Primal Companion Hunter

Backalley Barkot's page

1,071 posts. Alias of Tusk the Half-Orc.


Full Name

Backalley Barkot

Race

| HP: 38/38 | AC 19 T 12 FF 17 | CMB: +5, CMD: 17 | F +4, R +3, W +4 | Init: +2 | Perc: +7 (darkvision), SM: +5 | Shield ON

Classes/Levels

| Speed 30/20 | mwk longsword +6 (1d8+2/19-20), silver light mace +5 (1d6+2), whip +5 (1d3+2 nonlethal), light crossbow +5 (1d8/19-20) | Spells: 2nd 5/5, 1st 4/7| *Active: None

Gender

Male CG Half-Orc (Shaman's Apprentice) Oracle (Seeker) 5

About Backalley Barkot

Backalley Barkot
Male half-orc oracle (seeker) 5 (Pathfinder Campaign Setting: Pathfinder Society Field Guide, Pathfinder RPG Advanced Player's Guide 42)
CG Medium humanoid (human, orc)
Init +2; Senses darkvision 60 ft.; Perception +7
--------------------

Statblock, level 5:
Defense
--------------------
AC 19, touch 12, flat-footed 17 (+6 armor, +2 Dex, +1 shield)
hp 38 (5d8+10) (currently 22)
Fort +4, Ref +4, Will +4; +2 insight bonus vs. illusion spells
Defensive Abilities orc ferocity
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee cold iron dagger +5 (1d4+2/19-20) or
dagger +5 (1d4+2/19-20) or
mwk longsword +6 (1d8+2/19-20) or
silver light mace +5 (1d6+2) or
whip +5 (1d3+2 nonlethal)
Ranged light crossbow +5 (1d8/19-20)
Space 5 ft.; Reach 5 ft. (15 ft. with whip)
Oracle (Seeker) Spells Known (CL 5th; concentration +12)
2nd (5/day)—cure moderate wounds, detect thoughts (DC 15), resist energy, spiritual weapon
1st (7/day)—bane (DC 14), comprehend languages, cure light wounds, disguise self, divine favor, ears of the city, obscuring mist, shield of faith
0 (at will)—create water, detect magic, detect poison, guidance, light, purify food and drink (DC 13), read magic, spark[APG] (DC 13), stabilize
Mystery Streets
--------------------
Statistics
--------------------
Str 14, Dex 14, Con 14, Int 14, Wis 8, Cha 17
Base Atk +3; CMB +5; CMD 17
Feats Endurance, Extra Revelation[APG], Favored Prestige Class, Scribe Scroll
Traits monument scholar, seeker, urban acolyte
Skills Acrobatics +0 (-4 to jump), Appraise +4, Bluff +5, Climb +0, Craft (alchemy) +10, Craft (mapmaking) +10, Diplomacy +9, Disable Device +8, Disguise +5, Escape Artist +0, Fly +0, Heal +5, Intimidate +5, Knowledge (arcana) +5 (+9 spells), Knowledge (history) +12, Knowledge (local) +14, Knowledge (planes) +10, Knowledge (religion) +12, Linguistics +8, Perception +7, Profession (soothsayer) +7, Ride +0, Sense Motive +5, Sleight of Hand +1, Spellcraft +12 (+16 spells), Stealth +0, Survival +1, Swim +0; Racial Modifiers +2 Knowledge (local)
Languages Azlanti, Common, Infernal, Orc, Shoanti, Thassilonian, Varisian
SQ oracle's curse (reclusive), orc blood, paranoid, revelations (eyes of the streets, the city provides), seeker lore, trapfinding +2
Combat Gear cold iron crossbow bolts (50), scroll of ant haul (x2), scroll of comprehend languages (x2), scroll of cure moderate wounds (CL 4th), scroll of ears of the city, scroll of magic weapon (x3), scroll of obscuring mist, scroll of protection from evil (x2), scroll of resist energy (CL 4th), shard of pride, wand of bless (50 charges), wand of spiritual weapon (11 charges), acid, alchemist's fire (2), alkali flask[APG] (2), antitoxin, healer's kit, holy water (2), oil (4); Other Gear mwk breastplate, buckler, cold iron dagger, crossbow bolts (27), dagger, light crossbow, mwk longsword, silver light mace, whip, cloak of resistance +1, ring of feather falling, scarlet and blue sphere ioun stone (knowledge (history)), traveler's any-tool[UE], bandolier[UE], belt pouch, cartography tools, charcoal (2), colored ink, fishhook (2), flint and steel, grappling bolt[UE], ink, inkpen, jetcaster, journal[UE], masterwork backpack[APG], masterwork thieves' tools, mug/tankard, paper (4), pathfinder chronicle[ISWG], powder[APG] (8), scroll case, second-story harness, sewing needle, signal whistle, silk rope (50 ft.), silver holy symbol of Soralyon, spell component pouch, spring loaded scroll case, string or twine[APG], thread (50 ft.), trail rations (7), waterskin, whetstone, wooden holy symbol of Soralyon, wrist sheath, spring loaded, wrist sheath, spring loaded, donkey, bedroll, climber's kit, feed (per day), pack saddle, trail rations, 23 gp, 2 sp, 6 cp
--------------------
Tracked Resources
--------------------
Acid - 0/1
Alchemist's fire - 0/2
Alkali flask - 0/2
Antitoxin - 0/1
Cold iron crossbow bolts - 0/50
Cold iron dagger - 0/1
Crossbow bolts - 0/27
Dagger - 0/1
Eyes of the Streets (full rd action, 1/day) (Su) - 0/1
Feather Fall (Constant) - 0/0
Healer's kit - 0/10
Holy water - 0/2
Jetcaster - 0/1
Major Image (1/day) - 0/1
Orc Ferocity (1/day) - 0/1
The City Provides (full rd action, 1/day) (Ex) - 0/1
Trail rations - 0/7
Wand of bless (50 charges) - 15/50
Wand of spiritual weapon (11 charges) - 0/11
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white only).
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Eyes of the Streets (full rd action, 1/day) (Su) Summon tiny creature spirit to act as your eyes as arcane eye.
Mystery (Streets) Deities: Cayden Cailean, Milani, Norgorber.

Class Skills: An oracle with the streets mystery adds Bluff, Knowledge (local), Perception, and Stealth to her list of class skills. Replaced by Seeker archetype.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Orc Ferocity (1/day) If brought below 0 Hp, can act as though disabled for 1 rd.
Paranoid Aid Another DC 15 for attempts to help you.
Reclusive Allies must succed with melee touch attack to affect you with touch spells, and must attempt save vs. all spells not cast by you.
Seeker Lore (Ex) +4 to Knowledge (arcana) and Spellcraft checks related to bonus spells.
The City Provides (full rd action, 1/day) (Ex) Scrounge up tattered but functional mundane item up to 10 gp value.
Trapfinding +2 Gain a bonus to find or disable traps, including magical ones.


--------------------
Backalley Barkot - the backstory:

Few of the denizens of Underbridge remember when Barkot first appeared in the shadowy district beneath the remains of the Irespan. This is not because he has been there so long that it is beyond human memory, but only that he is not very noticeable. He looks like any number of down-on-their-luck half-orcs in the seedier parts of Magnimar: bigger and greener than the average human, unkempt second-hand clothes, no visible means of support, which suggests that he is just another dime-a-dozen petty thug who isn't quite tough enough or intimidating enough to make it with any of the really successful gangs. Most residents of Underbridge simply don't give him a second glance. Except...

Most of those who have noticed Barkot since he arrived in Underbridge a few years back have noted the ways in which he is different from the stereotype of a poor Magnimarian tough. For one thing, he never sleeps in the same spot for more than a few nights in a row before moving on, from a flophouse, to the common room floor in a seedy tavern, to the debris-filled alley behind a row of abandoned shops.

For another, he eats trash. People say they have seen him making a meal from scraps tossed by innkeepers into an alley, suitable for no one other than the local rats. He never seems to be sick, though, despite his unusual diet.

Bartok's aversion to being touched has also occasionally led him to act in ways that draw unwanted attention, such as the barmaid who remembers the quiet customer who nursed a small, watered-down ale for an entire afternoon to keep a seat near the fire in the common room, only give it up and go back into the snow because of a drunken dwarf who squeezed himself onto the bench next to him, causing the half-orc to flinch away every time the dwarf roared with laughter and bumped into him.

Nobody has ever seen Barkot start a fight, although he has been known to finish a couple; he avoids confrontations - and any conversation beyond a few words necessary to complete a transaction - whenever possible. He carries a crossbow, a dagger, and a long, heavy staff, but rarely draws his weapons. Instead, most of those who cross Barkot, or threaten him - or threaten somebody weaker or smaller while Barkot passes by on one of his long, rambling walks around the city, muttering to himself, pausing only to stare for hours at the city's great monuments - find themselves stopping whatever they are doing, unaccountably afraid of something they are later unable to identify.

The urchins of the slums have long since decided that - however frightening or odd he may seem to adults - Barkot poses no threat to them. They have spied him appearing to talk to the urban wildlife, such as pigeons, rats, and raccoons. Recently, a few of the braver kids have followed him on his walks throughout the city, and watched him meditating in front of various of the famed monuments of Magnimar. The children get bored quickly, though, and wander off before he finishes, so they do not see that he always comes out of these reveries with an irritated and unsatisfied look except when he is in the Seerspring Garden, meditating before the Mapstone Monument. On those occasions, he rises from his seat on the grass with what (for Barkot) passes as a satisfied smile.