Hrokon

Shorga Brull's page

438 posts. Alias of Mug.


Full Name

Shorga Brull

Race

*Team Site*

Classes/Levels

Male Half Orc Cavalier 1

Stats:
HP 13 : AC16 T12 FF14 : Falchion +3;2d4+3/18-20x2 : Lance +2;1d8+2/x3 : F-4 R-0 W-0 | INIT 3, Perc 0, Ride 6, CMB +3

Strength 14
Dexterity 14
Constitution 14
Intelligence 9
Wisdom 11
Charisma 16

About Shorga Brull

Stat Sheet:

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Basic Information

Character Name : Shorga Brull
Player Name : Jordan
Character Race : Half-Orc
Alignment : Neutral Good
Deity : unknown
Total Level : 1
Height : 6',2"
Weight : 175 lbs
Eyes : Brown
Hair : Grey/Green
Size : Medium
Speed : 30'
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Character Class Information

Class and Level : Cavalier 1
Class and Level :

Favored Class(es) : Cavalier (Honor Guard)
Favored Class Bonus : +1 hit point or +1 skill point
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Ability Scores

Strength : 14 (2) 05 point buy + 0 racial + 0 level + 0 misc
Dexterity : 14 (2) 05 point buy + 0 racial + 0 level + 0 misc
Constitution : 14 (2) 05 point buy + 0 racial + 0 level + 0 misc
Intelligence : 09 (0) 00 point buy + 0 racial + 0 level + 0 misc
Wisdom : 11 (0) 01 point buy + 0 racial + 0 level + 0 misc
Charisma : 16 (3) 05 point buy + 2 racial + 0 level + 0 misc

Maximum Load : 75/175 lbs.
Lift Overhead : 175 lbs. (equal to Maximum Load)
Lift : 350 lbs. (equal to Maximum Load x2)
Drag or Push : 875 lbs. (equal to Maximum Load x5)
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Combat Statistics

Hit Points (d10) : (13) 2 Con + 1 FavClass
Base Attack (BAB) : (+1)
Initiative : (+3) 2 Dex + 1 misc

Base Melee : (+3) 1 BAB + 2 Str + 0 size + 0 misc
Base Ranged : (+3) 1 BAB + 2 Dex + 0 misc

Combat Maneuver : (+3) 1 BAB + 2 Str + 0 misc + 0 size <- CMB
Maneuver Defense : (+15) 10 + 1 BAB + 2 Str + 2 Dex + 0 misc + 0 size <- CMD

Armor Class : (16) 10 base + 4 armor + 0 shield + 2 Dex + 0 misc + 0 size
Touch AC : (12) 10 base + 2 Dex + 0 misc + 0 size
Flat-Footed AC : (14) 10 base + 4 armor + 0 shield + 0 misc + 0 size
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Saving Throws

Fortitude : (+4) 2 base + 2 Con + 0 misc
Reflex : (+2) 0 base + 2 Dex + 0 misc
Will : (+0) 0 base + 0 Wis + 0 misc

Conditional Bonuses and Penalties :
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Racial Abilities and Features
+2 to One Ability Score: Half-orc characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.

Medium: Half-orcs are Medium creatures and have no bonuses or penalties due to their size.

Normal Speed: Half-orcs have a base speed of 30 feet.

Darkvision: Half-orcs can see in the dark up to 60 feet.

Intimidating: Half-orcs receive a +2 racial bonus on Intimidate skill checks due to their fearsome nature.

Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.

Orc Ferocity: Once per day, when a half-orc is brought below 0 hit points but not killed, he can fight on for one more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying.

Weapon Familiarity: Half-orcs are proficient with greataxes and falchions and treat any weapon with the word “orc” in its name as a martial weapon.

Languages: Half-orcs begin play speaking Common and Orc. Half-orcs with high Intelligence scores can choose from the following: Abyssal, Draconic, Giant, Gnoll, and Goblin.

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Class Abilities and Features
Honor Guard (Archetype)

Certain cavaliers are trained not as advance combatants, but as loyal guards, standing as firm defenders in the face of threats to their chosen charge. These honor guards are sometimes merely ornamental, performing their functions on a ceremonial basis, but a surprising number are capable, deadly opponents, able to take down a threat long before their liege knows of the danger. To be an honor guard is to constantly place one's self in harm's way, and to always be willing to lay down one's life at a moment's notice.

Weapon and Armor Proficiency: Cavaliers are proficient with all simple and martial weapons, with all types of armor (heavy, light, and medium) and with shields (except tower shields).

Challenge (Ex): Once per day, a cavalier can challenge a foe to combat. As a swift action, the cavalier chooses one target within sight to challenge. The cavalier's melee attacks deal extra damage whenever the attacks are made against the target of his challenge. This extra damage is equal to the cavalier's level. The cavalier can use this ability once per day at 1st level, plus one additional time per day for every three levels beyond 1st, to a maximum of seven times per day at 19th level.

Challenging a foe requires much of the cavalier's concentration. The cavalier takes a –2 penalty to his Armor Class, except against attacks made by the target of his challenge.

The challenge remains in effect until the target is dead or unconscious or until the combat ends. Each cavalier's challenge also includes another effect which is listed in the section describing the cavalier's order.

Sworn Defense (Ex): At 1st level, whenever an honor guard issues a challenge, he can select one ally as his ward for the duration of the challenge. Whenever the honor guard is adjacent to his ward, he takes a –1 penalty to Armor Class, and the ward receives a +1 dodge bonus to AC. This modifies the challenge ability

Mount (Ex): A cavalier gains the service of a loyal and trusty steed to carry him into battle. This mount functions as a druid's animal companion, using the cavalier's level as his effective druid level. The creature must be one that he is capable of riding and is suitable as a mount. A Medium cavalier can select a camel or a horse. A Small cavalier can select a pony or wolf, but can also select a boar or a dog if he is at least 4th level. The GM might approve other animals as suitable mounts.

A cavalier does not take an armor check penalty on Ride checks while riding his mount. The mount is always considered combat trained and begins play with Light Armor Proficiency as a bonus feat. A cavalier's mount does not gain the share spells special ability.

A cavalier's bond with his mount is strong, with the pair learning to anticipate each other's moods and moves. Should a cavalier's mount die, the cavalier may find another mount to serve him after 1 week of mourning. This new mount does not gain the link, evasion, devotion, or improved evasion special abilities until the next time the cavalier gains a level.

Order (Ex): At 1st level, a cavalier must pledge himself to a specific order. The order grants the cavalier a number of bonuses, class skills, and special abilities. In addition, each order includes a number of edicts that the cavalier must follow. If he violates any of these edicts, he loses the benefits from his order's challenge ability for 24 hours. The violation of an edict is subject to GM interpretation.

A cavalier cannot change his order without undertaking a lengthy process to dedicate himself to a new cause. When this choice is made, he immediately loses all of the benefits from his old order. He must then follow the edicts of his new order for one entire level without gaining any benefits from that order. Once accomplished, he gains all of the bonuses from his new order. Note that the names of these orders might vary depending upon the campaign setting or GM's preference.

Tactician (Ex): At 1st level, a cavalier receives a teamwork feat as a bonus feat. He must meet the prerequisites for this feat. As a standard action, the cavalier can grant this feat to all allies within 30 feet who can see and hear him. Allies retain the use of this bonus feat for 3 rounds plus 1 round for every two levels the cavalier possesses. Allies do not need to meet the prerequisites of these bonus feats. The cavalier can use this ability once per day at 1st level, plus one additional time per day at 5th level and for every 5 levels thereafter. (4/4 rounds)

Intercept (Ex): At 3rd level, an honor guard learns to better disrupt the attacks of his enemies. He gains Bodyguard (Advanced Player's Guide 151) as a bonus feat, even if he does not meet the prerequisite. In addition, whenever the honor guard uses the aid another action to increase an ally's Armor Class, the bonus to Armor Class granted by the aid another action increases by +1. This ability replaces cavalier's charge.

Expert Trainer (Ex): At 4th level, a cavalier learns to train mounts with speed and unsurpassed expertise. The cavalier receives a bonus equal to 1/2 his cavalier level whenever he uses Handle Animal on an animal that serves as a mount. In addition, he can reduce the time needed to teach a mount a new trick or train a mount for a general purpose to 1 day per 1 week required by increasing the DC by +5. He can also train more than one mount at once, although each mount after the first adds +2 to the DC.

Banner (Ex): At 5th level, a cavalier's banner becomes a symbol of inspiration to his allies and companions. As long as the cavalier's banner is clearly visible, all allies within 60 feet receive a +2 morale bonus on saving throws against fear and a +1 morale bonus on attack rolls made as part of a charge. At 10th level, and every five levels thereafter, these bonuses increase by +1. The banner must be at least Small or larger and must be carried or displayed by the cavalier or his mount to function.

Bonus Feat: At 6th level, and at every six levels thereafter, a cavalier gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as combat feats. The cavalier must meet the prerequisites of these bonus feats.

Greater Tactician (Ex): At 9th level, the cavalier receives an additional teamwork feat as a bonus feat. He must meet the prerequisites for this feat. The cavalier can grant this feat to his allies using the tactician ability. Using the tactician ability is a swift action.

Warding Charge (Ex): At 11th level, an honor guard can flash across the battlefield to protect his ward against the target of his challenge. Whenever the target of the honor guard's challenge makes an attack against his ward, the honor guard can move up to his speed and make a single melee attack against the target of his challenge as an immediate action. This movement and attack can be made as a charge if the movement qualifies. This ability replaces mighty charge.

Defensive Challenge (Ex): At 12th level, whenever an honor guard declares a challenge, his target must pay particular attention to him and his ability to intercept attacks. As long as the target is within the threatened area of the cavalier, it takes a –2 penalty on attack rolls against anyone other than the honor guard. This ability replaces demanding challenge.

Greater Banner (Ex): At 14th level, the cavalier's banner becomes a rallying call to his allies. All allies within 60 feet receive a +2 morale bonus on saving throws against charm and compulsion spells and effects. In addition, while his banner is displayed, the cavalier can spend a standard action to wave the banner through the air, granting all allies within 60 feet an additional saving throw against any one spell or effect that is targeting them. This save is made at the original DC. Spells and effects that do not allow saving throws are unaffected by this ability. An ally cannot benefit from this ability more than once per day.

Master Tactician (Ex): At 17th level, the cavalier receives an additional teamwork feat as a bonus feat. He must meet the prerequisites for this feat. The cavalier can grant this feat to his allies using the tactician ability. Whenever the cavalier uses the tactician ability, he grants any two teamwork feats that he knows. He can select from any of his teamwork feats, not just his bonus feats.

Supreme Charge (Ex): At 20th level, whenever the cavalier makes a charge attack while mounted, he deals double the normal amount of damage (or triple if using a lance). In addition, if the cavalier confirms a critical hit on a charge attack while mounted, the target is stunned for 1d4 rounds. A Will save reduces this to staggered for 1d4 rounds. The DC is equal to 10 + the cavalier's base attack bonus.

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Order
Order of the Blue Rose

The cavaliers of the order of the blue rose dedicate themselves to promoting peace in the lands they roam. Skilled warriors and adept diplomats, these cavaliers counsel wisdom, patience, and understanding, but are ever mindful of the need to take up arms to strike down aggressors, tyrants, or evil usurpers. Although they believe wholeheartedly in peace as an aim and a final goal, cavaliers of the blue rose are warriors first, and embrace their role as guardians of those who cannot or will not take up arms to defend themselves.

Edicts: The cavalier must guard against needless violence, protecting both the land and its people from wars they neither started nor wish to fight. He must seek to stop conflict with a minimum of bloodshed, to encourage peaceful resolutions to disagreements between intelligent creatures, and to mend the wounds opened by battle. He must also honor quarter when he gives it, protecting captives who have surrendered from his own allies if need be.

Challenge: Whenever an order of the blue rose cavalier issues a challenge, he receives a +1 morale bonus on attack rolls made against the target of his challenge, if the target is an intelligent creature to whom the cavalier offered the chance to surrender (by taking a standard action to offer terms). This bonus increases by +1 for every four levels the cavalier possesses (to a maximum of +5 at 17th level).

Skills: An order of the blue rose cavalier adds Knowledge (history) (Int) and Knowledge (nobility) (Int) to his list of class skills. Whenever an order of the blue rose cavalier uses Diplomacy to try to mediate a dispute between two parties that do not include him, he receives a bonus on the check equal to 1/2 his cavalier level (minimum +1).

Order Abilities: A cavalier belonging to the order of the blue rose gains the following abilities as he increases in level.

Flat of the Blade (Ex): At 2nd level, the cavalier of the order of the blue rose gains the ability to moderate his attacks in order to take an enemy alive. He no longer takes a –4 penalty when attacking with a lethal weapon to deal nonlethal damage. When dealing nonlethal damage, the cavalier receives a +2 bonus on damage rolls. When the cavalier makes use of this ability, he must attempt to subdue his target without killing it; dealing lethal damage after using this ability, or allowing his allies to kill the target, is considered a violation of his edicts.

Inner Peace (Ex): At 8th level, the cavalier has learned that while not all things in the world will go as he wishes, he must remain calm and centered. Once per day as an immediate action, the cavalier may ignore an amount of damage from a single source (one attack, spell, or effect) equal to his cavalier level plus his Charisma modifier. He can only ignore hit point damage in this fashion. The cavalier can use this ability one additional time per day at 12th level and every four levels thereafter (to a maximum of four times per day at 20th level).

Shield of Blades (Ex): At 15th level, the cavalier gains an expert sense of impending violence around him. When taking the total defense action, the cavalier can extend his protection to those around him, granting a +2 circumstance bonus to AC to all adjacent allies. In addition, while taking the total defense action, as an immediate action, the cavalier can attempt to deflect an attack by making an attack roll opposed by the attacker's original attack roll. If successful, the attack is deflected and deals no damage.

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Skills and Languages

Your maximum ranks in a skill are equal to your total level.
Class skills with at least 1 skill rank in them gain a +3 "class" bonus.
[c] denotes a class skill.
^ denotes a skill that cannot be used untrained.
Skill Ranks per Level: 4 + Int modifier. (4+0=4)

[ ] Acrobatics : (+00) 0 ranks + 2 Dex + 0 class + 0 misc - 2 armor
[ ] Appraise : (+00) 0 ranks + 0 Int + 0 class + 0 misc
[c] Bluff : (+03) 0 ranks + 3 Cha + 3 class + 0 misc
[c] Climb : (+04) 1 ranks + 2 Str + 3 class + 0 misc - 2 armor
[c] Craft: : (+00) 0 ranks + 0 Int + 3 class + 0 misc
[c] Diplomacy : (+08) 1 ranks + 3 Cha + 3 class + 2 misc* (*Bonus 1/2 his cavalier level - minimum +1)
[ ] Disable Device ^ : (+00) 0 ranks + 2 Dex + 0 class + 0 misc - 2 armor
[ ] Disguise : (+00) 0 ranks + 3 Cha + 0 class + 0 misc
[ ] Escape Artist : (+01) 0 ranks + 2 Dex + 0 class + 0 misc - 2 armor
[ ] Fly : (+01) 0 ranks + 2 Dex + 0 class + 0 misc - 2 armor
[c] Handle Animal ^ : (+07) 1 ranks + 3 Cha + 3 class + 0 misc
[ ] Heal : (+00) 0 ranks + 0 Wis + 0 class + 0 misc
[c] Intimidate : (+09) 1 ranks + 3 Cha + 3 class + 0 misc + 2 race
[ ] Know: Arcana ^ : (+00) 0 ranks + 0 Int + 0 class + 0 misc
[ ] Know: Dungeon ^ : (+00) 0 ranks + 0 Int + 0 class + 0 misc
[ ] Know: Engineer ^ : (+00) 0 ranks + 0 Int + 0 class + 0 misc
[ ] Know: Geography ^ : (+00) 0 ranks + 0 Int + 0 class + 0 misc
[c] Know: History ^ : (+05) 1 ranks + 0 Int + 3 class + 1 misc
[ ] Know: Local ^ : (+00) 0 ranks + 0 Int + 0 class + 0 misc
[ ] Know: Nature ^ : (+00) 0 ranks + 0 Int + 0 class + 0 misc
[c] Know: Nobility ^ : (+00) 0 ranks + 0 Int + 3 class + 0 misc
[ ] Know: Planes ^ : (+00) 0 ranks + 0 Int + 0 class + 0 misc
[ ] Know: Religion ^ : (+00) 0 ranks + 0 Int + 0 class + 0 misc
[ ] Linguistics ^ : (+00) 0 ranks + 0 Int + 0 class + 0 misc
[ ] Perception : (+00) 0 ranks + 0 Wis + 0 class + 0 misc
[ ] Perform: : (+00) 0 ranks + 3 Cha + 0 class + 0 misc
[c] Profession: Driver : (+00) 0 ranks + 0 Wis + 3 class + 0 misc
[c] Ride : (+4/6) 1 ranks + 2 Dex + 3 class + 0 misc - 2 armor *No ACP for Ride checks on my mount*
[c] Sense Motive : (+00) 0 ranks + 0 Wis + 3 class + 0 misc
[ ] Sleight of Hand ^ : (+00) 0 ranks + 2 Dex + 0 class + 0 misc - 2 armor
[ ] Spellcraft ^ : (+00) 0 ranks + 0 Int + 0 class + 0 misc
[ ] Stealth : (+00) 0 ranks + 2 Dex + 0 class + 0 misc - 2 armor
[ ] Survival : (+00) 0 ranks + 0 Wis + 0 class + 0 misc
[c] Swim : (+04) 1 ranks + 2 Str + 3 class + 0 misc - 2 armor
[ ] Use Magic Device ^ : (+00) 0 ranks + 3 Cha + 0 class + 0 misc

Languages: Common, Orc, Polygot
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Traits and Feats

Trait #1 : Armor Expert - You have worn armor as long as you can remember, either as part of your training to become a knight's squire or simply because you were seeking to emulate a hero. Your childhood armor wasn't the real thing as far as protection, but it did encumber you as much as real armor would have, and you've grown used to moving in such suits with relative grace. When you wear armor of any sort, reduce that suit's armor check penalty by 1, to a minimum check penalty of 0.
Trait #2 (AP):Mwangi Scholar - The Mwangi Expanse is one of the richest regions in all of Golarion, and also one of the most mysterious. Despite its history of countless years and its fostering of nameless empires, very little is known of the Mwangi Expanse by outsiders or even natives of the primeval, jungle-covered land. You have long studied the region and its lore, and count yourself among a small handful of genuine experts throughout the Inner Sea. The Jenivere promises to take you to the very subject of your fascination, and you eagerly await firsthand investigation of the deep jungles and cyclopean ruins of Garund’s interior. You gain Polyglot as a bonus language and receive a +1 trait bonus on all Knowledge (history) checks regarding the Mwangi Expanse. Characters with this trait likely boarded the Jenivere in Ilizmagorti or one of the cities of the Shackles or the Mwangi Expanse.

Trait #2 : Militia Veteran - Your first job was serving in a civilian militia in your home town. Skills learned through daily drilling and protecting your fellow townsfolk gave you special insight into military life. Select one of the following skills: Profession (soldier), Ride, or *Survival*. You gain a +1 trait bonus on that skill, and it is always a class skill for you.

Level 1 Feat : Mounted Combat (Combat) - You are adept at guiding your mount through combat.
Benefit: Once per round when your mount is hit in combat, you may attempt a Ride check (as an immediate action) to negate the hit. The hit is negated if your Ride check result is greater than the opponent's attack roll.

Level 1 Bonus Feat: Escape Route (Teamwork) - You have trained to watch your allies' backs, covering them as they make tactical withdraws.
Benefit: An ally who also has this feat provokes no attacks of opportunity for moving through squares adjacent to you or within your space. (See Tactician class ability)

Level 3 Bonus Feat : Bodyguard (Combat) - Your swift strikes ward off enemies attacking nearby allies.
Benefit: When an adjacent ally is attacked, you may use an attack of opportunity to attempt the aid another action to improve your ally's AC. You may not use the aid another action to improve your ally's attack roll with this attack. (+3 to AC)

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Money and Equipment

Armor : Hide (+4 AC, +3 Max Dex, -3 ACP, 20' Max Speed, 25 lbs)
Belt :
Body :
Chest :
Eyes :
Feet :
Hands :
Head :
Headband :
Neck :
Ring #1 :
Ring #2 :
Shield :
Shoulders :
Wrists :

Weapon #1 : Falchion (2d4, 18-20x2, Slash, 8 lbs, 2 handed)
Weapon #2 : Lance (1d8, x3, Pierce, Reach, 10 lbs)
Weapon #3 :

Other Equipment :
Backpack 1 lbs
Blanket (winter) 3 lbs
Rations x4 4 lbs
Waterskin 1 lbs
Rope (50') 10 lbs
Grappling hook 4 lbs

Equipment Weight : 58 lbs

Horse Equipment
Armor: Barding (studded leather) +3AC, -1ACP, 40lbs

*Shorgas Equipment Page*

Money :
20 GP
0 SP
0 CP

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*Dice Rolls*
Falcion & Damage 1d20+3;2d4+3
Lance & Damage 1d20+3;1d8+3

Ride 1d20+6

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*Temporary Bonuses and Conditions*

AC16/16, HP13/13. Active Effects: none

Horse Stats:

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*Mount*

Ursa (Horse/Level 1):

Starting Statistics:
Size: Large
Speed: 50 ft.
AC: +4 natural armor
HP: 18

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*Ability Scores*
Str 16, Dex 13, Con 15, Int 2, Wis 12, Cha 6

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*Saves*
Fort: +5
Ref: +4
Will: +1

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*Attack*
BAB: +1
Attack bite (1d4+3), 2x hooves* (1d6+1)
Base Melee +5 (bite), +0 (hooves)
CMB +4

Combat Trained
*This is a secondary natural attack:
Some natural attacks are denoted as secondary natural attacks, such as tails and wings. Attacks with secondary natural attacks are made using your base attack bonus minus 5. These attacks deal an amount of damage depending on their type, but you only add half your Strength modifier on damage rolls.

You can make attacks with natural weapons in combination with attacks made with a melee weapon and unarmed strikes, so long as a different limb is used for each attack. For example, you cannot make a claw attack and also use that hand to make attacks with a longsword. When you make additional attacks in this way, all of your natural attacks are treated as secondary natural attacks, using your base attack bonus minus 5 and adding only 1/2 of your Strength modifier on damage rolls. Feats such as Two-Weapon Fighting and Multiattack can reduce these penalties.

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*Defense*
Armor Class : 17 10+3arm+1dex+4nat-1size
Touch AC : 15 10+1dex+4nat
Flat-Footed AC : 16 10+3arm+4nat-1size
CMD: : 19

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*Special Qualities*
low-light vision, scent.
Level 3: Evasion (Ex): If an animal companion is subjected to an attack that normally allows a Reflex save for half damage, it takes no damage if it makes a successful saving throw.

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*Tricks*
Attack
Defend

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*Feats*
Level 1: Light Armor Proficiency
Level 2: Endurance -
Harsh conditions or long exertions do not easily tire you.
Benefit: You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation.
You may sleep in light or medium armor without becoming fatigued.
Normal: A character without this feat who sleeps in medium or heavier armor is fatigued the next day.

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*Skills*
Acrobatics* (Dex) : 1 1r+1a+3c+0misc-1acp
Climb* (Str) : 1 0r+3a+3c+0misc-1acp
Escape Artist (Dex) : 0 0r+1a+0c+0misc-1acp
Fly* (Dex) : 0 0r+1a+3c+0misc-1acp
Intimidate (Cha) :-2 0r-2a+0c+0misc
Perception* (Wis) : 4 1r+0a+3c+0misc
Stealth* (Dex) : 1 0r+2a+3c+0misc-1acp
Survival (Wis) : 0 0r+0a+0c+0misc
Swim* (Str) : 3 1r+0a+3c+0misc-1acp (+4 to avoid exaustion)

All of the skills marked with an (*) are class skills for animal companions. Animal companions with an Intelligence of 3 or higher can put ranks into any skill.

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Equipment
Armor: Barding (studded leather) +3AC, -1ACP, 40lbs

Rider : 175 lbs
Riders gear : 75 lbs

Other Equipment:

Maximum Load : 290/690 lbs (x3 for quadrupeds)
Lift Overhead : 690 lbs (equal to Maximum Load x3 for quadrupeds)
Drag or Push : 3450 lbs (equal to Maximum Load x5 - x3 for quadrupeds)

Raised as a Paladin's son, Shorga never knew why the man acted as his father. Da was swift to discipline, but he was always fair, and Shorga learned quickly. Da would often hold young Shorga, looking directly into his eyes, "You were concieved in an Orc raid, and your mother died in an Orc raid. Will you die an Orc raider too Shorga?" Shorga had long ago learned the correct answer here, "No Da, I will defend the helplesh and protect the weak." In those moments Da would always nod briskly, and turn his face away from the young half-orc. He followed Da everywhere, riding from town to town, where ever the call for help came from strongest. Shorga was always digging ditches, sharpening stakes, fortifying walls, because where they traveled, violence always followed. Shorga often wondered if he and Da brought the violence with them, or if they just arrived in time to help, as Da said. When he was old enough his Da let him hold a spear against the charging foes, and the dust and death and screams of battle were second nature to him by the time he was sixteen.

One day a battle was fought and his Da never returned from the field, "Fighting to protect the next man'e was." stated a wounded townsman who'd seen his Da fall. That night Da's horse came wandering obediently back to their tent, and the next morning Shorga donned armor and with the townspeople drove the raiders completely out of the valley in a rout. However he did not know where to go, as Da alwasy seemed to, and so asked to be assigned as a guard to the local nobles house. A year he spent in the mans service, turning aside several attacks on the small town and saving the nobles life more than once.

The thieves knew exactly what road they were taking that day, and despite killing a half dozen himself, they were eventually overrun. A club swinging towards his face was the last memory he had before waking, hours later, astride Ursa - his horse. His armor was torn and rent, he was missing his shield and most of his gear, and blood was congealed around his many wounds, not to mention the ringing in his head.

He'd gotten them to a town, and used all but the last of his money to replace his armor, somewhat, and his sword. A room had been rented, and most of his hurts had faded by the time they came upon the tattered document, it's edges quivering slightly in the light breeze. Looking down at the faithful equine, "We know travel, right Ursha? a whuff was his only reply. Patting the horse on the neck, and a quick scratch behind her ear in just that right spot she loved, he turned towards the Mercantile District, wondering what exactly he was getting them into.