Journeyman Carpenter

Budos Kaloz's page

240 posts. Alias of Bombadil.


Full Name

Budos Kaloz

Race

Half Orc

Classes/Levels

Treasure Hunter 4 | init +5, per +6 | AC 17/14/13 | HP 27 | Fort +1, Reflex +7, Will +1 | CMB +7, CMD 21

Strength 18
Dexterity 17
Constitution 10
Intelligence 10
Wisdom 10
Charisma 14

About Budos Kaloz

Giant and green can be difficult attributes to overlook. Especially when those attributes apply to one's teeth. Still, Budos Kaloz, the man behind the large, unbrushed masticators, was an affable and jovial chap.

Raised on the docks by a single mother in Skull Port, young Budos thrived on the sailor's tales of lost Cyclopian empires and ancient treasures buried beneath the waves. As a lad he vowed he would one day bring home a forgotten king's horde and buy his mom the finest villa overlooking the sea.

Life wasn't easy on the docks, but he had a home to shelter him, food on the table, and a mother that cared about her son's education. Precious coins were spent teaching the boy cyclopian and purchasing gear for him to pursue his dreams. On his 18th birthday a loving mother waved goodbye to her son as he boarded a ship to Port Peril in pursuit of cyclopian lore.

crunch:

Budos Kaloz
Male half-orc rogue (pirate, scout) 4 (Pathfinder RPG Advanced Player's Guide 134, Pathfinder RPG Ultimate Combat 72)
N Medium humanoid (human, orc)
Init +5; Senses darkvision 60 ft.; Perception +6

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Defense
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AC 17, touch 14, flat-footed 13 (+3 armor, +3 Dex, +1 dodge)
hp 27 (4d8+4)
Fort +1, Ref +7, Will +1

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Offense
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Speed 30 ft.
Melee
. . cold iron greataxe +7 (1d12+6/×3) or
. . dagger +7 (1d4+4) or
. . silver light mace +7 (1d6+4) or
. . spear +7 (1d8+6/×3) or
. . bite +7 (1d4+6)
Ranged
. . dagger +6 (1d4) or
. . short bow +6 (1d6) or
. . spear +6 (1d8+4)
Special Attacks sneak attack +2d6

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Statistics
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Str 18, Dex 17, Con 10, Int 10, Wis 10, Cha 14
Base Atk +3; CMB +7; CMD 21
Feats Dodge, Mobility, Sea Legs[UC]
Traits ancient explorer, reactionary
Skills w/o armor
Acrobatics +12
Appraise +4
Bluff +6
Climb +10
Diplomacy +9
Disable Device +7
Disguise +6
Escape Artist +7
Intimidate +9
Knowledge (dungeoneering) +4
Knowledge (history) +5
Knowledge (local) +5
Linguistics +4
Perception +6
Profession (sailor) +5
Profession (siege engineer) +4
Sense Motive +4
Sleight of Hand +7
Stealth +7
Swim +11
Use Magic Device +6

Racial Modifiers +2 Intimidate
Languages Aquan, Common, Cyclops, Orc
SQ orc blood

Gear
alchemist's kindness
studded leather,
brass knuckles,
cold iron greataxe,
silver light mace,
spear,
backpack,
hip flask,
sack,
silk rope (50 ft.),
string or twine,
thieves' tools,

Coins2 pp, 228 gp, 20 sp

Loot
short bow, 12 arrows,
heavy waxed pirate coat,
shackles of compliance,
silver wedding ring,
crossbow with screaming bolts
masterwork handaxe
snuff box with powder
punching dagger with sheen
dark green bottle
nice cat 0 nine
jawbone of a shark carved with scrimshaw images of a vast octopus eating whales and containing a dozen silver and gold rings hammered into it (worth 250 gp),
a huge hooked tooth from some colossal sea creature with a seaweed plugged cavity containing six pearls worth 75 gp each
a whale skull weighing 25 pounds with scrimshaw carvings of arcane words.
Skull: They function as arcane scrolls of alter self, black tentacles, blur, color spray, daylight, enlarge person, hypnotism, slow, touch of idiocy, and vampiric touch.
eight 4-pound silver ingots each worth 20 gp.
two sets of masterwork manacles
dozen heavy crossbow bolts,
a silver spearhead,
an iron bracelet,
211 sp
136 gp

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Special Abilities
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Darkvision (60 feet) You can see in the dark (black and white vision only).
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Unflinching +1 on saving throws against fear and mind affecting effects.
Sneak Attack +2d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Evasion (Ex): At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she 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.
Swinging Reposition (Ex): At 2nd level, a pirate incorporates a ship's masts, rigging, ropes, sails, and other such structures into her combat style. Provided she is wearing light armor or no armor, when fighting in an environment where such structures exist, the rogue incorporates them into her movement, and does not have to move in a straight line when making either a charge attack or a bull rush combat maneuver. Once she completes her attack or maneuver, she can reposition herself. Immediately after making the charge or bull rush, she can move 5 feet as a free action, even if the charge ends her turn. This movement does not provoke attacks of opportunity. This ability replaces the 2nd-level rogue talent.
Bleeding Attack (Ex): cause bleed on sneak attack, 1 point per sneak attack dice.
Scout's Charge (Ex): on a charge deal sneak attack damage as if the foe was flat footed

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