Hessk

A librarian witch, imprisoned and killed after stealing a prized book from a Talairean nobleman. Recently reincarnated by our villains as a Gnoll...and somewhat upset about his new form.

Description:

Race: Gnoll (formerly Librarian
Gender: Male
Class (level): Gnoll 2HD / Witch 5th / Assassin 2nd
Character Level: 8th
Favored Class: Witch
Alignment: Lawful Evil
Experience: 36000
Next Level: 50000


Stats

Vitality Points: (4d8+5d6) = 36
Str: 16
Con: 10
Dex: 10
Int: 19
Wis: 14
Cha: 11
Cash: 0gp, 0sp
Languages: Parseltongue, Mabrahoring, Abyssal, Infernal, Necril, Perbashket [Literate]
AC: 13 (1 natural, 2 armor, 0 Dex, 0 shield)
CMD: 21

Attack: +7 melee, +4 ranged

  • BAB: +4
  • CMB: +7
    • Quarterstaff: +7 melee
      • Damage: 1d6+4 damage, x2 Crit
    • Light Crossbow: +5 ranged
      • Damage: 1d8+1 damage, 19-20/x2 Crit

Saves: (includes resistance)

  • Fort: +5
  • Ref: +6
  • Will: +8
    • +1 vs. Poisons
    • +2 vs. Glyphs and Symbols

Speed:

  • Land Speed: 30-ft.
  • Initiative: +4

Skill Points: 58

Weapon/Armor Proficiencies:

  • All Simple Weapons
  • Hand Crossbow, Rapier, Sap, Shortbow, Shortsword
  • Light Armor
  • Shields

Skills:

  • Bluff (3 ranks): +6
  • Climb (2 ranks): +8
  • Craft [poisons] (2 ranks): +9
  • Disguise (8 ranks): +21
  • Handle Animal (2 ranks): +5
  • Intimidate (5 ranks): +8
  • Knowledge [history] (2 ranks): +9
  • Linguistics (3 ranks): +10
  • Perception (8 ranks): +15
  • Ride (2 ranks): +6
  • Sense Motive (3 ranks): +7
  • Spellcraft (5 ranks): +12
  • Stealth (9 ranks): +12
  • Survival (2 ranks): +7
  • Use Magic Device (2 ranks): +5

Class Skills: Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Fly (Dex), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (Arcana) (Int), Knowledge (History) (Int), Knowledge (Nature) (Int), Knowledge (Planes) (Int), Linguistics (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Stealth (Dex), Survival (Wis), Swim (Str), and Use Magic Device (Cha).


Feats

Defensive Combat Training
Benefit: You treat your total Hit Dice as your base attack bonus when calculating your Combat Maneuver Defense (see Combat).

Accursed Hex
Prerequisites: Hex class feature
Benefit: When you target a creature with a hex that cannot target the same creature more than once per day, and that creature succeeds at its saving throw against the hex’s effect, you can target the creature with the same hex a second time before the end of your next turn. If the second attempt fails, you can make no further attempts to target that creature with the same hex for 1 day.

Great Fortitude
Benefit: You get a +2 bonus on all Fortitude saving throws.

Presence of Mind
Benefit: You add your Intelligence modifier to initiative checks. This is in addition to other modifiers to initiative checks, like the bonus provided by a high Dexterity or the Improved Initiative feat.

Alertness [Bonus]
Benefit: You get a +2 bonus on Perception and Sense Motive skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.


Traits

High Theft [Crime Trait]
You had a foolproof plan to steal some great treasure. Alas, the scheme had a fatal flaw and went horribly awry. To be sent to Branderscar prison, this was no ordinary robbery attempt. You tried to steal something of great value or religious significance.
Punishment: Life at hard labor in the salt mines
Benefit: You receive a +1 trait bonus to Reflex saves.

Friend of the River Fiends [Regional Trait]
Benefits: +2 on Wilf Empathy checks vs. snakes or crocodiles. If you take a snake or crocodile as your familiar or animal companion, it gains Athletic, Run, ot Stealthy as a bonus feat.

Magical Knack [Magic Trait]
Benefit: Pick a class when you gain this trait—your caster level in that class gains a +2 trait bonus as long as this bonus doesn’t increase your caster level higher than your current Hit Dice.


Race Abilities
  • Humanoid (Gnoll)
  • Medium
  • Darkvision 60 ft.
  • Magical Linguist: Because of their natural skill with the written word, Librarians gain a +1 bonus to the DC of spells they cast with the language-dependent descriptor or those that create glyphs, symbols, or other magical writings. They also gain a +2 racial saving throw bonus against such spells. If a librarian has a Charisma of 11 or higher, they also gain the following spell-like abilities 1/day: arcane mark, comprehend languages, message, read magic. The caster level for these effects is equal to the user’s character level.
  • Serpent Empathy: Librarians gain a +4 bonus on Diplomacy, Handle Animal, or Wild Empathy checks made to influence snakes or snake-like creatures.

Class Abilities:

Beast of Ill-Omen (Su): The witch imbues her familiar with strange magic, putting a minor curse upon the next enemy to see it. The enemy must make a Will save (DC 17) or be affected by bane. The witch can use this hex on her familiar at a range of up to 60 feet. The affected enemy must be no more than 60 feet from the familiar to trigger the effect; seeing the familiar from a greater distance has no effect (though if the enemy and familiar approach to within 60 feet of each other, the hex takes effect). The bane affects the closest creature to the familiar (ties affect the creature with the highest initiative score). Whether or not the target’s save is successful, the creature cannot be the target of the bane effect for 1 day (later uses of this hex ignore that creature when determining who is affected).

Healing (Su): A witch can soothe the wounds of those she touches. This acts as a cure light wounds spell, using the witch’s caster level. Once a creature has benefited from the healing hex, it cannot benefit from it again for 24 hours.

Slumber (Su): A witch can cause a creature within 30 feet to fall into a deep, magical sleep, as per the spell sleep. The creature receives a Will save (DC 17) to negate the effect. If the save fails, the creature falls asleep for 6 rounds. This hex can affect a creature of any HD. The creature will not wake due to noise or light, but others can rouse it with a standard action. This hex ends immediately if the creature takes damage. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.

Familiar (Ex): Viper

Sneak Attack (Ex): If a assassin can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. The assassin’s attack deals +1d6 extra damage (called “precision damage”) anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the assassin flanks her target. Should the assassin score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.
With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a assassin can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.
The assassin must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A assassin cannot sneak attack while striking a creature with concealment.

Death Attack (Ex): If an assassin studies his victim for 3 rounds and then makes a sneak attack with a melee weapon that successfully deals damage, the sneak attack has the additional effect of possibly either paralyzing or killing the target (assassin’s choice). Studying the victim is a standard action. The death attack fails if the target detects the assassin or recognizes the assassin as an enemy (although the attack might still be a sneak attack if the target is denied his Dexterity bonus to his Armor Class or is flanked). If the victim of such a death attack fails a Fortitude save (DC 16) against the kill effect, she dies. If the saving throw fails against the paralysis effect, the victim is rendered helpless and unable to act for 1d6+2 rounds. If the victim’s saving throw succeeds, the attack is just a normal sneak attack. Once the assassin has completed the 3 rounds of study, he must make the death attack within the next 3 rounds.
If a death attack is attempted and fails (the victim makes her save) or if the assassin does not launch the attack within 3 rounds of completing the study, 3 new rounds of study are required before he can attempt another death attack.

Poison Use (Ex): Assassins are trained in the use of poison and cannot accidentally poison themselves when applying poison to a blade (see Poison).

Uncanny Dodge (Ex): At 2nd level, an assassin cannot be caught flat-footed, even if the attacker is invisible. He still loses his Dexterity bonus to AC if immobilized. An assassin with this ability can still lose his Dexterity bonus to AC if an opponent successfully uses the feint action against him.


Equipment

Encumberance: X lbs. (Light Load)

  • Carrying Capacity:
    • Light Load: 0-60 lbs.
    • Medium Load: 61-120 lbs.
    • Heavy Load: 121-180 lbs.

Gear

  • Masterwork Quarterstaff
  • +1 Light Crossbow
  • 20 Bolts
  • Leather Armor
  • Scroll of Invisibility Sphere
  • Potion of Hide from Undead
  • Lesser Selective Metamagic Rod
  • Iron Circlet of Disguise
Bio:

Hessk

The World of Tel-Avi Brand_Darklight Brand_Darklight