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Gnolls

Gnolls are tall, well-muscled hyena people. They are primarily carnivorous and prefer to hunt for themselves and are often cannibalistic. They prefer battles that are weighted in their favor. Rarely forming settlements, they prefer to wander the plains in search of prey. They were cast out of the realm of Gral for the sin of discontent, experimenting with seasonings. The gnolls were affronted by their banishment and vowed revenge on Gral, despite not having a way to follow through. G’na the Killer is the most feared in the gnoll lands and frequently has pressed others into her service.

This currency, if it can be considered such, takes the form of tanned hides. Change is never given.

1 hide = 1 gold

Music

Town Music

Battle Music

Services

Apothecary - Edda doesn’t have a shop. She has a garden and a tent. Stay out of the garden and she may sell you potions.

Smith and Tanner - Bróðir operates a forge and Knut tans hides and stitches leather. They’re the only ones who have an actual house in Nala’re.

Magic Shop - Ari sells rods and wondrous items, as well as cursed items, from a bag slung across their shoulder. They can be strongarmed into enchanting items provided you keep an eye on them.

NPCs

G’na the Killer

Female Gnoll Bloodrager 20

CE Medium Humanoid (gnoll)

Init +6; Senses Darkvision, Perception +9

DEFENSE

AC 40, touch 31

HP 262

Fort +24, Ref +15, Will +12; +2 to save vs spells from allies and self

Special Defenses

Fated Bloodrager: +5 to AC and saves.

Defy Death: 1/day when a spell or attack would kill you Fort DC 20 to remain at 1 HP.

Unstoppable: your critical hits are automatically confirmed, critical hits against you only confirm on a nat 20.

Victory or Death: immune to paralysis, petrification, stunned, dazed, and staggered.

Uncanny Dodge: never flat-footed.

Improved Uncanny Dodge: cannot be flanked.

Damage Reduction: 5/-.

SR 19.

OFFENSE

Speed 40

Melee Wounding Vicious Keen Furious Cutlass +33/+28/+23/+18 (1d6+1 bleed+2d6(1d6 kickback)+5+8/15-20x2)

Bloodrager Spells Known (CL 20; Concentration +22)

4th 2/day DC 16 - Black Tentacles, Caustic Blood, Fear, Greater Flaming Sphere, Shout, Freedom of Movement

3rd 3/day DC 15 - Blood Salvation, Blood Scent, Fireball, Haste, Heroism, Hold Person, Protection from Energy

2nd 5/day DC 14 - Bear's Endurance, Blood Armor, Bull's Strength, Flaming Sphere, Molten Orb, Shatter, Blur

1st 5/day DC 13 - Barbed Chains, Bloodbath, Cheetah's Sprint, Enlarge Person, Long Arm, Sense Fear, Shield

Bloodline Destined

Special Attacks

Destined Strike: 5/day +10 insight bonus on 1 melee attack.

Certain Strike: reroll an attack roll during bloodrage.

Unstoppable: your critical hits are automatically confirmed, critical hits against you only confirm on a nat 20.

Bloodrage: 49 rounds/day, +8 to Str and Con, +4 to Will, -2 to AC, +80 HP.

Blood Casting: cast spells while Bloodraging.

Greater Bloodrage.

Tireless Bloodrage.

Mighty Bloodrage.

Defense (Bloodrage)

AC 38, touch 29

HP 342

Fort +24, Ref +15, Will +16; +4 vs enchantment

Special Defenses

Uncanny Dodge: never flat-footed.

Blood Sanctuary: +2 to save vs ally spells and own spells.

Improved Unacanny Dodge: cannot be flanked.

Damage Reduction: 5/-.

Fated Bloodrager: +5 to AC and saves.

Defy Death: 1/day when a spell or attack would kill you Fort DC 20 to remain at 1 HP.

Unstoppable: your critical hits are automatically confirmed, critical hits against you only confirm on a nat 20.

Victory or Death: immune to paralysis, petrification, stunned, dazed, and staggered

SR 19

Offense (Bloodraging)

Melee Wounding Viscious Keen Furious Cutlass +39/+34/+29/+24 (1d6+1 bleed+2d6(1d6 kickback)+7+11/15-20x2)

Special Attacks

Destined Strike: 5/day +10 insight bonus on 1 melee attack.

Certain Strike: reroll an attack roll during bloodrage.

Unstoppable: your critical hits are automatically confirmed, critical hits against you only confirm on a nat 20

STATISTICS

Str 26, Dex 14, Con 24, Int 10, Wis 12, Cha 14

Base Atk +20; CMB +28; CMD 40

Feats Diehard, Endurance, Improved Initiative, Intimidating Prowess, Lightning Reflexes, Eschew Materials

Skills Acrobatics +10, Climb +16, Craft(leatherwork) +8, Handle Animal +20, Intimidate +23, Perception +9, Ride +15, Spellcraft +8, Survival +19, Swim +16

Languages Gnoll

Gear Hide Armor of Spell Resistance +5, Wounding Vicious Keen Furious Cutlass, Belt of Physical Perfection +6, Amulet of Natural Armor +5, Bracers of Armor +8, Ring of Regeneration, Riding Dire Hyena, Military Saddle, Beast Training Kit

Dire Hyena

N Large Animal

Init +2; Senses Low-Light Vision, Scent, Perception +8

DEFENSE

AC 15, touch 11, flat-footed 13

HP 26

Fort +6, Ref +6, Will +2

OFFENSE

Speed 50

Melee bite +6 (2d6+6+trip)

Space 10ft; Reach 10ft

STATISTICS

Str 18, Dex 15, Con 15, Int 2, Wis 13, Cha 6

Base Atk +3; CMB +8; CMD 20 (24 vs trip)

Feats Skill Focus (Perception, Stealth)

Skills Perception +8, Stealth +7 (+11 in tall grass or heavy undergrowth)

Gnoll Hunter

Gnoll Hunter 5

CN Medium Humanoid (gnoll)

Init +2; Senses Darkvision, Perception +9

DEFENSE

AC 19, touch 14, flat-footed 17

HP 39

Fort +8, Ref +6, Will +2; +3 vs poison

OFFENSE

Speed 30ft

Melee Huntsman Spear +9 (1d8+1+5+1d6 if previously tracked/x3)

Ranged Huntsman Shortbow +6 (1d6+1+2+1d6 if previously tracked/x3)

Special Attacks

Animal Focus: 5 minutes/day, Bull form: +2 to Str, apply to Animal Companion no time limit.

Precise Companion: Outflank (+4 to attack while flanking with Animal Companion for both, crits grant attack of opportunity to other flanker).

Hunter Tactics: Teamwork Feat: Paired Opportunists: +4 to attacks of opportunity.

Hunter Spells Prepared (CL 5, Concentration +6)

2nd 2/day DC 13 - Alpha Instinct, Hold Animal, Greensight

1st 4/day DC 12 - Abstemiousness, Charm Animal, Hide from Animal, Keen Senses

0th at will DC 11 - Create Water, Detect Magic, Detect Poison, Know Direction, Mending, Purify Food and Drink

STATISTICS

Str 20, Dex 14, Con 18, Int 10, Wis 12, Cha 8

Base Atk +3; CMB +8, CMD 20

Skills Climb +9, Craft(leatherwork) +4, Handle Animal +7, heal +6, Intimidate +3, Perception +9, Profession(hunter) +9, Stealth +10, Survival +9 (+1 to track creature hit in the last day, +2 to track)

Languages Gnoll

SQ

Animal Companion: Hyena

Link (+4 on wild empathy and handle animal checks for animal companion), Share Spells, Evasion (no damage on successful Ref save), Ability Score Increase

Nature Training

Wild Empathy: +4 to change animal attitude.

Track: +2 to survival to track

Improved Empathic Link: see through Animal Companion's eyes as swift action.

Woodland Stride: move through undergrowth at normal speed without taking damage.

Gear Huntsman Shortbow, Huntsman Spear, Poison-Resistant Hide Armor, bag of holding I, Amulet of Natural Armor +1, bedroll, small tent, hemp rope, cauim x5, haggis x10, meat x10, Beast Lure, Beast Scent, Wild Musk, gnoll jewelry (100), spices, perfume kit, masterwork survival kit, cooking kit, mess kit, trapper's kit, ball, 329 hides

Animal Companion

Hyena

N Medium Animal

Init +2; Senses Low-Light Vision, Scent, Perception +8

DEFENSE

AC 18, touch 14, flat-footed 14

HP 29

Fort +7, Ref +7, Will +2

OFFENSE

Speed 50

Melee bite +5 (1d4+2+trip/x2)

STATISTICS

Str 14, Dex 18, Con 13, Int 2, Wis 13, Cha 6

Base Atk +4; CMB +3; CMD 15 (19 vs trip)

Feats Skill Focus (Perception)

Skills Perception +9, Skill +7 (+11 in tall grass)

Tricks: Heel, Hunt