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
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.
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
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 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
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