Ringeirr Malenkov

Gnixgnox Arrig's page

95 posts. Alias of Andostre.

About Gnixgnox Arrig

Gnixgnox Arrig
Male gnome cavalier (beast rider) 2 (Pathfinder RPG Advanced Player's Guide 32, Pathfinder RPG Ultimate Combat 36)
CG Small humanoid (gnome)
Init +2; Senses low-light vision; Perception +9
AC 19, touch 11, flat-footed 19 (+6 armor, +2 shield, +1 size)
hp 24 (2d10+4)
Fort +4, Ref +0, Will +1; +2 vs. illusions
Defensive Abilities defensive training
Speed 20 ft. (15 ft. in armor)
Melee battleaxe +5 (1d6+2/×3) or
. . mwk lance +6 (1d6+3/×3) or
. . warhammer +5 (1d6+2/×3)
Space 5 ft.; Reach 5 ft. (10 ft. with masterwork lance)
Special Attacks challenge 1/day (+2 damage, mount gains +1 to hit while cavalier threatens), hatred, tactician 1/day (Distracting Charge, 4 rds)
Spell-Like Abilities (CL 2nd; concentration +4)
. . 1/day—dancing lights, ghost sound (DC 13), prestidigitation, speak with animals
Str 14, Dex 10, Con 13, Int 10, Wis 12, Cha 14
Base Atk +2; CMB +3; CMD 13
Feats Distracting Charge[ACG], Mounted Combat
Traits excitable, seeker
Skills Acrobatics -6 (-14 to jump), Craft (mapmaking) +7, Handle Animal +7, Knowledge (nature) +5, Perception +9, Ride -1 (+1 to stay in the saddle), Survival +6 (+8 to avoid becoming lost when using a Mapmaker's Kit as you travel, +7 to follow tracks); Racial Modifiers +2 Craft (mapmaking), +2 Perception
Languages Common, Gnome, Sylvan
SQ exotic mount (wolf named Chunks), gnome magic, order of the beast[ACG], wild empathy +4
Other Gear breastplate, heavy wooden shield, battleaxe, mwk lance, warhammer, backpack, bedroll, belt pouch, bit and bridle, cartography tools, flint and steel, hemp rope (50 ft.), mapmaker's kit[APG], military saddle, saddlebags, signal horn[APG], torch (10), trail rations (5), waterskin (2), wooden holy symbol of Green Faith, 108 gp, 8 sp
Special Abilities
Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Beast's Challenge +2 (1/day) (Ex) +2 to damage target, -2 AC vs. others when used, mount gains +1 to hit bonus while cavalier threatens target.
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Distracting Charge When ally with feat succeeds on a charge, you gain +2 to atk vs. target.
Exotic Mount (Ex) gain access to new companion races and can increase their size.
Gnome Magic Add 1 to the DCs of any saving throws to resist illusion spells cast.
Hatred +1 Gain a bonus to attack vs. goblinoid/reptilian humanoids.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Mounted Combat (1/round) Once per round you can attempt to negate a hit to your mount in combat.
Tactician (Distracting Charge, 4 rds, 1/day) (Ex) Grant the use of one of your teamwork bonus feats to all allies within 30 ft.
Wild Empathy +4 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Gnixgnox (the first 'g' is silent!) Arrig's gnome community rested deep in the forest, mostly removed from the outside world, excepting the occasional trader that made their way deep into the woods. It was the gnome community's secludedness that made it especially vulnerable when a forest fire swept through the woods. Most of the homes were underground burrows that were barely affected by the fire, but the local ecology was nearly eradicated. Some of the younger gnomes were trying to coerce any animals they could find into the burrows for their protection. Gnixgnox was focusing on a particularly stubborn wolf cub when he was forced to dive through flames to scoop the cub away to safety. The burns that resulted are today mostly covered by his outrageous facial hair.

The community decided to relocate to lessen the strain on the local area as it regrew from the fire. It was during this journey that any of the younger gnomes first encountered the druids of the Green Faith. The druids had long appreciated how the gnome community lived in harmony with nature, and the gnomes regularly enjoyed exchanging knowledge with the druids, who now assisted the gnomes in locating a new site for their village. The Green Faith made such an impression on young Gnixgnox that once the gnome community had re-settled, the young gnome became dissatisfied with village life and decided to travel until he could find the druids and learn from them. (Besides, the wolf cub that he was raising was becoming lazy and overfed.)

The Green Faith tried to teach Gnixgnox their ways, but the excitable gnome only learned what he was interested in, which did not include the philosophy of balance that the druids espouse. When asked if the gnome was a strong adherent to the Green Faith, the druid being questioned reportedly pursed his lips, lifted his eyes in thought and rocked his head back and forth in indecision for a good minute before eventually answering, "...technically." Gnixgnox stayed with the druids for years before his wanderlust took hold, and he began to seek out new opportunities. Once he came across a flyer to explore the eastern wilderness, he knew that that's where his path lay. He's especially excited to learn more about the flora and fauna of this little-known region.
1. Why is your character fleeing Galt? Are they from a neighboring nation? What attracts them to this expedition? Be specific!

Gnixgnox is from the forests between Kyonin and Galt, and while he considers himself well-traveled within the region, the new lands described in the flyer he has seen is farther than he's ever traveled before, which excites him. Chunks, his wolf, is getting up there in years, so a semi-settled land seems like an ideal place for his companion to retire. He has an interest in exploration, geography, and the wildlife, so he feels that his skills could be valuable to a community trying to tame a patch of wilderness. Overall, this expedition hints at a plethora of new experience that Gnixgnox can benefit from.

2. In character, write your pitch to the noble as to why your character should be taken along. The rendezvous point is a secret, so you must convince the noble that your character is trustworthy.

Dear Mysterious Benefactor,

My name is Gnixgnox Arrig (pronounced NIX-guh-NOX aREEG), mapmaker and explorer extraordinaire. I am well-versed in all of the skills of wilderness survival, wildlife pacification, plant identification, and I make a mean mushroom sandwich. In addition to these services, my mount is swift and together we are a fearless, dyadic purveyor of violence, which comes in handy more often than I have expected, but I am well versed in the need by now.

I have no ties other than the land itself, nor have I had the misfortune of being caught up in Galtian politics! (Condolences are in order, I presume.) Please consider my skills and maps an asset to your expedition and my violence a measured necessity!

Gnixgnox Arrig

3. Long term, what role does your character hope to play in the fledgling community? Start a business? Range outside the town to scout for threats? Serve in or lead the militia? Found a temple to their deity? Establish a thieves' guild? Dream as big as you like!

Gnixgnox is mostly interested in discovering larger and increasingly more exciting (violent) flora and fauna, but he has his roots in a wilderness village, so he is drawn to serving as a warden for the fledgling community -- being a part of it, but mastering its outskirts. He hopes to map the area, which is the key component to truly exploring it. If he stays in the community once it's grown, he envisions himself as a "grizzled" outdoorsman who returns to the town infrequently to re-supply, laughing children greeting him at the town gates, town elders greeting him as an old friend while asking how fares the frontier, the village wise-woman exclaiming that she is desperately low on a particular herb used for healing sick children whereby he pulls a pouch of said herb out of his pack and tosses it to her with a wink before turning at the sound of an adoring sigh to meet the eyes of a young gnomish beauty who he's... um, it goes on like that for a while.