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"Keelhaul" Kaul's page

1,654 posts. Alias of Black Dow.

Full Name

"Keelhaul" Kaul


Half Orc


Rogue (Thug) 6 | HP 55/55 | AC 19/14/NA | F+5, R+10, W+2 | IP 0 | Perc +4 (+5 Freeport), Darkvision 60ft | Init +3 | Move: 30ft.



About "Keelhaul" Kaul

Short for a half-orc at around 5’11, Kaul is built like a bull at 207 lbs. Corded muscle moves under light grey hide scoured by the ritualised scarring inflicted by his repeated keelhauling. His arms, neck and shins bear inked tribal markings and tattoos depicting legendary monsters of the Oceans. One beefy forearm finishes early, its missing flesh replaced instead by a cruel shark hook.

Kaul's dark hair is cropped short as are his wide mutton chop whiskers. Beady amber eyes glare from nicked brow and his mouth is twisted with a harelip & cleft palate, granting a seemingly permanent sneer to his already frightening visage and blighting his speech with a somewhat mumbling quality...

Male Half Orc Rogue (Thug Archetype) 6
XP: 9050
CN Medium Humanoid
Favoured Class: Rogue
Speed: 30ft (armoured & unarmoured)
Init +3
Senses: Darkvision 60ft, Perception +6 (+7 in Freeport)

AC 19 (10 Base, +3 Dex, +1 feat natural armour bonus, +4 MW Chain Shirt; +1 Earring of Protection)
Touch AC 14 (10 Base, +3 Dex, +1 Earring of Protection)
Flat Footed AC N/A

HP 55 (6d8; +12 Con; +6 favoured class; +6 Toughness Feat)
Saves: Fort +5 Ref +10* Will +2
CMD 17 (10+4+3)

* Evasion: If Kaul makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage

BAB +4
Melee: Lopper (+1 Adamantine Boarding Ax) +8 [1d10+4/x3] or MW Sap +7 [1d6+3/x2] or MW Hook Hand* +8 [1d4+3/x2]
Ranged: MW Javelin +8 [1d6+3 x2] 30ft range
CMB: +7 (+4 BAB, +3 Str)

Weapons sharpened with Whetstone do +1 damage on first successful attack.

* Cannot be disarmed.

STR 16
DEX 16
CON 14
INT 10
WIS 13
CHA 10

Racial Qualities
+2 to one ability score: Str.
Darkvision: Half-orcs can see in the dark up to 60 feet.
Intimidating: Half-orcs receive a +2 racial bonus to Intimidate skill checks due to their fearsome nature.
Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.
Sacred Tattoo: Half orcs with this racial trait gain a +1 luck bonus on all saving throws.
Weapon Familiarity: Half-orcs are proficient with greataxes and falchions and treat any weapon with the word “orc” in its name as a martial weapon.

Class Abilities
Sneak Attack: +3d6 extra damage when foe is denied Dex bonus to AC or when being flanked.
Frightening [Ex]: Whenever a thug successfully uses Intimidate to demoralize a creature, the duration of the shaken condition is increased by 1 round. In addition, if the target is shaken 4 or more rounds, the thug can instead decide to make the target frightened for 1 round.
Evasion (Ex): If Kaul makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.
Strong Impression: A rogue who selects this talent gains Intimidating Prowess as a bonus feat.
Brutal Beating (Ex): At 3rd level, whenever a thug deals sneak attack damage, he can choose to forgo 1d6 points of sneak attack damage to make the target sickened for a number of rounds equal to 1/2 his rogue level. This ability does not stack with itself—only the most recent duration applies. (This ability replaces trap sense).
Uncanny Dodge(Ex); Starting at 4th level, a rogue can react to danger before he senses would normally allow him to do so. He cannot be caught flat-footed, nor does he lose his Dex bonus to AC if the attacker is invisible. He still loses Dexterity bonus to AC if immobilized. A rogue with this ability can still lose his Dexterity bonus to AC if an opponent successfully uses the feint action (see Combat) against him.
Resiliency (Ex): Once per day, a rogue with this ability can gain a number of temporary hit points equal to the rogue's level (doubled due to Besmara's Favour; (+10HP). Activating this ability is an immediate action that can only be performed when Kaul is brought to below 0 hit points. This ability can be used to prevent him from dying. These temporary hit points last for 1 minute. If Kauly's hit points drop below 0 due to the loss of these temporary hit points, he falls unconscious and is dying as normal.
Assault Leader (Ex): Once per day, when the rogue misses with an attack on a flanked opponent, she can designate a single ally who is also flanking the target that her attack missed. That ally can make a single melee attack against the opponent as an immediate action.
Besmara's Favour: Takes a Lickin'- Double resiliency.

Iron Hide: +1 natural armour bonus due to unusually tough hide.
Intimidating Prowess: Add your STR modifier to Intimidate checks, in addition to your CHA modifier.
Toughness: +3 HP and +1 HP per level thereafter.
Exotic Weapon Proficiency: War Axe (can now wield in 1H)

Home Port [Campaign]: Receive a +1 trait bonus to Knowledge (local) and Perception rolls and Knowledge (local) is always treated as a class skill for you.
Dirty Fighter [Combat]: +1 trait bonus to damage inflicted upon foes hit whilst flanking them.

Skills: 8 per level

Acrobatics +10 [5 Ranks, +3 Dex, +3 Class, -1 armour penalty]
Bluff +7 [3 Ranks, +1 Cha, +3 Class]
Climb +10 [5 Ranks, +3 Str, +3 Class, -1 armour penalty]
Escape Artist +8 [3 Ranks, +3 Dex, +3 Class, -1 armour penalty]
Intimidate +15 [6 Ranks, +1 Cha, +3 Str, +3 Class, +2 Race]
Knowledge (Local) +7 [3 Ranks, +0 Int, +3 Class, +1 trait] (+8 in Freeport)
Perception +11 [6 Ranks, +1 Wis, +3 Class, +1 trait]
Profession (Sailor) +8 [5 Ranks, +1 Wis, +3 Class]
Stealth +11 [6 Ranks, +3 Dex, +3 Class, -1 armour penalty]
Swim +11 [6 Ranks, +3 Str, +3 Class, -1 armour penalty]

Languages: Common, Orc

Combat Gear: MW Chain Shirt Armour; Lopper: +1 Adamantine Boarding Axe (War Axe); MW Sap; MW Hook Hand; MW Javelins (2); Potion of Stonefist, Dagger; [b]+1 Earring of Protection

Other Gear: Tattoos (cost of 5gp) – sleeves, neck and shins.
Pirates/Adventurer's Sash (holds): Potions; Waterproof bag (holds): Bedroll, Crowbar, Trail Rations (2 days), Waterskin, Flask of Grog, Set of Marked Gaming Cards; Travellers Outfit; Belt Pouch #1 (holds coin, whetstone), Belt pouch #2 (Flint & Steel; Chewing tobacco x7, Cigars x4); Carved Whalebone Holy symbol of Besmara (round neck) – Encumbrance: 00.0 lbs (Light Load)

Gear in Black Gull Bolthole:

10 gold sails
1 Potion of Cure Light Wounds
1 Set of Brass Knucks

Chew - 3/10
Healing nana - 3/5
Stogies - 1/5

Coin & Treasure
Gold 25
Silver 1
Copper 5

Age: 18 Height: 5’11 Weight: 207 lbs.



Begat of a 3 copper dalliance between a whore of Freeport and an orcish marine, Kaul was born angry. Raised in the roughhouse tavern of Flotsam & Jetsam, Kaul’s aggression and orcish blood soon caught the eye of the local crimelords. Charged with errands, lookout and occasional theft, by the time Kaul was in his early teens he was an enforcer and member of the Smiler’s Teeth – a notorious pressgang operating out of the city lead by the scrag-blooded brute Smiler Keefe and under the direction of local crimelords, pirates and less scrupulous mariners.

Kaul rose through the ranks of the Teeth, acquiring repute and envy in equal measure. So when his overzealous bludgeoning of a mark cost the poor soul his life, the jealous Teeth turned on their fellow ganghand and pressed him into service on a Chelaxian cog.

While Kaul proved, on occasion, to be an able seaman, his belligerent nature and burning need for revenge meant in-discipline characterised his lot. Aboard a Chelaxian vessel this proved a costly quality, as when he struck down a young officer and petty nobleman in anger he was keelhauled as a punishment. Only after enduring this traditional castigation each day for a week was the bloodied and mutilated half orc deemed suitably chastised.

Yet Kaul did not die from his trials... Besmara had blessed him and her brine kisses stung and healed his wounds over time. The scarring left upon his skin was tough and deadened to pain... and served as a reminder to all of who he was and who he had become... “Keelhaul” was born in blood and brine... and it was Keelhaul who 5 months later left the self same Chelexian noble bleeding out in a Freeport alley.
Revenge upon the Teeth would wait, time for low profile and high fortune... so signing on with another vessel “Keelhaul” Kaul once again returned to Besmara’s fickle embrace.

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