About Squeeze Bits
Born in the harsh Nar-Voth, Squeeze had the typical upbringing of the local Goblins: barely surviving most of the time and learning to hide and navigate the lands as stealthily as possible. Poorer than the usual, his tribe - the Pointyteeth - lived day by day fighting for food with the local animals, looking a lot more uncivilized than it would be supposed. Masters of sharpening their teeth to better chew the meat of the rare hunts (but, especially, to better survive drinking the "soups" from the tribe cook, a mix of rocks and hardcrusted bugs), the Pointyteeth were capable hunters and scavengers, specializing in using any improvised tool they could find to make means match the ends.
A little before completing his first decade of life, Squeeze got lost in the dark caves of giant spiders - said to be the pets of a demoniac drider which lived nearby. Afraid of ending up with his skinny bones chewed by the drow aberration, the not-too-intelligent goblin decided to navigate the tunnels even further. After days - maybe weeks - starving and feeding off the rare insects he'd find on his way, he finally arrived on a forked pathway that led him to Telderist.
While initially Squeeze avoided the city itself, living on the outskirts, the infant goblin still approached the shores with fascination, gorging himself of the fish swimming around. There he found his true calling; the sea creatures tasted much, much better than the soup of rocks from his earlier childhood. The sea was the path of his soul, and so he'd spend his days and nights swimming and fishing whatever he could, most of the time not even able to eat everything he caught.
It was at that point that a ship, sailing nearby, spotted the distracted green teen. As a couple years had passed, he was much more proficient at that point, improvising nets and poles to catch the local crabs and blacktailed fishes. Yet, the pirates of the
The first weeks were extra tough for Squeeze. Forced to wash the galleys and thrown overboard daily - leashed in a long rusty chain - as to catch fishes for the crew, he felt tired and deprived of the great freedom his shores were bringing. Every night, however, he'd chew the chain with his powerful teeth, until the day he freed himself and hastily darted through the ship.
He was caught by the pirates, but not before he impressed even more the Captain Covenant Joole. Joole was a fat and tall half-orc with powerful arms, but even he had difficulties holding the small goblin. After a while the pirates burst into laughing, and even apologized to Squeeze. At that point, they genuinely offered him a job on the ship as a true member of the crew. The goblin would still have his tasks, like everybody else, but would be able to better eat and share the plunder.
The stray Pointyteeth accepted and loved each day ever since. As hard as the life of a Crimson Sailor could be - as dangerous as their activities frequently were - he was now a true child of the sea, and would climb the ropes and hang on the masts with the reckless abandon of a happy child around his toys. The Hanging Halfling sailed the years terrorizing the Dying Sea, turning the Grey Docks into their home, and Squeeze was part of that adventure.
And now, he maybe wanted more. Under the radar of the Nightrunngers Guild as an ideal tracker for the coasts and caves of the Darklands, a different shape of plunder was about to tempt the goblin into a new breed of adventure... Certainly deadlier than his current one.
Male goblin unchained barbarian 5/unchained rogue 3 (Pathfinder RPG Advanced Race Guide 116, Pathfinder RPG Bestiary 156, Pathfinder Unchained 8, 20)
CN Small humanoid (goblinoid)
Init +7; Senses darkvision 60 ft.; Perception +14
AC 23, touch 19, flat-footed 16 (+3 armor, +1 deflection, +7 Dex, +1 natural, +1 size)
hp 76 (8 HD; 3d8+5d12+21)
Fort +9, Ref +13, Will +7
Defensive Abilities danger sense +2, evasion, uncanny dodge
Speed 30 ft.
Melee dagger +15/+10 (1d3-1/19-20) or
. . mwk greatclub +8/+3 (1d8-1) or
. . unarmed strike +17/+12 (1d2+1) or
. . bite +16 (1d6+11 plus grab)
Ranged dagger +15/+10 (1d3-1/19-20)
Special Attacks rage (14 rounds/day), sneak attack (unchained) +3d6
Str 8, Dex 24, Con 14, Int 10, Wis 16, Cha 8
Base Atk +7; CMB +13 (+24 grapple); CMD 23 (25 vs. bull rush, 25 vs. drag, 25 vs. grapple, 25 vs. reposition)
Feats Accomplished Sneak Attacker, Agile Maneuvers, Greater Grapple, Improved Grapple, Improved Unarmed Strike, Improvised Weapon Mastery, Throw Anything, Weapon Finesse
Traits crimson sailor, sea-souled (coastline or island)
Skills Acrobatics +14, Climb +3, Disable Device +21, Escape Artist +11 (+12 competence to break a grapple), Knowledge (dungeoneering) +4, Knowledge (local) +4, Knowledge (nature) +4, Linguistics +4, Perception +14, Profession (fisherman) +12, Profession (sailor) +8, Ride +11, Sense Motive +7, Sleight of Hand +18, Stealth +22, Survival +7 (+9 to avoid becoming lost), Swim +11, Use Magic Device +3
Languages Goblin, Undercommon
SQ impromptu armament, raging grappler, rogue talent (ambuscading grapple), trapfinding +1
Combat Gear caltrops; Other Gear brawling darkleaf cloth studded leather, dagger (8), dagger (8), dagger, dagger, dagger (20), mwk greatclub, armbands of the brawler[UE], clear spindle ioun stone, muleback cords[APG], wayfinder[ISWG], bandolier[UE], bandolier[UE], bedroll, box of fishing tackle (2 lb), fishhook, fishing net, fishing pole, simple (1 lb), flint and steel, grappling hook, masterwork backpack[APG], masterwork thieves' tools, mess kit[UE], piton (10), spider's silk rope (50 ft.)[APG], trail rations (5), waterskin, weapon cord[APG], wrist sheath, spring loaded, wrist sheath, spring loaded, 73 gp, 3 sp, 1 cp
Agile Maneuvers Use DEX instead of STR for CMB
Ambuscading Grapple (Ex) Gain sneak attack dam when grapple unaware foe.
Crimson Sailor You served on the crew of one of the red-sailed pirate ships that travel the waters of the Dying Sea and make their fortunes raiding anyone who dares defy them. You’ve learned to move on ships as easily as on land and your balance and skill are exceptional. You gain a +1 trait bonus on Acrobatics and Profession (Sailor) checks and one of these skills is always a class skill for you. Additionally, you gain a +2 bonus on CMD against bull rush, drag, and reposition maneuvers.
Danger Sense +2 (Ex) +2 bonus on reflex saves and AC against traps.
Darkvision (60 feet) You can see in the dark (black and white only).
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Grab: Bite (Medium) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Greater Grapple Maintaining a grapple is a move action, allowing you to make 2 checks a round.
Impromptu Armament (Ex) Can pick up an unattended object you can wield in one hand as free action.
Improved Grapple You don't provoke attacks of opportunity when grappling a foe.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Improvised Weapon Mastery Proficient with all improvised weapons, increase their damage category 1 step, and grant them a threat range of 19-20.
Rage (Unchained, 14 rounds/day) (Ex) As a free action, gain temp hp, bonus to melee att/dam, thrown dam, will saves, but AC penalty and limited actions. 1 min fatigue when ended.
Raging Grappler (Ex) Raging: Grapple check inflicts damage as if maintained. Maintain: free action prone.
Sneak Attack (Unchained) +3d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
Uncanny Dodge (Ex) Retain DEX bonus to AC when flat-footed.