Rokova

Gehuil Sandstream's page

29 posts. Alias of Green Smashomancer.


Full Name

Gehuil Sandstream

Race

Gnoll

Classes/Levels

Witch 3|| HP: 23/23, AC: 14 (FF: 12 T: 12) || Init: +10, Fort: +3 Ref: +2 Will: +3 || Per: 0

Gender

Male

Size

Medium

Age

Unclear

Special Abilities

Witch Familiar, Hexes, Patron spells (Healing Patron)

Alignment

Neutral

Languages

Abyssal, Common, Gnoll

Occupation

Hedgemage, prisoner, enthusiastic audience member, pariah

Homepage URL

This is a sheet.

Strength 9
Dexterity 14
Constitution 16
Intelligence 16
Wisdom 12
Charisma 12

About Gehuil Sandstream

Backstory:
The desert had always featured howling winds, brutal weather, and scarce life. Sometimes it even got hot outside. Gehuil was born with a small litter, but still he was low on the priority list for the tribe. Growing up, Gehuil had to be very careful about which fights he picked. Most of the other children were either bigger, or just more ferocious than him.

Eventually he found a way to make himself useful studying the arcane. This is a rare talent among Gnolls, so he enjoyed an unusual level of "job security" as it were. The tribe of the sand-stream even put up with his uproarious laughter that eventually became a sort of calling card, along with his scorpion Einde. The scorpion itself seems to change slightly with it's surroundings, nearly camouflaging itself were the creature not so active.

Then word started to travel. Humans. Exceptionally well-organized humans.

Eugenics.

Evidently the ruling races of his homeland were fighting a losing battle against this foe. That kind of power riled a morbid curiosity in the witch, who argued with his leaders for the first time. He used to know better. Now;

"How long is trying to avoid them really going to last? Are you afraid of what you don't understand? Do you think these 'Nexorians' feel the same way?"

Gehuil knows these soldiers are just given orders, but how can they think every species is beneath them? It isn't the first time he'd heard that, but this was the straw that broke the curious hyena's back. Evidently, he wasn't the only one who had enough of talking about this subject though. His tribe had him removed for questioning the decisions of his leader. Exile was both a curse and a blessing. Now he could try out his own way of learning the source of power these humans had. Not just the technology, but something more. And if it was hate? Well, Gehuil is above that, right?

And now he's in a prison camp. Great work. Yet these humans can't just be doing this to destroy every other race. It doesn't follow. There has to be more to it.

"Better to let them think I'm a monster, than to prove them right."

Behavior:
Gehuil is generally one to put on a much different face in front of his enemies than his allies. He isn't exactly warm, socially stunted upbringing and all that. And Gehuil is the last person to start small-talk, but he's loyal. And ebullient in regards to life itself seemingly. He laughs easily and loudly. No-ones been sure, but some of the other tribesmen wondered if something was loose upstairs more than once.

Within his enemies the seemingly mad gnoll does his damnedest to inspire fear. His arcane strength blends well with his behavioral inclinations, in fact he may very well cackle more often around them. And of course, the upside of driving his enemies off without killing them is an almost spiteful glee in proving the Nexorians wrong.

Gehuil, being the arcane pariah that he is has viewed the actions of Nexorus with a mixture of the aforementioned morbid curiosity, disbelief and denial. The hypocrisy baffles him. In his mind, there has to be a catch. Slave labor 'til the death of the worker is something most "civilized races" look down on gnolls for. Even Orcs usually try to keep them alive.

Stat Block:
Gehuil Sandstream
Male Gnoll Witch 1
Neutral Medium Humanoid (Gnoll)
Init +8; Senses Darkvision; Perception 0
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Defense
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AC 14, flat-footed 12, touch 12 (+2 natural armor, +2 Dex)
hp 9 (1d6 +3)
Fort +3; Ref +2; Will +3
Defensive Abilities:
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Offense
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Speed: 30 ft.
Melee: Longspear -1 (1d8; x3)
Special Attacks: Hexes (Cackle, Misfortune)

Witch Spells Prepared (CL 1st, +4 concentration)

1st (2/Day): Cause Fear, Ear Piercing Scream, Ray of Enfeeblement
0 (At-Will): Detect Magic, Mending, Message

Witch Spells Stored

1st: Burning Hands, Cause Fear, Comprehend Languages, Cure Light Wounds, Ear Piercing Scream, Ray of Enfeeblement
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Statistics
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Str 9, Dex 14, Con 16, Int 16, Wis 12, Cha 12
Base Atk 0; CMB -1; CMD 11
Feats: Extra Hex
Traits: Bruising Intellect, Reactionary
Skills: Heal +5, Intimidate +7, Knowledge: Arcana/Nature +7, Spellcraft +7
Languages: Common, Gnoll
Special Qualities:
Combat Gear: Longspear TBA
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Special Abilities
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Cackle (su): A witch can cackle madly as a move action. Any creature that is within 30 feet that is under the effects of an agony hex, charm hex, evil eye hex, fortune hex, or misfortune hex caused by the witch has the duration of that hex extended by 1 round.

Familiar (ex): At 1st level, a witch forms a close bond with a familiar. (Greensting Scorpion)

A witch must commune with her familiar each day to prepare his spells. Familiars store all of the spells that a witch knows, and a witch cannot prepare a spell that is not stored by his familiar. A witch's familiar begins play storing all of the 0-level witch spells plus three 1st level spells of the witch's choice. The witch also selects a number of additional 1st-level spells equal to his Intelligence modifier to store in his familiar. At each new witch level, he adds two new spells of any spell level or levels that he can cast (based on her new witch level) to her familiar. A witch can also add additional spells to her familiar through a special ritual.

Misfortune (su): The witch can cause a creature within 30 feet to suffer grave misfortune for 1 round. Anytime the creature makes an ability check, attack roll, saving throw, or skill check, it must roll twice and take the worse result. A Will save negates this hex. Only affects same target 1/day.

Einde:
Einde the scorpion
Male Scorpion Familiar
N Tiny Vermin
Init +3; Senses Dark-vision; Perception +4
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Defense
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AC 19, flat-footed 16, touch 15 (+4 Nat. Armor, +3 Dex, +2 size)
hp 4
Fort +2; Ref +3; Will +2
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Offense
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Speed: 30 ft.
Melee: Sting +5 (1d2 - 4 plus, poison x2)
Special Attacks: Poison
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Statistics
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Str 3, Dex 16, Con 10, Int 6, Wis 10, Cha 2
Base Atk 0; CMB +1; CMD 7 (19 vs. Trip)
Feats: Alertness, Weapon Finesse
Skills: Climb +7, Perception +4, Stealth +15
Languages: Gnoll (cannot speak)
Special Qualities:
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Special Abilities
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Familiar: A greensting scorpion familiar grants a +4 bonus on Initiative checks so long as the familiar is within 1 mile of the spellcaster. A greensting scorpion familiar loses the mindless trait and has an Intelligence score appropriate for its master's level.

Poison (ex): save Fort DC 10; frequency 1/round for 6 rounds; effect sickened for 1 round; cure 1 save. The save DC is Constitution-based.