Gnoll Warrior

Gnoll Warrior
Level 2 (+2)
"I ran into a clearing, the pack yelping and cackling madly behind me. I thought I could dart off to the side and lose them, but there he was, the biggest one of all standing right in front of me, brandishing his axe....just grinning and chuckling in that unsettling voice of theirs. It was then I realized I had been hunted like an animal, and I went right where they wanted me to."
——Memoirs of Laster Alibaster, Halfling Explorer
The Warrior is probably the most prominent career path for any self respecting Gnoll. At birth, the weakest of the litter are thrown out to the clan to be consumed, the second weakest are made to serve, and the strongest are taught to kill. A Gnoll Warrior attacks seemingly without fear, and will not hesitate to strike at the first sign of weakness. Despite their chaotic nature, these fighters work well in tandem, possessing a strong pack mentality similar to their Hyena kin, and are especially dangerous when in a group of three or more.
Awareness
17
Senses
Darkvision
Initiative
13/1d10
Hitpoints: 30
Healing Value: 6
Resilience: +3
Morale
1
AC
17/19
Touch
14
Fort
13
Reflex
14
Will
12
Defenses
Resistances: Pain Resist (1)
Vulnerabilities: None
Attributes / Saving Throws (1 AP)
STR
16 / 19
DEX
13 / 16
CON
13 / 16
INT
9 / 10
WIS
12 / 13
CHA
9 / 10
REC 9
Actions (+3 AP)
Standard Attacks (2 AP)
+6 vs AC (ArN 3)
Battleaxe Swipe
1d10 + 3 (avg 9) Chopping damage
Melee Reach 5ft • One creature
The Gnoll Warrior hefts its axe, and buries it into its target with force.
+5P vs AC (ArN 3)
Shortbow
1d10 + 1 (avg 7) Piercing damage
Range 200ft • One creature
The Gnoll Warrior takes aim for a brief moment, and lets fly an arrow.
1d10 + 3 (avg 9) Bludgeoning damage
Grapple +5
Special Attacks (3 AP)
+6 vs AC (ArN 3)
Ripping Battleaxe Strike  • Basic
1d10 + 3 (avg 9) Chopping damage
Melee Reach 5ft • One creature
The Gnoll Warrior swings its axe at an unforgiving angle, tearing through exposed flesh. On a hit with a melee attack, the target suffers 5 Bleed Damage every 10 segments [SE, ST 3d10 vs CON]
+6 vs AC (ArN 3)
Butchering Chop [1/rest]  • Basic
2d10 + 3 (avg 14) Chopping damage
Melee Reach 5ft • One creature
The Gnoll Warrior swings mightily, bringing his weapon down with a mighty blow.
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 R1 (+1), Climb R2 (+3), Jump R2 (+3), Riding R1 (+0), Stealth R1 (+0), Swim R1 (+1), Tumble R1 (+0), Listen R2 (+6), Spot R3 (+8), Hunting R2 (+5), Survival R3 (+7), Martial Pract. R2 (+6), Coercion R2 (+5), Deception R2 (+4), Manipulation R1 (+2), Bravery R2 (+5), Intuition R1 (+2), Suspicion R2 (+4)
Feats: Tough
Philosophies: Rank 1 Mental, Rank 3 Physical, Rank 2 Martial
Combat Training: Melee 1
Wits: +2, Brawn: +8
Equipment: Leather Armor, Light Shield, Battleaxe, Shortbow
Charm
0
Coercion
+5
Deception
+4
Manipulation
+2
Persuasion
0
Aloofness
0
Bravery
+5
Intuition
+2
Tolerance
0
Suspicion
+4
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.