Goblin Stickylord

Gurp of the Swamp's page

166 posts. Alias of Shub-Niggurath's cousin Al.


Full Name

Gurp of the Swamp

Race

Goblin

Classes/Levels

Druid (Swamp Druid) 3 | HP 26/26 | AC 18, touch 13 Flat-footed 15 | CMB +0 | CMD 13 | Fort +5, Ref +4, Will +8 | Perception +10 (+2 when hearing, +1 in swamp)

Gender

Male

Special Abilities

Nature Bond (animal companion), nature sense, wild empathy –3, Marshwight, Swamp Strider

Alignment

NE

Deity

THE SWAMP

Location

Brinestump Marsh

Languages

Goblin

Occupation

Crazy hermit

Strength 8
Dexterity 16
Constitution 14
Intelligence 10
Wisdom 18
Charisma 5

About Gurp of the Swamp

Stats:
Init +3, Perception +10, Darkvision 60ft
DEFENSE
AC 18, touch 13, Flat-footed 15 (+3 armor, +1 shield, +3 Dex, +1 Natural)
HP 26/26 (3d8+10)
Fort +5, Ref +4, Will +8
OFFENSE
Speed 30 ft
Melee: Mwk Sickle +2 (1d4-1/X2)
Ranged: Sling +5 (1d3-1/X2)

STATISTICS
Str 8 Dex 16 Con 14 Int 10 Wis 18 Cha 5
BAB +2 CMB +0 CMD 13
FCB +1 HP, +2 Animal Companion HP
Skills: Knowledge (Geography) +4 (+5 in swamp), Knowledge (Nature) +6, Perception + 10 (+12 hearing, +11 in swamp), Ride +13, Survival +9 (+10 in swamp), Spellcraft +4, Stealth +9 (+10 in swamp)
Feats: Toughness, Vermin Heart
Traits: Big Ears, Savage
Gear: Wooden Armor, Light Wooden Shield, Sling, 16 sling bullets, 2 magic sling bullets, Sickle, Backpack, Barbed Vest, CLW wand (1 charge), dead frog, necklace of dead dragonflies, a toadstool, a rock kind of shaped like a hand, a crude wooden shaman mask, various witchy trinkets, 150gp (set aside for wand), 2 tree feather tokens, Amulet of Natural Armor +1, 50gp left over

Druid Spells Prepared (CL 3rd; Concentration +7):

0- Guidance, Know Direction, Mending, Stabilize
1st- Cure Light Wounds, Cure Light Wounds, Produce Flame
2nd- Barkskin, Summon Swarm

Animal Companion: Squishy:

Squishy the giant slug
N medium vermin
Init. -1, Blindsense 30ft, Perception +0
DEFENSE
AC 15, touch 9, Flat-footed 15 (+6 natural, -1 Dex)
HP 18/18 (3d8+4)
Fort +4, Ref +2, Will +1
Special abilities: DR 5/slashing or piercing, mindless, evasion
Weaknesses: susceptible to salt
OFFENSE
Speed: 20 ft
Melee: tongue +4 (1d4+2 plus 1 acid)
Special Attacks: spit acid +1 touch (30 foot range, 1d6 acid damage)
STATISTICS
Str 14 Dex 9 Con 13 Int - Wis 10 Cha 1
BAB +1, CMB +2, CMD 11 (can't be tripped)
Skills:-
Feats:-
SQ: Tricks (Attack, Come here, Defend), Link, Share Spells

Backstory: Gurp has been living on the edge of the village for longer than any goblin cares to remember. A long time ago (as goblins reckon time) there was a food shortage, and eight baby goblins were exiled into the swamp. They were promptly forgotten about. Eventually, however, one of them came back, fully grown and half-crazed riding a giant slug. This goblin, calling himself Gurp, proceeded to ramble about how the tribe had disrespected the swamp before slowly riding off into the murk. Since then, Gurp has been living on the outskirts of the village with his best (and possibly only) friend Squishy, occasionally coming into town to yell at some random goblins and offer "sagely" advice to others.

Appearance: Gurp is squat for a goblin, and is decked out in various furs and fetishes that show his devotion to the swamp. He always wears a crude tribal mask that conceals an acid burn over the left side of his face.

Relations: Gurp has taken the role of a slightly neglectful father figure for two bags of slugs he calls "Baby Squishies," even though they are fully grown and not even the same species as Squishy. Of the baby Squishies, the one closest to him is the slug Dread Overking Squishy, who he is convinced whispers swamp secrets to him in his sleep. He has also grown to enjoy the company of his companions, although he would never admit it. He appreciates Ronk's strength, Twitchy's smarts, and Medge's...Medgeness. He's not quite sure what to think of the bird and cat yet, though.

Current Goals:
Gurp has two rather lofty goals as of right now.

1.) Serve the Swamp in any way possible. Gurp wants nothing more than to make the swamp happy. His main objectives involve spreading the teachings of the swamp, protecting the few goblins the swamp has birthed that Gurp actually likes, and possibly making the swamp physically bigger somehow.

2.) Get a mate and pass on his genes. Taking a backseat to his swamply duties, Gurp hopes to eventually make the goblin gene pool slimier and more brackish by having a family, as is the duty of every living thing. Gurp doubts this will be possible, because his standards are warped by a lifetime of isolation and talking to slugs, and he knows this on some level.

Secret:
Gurp usually brushes off questions about how he got his scar, saying that it doesn't matter or is none of your business. The reason he refuses to talk about it is because he got the scar from a fight with an immature giant slug from his youth. Gurp managed to kill the slug, but was scarred in the process and unable to eat all of it. Feeling remorse from killing the magnificent beast and wasting its meat, the half-feral young Gurp devoted himself to slugs as a species and the swamp in general as form of penance.