Round 2, Match 2!
Greybar vs. Drunken Master
Constraints:
NPC Levels: 7, 11, 14, 17
NPC Race: Dwarf
Ingredients:
- Elephant Rider(s)
- Fragmented Forge
- Growth Formula
- Honor of the Princess
- Icebound Cutter
- Jade Wyrm
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Long ago, the dwarves of the Frostforge Clan had carved out a great empire under the Frostridge Mountains. They were known as the finest smiths in the Northlands, and they fought constantly with the dark elves that encroached upon their underground home. For centuries the Frostforge dwarves were successful in repelling wave after wave of hostile drow. Eventually the drow got the upper hand and tricked the dwarves into massing for a full-scale assault on their outpost. A huge and epic battle ensued, and the dwarven army was herded into a great cavern where the drow were to make a final stand. The cavern was trapped with teleportation gates, and the unfortunate dwarves were scattered all across the world. With the dwarven army scattered and gone, the drow moved in and slaughtered the remaining dwarves left in their underground home. After many years, the dispersed dwarven army returned to claim their homeland, reunited as the Brotherhood of the Fragmented Forge. The dwarves waged another epic battle, and there were heavy casualties on both sides, but the dwarves were finally victorious and destroyed every last dark elf. In rememberance of the event that had cost them so dearly, the dwarves kept their new name and became the Fragmented Forge Clan.
One of the Fragmented Forge dwarves was a young expert smith named Jorgund who lost his left leg below the knee in the great battle to reclaim the dwarven kingdom. Jorgund One-Leg, as he had come to be known, was reminded every day of the losses of both his leg and many of his dwarven brothers. The young dwarf longed to get away from the cold caverns that reminded him only of death and war, so he mounted his trusty warhorse, Corky, and set out into the surface world to find some sense of peace and to try to heal the scars of his war-torn past.
Jorgund found himself in the port city of Klyth, and he took to the forge again in the city's Artisan District, crafting masterwork blades and armor for sale in the bustling market. In addition to his skill at the forge, Jorgund also had a natural gift with animals. He took a second job as a zookeeper, tending to the many exotic animals that were imported from distant lands. Jorgend was fascinated by the strange beasts he was introduced to, and was especially taken with the rhinoceros and the two elephants that resided there - they were very strong, stout, and tough, and reminded him quite a bit of his dwarven kin.
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Jorgund One-Leg, Male Dwarf Expert 5/Fighter 2: CR 6; Medium-size humanoid; HD 5d6+5 plus 2d10+2; hp 48; Init +0; Spd 10 ft.; AC 20 (flatfooted 20, touch 11); Atks: +1 greatsword +10 melee (1d12+5, 20/x3), or masterwork heavy flail +9 melee (1d10+4, 19-20/x2), or dagger +8 melee (1d4+3, 19-20/x2), or dagger +5 ranged (1d4+3, 19-20/x2); SQ dwarven traits; AL LG; SV Fort +5, Ref +1, Will +5; Str 16, Dex 11, Con 13, Int 16, Wis 13, Cha 10.
Skills and Feats: Animal Empathy +8, Appraise +8, Craft (armorsmith) +15, Craft (weaponsmith) +15, Handle Animal +12, Heal +5, Listen +9, Profession (zookeeper) +2, Ride (horse) +12, Search +11, Spot +10; Cleave, Mounted Combat, Power Attack, Trample, Weapon Focus (greataxe).
Languages Spoken: Common, Elven, Dwarven, Goblin, Orc.
Disabled: Jorgund is missing his left leg below the knee, and has a peg-leg. His base movement rate is 15, he cannot run, and he suffers a -2 penalty to Balance, Climb, and Jump checks.
Dwarven Traits: +1 racial bonus to attack rolls against orcs and goblinoids; +2 racial bonus to Will saves against spells and spell-like abilities; +2 racial bonus to Fortitude saves against all poisons; +4 dodge bonus against giants; darkvision 60 ft.; stonecunning (+2 racial bonus to checks to notice unusual stonework; can make a check for unusual stonework as though actively searching when within 10 ft. and can use the Search skill to find stonework traps as a rogue can; intuit depth); +2 racial bonus to Appraise checks and Craft or Profession checks related to stone or metal (these bonuses are already figured into the statistics above).
Expert Class Skills: As an Expert, Jorgund's class kills are Animal Empathy, Appraise, Craft, Handle Animal, Heal, Listen, Profession, Ride, Search, and Spot.
Possessions: +1 full plate, +1 greataxe, +1 ring of protection, masterwork heavy flail, dagger, potions of cure light wounds (3) and enlarge.
Mount: Heavy warhorse with a military saddle* and studded leather barding.
*The +2 circumstance bonus to Ride checks provided by this item have not been factored into the skill total above.
Corky, Male Heavy Warhorse: CR 2; Large animal; HD 4d8+12; hp 40; Init +1 (Dex); Spd 50 ft. (40 ft. with a medium load); AC 17 (flatfooted 16, touch 10) Atks: 2 hooves +6 melee (1d6+4, 20/x2) and bite +1 melee (1d4+2, 20/x2); Face/Reach 5 ft. by 10 ft./5 ft.; SQ scent; AL N; SV Fort +7, Ref +5, Will +2; Str 18, Dex 13, Con 17, Int 2, Wis 13, Cha 6.
Skills and Feats: Listen +7, Spot +7
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Jorgund eventually spent less and less time at the forge, and worked his way up to the master keeper at the zoo. His love for the animals brought him the piece of mind that he had so desperately sought since leaving his mountain home, and he was very content. Many years passed, and aside from the few times when he was called upon to serve in the mounted cavalry to fight against the orcs who periodically raided the nearby smaller settlements, he lived a peaceful and fulfilling life.
Eventually, Jorgund came to see the dark day when he outlived his faithful warhorse and trusted companion, Corky. He took the loss very hard, and went through a bit of a depression. the only thing that made this time in his life bearable was that soon after the loss of corky, his prized pair of elephants gave birth to a calf. Jorgend named the baby elephant Thunderfoot and took an active role in raising him. Thunderfoot took to Jorgund's care and training and proved to be very smart and cooporative, learning tricks and tasks very easily. Before long, Jorgund had gotten Thunderfoot to accept him as a rider, and he would amuse the children that visited the zoo by taking them on rides through the grounds on Thunderfoot's strong back.
Jorgund never wanted to be an adventurer or a hero, and he was content with his life in Klyth, but fate has a funny way of stepping in and changing one's path. The citizens of Klyth had known a long period of peace and prosperity, keeping the orcs at bay with their stout walls and mighty army. However, there was a menace that they could not so easily defend against, and it razed the city from on high, where they were practically defenseless. A Flight of Dragons swept over the city, setting the port metropolis ablaze with fire and lightning, and dissolving homes and townsfolk with acid breath and corrosive gas. The city was a madhouse. Thousands fell before the breath and claws of the chromatic dragon assault. A large green dragon swooped down over the zoo, slashing open cages and devouring whatever large animals it could get its bloodthirsty fangs upon. Jorgund was in his sleeping chamber when the attack started. He quickly donned his armor, gathered up his weapons, and hobbled as quickly as he could to try and save his charges from destruction. Jorgund came to the elephant cage and found Thunderfoot and his parents stomping and trumpeting in a panic. He fumbled with his keys and got inside the cage just as the jade wyrm came around the corner, spitting out the partially corroded head of the bull rhinoceros. Thunderfoot was at the rear of the massive cage, and Jorgund called upon his gifts to try to calm the panicked elephant. The parent elephants charged the dragon to protect their offspring, and though they managed to deal significant damage with their trampling hooves and gore attacks, they met with grisly ends from a cloud of chlorine gas and a flurry of savage teeth and claws. The elder elephants did manage to buy Jorgund enough time for one desperate move - he uncapped his magical enlarging potion that he had acquired in the travels of his youth, and he poured the contents into Thunderfoot's mouth. Jorgund then called on Thunderfoot to perform one of the tricks he had been taught, and just as the growth potion was taking effect, Jorgund was lifted onto the elephant's back and he charged the weakened dragon. Thunderfoot was now about twice the size of the dragon and barrelled right over him, trampling the wyrm into the mud and crushing many of its bones with his now-massive stamping feet. Jorgund held onto the Thunderfoot with all his might and guided the giant elephant on a reckless charge through the burning city streets. They managed to shrug off a few dragons' blows and trample over two more smaller dragons who were foolish enough to get in their way as Jorgund did all he could do to guide Thunderfoot to the city's little-used Eastern Gate. Several unfortunate townsfolk and city guards were caught under the rampaging elephant's feet, but there was only so much that Jorgund could do to control the panicked elephant. They burst through the gate, taking bits of the city wall with them, and ran full speed to the east for many hours until Thunderfoot finally dropped from exhaustion.
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Jorgund One-Leg, Male Dwarf Expert 5/Fighter 6: CR 10; Medium-size humanoid; HD 5d6+10 plus 6d10+12; hp 101; Init +0; Spd 10 ft.; AC 22 (flatfooted 22, touch 11); Atks: +1 greatsword +15/+10 melee (1d12+9, 20/x3), or masterwork heavy flail +14/+9 melee (1d10+6, 19-20/x2), or dagger +13/+8 melee (1d4+4, 19-20/x2), or dagger +9 ranged (1d4+4, 19-20/x2); SQ dwarven traits; AL LG; SV Fort +10, Ref +5, Will +9; Str 18, Dex 11, Con 14, Int 16, Wis 13, Cha 10.
Skills and Feats: Animal Empathy +8, Appraise +8, Craft (armorsmith) +17, Craft (weaponsmith) +17, Handle Animal +16, Heal +5, Listen +11, Profession (zookeeper) +2, Ride (horse) +16, Search +12, Spot +11; Cleave, Mounted Combat, Power Attack, Ride-By Attack, Spirited Charge, Trample, Weapon Focus (greataxe), Weapon Specialization (greataxe).
Languages Spoken: Common, Elven, Dwarven, Goblin, Orc.
Disabled: Jorgund is missing his left leg below the knee, and has a peg-leg. His base movement rate is 15, he cannot run, and he suffers a -2 penalty to Balance, Climb, and Jump checks.
Dwarven Traits: +1 racial bonus to attack rolls against orcs and goblinoids; +2 racial bonus to Will saves against spells and spell-like abilities; +2 racial bonus to Fortitude saves against all poisons; +4 dodge bonus against giants; darkvision 60 ft.; stonecunning (+2 racial bonus to checks to notice unusual stonework; can make a check for unusual stonework as though actively searching when within 10 ft. and can use the Search skill to find stonework traps as a rogue can; intuit depth); +2 racial bonus to Appraise checks and Craft or Profession checks related to stone or metal (these bonuses are already figured into the statistics above).
Expert Class Skills: As an Expert, Jorgund's class kills are Animal Empathy, Appraise, Craft, Handle Animal, Heal, Listen, Profession, Ride, Search, and Spot.
Possessions: +2 full plate, +1 greataxe, +1 amulet of natural armor, +1 ring of protection, +2 cloak of resistance, gauntlets of ogre power, masterwork heavy flail, dagger, potions of cure light wounds (3) and enlarge.
Thunderfoot, Male Elephant: CR 8; Huge animal; HD 11d8+55; hp 127; Init +0; Spd 40 ft.; AC 15 (flatfooted 15, touch 8) Atks: slam +16 melee (2d6+10, 20/x2) and 2 stamps +6 melee (2d6+5, 20/x2), or gore +16 melee (2d8+15, 20/x2); Face/Reach 10 ft. by 20 ft./10 ft.; SA trample 2d8+15; SQ scent; AL N; SV Fort +12, Ref +7, Will +4; Str 30, Dex 10, Con 21, Int 2, Wis 13, Cha 7.
Trample (Ex): Thunderfoot can trample Medium-size or smaller creatures for automatic gore damage. Opponents who do not make attacks of opportunity against the elephant can attempt a Reflex save (DC 20) to halve the damage.
Skills and Feats: Listen +6, Spot +6
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Jorgund and Thunderfoot traveled across the land for many weeks, eventually taking refuge in the forest realm of Jadeera. Jadeera was a small province dominated by untamed wilderness and overseen by a council of druids. Jorgund was welcomed by the druids, who were fascinated by Thunderfoot, as they had never seen an elephant before. Jorgund settled in Jadeera for a time in the small thorp called Briar Knoll. He set up a forge and went back to work as a smith. He used his skills to craft masterwork weapons and armor for the defenders of the realm, and when called upon, he mounted the now war-trained Thunderfoot to help drive off the frequent gnoll raiders and rampaging beasts of the forest. After two years, Jorgund One-Leg became the benevolent and beloved burgomaster of Briar Knoll, defending his adopted village backed by a well-trained band of fighters armed with full plate and gleaming blades of the finest dwarven quality. Jorgund the Elephant Rider was quickly becoming a figure of legendary status amongst the people of Jadeera.
As burgomaster of Briar Knoll, Jorgund attended the seasonal meetings of the Jadeera's governing Druid Council in the sacred Grove of the Treefather. During the meeting in the summer of his second year as burgomaster, he was called upon to face his greatest challenge. The gnolls of the forest had recently waged a bold assault on the neighboring elven kingdom of Valrathyll, and they were successful in kidnapping the princess Aurowynn. To make matters worse, the gnolls had made a deal with a powerful green dragon who wished to mate with the princess in order to sire a half-dragon heir. The elves of Valrathyll had asked the druids for help, and Jorgund jumped at the chance to fight these monsters - as much as he loathed the savage and cruel gnolls, there was no creature in the world the elephant rider despised more a green dragon. For the good of the land and the honor of the princess, Jorgund agreed to spearhead the assault on the gnoll outpost to the south, eager for their wicked dragon ally to taste the steel of his axe and the ivory of Thunderfoot's mighty tusks.
Jorgund led a mighty contingent of mounted human warriors, several druids, and a contingent of elven archers. They marched southward through the forest and sent scouts ahead to gauge the gnoll defenses. Fortunately, gnolls are a bestial and fairly disorganized lot, and the dragon had not showed up yet to have his way with the elven princess. Jorgund and the druids carefully planned their assault and charged the gnoll encampment. The gnolls fought savagely but were ultimately outmatched and overrun, many of their bones smashes to dust under Thunderfoot's trampling feet of doom. The elven rangers stormed the entrance to the gnolls' network of underground chambers and came back up with their princess, a little bit shaken and hungry, but otherwise not too worse for wear.
Just then, out of the sky came the great green dragon. The archers shot scores of arrows at the wyrm, but most simply bounced off its scaly emerald hide. The dragon landed and breathed its cloud of corrosive gas and laid low amany archers and cavalrymen. Jorgund felt the anger rise within him and kicked Thunderfoot into gear, charging the dragon head-on. As Thunderfoot was about to connect with his powerful gore attack, Jorgund raised his greataxe high with both hands, let out a battlecry to the dwarven God of war, and launched himself through the air towards the dragon. Tusks and axe bit into the dragon and caused considerable damage, sending geysers of the dragon's blood to spurt out in all directions. Jorgund had landed solidly on the dragon's back and was hacking at it repeatedly with his axe, showering himself in dragon flesh and gore. The wounded dragon reared up and finally knocked the dwarven fighter off, and managed to fly off, severely wounded and defeated.
The elven princess was rescued and unhurt, and both the elves and the folk of Jadeera hailed the mighty Jorgund One-Leg and Thunderfoot as heroes. The druids of Jadeera rewarded the elephant rider's bravery with a special magical ceremony that called upon the spirit of the land to imbue Thunderfoot with intelligence. Thunderfoot's mind was awakened by the powerful druidic magic, and Jorgund was overjoyed.
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Jorgund One-Leg, Male Dwarf Expert 5/Fighter 9: CR 13; Medium-size humanoid; HD 5d6+10 plus 9d10+18; hp 130; Init +0; Spd 10 ft.; AC 25 (flatfooted 24, touch 12); Atks: +1 greataxe +18/+13 melee (1d12+9, 19-20/x3), or +1 heavy flail +17/+12 melee (1d10+7, 19-20/x2), or masterwork dagger +17/+12 melee (1d4+4, 19-20/x2), or masterwork dagger +14 ranged (1d4+4, 19-20/x2); SQ dwarven traits; AL LG; SV Fort +11, Ref +7, Will +10; Str 18, Dex 12, Con 14, Int 16, Wis 13, Cha 10.
Skills and Feats: Animal Empathy +8, Appraise +9, Craft (armorsmith) +19, Craft (weaponsmith) +18, Handle Animal +19, Heal +5, Listen +12, Profession (zookeeper) +2, Ride (horse) +20, Search +12, Spot +12; Cleave, Improved Critical (greataxe), Mounted Combat, Power Attack, Ride-By Attack, Spirited Charge, Trample, Weapon Focus (greataxe), Weapon Specialization (greataxe).
Languages Spoken: Common, Elven, Dwarven, Goblin, Orc.
Disabled: Jorgund is missing his left leg below the knee, and has a peg-leg. His base movement rate is 15, he cannot run, and he suffers a -2 penalty to Balance, Climb, and Jump checks.
Dwarven Traits: +1 racial bonus to attack rolls against orcs and goblinoids; +2 racial bonus to Will saves against spells and spell-like abilities; +2 racial bonus to Fortitude saves against all poisons; +4 dodge bonus against giants; darkvision 60 ft.; stonecunning (+2 racial bonus to checks to notice unusual stonework; can make a check for unusual stonework as though actively searching when within 10 ft. and can use the Search skill to find stonework traps as a rogue can; intuit depth); +2 racial bonus to Appraise checks and Craft or Profession checks related to stone or metal (these bonuses are already figured into the statistics above).
Expert Class Skills: As an Expert, Jorgund's class kills are Animal Empathy, Appraise, Craft, Handle Animal, Heal, Listen, Profession, Ride, Search, and Spot.
Possessions: +4 full plate, +1 greataxe, +1 heavy flail, +1 amulet of natural armor, +1 ring of protection, +2 cloak of resistance, gauntlets of ogre power, masterwork dagger, potions of cure light wounds (3) and heroism.
Mount: Awakened elephant with an exotic military saddle* and +3 studded leather barding.
*The +2 circumstance bonus to Ride checks provided by this item have not been factored into the skill total above.
Thunderfoot, Male Awakened Elephant: CR 8; Huge animal; HD 13d8+65; hp 153; Init +0; Spd 40 ft.; AC 21 (flatfooted 21, touch 8) Atks: slam +17 melee (2d6+10, 20/x2) and 2 stamps +12 melee (2d6+5, 20/x2), or gore +17 melee (2d8+15, 20/x2); Face/Reach 10 ft. by 20 ft./10 ft.; SA trample 2d8+15; SQ scent; AL N; SV Fort +13, Ref +8, Will +5; Str 30, Dex 10, Con 21, Int 10, Wis 13, Cha 10.
Trample (Ex): Thunderfoot can trample Medium-size or smaller creatures for automatic gore damage. Opponents who do not make attacks of opportunity against the elephant can attempt a Reflex save (DC 20) to halve the damage.
Skills and Feats: Listen +6, Spot +6
Languages Spoken: Dwarven
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Jorgund spent another three years as burgomaster of Briar Knoll. He and Thunderfoot continued to defend their forest realm, and Thunderfoot became an even more formidable combatant with his newfound intelligence. Jorgund and Thunderfoot were an amazing duo, and they cut through enemy forces with such ease that after time no one would dare stand against them. Still, there was one enemy that had yet to be vanquished - it had always stuck in Jorgund's craw that the green dragon he had fought those three years ago had escaped with his life. It was time for him and Thunderfoot to finish the job.
Jorgund retired from his governing position in Briar Knoll and set out to complete this one last great quest. He journeyed to the elven lands of Valrathyll and employed their best trackers to hunt down the dragon and determine the location of the foul beast's lair. it took some time, but the dragon's abode was finally discovered - the thing laired deep within a forested cliffside, hidden behind a waterfall.
Thunderfoot and Jorgund journeyed to the spot where they would face the dragon. Jorgund knew that only one of them would walk away from the conflict, and he'd be damned if it was going to be the wyrm. He said a prayer in rememberance of his slaughtered brothers of the Fragmented Forge, and then another one for the animals he had cared for in the Klyth zoo. It was time to fight, and failure was not an option.
Thunderfoot trumpeted, and Jorgund gave the order to charge. Elephant and rider surged forward through the waterfall and into the cavern to find the dragon waiting for them. The dragon breathed its corrosive cloud at them and deftly dodged Thunderfoot's tusks. Thunderfoot screamed in agony from the breath weapon and slumped forward as the dragon raked the elephant's forelgs with its claws and then its wings. The dragon raised its head and bit at Jorgund, stealing the axe from the dwarf's hand and sending him crashing to the ground. Thunderfoot got back up and charged the dragon agin, this time impaling the creature through the side with one ivory tusk. Jorgund dug himself out of the pile of gold pieces he had landed in, and he fumbled for his heavy flail. as the dragon was busy trading attacks with Thunderfoot, Jorgend hobbled forward and tried to whack at the dragon's flank with his flail. The wyrm saw him coming however, and easily slammed him to the rear of the cavern with a mighty slap of its tail. Again Jorgund found himself partially immersed in a sea of coins and baubles, and again he was without a weapon. He fumbled blindly through the dragon's hoard, searching for any weapon that may be of use aginst the evil monster. Thunderfoot was holding his own against the dragon for now, but Jorgund knew that the elephant warrior wouldn't last much longer. Jorgund reached down into a pile of weapons nearby, and his hand touched upon something cold. Ice shot up the dwarf's arm and he pulled forth the weapon he had grabbed. The gods must have been with him this day, for there was no other feasible explanation when he pulled forth a mighty dwarven greataxe. The entire axe was shrouded in a softly glowing aura of blue frost that continued halfway up both of his arms. The weapon bore dwarven runes on the blade that read "Icebound Cutter." Jorgund knew better than to hesitate any longer, or his best friend in the world would be ripped to shreds by the foul green beast. He quaffed his potion of heroism and charged forth with a battlecry to his gods. The dragon turned away from Thunderfoot for a moment and breathed directly at Jorgund. The dwarf's skin blistered and burned, but he fought onward through the agony and hefted his new greataxe aloft for a mighty strike. The blade came down onto the wounded dragon's skull with such a powerful force that Jorgund was knocked off of his foot. There was a huge icy burst as the blade bit deeply into the dragon's brain with critical force. Battered and bloody, Jorgund stood and sped over to Thunderfoot's side to administer what meager healing potions he could to his trusted ally. Thunderfoot's major lacerations closed, though he was still wounded pretty badly. Rest and time would take care of that, though. Jorgund hobbled over to the dead dragon and wrenched Icebound Cutter from the beast's skull. He turned to Thunderfoot, and then the two of them looked around, realizing for the first time that they stood amongst enough treasure to make ten kingdoms jealous.
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Jorgund One-Leg, Male Dwarf Expert 5/Fighter 12: CR 16; Medium-size humanoid; HD 5d6+10 plus 12d10+24; hp 150; Init +0; Spd 10 ft.; AC 26 (flatfooted 25, touch 12); Atks: +2 keen icy burst greataxe +22/+17/+12 melee (1d12+10 plus 1d6 cold, 18-20/x3 plus 2d10 cold), or +1 heavy flail +20/+15/+10 melee (1d10+7, 19-20/x2), or masterwork dagger +20/+15/+10 melee (1d4+4, 19-20/x2), or masterwork dagger +17 ranged (1d4+4, 19-20/x2); SQ dwarven traits; AL LG; SV Fort +14, Ref +9, Will +15; Str 18, Dex 12, Con 14, Int 16, Wis 14, Cha 10.
Skills and Feats: Animal Empathy +8, Appraise +10, Craft (armorsmith) +22, Craft (weaponsmith) +22, Handle Animal +22, Heal +5, Listen +13, Profession (zookeeper) +3, Ride (horse) +23, Search +12, Spot +13; Cleave, Great Cleave, Improved Critical (greataxe), Iron Will, Mounted Combat, Power Attack, Ride-By Attack, Spirited Charge, Sunder, Trample, Weapon Focus (greataxe), Weapon Specialization (greataxe).
Languages Spoken: Common, Elven, Dwarven, Goblin, Orc.
Disabled: Jorgund is missing his left leg below the knee, and has a peg-leg. His base movement rate is 15, he cannot run, and he suffers a -2 penalty to Balance, Climb, and Jump checks.
Dwarven Traits: +1 racial bonus to attack rolls against orcs and goblinoids; +2 racial bonus to Will saves against spells and spell-like abilities; +2 racial bonus to Fortitude saves against all poisons; +4 dodge bonus against giants; darkvision 60 ft.; stonecunning (+2 racial bonus to checks to notice unusual stonework; can make a check for unusual stonework as though actively searching when within 10 ft. and can use the Search skill to find stonework traps as a rogue can; intuit depth); +2 racial bonus to Appraise checks and Craft or Profession checks related to stone or metal (these bonuses are already figured into the statistics above).
Expert Class Skills: As an Expert, Jorgund's class kills are Animal Empathy, Appraise, Craft, Handle Animal, Heal, Listen, Profession, Ride, Search, and Spot.
Possessions: +4 full plate, +2 keen icy burst greataxe, +1 heavy flail, +2 amulet of natural armor, +1 ring of protection, +3 cloak of resistance, gauntlets of ogre power, masterwork dagger, potions of cure light wounds (3) and heroism.
Mount: Awakened elephant with an exotic military saddle* and +3 studded leather barding.
*The +2 circumstance bonus to Ride checks provided by this item have not been factored into the skill total above.
Thunderfoot, Male Awakened Elephant Fighter 2: CR 10; Huge animal; HD 13d8+65 plus 2d10+10; hp 173; Init +0; Spd 40 ft.; AC 21 (flatfooted 21, touch 8) Atks: slam +19 melee (2d6+10, 20/x2) and 2 stamps +14 melee (2d6+5, 20/x2), or gore +19 melee (2d8+15, 19-20/x2); Face/Reach 10 ft. by 20 ft./10 ft.; SA trample 2d8+15; SQ scent; AL LG; SV Fort +16, Ref +8, Will +5; Str 30, Dex 10, Con 21, Int 10, Wis 13, Cha 10.
Trample (Ex): Thunderfoot can trample Medium-size or smaller creatures for automatic gore damage. Opponents who do not make attacks of opportunity against the elephant can attempt a Reflex save (DC 20) to halve the damage.
Skills and Feats: Listen +7, Spot +7; Improved Critical (gore), Power Attack.
Languages Spoken: Dwarven