Orcish Fodder (CR 1)
Orc Fighter 1
CE Medium Humanoid
Init +1; Senses Darkvision 60 ft., low-light vision; Perception -1
AC 14, touch 11, flat-footed 13 (+1 Dex, +3 armor)
HP 7  (1d10+2)
Fort +4, Reflex +1, Will -1
Defensive Abilities Ferocity; Resist Fire 5
Speed 30 ft.
Melee Falchion +6 (2d4+7/18-20)
Ranged Javelin +2 (1d6+4)
Special Abilities Martial Flexibility (3/day)
Str 18, Dex 12, Con 14, Int 8, Wis 8, Cha 6
Base Atk +1; CMB +4; CMD 15
Feats Power Attack
Skills Acrobatics +2 (Jump +3), Intimidate +2; Racial Modifiers Acrobatics +2 (Jump +3), Climb +1
Languages Common, Orc
SQ Chosen Weapon +1 (Heavy Blades), Throw Anything, Weapon Familiarity
Gear cure potion(1), falchion, 3 javelins, studded leather armor
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.