery (Elemental Mastery +1), Spell Proficiency
Gear cure potion(1), 1st-lvl black mage scroll, quarterstaff
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.
Skill Bonus (Ex)
Orcs gain a +2 racial bonus on Acrobatic checks made with this skill. Alternatively, Orcs also gain a +1 racial bonus on Climb and Jump Skills.
Throw Anything (Ex)
Orcs will throw anything that it engages as a way for it to make sure it is the victor. Orcs gain the Throw Anything feat.
Weapon Familiarity (Ex)
Orcs are always proficient with greataxes and falchions, and treat any weapon with the word “orc” in its name as a martial weapon.