The material below is Open Game Content from Memorable Townsfolk
Services: Thurn can lead the party to a wilderness adventure site, keep them from getting lost in a new region, or offer training in wilderness survival. He charges 5 gp per day or twice that if he expects trouble. If he expects life-threatening danger, he simply will not go. He would rather live and merely get by than be rich and dead.
• Travel with party: 4 cp per mile.
• Train in Survival: 2 sp per day for 1d4 days to gain first rank upon level up.
Boon: Thurn can offer a 20% discount on his usual meager fees for those he wishes to help.
Starting Attitude: Thurn has a starting attitude of unfriendly toward most PCs, except for obviously upper-class characters who remind him of his father; he is indifferent towards them.
Impression: A wiry, young half-orc with a badly-scarred face, Thurn is quiet around most people and tries to keep conversations as short and efficient as possible. Unless someone points out how disheveled he looks, he gives little thought to his appearance and generally wears only heavy cotton and leather garments in need of a thorough washing. His words often run together and he sometimes speaks too quickly to be understood. He avoids eye contact and instead tends to focus his gaze on any items at hand or the view around if outdoors.
Personality: Thurn prefers to keep to himself in general, and rarely enjoys the company of others. His only true friend is his wolf companion Runt. Left to his own devices, he thrills at the majesty of nature and the simple pleasure of living off the land. He kills only to make his living, and never for sport. He well knows the fragility of life, so he could never bring himself to kill needlessly.
Background: Born to the kidnapped son of a human merchant family and the daughter of an orc chieftain, Thurn was raised among the orcs. His clan ceaselessly tormented him until he struck out on his own to earn a living as a trapper. This violent childhood has left him ready to take any insult as a threat of violence, and he keeps his guard up even more than usual around half-orcs, orcs, and humans.
Gossip: Recently, Thurn has become enamored of a charming, intelligent merchant who came to help run the trading post Thurn frequents. After witnessing this newcomer’s sharp wit and fairness, he wonders how to express his feelings without coming off as a dunce, or worse, a predatory savage (Diplomacy 25 or friendly).
THURN (CR 1; XP 400)
Male half-orc ranger 2
CN Medium humanoid (human, orc)
Init +1; Senses darkvision 60 ft.; Perception +6
AC 13, touch 11, flat-footed 12
(+1 Dex, +2 armor)
hp 15 (2d10+4)
Fort +5, Ref +4, Will +1
Speed 30 ft.
Melee greataxe +5 (1d12+4)
Ranged composite longbow +3 (1d8+3)
Special Attacks favored enemy (animals +2)
Str 17, Dex 12, Con 14, Int 10, Wis 13, Cha 8
Base Atk +2; CMB +5; CMD 16
Feats Point-Blank ShotB, Self-Sufficient
Skills Climb +8, Craft (trapmaking) +5, Heal +8, Intimidate +1, Knowledge (nature) +5, Perception +6, Stealth +6, Survival +8 (+10 to follow tracks); Racial Modifiers +2 Intimidate
Languages Common, Orc
SQ orc ferocity, track, wild empathy +1
Combat Gear potion of cure light wounds; Other Gear composite longbow (+3 Str), ever-burning torch, feather token (bird), greataxe, healer’s kit, leather armor, quiver with 20 arrows, 24 gp
Half-orcs on Porphyra are the result of the union between elves and orcs. They count as both elf and orc for any effects related to race. Both orcs and elves accept half-orcs within their communities and it was the acts of orcs and elves working together that drew the Gods to Porphyra and helped end the tyranny of the time before the Great Reconstruction.