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Defense
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AC 17, touch 11, flat-footed 16 (+6 armor, +1 Dex)
hp 48 (4d10+20)
Fort +7, Ref +2, Will +1
Defensive Abilities ferocity
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee armor spikes +7 (1d6+3) or
. . lance +7 (1d8+4/×3) or
. . mwk falchion +8 (2d4+4/18-20) or
. . scimitar +7 (1d6+3/18-20) or
. . cold iron longsword +7 (1d8+3/19-20)
Special Attacks challenge 2/day (+4 damage, -2 AC from others), greater tactician 1/day (Intercept Charge, 5 rds)
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Statistics
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Str 16, Dex 13, Con 16, Int 10, Wis 10, Cha 14
Base Atk +4; CMB +7; CMD 18
Feats Ferocious Resolve[ARG], Intercept Charge[ACG], Power Attack Traits finding haleen, reactionary
Skills Acrobatics -3 (-4 to jump), Climb -1, Handle Animal +9, Intimidate +11 (+1 when at or above maximum hp, +2 bonus when fighting with negative hp), Knowledge (local) +7, Ride +8, Stealth -3, Survival +7; Racial Modifiers +2 Intimidate
Languages Common, Orc
SQ flame's skills, foolhardy rush, glorious challenge, mount (camel named Phlegm Thrower), orc blood, order of the flame
Combat Gear oil of magic weapon, potion of cure light wounds (2); Other Gear armor spikes mountain pattern armor, heavy wooden shield, lance, mwk falchion, scimitar, cold iron longsword, backpack, banner, simple, banner, simple, bedroll, belt pouch, burner, flint and steel, hemp rope (50 ft.), masterwork backpack, mess kit, pot, soap, torch (9), trail rations (5), waterskin, whetstone, 402 gp
Encumberance 81/260 lbs carried (lgt)
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Special Abilities
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Animal Companion Link (Ex) You have a link with your Animal Companion.
Cavalier's Charge Mounted charge grants +4 to hit and -0 to AC rather than +2/-2
Darkvision (60 feet) You can see in the dark (black and white vision only).
Ferocious Resolve Gain ferocity universal monster ability. When using this ability gain +2 bonus to Intimidate checks.
Ferocity Fight without penalty when while disabled or dying.
Foolhardy Rush (Ex) When roll init of 11+ (on die), as an imm action move speed but subtract from next rd's move.
Glorious Challenge If drop challenged foe, free challenge vs. new foe in 15 ft with stacking -2 AC & +2 dam.
Intercept Charge When opp charges ally with feat, as an immediate action mv up to speed to get in way of charge.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Orc Ferocity (1/day) If brought below 0 Hp, can act as though disabled for 1 rd.
Order of the Flame's Challenge (2/day) (Ex) +4 to damage target, -2 AC vs. others when used, can issue glorious challenge.
Order of the Flame's Skills +1 bonus to intimidate when at or above maximum hp.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Tactician (Intercept Charge, 5 rds, 1/day) (Ex) Grant the use of your teamwork feats to all allies in 30 ft.
Sandkin These half-orcs face the world with a self-assurance that’s unusual for their kind—the result of a confluence of fortunate factors.
The beneficiaries of several unusual circumstances desert half-orcs move in both human and orc societies
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Phlegm Thrower
Camel(charger)[Animal Companion]
N Large animal
Init +3; Senses low-light vision, scent; Perception +0
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Defense
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AC 17, touch 12, flat-footed 14 (+2 armor, +3 Dex, +3 natural, -1 size)
hp 19 (3d8+6)
Fort +5, Ref +6, Will +1
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Offense
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Speed 50 ft.
Melee bite +5 (1d4+6 /x2) or bite +4 (1d4+9 /x2) power attack
Range spit +5 (ranged touch, target sickened for 1d4 rds, 10')
Space 10 ft.; Reach 5 ft.
Special Attacks spit
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Statistics
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Str 19, Dex 17, Con 14, Int 2, Wis 11, Cha 4
Base Atk +2; CMB +7; CMD 20 (24 vs. trip)
Feats Endurance, Intimidating Prowess, Power Attack
Tricks
- Attack, Attack Any Target: Will attack apparent natural and unnatural creatures
- Come: Comes to handler, even if it normally would not do so
- Defend: Defends creature (defends owner even without command)
- Down: Breaks off from combat or backs down
- Guard: Stays in place and prevents others from approaching
- Heel: Follows closely, even into places where it normally wouldn't go
- Menace: Attempts to keep target creature from moving, intimidating as best it can, attacking if target moves from location
Skills Acrobatics +3 (+11 to jump), Intimidate +7 (+4 vs smaller targets)
SQ attack any target, combat riding
Other Gear lamellar cuirass, bit and bridle, feed (per day) (5), riding saddle, saddlebags
Encumberance 290/1050 lbs carried (lgt) [Narkû 248 lbs]
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Special Abilities
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Attack Any Target [Trick] The animal will attack any creature on command.
Barding Training 1 Worn barding -1 check penalty, +1 max Dex
Combat Riding [General Purpose Trick] The animal has been trained to bear a rider into combat.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Mounted Challenge +1 to damage target, +1 AC vs others when Cavalier uses challenge.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Spit (Ex) Ranged touch attack vs foe in 10 ft, sickened 1d4 rds.
Backstory:
Narkû does not remember much of his youth other than the screams of battle and the yipping of gnolls in the darkness of night. Though he can remember the first time he saw Fort Fang, standing sinisterly at the feet of the Barzen Peaks and the smells of death and rot from the slave pits. A Pahmet dwarf told him years later that the two of them had arrived as part of a slave raid into the Brazen Frontier, but the Pah' was gone missing the next day before further discussion could take place. The old Pah', did say one thing odd that would haunt him for many years, 'She will guide you when the time is right, listen and learn from her'.
It would be 9 years before any meaning would come to light on the old Pah's cryptic words. At first Haleen wasn't even someone he noticed, a woman always in the shadows, but apparently noticing him. Pharaoh Hiasho had sold him to the fighting pits of Katapesh 2 years ago, and Narkû was beginning to make a name for himself as a successful gladiator. He had even managed to form a gang, Narkû Inferno, of like minded fighters. They strived to achieve as much glory for the gang as a whole, as they did for the individually. The efforts had off, as their treatment and living conditions improved.
Everything was going well for Narkû, he had women, food, and a place to sleep in safety. What more could he ask for? He was surprised to find the note hidden with his meal that morning, 'They will kill you in the pit today.' Who had brought him his meal? It was some plain faced woman, someone he had seen in passing, but no one of interest to him. Well she was of interest to him now. He stormed through the tunnels of cells looking for her, but not knowing her name. When he would question a slave, they would just stand cowering, with a pool of fear growing at their feet. His search was in vain, as none would reveal the woman to him, it was like they protected her.
The message stayed in his mind until the time of his challenge. Entering the pit with members of Narkû Inferno, he had been told that they would fight as a unit against some great beast or giant in today's events. This was not the first time such an event had been scheduled for his gang, and at least he would have his brothers with him if they did try to stack the event odds against them too heavily.
As they entered the arena, his eyes instantly saw the woman from this morning, standing next to a gnoll slave merchant, whispering into his ear pointing in his direction. The arena exploded in chaos, as if rent to the Abyss had opened at his feet. The horn starting the match was sounded and as one the other members of his gang turned to him, weapons drawn, and the desire for glory in their eyes. With a bellow of rage, he challenged each in turn, hewing them with more and more ease as their numbers dwindled away.
When it was over, only Narkû stood. He had achieved the highest glories the pit could provide him, the destruction of Narkû Inferno. The Inferno was gone from the world, yet it lived on within himself. The world went black as he collapsed, the adrenaline of the fight wore off. He awoke some time later, in a strange bed and room, with the strange woman sitting next to him. His wounds had been dressed and bound, and it felt like his had a couple of broken ribs. She would introduce herself as Haleen, and go onto explain how she had arranged for my purchase and subsequent release from the pits with the help of her "Master".
Since that time 3 years ago, Haleen has become a trusted confidant and companion. While they have not seen each other in months, something not uncommon since Narkû started working as a mercenary, Haleen had begun to act more secretive than normal. After returning with a caravan 3 months ago though, he has not found Haleen anywhere in Katapesh, and he has begun to worry for her safety.