Scro

"Keelhaul" Kaul's page

3,394 posts. Alias of Black Dow.


Full Name

"Keelhaul" Kaul

Race

Half Orc

Classes/Levels

Rogue (Thug) 6+5 | HP 70/70| AC 21/14/NA | F+5, R+9, W+2 | IP 1 | Perc +10 (+11 Freeport), Darkvision 60ft | Init +3 | Move: 30ft. | Status: -

Gender

Male

Size

M (5'11 & 227 lbs.)

Age

21

Alignment

Chaotic Brutal

Deity

Besmara, Tum Bo-Bo, Mekanik and whatever else takes his whim

Languages

Foul

Occupation

Bloody Fortune's Bosun

About "Keelhaul" Kaul

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“When plunder becomes a way of life for a group of men in a society, over the course of time they create for themselves a legal system that authorizes it and a moral code that glorifies it.” ― Frédéric Bastiat

“Shock and surprise, my little beauties, and quickness to strike, and lack of pity. These are the things that make a killer.” ― Joe Abercrombie, Last Argument of Kings

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Short in height for a half-orc at just 5’11, Kaul is built thick like a bull-shark at a meaty 227 lbs. Slab muscle moves under his light grey hide scoured by the countless scars inflicted through his repeated keelhauling, brawling and misadventures. The brute's corded limbs and barrel thick neck and torso bear mariner’s ink of crude tribal markings and tattoos depicting legendary oceanic monsters. One beefy arm finishes early, its missing flesh replaced instead by a rust red mechanical claw...

Kaul's dark hair is cropped short, as are his mutton chop whiskers and beady amber eyes glare murderously from his nicked brow . His toothy maw is twisted with a harelip & cleft palate, granting the thug a seemingly permanent sneer to add to his already frightening visage, but blighting his speech with a slight mumbling lilt.

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Male Half Orc Rogue (Thug Archetype) 6+3

CN Medium Humanoid

Favoured Class: Rogue (+1 HP for levels 1-6)

Speed: 30ft. (armoured & unarmoured)/Swim 30ft.*
Initiative: +3
Senses: Darkvision 60ft, Scent**, Perception +10 (+11 in Freeport***)

* Shark Totem Tattoo: can grant Swim 30ft. for 5 minutes per day.
** Shark Totem Tattoo: can grant Keen Scent for 5 minutes per day (in lieu of Swim ability above).
*** +1 Trait bonus to Perception checks in Freeport only.

DEFENCE:

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AC: 21* (10 Base, +3 DEX, +1 Natural Armour, +4 MW Chain Shirt, +1 Earring of Protection, +2 Red Claw)
TOUCH AC : 14 (10 Base, +3 DEX, +1 Earring of Protection)
FLAT FOOTED AC N/A (Cannot be caught flat footed due to Uncanny Dodge class ability)

*Loses +2 Red Claw defence bonus if used as a weapon.

HP: 69 (6d8 [33], +12 CON, +6 Favoured Class, +6 Toughness Feat, +8 Greater Toughness Feat, +4 (Levels 6+1, 6+2, 6+3 & 6+4)

FORT SAVE +5 (+2 Class, +2 CON, +1 Sacred Tattoo)
REFLEX SAVE +9* (+5 Class, +3 DEX, +1 Sacred Tattoo)
WILL SAVE +2 (+2 Class, +1 Sacred Tattoo, -1 Insanity Point)

* 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

CMD 17 (10+4STR+3DEX)

OFFENSE:

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BAB +4
Melee: "Lopper": +1 Keen Adamantine Boarding Ax +9 [1d10+5/19-20 x3] or MW Sap +8 [1d6+4/x2] or "The Red Claw*" (treat as +1 Heavy Mace) +9 [1d8+5/x2]
Melee (Power Attack): "Lopper": +1 Keen Adamantine Boarding Ax +7 [1d10+9/19-20 x3] or MW Sap +6 [1d6+8/x2] or "The Red Claw*": treat as +1 heavy mace +7 [1d8+9/x2]
Ranged: MW Javelin +8 [1d6+4 x2]; 30ft range; +1 Wounding Darts +8 [1d4/X2] (+1 point of Bleed per round); 20ft Range.
CMB: +8 (+4 BAB, +4 STR)
SA: Lopper's Evil Eye- puts an evil eye hex (as the witch ability) on one named enemy at a time. persists until the enemy is killed. takes a day to reset for the next enemy.

* Red Claw can hold a grapple as STR 24)

* Cannot be disarmed.

STATISTICS

STR 16* (+3); DEX 16 (+3); CON 14 (+2); INT 10 (+0); WIS 5 (-3); CHA 10 (+0)

* Redclaw gains +2 on STR checks if used

STATS:

STR 18* (+4) DEX 16 (+3) CON 14 (+2) INT 10 (+0) WIS 9** (-1) CHA 10*** (+0)

* Belt of Strength +2
** 1 Insanity Point (Wisdom damage)
*** 1 CHA damage from Spacecraft

HALF ORC RACIAL QUALITIES:

+2 to one ability score: STR.
Darkvision: Half-orcs can see in the dark up to 60 feet.
ntimidating: 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; (+12HP). 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.
(Unchained) Rage (Ex): A barbarian can call upon inner reserves of strength and ferocity, granting her additional combat prowess. At 1st level, a barbarian can rage for a number of rounds per day equal to 4 + her Constitution modifier. For each level after 1st she possesses, the barbarian can rage for 2 additional rounds per day. Temporary increases to Constitution, such as that gained from bear’s endurance, do not increase the total number of rounds that a barbarian can rage per day. A barbarian can enter a rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours need not be consecutive.

While in a rage, a barbarian gains a +2 bonus on melee attack rolls, melee damage rolls, thrown weapon damage rolls, and Will saving throws. In addition, she takes a –2 penalty to Armor Class. She also gains 2 temporary hit points per Hit Die. These temporary hit points are lost first when a character takes damage, disappear when the rage ends, and are not replenished if the barbarian enters a rage again within 1 minute of her previous rage. While in a rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skill (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration (such as spellcasting).

A barbarian can end her rage as a free action, and is fatigued for 1 minute after a rage ends. A barbarian can’t enter a new rage while fatigued or exhausted, but can otherwise enter a rage multiple times per day. If a barbarian falls unconscious, her rage immediately ends.

FEATS:

Iron Hide (General): +1 natural armour bonus due to unusually tough hide.
Intimidating Prowess (Combat - Bonus from Class): Add your STR modifier to Intimidate checks, in addition to your CHA modifier.
Toughness (General): +3 HP and +1 HP per level thereafter.
Exotic Weapon Proficiency (Combat): War Axe (can now wield in 1H)
Power Attack (Combat): Can choose to take -2 penalty on attack for +4 damage.
Skill Focus [Intimidate] (General): +3 bonus on all checks involving the chosen skill.
Greater Toughness (Epic): Gain a number of hit points equal to your Favoured Class’s hit points per level + Constitution modifier + 1. Note: Class hit points per level are 4 for Sorcerer or Wizard; 5 for Bard, Cleric, Druid, Rogue, or Monk; 6 for Fighter, Ranger, or Paladin; and 7 for Barbarian.
Bloody Mess (Combat): Whenever you take an amount of piercing, slashing, or bleed damage equal to or greater than double your character level, you can attempt an Intimidate check as an immediate action to demoralize the creature that dealt the damage as long as it is within 30 feet of you. If the damage resulted from a critical hit, you can cause the target creature to be sickened instead of shaken if you successfully demoralize it. You can use this feat only once per round to attempt an Intimidate check to demoralise an opponent.

TRAITS:

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.

BOONS:

Mwangi Boon Totem Tattoo (Jigsaw Shark): Grants permanent +5 bonus to Survival skill checks & 1/day (for 5 minutes) one of the following effects may be granted: Keen Scent or Swim 30.

SKILLS:

Skill Points: 8 per level (Levels 1-6)

Acrobatics +11 [6 Ranks, +3 Dex, +3 Class, -1 armour penalty]
Bluff +6 [3 Ranks, +0 Cha, +3 Class]
Climb +12 [6 Ranks, +4 Str, +3 Class, -1 armour penalty]
Escape Artist +8 [3 Ranks, +3 Dex, +3 Class, -1 armour penalty]
Intimidate +18 [6 Ranks, +0 Cha, +4 Str, +3 Class, +2 Race; +3 Feat]
Knowledge (Local) +9 (+10 in Freeport) [5 Ranks, +0 Int, +3 Class, +1 trait]
Perception +10 (+11 in Freeport) [6 Ranks, -1 Wis, +3 Class, +1 trait]
Profession (Sailor) +7 [5 Ranks, -1 Wis, +3 Class]
Stealth +11 [6 Ranks, +3 Dex, +3 Class, -1 armour penalty]
Survival +5 (1 Rank, -1 Wis, +5 tattoo boon]
Swim +12 [6 Ranks, +4 Str, +3 Class, -1 armour penalty]
Languages: Common, Orc

EQUIPMENT:

Combat Gear: MW Chain Shirt Armour; "Lopper" (+1 Keen Adamantine Boarding Axe (War Axe); Lopper's Evil Eye (puts an evil eye hex [as the witch ability] on one named enemy at a time. persists until the enemy is killed. takes a day to reset for the next enemy); The Red Claw (Mechanical claw treated as [b]+1 Mace; MW Sap; MW Javelins (2); Potion of Stonefist, Dagger; +1 Earring of Protection; Belt of Strength +2; +1 Darts of Wounding (5); Burglar Boots (worn).

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

TRACKED RESOURCES
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Chew - 3/10
Stogies - 1/5

COIN & TREASURE:

Gold Sails: 10
Silver Skulls: 43
Copper Pennies: 5

Valuables: 5 vials of shiver

Background:

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.

A Bosun's Role…:

The boatswain was the number four man on the ship and often the most feared by the crew. He was in charge of the provisions for the ship. He maintained the stores of food, water, rum, gunpowder, shot, sails, rope, wood, and tar required to keep the ship and crew fit for action. The boatswain also directed the loading of cargo into the hold to maintain the proper ballast to ensure level sailing. He was in charge of keeping the watches on the ship and maintaining discipline among the deck crew. He was responsible for the ship’s longboats and for picking a crew to man the sweeps when the longboats were used. The boatswain was charged with maintaining the ship’s seaworthy status. He oversaw the duties of both the carpenter and the cook. The boatswain generally had a mate to help him with his responsibilities. In general, his duties were to make certain that all the work of running the ship was done. He reported to the quartermaster.

The Boatswain was often the most feared man on the ship because his obligations often made him uncompromising. It was his responsibility to keep everything “ship-shape”. Leniency was something the quartermaster might give to the crew, but it was not something the boatswain was in the position to give. Day and night, the boatswain would drive the crew to do whatever work was required. He maintained the watch log and reported any problems to the quartermaster.