Gnoll/pf: Difference between revisions

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===Racial Traits===
===Racial Traits===
* '''+4 Strength, +2 Constitution, -2 Intelligence, -2 Charisma:''' Gnolls are strong and hardy, but they have little mind for logic and are constantly challenging to find their position relative to others.
(Adjusted for playing gnolls with no racial level adjustment)
* '''+2 Strength, +2 Constitution, -2 Charisma:''' Gnolls are strong and hardy, but they are constantly challenging to find their position relative to others.
* '''Medium:''' Gnolls are Medium creatures and have no bonuses or penalties due to their size.
* '''Medium:''' Gnolls are Medium creatures and have no bonuses or penalties due to their size.
* '''Normal speed:''' Gnolls have a base speed of 30 feet.
* '''Normal speed:''' Gnolls have a base speed of 30 feet.
* '''Darkvision:''' Gnolls can see in the dark up to 60 feet.
* '''Darkvision:''' Gnolls can see in the dark up to 60 feet.
* '''Racial Hit Dice:''' Gnolls begin with two levels of humanoid which provide 2d8 Hit Dice, a base attack bonus of +1, base saving throw bonuses of Fort +3, Ref +0, Will +0, skill points equal to 2 x (2 + Int modifier), and one feat.  A gnoll's class skill is Perception.
* '''Tough Skin:''' Gnolls have a +1 natural armor bonus.
* '''Tough Skin:''' Gnolls have a +1 natural armor bonus.
* '''Languages:''' Gnolls begin play speaking Gnoll.  Gnolls with high Intelligence scores can choose from the following: Common, Draconic, Elven, Goblin, Orc.
* '''Languages:''' Gnolls begin play speaking Gnoll.  Gnolls with high Intelligence scores can choose from the following: Common, Draconic, Elven, Goblin, Orc.

Revision as of 21:03, 2 September 2011

Gnoll

Gnoll
CR 1 (400 XP)
Usually CE Medium humanoid (Gnoll)
Init +0; Senses darkvision 60 ft.; Perception +5
Defense
AC 15, touch 10, flat-footed 15 (+2 armor, +1 natural, +2 shield)
hp 11 (2d8+2)
Fort +4, Ref +0, Will +0
Offense
Speed 30 ft.
Melee spear +3 (1d8+3/x3)
Ranged spear +1 (1d8+2/x3)
Space 5 ft.; Reach 5 ft.
Statistics

Str 15, Dex 10, Con 13, Int 8, Wis 11, Cha 8
Base Atk +1; CMB +3; CMD 13

Feats Power Attack
Skills Perception +5
Skill Points 2
Languages Gnoll
Usual Gear leather armor, heavy wooden shield, spear
Ecology
Environment warm plains or desert
Organization solitary, pair, hunting party (2–5 gnolls and 1–2 hyenas), band (10–100 adults, 50% noncombatants, 1 sergeant of 3rd level per 20 adults, 1 leader of 4th–6th level, and 5–8 hyenas), or tribe (20–200 adults, 50% noncombatants 1 sergeant of 3rd level per 20 adults, 1 or 2 lieutenants of 4th or 5th level, 1 leader of 6th–8th level, 7–12 hyenas, and 4–7 hyaenodons)
Treasure NPC Gear

Racial Traits

(Adjusted for playing gnolls with no racial level adjustment)

  • +2 Strength, +2 Constitution, -2 Charisma: Gnolls are strong and hardy, but they are constantly challenging to find their position relative to others.
  • Medium: Gnolls are Medium creatures and have no bonuses or penalties due to their size.
  • Normal speed: Gnolls have a base speed of 30 feet.
  • Darkvision: Gnolls can see in the dark up to 60 feet.
  • Tough Skin: Gnolls have a +1 natural armor bonus.
  • Languages: Gnolls begin play speaking Gnoll. Gnolls with high Intelligence scores can choose from the following: Common, Draconic, Elven, Goblin, Orc.

Flind

Flind
CR 2 (600 XP)
Usually NE Medium humanoid (Gnoll)
Init +1; Senses darkvision 60 ft.; Perception +5
Defense
AC 18, touch 11, flat-footed 17 (+1 Dex, +2 natural, +3 armor, +2 shield)
hp 13 (2d8+4)
Fort +5, Ref +1, Will +0
Offense
Speed 30 ft.
Melee flindbar +5 (2d4+3/19-20)
Space 5 ft.; Reach 5 ft.
Statistics

Str 17, Dex 12, Con 15, Int 10, Wis 11, Cha 10
Base Atk +1; CMB +4; CMD 15

Feats Weapon Focus (flindbar)
Skills Perception +5, Survival +5
Skill Points 4
Languages Common, Gnoll
Usual Gear studded leather armor, heavy steel shield, flindbar
Ecology
Environment warm plains or desert
Organization solitary, pair, hunting party (1 plus 1-4 gnolls and 1–2 hyenas), band (1-10 adults and 10–100 gnolls, 50% noncombatants, 1 sergeant of 3rd level per 20 adults, 1 leader of 4th–6th level (25% gnoll), and 5–8 hyenas), or tribe (2-20 adults and 20–200 gnolls, 50% noncombatants, 1 sergeant of 3rd level (75% gnoll) per 20 adults, 1 or 2 lieutenants of 4th or 5th level (50% gnoll), 1 leader of 6th–8th level (25% gnoll), 7–12 hyenas, and 4–7 hyaenodons)
Treasure NPC Gear
Special Abilities

Skills: A flind has a +2 racial bonus on Charisma-based checks made to influence gnolls.

Flindbar

A flindbar resembles a pair of chain-linked iron bars, not unlike a flail. This one-handed exotic weapon costs 30 gp, deals 2d4 points of bludgeoning damage, has a threat range of 19-20, deals double damage on a critical hit, and weighs 2 pounds. Flinds treat a flindbar as a martial weapon instead of an exotic weapon.

The wielder of a flindbar gains a +2 bonus on combat maneuver checks made to disarm an enemy (including the roll to avoid being disarmed if such an attempt fails). If a proficient wielder threatens a critical hit, he can make a free disarm attempt against that opponent before confirming the critical hit (this disarm attempt doesn't provoke attacks of opportunity).

Racial Traits

  • +6 Strength, +2 Dexterity, +4 Constitution: Flinds are strong and hardy, smarter and more flexible than their weaker cousins, and more able to restrain their urges amongst other races.
  • Medium: Flinds are Medium creatures and have no bonuses or penalties due to their size.
  • Normal speed: Flinds have a base speed of 30 feet.
  • Darkvision: Flinds can see in the dark up to 60 feet.
  • Racial Hit Dice: Flinds begin with two levels of humanoid which provide 2d8 Hit Dice, a base attack bonus of +1, base saving throw bonuses of Fort +3, Ref +0, Will +0, skill points equal to 2 x (2 + Int modifier), and one feat. A flind's class skills are Perception and Survival. Flinds gain a +2 racial bonus on Charisma-based checks made to influence gnolls.
  • Weapon Familiarity: Flinds treat flindbars as martial weapons rather than exotic weapons.
  • Tough Skin: Flinds have a +2 natural armor bonus.
  • Languages: Flinds begin play speaking Common and Gnoll. Flinds with high Intelligence scores can choose from the following: Draconic, Elven, Goblin, Orc.