Race: Flind (per 2e Complete Book of Humanoids p.32)
(No special abilities for 2e Flinds! Not even Darksight! Just stat changes of +1 Str, -1 Cha...Also, I traded 2 MORE points of Cha for 1 point of Wisdom. She isn't cute, she's tall and fangy and muscular, and in personality terms she's an oafish barb who simply doesn't manifest what most Zakhari would think of as leadership qualities...Gnoll opinions may vary.)
Kits: Mercenary Barbarian/Mystic (Dervish)
Armor Class: Padded (8, -3 Dex = 5)
Hit Points: 9
Alignment: Neutral Good
Deity/Faith: Ten Thousand Gods
Station: 6Ability Scores:
Strength 16 (Dmg +1, Wt. Allow 70, Max Press 195, Open Doors 9, BB/LG 10%)
Dexterity 17 (React. +2, Missile Atk +2, AC -3)
Constitution 14 (SS 88%, Res 92%)
Intelligence 13 (Languages 3 (Gnoll, Akotan, Ogre), Bonus NW Proficiences 3, No Illusion Immunity)
Wisdom 16 (Magic Def +2, 2 1st level spells, 2 2nd level spells)
Charisma 8 (Max Henchmen 3, Loyalty Base -1, Reaction Adj. 0)Ranger Class Abilities:
Two-weapon fighting with no attack penalties
Bonus Proficiency: Tracking
Hide in Shadows 10%, Move Silently 15%Advice on Species Enemy?
(+4 to attack rolls, -4 to encounter reactions)
Cannot have more treasure than you can carryMercenary Barbarian Kit:
Bonus Proficiencies: Survival (Desert), Modern Language (Midani)
Forbidden Proficiencies: Etiquette, Heraldry, Singing
Limited Starting Armor: Only Hide, Padded or Scale (which means Padded, because RANGER)
Weapon Proficiencies: Spear, Short Sword, Jambiya, Khopesh
-2 Encounter Reaction Check Penalty to people not from own homeland, cannot be better than "Indifferent"
+2 Encounter Reaction Bonus to "Hostile" or "Threatening" approach towards Zakharans
5d4x10gp but cannot have more than 6gp not spent on equipmentCleric Class Abilities:
1+2 First Level Spells/day
Turn UndeadMystic Kit:
Bonus Proficiencies: Religion, Dancing
Major Access: All, Astral, Charm, Combat, Creation, Divination, Guardian, Healing, Necromantic, Protection, Summoning, and Sun.
Minor Access: Elemental (Locked to level 1-3 spells)
Forbidden: All other spheres
-2 Encounter Reaction Penalty when dealing with Pragmatist and Ethoist clergy, and -4 penalty when dealing with Moralist clergy.Weapon Proficiencies:
Two-Weapon Fighting without penalty (Ranger)
Tracking (Ranger) (16d20) She has a good nose on her.
Survival (Desert) (Mercenary) (13d20) She can find water, too.
Modern Language (Midani) (Mercenary) (13d20) She talks! More or less...
Religion (Mystic) (16d20) ...Mostly about the gods.
Dancing (Mystic) (17d20) She can swing it. Her khopesh, that is. Oops.
Healing (2) (14d20) Better than bandaids.
Herbalism (2) (12d20) Trust me, this is good for you.
Coffeemaking (1) (or Animal Lore) (Int) (13d20) For 24-hour perkiness.
Direction Sense (1) (Int) (13d20) Are you lost?
Gaming (1) (Int) (8d20) Do not take her to Vegas.Equipment:
Backpack (2g, 2#)
Belt Pouch, Large (1g, 1#)
Coffeepot (3g, 4#) (via Pathfinder)
Coffeepot, Silver (23g, 4#) (via Pathfinder)
Coffee, Exotic, 10# (3s, 10# (via Pathfinder)
Dry Rations, 1 week (10g, 7#)
Flint & Steel (5s)
Holy Symbol (25g)
Iron Pot (5s)
Jambiya (4g, 1#)
Khopesh (10g, 7#)
Knife Sheath, Ornate (13g)
Mirror, Small, Metal (10g)
Padded Armor (4g, 10#)
Short sword (10g, 3#)
Spear (12s, 5#)
Tent, Small (5g, 10#)
Full Waterskins, 2 (1.6g, 8#)
Total Weight Carried (don't recall if armor counts if worn?) 67#
Wealth: 5g, 7s, 7c
Quick Background Tidbits to be expanded later:
Gnara comes from somewhere far to the west, over the land-bridge to Akota (and I'm treating Akota, for lack of other information, as something similar to the areas of N. Africa which border the Persian Gulf). Her clan are exiles who came across a quarter of a continent (mostly the High Desert!) before settling in Ajayib as traders. She was a young priestess when they made the crossing, and the gnolls, being animist/shamanists, identified best with the Temple of Ten Thousand...Ajayib more so than most, and in her pilgrimages to learn more about their new home (unlike most of her clan, she liked growing up on the road and dislikes the idea of settling permanently in the city), she ended up hiring herself out with a few of her brothers as irregular skirmishers. She is of average height for a flind (about six and a half feet, as compared to most gnolls who are taller), somewhat lean and a bit visibly scarred and ragged-eared (attractive to gnolls, not so much to most Zakhari). Gnara usually wears (now that she and her family have gotten one too many earfulls about casual partial nudity) a loose, toga-like drape over a belted robe of padded armor. It's sewn in what the east end of the Silk Road would call "coat of eyes" pattern (vertical oval shapes with pointed ends) with studs in the center of each "eye" mimicking proper "armor of a thousand nails" (brigandine) (these faux-brigandine vests and coats were really common in some areas of China and Korea in time periods when brigandine meant "better class of soldier who earned higher pay."). This has the advantage of making her look a bit tougher than she really is (good when trying to negotiate pay, bad when enemies are trying to figure out who needs to go down first). She often paints her face colorfully and wears an outlandish quantity of copper, cowry and horn jewelry, including four large tusk earrings which are supported by a headdress
and ear plugs, marking her very, very clearly as Not From Around Here (and rather savagely so). Too make matters worse, the disparity between her garb (shoddy) and some of her gear (jeweled) makes it pretty clear that she's taken at least some of her past pay as loot...Which any Zakhari would consider only typical of such foul mercenary barbarians. Gnara's family are rather poorly-viewed merchants, barely scraping by as exporters of coffee along the caravan routes to the west with connections that go much further inland in Akota than most. They haul cowries and unusual (but not necessarily valuable) ivory on the return trip to Ajayib, and manage to make enough to keep the extended family ensconced relatively safely in a small compound in the poorer side of the city. Rather enamored of her independence and seeing herself now as a luff, tuff, worldy warrior-shaman, Gnara rarely stays at the compound if she can manage to find a place somewhere else. On the other hand, she occasionally finds herself dragging back to the compound in hopes that maybe some of her extended family's more mercantile members might be of assistance in shaking loose some of the pay which she consistently isn't receiving.