Gnoll Archer

Gnoll Archer
Level 2 (+2)
"The first arrow hit barely an inch from my left foot, the second near my right. Then the arrows came repeatedly, alternating between left and right. As I shuffled back and forth to avoid the attacks I heard it's shrill, piercing laughter from above. It was then I realized my attacker had settled into a rhythm, and wasn't trying to hit me at all! He was making sport of me, knowing full well he could finish me at any time!"
——Reginald Vasker III, Mage
Gnoll Archers are often somewhat smaller and weaker than the other Gnoll combatants, which is probably why they prefer ranged combat to other attack methods. Due to their deadly accuracy, they are for the most part treated with the same respect of their more ferocious peers, especially when on the battlefield. After all, more than a few arrows have pierced the wrong backs due to a previous misunderstanding. Gnoll Archers are also a common site guarding the walls of Gnoll encampments, or as the bulk of a hunting party.
Awareness
15
Senses
Darkvision
Initiative
14/1d10
Hitpoints: 36
Healing Value: 7
Resilience: +3
Morale
1
AC
14/14
Touch
13
Fort
13
Reflex
13
Will
12
Defenses
Resistances: Pain Resist (1)
Vulnerabilities: None
Attributes / Saving Throws (1 AP)
STR
15 / 18
DEX
16 / 19
CON
12 / 15
INT
9 / 10
WIS
10 / 11
CHA
9 / 10
REC 8
Actions (+3 AP)
Standard Attacks (2 AP)
+4P vs AC (ArN 2)
Longbow Shot
1d8 + 3 (avg 8) Piercing damage
Range 250ft • One creature
The Gnoll Archer fires off a crude arrow into its target.
+3 vs AC
Short Sword Strike  [Lunge, Charge, Opportunity]
1d8 + 2 (avg 7) Piercing damage
Melee Reach 5ft • One creature
The Gnoll Archer makes an aggressive stab against its enemy.
+4P vs AC (ArN 2)
Crippling Shot  • Basic
1d8 + 3 (avg 8) Piercing damage
Range 250ft • One creature
The Gnoll aims for the target's legs, crippling their movement. The target is Entangled for 10 segments
+4P vs AC (ArN 2)
Barbed Arrow [1/rest]  • Basic
1d8 + 3 (avg 8) Piercing damage
Range 250ft • One creature
The Gnoll Archer nocks a particularly cruel arrow, and fires it into its enemy, burrowing through the flesh. On a hit, the target suffers Ongoing 5 Bleed Damage, SE [3d10 vs Con] .
1d8 + 2 (avg 7) Bludgeoning damage
Grapple +4
Move (1 AP), Double Move (3 AP)
Shift
5 ft
Skirmish
30 ft
Sprint
55 ft
Overland Movement
30 mi/day
Qualities
  • Pain Tolerance: Gain Pain Resistance (1). (inc)
  • Keen Senses: Gain a +2 racial bonus to Awareness, Spot, and Listen checks. (inc)
  • Natural Armor: AC +1/+1 (inc)
Skills: Balance R2 (+5), Climb R3 (+7), Escape R1 (+3), Jump R2 (+6), Stealth R2 (+5), Swim R1 (+3), Tumble R2 (+5), Listen R2 (+4), Spot R3 (+6), Animal Care R1 (+2), Herbalism R1 (+2), Hunting R3 (+7), Orienteering R1 (+2), Survival R2 (+4), Martial Pract. R2 (+6), Coercion R1 (+3), Deception R2 (+4), Persuasion R1 (+2), Bravery R1 (+2), Intuition R2 (+4), Suspicion R1 (+2)
Feats: Tough
Philosophies: Rank 1 Mental, Rank 3 Physical, Rank 2 Martial
Combat Training: Ranged 1
Wits: +2, Brawn: +7
Equipment: None
Charm
0
Coercion
+3
Deception
+4
Manipulation
0
Persuasion
+2
Aloofness
0
Bravery
+2
Intuition
+4
Tolerance
0
Suspicion
+2
Social
Composure: 11
Languages: Gnoll
Motives: Conquer territory, protect tribe
Prejudices:


    Gnoll Characteristics

    Gnolls are large, sinister humanoids that resemble Hyenas, typically around 7 to 8 feet in height and around 300 pounds in weight. They are nocturnal creatures much like their Hyena relatives, but will hunt in the day if necessary. Their heads are that of the animal, but their bodies are closer to that of a man, excluding their hind quarters and the brown or yellow matted fur that covers their bodies. Gnolls are dangerous, aggressive creatures with a predatory pack mentality. To make matters worse they are intelligent and cunning, often laying out traps for their victims, then attacking with abandon as they taunt their opponents with the heckling akin to a jackal.


    History

    Gnolls are largely known for their habit of teaming up with other evil humanoids such as Orcs, Trolls, Goblins and even Giants, as their powerful bodies and violent, reckless nature make them ideal front line attackers. These alliances are often shaky at best, however, as Gnolls tend to think with their stomachs first, and have been known to turn on their allies if they see a good meal, sometimes if they see their allies as a good meal themselves. Despite being powerful combatants, Gnolls have not made much of an impact on the world around them, quite possibly due to their general disorganization and below average intelligence. They seem content for the most part to simply inflict mayhem wherever they tread and consume what they kill. Some sages suspect that they are waiting to serve the purposes of an ancient eastern god long forgotten should he arise to prominence again. Ancient texts and wall paintings found in distant tombs far away from the general gnoll population suggest as much, but why and how they came to reside further to the west is a mystery, and gnolls are not prone to explaining themselves to outsiders.

    Culture

    Gnolls were mostly a tribal community upon first discovery, but have since become slightly more industrious after introducing themselves to the ways of civilization through conquering and pillaging. They reside mostly in fortified encampments that they construct themselves. Leadership is taken by an Alpha of the pack in most cases, usually the largest and most dangerous of the Gnolls, although leadership is a term used loosely when describing the Hierarchy of such a society. Leaders are replaced just as soon as they display weakness, most often from being devoured by the usurper amongst the cackling approval of his or her peers. Gnolls live be the creed "What is taken, is earned", and this applies to each other as well as those that they eat or enslave. It is fortunate for most that Gnolls prefer long, rolling plains far away from larger settlements.