Jarl of the North Wind

Urgosh The Minotaur's page

340 posts. Alias of Algar Lysandris.


Classes/Levels

Hp 60/60 AC 25 (+12 Perc; +4 Init; Fort +7, Ref +3, Will +8)

About Urgosh The Minotaur

Back of Urgosh:
A complicated story. Urgosh was born the son of a tavern keeper in Akrabat and the son of a famous dwarven pirate, who he has never met. He was not planned nor wanted. In fact, he was just a burden to everyone he knew before his rebirth. Nine months of pregnancy caused a serious downturn in business for his "mom". Shortly after birth, she she gave him to a wet nurse. Left to his own device he spent most of his time outside running around with orphans and wannabe street thugs. He spent the next decade there. Different from the other kids, he found it difficult to find friends. The other kids were merciless to him. He spent most of his time on daily chores. He ran away for the first time in his teens.
He found his way onto a galley of a pirate ship, but again he was forced into hard labor and treated poorly. His time in the streets and on the ship was not wasted though. It was during this time that he developed his ability to hide and to lie. The "reward" for not performing up to par was always physical abuse. His only escape from this was stealth and deception. Unexpectedly, he hated the sea. He also hated people. He had not met a single person who had attempted to befriend him. One night at port, he abandoned ship.

In Akkrabat once again, he was forced to work in the ore mines to live. Since he was physically stronger than the other workers, his back found the whip yet again. He slowly built up his strength over the next few years in the mines. Life was dark in these days. He turned to drinking, drugs, and gambling. He was not much of a gambler and he soon piled up huge debts. One group got tired of his unpaid debts and took out retribution. Thugs from the local thieves guild found Urgosh in an alley and beat him nearly to death. They drug him into the desert and left him for dead. Urgosh barely survived the assault and ran away once again. He spent the next few days curled up in a cave detoxing from drugs and alcohol.

The next few months wandering in the desert were the toughest. He spent most of the time dehydrated and hungry. He knew that the end was near. One day while wandering in the desert looking for water, he ran into a group of giant scorpions. Ready to die, he walked into the mist of them and raised his arms preparing to die. What happened next would be considered a miracle by those who would become his first friends. One of the scorpions by instinct struck the man in the side with his tail. The blow sent the dwarf reeling. He fell to his side as the other scorpions prepared to end his life. Suddenly, the arachnids were stopped by one that appeared their leader, an enormous golden scorpion. A group of sand warriors watched from a hill as the leader of the scorpions actually picked the injured undine up and carried him to an oasis and left him. Seeing it as a sign from their goddess, the sand warriors took Urgosh to their complex, an abandoned city in the desert, and brought him back to life. The sand warriors ended up being a cult of the sand god, Aldinach. He finally found his place among them. He was revered and cared for. The group taught him how to hunt and taught him the finer points in the art of combat. He soon learned their ways but at the same time he felt something stirring in him. All that rage he had been building up for years was hardness during the training. Urgosh was able to place powerful destructive strikes with his weapons. It was also during this time that he learned to use the divine magic that was always a part of him. He learned to control this spontaneous spellcasting ability. They lived a life of brotherhood and revelry. They hunted hard during the day and partied harder at night. During this time, he befriended a desert tiger who he had found as an abandoned kitten. The two became inseparable. Urgosh also fell in love with a human woman he met there. They married and the next two years of his life were the best he had ever known. Unfortunately, the happiness would not last. A group of settlers from Aeon laying claim to the oasis raided the place and killed everyone while the most skilled hunters were away. Urgosh and his party tried to exact vengeance but the hated enemy proved to powerful even tough they manages to kill three times their numbers. Heartbroken and lonely, he ran away once again. Unable to tolerate the pain of living grim turned to his inner rage to drive him forward.

Connac Aevel, the famous adventurer had been the own who rescued him for death and despare and he had nursed back to health over a year ago.

Hearing the call placed by Connac Aevell, Urgosh made his way back and stands ready to answer the call. For Connac had been owed a blood debt.

URGOSH

Inquisitor (Preacher) 5
Medium Dwarf / Humanoid (Dwarf)
Init +4; Senses Perception +12, Darkvision 60 ft

==DEFENSE==
AC 25, touch 11, flat-footed 24 (+10 armor, +3 shield, +1 dex, +1 natural armor)
hp 60 (6d8+12)
SR 12
Fort +7, Ref +3, Will +8
Armor Full Plate +1, Heavy
Shield Heavy Steel Shield +1
Defensive Abilities Stability (PFCR 21), Magic Resistant (PFAPG 11), Deep Warrior (PFAPG 11)

==OFFENSE==
Spd 20 ft/x3
Melee Battleaxe +8 (1d8+4) 20/x3
Melee Masterwork Bastard (One-Handed) Sword +10 (1d10+4) 19-20/x2 CM +1
Special Attacks Ancient Enmity (PFAPG 11)

==STATISTICS==
Str 18, Dex 12, Con 14, Int 12, Wis 16, Cha 5

BAB +4, CMB +8, CMD +19

Feats Armor Proficiency (LIGHT / MEDIUM / HEAVY) (PFCR 118), Ironhide (PFAPG 164), Power Attack (PFCR 131), Shield Proficiency (PFCR 133), Weapon Focus (Bastard Sword)

Skills Bluff +6, Diplomacy +6, Heal +7, Intimidate +6, Knowledge (arcana) +6, Knowledge (dungeoneering) +5, Knowledge (nature) +6, Knowledge (religion) +6, Knowledge (planes) +6, Perception +12, Sense Motive +14, Spellcraft +6, Survival +10 [Tracking - 1/2 speed +13, Tracking - Normal Speed +8, Tracking - x2 speed -7

SQ Slow and Steady (PFCR 21), Track (PFCR 64)

SU Judgment (PFAPG 38 - 39), Seize the Initiative (Tactics), Bane

Ex Determination, Monster Lore, Stern Gaze, Cunning Initiative

Sp Detect Alignment (at will), Discern Lies

MC Inquisitor Domain: Tactics (PFAPG 38), Inquisitor Orisons (PFAPG 38)

Racial Traits Magic Resistant, Rock Stepper, Ancient Enmity, Deep Warrior, Lorekeeper

Languages Common, Dwarven, Sylvan

==Magic==

Gear Mercenary Kit (This includes a backpack, a bedroll, a belt pouch, a flint and steel, ink, an inkpen, an iron pot, a mess kit, rope, soap, a spell component pouch, torches (10), trail rations (5 days), and a waterskin.) A small Tent, Weapon Chord, Spring loaded wrist coil ( Dagger), Spring loaded wrist coil (Empty)

Cash 20 gp

Spells (CL 4)
L0: Create Water, Detect Magic, Stabilize, Read Magic, Guidance, Virtue
L1: CLW, Shield of Faith, Divine Favor, Bed of Irons
L2: CMW, Resist Energy, See Invisibility, Invisibility

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Daily Resources Left:

Sp Detect Alignment (at will), 6/6 Discern Lies
Su 2/2 Judgment, 6/6 Bane, 6/6 Seize the Initiative
Ex 3/3 Determination
Spells
L1: 5/5
L2: 3/4

Current Effect Invisible