Grimbilnuk

rigger

Description:

Male monkey goblin ninja 4/warrior 1 (Pathfinder Campaign Setting: Inner Sea Bestiary 16, Pathfinder RPG Ultimate Combat 13)
Small humanoid (goblinoid); AL none
Init +3; Senses low-light vision; Perception +4

Defence

AC 18, touch 15, flat-footed 14 (+3 armour, +3 Dex, +1 dodge, +1 size)
hp 32 (5 HD; 4d8+1d10+9)
Fort +4, Ref +7, Will +0; +2 vs. fear
Defensive Abilities uncanny dodge

Offence

Speed 20 ft., climb 30 ft.
Melee blade of the rising sun +8 (1d6+1/18-20) or cold iron dagger +6 (1d3+1/19-20) or kukri +6 (1d3+1/18-20) or mwk net +7 (entangle) or net +6 (entangle)
Ranged shortbow +8 (1d4/×3) or shuriken +8 (2)
Special Attacks sneak attack +2d6
Ninja Spell-Like Abilities (CL 4th; concentration +2)
     vanishing trickUC

Statistics

Str 13, Dex 16, Con 12, Int 9, Wis 8, Cha 6
Base Atk +4; CMB +4; CMD 18
Feats Dodge, Exotic Weapon Proficiency (net), Extra Ki, Weapon Focus (katana)
Skills Acrobatics +12 (+8 to jump), Climb +15, Disable Device +9, Disguise -1, Escape Artist +10, Linguistics +3, Perception +4, Profession (sailor) +5, Stealth +12, Swim +7; Racial Modifiers +2 Acrobatics, +2 Stealth
Languages Goblin, Taldane
SQ ki pool (2 points), ninja tricks (combat trick, vanishing trickUC), no trace +1, poison use, prehensile tail
Combat Gear magical tattoo in the shape of a quipper (cure light wounds), potion of cure light wounds (2), drow poison (4), sneezing powderAPG (3); Other Gear studded leather, arrows (20), “blade of the rising sun” (masterwork katana), cold iron dagger, kukri, mwk net, net (3), shortbow, shuriken (20), bracelet (5), masterwork backpackAPG, ninja mask as black as the night, cheap perfume/cologneUE, 35 sp, 19 cp; Locker 5 038 gp
Favoured Class ninja (skill point)
Experience Points 14 600

Special Abilities

Climbing (30 feet) You have a Climb speed.
Ki Pool (2/day) (Su) You have a ki pool equal to 1/2 your monk level + your Charisma modifier.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
No Trace +1 (Ex) Survival DCs to track you are at +1, gain +1 to Stealth when you are stationary and not acting.
Poison Use You do not risk poisoning yourself accidentally while poisoning a weapon.
Prehensile Tail (Ex) As a swift action, can retrieve small stowed objects with tail.
Sneak Attack +2d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.
Vanishing Trick (Su) As a swift action, the ninja can disappear for 1 round per level. This ability functions as invisibility. Using this ability uses up 1 ki point.

Bio:

Grimbilnuk (who calls himself “The Great Ninja”) was in Port Peril in late Pharast, 4712. While there he was hired aboard the Man’s Promise by Captain Leitauk. He is therefore aware that it is the same ship as the Quipper.

He loves using his tail for things whenever possible. When he attacks he calls out the attack’s ninja name. Everyone around him knows he has an active imagination, and isn’t really a ninja. Little do they know, misdirection is, of course, the deadliest weapon in a ninja’s arsenal!

He, Fuzzy Mela, and Kelpflower helped Orgokra free her village from the tyranny of Axmaw the bugbear.

On Desnus 23, 4712, he was a member of team “The Great Ninja” in the Wholesome Harvest scavenger hunt, alongside Aja, Crazy Krooz, Quivering Cora, and Smooth Tommie.

Grimbilnuk sailed aboard the Red Delight with Captain Quinn, then transferred to Death’s Servant to become the steward.

Grimbilnuk worked with First Mate Farharbour, Malatina, Treason, and Yuku to rescue Captain Quinn, Woo, and Zamna Kwol from the Pure Legion in Azir.

Play History

2014

August 1 Karen
December 5 Karen
December 12 Karen

2016

January 2 Karen

Grimbilnuk

Hornswoggling Hobgoblins tbug tbug