Orc

"Monkeelhaul" Kaul's page

7 posts. Alias of Black Dow.


Full Name

Monkeelhaul Kaul

Race

Monkey Tainted Half Orc

Classes/Levels

Rogue (Thug) 5 | HP 32/47 | AC 19/14/NA | F+4, R+9, W+1 | IP 0 | Perc +4 (+5 Freeport), Darkvision 60ft | Init +3 | Move: 30ft.

Deity

Tum BoBo

About "Monkeelhaul" Kaul

The brute before you is bears the taint of orc, man and ape.

Male Monkey Tainted Half Orc Rogue (Thug Archetype) 5

Monkey Taint:

An afflicted creature’s Intelligence and Charisma scores are both reduced to 6, and the creature gains a +2 bonus to its Strength and Dexterity scores. Additionally, the creature
becomes immune to fear, gains a +10 bonus on Climb checks (and a climb speed of 20 feet), and gains a +5 bonus on Acrobatics and Stealth checks. The creature also gains a slam attack (1d4 damage for Medium creatures). This template adds +1 CR to the base creature.

XP: 9050
CN Medium Humanoid
Favoured Class: Rogue
Speed: 30ft (armoured & unarmoured); Climb 20 ft.
Init +4
Senses: Darkvision 60ft, Perception +6 (+7 in Freeport)

DEFENSE
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AC 20 (10 Base, +4 Dex, +1 feat natural armour bonus, +4 MW Chain Shirt; +1 Earring of Protection)
Touch AC 15 (10 Base, +4 Dex, +1 Earring of Protection)
Flat Footed AC N/A

HP 47 (5d8; +10 Con; +5 favoured class; +5 Toughness Feat)
CURRENT HP 47
Saves: Fort +4 Ref +10* Will +1**
CMD 17 (10+3+4)

* 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

** Immune to feat effects due to Monkey Taint madness.

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OFFENSE
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BAB +3
Melee: MW Hook Hand* +8 [1d4+4/x2] and Slam +7 [1d4+4/x2]
Ranged: ???
CMB: +7 (+3 BAB, +4 Str)

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

* Cannot be disarmed.

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STATISTICS
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STR 18 [+4]
DEX 18 [+4]
CON 14
INT 6 [-2]
WIS 13 (5 when factoring 8 Insanity Points penalty)
CHA 6 [-2]

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.

Besmara's Favour: Takes a Lickin'- Double resiliency.

Feats
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)

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.

Skills: 8 per level

Acrobatics +15 [4 Ranks, +4 Dex, +3 Class, -1 armour penalty; +5 Monkey Taint bonus]
Bluff +3 [2 Ranks, -2 Cha, +3 Class]
Climb +21 [5 Ranks, +4 Str, +3 Class, -1 armour penalty; +10 Monkey Taint bonus]
Escape Artist +8 [2 Rank, +4 Dex, +3 Class, -1 armour penalty]
Intimidate +12 [5 Ranks, -2 Cha, +4 Str, +3 Class, +2 Race]
Knowledge (Local) +5 [3 Ranks, -2 Int, +3 Class, +1 trait] (+6 in Freeport)
Perception +4 [5 Ranks, +1 Wis, +3 Class, +1 trait, -6 Insanity Point penalty]
Profession (Sailor) +2 [4 Ranks, +1 Wis, +3 Class, -6 Insanity Point penalty]
Stealth +16 [5 Ranks, +4 Dex, +3 Class, -1 armour penalty; +5 Monkey Taint bonus]
Swim +11 [5 Ranks, +4 Str, +3 Class, -1 armour penalty]

Languages: Common, Orc, Hoots and Grunts

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

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

Coin & Treasure
Gold 25
Silver 1
Copper 5

Appearance
Age: 18 Height: 5’11 Weight: 207 lbs.

Deity
Tum BoBo!

#1- Sever impulse control- you suffer -4 to init and -6 to Cha checks. Under stress, you must make a DC 20 save or be confused for the duration of a combat encounter.

Rather than confused, I think it might be more interesting if you go ape (as in PFS Mists of Mwangi. have you played that one? Good Logue-ness)

Monkey taint:

An afflicted creature’s Intelligence and Charisma scores are both reduced to 6, and the creature gains a +2 bonus to
its Strength and Dexterity scores. Additionally, the creature
becomes immune to fear, gains a +10 bonus on Climb checks
(and a climb speed of 20 feet), and gains a +5 bonus on
Acrobatics and Stealth checks. The creature also gains a slam
attack (1d4 damage for Medium creatures). This template adds
+1 CR to the base creature.