Gnoll CE Ranger: Jorygg

2 posts / 0 new
Last post

I have a very accomodating DM who lets us roll stats (4d6, drop the lowest and re-roll 1's). Starting at level 4. In an effort to make him a more compelling character, I wanted to toss out a few ideas just to make him downright scary, the Chaotic Evil bastard that he is. I am very curious regarding feedback on his story. I tried to go as canon as possible, considering I'm working with Yeenoghu here. I wanted him to use the god's favored weapon (triple-headed flail), and since he's a dual-blade ranger, he can dual wield em. My inspiration for the character is a mix of Korgan Bloodaxe from Baldur's Gate 2, and T’chakatimlamitilnog from Goblin Corps, by Ari Marmell.

And his Crit Theme (yes, DM gives us an option of music to play when we crit on an attack roll: www.youtube.com/watch?v=I9Ej80wM4wI

First, Jorygg is a gnoll ranger, but others refer to him as a trophy-hunter. Born of bad omen, a stillborn given life by a priest of Yeenoghu: born in death and kept alive only to deal more of it. He was raised with the belief that he is, himself, already dead - and those he escorts into death will serve him in the afterlife in an army he is to lead in the Blood War. For now, his motivation is to create that army. Ambition, and no small amount of luck, will determine his success. This has led to a rather odd relationship with those he respects and fights alongside of: depending on how much he likes them, he might just kill them "for use later."

He carries with him an assortment of minor fetishes and trophies from enemies he's slain. A more common perception might be so he can display his might. But he isn't the best at remembering things, and the reason he keeps his assortment of oddities is for that very same reason: to remember. His sense of smell was always keen, and it's the scent of things - bits of fur from the warg he killed, a scrap of cloth from the sorceror's robe, and a broken zombie's rib that make all the memories flood back. But when it comes to his pack, he feels an intense kind of belonging. He might be considered kind of strange to always revisit the smells and tastes of the various items hanging from his belt and tucked into his armor, but if not to remember, what good is a fight?

He is mostly Id (en.wikipedia.org/wiki/Id,_ego_and_super-...), and his need to exert status over the weak is rather keen. Every attack (see character build below) is geared towards bringing his enemy crashing to the ground. His weapons, both triple-headed flails, are named after two packmates he had competed with (and killed) as a pup; given to him by the pack's witch - named Drogga and Mulgyr. Created on a stone table in the middle of a lightning storm, Drogga is a Lightning Weapon Triple-Headed Flail (main hand), and Mulgyr is a Thundering Triple-Headed flail. After having claimed their power for his own, he uses his "packmates" to bring every foe to its knees in submission.


The feats interact as follows

Mark of storm (the bonus to flight, aside) allows him to slide any enemy 1 square when he hits them with a lightning or thunder power.

Flail expertise states, instead of sliding, he can knock the enemy prone.

Drogga (lightning triple headed flail): As a free action, all damage is lightning.



====== Created Using Wizards of the Coast D&D Character Builder ======
Jorygg, level 4
Gnoll, Ranger
Fighting Style Option: Two-Blade Fighting Style
Ranger Option: Running Attack
Dark Sun
Born Under a Bad Sign (Born Under a Bad Sign Benefit)
Theme: Sensate

FINAL ABILITY SCORES
STR 19, CON 12, DEX 19, INT 10, WIS 12, CHA 8

STARTING ABILITY SCORES
STR 18, CON 10, DEX 16, INT 10, WIS 12, CHA 8


AC: 20 Fort: 17 Ref: 17 Will: 13
HP: 51 Surges: 7 Surge Value: 12

TRAINED SKILLS
Athletics +10, Dungeoneering +8, Endurance +7, Perception +10, Stealth +10

UNTRAINED SKILLS
Acrobatics +5, Arcana +2, Bluff +1, Diplomacy +1, Heal +3, History +2, Insight +3, Intimidate +3, Nature +3, Religion +2, Streetwise +1, Thievery +5

POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Gnoll Racial Power: Ferocious Charge
Hunter's Quarry Power: Hunter's Quarry
Wild Talent Cantrip: Body Equilibrium
Ranger Attack 1: Careful Attack
Ranger Attack 1: Twin Strike
Ranger Attack 1: Hunter's Pounce
Ranger Attack 1: Jaws of the Wolf
Endurance Utility 2: Inspiring Fortitude
Ranger Attack 3: Cut and Run

FEATS
Toughness
Level 1: Flail Expertise
Level 2: Weapon Proficiency (Triple-headed flail)
Level 4: Mark of Storm

ITEMS
Jorygg's Pack: Drogga +1 x1  (Lightning Triple-Headed Flail +1)
Jorygg's Pack: Mulgyr +1 x1   (Thundering Triple-Headed Flail +1)
Pouncing Hide Armor +1 x1
Javelin
====== End ======

Say he encountered someone in the group he perceived as being more powerful than him.  Would he accept a more submissive role or fight to the death?