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[Race] Gnoll

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[Race] Gnoll

Postby Fax » Fri Nov 05, 2010 9:13 am

Gnolls are hyena-headed humanoids that wander in loose tribes. Most gnolls have dirty yellow or reddish-brown fur. A gnoll is generally a nocturnal carnivore. They are among the more savage of races, only very recently joining what is widely considered to be 'civilized society.'

A gnoll is about 7½ feet tall and weighs 300 pounds. Gnolls speak Gnoll.

  • +2 Strength, +2 Constitution, -2 Intelligence, -2 Charisma
  • Medium size: Gnolls, being medium, receive no adjustments based on size.
  • Gnoll: Gnolls are humanoids with the (Gnoll) subtype.
  • Speed: A gnoll's base land speed is 40 feet.
  • Darkvision: out to 60'.
  • Natural Weapons: Gnolls possess a vicious bite attack which deals 1d6 damage. A gnoll's bite attack is its primary natural attack.
  • Terrifying: Gnolls receive a +4 racial bonus on Intimidate checks due to their savage demeanor. Gnolls may use their Strength modifier for Intimidate checks and when deterimining the save DC of fear effects rather than their Charisma, if it is higher.
  • Natural Talent: A gnoll has a small pool of reserve energy from their savagery they may tap into daily. A gnoll has one charge per three class levels, minimum one. A charge may be spent to activate one of the following abilities as a standard action (unless otherwise noted) or to power a feat with the [Gnoll] descriptor:
    • Fearsome Slaughter: The gnoll can activate this ability as an immediate action after reducing a foe to 0 or fewer hit points. By sacrificing the rest of their attacks in that round (including Attacks of Opportunity), the gnoll can make a bite attack at their full base attack bonus against the foe that triggered this ability. If the bite attack hits, the gnoll treats this attack as a critical hit for rolling damage. If his foe is slain by this ability, all opponents within 15' must make a Will save (DC 10 + 1/2 the gnoll's HD + the gnoll's Cha mod) or suffer a -2 penalty on attacks and saving throws against the gnoll for the duration of the encounter.
    • Savage Howl: The gnoll can emit a fear-inducing howl. All living creatures within a 30-foot radius must succeed on a Will save (DC 10 + 1/2 the gnoll's HD + the gnoll's Cha mod) or become shaken for 1d4 rounds. This is a sonic, mind-affecting, fear effect. A creature that successfully saves against the howl cannot be affected by the same gnoll's howl for 24 hours.
    • Vicious Fangs: The gnolls's natural attacks are treated as magical weapons and receive a +1 enhancement bonus. This enhancement bonus increases every five levels (to +2 at 5th level, +3 at 10th level, +4 at 15th level, and +5 at 20th level). This bonus lasts for a number of rounds equal to the gnoll's Constitution modifier.
  • Automatic Languages: Gnoll. Bonus Languages: Common, Giant, Goblin, Orc.
  • Favored Class: Barbarian and hunter. Gnolls substitute 1/2 their class level plus their Hero Value for their class level when determining the strength of [Progressing] features in the barbarian class if they have at least three barbarian levels. Shifters also substitute 1/2 their class level plus their Hero Value for their class level when determining the strength of [Progressing] features in the hunter class if they have at least three hunter levels.
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