Curse of the Crimson Throne
Gnoll (P), Fighter (P) 17th Medium Humanoid (Gnoll) Alignment: Neutral Hit Dice: 17d10+119 (275 hp) Initiative: +6 Speed: 30' (6 sq) (light enc.) Space/Reach: 5 ft./5 ft. AC: 41 (+14 Armor, +2 Shield, +6 Dex, +5 Natural Armor, +4 Deflection), Touch 20, Flat-Footed 35 Saves: Fort +22, Ref +16, Will +10 Abilities: Str 29, Dex 22, Con 24, Int 10, Wis 11, Cha 7 Base Att/CMB/CMD: +17 / +31 / 46(+4*) Single Attack: Spirit Breaker Adamantine: +38 melee (2d6+22+1d6 Acid/19-20) - (+3 enhancement, +1 Acid, +1 Construct Bane) Spirit Breaker Silver: +38 melee (2d6+21+1d6 Sonic/19-20) - (+3 enhancement, +1 Sonic, +1 Undead Bane) Dire Flail: +35 melee (2d6+19/19-20) Composite Longbow (+4 Str): +26 ranged (2d6+6/20/x3) Spirit Breaker Adamantine: +33 melee (2d6+32+1d6 Acid/19-20) - (+3 enhancement, +1 Acid, +1 Construct Bane) - Power Attack Spirit Breaker Silver: +33 melee (2d6+31+1d6 Sonic/19-20) - (+3 enhancement, +1 Sonic, +1 Undead Bane) - Power Attack Full Attack: Spirit Breaker Adamantine: +36/+31/+26/+21 melee (2d6+22+1d6 Acid/19-20) - (+3 enhancement, +1 Acid, +1 Construct Bane) Spirit Breaker Silver: +36/+31/+26 melee (2d6+21+1d6 Sonic/19-20) - (+3 enhancement, +1 Sonic, +1 Undead Bane) Dire Flail: +33/+28/+23/+18 // +35/+30/+25 melee (2d6+19 // 2d6+14/19-20) Composite Longbow (+4 Str): +26/+21/+16/+11 ranged (2d6+6/20/x3) Spirit Breaker Adamantine: +31/+26/+21/+16 melee (2d6+32+1d6 Acid/19-20) - (+3 enhancement, +1 Acid, +1 Construct Bane) - Power Attack Spirit Breaker Silver: +31/+26/+21 melee (2d6+31+1d6 Sonic/19-20) - (+3 enhancement, +1 Sonic, +1 Undead Bane) - Power Attack ==| FEATS |== Endurance, Diehard, Wpn Focus: Dire Flail, Two-Weapon Fighting, Toughness, Wpn Specialization: Dire Flail, Double Slice, Improved Two-Wpn Fighting, Power Attack, Greater Wpn Focus: Dire Flail, Improved Crit.: Dire Flail, Vital Strike, Two-Weapon Rend, Greater Wpn Spec.: Dire Flail, Greater Two-Wpn Fighting, Critical Focus, Bleeding Critical, Penetrating Strike: Dire Flail, Greater Pen. Strike: Dire Flail. ==| SKILLS |== Acrobatics +6, Appraise +0, Bluff -2, Climb +9, Diplomacy -2, Disguise -2, Escape Art +6, Fly +6, Heal +0, Intimidate -2, Linguistics +1, Perception +18, Ride +6, Sense Mot +0, Stealth +6, Survival +8, Swim +9+4, Angry Intimidate +24. ==| Languages (x2) |== Gnoll, Common ==| Racial Traits: Gnoll (P) |== Darkvision 60 Feet +2 to Perception Checks ==| Class Features: Fighter (P) 17th |== 9x bonus combat feat Armor Training (Ex): Current armor is a Mithril Full Plate • No speed reduction for a Medium or Heavy Armor • Reduce the Armor Check penalty by 4 • +4 to the Maximum DEX bonus of the armor Weapon Training (Ex): • Group #1: +4 atk/dmg/CMB/CMD with the 'Flails' group • Group #2: +3 atk/dmg/CMB/CMD with the 'Double' group • Group #3: +2 atk/dmg/CMB/CMD with the 'Heavy Blades' group • Group #4: +1 atk/dmg/CMB/CMD with the 'Thrown' group ==| Conditional Bonus - Magical Items Worn |== +4 CMD vs Disarm/Sunder. Don't drop wpn on Stun/Panick (Gloves of Dueling) ==| Conditional Bonus - Feats |== +4 to Swim checks made to resist nonlethal damage [Endurance] +4 to CON to continue running, avoid NL-Dmg from forced march [Endurance] +4 to CON to hold breath, avoid NL-Dmg from starvation or thirst [Endurance] +4 Fort to avoid NL-Dmg from hot/cold env., and resist suffocation [Endurance] ==| Conditional Bonus - Fighter (P) Class |== +4 bonus on Will saves against fear [Bravery] ==| EQUIPMENT |== ARMOR WORN: Mithril Full Plate. Basic Equipment List, Bandoleer M/W, Potion Belt M/W, Composite Longbow (+4 Str), 40xArrow Dire Flail, Spiked Gauntlet, Longsword Spirit Breaker Adamantine, Spirit Breaker Silver, Bag of Holding Type III, Handy Haversack, 5xPotion of Cure serious wounds, 3xPotion of Displacement, Potion of Gaseous Form, 2xPotion of Enlarge Person, Potion of Invisibility, 2xPotion of Haste, Potion of Heroism, Potion of Remove Blind./Deafness, Potion of Spider Climb, 2xPotion of Water Breathing, ==| MAGICAL ITEMS WORN |== Headband of Flight Hand of Glory Lead Gloves of Dueling Evasion and Free Protection Ring of Regeneration Belt of Physical Perfection +6 Cloak of Resistance +5 Bracers of Natural Armor Ring of Sustaining Shield ────┤ Description for the Magical Items Worn ├──── Headband of Flight: Allow the wearer to fly as the fly spell, 3x per day, 5 mins. per flight Hand of Glory: Daylight and see invisibility 1/day, gain an extra magic ring slot Lead Gloves of Dueling: +4 bonus to some CMD checks and +2 to weapon training class feature Ring of Evasion and Freedom Protection: Under the effect of a freedom of movement spell, Gain evasion as the rogue ability and a +4 deflection Bonus to Armor Class Ring of Regeneration: Allows a living wearer to heal 1 HP per round Belt of Physical Perfection +6: +6 enhancement bonus to CON, DEX and STR Cloak of Resistance +5: +5 resistance bonus on all saves Boots of Teleportation: Allows the wearer to teleport as per spell 3/day Bracers of Natural Armor: +4 enhancement bonus to natural armor Ring of Sustaining Shield: Provides its wearer with life-sustaining nourishment and a shield bonus to AC ==| MONEY |== Platinum:0 Gold:1000 Silver:0 Copper:0.
Gortakka was born in CY 602, to a small Gnoll tribe in the heart of the Pomarj. From an early age he learned that a Gnoll had to be hard to get his share of anything, that nothing came free and that in the Pomarj to afford anyone mercy was a sign of weakness and to be weak was the surest way to die. As a young Gnoll, Gorttaka accepted these hard truths and made them part of his being. He developed his three guiding principles:
I will destroy any man who tries to take what I got!
Become attached to no one who you can’t walk away from
Might makes Right
Adhering to these principles, Gortakka never formed bonds with members of his tribe, and he trained relentlessly to become the best warrior he could be. By the time he was 14 there was not a Gnoll in his tribe that could match his prowess and Gortakka discovered that his ability to fight won him both respect and fear from his tribesmen.
At the age of 16, Gortakka and his tribesmen came upon an Elven party patrolling in the Pomarj. The Elves were out number three to one and fought bravely but none could match Gortakka’s ferocity, he slew 6 of the ten Elves himself and by right of conquest had his choice of the spoils. He chose a pregnant Elf maid as his prize (little know fact – Elves are considered a delicacy amongst Gnolls) It was Gortakka’s true intention to enjoy this two course meal as he had worked up a hankering for elf during the battle.
As he was preparing the lass, she quickened into labor and out of curiosity Gortakka allowed the birth to take place. The Elf woman wailed as he pulled the elf child from the womb of its mother and he raised his flail to slay it but he found he could not. Only a true coward would kill a totally defenseless being. It would be one thing had it been a sleeping enemy who posed or could potentially pose a threat, but this child was a threat to no one.
In that moment Gortakka re-examined his entire life philosophy and decided that he still mostly had the right of things, but he could not allow an innocent to come to harm. Gortakka proclaimed that the Elf child and its mother were to be spared, for many moments there was the howl of laughter for Gortakka’s great jest, however Gortakka reiterated his proclamation until the laughter stopped. Several members of Gortakka’s tribe gave Gortakka a hard stare and it was then that Gortakka knew what had to be done. He gently placed the babe on the ground and snatched up his dire flail and went to work.
He crushed the skulls and broke the bodies of nearly a score of gnolls and in the end stood victorious. As he gathered up the belongings of his former tribe, Gortakka heard the sobs of the Elf woman; he approached and saw the broken and lifeless body of the baby. It would seem that it was trampled during the battle. Gortakka came closer and the Elf woman snatched a blade from the ground and attacked him, wounding him in the shoulder. Gortakka ripped the blade free of the elf wench’s hand and nearly cut her head off with it, even though he had wanted to spare her life, he could not allow the ungrateful wench’s attack to go unanswered.
Gortakka made his way into human lands to earn wealth as a sell sword. He has made a very good living as a mercenary as his foes tend to underestimate his capabilities until it is too late for them to survive the encounter. For the last two years Gorrtakka has served as a major of the watch, in the city of Eastfair. Gortakka still maintains a level of detachment from those around him although living in the city has made him more sociable; in Eastfair it is common knowledge that Gorrtakka has a fondness for Elven whores, Dwarven drink and a good fight.