Gnoll/pf: Difference between revisions
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==Alternate Racial Traits== | ==Alternate Racial Traits== | ||
* '''Terrifiying Howl (Su):''' Gnolls like to frighten and intimidate their opponents. When a gnoll with this racial trait howls or barks, all creatures except other gnolls within a 30-foot radius must succeed on a Will save or become frightened for 1d4 rounds. The DC is 10 + 1/2 the gnoll's HD (min. 1) + the gnoll's Charisma modifier (if any). This is a sonic mind-affecting fear effect. Whether or not the save is successful, an affected creature is immune to the same gnoll's howl for 24 hours. Using this ability is a standard action. This racial trait replaces the Carrion Sense and Tough Skin. | * '''Terrifiying Howl (Su):''' Gnolls like to frighten and intimidate their opponents. When a gnoll with this racial trait howls or barks, all creatures except other gnolls within a 30-foot radius must succeed on a Will save or become frightened for 1d4 rounds. The DC is 10 + 1/2 the gnoll's HD (min. 1) + the gnoll's Charisma modifier (if any). This is a sonic mind-affecting fear effect. Whether or not the save is successful, an affected creature is immune to the same gnoll's howl for 24 hours. Using this ability is a standard action. This racial trait replaces the Carrion Sense and Tough Skin. | ||
* '''Bonecracker:''' Some gnolls develop particularly strong jaws and fangs. Gnolls with this racial trait gain a bite attack that deals 1d4 points of damage. This is a primary attack, or a secondary attack if the gnoll is wielding manufactured weapons. This racial trait replaces the Carrion Sense trait. | * '''Bonecracker:''' Some gnolls develop particularly strong jaws and fangs. Gnolls with this racial trait gain a bite attack that deals 1d4 points of damage. This is a primary attack, or a secondary attack if the gnoll is wielding manufactured weapons. This racial trait replaces the Carrion Sense trait. | ||
* ''' | * '''Hound:''' Some gnolls are more comfortable on four legs than on two. Gnolls with this racial trait gain a +10ft increase to their base speed and count as having the Run feat whenever they drop to all fours. Dropping to all fours is a free action that does not provoke attacks of opportunity; standing back up is a move action that does. A prone gnoll still needs to stand back up to return to a four-legged stance (provoking attacks of opportunity), but it also retains the option of crawling as normal. A gnoll cannot use its hands for any other purpose while running on all fours. This racial trait replaces Tough Skin. | ||
* '''Delegation:''' +4 on Diplomacy and Intimidate checks when trying to persuade someone to do something you could do yourself. This racial trait replaces the Keen Senses and Intimidating racial traits. | |||
==Flind== | ==Flind== |
Revision as of 16:19, 12 January 2013
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 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.
- Keen Senses Gnolls gain a +2 racial bonus to Perception.
- Intimidating Gnolls gain a +2 racial bonus to Intimidate.
- Carrion Sense Gnolls have a natural ability to sniff out carrion. This functions like the scent ability, but only for corpses and badly wounded creatures (25% or fewer hit points)
- Healthy Gnolls gain a +4 racial bonus to Fort saves vs Poison or Disease
- 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.
Alternate Racial Traits
- Terrifiying Howl (Su): Gnolls like to frighten and intimidate their opponents. When a gnoll with this racial trait howls or barks, all creatures except other gnolls within a 30-foot radius must succeed on a Will save or become frightened for 1d4 rounds. The DC is 10 + 1/2 the gnoll's HD (min. 1) + the gnoll's Charisma modifier (if any). This is a sonic mind-affecting fear effect. Whether or not the save is successful, an affected creature is immune to the same gnoll's howl for 24 hours. Using this ability is a standard action. This racial trait replaces the Carrion Sense and Tough Skin.
- Bonecracker: Some gnolls develop particularly strong jaws and fangs. Gnolls with this racial trait gain a bite attack that deals 1d4 points of damage. This is a primary attack, or a secondary attack if the gnoll is wielding manufactured weapons. This racial trait replaces the Carrion Sense trait.
- Hound: Some gnolls are more comfortable on four legs than on two. Gnolls with this racial trait gain a +10ft increase to their base speed and count as having the Run feat whenever they drop to all fours. Dropping to all fours is a free action that does not provoke attacks of opportunity; standing back up is a move action that does. A prone gnoll still needs to stand back up to return to a four-legged stance (provoking attacks of opportunity), but it also retains the option of crawling as normal. A gnoll cannot use its hands for any other purpose while running on all fours. This racial trait replaces Tough Skin.
- Delegation: +4 on Diplomacy and Intimidate checks when trying to persuade someone to do something you could do yourself. This racial trait replaces the Keen Senses and Intimidating racial traits.
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 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.
- Scent Flinds gain the Scent special ability.
- Flind Influence: 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.
- Healthy: Flind gain a +4 racial bonus to Fort saves vs Poison and Disease (including magic).
- Hardy: Flind gain a +2 racial bonus to saves vs Poison, Spells and Spell-like abilities
- 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.
- 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.