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Gnoll Mutant

Ghostclaw's page

14 posts. Alias of michaelane.


Classes/Levels

HP 29/29, AC 17/12/15, F +8 R +4 W +0, Per +5, Init +2

About Ghostclaw

Stat Block Option 1: Spell-Less Ranger/Guide:

GHOSTCLAW CR 1
Male Gnoll Ranger (Guide, Spell-Less Ranger) 1
CN Medium Humanoid (Gnoll)
Init +2; Senses Darkvision 60 ft.; Perception +5
--------------------
DEFENSE
--------------------
AC 17, touch 12, flat-footed 15. . (+4 armor, +2 Dex, +1 natural)
hp 29 (1d10+2d8+9)
Fort +8, Ref +4, Will +0
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Lucerne Hammer +7 (1d12+7/20/x2) and
. . Masterwork Cold Iron Falchion +8 (2d4+7/18-20/x2) and
. . Unarmed Strike +7 (1d3+5/20/x2)
Ranged Longbow +4 (1d8/20/x3)
Special Attacks TBD - check spell-less
--------------------
STATISTICS
--------------------
Str 21, Dex 15, Con 17, Int 12, Wis 10, Cha 6
Base Atk +2; CMB +7; CMD 17
Feats Furious Focus, Power Attack -1/+2
Traits Gnoll Killer, Highlander (hills or mountains)
Skills Acrobatics +4, Climb +8, Craft (Bows) +3, Escape Artist +0, Fly +0, Intimidate +2, Knowledge (Geography) +5, Knowledge (Nature) +5, Perception +5, Ride +0, Stealth +6, Survival +5, Swim +7 Modifiers Highlander (hills or mountains)
Languages Gnoll, Kelish
SQ Enemies: Humanoids (Gnoll)(+2 bonus)(Ex), Track +1, Wild Empathy -1 (Ex)
Combat Gear Arrows (20), Arrows, Blunt (20), Chain Shirt, Longbow, Lucerne Hammer, Masterwork Cold Iron Falchion, Silver Arrows (50); Other Gear Artisan's tools, masterwork: Craft (Bows), Pathfinder's Kit, Potion of Cure Light Wounds, Potion of Shield of Faith, Spelunking Kit, 11 gp, 5 sp
--------------------
SPECIAL ABILITIES
--------------------
Darkvision (60 feet) You can see in the dark (black and white vision only).
Enemies: Humanoids (Gnoll)(+2 bonus)(Ex) +2 to rolls vs Humanoids (Gnoll)
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Highlander (hills or mountains) +1 to Stealth checks, Stealth is always a class skill for you. Double this in hilly or rocky areas.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Track +1 +1 to survival checks to track.
Wild Empathy -1 (Ex) Improve the attitude of an animal, as if using Diplomacy.

Proposed Level 2-10 for the Spell-Less Ranger Concept:

Disclaimer: This is subject to change based on organic growth of the character and campaign, especially interaction with other PCs, but is intended to give a good feel for how the Spell-Less Ranger would play out mechanically.

Level 2
Flavor Feat
Combat Style Feat Cleave
Stealth Attack 1d6 If a ranger can catch an opponent when he is unable to defend himself effectively from his attack, he can strike a vital spot for extra damage. The ranger's attack deals extra damage any time his target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the ranger flanks his target. Should the ranger score a critical hit with a stealth attack, this extra damage is not multiplied. Ranged attacks can count as stealth attacks only if the target is within 30 ft. Stealth attacks are possible only when the ranger wears light or no armor. A ranger may only use this ability while in a favored terrain or against a favored enemy.

Level 3
Feat Step Up
Bonus Feat Endurance (Same as regular ranger)
Favored Terrain Mountain or desert or underground (Same as regular ranger and choice depends what we're seeing the most of)
Nature's Healing The ranger gains a +2 bonus to Heal skill checks. If he can beat the appropriate Heal DC check, the ranger heals an additional 1d6 points of damage plus 1 for every three ranger levels. Nature's healing can only be used when a ranger is in one of his favored terrains. A ranger does not need a Healer's Kit in order to use this ability.

Level 4
Flavor Feat
Hunter's Bond Replaced by Terrain bond for Guide archetype.
Ranger Talent Skirmishing Attack With this talent, whenever you move at least 10 ft. and attack in the same round, you may apply stealth attack damage, if applicable, to the target, as though it were flat-footed. If you make more than one attack during the round, this ability only applies to the first attack. Foes with uncanny dodge are immune to this ability.
Ranger's Focus Can use 2x/day
Terrain Bond At 4th level, the guide forms a bond with the land itself, enabling him to direct others in such terrain. When in his favored terrain, the ranger grants all allies within line of sight and that can hear him a +2 bonus on initiative checks and Perception, Stealth, and Survival skill checks. Also, as long as they travel with him, the ranger's allies leave no trail and can't be tracked. The ranger can choose for the group to leave a trail, or even specific members of the group to leave a trail if he so desires. This ability replaces hunter's bond.

Level 5
Feat Extra Ranger Talent: Scent You gain the scent special ability.
2nd Favored Enemy Replaced by Ranger's Focus for Guide archetype
Fast Movement When in a favored terrain, your base speed increases by +10 ft. This bonus only applies when you wear medium, light, or no armor.
Ranger's Focus Bonus increases to +4

Level 6
Flavor Feat
Combat Style Feat Great Cleave
Ranger Talent Cheetah's Stride You can move up to twice your speed as a move action. You don't suffer any penalty on Stealth checks for this move, although it will provoke attacks of opportunity as normal. You may use this talent a number of rounds per day equal to your ranger level.
Ranger's Focus Can use 3x/day
Woodland Stride Starting at 7th level, you may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at your normal speed and without taking damage or suffering any impairment. Thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion, however still affect you.

Level 8
Flavor Feat
2nd Favored Terrain Mountain or desert or underground (Same as regular ranger and choice depends what we're seeing the most of)
Swift Tracker Beginning at 8th level, you can move at your normal speed while using Survival to follow tracks without taking the -5 penalty. You only take a -10 penalty (instead of the normal -20) when moving at up to twice normal speed while tracking.

Level 9
Feat Improved Critical or Critical Focus
Evasion Replaced by Ranger's Luck from Guide archetype.
Ranger Talent Combat Trick: Following Step
Ranger's Luck Upon reaching 9th level, once per day the guide can either reroll one of his attack rolls or force an enemy who just hit him with an attack to reroll the attack roll. The ranger must take the result of the second roll even if it is worse. A ranger can use this ability once per day at 9th level, plus one additional time per day at 14th and 19th levels. This ability replaces evasion.

Level 10
Flavor Feat
Combat Style Feat Dreadful Carnage
3rd Favored Enemy Replaced by Ranger's Focus
Ranger's Focus Can use 3x/day and bonus increases to +6
Stealth Attack 3d6 Increases to 3d6


Stat Block Option 2: Skirmisher/Guide:

GHOSTCLAW CR 1
Male Gnoll Ranger (Guide, Skirmisher) 1
CN Medium Humanoid (Gnoll)
Init +0; Senses Darkvision 60 ft.; Perception +7
--------------------
DEFENSE
--------------------
AC 15, touch 10, flat-footed 15. . (+4 armor, +1 natural)
hp 29 (1d10+2d8+9)
Fort +8, Ref +2, Will +2
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Lucerne Hammer +7 (1d12+7/20/x2) and
. . Masterwork Cold Iron Falchion +8 (2d4+7/18-20/x2) and
. . Unarmed Strike +7 (1d3+5/20/x2)
Ranged Longbow +2 (1d8/20/x3)
Special Attacks Ranger's Focus +2 (1/day)
--------------------
STATISTICS
--------------------
Str 21, Dex 10, Con 17, Int 12, Wis 15, Cha 6
Base Atk +2; CMB +7; CMD 17
Feats Furious Focus, Power Attack -1/+2
Traits Gnoll Killer, Highlander (hills or mountains)
Skills Acrobatics -2, Climb +8, Craft (Bows) +3, Escape Artist -2, Fly -2, Intimidate +2, Knowledge (Geography) +6, Knowledge (Nature) +5, Perception +7, Ride -2, Stealth +4, Survival +7, Swim +7 Modifiers Highlander (hills or mountains)
Languages Gnoll, Kelish
SQ Track +1, Wild Empathy -1 (Ex)
Combat Gear Arrows (20), Arrows, Blunt (20), Chain Shirt, Longbow, Lucerne Hammer, Masterwork Cold Iron Falchion, Silver Arrows (50); Other Gear Artisan's tools, masterwork: Craft (Bows), Pathfinder's Kit, Potion of Cure Light Wounds, Potion of Shield of Faith, Spelunking Kit, 11 gp, 5 sp
--------------------
SPECIAL ABILITIES
--------------------
Darkvision (60 feet) You can see in the dark (black and white vision only).
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Highlander (hills or mountains) +1 to Stealth checks, Stealth is always a class skill for you. Double this in hilly or rocky areas.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Ranger's Focus +2 (1/day) (Ex) +2 to hit and damage focused target.
Track +1 +1 to survival checks to track.
Wild Empathy -1 (Ex) Improve the attitude of an animal, as if using Diplomacy.

Background:

Ghostclaw was born to the Wormhollow tribe in the Brazen Peaks of Katapesh, a secretive tribe that was traditionally ruled by powerful flinds and occupied a legendary complex of caves that increased their mystique.

Ghostclaw was fortunate to receive many blessings from Lamashtu at his birth and grew into a life of privilege in the tribe as he was strong, powerful and quick. Trained as a scout and warrior, he became one of the favorites of Ghaldahag, the monstrous flind that ruled the tribe before the Carrion King came to power.

Three years ago, Ghostclaw's life began a downward spiral that nearly led to his death in the deserts of Osirion. First, Ghaldahag was assassinated by Kikkling the Slight, a sickly gnoll who claimed he acted with Lamashtu's blessing. Almost immediately, Ghostclaw went from one of the most respected members of a tribe of warriors to feeling out of place as Kikkling's scheming and spying ways spread through the tribe.

A year later, Kikkling renounced Lamashtu and the tribe joined the Carrion King, converting to the worship of Rovagug. Lost and confused, Ghostclaw went deep into the tribes legendary caves, hoping for a vision from Lamashtu or Rovagug that would help show him his way. Instead, he found a cache of sacred Empyreal texts in the hidden caves deep in their lair under Pale Mountain.

A lasting image of a magnificent Sarenrae battling Rovagug that he found in one of the illuminated manuscripts captivated him. So, with great difficulty, he taught himself Kelish to read the tales. Drawn in by the stories of Sarenrae's defeat of Rovagug and other tales of the angels inspired the gnoll and left him questioning the gnolls faith in not only Rovavgug, but their former patron Lamashtu as well.

Surely the sickly Kikkling was not the leader the Wormhollow tribe needed. Ghostclaw determined to turn his fellows to a better path. He returned to his role as a scout and warrior and even forced himself to learn some of Kikkling's ways in hopes of overcoming him as the angel had overcome Rovagug.

But clever as Ghostclaw was becoming, Kikkling's spies were more clever still and recognized him as a possible threat to their leader. While they never uncovered his secret, Ghostclaw was accused of continuing to favor Lamashtu and suffered the ultimate punishment of the gnolls - he was exiled from the tribe.

The exile of the gnolls he terrible. Ghostclaw's head was shaved and scarred so that his fine mane would never grow again and he was exiled from the Wormhollow tribe. Knowing he would find no home in the lands around Pale Mountain, he began the Garrurwarr, the holy walk of death. North he walked, right into the deserts of Osirion where exhaustion and thirst threatened to end his life.

Instead, he was visited by a vision by Sinashakti, the walker of worlds who told him he would never be able to stop walking, but that he would serve as a living example of Sinashakti's faith. if he would go forth and do his part to bring together and unite people, he would live. Promising he would do so, he woke up in the care of a small group of Pathfinders who had just been driven from an Osirion ruin and lost most of their retinue. They saw the the strange gnoll as one more warrior to help them survive the deserts and get back to Sothis.

Little did Ghostclaw when he joined the Pathfinders as a guard, that in two short years, Sinashakti's path for him would bring him back home. For two years, Ghostclaw traveled northern Garund and Qadira. A few weeks ago, he found himself back in Osirion where he was hired in Ipeq to escort two Pathfinders into dangerous territory. Dangerous territory, he thought he knew. He's about to find out just how much has changed.


Personality:

Ghostclaw is a strange gnoll. From his atypical beliefs to the ritual scarring that has left him a true fright to behold. But, he is resolute in his new promise to Sinashakti and determined to see where his travels of the world take him, even if it is right back to where he started.

Still, he is a gnoll. Ghostclaw was fortunate to meet the Pathfinders. The gnoll ties to family are greater than perhaps any other race and losing that could have killed him. Perhaps no other group could have helped to show him that the tribe is not the only fellowship available to him. This has made his transition from gnoll life survivable if not ideal.

While Ghostclaw would love to get revenge against Kikkling and the Carrion King (who surely shares some blame), he really is more inspired today by his promise to Sinashakti to attempt to bring disparate people together. He knows the gnolls of the area well enough to know that they are going to be a problem in this regard and only a serious show of strength is likely to get them to see a better path. Surely Sinashakti doesn't care so much for the means as the result?


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