Drusilla, Fandrik
===Perception Check VS
- Highest Roll 38 DC25: As Grak'ark confronts the gnolls something is happening at the hilltops. Fandrik whistles to Drusilla and points but there are figures, human, closing in on the scene right now. With the halfling's help, she sees it too.
Fandrik: 150 XPSharp Eye Skill Check It's hard to get past Fandrik. As Grak'ark works his magic on the gnolls, the bard knows that something wrong is happening. There are figures drawing close from the hilltops. They're good at hiding and when Fandrik catches a movement it's suddenly gone when he focuses on them. Drusilla, dismounting her camel and holding her longbow ready, didn't even see it coming until Fandrik pointed it out. Something's coming.
*You cannot make an untrained Knowledge check with a DC higher than 10
Drusilla, Grak’ark, Fandrik
===Perception Check VS hilltop (DC25 and DC35) DC25: Drusilla and Grak’ark see something coming, a little help from Fandrik lets them no that it’s just the northern hill, not the southern hill. Boulders, palm trees, and cacti provide cover while everyone is out in the open on the Trade Road. DC35: Fandrik saw at least six figures but the believes there to be a lot more. They did not look like gnolls but they were certainly humanoid.
Pontiac: Roll 1 Perception Check(DC20)
*Dru is encouraging Pontiac to cast a Message spell on the strange humanoids moving in. If you make this DC I'll allow this.
The vulture's form changes into the familiar one-eyed gnoll and his magic flares as he exposes the trap. A heated exchange begins between the powerful druid and a gnoll bitch nearly bigger than he was.
Grak'Ark shouts in his own guttaral language, his hands rising in frustration as he speaks, but the distance is to great to make out the exact words. His rant finally stops as he pulls out his club and holds it level as he waits in anticipation for a response.
Since everyone is a long ways away, I'll post details on Grak's conversation in private.
Attack Data
CLUB +11/+6 (+6 BAB +7 STR - when wielded in 2 hands). May combine with Shillelagh spell
Damage 1d6+7
Power attack, up to -2 to hit and +4 damage (or +6 damage when used two handed)
Move rate - 30 (20 + 10 for domain) + 10 for longstrider, when active
Grapple CMB is +6 BAB +7 STR +1 SIZE +4 GRAB ABILITY +1 ARMBAND = +19
Grapple CMD is 10 +6 BAB +7 STR +1 DEX +1 SIZE +4 GRAB +1 ARMBAND = 30
Attack Data
Bite +13 (+6 BAB +7 STR +1 Magic Fang -1 Large Size) Damage 2d6+8, +1d6 shock ,+ Grab
Left Claw +13 (+6 BAB +7 STR +1 Magic Fang -1 Large Size) Damage 2d4+8, +1d6 shock + Grab
Right Claw +13 (+6 BAB +7 STR +1 Magic Fang -1 Large Size) Damage 1d4+8, +1d6 shock
Power attack on all attacks, up to -2 to hit and +4 damage
Move Rate - 30 or 40 (40 -10 for medium armor. + 10 for longstrider, when active)
Current status effects
Endure Elements: Cast every 24 hours, Longstrider and Greater Magic Fang active from 7AM - 11PM.
Key Features Mountain Domain - Foothold - create difficult terrain 6 times/day as a standard action.
Thin Air - Fatigue 8 rounds/day
Gear Manipulation
Right hand: Nothing
Left hand: Nothing
Put down: NA
SPELL LIST - Spells renew at sundown
Orisons
Level 1
Cast?
Level 2
Cast?
Level 3
Cast ?
Level 4
Cast?
Spark
Faerie Fire
-
Wood Shape
X
Greater Magic Fang
*
Thorn Body
-
Flare
Endure Elements
X
Resist Energy
-
Greater Magic Fang
*
Echolocation
-
Know Direction
Obscuring Mist
-
Heat Metal
-
Resinous Skin Hide Campsite
X
TBD/Unmemorized
-
Stablize
Cheetah's Sprint
-
Bull Strength
-
Stone Shape Hide Campsite
X
Cloak of Winds - D
-
Longstrider
*
Stone Call - D
-
Stoneskin -D
-
Longstrider
*
Stone Fist - D
-
X cast
* will be cast at any time the group is not sleeping (typically 11PM-7AM)
Despite the heat from the pillar of fire Pontiac found himself shivering. The evils of Rovagug were not as real as they no doubt were for those who had faced the Carrion King but the scholar knew enough from his various reading that the god coming back would be a bad thing. Passages and excerpts from books on olf histories floated on his mind as the wagon clunked along and he found himself wishing his memory wasn't quite so good. The fire disappeared behind a hill but the illuminated pillar of smoke would be seen in the sky for a while. Ignorance is bliss, he had always heard it said and he found himself believing it. Of course, knowledge is power; power that can be used to fix problems and fight powerful foes. So while happy and dumb had a certain appeal he would never trade it for knowing how to make the world a better place. Even if the knowledge itself was unpleasant.
---
The Arcanist waited with the others at a distance from the obstacles in the road. "We shouldn't wait too long," he mumbled. The white mage was wrestling with his urge to go and help the wounded. He held back mostly because he could imagine Nijali admonishing him for being foolhardy. It was actually not unusual for his "common sense" to sound like Nijlai's voice in his head. He rolled his eyes when the dead orc turned into a Gnoll. Then groaned as the wagon became a cage holding even more armed Gnolls. He became very glad that he hadn't complained too much about having to wait for the Druid to check things out. He'd have never heard the end of it had he actually advanced.
He sat on the carpet, which was a good deal softer than the bench seat in the wagon, and waited to see how the exchange between the two Gnolls went when he heard Drusilla's whisper in his ear. The tone was urgent, something was happening. He looked in the direction she was pointing but couldn't make anything out. It was only after the Halfling helped that he finally saw the vaguest of shapes in the brush. With a quick incantation the members of his troupe and the others were connected magically. Pontiac hoped the night wasn't going to get any more exciting than it already was likely to be with the raiders before them but he had a sinking feeling that was going to be incorrect.
Casting Message on the people Dru pointed out and any of the sneaky humans he can get. (Up to 8 total I believe)
Using Points to swap spells while waiting for the vulture to circle.
Stone call for Detect thoughts
Fireball for Mad monkeys
Will cast windy escape to avoid damage if needed.
Pontiac will take a Filter Scarf if it's being offered.
I'll be scribing a few spells once I figure out what they are.
Pontiac will cast Keep watch on the 4 who are chosen to keep watch tonight.
The root of the wyrwood tree has a peculiar quality. When a weapon constructed of wyroot confirms a critical hit, it absorbs some of the life force of the creature struck. The struck creature is unharmed and the wyroot weapon gains 1 life point. As a swift action, a wielder with a ki pool or an arcane pool can absorb 1 life point from the wyrwood weapon and convert it into either 1 ki point or 1 arcane pool point. Most wyroot weapons can only hold 1 life point at a time, but higher-quality wyroot does exist. The most powerful wyroot weapons can hold up to 3 life points at a time. Any unspent life points dissipate at dusk.Wyroot Quarter Staff
The arcanist can unleash a freezing projectile by expending 1 point from her arcane reservoir and making a ranged touch attack against any one target within 30 feet. If the attack hits, it deals a number of points of cold damage equal to 1d6 + the arcanist's Charisma modifier, plus an additional 1d6 points for every 2 levels beyond 1st (to a maximum of 10d6 points at 19th level). In addition, the target is staggered for 1 round. It can attempt a Fortitude saving throw to negate the staggered condition.Ice Missile
By expending 1 point from her arcane reservoir, the arcanist can attempt to counter a spell as it is being cast. She must identify the spell being cast as normal. If she successfully does so, the arcanist can attempt to counter the spell as an immediate action and by expending an available arcanist spell slot of a level at least one higher than the level of the spell being cast. To counterspell, the arcanist must attempt a dispel check as if using dispel magic. If the spell being countered is one that the arcanist has prepared, she can instead expend an available arcanist spell slot of the same level, and she receives a +5 bonus on the dispel check. Counterspelling in this way does not trigger any feats or other abilities that normally occur when a spellcaster successfully counters a spell.Counterspell
The arcanist can expend 1 point from her arcane reservoir to create a dimensional crack that she can step through to reach another location. This ability is used as part of a move action or withdraw action, allowing her to move up to 10 feet per arcanist level to any location she can see. This counts as 5 feet of movement. She can only use this ability once per round. She does not provoke attacks of opportunity when moving in this way, but any other movement she attempts as part of her move action provokes as normal.Dimensional Slide
The arcanist can prepare a spell in place of an existing spell by expending 1 point from her arcane reservoir. Using this ability is a full-round action that provokes an attack of opportunity. The arcanist must be able to reference her spellbook when using this ability. The spell prepared must be of the same level as the spell being replaced.Quick Study
White Mage
At 1st level, a white mage can expend 1 point from her arcane reservoir to use one of her spell slots to cast a cure spell (any spell with "cure" in its name) from the cleric spell list as if it were on her spell list and prepared. The spell must be of a level the arcanist can cast.Spontaneous Healing (Su)
Wrecked Barrier
The PCs see Grak'ark size up against the newly revealed gnoll and they grow heated as they talk. The conversation is lost to them as the rest of the party stops to deal with whatever's coming down the hillside, hidden and closing in.
Meanwhile more gnolls pop out of the cacti and barbed bushes to surround the druid gnoll. It's hard to tell if he's in trouble or in control of the situation. The gnolls are ignoring the PCs for the moment as they focus on Grak'ark.
PC's Wagon and Pontiac
The PCs watch as gnolls gather around Grak’ark, popping out of hidden places around the wagon.
Drifting up and down on his carpet, Pontiac casts the Message spell and focuses on them, collecting the distant humanoids into his web of Messages. With Pontiac as the source of the spell, Drusilla is able to talk to them.
“Stop! We see you. What are your intentions? Whisper back.”
The small group that Pontiac webs into the spell all pause and hunker with some confusion, finding new hiding spots.
One replies “Who are you-“ when another figure flings something at him to shut up. The strangers pause to talk to each other for a moment. They are unseen again but the Whisper spell is still linking them. The PCs can’t hear what is being said because they are not pointing to link back Drusilla or Pontiac.
Someone finally whispers back, older with a cackle his voice. He sounds human. “All of you wait there. Don’t move. We have this.” Hamil knots his brow and frowns, also linked to the Message.
That voice sounds familiar to the musket master.
Blockade: Everyone
- The strangers don't seem to care what the PCs are saying. I'll move to post this Sunday. If you get a post in before me then you can have your actions set out before I take my actions.
A soft whisper fills the ears of everyone in the group. The unmistakable gnoll accent makes it clear that the words are coming from Grak and you note a tone of disappointment in the words.
Attack Data
CLUB +11/+6 (+6 BAB +7 STR - when wielded in 2 hands). May combine with Shillelagh spell
Damage 1d6+7
Power attack, up to -2 to hit and +4 damage (or +6 damage when used two handed)
Move rate - 30 (20 + 10 for domain) + 10 for longstrider, when active
Grapple CMB is +6 BAB +7 STR +1 SIZE +4 GRAB ABILITY +1 ARMBAND = +19
Grapple CMD is 10 +6 BAB +7 STR +1 DEX +1 SIZE +4 GRAB +1 ARMBAND = 30
Attack Data
Bite +13 (+6 BAB +7 STR +1 Magic Fang -1 Large Size) Damage 2d6+8, +1d6 shock ,+ Grab
Left Claw +13 (+6 BAB +7 STR +1 Magic Fang -1 Large Size) Damage 2d4+8, +1d6 shock + Grab
Right Claw +13 (+6 BAB +7 STR +1 Magic Fang -1 Large Size) Damage 1d4+8, +1d6 shock
Power attack on all attacks, up to -2 to hit and +4 damage
Move Rate - 30 or 40 (40 -10 for medium armor. + 10 for longstrider, when active)
Current status effects
Endure Elements: Cast every 24 hours, Longstrider and Greater Magic Fang active from 7AM - 11PM.
Thorn Body -- Active 1 round of 8.
Thin Air - Active
Key Features Mountain Domain - Foothold - create difficult terrain 6 times/day as a standard action.
Thin Air - Fatigue 8 rounds/day
Gear Manipulation
Right hand: Nothing
Left hand: Nothing
Put down: NA
SPELL LIST - Spells renew at sundown
Orisons
Level 1
Cast?
Level 2
Cast?
Level 3
Cast ?
Level 4
Cast?
Spark
Faerie Fire
-
Wood Shape
X
Greater Magic Fang
*
Thorn Body
X
Flare
Endure Elements
X
Resist Energy
-
Greater Magic Fang
*
Echolocation
-
Know Direction
Obscuring Mist
-
Heat Metal
-
Resinous Skin Hide Campsite
X
TBD/Unmemorized
-
Stablize
Cheetah's Sprint
-
Bull Strength
-
Stone Shape Hide Campsite
X
Cloak of Winds - D
-
Longstrider
*
Stone Call - D
-
Stoneskin -D
-
Longstrider
*
Stone Fist - D
-
X cast
* will be cast at any time the group is not sleeping (typically 11PM-7AM)
Hamil's mind was elsewhere as they rode, as was disturbingly more often the case these days. The revelations of both the Temple of Irori and from Grak weighed on him and gave him answers but added to his questions. The meditation gem of Dullen, a man he knew nothing of or even heard of until Brotis. Yet apparently he too went with this group to kill the Carrion King but fell in the fight. Hamil shouldn't be surprised, he had almost died himself attempting the task and didn't even lay eyes on the House of The Beast. Omacui though was another matter. Both Brotis and Grak'ark had mentioned the ranger, one in a positive and the other as a negative. The betrayal explains why Drusilla felt nothing for his death but not the betrayal itself. If he hated the gnoll, why not just kill the pups? He supposed for the same reason as to why Hamil thought to protect them, children are innocent and should not be painted with the brush of their parents. Hamil briefly pushed down the pang of sadness as thoughts of his own father sprung to mind, he supposed that Omacui reasoning was that by separating them from Grak and his tribe they could be raised as good beings free from evil. He didn't know if a gnoll's evil and brutality was bred or taught into them, but perhaps getting them away this young might work.
His thoughts turn to Grak with this, and his recent change. Would it stick? Were the years of evil that Grak'ark had committed and seeped himself in too deep for him to shake? Hamil also didn't know, but he was disturbed by it. A man is the man he is, no more or less, the idea that someone can reach within him and change someone so profoundly... he didn't like it. He agreed that this new Grak was a better ally, the fact that he admitted he would have killed the pups before is a testament to that, but just because a man was an enemy didn't give someone the right to reach in and change his core. Hamil softly chuckled to himself, before this ride he would have thought that Drusilla and Fandrick above suspicion and Grak'ark with sheer disdain and paranoia. Now it seems he must watch the two carefully, and trust his back to the other. Of course there was still the problem o-
"BEWARE!!! Things are not as they seem..."
Grak's voice cut through his mind fog and Hamil saw the impending ambush. He sprung into well trained action. Musket out, he moved immedietely towards the cubs and civilians. They couldn't defend themselves nor were they used to combat, if they cut and run Hamil would be close by to cover them. He went prone and made some quick calculations. 100ft was within range of his musket, not his prefered range but still have him plenty of room to work with. He started trying to pick out targets when he heard the message
“All of you wait there. Don’t move. We have this.”
He frowned and then almost burst out laughing. That voice was unmistakable, he didn't know what quirk of fate brought him here but he had some how crossed paths with Abdul-Azim again. He whispered back through the spell
"Abdul, listen to the gnoll old friend and let him deal with this. Otherwise he might have you for the plenty and Grak'ark is much better than that pup from the Red Skull Tribe "
The gnoll moves quickly, his legs backpedaling as he put space between himself and his prey. His body morphs as he walks, bones snapping and tendons stretching with each step. But Grak'Ark does not let the pain show on his face. He understands the importance of the battle, he knew he could not show weakness.
But soon, Kraghat'at will know fear, for death is coming for her. If only there was another way. he says to himself, his baring his teeth as he knows what must be done.
His eye widens as a tiny fly passes the Hadis of the skull licker tribe. It was tiny and insignificant, but it was enough to pull her attention away for a fraction of a second. That was all the time that Grak' Ark needed.
A thin layer of froth flies from the tiger's mouth as he leaps forward in a powerful display of fur, tooth and claw. Each tear with the claw would be enough to tear a tree from the ground and his powerful bite could crush stone. But his enemy was made of flesh and blood which he knew would soon litter the battlefield.
Gnoll Ambush Site: Grak'ark
The sun is setting to the west, a little south of the Trade Road. It's a golden egg-yoke yellow with purple and white clouds billowing over the shrinking Brazen Peaks. That amber yellow is everywhere and beautiful, reflecting off the rocks and palm trees like heavy yellow syrup. To the north are the jagged Brazen Peaks that still run along beside them and to the south are rows of black pepper fields swaying in a gentle northward wind.
But to the east of the PC's wagon lies Grak'ark as he faces off with the hadis of the Skull Licker Tribe. Drusilla and the others don't know it but Grak bluffed kshatriya[1] and now he's committed to it to get these gnolls back to the Brazen Peaks and out of the way.
In that setting sun he transforms into his large tiger form again and the gnolls back away a bit. They're all revealing their self because their sham is exposed and there's no one else out there coming along the way. And a kshatriya? Who's going to back and not witness that theater when one of them turns into a giant tiger?
Kraht'at faces off against Grak'ark and she realizes that she might not make it when she sees how powerful Grak has become, even past the rumors. She's just defending her pride at this point. She turns to her closest ally, a sorcerer in nothing but a head of feathers and loincloth and mutters "If I lose... then do as he said and join the Great Gathering against Rovagug." Kraht'at turns back to Grak with a winning smile full of sharp teeth, withdrawing her weapon of choice: a khopesh[2] of Osiriani make, stolen from some warrior's dead body. The elegant blade does not match her powerful muscles but she wields it with confidence.
As these two gnolls square off, neither of them notice the hidden Longjaw Ranger up the cliff and to the side, silently watching as Grak'ark revealed his self as just another gnoll.
Wagon: Hamil
Everyone gets ready. Drusilla waits to watch what's happening while Hamil gets ready for a clear shot on the gnolls. He's done it so many times before. Resting prone, the yellow sunset lighting his scene and out of his eyes, this feels so familiar in his time killing gnolls as they fight each other in the distance. He can smell the dirt underneath his face and feel his gun steady in hand as he aims. That's when he hears through Pontiac's message spell. That voice sounded like Abdul-Azim! One of the older Longjaw Ranger he worked with after being saved from the harpies.
"Abdul, listen to the gnoll old friend and let him deal with this. Otherwise he might have you for the plenty and Grak'ark is much better than that pup from the Red Skull Tribe "
Abdul pauses and seeks Hamil out, one of the very distant faces around the wagon and line of camels. "Hamil?! Is that you? Good to have you back, you dog. That's the Beast? Well it's too late for the one-eyed gnoll. He's served his purpose. Let him die with his dance partner down there. They're all dead far as I'm concerned."
Abdul's whisper sounds genuinely happy to hear from the musket master but he sounds cold when mentioning Grak'ark's name.
As Hamil tries to stop the rangers he watches Grak'ark transform into the same massive tiger that shred Tahir apart. The great tiger launches at a gnoll while the others watch, a distant sound of the fight floating towards them. "Abdul hold your fire! There is a lot more going on here than just a simple ambush, and even more going on with the Beast. A wise man once told me if you can find a gnoll that kills other gnolls, make him your friend. I need that man to trust me now and not do something rash and becoming of the greenest ranger. Please!"
Gnoll Ambush Site: Grak'ark
Back to Grak'ark and the kshatriya.
Grak'ark leaps at the gnoll challenger but she is quick enough to get her blade up and angled. Falling back as Grak's full weight crushes her she uses the ground to secure the hilt and Grak's stomach is ripped right open. She slices to the side with all her strength 32 dmgand his guts open on her face. The gnolls start laughing and howling, seeing their hadis win! The hyenas on chains, clung to some gnoll ranger, start yipping and laughing with them. Spikes off of Grak'ark stab into her and she winces but still drives through.
But then Grak'ark grapples her and simply tears the challenger into shreds. The surrounding gnolls go silent and watch as he completely dominates her with teeth and claws, his chosen weapon. The sword falls to the side as her bloody body is barely alive underneath him.
The nabiyu finally steps forward, witness to this duel. "I am now the new hadis, Grak'ark the Jackal. As her dying wish, I will lead this fatara to the Great Gathering to join against the Rough Beast."
It took convincing but Grak'ark finally gets what he wants.
The four gnolls stuck in the makeshift cage stare at their dying leader from behind wooden rails, not believing it could have been so fast. Grak'ark truly is feared and it's for a good reason.
None them notice as humans start to sneak in on the performance to slit their collective throat from behind.
Wagon: Hamil
Back to Hamil.
A functional speaker, Hamil's last whisper still hands in the air: 'A wise man once told me if you can find a gnoll that kills other gnolls, make him your friend. I need that man to trust me now and not do something rash and becoming of the greenest ranger. Please!'
Abdul-Azim leans even closer, so close that Hanil can smell the sweat the oil in his leather armor. "You didn't kill that pup. You wounded him. That's good. That's smart. You just killed so many gnolls by not killing one that can kill the others. Remember that lesson, young man. You're good at what you do. It's about time that you graduate to the point that you play the smart game instead of just the killing game.”
"If you can find a gnoll that kills others, make him your friend. Because he is now your true weapon. Turn them upon their selves."
Abdul is silent for a few seconds. The old ranger taught Hamil that same very lesson and the young man turned it back on him. Even at this distance Hamil can feel him thinking. Then the old man responds back reluctently "You're right, I'm wrong. You learn quick, Hamil."
"But the attack is already initiated down below. Us ten are covering the gnoll's escape route. I'm too far to call them off down below, Hamil.. I'll try... and get down there as fast as possible and call it off, but it's best you do something now or all those gnolls are meat. I might not get there in time." Between Abdul's location and the gnolls down the cliff is a network of drops and outcroppings that slows travel. It will take a bit of time for him to get down there.
Grak'ark has to survive up to the end of Round 7 until Abdul gets down the hill.
Gnoll Ambush Site: Grak'ark
Back to Grak'ark after the duel.
Grak'ark is victorious and that's when the Longjaw Rangers decide it's best to attack after the stronger gnolls had already damaged each other. A rain of arrows fall on them and the archer gnolls on the northern cliff are attacked directly with blades. The ambushers have been ambushed and Grak'ark has found his self in the center of their tornado. The Longjaw Rangers are in their usual distinct sand blown brown garb and turbans, almost apart of the desert mountains as much as the gnolls. They kill without mercy.
The volcano pumps up more smoke to the east and the ground vibrates from small tremors, reveling in the destruction.
Gnolls to the left and right go down. They reorganize instantly and yipe orders in gnoll. With their leader dead they're a bit confused and are quickly being overrun. Some try to climb the cliff to get to the rangers on the norther cliff. Others run east to out of this trap and to hide in the southern pepper fields.
But most crowd around Grak'ark as he is the only one that can defend them from death.
That's when the major artillery come out and three dwarves march to the near edge of the cliff and point their crossbows down at Grak'ark. Grak has just placed his self right in the middle of an oncoming attack and he his self is just another gnoll to them, even though he has transformed into a tiger. They saw the kshatriya and knew what was happening. They all pull their triggers and bolts pelt into Grak'ark head, splitting bone and actually penetrating brain. The center dwarf, with a black beard and gray streaks, has a bright red crossbow and when he pulls the trigger it roars with fire.
Grak'ark sees a fiery bolt, flames trailing behind, and it's too late as the bolt hits him center of the head, sending him backward. 47 dmg total from the dwarves.His head is devastated.The dwarves calmly reload their crossbows as if they're slaughtering goats. It's almost businesslike.
The gnoll with feathers is trying to save his own life, taking over the leader that Grak'ark just killed. He flings three almonds toward Grak'ark. "Here! Eat those, they will heal you! Get us out of here or we'll be useless to your cause."
[1] kshatriya:Duel to the death by weapon, usually in the protection of one's group or pack. Only one weapon is allowed. If the battle is stopped because of outside influences each man must withdraw but continue the kshatriya as soon as possible. Once initiated it cannot be discontinued at the price of both men's honor. Its origin is both gnoll and kelish, the tradition intertwining from an older time.
[2] khopesh: This heavy blade has a convex curve near the end, making its overall shape similar to that of a battleaxe.
Blockade: Everyone
- The ambush has been ambushed and Grak'ark finds his self in the middle and cut off from the group. It will be called off in time (7 rounds) but will you let Grak succumb to the Longjaw Rangers or try and help him? The wagon is a 100' from the map at the moment. Almonds: Grak'ark
- The almonds look normal and there are three. Grak'ark does not know their healing potential. He can eat however many he wants in one swoop, but it will be a standard action. The Cliff: Grak'ark
- The cliffs to either side are 20' high. The dwarves stand about 5' feet from the edge of the north but have a clear shot of Grak'ark. He has few places he can run. There dozens of rangers fighting gnolls around Grak but we can ignore them as chaos as the dwarves concentrate their attack on Grak'ark.
Attack Data
CLUB +11/+6 (+6 BAB +7 STR - when wielded in 2 hands). May combine with Shillelagh spell
Damage 1d6+7
Power attack, up to -2 to hit and +4 damage (or +6 damage when used two handed)
Move rate - 30 (20 + 10 for domain) + 10 for longstrider, when active
Grapple CMB is +6 BAB +7 STR +1 SIZE +4 GRAB ABILITY +1 ARMBAND = +19
Grapple CMD is 10 +6 BAB +7 STR +1 DEX +1 SIZE +4 GRAB +1 ARMBAND = 30
Attack Data
Bite +13 (+6 BAB +7 STR +1 Magic Fang -1 Large Size) Damage 2d6+8, +1d6 shock ,+ Grab
Left Claw +13 (+6 BAB +7 STR +1 Magic Fang -1 Large Size) Damage 2d4+8, +1d6 shock + Grab
Right Claw +13 (+6 BAB +7 STR +1 Magic Fang -1 Large Size) Damage 1d4+8, +1d6 shock
Power attack on all attacks, up to -2 to hit and +4 damage
Move Rate - 30 or 40 (40 -10 for medium armor. + 10 for longstrider, when active)
Current status effects
Endure Elements: Cast every 24 hours, Longstrider and Greater Magic Fang active from 7AM - 11PM.
Thorn Body -- Active 1 round of 8.
Thin Air - Active
Key Features Mountain Domain - Foothold - create difficult terrain 6 times/day as a standard action.
Thin Air - Fatigue 8 rounds/day
Gear Manipulation
Right hand: Nothing
Left hand: Nothing
Put down: NA
SPELL LIST - Spells renew at sundown
Orisons
Level 1
Cast?
Level 2
Cast?
Level 3
Cast ?
Level 4
Cast?
Spark
Faerie Fire
-
Wood Shape
X
Greater Magic Fang
*
Thorn Body
X
Flare
Endure Elements
X
Resist Energy
-
Greater Magic Fang
*
Echolocation
-
Know Direction
Obscuring Mist
-
Heat Metal
-
Resinous Skin Hide Campsite
X
TBD/Unmemorized
-
Stablize
Cheetah's Sprint
-
Bull Strength
-
Stone Shape Hide Campsite
X
Cloak of Winds - D
-
Longstrider
*
Stone Call - D
-
Stoneskin -D
-
Longstrider
*
Stone Fist - D
-
X cast
* will be cast at any time the group is not sleeping (typically 11PM-7AM)
Content to watch events unfold, Drusilla watches dispassionately as the gnolls reveal their positions one by one to the hidden rangers. She sees no reason to interfere with what will be a net good for civilization—bandits have plagued travel and trade for millennia, and no one will mourn the loss of these gnolls. As such, she is puzzled to hear Hamil’s plea to an apparently old friend. The bandits are not worth saving—if spared, they will simply regroup, perhaps somewhere else, to plague innocent travelers again—and Grak’Ark … well, Grak can take care of himself. What foolishness to call off a perfectly timed ambush for the sake of a single gnoll—a gnoll who could transform into a bird to fly away, or a badger to burrow safely underground, or a massive tiger to tear foes from limb to limb. Besides, the druid had expressly told them to not intervene.
Although she can’t tell if Grak is making progress or not—all she can see is the one-eyed tiger fighting someone, presumably the hadis, but that is a not uncommon part of the aggressive negotiations typical for gnoll culture—Drusilla feels bound to abide the gnoll’s command, as if in recompense for her unfounded suspicions in Kelmarane. So when their unexpected allies attack the gnolls, she continues to watch and wait, trusting that the capable druid will …
Quote:
Originally Posted by Grak’Ark
"Treachery!!! We are under attack!!!"
The Chelish warrior instantly stiffens with bewildered concern. Treachery by gnolls is nothing new, but what is unusual is the slight undercurrent of worry in Grak’s voice. Normally betrayal—imagined or otherwise—would be greeted by sharp teeth, powerful claws, and a bath of the victim’s own blood; Tahir is a perfect example. There would be no need to actually say ‘Treachery’—a more likely accompaniment would be boasting of the druid’s accomplishments, or ‘Kill them all’. No, the only reason to say ‘Treachery’, with its connotations of deadly backstabbing, is because Grak must be in trouble.
But Grak isn’t the only gnoll under her care. “Protect the pups.” Her gaze surveys her companions, passing completely over Fandrik, and not just because he’s so short—she knows that the swashbuckler won’t be able to resist the temptation of charging headlong into danger. Locking eyes with Hamil, she returns his slight nod. The musket master is an excellent choice—his protective instincts (which did not go unnoticed) are good, and with his gun he can attack from here, while still defending the cubs.
There is no time, nor breath, to say anything else—instantly she breaks off, running at a full sprint towards the tiger. She’ll just have to trust that everyone knows the best way to kill gnolls. With the rangers’ help, hopefully this will all be over soon.
As she nears the battlefield, she can see just how badly hurt the druid is. There is blood and guts everywhere, from the tiger’s skull and bowels. He is lucky to be alive. She activates the quick runner’s shirt that she had just bought a couple days ago, giving her a final burst of speed to close the distance.
“Caster?” All business, her cold steely eyes interrogate Grak, asking which gnoll she should kill first.
Full-Round Action: Run towards Grak (at 4x her speed, that’s 120’).
Swift Action: Activate Quick Runner’s shirt to move an additional 30’ closer to Grak. So she is now (in total) 150’ closer to Grak.
Special Equipment effects Hat of Disguise: Looks like an 'ordinary' female mercenary.
Feather Step slippers: Ignore difficult terrain.
Ioun Torch: Light. (not in use)
Hot Weather Outfit: +2 Fort vs hot weather
Quick Runner's Shirt: used
Gear Manipulation Right hand: nada
Left hand: longbow
Special: nada
Put down: nada
Contingencies Spend a hero point to add +8 to Will saves against enemy spells/effects.