Race: Half-Orc
Class: Cavalier Archetype: ?
Settlement Skills/Positions: Squire, Armourer, Horse Tender
Alignment: Lawful Evil (Has his own chivalric code, influenced by his orc upbringing but with his own morality injected into it)
Religion: No Deity
16 yrs old, 5ft8in, 220lbs
Pitch Black Hair, Eyes squinted pinpricks of red
Only Orc father is left alive, 2 orc siblings
Born of violence, child of battle during the great war (Axe to Grind, Bastard)
Father is an artisan, making armour for knights (Artisan)
Grew up during the war which influenced every aspect of his childhood (Vagabond Child, Deny the Reaper)
Trained as a Cavalier by being a squire for an orcish Wolf-Cavalry commander, Ug Thunderhoof, at the request of his father. (Influence, Oathbound)
Complication: Trusted Childhood Friend - Zanya Packward, the Orc stablekeeper's daughter. Zanya knows everything about him, and even the circumstances of his betrayal. He still keeps in contact with her, despite the danger it could pose as he considers her almost a sister.
Conflict: Failure, Close Ally, Hatred, No Guilt - He betrayed Ug Thunderhoof before battle, ensuring that he would die during the initial charge into battle as his armour locked up and prevented him from swinging his sword. He hated Ug and how he treated the prisoners he captured in his raid so he was glad to be rid of him. But when he did he knew it would probably lead back to him so he stole the commander's dire wolf mount, armour, and weapon, and fled for the new world, settling in Towering Oaks to build a name for himself, going to work at the town's arena as a squire and animal tender for tournaments. When the call to go North came he volunteered to get even further away from his kind who may seek retaliation before he was ready to defend himself.
Drawback: Pride: You can’t abide challenges to your dignity, authority, or honor. When someone threatens, accuses, or challenges you, you take a –2 penalty on Diplomacy checks and Sense Motive checks involving that creature until the creature apologizes to you.
Story Feat
Liberator (Story) (Modified)
The lives you could not save stay with you to your final breath.
Benefit: You gain a +1 bonus on attack rolls, weapon damage rolls, and skill checks when your actions would directly lead to freeing prisoners or slaves.
Goal: Free at least 200 slaves or prisoners of war through perilous rescues (not merely buying them at market).
Completion Benefit: You gain the ability to inspire others through your dedication to your cause. Allies within 20 feet receive your Liberator feat bonuses when working with you to free prisoners or slaves. In addition, as a standard action you can inspire slaves and former slaves within 120 feet, giving them temporary hit points equal to 1/2 your character level and a +1 bonus on saving throws. These benefits last for 1 hour, and a given creature can receive this benefit only once per day. These are mind-affecting effects, and the inspiring bonus is language-dependent.
Starting Gear: Dire Wolf Mount, Mwk Full Plate, Mwk Heavy Mace, Mwk Lance
Skills: Intimidate, Handle Animal, Profession (Armourer), Ride