Gnoll Warden

Brindle Ghostfur's page

110 posts. Alias of Oceanshieldwolf.

Full Name

Brindle Ghostfur


Savage 2; HP 24/24; || AC 20 || T 13 || FF 18; Fort +6; Ref +5; Will +1; Init +2; Per +7; SM +7; Stealth +7; CMB +5; CMD 18; Spd 35 ft.


Darkvision 60’, Current AC 20/13/18


Female Gnoll



Special Abilities

Auspicious Mark, Furious Blows, Primal State, Rampage




High Gulch


Common, Gnoll

Strength 16
Dexterity 15
Constitution 16
Intelligence 13
Wisdom 13
Charisma 7

About Brindle Ghostfur

Quick View Stats for Combat:
HP: 24/24
AC: 20, 13 touch, 18 flat-footed
Saves: Fort: +6, Reflex: +5, Will +1
BAB +2
CMB +5; CMD 18

Initiative: +2
Spells in Effect:
Currently wearing: Wooden Armor, Buckler
Items in Hand: Gunstock Club

Rampage: 9 rounds/day
Feral Pool: N/A

Brindle's Tale:

”Black. White. Grey. The colors of night, and hunting. Orange. Yellow. Brown. The colors of the day, and the land. Once you were beautiful, and carried these hues with you proudly as one of us. Now, you are marked for a higher, separate calling.”

Brindle looked up at the elder, not knowing whether this was a judgment or a sentence, punishment or gift.

”Now you are of the night, but not the sleek ebon of the cosmos, but a bright star to be seen from afar. A messenger, to the barbarians. We seek their aid.

The young gnoll looked askance at their home, den-tops fallen into disrepair, their belowground cosiness now mostly dilapidated and in many cases, abandoned. She looked again to her elder, bright questioning eyes meeting orbs milky with sickness and despair, the elder’s mind driving at previously unthinkable concepts.

”Go! Go from us and toward the settlements. Find the answers we seek. Rescue us from this malady, this tortured writhing and final diminishment. Bear your new name proudly - for once your were Brindle Six-Hued, now you are Brindle Ghostfur.

A hush from the few gnolls present at this impromptu sending off gave Brindle pause. A parcel of the sleekest hide was produced, and from it a club made from a discarded settlement “gunne”. The mechanics had been stripped from the weapon, and the wood crafted into something deadly in and of itself.

”Beware the settlements, for their inhabitants are tricksy and not to be trusted. Trust not the elves. Or dwarves. Or humans. Trust your own ways and keep to the night, our brightest star, Brindle Ghostfur. Now go!

And, supplied with what little the tribe could offer, she did. Travelling far from all she knew and held dear. Parents dead, but brothers and sisters left behind, the smallest, little Keet had held her paw and cried, the soft dewy liquid aching on Brindle’s own paw. But Brindle had promised to return, and make the tribe proud, and to save them all.

4d6, drop lowest (14, 13, 14, 13, 7, 15)
Ability Scores
Score (modifier) (racial bonus) (level up)
Str : 16 (+3) (+2 Gnoll)
Dex: 15 (+2)
Con: 16 (+3) (+2 Gnoll)
Int: 13 (+1)
Wis: 13 (+1)
Cha: 7 (-2)


AC: 20, touch 13, flat-footed 18 (+3 armor, + 2 Dex, + 1 Wis, +1 shield, +0 size, +1 enhancement, +2 natural)
HP: 24 [Max 1st level] 8, [Average +1] 5, +6 Con, +2 Favored Class, +3 Toughness)
Fort +6 (3+ 3), Ref +5 (3 + 2), Will +1 (0 + 1)


Initiative: +2 (+2 Dex)
Speed 35 ft.

Base Atk: +2

CMB: +5 (+2 BAB, +3 str) CMD: 18 (10, +2 BAB, +3 str, +2 Dex, +1 Wis)
Gunstock club +5, 1d8+4 [+2 BAB, +3 Str] [+4 THF]

Furious Blows +3/+3, 1d8+4 [+2 BAB, +3 Str, - 2 furious blows] [+4 THF]

Ranged: Boomerang +4 1d6+3 x2 [+2 BAB, +2 Dex] [+3 Str] 30 feet

Favored Class Bonus Savage: Hit points

[1: 1 1st level]

Toughness: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).


Dirty Fighter When you hit a foe you are flanking, you deal 1 additional point of damage (this damage is added to your base damage, and is multiplied on a critical hit). This additional damage is a trait bonus.

You’re from far away. Whether that’s from Exchange, the Technoclaves, or an even further region, it matters little. You’ve arrived in High Gulch, and your worldliness is valuable. You gain a +1 on knowledge (geography) and it becomes a class skill for you. Additionally, you gain a +5 enhancement to base speed as a result of your travels.


The savage’s class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Escape Artist (Dex), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (nature) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Stealth (Dex), Survival (Wis), and Swim (Str). [Additional Class skills chosen from Tribal Lore: Appraise, Perform; Background Skills: Craft: Scarification, Lore (Gnolls of the Highlands); Trait: Knowedge (geography).]

Skill Ranks per Level: 6 + Int modifier.
Skills: (14 = (6 ranks x Savage 2), +2 Int) [+4 ranks Background]

Skill/Class/Ranks/Ability Modifier/Bonus ( * = ACP, # = no untrained)
*****Acrobatics (Dex)/Yes, +3/2/+2 = +7 * #
*****Appraise (Int)/Yes, +3/1/+1 = +0
Bluff (Cha)/No/0/+1 = +1
*****Climb (Str)/Yes, +3/1/+3 = +7 *
[Background]Craft (scarification) (Int)/Yes, +3/2/+1 = +6
*****Diplomacy (Cha)/Yes, +3/2/-2= +3
Disable Device (Dex)/No/0/+2 = +2 * #
Disguise (Cha)/No/0/+1 = +1
*****Escape Artist (Dex)/Yes, +3/2/+2 = +7 *
Fly (Dex)/No/0/+2 = +2 *
Handle Animal (Cha)/Yes, +3/0/-2 = -2 # {+2 during Primal State}
*****Heal (Wis)/Yes, +3/1/+1= +5
*****Intimidate (Cha)/Yes, +3/0/-2 = -2 {+2 during Primal State}
Knowledge (arcana) (Int)/No/0/+0 = +0 #
Knowledge (dungeoneering) (Int)/No/0/+0= +0 #
Knowledge (engineering)(Int)/No/0/+0 = +0 #
Knowledge (nobility)(Int)/No/0/+0 = +0 #
*****Knowledge (geography)(Int)/Yes, +3/2/+1 = +6 #
Knowledge (planes)(Int)/No/0/+0 = +0 #
Knowledge (religion)(Int)/Yes, +3/0/+0 = +0 #
[Background] Lore (Gnolls of the Highlands](Int)/Yes, +3/2/+1 = +6
Linguistics (Int)/No/0/+0 = +0 #
*****Perception (Wis)/Yes, +3/2/+1 = +7
Perform (Cha) /Yes, +3/x/+1 = +xx
Ride (Dex)/Yes, +3/0/+2= +2 *
Sense Motive (Wis)/Yes, +3/2/+2 = +7 {+2 during Primal State}
Sleight of Hand (Dex)/No/0/+2= +2 * #
Spellcraft (Int)/No/0/+0 = +0 #
*****Stealth (Dex)/Yes, +3/2/+2 = +7 *
*****Survival (Wis)/Yes, +3/2/+1 = +6
Swim (Str)/Yes, +3/0/+3 = +3
Use Magic Device (Cha)/No/0/+2 = +1 #

Languages: Common

Gnoll Racial Features:
Racial Traits
Ability Score Modifiers: Flexible (+2 Str, +2 Con) (2 RP)
Type: Humanoid (gnoll) (0 RP)
Size: Medium (0 RP)
Base Speed: Normal (0 RP)
Languages: Xenophobic (0 RP) Gnolls start knowing their racial language only.
Natural Armor: Gnoll hides are remarkably tough, granting them a +2 natural armor bonus.
Darkvision: Gnolls have darkvision and so can see perfectly in the dark up to 60 feet. (2 RP)

Savage Class Features:
The following are class features of the savage.

Weapon and Armor Proficiency
A savage is proficient with all simple weapons plus the battle axe, great axe, handaxe, throwing axe, brutal bola, longbow, shortbow, greatclub, gunstock club*, riding club*, harpoon, macuahuitl*, great macuahuitl*, light pick, heavy pick, tepoztopilli*, tomahawk* and trident. (At the GM’s discretion, she also gains proficiency with all stone age weapons). These are denoted “savage weapons”. A savage is proficient with the armored kilt, leather armor, studded leather armor, hide shirt, hide armor, padded armor, quilted cloth, wooden armor and bucklers. These are denoted “savage armor”. When wearing any other light armor, medium armor or any heavy armor, using any shield other than a buckler, or carrying a medium or heavy load, a savage loses her AC bonus, as well as her fast movement and furious blows abilities. (* New weapons)

AC Bonus (Ex)
When wearing savage armor and unencumbered, the savage adds her Wisdom bonus (if any) to her AC and her CMD. In addition, a savage gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four savage levels thereafter, up to a maximum of +5 at 20th level. These bonuses to AC apply even against touch attacks or when the savage is flat-footed. She loses these bonuses when she is immobilized or helpless, when she carries a shield other than a buckler, or when she carries a medium or heavy load. The savage also loses these bonuses during any round in which she has used furious blows.

Furious Blows (Ex)
Starting at 1st level, when wielding a savage weapon, a savage can make a series of wild blows as a full-attack action. When doing so, she may make one additional attack, taking a –2 penalty on all of her attack rolls – as if using the Two-Weapon Fighting feat — simulating the wild abandon of her assault. These attacks can be any combination of melee attacks with a savage weapon (she does not need to use two weapons to utilize this ability).

At 8th level, the savage can make two additional attacks when she uses furious blows, as if using Improved Two-Weapon Fighting (even if the savage does not meet the prerequisites for the feat).

At 15th level, the savage can make three additional attacks using furious blows, as if using Greater Two-Weapon Fighting (even if the savage does not meet the prerequisites for the feat).

A savage applies her full Strength bonus to her damage rolls for all successful attacks made with furious blows, whether the attacks are made with an off-hand or with a weapon wielded in both hands.

A savage may substitute disarm, sunder, and trip combat maneuvers for melee attacks as part of furious blows.

A savage cannot use any weapon other than a savage weapon as part of furious blows. A savage with natural weapons cannot use such weapons as part of furious blows, nor can she make natural attacks in addition to her furious blows attacks.

When wielding a greataxe, greatclub or great macuahuitl as part of furious blows the savage suffers a further -1 to each attack as these weapons are too heavy to effectively swing quickly.

Primal State (Ex)
At 1st level, a savage can conduct a personal ritual to enter a primal state, such as applying warpaint or donning a totemic mask. The ritual is a full-round action that provokes attacks of opportunity. The primal state can be held for up to 24 hours, or when a rest is taken. While the primal state has been attained, the savage gains the benefits of the Improved Unarmed Strike combat feat and a +2 morale bonus to Intimidate, Handle Animal and Sense Motive skill checks.

While rampaging (see below), a savage can also expend her primal state to gain the benefit of certain savage powers. She may still attain her primal state even if she has depleted all of her feral pool points (see below).

Expending the primal state to power a feat, class feature, or any other ability only powers a single effect. A savage cannot gain the benefits of multiple abilities that require expending the primal state by expending the primal state once; each effect requires its own instance of expending the primal state.

Rampage (Ex)
A savage can call upon her wild wrath to subjugate her foes. Starting at 1st level, a savage can enter a rampage for a number of rounds per day equal to 4 + her Constitution modifier. At each level after 1st, a rampage lasts for 2 additional rounds. Temporary increases to Constitution, such as those gained from spells like bear’s endurance do not increase the total number of rounds that a savage can enter a rampage per day.

A savage can enter rampage as a free action. The total number of rounds of rampage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive.

While rampaging, a savage gains a +2 morale bonus to Will saves and Acrobatics, Climb and Swim checks, and can call upon savage powers to aid her in combat.

Additionally, for or every foe that the savage defeats during a rampage, she gains a number of temporary hit points equal to the foe’s HD. Defeating a foe can be in the form of reducing it to less than 0 hit points, rendering it unconscious through nonlethal damage, or rendering it unconscious in some other way.

These temporary hit points can surpass the savage’s current maximum hit points, last for a number of rounds equal to the savage’s Constitution modifier and do not stack with themselves in the event of more than one defeat. A savage can end her rampage as a free action. Feats that affect rage, such as Extra Rage, apply to Rampage, where possible.

Tribal Lore
The savage may add any two additional skills to become class skills — these represent the particular focus of the clan the savage is from or a specialised knowledge imparted to the savage.

Savage Power
Starting at 2nd level, a savage may select either a barbarian’s rage power or a monk’s bonus feat as a savage power — however barbarian rage powers can only be used while rampaging. At 4th level, and every even level after that she gains a new savage power. Alternatively, at 2nd level the savage can instead elect to gain the monk’s evasion ability, and at level 10, if she has already selected evasion, she may elect to gain the monk’s improved evasion ability.

A savage gains the benefits of some rage powers only by expending her primal state (though she does not need to be in her primal state to use others), and some of these powers require the savage to take an action first. Unless otherwise noted, a savage cannot select an individual power more than once.

A savage may select from all monk bonus feats and the following rage powers — using those rage powers marked (*) expends the savage’s primal state:
Available Savage Powers
A savage may select from the following rage powers:

Pathfinder® Roleplaying Game Core Rulebook™: clear mind*, fearless rage, guarded stance, internal fortitude, intimidating glare, knockback, low-light vision, mighty swing*, no escape*, powerful blow*, quick reflexes, raging climber, raging leaper, raging swimmer, renewed vigor*, rolling dodge, scent, strength surge*, superstition, surprise accuracy*, swift foot, terrifying howl, unexpected strike*

Pathfinder® Roleplaying Game: Advanced Player’s Guide™: beast totem, beast totem greater, beast totem, lesser; boasting taunt, chaos totem, come and get me, disruptive, energy resistance, fiend totem, flesh wound*, ground breaker*, guarded life, hurling, hurling, greater; hurling, lesser; hurling charge, inspire ferocity, knockdown, overbearing advance; overbearing onslaught; reckless abandon, smasher, spell breaker, spirit totem, witch hunter

Pathfinder® Roleplaying Game: Ultimate Combat™: auspicious mark*, bestial climber, bestial leaper, bestial swimmer, bleeding blow, body bludgeon, crippling blow, deadly accuracy, dragon totem, dragon totem resilience, eater of magic*, ghost rager, ground breaker, ground breaker, greater; guarded life greater, hive totem, hive totem resilience, lethal accuracy, primal scent, reflexive dodge, regenerative vigor, renewed life*, renewed vitality*, sharpened accuracy, spell sunder*, sprint, sunder enchantment, world serpent totem

Forest Guardian Press: The Savage: death totem; death totem, greater; death totem, lesser

Using those rage powers marked (*) expends the savage’s primal state.

Any savage who meets a monk’s bonus feats’ or barbarian’s rage powers’ prerequisites can select and use that feat or rage power.

Totem rage powers grant powers related to a theme. A savage cannot select from more than one group of totem rage powers; for example, a savage who selects a beast totem rage power cannot later choose to gain the chaos totem rage power.

Uncanny Dodge (Ex)
At 2nd level, a savage gains the ability to react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dexterity bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to Armor Class if immobilized. A savage with this ability can still lose her Dexterity bonus to Armor Class if an opponent successfully uses the feint action against her.

If a savage already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead.

Danger Sense (Ex)
At 3rd level, a savage gains a +1 insight bonus to initiative rolls. This bonus increases by +1 every three savage levels thereafter (6th, 9th, 12th, 15th, and 18th level). In addition, if an opponent acts against the savage with a ranged attack in a surprise round, she gains a +1 circumstance bonus to AC until the end of her next turn. This bonus increases by +1 every three levels (up to +6 at 15th level).

Fast Movement (Ex)
At 3rd level, a savage gains an enhancement bonus to her land speed, as shown on Table: Savage. A savage in medium or heavy armor or carrying a medium or heavy load loses this extra speed.

Wild Resilience (Ex)
In a psionics conversant campaign, regardless of whether psionic/magic transparency exists, the Savage can choose a psionic discipline as her chosen school.

At 3rd level, the savage chooses a school of magic that she is exceptionally resistant to. A savage gains a +2 bonus on saving throws against spells and effects of her chosen school.

Feral Pool (Ex)
At 4th level, a savage gains a pool of feral points, powerful primal energy she can use to accomplish amazing feats of strength and ferocity. The number of points in a savage’s feral pool is equal to ½ her savage level + her Constitution modifier.

As long as the savage has at least 1 point in her feral pool, and is currently in her primal state she can make a brutal strike.

At 4th level, brutal strike allows her weapon attacks to be treated as magic weapons for the purpose of overcoming damage reduction.

At 9th level, her weapon attacks are also treated as cold iron and silver for the purpose of overcoming damage reduction.

As long as the savage is in her primal state, by spending 1 point from her feral pool as a swift action, a savage can do one of the following:
* Increase her speed by 20 feet for 1 round.
* Give herself a +2 natural armor bonus to AC for 1 round.
* Gain a +20 bonus on Acrobatics checks to jump for 1 round.
* Gain a +1 morale bonus to critical confirmation rolls for a number of rounds equal to her Constitution bonus.

The feral pool is replenished each morning after 8 hours of rest; these hours do not need to be consecutive.

Staunch Recovery (Ex)
At 4th level, a savage can draw upon her own internal fortitude to heal her own bruises and strains as a move action. By expending 1 point from her feral pool, she can heal a number of non-lethal hit point damage equal to her savage level, or remove a number of rounds of the shaken, fatigued or sickened conditions equal to her Constitution modifier.

Rampage Powers:

Auspicious Mark
Benefit: The savage has been marked by the spirits, as indicated by an impressive tattoo, scar, or birthmark she possesses. Once per rampage, as a swift action that expends her primal state, the savage can call upon the spirits’ favor. Using auspicious mark grants her a +1d6 bonus on one d20 roll she has just made. She can call on the auspicious mark after seeing the result of the d20 roll.



Gunstock Club 1d8 x3, B or P, 3 lbs., 5 gp
Longspear 1d8 x3, P, 9 lbs., 5 gp
Spiked Gauntlet 1d4 x2, P, 1 lb., 5 gp
Light Mace, 1d6 x2, B, 4 lbs., 5 gp
Javelins (2) 1d6 x2, P, 4 lbs., 2 gp ,

(Sub-total - 21 lbs, 22 gp)

Wooden Armor (+1), AC +3; Max Dex +3, ACP -1, ASF 15%, 25 lbs., 20 gp 
Buckler: ACB: +1, MDB —, ACP –1, ASF 5% 5 lbs., 5 gp 

(Sub-total - 30 lbs., 25gp)

Bedroll, 5 lbs, 1 sp. 
1 sunrod, 1 lbs, 2gp. 
Trail Rations x2, 2 lbs., 1 gp 
(Sub-total 8 lbs., - 3.1 gp)


Skill Equipment:

Magic Miscellaneous:

Mundane Miscellaneous

Total equipment cost:
Weapons xx Armor xx gp., Magic Misc. 0 gp, Mundane Misc. xx
Remaining Gold xx gp, xx sp
Weight: xx lbs
Weapons xx lbs., Armor xx lbs., Misc. xx lbs.,

Capacity: light: xx lbs. or less Medium: xx-xx lbs. Heavy: xx-xx lbs.
Load: Light