Scorched Earth Orc (Sharpshooter) (7-8)
CREATURE 7 +16; darkvision
Common, Orcish
Athletics +15, Intimidation +13, Survival +16
Str +5, Dex +4, Con +3, Int +2, Wis +2, Cha +3
AC 25; Fort +17, Ref +15, Will +12
HP 119
Attack of Opportunity
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.
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.
Ferocity
The monster is reduced to 0 HP.
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
30 feet
Melee Shortsword +17 (agile, finesse, versatile s), Damage 1d6+14 piercing
Melee Composite Shortbow +17 (deadly d10, propulsive, volley 30), Damage 2d8+7 piercing
Sneak Attack
Scorched Earth orcs deal an extra 2d6 precision damage to Off-Guard creatures.
Tethered Shot
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 23 Reflex save, with the following effects.
Success The creature is unaffected.
Failure The creature is Clumsy 1 for 1 minute or until it Escapes.
Critical Failure As failure, but the creature is pulled 5 feet toward the sharpshooter.
Pathfinder Society Scenario #2-10: In Burning DawnOGL