Knightmares Of Khorvaire OOC

Luthal of Droaam

Gnoll Ranger

Background: Born a Captain’s whelp in the Nation that would eventually become Droaam, Luthal quickly realized he was not like other gnolls. He spent most of his time away from the band, learning his craft in the depths of the Watching Wood. He did his duty in the Gnoll Brotherhood without complaint, but quickly gained a reputation as being ‘too smart for his own good’. Once the Daughters of Sora Kell came to rules the land, declaring Droaam a sovereign nation, he was practically a pariah among his kind. He was called to serve the Daughters at the capital, and served well during a bloody raid against a rebellious Orc tribe that threatened the newly forged nation. He caught the eyes of Sora Katra, who noticed his intelligence and sense. After meeting the ranger, she decided to send him amongst the world in an attempt to learn more about the people of the Five Nations. She hoped that other nations would see Luthal as representative of the mercenary troops that Droaam had to offer. He was confused in the outside world initially, but has taken to his task with relish, traveling the breadth of Khorvaire. He has served many masters in his travels, as everything from a bodyguard to a caravan scout. But Luthal faces a dilemma. Even though his scheduled return to Droaam is still 5 years off, he is already having doubts about returning. He has grown to love the lifestyle of travel, and is glad to be away from the constant squabbling and racket of the Gnoll Brotherhood.

Appearance: Luthal is a powerful creature, towering over most he meets, and is built of 300 pounds of muscle and sinew. His broad frame is covered with short reddish brown hair, lengthening on his back, and forming a mane on his head and neck. Darker spots begin on his neck and continue down to his shoulders. He wears leather armor that has seen much use, and bears a pair of axes, a larger on in his primary hand, and small throwing axe in his left. Luthal’s voice is rather high considering his bulk, and he breaks into gnoll to curse or when trying to describe complex thoughts. He is quick to laugh and speak, but has learned to stay quiet when needed, especially among strangers.

About this character: Luthal is much more intelligent than most people expect, and he is more than willing to take advantage of this. He lives his life day to day, not concerning himself with what is to come beyond the moment, but often stays up late into the night, gazing at the stars and dreading the day he will have to betray his true master, Sora Ketra. Luthal is very loyal to his companions, and is willing to sacrifice his well-being to help other party members, especially those he sees as weak physically. He still has trouble understanding the laws of the lands he travels in, having been raised in a society where only might makes right, but he has grown to respect the way that other people live. Luthal is angered when he hears talk of the Silver Flame’s persecution of lycanthropes, not understanding how they are evil any more than he is. After all, if a gnoll can change, can’t a werewolf? He has recently started paying attention to religion for the first time. Droaam has little need for religion, and Luthal is fascinated with tales of the gods, having never heard even the most widely-known stories.

Age: 20
Height: 7’6”
Weight: 300
Hair: Reddish brown with darker spots around face and neck
Eyes: Green

Ranger
3rd level
Experience: 4,000
Alignment: Chaotic Neutral
Deity: The Sovereign Host

Statistics:

STR: 17
DEX: 10
CON: 14
INT: 10
WIS: 16
CHA: 10

Hit Points: 30

Saving Throws:
Fortitude: +5 (base +3, CON +2)
Reflex: +3 (base +3, DEX +0)
Will: +4 (base +1, WIS +3)

Armor Class: 13 (Leather armor, +1 natural armor)

Base Attack Bonus: +3

Weapons: Normally fights with two weapons, allowing an extra attack.

Battleaxe, +4 attack (damage 1d8+3, crit x3)

Throwing Axe, +4 attack (damage 1d6, crit x2, Rng 10', Returning magical ability)

Skills:

Climb +7 (4 ranks, +3 Str)
Hide +5 (5 ranks)
Jump +5 (2 ranks, +3 Str)
Knowledge (Nature) +4 (4 ranks)
Listen +11 (6 ranks, +3 Wis, +2 Alertness Feat)
Move Silently +5 (5 ranks)
Spot +11 (6 ranks, +3 Wis, +2 Alertness Feat)
Survival +9 (6 ranks, +3 Wis)

Feats:

Track (Ranger bonus feat)
Two-weapon fighting (Ranger bonus feat)
Endurance (Ranger bonus feat)
Alertness (+2 on all Spot and Listen checks)
Improved Initiative (+4 on Initiative checks)

Racial Features:

Gnoll from Droaam

+4 Str, +2 Con, -2 Int, -2 Cha
Darkvision 60 ft
+1 Natural armor
ECL +1

Languages: Gnoll, Common

Class Features:

Favored Enemy: Orc
Wild Empathy

Equipment:

Leather Armor (10gp)
Battleaxe (10gp)
Throwing axe of Returning (2316gp)
Belt w/ pouch (1gp)
Grappling Hook (1gp)
Bedroll (1gp)
Winter blanket (1gp)
Rations (Dried meat, 4 days) (1gp)
50’ Hemp rope (1gp)
Large sack
Dust of Tracelessness, 6 applications (1500gp)
Potion of Cure Light Wounds, 6 qty (300gp)
Potion of Bull’s Strength, 1 qty (300gp)
Potion of Neutralize Poison (750gp)

Total spent 5192
Wealth: 208gp
 

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My understanding of how ECLs and Racial hit-dice work is that A gnoll, even though it has a +1 level adjustment, also has two "Gnoll" levels. This makes a Gnoll Ranger 1 a total ECL 4 character (Level Adjustment 1+Gnoll2+Ranger1=ECL 4) and a Gnoll Ranger 3 a total ECL 6 character (level adjustment 1+Gnoll2+ Ranger 3=ECL 6).

According to the RAW Luthal, cool as he is (and I LOVE the concept!) should only be a first level ranger, not a third level Rgr. Sorry to be the bearer of bad news Bobitron.

From the SRD: "To determine the effective character level (ECL) of a monster character, add its level adjustment to its racial Hit Dice and character class levels."
 
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ShaggySpellsword said:
My understanding of how ECLs and Racial hit-dice work is that A gnoll, even though it has a +1 level adjustment, also has two "Gnoll" levels. This makes a Gnoll Ranger 1 a total ECL 4 character (Level Adjustment 1+Gnoll2+Ranger1=ECL 4) and a Gnoll Ranger 3 a total ECL 6 character (level adjustment 1+Gnoll2+ Ranger 3=ECL 6).

According to the RAW Luthal, cool as he is (and I LOVE the concept!) should only be a first level ranger, not a third level Rgr. Sorry to be the bearer of bad news Bobitron.

From the SRD: "To determine the effective character level (ECL) of a monster character, add its level adjustment to its racial Hit Dice and character class levels."

Ah ha! Thanks for the explaination, Shaggy. I was a bit stuck on that. Once I read your post, I read the rules in the DMG and you are dead on.

I have to admit, that would make the character much weaker. I think I would rather lose the 2d8 hitdice for gnoll, and pay the +1 ECL to keep him at thrid level. It seems that the gnoll levels are VERY weak in comparison to any class levels. I mean, two class skills (Listen and Spot) and a total of ten skill points?

I wonder if DEFCON would be willing to fudge the rules to give me 3 levels of ranger in exchange for the 2 gnoll levels. If not, I will play him at first level Ranger, but I think he would be drastically underpowered. Maybe not, I dunno. What do you think?
 

If you compare Gnolls and Half-Orcs, Gnolls have, as a bonus: +2 str, +2 con, +1 natural armor.

Then you take into account the two levels of Gnoll. You have Rogue BAB, Ftr saves, and a limited skill selection/skill points. Those two levels are NOT worth more than two levels that any given half-orc could take.

The question is, Are +2 str, +2 con, and +1 NA worth more to a character than 1 level? I'd say, definitely, at low levels. DO they make up for the under-powered "gnoll" levels you are required to take? I'd say, just barely.

I think the best system I've seen for handling LA races is in Unearthed Arcana. There is a system to that lets a played "buy off" his LA penalty at higher levels were the benefeits they gained from their level adjustment are becoming minimal. Using that system, as we progress, the LA will hurt your power level less and you will catch up. Not that, at this point, you are very, if any, far behind.

I know the LA isn't your problem, the "Gnoll" levels are. If the DM decides that you can get rid of gnoll levels and just be a +1 ECL humanoid with 3 class levels, I would be fine with that too. You might be a little high on the power curve, but that will correct itself over time.
 

Thanks again. I can see your point. I think it's up to DEFCON, I don't mind much either way. It would drop me down in feats (from 3 to 2), and I would lose the Ranger advantages of Two-weapon fighting and Endurance. I think I would drop Power attack, leaving Luthal with Alertness and Imp Initiative. His BAB would drop down to +2, which sucks, but it's not the worst thing :)
 

Here's a draft sheet for Tomanta. I looked at Bard, but just couldn't see it fitting Tom. Nor does the 'scholar' description - he's more of a fighter and lets his girlfriend and sister do that researchy stuff :).

Also, you might have misunderstood Tomanta's social standing... but see his background.

I may play with the skills/feats a little more, and I still need to purchase equipment and the like. Primary weapons will probably be a sword and bow of some sort, will likely have studded leather armor. I may tweak the background some, too, but the general ideas can come across.


Code:
Name:		Tomanta "Tom" d'Arture, Finder of Lost Things
Gender:		Male
Race:		Human
Class:		Rogue 2/Fighter 2
Alignment:      Neutral Good


Ability	 Score	Mod	Cost		    Level:	 4	XP:      6000
Str:	  12    +1        4		    BAB:	+3	HP:	32
Dex:	  14	+2	 6         	    AC:	12 (+2 Dex)
Con:	  10	0	 2                  Speed:	30'
Int:	  15	+2	 6	     	    Init: 	+6
Wis:	  14	+2	 6                  ACP:        -0       
Cha:	  12  	+1 	 4 		    Action Pts:  7

(Int +1 @ 4th level)

Saves	Total Base	Mod	Feat    Special 
Fort:	  3    3	+0	0	0                    
Ref:	  5    3	+2	0	0       
Will:	  2    0	+2 	0	0                    

Weapons		Attack	Damage	Critical   Range


Feats:	
Urban Tracking, Investigator, Investigate, Quick Draw, Improved Initative

Abilities: Sneak Attack +1d6, Trapfinding, Evasion

Skill Points: Total = 44 Rogue (1st), 10 Fighter (2nd + 3rd), 11 Rogue (4th)

Skills			      Total   Ranks	Mod	Feat
Bluff				7	6	 1
Decipher Script			6	4	 2
Gather Information		10	7	 1	  2	
Hide				6	4	 2
Knowledge (Karrnath Local)	9	7	 2
Listen				6	4	 2
Move Silently			6	4	 2
Search				11	7	 2	  2
Sense Motive			9	7	 2
Spot				7	5	 2
Speak Language (3)
	
Languages: 
Common, Dwarven, Elven, Goblin, Halfling, Orc

Background:
Tomanta was the thirdborn child of a Cyrean innkeeper who lived near the border between Karrnath and Cyre. He had two older sisters and one younger one (with whom he got along with the best). Tom was always facinated with swordplay so, when he was old enough, his father bought him a sword and paid for him to train with a former army officer who lived in town. Tom quickly realized that the man - who had himself received little training besides "thrust the pointy end towards the bad guys" before being sent off to war - could teach him little.

Tomanta's parents found several others to train Tomanta over the next few years, but could never seem to find one who knew what he was doing (perhaps since all the accomplished swordsmen were either in the army or training it - and Tomanta was still too young to join).

Tomanta was in Karrlakton when Cyre was destroyed. When no one came out of the fog - no survivors at all - he was at a loss, assuming his family dead.* He managed to get a job with House Tharashk as a bodyguard. He quickly became friends with Mycol and Aeron, two children of the house's highest ranking member in Karrlakton. Mycol, a man about the same age as Tomanta, decided that training their skills together would be useful. Aeron, a year younger and a little tomboyish, got involved a little herself. About a year into his time with House Tharashk, Tom and Aeron secretly began a more romantic relationship.

When Aeron's father found out - the oldest sibling, Ryoga, told him, he publically disapproved but took little action as he had grown fond of the Cyrean refugee himself. Tomanta moved up quickly in the house, taking on more important work.

Aeron's father then died unexpectedly (foul play is still suspected). The house leadership, unwilling to place their interests in Karrlakton to any of the young heirs, assigned someone else to the city. There is currently a quiet power struggle between the new leadership and the old nobles and employees. In an effort to keep Tomanta and Aeron apart, the new leadership assigns him to tasks that take him away from the city.

Appearance:
Tomanta is tall, about 6'4", with long brown hair with a slight curl to it, tied back into a tail hanging between his shoulder blades. He is clean shaven, with deep brown eyes. He usually has a smile on his face and seems to be in good spirits. He tends to wear black, most notably a custom tailored, ankle-length black coat.

Personality:
Tomanta was a little bit of a hyperactive child, a personality trait that still shows through today. He hates being bored, so when it happens he tends to amuse himself - much to the annoyance of others at times. He takes his work seriously, but one might not often see that behind his jovial mood.

Tom has a gift for languages.

* - His younger sister, Kaliya (Probably wizard class), actually survived, but likewise thinks that Tomanta is dead.
** - Mycol (Fighter); Aeron (Bard).
 
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DEFCON 1 said:
Doomhawk, I really like your concept and philosophy behind your warforged... the only problem I have is that we already have two wizard characters and I'm worried about an artificer stepping on their toes as they cover a number of the same bases magically. If you want to continue to work on the warforged character but change the class, that's cool. Although since you said you were hoping to specifically play a warforged artificer, I dunno how ameniable you'd be to changing the class. Let me know. Thanx!

That's a good point, DEFCON, I certainly don't want anyone else to feel like I'm stealing their thunder. I could make pretty much the same character concept as a fighter instead, although between a paladin, a ranger, and a fighter, there just might be enough tanks already.

It's still fightery, but more of a light fighter than a tank, but another idea I had was:
Margan the Panther [Shifter Monk 4, LN]: Margan's mother died soon after childbirth, leaving him with only his father, a scoundrel and drunkard, living in a small farming town in the Eldeen Reaches. Unfortunately for Margan, his father was chased out of town soon thereafter, the farmers having finally become tired of having their chickens stolen and their meals "shared." His father fled across the Aundair border to Wyr, and tried to settle down with his infant child, but the man's unruly ways soon caught up with him. He was again run out of town, but this time, the man didn't even have a chance to grab his son before leaving. Searching through what possessions (mostly stolen) the man had left behind, the Wyr constable found a very small, and very hairy, bundle of crying child. The village council decided that it would be best cared for at the nearby monastery to Dol Dorn, where the strict and martial life would make sure that the orphan child would become an upstanding citizen.
Unfortunately, the child proved quite savage and untamable, and in desperation, the priests of Dol Dorn finally sent the child to another monastery in southern Aundair, dedicated to Balinor, the god of beasts. There, the wild yet benevolent clerics of Balinor were able to both befriend and tame Margan. The life of a cleric was obviously not for him, but he felt at ease with the monks of the monastery, who spent long hours searching for inner perfection. Under them, he learned the way of the Hunter, the subtle and necessary relationship between Predator and Prey, and all manner of other knowledge about the order inherent in nature. Margan grew to be a man, strong both in body and will, and most of his body covered in unusually thick, jet-black hair.
Eventually, Margan left the monastery, feeling pressured by its restraints despite the free-spirited nature of the followers of Balinor. He is firmly bound by his personal honor and what he calls "the Order of Nature," and although he does not fully grasp the complexities of civilized law, he respects it nonetheless, seeing it as another manifestation of the Order he knows so well. Margan can be very coarse and is usually unafraid to speak his mind even when doing so is a bad idea, but he is completely loyal to his allies, and tends to form very close, almost sibling-like bonds.
Margan is about average height, and moves with the grace and power of a hunting cat. This, combined with his black hair, has given him his nickname of "the Panther." When Margan shifts, his hair grows longer and takes on a slight sheen, and his eyes appear slightly feline (he sheds the extra hair when he stops shifting).

Hmm, okay, that ended up more like an entire character history than a summary... I tend to do that, I guess. At least if I end up using him in this or another game, I've already got my background done :cool:

Do either of those sound good?
 

Is there still room here? I'd like to play! I played a little bit in a game here a while back, in a City of the Spider Queen game by Endur. That was a lot of fun, but short lived. I'd like to try it again, if I can! Maybe a bard or rogue would be good. :)
 

Okay guys... here 'tis...

Bobitron: Because I see you are putting so many of your points into WIS (plus not maxing out STR), I am willing to remove the 2 gnoll levels and let you take 3 levels of ranger. Let's go with the +4 STR, +2 CON, -2 WIS, -2 CHA, Base Land Spd 30', Darkvision 60', Automatic Language (Gnoll only) and +1 Natural Armor. You'll lose the racial HD, skill points, and feat and take everything as you would a normal 3rd level ranger. Had you wanted to start your STR up around 21 or something I probably wouldn't have gone for it (because you would have greatly outclassed the other characters), but because you held back on maxing out STR and CON, the slight power edge you might have had has effectively been self-nerfed by yourself, so that's cool. When you go back in and rework the numbers for the character (especially taking out the stuff you got for your racial traits we're eliminating), please do me a favor and type out the skill point distribution, plus show me costs of all equipment. Thanx!

Tomanta: looks good. I like the House Tharashk angle (especially because it's useful). Since you are still heading towards Master Inquisitive, you are filling a very good niche within the party. Go ahead and finish off equipment and such (also showing cost for items please), and as soon as it's all set I'll have you post it on the Rogue's Gallery when I give the full thumbs up.

Doomhawk: I really like your Shifter Monk concept. Let's go with that rather than the warforged. With Lynx the shifter wizard already in the party (and he also being a more intellectual and thoughtful type shifter as well), I think the relationship between the two of them will make for some very interesting dialogue and philosophizing. Go ahead and start putting down numbers for that character if you could please. Thanx!

Metrostar: Unfortunately I have to close off the recruitment at this point. Sorry. With these three characters the party is now at 9, which is the max I can really go. Good luck with whatever your next game ends up being!

Badger: Hang on! You'll be coming in shortly (hopefully along with these other 3 all around the same time), so keep following along! Kort will be in the game soon!

The Knightmares: Great stuff as always! Hopefully you're all enjoying yourself. Please do not think the addition of four more players will make things less involved for you. The way I'm seeing things going... a larger group will only help you (plus allow you to split up into two directions at various points if you so choose without causing a problem with double posting against yourself). Any questions or request, please let me know! Thanx!
 

DEFCON 1 said:
Bobitron: Because I see you are putting so many of your points into WIS (plus not maxing out STR), I am willing to remove the 2 gnoll levels and let you take 3 levels of ranger. Let's go with the +4 STR, +2 CON, -2 WIS, -2 CHA, Base Land Spd 30', Darkvision 60', Automatic Language (Gnoll only) and +1 Natural Armor. You'll lose the racial HD, skill points, and feat and take everything as you would a normal 3rd level ranger. Had you wanted to start your STR up around 21 or something I probably wouldn't have gone for it (because you would have greatly outclassed the other characters), but because you held back on maxing out STR and CON, the slight power edge you might have had has effectively been self-nerfed by yourself, so that's cool. When you go back in and rework the numbers for the character (especially taking out the stuff you got for your racial traits we're eliminating), please do me a favor and type out the skill point distribution, plus show me costs of all equipment. Thanx!

You got it. Thanks for working with me on this, I appreciate it. I'll try to get the character finished up tonight/tomorrow, or by the weekend at the latest.
 

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