Thurk
Male half-orc fighter 2: CR 2; Medium humanoid (human, orc); Hit Dice 2d10+4; 15 hp; Init +0; Spd 30 ft. (6 squares); AC 17 (+1 Dex, +6 armor), touch 11, flat-footed 16; BAB/Grapple +2/+5; Atk +6 melee (1d12+4/x3, masterwork greataxe) or +3 ranged (1d10/19-20x2, heavy crossbow); Full atk +6 melee (1d12+4/x3, masterwork greataxe) or +3 ranged (1d10/19-20x2, heavy crossbow); SQ darkvision 60 ft., orc blood; AL CG; SV Fort +5, Reflex +1, Will +0; Str 16, Dex 12, Con 14, Int 10, Wis 10, Cha 8.
Skills and Feats: Handle Animal +4, Ride +6; Animal Affinity, Power Attack, Improved Sunder
Languages: Common, Orc
Possessions: Banded mail, bedroll, bit and bridle, book*, crossbow bolts (x10), heavy crossbow, horse grooming tools, greataxe (masterwork), light horse, riding saddle, saddlebags
*This small book is battered and well-used. It contains details about horsemanship and grooming of horses.
Combat
Like most half-orcs, Thurk depends on his Strength in combat. Early in any fight, he will try to sunder his opponent’s weapon. Thurk understands that bloodshed draws the attention of local guards and corpses draw them faster. Thugs, toughs and other hot heads tend to rethink their situation shortly after having their swords shortened by a few feet. If forced to kill, however, he does so without hesitation. Thurk prefers melee combat but is capable with his heavy crossbow. While traveling, Thurk usually rides with the crossbow loaded and readied. Thurk never fights from horseback. After an initial bow shot, he will dismount to fight. If fighting foes on horseback, he will never take down the horse to harm the rider.
Example Dialog
“Dat’s a good horsie. Thurk’s gonna get some nice oats for ya later. Maybe ifs they gots ‘em I’ll gets some apples too. Ye likes apples, doncha.”
“Hrumph! No deal. Thurk not dat bright. Not dat stupid either.”
“Huh. Maybes yehs come back wid a new sword. Dat one’s kinda broken.”
“Touch da horse an ye gets to sees what yehs guts look like.”