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'Remnants of the Horde Character Gallery'


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Wekerak Spittlebrow, Male Goblin
Rogue 3 / Ranger 3 / Wolfrider 6
Hit Dice: (3d6)+(3d8)+(6d10)+36
Hit Points: 110
Initiative: +9
Speed: Walk 20'
AC: 23
Attacks: *Weeping Blade +16/+11/+6; *Spirit Knife +16; Shortbow +1 (Composite) +18/+13/+8;
Damage: *Weeping Blade 1d4+1(+1d6 acid); *Spirit Knife 1d4+1; Shortbow +1 (Composite) 1d6+1;
Special Qualities: Defensive Ride 3/day, Deflect Attack +1, Evasion, Favored Enemy (Elf), Leap from the Saddle, Ride Bonus, Sneak Attack +2d6, Wild Empathy
Saves: Fortitude: +12, Reflex: +19, Will: +8
Abilities: Str 10, Dex 21, Con 16, Int 14, Wis 12, Cha 8
Skills: Appraise 2; Balance 6; Bluff -1; Climb 7; Concentration 3; Diplomacy -1; Disable Device 8; Disguise -1; Escape Artist 6; Forgery 2; Gather Information -1; Handle Animal 9; Heal 1; Hide 22; Intimidate -1; Intuit Direction 2; Jump 2; Listen 12; Move Silently 12; Open Lock 12; Perform -1; Pick Pocket 4; Ride 23; Search 10; Sense Motive 1; Spot 12; Survival 10; Swim -3; Tumble 7; Use Rope 7;
Languages: Common, Goblin, Orc, Giant, Myrachian
Feats: Alertness, Endurance, Improved Initiative, Mounted Archery, Mounted Combat, Ride-By Attack, Track, Two-Weapon Fighting, Weapon Finesse, Improved Critical (Dagger)
Alignment: Neutral Evil
Possessions: Heward's Handy Haversack; Mithral Shirt +3; Outfit (Traveler's/Small); Quiver of Ehlonna; Winter Wolf; Weeping Blade (dagger+1, inflicts +1d6 acid damage); Spirit Knife (ghost touch dagger +1); Amulet of Health +2; Slippers of Spider Climbing; Bracers of Archery; Cloak of Elvenkind; Potion (Cure Moderate Wounds) x 2; Ring +2 (Protection); Arrows (20/Masterwork); Shortbow +1 (Composite); a quiver of +1 Seeking, Bane Arrows: Elf (10), Giant (10), Demon (5),Elemental (5),Devil (5),Celestial (5),Dragon (5) Human (5); Brooch of Resistance +3; 3 Potions Cure Serious Wounds; 4 Potions Invisibility (12th Level use)

Frostbite, Male Winter Wolf
Hit Dice: (9d10)+50
Hit Points: 105
Initiative: +7
Speed: Walk 50'
AC: 17
Attacks: Bite (Natural/Primary) +14;
Damage: Bite (Natural/Primary) 1d8+8;
Special Qualities: +6 Survival when tracking by Scent, +7 Hide in snow and ice, Breath Weapon(Su),Spot +7, Hide +1,Listen +7, Move Silently +9, Survival +3
Cold Subtype(Ex), Scent(Ex), Trip(Ex)
Saves: Fortitude: +10, Reflex: +8, Will: +4
Abilities: Str 22, Dex 17, Con 20, Int 8, Wis 14, Cha 8
Alignment: Neutral Evil
Possessions: Bite (Natural/Primary); Rations (Trail/Per Day); Saddlebags; Water (Pint); Waterskin; Caltrops; Flint and Steel; Oil (1 Pt. Flask); Rope (Silk/50 Ft.); Saddle (Military); Bit and Bridle;


Wekerak is a wiry, stoop-shouldered goblin with long, lanky arms and legs that have grown crooked from years in the saddle. Despite this misshapen appearance, however, he is fast and deadly, whether mounted or afoot.

Like most goblins of his tribe, Wekerak wears an odd mixture of furs, feathers and stolen clothing. Both his ears are pierced multiple times, and adorned with rings and studs of silver and bone. His teeth are all filed to sharp, vicious points.

Wekerak's tribe were a late addition to the Horde, being recruited even as the army set out against the elves. These vicious fighters had no interest in the larger picture of politics, warfare or ambition. They joined the horde for one thing and one thing only: food. You see, like all goblins of his tribe, Wekerak is a flesheater. And there is no flesh so fine as elf-flesh.

Unlike most of his companions, then, Wekerak is not in the least dismayed by the Horde's defeat. Win or lose, battle means death. And death means a full belly, and plenty of choice on the menu ...
 
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Valrack the Diseased

Valrack the Diseased
Male Goblin Rogue 2/Necromancer8; Small-size goblinoid;
HD 2d6 plus 8d4 (34 hp); Init +7 (+3 Dex, +4 Improved Initiative), Spd 20ft.; AC 17 (Base 10, +3 Dex, +1 size, +3 bracers of armor), touch 14, flat-footed 14; BAB +6, Atk +6 melee, +9 Range; SA Sneak Attack (1d6), Evasion, Death Touch*; SQ Goblin Traits; AL NE; SV Fort +4, Ref +8, Will +7; Str 10, Dex 16, Con 10, Int 18, Wis 12, Cha 12.

Language: Common, Goblin, Myrachian, Orc, Giant, Elvish, Draconic, Undercommon, Drow Sign Language.

Skills: Alchemy +8(4), Balance +10(5), Climb +5(5), Concentration +8(8), Escape Artist +8(5), Intimidate +6(5), Knowledge (Arcana) +12(8), Knowledge (Undead) +12(8), Listen +8(5), Move Silently +8(5), Ride (Worg) +5(2), Search +9(5), Spellcraft +12(8), Spot +6(5), Tumble +10(5); Feats: Alertness (familiar), Improved Initiative, Spell Focus (Necromancy), Scribe Scroll, Summon Familiar, Death Touch (Same as Death Domain special abilitiy)* , Brew Potion.

Goblin Traits: Small-size, +2 Fort, +4 Move Silently, Darkvision 60ft.

Necromancer Spells Prepared (4/6/5/5/4; save DC 14 + spell level, or 16 + spell level for Necromancy spells; prohibited school Enchantment): 0 -- daze, disrupt undead, mage hand, ray of frost; 1st -- cause fear, magic missile (2), obscuring mist, protection from good, ray of enfeeblement; 2nd -- darkness, ghoul touch, Melf's acid arrow, scare, spectral hand; 3rd -- fireball, halt undead, magic circle against good, protection from elements, vampiric touch; 4th -- bestow curse, enervation, fear, wrack***.

Spellbook: 0 -- arcane mark, dancing lights, daze, detect magic, disrupt undead, flare, ghost sound, light, mage hand, mending, open/close, prestidigitation, ray of frost, read magic, resistance; 1st -- cause fear, chill touch, hold portal, identify, magic missile, negative energy ray**, obscuring mist, protection from good, ray of enfeeblement, shield, shocking grasp, unseen servant; 2nd – animate zombie*, darkness, ghoul touch, invisibility, knock, Melf's acid arrow, scare, spectral hand, wither limb***; 3rd -- dispel magic, fireball, halt undead, haste, magic circle against good, nondetection, protection from elements, slow, vampiric touch; 4th -- bestow curse, contagion, enervation, fear, wrack***.

Gear: Belt of Many Pockets [11,000gp], Rod of Withering [17,000gp], Bracers of Armor +3 [9,000gp], Wand of Magic Missile (3rd lvl) [3,750gp], Drow House Insignia (comprehend languages, shield, feather fall, spider climb, levitate, web) [5,760gp], 4 potions of cure light wounds [200gp], 2 potions of cure moderate wounds [600gp], scholar's outfit, MW silvered dagger [317gp], writing case, scroll case, 10 parchment, spellbook, 123 gp 5 sp.

* Necromancy: Beyond the Grave
** Tome & Blood
*** Book of Vile Darkness

Familiar: Kithcor: Vampire Bat Tiny Animal;
HD 1d8 (17 hp, half masters); Init +2; Spd 5, Fly 40 (good); AC 17 (+2 Dex, +4 size, +1 natural); Atk -; SA Familiar Abilities; SQ Flight, Blindsight; AL NE; SV Fort +2, Ref +5, Will +6; Str: 1, Dex: 15, Con: 10, Int: 6, Wis: 14, Cha: 4.
Skills: Listen +9, Move Silently +6, Spot +9,
Special Abilities/Feats: Alertness, Improved Evasion, Share Spells, Empathic Link, Touch, Speak with Master, Blindsight.

Mount: Hex: Medium-size Undead Worg;
HD 4d12 (39 hp); Init +1; Spd 50ft.; AC 13 (+1 Dex, +2 natural); Atk +7 bite (1d6+5 dmg); SA Trip; SQ Undead immunities, Scent, Darkvision 60ft.; AL NE; SV Fort +7, Ref +5, Will +3; Str: 21, Dex: 13, Con: -, Int: 6, Wis: 14, Cha: 10.
Skills: Worg Skills
Special Abilities/Feats: Alertness, Trip, Scent, Undead.
Gear: Saddle, bags, bedroll, waterskin, 10 trail rations.

Background: During Valrack's early years he lived as the slave-apprentice of a Drow Necromancer in Dessa Greentongue's employ. For years Valrack endured abuse from the Drow always pretending to be less competent then he really was, until he was powerful enough to orchestrate the downfall of his master and take the Necromancer’s magical treasures for himself.

Today Valrack is one of the most powerful and feared wizards of Dessa Greentongue's contingent within the Horde, few disobey him lightly, any who have tried usually end up strapped to a table for one of Valrack’s twisted experiments.

Appearance: Valrack cultivates the false impression of frailty, cloaking his small hunched figure in voluminous black robes, caked in miles of road dust. Years manipulating negative energies have twisted and ravaged his body and only helps to reinforce his seeming frailty. His greasy white hair hangs in wispy lengths from his bald crown. His once bright orange skin has turned to a pallid grey. A constant stench of death and decay lingers about his person and his solid black eyes seem to glow with faint red light deep within their depths. Valrack typically uses an ebony cane toped with a silver skull to help him get around though he has no actual need for such a crutch. The cane is actually a magical rod taken from his former Master’s things, a devise capable of causing great pain and draining the life of anyone struck by it. Valrack only two constant companions are his vampire-bat familiar Kith, usually clamped to one of Valrack shoulders, and Hex, a female worg who's loyality he rewarded by turning her into a walking corpse, after she died defending him.
 
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Durgo: Male Ogre Fighter 3, Tribal Protector 3; Large-size Giant; HD 4d8+28, 6d10+42; 135 hp; Init +0; Spd 40 ft.; AC 27 (10 + 13 (Armor) + 5 (Nat. Armor) - 1 Size) (AC 29 in Forest)

Special Attacks: Tribal Enemy(Elves), Wild Fighting
Special Qualities: Homeland(Forest), Terrain AC Bonus +2, Low-light Vision, Darkvision 60'

AL N; SV Fort +17, Ref +5, Will +3; Str 26(30), Dex 10, Con 20(24), Int 9, Wis 10, Cha 8. (Upped INT at 4th lvl)

Skills: Spot +2, Listen +2, Intimidate +1, Intuit Direction +2, Wilderness Lore +5

Feats: Power Attack (Ogre), Power Lunge (Ogre), Weapon Focus: Warhammer (Ogre), Reckless Attack (1st, Quint. Fgt), Cleave (F1), Great Cleave (F2), Improved Critical(Warhammer)(3rd, S&F), Two-Handed Power Strike (TP1, Quint. Fgt)

Gear: +3 Dragonscale Armor(Quint. Fgt.;13,500), Durgo's Maul(+3 Huge Warhammer of Evil Outsider Bane; 32,000), Belt of Giant Strength +4(16,000), Flaming Greatsword*, Frost Giant's Huge Greataxe*, Frost Giant's Medium Longsword*, Dwarvenskin Sack*, 4 potions of Cure Serious Wounds (3d8+5), 1 Potion of Invis, 1 potion of Silence
Wealth: 1,450 gp
* - Indicates this item may need to be identified to discover its true nature.

Atk +22/+17 melee (Durgo's Maul, +3 Huge Warhammer; 2d6+23);
Full PA: +13/+8 (2d6+41)
Full PA + RA: +13/+8 (2d6+49) (AC drops to 19)
Full PA + RA + WF: +11/+11/+6 (2d6+49)
Full PA + RA + Charge Attack: +15 (2d6+59) (AC drops to 17)

EDIT: Damage changed to reflect 3.5 Power Attack.
EDIT: Altered to reflect new changes to Ogres.
EDIT: Leveled in Fighter. +1 BAB, +2 ranks in Intimidate, +1 Base Ref/Will, 6th level Feat = Leadership! Updated Gear.

Description: Durgo is eight feet, 680 pounds of destruction on legs. He is a terror when at home in his native forest, using every possible means of cover and deception to lure foes into dropping their guard. He walks tall and proud, without the typical slouch of his kind or their drooling, blathering, random hostility. When Durgo is angry, he kills, and then he is satiated until something else comes along to anger him. And thus his kin have learned to give him a wide berth and keep their mouths shut when he is near. His armor is custom-made golden dragonscale from the hide of a wyrm he killed alongside his father and brother, further reminder that he is Gulgathan, the Tribal Protector.

History: Before the elves decended upon his people, he was one of their greatest champions, always in the vangaurd of battle sweeping rows of fae into the air with each swing of his custom greatmaul. Trained by his father, who was trained by his father before him and so forth as the truest of ogre-kind, both Durgo and his brother Ravarg were elevated to the title of Gulgathan at a young age. It meant that they were the next closest thing to what would pass as ogre nobility, garnering them unchalleged respect and their choice of any mate at any time.

The two brothers were inseperable throughout their lives, always coming up with tests of strength for one-another and competing for number of kills in battle. Ravarg won only slightly more, but Durgo was not jealous for they both still enjoyed the same privelages. After the winter raids, they would carry back lines of spitted elves to their people for great feasts. Ravarg loved the taste of smoked elf-flesh almost as much as Durgo -who preferred to eat it raw.

When the elven legions made a thrust to finally put a stop to their raids, Durgo's father was slain by a wizard and the tribe was scattered into the forests. Homeless and without purpose, Durgo and Ravarg brought their hearth-wives and children -bastards and all- into Zuregath's fold.
 
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Bargo, bastard son of Durgo
Half-Ogre (Wood Elf)
Fighter 10/Barbarian 1

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HD 10d10+1d12+33 (114 hp)
Init +0
Spd 40 ft.
AC 23* (+10 base -1 size +10 armor +4 natural), Touch 9*, Flat-footed 23*
ATK +22/+17* melee (+11 base -1 size -2 gigantic weapon +1 enhancement +3 bonded weapon +10 strength)[+2 vs giants], or +6/+1 ranged (+11 base -1 size -2 gigantic weapon -2 non-bonded weapon)
DMG 4d8+19 melee (+10 strength +5 two-handed +1 enhancement +3 bonded weapon)[+2d6+2 vs giants], or 3d6 ranged
SQ Darkvision 60', Giant Blood, Bonus Feats (x6), Rage 1/day, Fast Movement, Bargo's Thick Head, Bargo's Rage, Acid Resist 10 (armor)
SV Fort +15**, Ref +7*, Will +7**
AB Str 30, Dex 10, Con 12 (16), Int 10,Wis 10, Cha 10
AL Chaotic Evil
Skills Intimidate +18, Listen +6, Spot +6

*+1 while Hasted
**+2 while Raging

Bargo's Thick Head (Ex): Bargo has Damage Reduction 10/piercing. This is the result of toughening due to the constant beatings at the hands of other ogres (most notably his father), however, as a result of all of this abuse, we have...

Bargo's Rage (Ex): Whenever Bargo takes an excess of 20 points of damage in one shot, he goes berserk. This is identical to a Barbarian's rage (+4 Str, Con), except that he can not tell friend from foe. Bargo needs to make a Spot check (DC15) to avoid attacking the nearest creature. The Rage lasts until Bargo can pass a Will save (DC 15).

Feats: 10 feats
EXP1 Large & in Charge (Sword & Fist, pg 61)
FTR1 Power Attack
FTR2 Two-Handed Power Strike (Quintessential Fighter, pg 41)
EXP3 Gigantic Weapon (Mongoose's Ultimate Feats, pg 46; and Netbook of Feats (Gigantic Weapon))
FTR4 Exotic Weapon Proficiency: Heavy Flamberge (Magic of Faerun, pg 179)
FTR6 Weapon Focus: Flamberge
EXP6 Weapon Specialization: Flamberge
FTR8 Reckless Attack (Quintessential Fighter, pg 39)
EXP9 Bonded Weapon: Flamberge (Netbook of Feats (Bonded Weapon))
FTR10 Frenzied Attack (AEG's War, pg 45)

Skills: 26 skill points
Listen +6 (6.5 ranks)
Spot +6 (6.5 ranks)
Intimidate +18 (4 ranks +10 strength +4 size)

Equipment:

25,550 gp "Elf Splitter" Gargantuan Heavy Keen Giant Bane Flamberge +1 (125 gp gargantuan +7000 gp heavy +125 gp flamberge +300 gp masterwork +18000 gp enchantment) (Quintessential Fighter, pg 44) -64 lbs.
9,500 gp Articulated Large Green Dragonscale Armor (500 gp +4500 gp large +4500 gp dragonscale armor (Quintessential Fighter, pg 48; and Quintessential Dwarf, pg 44) -60 lbs.
16,000 gp Belt of Giant Strength +4
8,000 gp Boots of Speed
150 gp Gargantuan Longbow (75 gp gargantuan +75 gp longbow) -6 lbs.
50 gp Backpack, Food, Clothes, 40 huge arrows in two quivers, miscellaneous mundane gear, personal coins
???? gp Frost Giant Helm, Looks good with dried brains and bits of skull on it!
16,000 gp Amulet of Health +4
9,000 gp Cloak of Resistance +3
750 gp each Potion of Cure Serious Wounds CL 5 (x4)
300 gp+ Potion of Invisibility CL 12
300 gp+ Potion of Silence CL 12

Languages: Giant, Myrachian

Point Buy: 32 points
STR 30 (18 base +6 half ogre +2 levels +4 enhancement)
DEX 10 (12 base -2 half-ogre)
CON 12 (10 base +2 half-ogre) +4 Amulet of Health
INT 10 (12 base -2 half-ogre)
WIS 10 (10 base)
CHA 10 (12 base -2 half-ogre)

Charge: +24, 4d8+19, (15-20/x2)
Charge+Haste+RA10: +25, 4d8+29
Charge+Haste+RA10+PA5: +20, 4d8+39
Charge+Haste+RA10+PA10: +15, 4d8+49
Charge+Rage: +26, 4d8+22, +22 hp

THPS: +22/+17, 4d8+24
THPS+PA4: +18/+13, 4d8+32

Rage+THPS: +24/+19, 4d8+28, +22 hp
Rage+THPS+RA10: +24/+19, 4d8+38
Rage+THPS+PA4: +20/+15, 4d8+36
Rage+Haste+THPS: +25/+25/+20, 4d8+24
Rage+THPS+Haste+PA10+RA10: +15/+15/+10, 4d8+58
Rage+THPS+Haste+PA10+RA10+FA: +11/+11/+11/+6, 4d8+58

FA+THPS: +18/+18/+13, 4d8+24
FA+THPS+RA10: +18/+18/+13, 4d8+34
FA+THPS+Haste+RA10: +19/+19/+19/+14, 4d8+34


Background: Bargo is the bastard issue of Durgo and a captured wood elf prisoner. His birth killed his mother, and Durgo was never a kind father-not to a bastard. Left largely to the tribe and to himself Bargo had to make his own way.

Always a freak, Bargo had freakish strength and size, but had the hated elves fragile blood as well. He had his father's fearsome look but none of his confidence or command. Constantly ridiculed he became very bitter and petty. He became incredibly belligerent and hostile, always looking for a fight to quiet the taunts.

Eventually trained as another of the Horde's warriors, his fighting style at first imitated that of his fathers, attempting to win his respect. But he could never take the punishment his father could and he was just too big and too slow to avoid the blows of battle. Time after time he failed.

During one battle when the elves felled a Horde hill giant with their biting arrows, Bargo hefted up its massive two-handed club and began smashing a way through the elves cover. This massive feat of strength earned him a fleeting moment of respect and would shape his future.

Bargo created his own fighting style using larger and larger weaponry. His knotted and corded muscles took on a grotesque quality as they adapted to the strain and some whisper that he might even be stronger than his father. Over time he had a massive amount of metal forged into a weapon just for him: a massive, jagged, crooked blade whose weight and length are designed to intimidate, and whose unstoppable power could slice through an elf like chopping through a weak sapling.

Unfortunately, it also made him stand out, and when the elves exterminated most of Durgo's tribe, much of the blame fell upon Bargo. His large form made him a natural target for an elf-witch spell. A simple suggestion changed him from a respected warrior to a traitorous kin slayer in one bloody hour.

Durgo laid Bargo low and dragged him off with the survivors of the vile elf attack.

But Bargo has never managed to get out from under that day.

Description: Bargo is a tower of muscle with a fierce temper and a horribly scarred body and soul. He is a black thing of spite and malice and self-loathing. While he might have been any number of things, he is now just another berserker. Killing is a release for him; some foes wear the faces of friends in his mind's eye. Many wear the face of an elf-witch. Some wear the face of his father.

His black ratty hair often hangs over his brows and over his snarling face. He wears a modified suit of green dragonscale armor similar to that of his father but lacking in enchantment, but better fitted and slashed in places for better mobility. His blood-stained sword is scorched by magic and is strapped down across his back like a portable battering ram. He also carries a massive bow he is trying to learn how to use with an assortment of huge arrows like javelins.

When wildly swinging about in the midst of elves, his ground-shaking blows have been known to shear through elves and trees alike. Even a miss of the sword he named "Elf Splitter" can be a dangerous thing.
 
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Name: Kurg Marrowgnawer
Class: 7th level Cleric/1st level Templar of Yeenoghu
Alignment: Neutral Evil

Str: 16 (+3)
Dex: 14 (+2)
Con: 15 (+2)
Wis: 18 (+4)
Int: 14 (+2)
Cha: 10 (0)

Hp: 83 (2d8+7d8+1d10)
Speed: 30’ base

Saves:
Fort: (+4 race, +2 con, +5 cleric, +2 Templar) +13
Ref: (+2 Dex, +2 cleric) +4
Will: (+3 wisdom, +5 cleric, +2 Templar, +1 Periapt) +11

AC (natural-1, +10 armor) +9
Hit Bonus, Melee: (+ 3 Str, + 5 cleric, +1 Templar, +2 weapon) +11

Skills:
Knowledge (Religion) 9
Concentration 5
Heal 6
Hide 5
Search 3
Wilderness Lore 2
Scry 1
Climb 1

Feats:
Endurance
Martial Weapon Proficiency (flail)
Weapon Focus (flail)
Weapon Specialization (flail)

Diety: Yeenoghu
Domains: Evil, Destruction
Special Abilities:
"Smite" once per day
60' Darkvision
+1 to cast Evil sphere spells
Control Undead

Spells (add one domain spell at each level after 0):
0: 10
1: 8
2: 7
3: 6
4: 5

Languages:
- Gnoll
- Orcish
- Myrachian

Equipment:
- Adamantine Unholy Heavy flail +2, Yeenoghu's Bite (can cast Abyssal Might 5 times per day): 18595 gp.
- Helmet +2, The Howler's Mask (casts Sound Blast at will): 18150 gp.
- Shadowed Scale Armor +2, Armor of the Stalker: 9200 gp
- Periapt of Wisdom +2: 4000 gp
- Bag of holy symbols (mix of dieties, all good aligned)
- Assorted survival gear and coins

Appearance: Kurg is somewhat tall for a gnoll, standing about 7'6". His weight is closer to average, making him appear even more lanky than a typical gnoll. His fur is dark brown, deepening to almost black around his head. The fur on his muzzle, however, is an almost gore red. One of his ears is sorter than the other and more ragged, a reminder of an earlier battle within his pack. A part of his lip is also missing, a small piece on the left, near the back. This gives him a perpetually sneering look. His armor is usually filthy, considering he rarely bothers to clean it up, and is dull black in color. The helmet was clearly once a piece of barding for a worg or some other large wolfen animal, but has been carefully retooled to fit a gnoll. His flail contrasts the rest of his attire and equipment. It appears to be completely free of blood or filth, as though it has been meticulously maintained. Which it has, since it's not only Kurg's weapon, but his holy symbol as well. He generally moves in a somewhat loping fashion, leaning forward and leading with his jaws.

Personality: Kurg is a devouted follower of Yeenoghu who truely enjoys his work in the demon's service. He has a definate sadistic streak, and takes great pleasure in hurting others. He prefers ambushes to straight up fights, except against priests of other gods. He relishes in nothing more than killing priests and defiling temples. He is almot always hungry, and will take pieces from his kills to eat, sometimes while they're still alive. He's more capable of working with others than most gnolls, but he's just as self serving. He's just more plotting and quiet than average.

Background: Kurg always knew he was destined for great things. He knew that because he's an egomaniacal bastard, and has been since day one. While he was bigger than most of his pack mates, that was never enough of an edge for him. He always wanted a little extra advantage, however he could get it. In his youth, that usually meant intimidating smalelr pack members to distract his opponents while he snuck up from behind. Later, it meant becoming a priest, in order to gain what he saw as the "ultimate backup", the power of a god. He rose quickly in the ranks, both because he was a quick learner and because he arrainged for several of his superiors to meet with unfortunate deaths. He continued along this route for some time, eventually beginning to worry the high priest. Then, the solution to the problem presented itself...

When Zuregath set out his call for soldiers to join the Horde, the high priest made sure to publicly volunteer Kurg to join the cause. Kurg immediately saw what was happening. If he refused, he would be branded a coward, and probably killed. If he went, he ran the risk of being killed in battle. He accepted publicly, but privately he prepared to abandon his fellows at the first opportunity. But that night, something happened that changed his mind. As he slept, he dreamed of himself, walking alon a concealed path in the forest at the borders of the gnoll's domain. He saw himself enter a cave, and he saw the symbol of a two headed flail burned into the wall of that cave, the sigil of Yeenoghu. When he woke, he knew that this had been more than a dream. It had the feel of prophecy. As soon as the rest of the tribe's contingent was ready, he set out with them. When they stopped to hunt for their evening meal, he saw the first traces of the path from his dream. He followed it, soon finding the cave with the mark. He walked into the cave, coming at last to an alter with that same symbol. He knelt in prayer, not sure what to do next. Then, an image of the demon prince appeared to him, offering him a choice. He could remain faithful to the god of the tribe, a god who cared nothing for his life over that of any other follower, or he could turn to Yeenoghu and become the first of his chosen for the tribe, ready to come back and cast the high priest down and establish a new order. The choice was clear. Kurg accepted Yeenoghu's charge on the spot, smashing his old holy symbol to bits with a stone. It was then that Yenoghu gave his new servant his rewards: a suit of armor, a helmet, and a flail, all enchanted by the demon-god.

When Kurg returned to camp, his packmates were surprised by his change. For example, one of the laypriests accompanyin the warband challenged his apparent change of alligance. Kurg dashed his skull open with his flail before inviting anyone else to voice dissent. No one else did, not surprisingly.

Once the band joined the rest of the Horde, they were put to work as a skirmishing force/cleanup crew, ambushing retreating enemy units, slaughtering the wounded, and carrying out the occasional raid against enemy targets. Kurg's talent and desire for killing priests was noticed quickly, and his unit was often chosen to strike at places of healing and other places where divine spellcasters were expected. Kurg killed every priest the group found, keeping their holy symbols in order to ritually destroy them later and carving Yeenoghu's mark into their remains to sanctify the kills.

But all that came to a crushing end when the Horde was forced back. Kurg and his soldiers were cut off from the main body, as they were working behind enemy lines when the Horde broke. They suddenly found themselves isolated and completely surrounded by Elvish forces. They began the slow journy backto what remained of the Horde's line, only to be picked off one by one by archers as they moved. Only Kurg made it back, to find himself nearly without an army to rejoin.
 
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Sallanais nela Bryndellar/ "Midnight Fang"
Female Half-fiend/elf
Rogue 5/Assassin 3
Alignment: Neutral Evil

Str: 16 (+3)
Dex :22 (+6)
Con: 13 (+1)
Int: 18 (+4)
Wis: 12 (+1)
Cha: 16 (+3)

Hp: 42
AC: Base 10, +6 Dex, + 4 Armor, +1 Natural, +2 Deflection = 23

Saves:
Fort +2 (+1 Con) = +3
Ref +7 (+6 Dex) = +13
Will +2 (+1 Wis) = +3

BAB: +4
Melee +7, +8 with Shadow Dagger
Ranged +10, +11 with Dart of Wounding

Feats: Point-blank shot, quick-draw, flick of the wrist (Song and Silence)

Skills:

Balance 7 (+6 Dex, +2 synergy) = 15
Bluff 5 (+3 Cha) = 8
Climb 6 (+3 Str) = 9
Craft: Poison 5 (+4 Int) = 9
Disable Device 4 (+ 4 Int) = 8
Disguise 6 (+3 Cha) = 9
Gather Information 4 (+3 Cha) = 7
Hide 11 (+6 Dex) = 17
Intimidate 8 (+3 Cha, +2 synergy) = 13
Intuit Direction 4 (+1 Wis) = 5
Jump 6 (+3 Str) = 9
Knowledge: Elven Nobility 4 (+4 Int) = 8
Listen 9 (+1 Wis, +2 racial) = 12
Move Silently 11 (+6 Dex) = 17
Open Locks 4 (+6 Dex) = 10
Search 6 (+4 Int, +2 racial) = 12
Spot 8 (+1 Wis, +2 racial) = 11
Tumble 6 (+6 Dex, +2 synergy) = 14
Use Magic Device 6 (+3 Cha) = 9

Languages: Common, Elven, Draconic, Goblin, Infernal, Abyssal

Class Abilities:

Uncanny Dodge (Retains Dex bonus to AC when flat-footed, can't be flanked)
Sneak Attack: +5d6
Evasion
Death Attack
Poison Use

Racial Abilities:
Immune to sleep and poison
Elven weapon proficiencies (long sword and bows)
Low-light vision
Darkvision 60 ft.
+2 to Listen, Spot, and Search checks
Acid, cold, electricity, and fire resistance: 20
Bite 1d6, claws 1d4

Spell-like abilities:

Darkness 3/day
Desecrate 1/day
Unholy Blight 1/day
Poison 3/day

Equipment:

Shadow Dagger (Relics and Rituals 2) (10,302)
Returning Dart of Wounding +1 (18,300.5)
Glamered Leather Armor +2 (9,160)
Ring of Protection +2 (8000)
Hat of Disguise (2000)
signet ring of house Bryndellar (Eh, I'm saying it's worth 200)

masterwork thieve's tools
masterwork disguise kit

3 potions of cure light wounds (150)

Poisons (Using list from Book of Vile Darkness): Balor bile (1000), eyeblast (500), large spider venom (175)


187gp, 5sp

Spells prepared: 1st - death grimace (Vile Darkness), obscuring mist 2nd - alter self

Description: In her natural form, Sallanais has a distinctly elven appearance, only with rows of long, red and deep black spines in place of hair. Her forearms and feet are scaled and clawed. Usually, however, she takes the appearance of a typical elven maiden using her hat of disguise, though she will usually assume an appearance appropriate to her location. She typically dresses in a manner that will cast off suspicion or wariness, often dressing as either a courtesan or a beggar.

History: Since the fall of House Bryndellar, Sallanais has devoted most of her time waging a private war with the elven nations, often spending long periods of time visiting settlements and assassinating important figures. Sallanais offered her assistance to the horde long before the war began, seeing an opportunity to continue her vengeance with greater support.
 


Forlash the Bastard Hag-born (dwarf/hag)10th level Wizard
Tattoo Mage*
St: 12 +1
Dx: 14 +2
Con: 17 +3
Int:18 (20) +4 (+5)
Wis: 14 +2
Chr: 8 -1

HP:60 AC: 18 (10 +4 natural +2 Dex +2 ring)
Move: 20' Darkvision: 90'
Spells/day (hagborn): Change Self 1/day, Dancing Lights 1/day, Read Magic 1/day (all cast as 6th level Sorcerer)
1/day Substitute swap stored spell for uncast spell

BAB: +5 Melee: +6 Ranged: +7(+8with crossbow)
Skills:
Concentration: 17, Craft (tatoo): 13, Spellcraft: 16, Hide:8, Search: 5, Spot: 7, Knowledge(arcane): 8, Mimicry: 7
Feats:
Scribe Scroll(1st), Craft Arcane Nexus*(1st), Maximize Spell(3rd), Extra Slot(6th)+, Extra Slot(9th),Empowered Spell(10th)

Prepared Spells:
0: Detect Magic(x2), Detect Poison, Daze 1st: Shield(x2) Mage Armor, Ray of Enfeeblement(x2), Spider Climb 2nd: See Invisibility, Resist Elements, Mirror Image, Melfs Acid Arrow(x3) 3rd: Fireball, ManaSpear(++),Armor of Undeath(++), Blink, Lightning bolt 4th: Minor globe of inv. , Stoneskin, Arcane Eye, Polymorph Self,5th: Summon Monster V, Hold Monster,

Spell Book:
0: all, 1st:Shield, Mage Armor, Ray of Enfeeblement, SpiderClimb, Rabbit Feet(++), Magic Missle, Identify, True Strike, Shocking Grasp 2nd: Knock, Blur, Resist Elements, Mirror Image, Melfs Acid Arrow, See Invisibility, Protection From Arrows 3rd: Blink, Fireball, Mana Spear(++) Armor of Undeath, Invisibility Sphere, Lightning Bolt, Flame Arrow 4th: Dimension Door, Minor Globe Of Inv., Stoneskin, Arcane Eye, Polymorph, Improved Invisibility 5th: Summon Monster V, Hold Monster,Feeblemind

Equipment:
Quarterstaff (arcane nexus)+++, Rings: Protection +2, Counterspell (hold monster)
cloak, boots, dagger(x4), Light Crossbow(+1),50 Quarrels(+1), Spell book,Large Bag with food(4 Days)
Wands: Magic Missle(5th), Web
Potions: Blur(x2), Neutralize Poison(x2), Cure Mod. Wounds(x10), Cure Crit Wounds(x1), Delay Poison, Bulls Strength(x3)
Scrolls: Wall of Ice, Detect Scrying, Evards Black Tentacles(x2), Rary Mneumonic Enhancer, Halt Undead(x2) Fly(x2), Nondetection(x2), Summon Monster III, Lightning Bolt, Invisisbility Sphere(x2), Resist Elements(x2), Protection from Arrows(x2)
Headband of Int.: +2
* quintisential Wizard
+ Tome and Blood
++ Relics and Ritual (1)
+++ Nexus(QW) includes:Shocking Grasp (1/day uses 2 0 lvl spell slots), Maximize Spell(1/day), Arcane Shield(1/2 or 0 dam from own spells), Summon Nexus, Replace Energy(sonic)(3/day)

Languages: Commen, Abyssal,Dwarven,Draconic
Description:
Forlash presents as a short(4'2) green, twisted parady of a Dwarf. One arm longer then the other, bulging (left) eye patchy hair and a stunted beard(black). His entire body is covered in tattoos of variring size and pattern..some oddly geomentrical with swirling symbols scattered throughout. Constantly muttering and giggling to himself no one suspects this misbegotten son of a hag to be the wizard that he is...which is the type of image he seeks to promote at least to his ememys....
 
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Into the Woods

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