Male goblin Ranger 1 | hp 12/12 | AC 18, T 15, FF 13 | Fort +4, Ref +7, Will +1 | Init +4 | Perception +4
Gender
Male
Size
Small
Age
13
Special Abilities
Small, Fast, Darkvision, Skilled
Alignment
CN
Languages
Goblin, Common
Occupation
Hunter and Chesethief
Strength
12
Dexterity
18
Constitution
14
Intelligence
12
Wisdom
10
Charisma
9
About Nuz the Cheesethief
Nuz the Cheesethief
Male goblin Ranger 1 (Infiltrator)
CN Small humanoid (goblinoid, goblin)
Init +4; Senses Darkvision 60, Perception +4
DEFENSE
AC 18 Touch 15 FF 13 (+2 Armor, +4 Dex, +1 size, +1 Feat)
hp 12 (1d10+2)
Fort +4 Ref +7 Will +1
OFFENSE
Melee: +2 (handaxe 1d4+1 x3) or (short sword 1d4+1)
Ranged: +5 (shortbow 1d4/x3), +6 30' or less (bow)
Special Attacks: +2 to attack and damage rolls vs humans
STATISTICS
Str 12, Dex 18, Con 14, Int 12, Wis 10, Cha 9
Base Atk +0; CMB +; CMD 10
Skills: +5 Climb, +5 Knowledge (nature), +4 Heal, +4 Perception, +12 Stealth, +5 Survival, +5 Swim
Feats:
Dodge: +1 dodge bonus to AC
Simple Weapon Proficiency
Martial Weapon Proficiency
Armor: Light, Medium and Shields (except tower) Proficiency
Traits:
Color Thief: You gain a +2 trait bonus on Stealth checks, providing you wear only light armor or no armor.
Deft Dodger: You gain a +1 trait bonus on Reflex saves.
Class Abilities: Favored Enemy (human): Nuz gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against humans. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them.
Track: Nuz adds half his level (minimum 1) to Survival skill checks made to follow tracks.
Wild empathy: Nuz can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). Nuz would roll a 1d20 and add his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, Nuz and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.
Nuz can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.
Racial Abilities:
•Ability Score Racial Traits: They gain +4 Dexterity, –2 Strength, and –2 Charisma.
•Size: Goblins are Small creatures and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.
•Eat Anything gain a +4 on Survival checks to forage for food and a +4 racial bonus on saves versus effects that cause the nauseated or sickened conditions
•Fast Movement: Goblins gain a +10 foot bonus to their base speed (this is already added to their Base Speed above.)
Senses Racial Traits
•Darkvision: Goblins see perfectly in the dark up to 60 feet.
Languages Common, Goblin
Combat gear: shortbow x 35 arrows, handaxe, short sword, leather armor
Other gear: Backpack, Beltpouch, snorkel, grappling hook, rope
Carrying Capacity
Light 32.25 lbs. or less
Medium 33.25-64.5 lbs.
Heavy 65.5-97.5 lbs.
Background:
Nuz started off as one of the many rank and file gobs of the Licktoad clan until he acquired a youth's training bow scavenged from a longshank's camp during an outing. Discovering he had a natural skill with it, this prowess was demonstrated mainly by not shooting other gobs when he hunted, he was allowed to later claim a longshank's short bow and became the designated "shoot it lots" goblin.
As Nuz was already versed in the art of setting game snares and the deadliest of all hunting techniques, underwater spear fishing, the ability to strike wild game from trees and bushes gave Nuz a bit of swagger in his step, when the goblins he hunted with didn't snatch up his kills. He also discovered that while he could trade the spoils of his hunts to other gobs, he was starting to look like a distant threat to some of the Chieftan's inner circle. It was decided, meaning they told him do it or else, that he would become permanent goblin roamer between the clans acting as messenger and official "you stay out there and only come back when we send for you" goblin. Taking this in stride, Nuz wasn't about to question the or else part, he quickly began making his new extended rounds trading his meat and skins for supplies and salvaged arrow heads.
During the following months, Nuz began trailing human hunting parties, never stealing more than would be missed, only revealing himself when he was seen and only killing when there was no other option. This practice allowed him to master the fundamental aspects of the trade language of humans. Words like "goblin, kill it, who took my cheese" and similar were often heard behind him as he fled the sites of his victims. This versatility increased his utility to the Licktoad clan, but also increased the threat the other goblins perceived him as.
While Nuz has no plans to make a play for positions of power, as he enjoys being able to hunt/eat/sleep on his terms and without worrying that some goblin wants to play the goblin classic game of hide the knife in his ribcage. Thus far it has worked, but only time will tell how long he can fly under the notice of the older and more paranoid goblins.
Appearance:
Eyes: Dark Red
Hair: Bald. Nuz keeps his scalp scrapped clear to avoid giving ticks and other vermin a nest on him when he is crawling through the underbrush.
Skin: Greenish-brown. Like the color of moss.
Height: 3"
Weight: 22 lbs