About Brindle GhostfurQuick View Stats for Combat:
Initiative: +4
Rampage: 15 rounds/day
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. STATS:
4d6, drop lowest (14, 13, 14, 13, 7, 15)
Ability Scores Score (modifier) (racial bonus) (level up) Str : 16 (+3) (+2 Gnoll) Dex: 16 (+3) (4th level) Con: 16 (+3) (+2 Gnoll) Int: 13 (+1) Wis: 13 (+1) Cha: 7 (-2) DEFENSE:
AC: 22, touch 15, flat-footed 20 (+3 armor, + 3 Dex, + 1 Wis, +1 shield, +0 size, +1 enhancement, +2 natural, +1 savage) HP: 51 [Max 1st level] 12, [half +1] x3 = 21, +12 Con, +4 Favored Class, +4 Toughness) Fort +8 (4 + 3 + 1), Ref +8 (4 + 3 + 1), Will +5 (1 + 1 + 1 + 2) OFFENSE:
Initiative: +4 (+3 Dex, +1 insight) Speed 45 ft. Base Atk: +4 CMB: +7 (+4 BAB, +3 str) CMD: 22 (10, +4 BAB, +3 str, +3 Dex, +1 Wis, +1 Savage)
Furious Blows +6/+6, 1d8+5 [+4 BAB, +3 Str, +1 enhancement - 2 furious blows] [+4 THF, +1 enhancement] Ranged: Longbow +8 1d8 x2 [+4 BAB, +3 Dex, +1 enhancement]
Favored Class Bonus Savage: Hit points Feats:
[2: 1 1st level, 1 2nd level]
Iron Will: +2 on Will saves. 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).
Traits:
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. Outlander
SKILLS:
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.
Skill/Class/Ranks/Ability Modifier/Bonus ( * = ACP, # = no untrained)
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
AC Bonus (Ex)
Furious Blows (Ex)
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)
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 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
Savage Power
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:
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)
If a savage already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead. Danger Sense (Ex)
Fast Movement (Ex)
Wild Resilience (Ex)
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)
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:
The feral pool is replenished each morning after 8 hours of rest; these hours do not need to be consecutive. Staunch Recovery (Ex)
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. Knockback
GEAR:
Weapons: Weapons:
(Sub-total - 21 lbs, 22 gp) Armor: 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) Miscellaneous:
Bedroll, 5 lbs, 1 sp.
. (Sub-total 8 lbs., - 3.1 gp) Armor: Skill Equipment: Magic Miscellaneous: Mundane Miscellaneous Total equipment cost:
Capacity: light: xx lbs. or less Medium: xx-xx lbs. Heavy: xx-xx lbs.
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