Code:
Name: Taargash Kinslayer, "Tar" for short
Class: Monstrous Humanoid 2 / Ranger 2
Race: Gnoll
Size: Medium
Gender: Male
Alignment: Lawful Neutral
Deity: None
Str: 22 +6 (13p.) Level: 5 XP: 12500
Dex: 16 +3 (10p.) BAB: +3 HP: 38 (4d8+12)
Con: 16 +3 ( 6p.) Grapple: +9 Dmg Red: None
Int: 11 +0 ( 5p.) Speed: 30' Spell Res: None
Wis: 10 +0 ( 2p.) Init: +3 Spell Save: None
Cha: 8 -1 ( 2p.) ACP: -3 Spell Fail: 35%
Craft Points: ????
Base Armor Shld Dex Size Nat Misc Total
Armor: 10 +5 +2 +3 +0 +1 +0 21
Touch: 13 Flatfooted: 18
Base Mod Misc Total
Fort: 6 +3 +9
Ref: 3 +3 +6
Will: 0 +0 +0
Notes:
Weapon Attack Damage Critical
MW Greatsword +8 2d6+6 19-20/x2
Composite Longbow(+6 Str) + 1 +7 1d8+7 20/x3
Notes:
Languages: Common, Gnoll
Abilities: Darkvision 60ft, Natural Armor +1
Feats: Track, Favored Enemy: Gnoll, Wild Empathy, Combat Style: Archery, Point Blank Shot, Monkey Grip
Skill Points: 22 Max Ranks: 7/3.5
Skills Ranks Mod Misc Total
Listen 6 0 6
Spot 6 0 6
Hide 4 3(0) 4
Move Silently 4 3(0) 4
Speak Language 1 n/a Common
Notes:
Equipment: Cost Weight
MW Greatsword 350gp 8lb
Comp.Longbow +1(+6 str) 3000gp 3lb
Arrows (20) 1gp 3lb
Chain Shirt +1 1250gp 25lb
Heavy Steel Shield 20gp 15lb
Ring of Sustenance 2500gp 0lb
Wand of Light 375gp 0lb
Wand of CureLight Wounds 750gp 0lb
Wand of Enlarge Person 750gp 0lb
Belt Pouch 1gp .5lb
Total Weight: 54.5lb Money: 3gp 0sp 0cp
Lgt Med Hvy Lift Push
Max Weight: 173 346 520 1040 2600
Age: 21
Height: 7' 8"
Weight: 320 lbs
Eyes: Yellow
Hair: Black
Skin: Dark Grey/Black
Appearance: Taargash, at a simple glance, appears to be nothing more than your standard gnoll. Big, brutish, and the animalistic appearance that marks all gnolls. But upon closer inspection, once can see subtle differences between him and other gnolls. For one, the hyena-like features are dulled somewhat from his darker fur, making him appear almost wolf-like in appearance. Another is that he stands more upright, and seems a great deal more controlled than a standard gnoll. This is further evidenced by a look into his eyes. Where there is normally bloodlust and a love of battle, there only resides cool determination and perhaps a hint of despair.
On his hip is a truly monstrous blade which Taargash wields easily with one hand, that most would only be comfortable wielding with two. In battle he is a fearsome foe, his body and armor turning aside attacks that would put the most stalwart of warriors in their graves. The bow he carries with him is a stern reminder that life, however important, can be taken in an instant. The longbow is made from thick wood, enough so that most would barely be able to get a hand around it. Part of its construction involves a few strips of steel, furthering the power that it commands. Taargash has never met another that could draw back the bow all the way, and prides himself on that fact.
Personality: The gnoll known as Taargash Kinslayer is a complex case. His temperament is a great deal more civilized than his bretheren, and he knows it. He will take great offense to any who compare him to the "gibbering idiots," as he often calls the standard gnoll. Very honorable, the gnoll takes any agreement made very seriously, though he will not hesitate to cut down those who breach it. Unlike his bretheren, who tend to attack in a disorganized manner, Tar tends to work in a single-minded determination. Focusing one one opponent, he'll make quite certain of their detachment from life before moving onto the next.
In combat, he normally fires rounds from his Greatbow at enemies until they realize the power behind the shots and attempt to fight in close quarters. Once they start approaching, Tar will close in as well, drawing out his Greatsword and shield. If his enemy specializes in ranged though, he'll get as close as possible as quickly as he can, and will possibly use his greatsword two-handed against easier-to-hit enemies.
Background: Taargash's past isn't something that you would find in most books about gnolls. To the opinion of most, Gnolls are nothing more than hyena-faced demons who delight in torture. Even from the time he was born, Tar was slightly different. While he loved battle, the rush of fighting opponents both skilled and unskilled, he didn't much care for the after battle events. The slaughter would commence of all the captured prisoners, and their screams could be heard for miles throughout the night. Tar usually avoided this, and took his share of the treasure, comparing it to his current equipment and testing it.
Often, he was made a mockery of by his fellow clanmates, and more than once the public taunting ended in a brutal brawl between the two. Despite his "softer-hearted" tendencies, Tar was a capable warrior, and rarely walked away with a loss. That didn't help things though, as strength mattered little in their tribe, and cruelty took precedence over everything. The more cruel a gnoll was, the higher prestige he had within the tribe, which Tar didn't believe was right.
Eventually, he grew tired with the way life was approached by his tribe, and deserted in the dead of night. Having come into possession of a ring some time ago that allowed him to live without needing to eat or drink anything, and get by on extremely few hours of sleep, he was able to quickly move from the encampment. Life alone wasn't as grand as he'd imagined it, and more than once he thought about returning. But he knew what awaited him there, and by far, lonliness was a much better punishment.
Several days after leaving, he heard the sounds of battle coming from the main road, which he had purposely stayed away from. Interest won out against caution, and he crept along the shadows, looking for what was happening. It appeared that a wagon was under assault by a group of bandits, made of several different races. Defending the wagon was a pair of fearsome warriors, a half-orc and a dwarf, looking to have few problems cutting down the bandits. But despite their ferocity, the numbers were overwhelming them.
Acting on sheer instinct, the gnoll broke cover, charging toward the group of bandits with his battle axe. As he charged, he called out haltingly in Common, "Orc-kin, friend!" The half-orc looked up at the declaration, and fought with renewed vigor as the gnoll joined the fray, which was enough to drive off the bandits. All three warriors suffered injuries, but the wagon, and the merchant inside, were safe. Surprisingly, the half-orc spoke Gnoll fluently enough for the two to communicate, and Tar found out the situation.
The half-orc was a paladin, (which shocked Taargash even more,) and was defending the wagon at the request of his friend, the dwarf. The paladin's name was Erdrick, which was decidedly human, leading Tar to believe the warrior had been raised by humans, rather than his other bestial ancestors. At first, both the companions were wary of the gnoll, knowing their reputation. But the half-orc, used to such treatment from others, was the first to accept the creature as a friend.
The next few years, the three made small names for themselves, and some inns began to ignore the fact that Tar was a gnoll. To them, he was simply another patron. Between Erdrick and Schan, the dwarf, Tar eventually learned how to speak Common, which allowed him to be more independent when they weren't together. But a quest from a mysterious young wizard put an end to their slowly growing legend.
The wizard had asked them to venture to a nearby ruined tower, which used to be his, and clear out the monsters which had infested it due to a failed experiment. Once at the tower, it became quickly apparent that whatever experiment had failed, it had dealt exclusively with fire. Magmin, Hellhounds, and Flame Mephits were abound on each floor, making the warriors wish they had brought some form of burn-relief ointment. Unwilling to stop and take a breather, they continued up the stairs until they reached the top floor.
A powerful Salamander had made its home here, and though it was alone, it was more than enough of a challenge. Within seconds, Schan's body lay off to the side, several parts of him still on fire. Erdrick and Taargash fought bravely, but soon the paladin lay dying, and Tar's own weapon had been melted by the heat of the creature. Picking up Erdrick's greatsword, which had so far been untouched by the heat, he managed to connect with a powerful blow that tore the creature in half. There was nothing he could do for Erdrick, and the paladin died there as well, united with his god.
Only Tar emerged from the battle, and it was he who inherited the reward money. Feeling the best way he could reward his two friends for their companionship was to hold a burial for them. It took up most of the money, but it didn't bother him in the least. Upon returning to the tower to get their bodies, however, he found a monster of a bow leaning against the far wall, which he could barely pull back all the way. Taking this as a gift from Erdrick and Schan, he kept it, as well as Erdrick's blade. The best way to honor a warrior was to use his weapon in combat. Erdrick had said that before, and now he was able to carry on that tradition.
In the years that followed, Taargash did many more jobs, acting both as a mercenary and a wilderness guide, depending on what he was required to do. Most know of this gnoll, who is far more civilized than many of the main races, and a select few know him by name. What lies in store for him, he does not know, but the only way to move forward in life is one step at a time, regardless of what race one is.