Gralluk was born in the High Forest. As he grew, the Minotaur discovered that he had an agility not seen in other minotaurs, below the High Forest. And then he met Her.
The Green Dragon Akilanisasessis discovered Gralluk, in his growing years, and decided that he would make a perfect henchman and guard. Thus, by pulling her weight with some other agents in her deploy, Gralluk was trained by some of the best archers at her disposal.
Gralluk's bow was crafted from the bones of a dead rival to Akilanasisessis, a fledgling Green Dragon who got too close to her territory. Later in Gralluk's carreer, when he pleased his draconic mistress enough, she had a mage enchant the minotaur's bow.
Now, he is her personal messanger, armed scout, and leader in many ambushes, as well as perching high atop a cliff overlooking her lair deep within a lake inside the High Forest.
Gralluk's Tactics are simple. He lags behind, using full advantage of the 250 distance to his bow. First bringing forth a hail of arrows (Often alchemist fire arrows), before running back, around, or so forth, repeating the process. Quaal's Tree token makes for instant cover, while the Whip offers a defense if he's ever closed in for combat.
Gralluk, Large Minotaur, 2nd level Fighter/4th level Deepwood Sniper
HD: 6d8+18(45)+6d10+18
Init: +5
Speed: 30ft
AC: 23 (-1 Size, +5 Nat, +5 Dex)
Attack: Bow: +18/+13/+8 (+16/+16/+11/+6), Melee +18/+13/+8
Damage: Bow 2d6+8, Greataxe 2d8+7, Gore 2d6+3
SpecialA: Charge 4d6+10
SpecialQ: Nat Cunning, Scent
Saves: Fort: +10, Ref +13, Will +7
Abilities: Str 24, Dex 18, Con 17, Int 10, Wis 13, Cha 12
Skills: +11 Spot, +11 Listen, +6 Search, +22 Hide, +11 Move Silently, +12 Jump, +4 Intimidate, +8 Craft (Bowmaking)
Feats: Great Fortitude, Weapon Focus (Bow), Point Blank Shot, Far Shot, Rapid Shot, Precise Shot
Aligment: NE
CR: 10
Special Qualities:
Keen Arrows: All arrows fired are considered 19-20 threat range.
Projectile Improved Crit: All arrows have x4 crit range.
Concealment Cancelation: All concealment are considered 10% less.
Magic Weapon: May cast magic weapon on a projectile weapon, caster level equal to a cleric of the Deepwood Sniper level.
Safe Poison Use: May use poison without threat of being poisoned himself.
Take Aim: As a full round action, aiming at one unmoving target gains a +2 bonus. It is lsot if they move more then 5ft.
Distance: For every DWS level, add +10 ft to the range incriment of their projectile weapon.
Equipment: +1 Huge Composit Longbow +7 (4,000gp).
Belt of Dexterity +2 (4,000)
Quiver of Ehlonna (1,800)
Bracers of Archery (5,100)
Ironshoes of Speed (5,000) (Basicly like horse shoes, for hooved beings)
Cloak of Elvenkind (2,000)
Studded Leather Armor +1 (1,500)
Quaal's Feather Token (Tree) (100)
Quaal's Feather Token (Whip) (500)
50 +1 arrows (2,350)
50 MW arrows (350)
Potion of Haste (750)
1,350 gold to work with.
The Green Dragon Akilanisasessis discovered Gralluk, in his growing years, and decided that he would make a perfect henchman and guard. Thus, by pulling her weight with some other agents in her deploy, Gralluk was trained by some of the best archers at her disposal.
Gralluk's bow was crafted from the bones of a dead rival to Akilanasisessis, a fledgling Green Dragon who got too close to her territory. Later in Gralluk's carreer, when he pleased his draconic mistress enough, she had a mage enchant the minotaur's bow.
Now, he is her personal messanger, armed scout, and leader in many ambushes, as well as perching high atop a cliff overlooking her lair deep within a lake inside the High Forest.
Gralluk's Tactics are simple. He lags behind, using full advantage of the 250 distance to his bow. First bringing forth a hail of arrows (Often alchemist fire arrows), before running back, around, or so forth, repeating the process. Quaal's Tree token makes for instant cover, while the Whip offers a defense if he's ever closed in for combat.
Gralluk, Large Minotaur, 2nd level Fighter/4th level Deepwood Sniper
HD: 6d8+18(45)+6d10+18
Init: +5
Speed: 30ft
AC: 23 (-1 Size, +5 Nat, +5 Dex)
Attack: Bow: +18/+13/+8 (+16/+16/+11/+6), Melee +18/+13/+8
Damage: Bow 2d6+8, Greataxe 2d8+7, Gore 2d6+3
SpecialA: Charge 4d6+10
SpecialQ: Nat Cunning, Scent
Saves: Fort: +10, Ref +13, Will +7
Abilities: Str 24, Dex 18, Con 17, Int 10, Wis 13, Cha 12
Skills: +11 Spot, +11 Listen, +6 Search, +22 Hide, +11 Move Silently, +12 Jump, +4 Intimidate, +8 Craft (Bowmaking)
Feats: Great Fortitude, Weapon Focus (Bow), Point Blank Shot, Far Shot, Rapid Shot, Precise Shot
Aligment: NE
CR: 10
Special Qualities:
Keen Arrows: All arrows fired are considered 19-20 threat range.
Projectile Improved Crit: All arrows have x4 crit range.
Concealment Cancelation: All concealment are considered 10% less.
Magic Weapon: May cast magic weapon on a projectile weapon, caster level equal to a cleric of the Deepwood Sniper level.
Safe Poison Use: May use poison without threat of being poisoned himself.
Take Aim: As a full round action, aiming at one unmoving target gains a +2 bonus. It is lsot if they move more then 5ft.
Distance: For every DWS level, add +10 ft to the range incriment of their projectile weapon.
Equipment: +1 Huge Composit Longbow +7 (4,000gp).
Belt of Dexterity +2 (4,000)
Quiver of Ehlonna (1,800)
Bracers of Archery (5,100)
Ironshoes of Speed (5,000) (Basicly like horse shoes, for hooved beings)
Cloak of Elvenkind (2,000)
Studded Leather Armor +1 (1,500)
Quaal's Feather Token (Tree) (100)
Quaal's Feather Token (Whip) (500)
50 +1 arrows (2,350)
50 MW arrows (350)
Potion of Haste (750)
1,350 gold to work with.
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