Fire Giant

Nazdip Stinkblade's page

113 posts. Alias of Aoth Anskuld.


Full Name

Nazdip Stinkblade

Classes/Levels

Barbarian (Titan Mauler)

About Nazdip Stinkblade

NAZDIP STINKBLADE CR 1/2
Male Halfling Barbarian (Titan Mauler) 1
CN Small Humanoid (Halfling)
Init +2; Senses Perception +5
--------------------
DEFENSE
--------------------
AC 18, touch 13, flat-footed 16. . (+5 armor, +2 Dex, +1 size)
hp 14 (1d12+2)
Fort +5, Ref +3, Will +0
--------------------
OFFENSE
--------------------
Spd 15 ft.
Melee Light Shield Bash +5 (1d3+3/20/x2) and
. . Dogslicer +5 (1d4+3/19-20/x2) and
. . Gauntlet (from Armor) +5 (1d2+3/20/x2) and
. . Greatsword +5 (1d10+4/19-20/x2) and
. . Unarmed Strike +5 (1d2+3/20/x2)
Ranged Sling Staff, Halfling +4 (1d6+3/20/x3)
--------------------
STATISTICS
--------------------
Str 16, Dex 15, Con 15, Int 9, Wis 8, Cha 9
Base Atk +1; CMB +3; CMD 15
Feats Two-weapon Fighting
Traits Adopted, Brigand, Goblin Foolhardiness
Skills Acrobatics +5, Climb +6, Escape Artist -1, Fly +1, Linguistics +0, Perception +5, Ride -1, Stealth +3, Swim +0 Modifiers Brigand
Languages Common, Goblin, Halfling
SQ Big Game Hunter (Ex), Earplugs, Fearless, Pig Grease, Rage (6 rounds/day) (Ex)
Combat Gear Bullets, Sling (50), Dogslicer, Greatsword, Kikko armor, Shield Spikes Shield, Light Wooden, Sling Staff, Halfling; Other Gear Backpack, Masterwork (empty), Bag, Waterproof (empty), Caltrops (2), Candle (5), Chalk, 1 piece (5), Charcoal Stick (2), Earplugs, Fishhook (5), Flint and steel, Grappling hook, Lamp, common, Marbles, Pickle extractor, Pig Grease, Powder, Rope, silk (50 ft.), Sack (empty), String (50'), Waterskin, Whetstone
--------------------
SPECIAL ABILITIES
--------------------
Big Game Hunter (Ex) +1 to hit and +1 dodge bonus to AC vs foes larger than self.
Brigand +1 Bluff, Diplomacy, Intimidate, and Sense Motive when dealing with brigands, theives, bandits, etc.
Earplugs +2 save vs. hearing effects, -5 hearing-based Perception.
Fearless +2 morale bonus vs Fear saves.
Goblin Foolhardiness You have a tendency toward gross overconfidence in combat. When facing an enemy that's larger than you are, if you have no allies in any adjacent squares, your posturing, bravado, and cussing grant you a +1 trait bonus on attack rolls with non-reach
Pig Grease Maybe it's the wide heads, but more likely it's the lack of common sense that causes goblins to so often get stuck in narrow spaces. In such cases, a dose of pig grease is really helpful. An application of pig grease applied to the body grants a +2 circumstance bonus on all Escape Artist checks for 1 hour.
Rage (6 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
--------------------
When they happened upon a family of Halflings traveling with all of their worldly posessions towards Brevoy, the Mosspuker goblins didn't think twice before they ransacked their wagon, chopped up the Halflings, and made off with everything edible and flammable. It was only when they got their haul back to their home swamp that they realized there was a halfling toddler in one of the baskets they had taken for food.

Thinking it would be fun, they threw the Halfling child into the baby pens, to let the Goblin children enjoy.

Hours later when a Mosspuker thought to look, the Halfling child was not only still alive, but it was gnawing on the leg of one of several dismembered Goblin babies. The remaining adolescent Goblins were staying several feet away from the crazed Halfling, and no longer considered him an easy meal.

When the great Goblin Shaman Stinkburn heard of this, he decreed that the Halfling must be a Goblin, and from then on, he was called Nazdip, and the Mosspukers raised the child as one of their own, teaching him the ways of the swamp.

Many happy (as happy as life as a Goblin is) years went by, and Nazdip learned what he could from the Mosspukers. He was especially good at the Punch It In the Face game, and when the older Goblins saw his fierce, wild fighting, they decided he would be a perfect addition to what they called "Patrol," where a gang of Goblins would wander the hills surrounding Mosspuker swamp, assaulting and robbing any giants they ran across.

As a teenager, Nazdip realized he was different from the other Goblins, and eventually pieced together what must have happened by linking together what little any of the Mosspukers could remember of his arrival. When he thought he was ready, Nazdip gathered what he would need for a journey, and left his swampy home to make his way towards Brevoy and find out about life outside the realm of the Mosspukers.

As he made his way towards the capital, Nazdip kept himself fed by accosting other random travelers on the road, and taking his food. One extremely well-dressed victim was even so kind as to have a perfectly good greatsword attached to his unconcious and bruised body, and Nazdip thanked Zogmugot (the Goblin god of scavenging) for his great boon.

--------------------

STINKY CR 1
Male Horse, Pony
NN Medium Animal
Init +1; Senses Low-Light Vision, Scent; Perception +5
--------------------
DEFENSE
--------------------
AC 11, touch 11, flat-footed 10. . (+1 Dex)
hp 13 (2d8+4)
Fort +5, Ref +4, Will +0
--------------------
OFFENSE
--------------------
Spd 40 ft.
Melee Hooves x2 (Horse, Pony) +2 x2 (1d3+1/20/x2) and
. . Unarmed Strike +2 (1d3+1/20/x2)
--------------------
STATISTICS
--------------------
Str 13, Dex 13, Con 14, Int 2, Wis 11, Cha 4
Base Atk +1; CMB +2; CMD 13 (17 vs. Trip)
Feats Endurance, Run
Tricks Attack [Trick], Combat Riding [Trick], Come [Trick], Defend [Trick], Down [Trick], Guard [Trick], Heel [Trick]
Skills Perception +5
Languages
SQ Combat Riding [Trick]
Other Gear Bedroll, Bit and bridle, Blanket, Feed (per day) (2), Fire Carrrier, Hammock, Rations, trail (per day) (4), Saddle (Riding), Saddlebags (11 @ 27.75 lbs), Soap, Bar (50 uses)
--------------------
SPECIAL ABILITIES
--------------------
Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Endurance +4 to a variety of skill checks. Sleep in L/M armor with no fatigue.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Run You run faster than normal.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.