Lem

Milo Orgulas's page

2 posts. Alias of dwilhelmi.


Full Name

Milo Orgulas

Race

Halfling

Classes/Levels

Consigliere 5 | Per: +10 | Init: +5 | Leader: Kyras Medvyed

Gender

Male

Alignment

NG

Deity

Erastil

Strength 8
Dexterity 20
Constitution 12
Intelligence 13
Wisdom 10
Charisma 14

About Milo Orgulas

Kyras Medvyed, leader

Milo Background:

Milo is a halfling, and like many halflings he had gotten quite used to not being noticed by people. He fell in with a bad crowd at a young age, stealing to support himself while living on the streets. It was a hard life, but he worked at it as best he could, taking whatever jobs he needed to take without worrying too much about moral implications. Of course, some of the worst stuff bothered him, but in the end it was more important that he was taken care of.

That belief set was put to the test, though, when he became indebted to a powerful crime lord named Bahram. Bahram was familiar with the skill set that Milo offered, and knew he was quite deadly with his short swords, so commissioned Milo to assassinate someone who had become a particular thorn in his side, Kyras Medvyed. Assassination was something that Milo was not comfortable with, and he was hesitant to take the job, but Bahram was not the type of man many made a habit of saying no to; it tended to be a dangerous proposition to anger him. So, much to his shame, Milo agreed.

Perhaps part of the issue was that his heart wasn't in it; perhaps it was the new companion that Kyras had recently acquired, that ever-alert elk that was always around; perhaps it was just damn-fool bad luck; whatever the reason, when Milo executed his trap against Kyras, it failed miserably, and Kyras captured Milo.

Sitting in chains in the back of that uncomfortable wagon, Milo sat alone with his thoughts. He didn't know what part of all this was the worst; the embarrassment of having failed so miserably, the shame of having accepted such a job in the first place, or the fact that he now knew he was facing harsh punishment. It was all pretty bad.

Then something incredible happened. Instead of treating him like the common criminal he was, Kyras began talking to him as he would to an equal. There is an implicit condecension when good people talk to people who are not so good, a sort of implication that you are a lesser person because of the choices you made; Kyras didn't have that. He made Milo feel like he had worth, even sitting there in chains. It was remarkable. They talked more and more each day, about all sorts of things. After several days had passed this way, Milo found himself answering his questions more and more honestly, explaining about his history and, ultimately, about the experiences that led up to his accepting the job to kill Kyras.

In the end, Kyras ended up waiving his rights to justice and setting Milo free. Kyras seemed so sure that Milo was a good person inside, that he wouldn't end up trying to kill him again, or just running off back to his old life. Much to his surprise, Milo found himself wanting to believe it too. H wanted to be better, to show that he was who Kyras thought he could be. So he stayed with Kyras, serving him as best he could, helping to organize those who came to follow him, and learning everything he could about the noble circles that Kyras was so intent on studying. And he decided that one day he would redeem himself by taking down Bahram and bringing him to justice.

Character Sheet:

Milo Orgulas
Male halfling rogue (unchained, consigliere) 5 (Pathfinder RPG Ultimate Intrigue 44, Pathfinder Unchained 20)
NG Small humanoid (halfling)
Init +5; Senses Perception +10
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Defense
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AC 18, touch 16, flat-footed 13 (+2 armor, +5 Dex, +1 size)
hp 45 (5d8+5)
Fort +4, Ref +11, Will +3; +2 vs. fear
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Offense
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Speed 20 ft.
Melee mwk short sword +9 (1d4+5/19-20) or
. . mwk short sword +9 (1d4+2/19-20)
Ranged shortbow +9 (1d4-1/×3)
Special Attacks combat advisor +1, sneak attack (unchained) +3d6
Rogue (Unchained) Spell-Like Abilities (CL 5th; concentration +7)
. . At will—acid splash
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Statistics
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Str 8, Dex 20, Con 12, Int 13, Wis 10, Cha 14
Base Atk +3; CMB +1; CMD 16
Feats Redemption, Bodyguard[APG], Combat Reflexes, Persuasive, Two-weapon Fighting, Weapon Finesse, Weapon Focus (short sword)
Traits brigand, helpful (halfling)
Skills Acrobatics +13 (+9 to jump), Bluff +10, Climb +1, Diplomacy +12, Disable Device +15, Disguise +7, Escape Artist +13, Intimidate +12, Knowledge (nobility) +9, Perception +10, Perform (string instruments) +10, Sense Motive +8, Stealth +17, Survival +0 (+2 to avoid becoming lost when using this), Use Magic Device +10; Racial Modifiers +2 Acrobatics, +2 Climb, +2 Perception
Languages Common, Gnome, Halfling
SQ convincing attitude, debilitating injury: bewildered, debilitating injury: disoriented, debilitating injury: hampered, rogue talents (certainty, minor magic, weapon training)
Combat Gear boots of the cat, feather token (swan boat), feather token (tree), potion of cure light wounds (3), potion of cure moderate wounds (2), potion of darkvision (2), potion of hide from undead, potion of invisibility, potion of jump, wand of cure light wounds (33 charges), wand of longstrider (33 charges); Other Gear leather armor, arrows (40), mwk short sword, mwk short sword, shortbow, cloak of resistance +1, handy haversack, bedroll, blanket[APG], chalk, compass[APG], flint and steel, masterwork thieves' tools, winter blanket, 100 gp
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Special Abilities
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Bodyguard Use an AoO to use aid another to improve an ally's AC.
Certainty (Diplomacy, 1/day) (Ex) Reroll skill check with selected skill (take better).
Combat Advisor +1 (Ex) If miss melee att, grant bonus to next att vs. same foe for ally in 30 ft for 1 rd.
Combat Reflexes (6 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Convincing Attitude (Ex) If fail Diplomacy check by 5 or more, no negative attitude shift.
Debilitating Injury: Bewildered -2/-4 (Ex) Foe who takes sneak attack damage takes AC pen (more vs. striker) for 1 rd.
Debilitating Injury: Disoriented -2/-4 (Ex) Foe who takes sneak attack damage takes attack pen (more vs. striker) for 1 rd.
Debilitating Injury: Hampered (Ex) Foe who takes sneak attack damage has speed halved (and can't 5 ft step) for 1 rd.
Fearless +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.
Minor Magic (Acid Splash, At will) (Sp) Gain the chosen cantrip as a spell-like ability.
Sneak Attack (Unchained) +3d6 Attacks deal extra dam if flank foe or if foe is flat-footed.