| Squaba |
I know this is a topic done to death but I'm trying to get this figured out for a game I plan on running. I want Gnolls to be a major race in the game so I am trying to figure out a fair set of racial stats for them. This is what I have so far.
+2 Str, +2 Con, -2 Int, Darkvision 60 ft, +2 Survival, +2 Perception.
I used this thread as a guide to create the race.
They started with a bonus in Wis which I took away for 2 more points to spend. The stats above are what I ended up with. My concern is that they may seem to weak? I know that a +2 Str is kinda a big deal, but so is a -2 to Int, maybe replace the Int penalty with a Cha penalty?
Any advice is appreciated, thank you.
| Realmwalker |
This is what I lifted from the WoW d20 rpg for Gnolls.
Gnoll Racial Traits
+2 Strength -2 Intelligence -2 Charisma
Gnolls are strong but lack intellegence and leadership skills.
Medium: Gnolls are medium sized creatures and gain no bonuses or penalties due to their size.
Speed: Gnolls have a ground speed of 30 feet.
Darkvision: Gnolls have darkvision out to 60 feet.
Tough Hide: Gnolls have a +1 natural armor bonus.
Languages: Gnoll, Gnolls with high intelligence scores may choose from Abyssal, Draconic, Giant, Goblin, Orc and Undercommon
I would add Keen Senses: +2 racial bonus to perception skill checks.
I don't think it would make this too powerful.
| Sean FitzSimon |
I can only assume that you're trying to balance them against the other player races, correct? Specifically, the core 7. So let's break it down from that.
You've given them two bonuses to a physical score and 1 penalty to a mental. Generaly speaking it should be a bonus to 1 physical and 1 mental, so I'd recommend +2 Strength, +2 Wisdom, -2 Intelligence. Looking over the race this seems most appropriate when trying to fit them among our core 7.
Then you've got Darkvision, which is worth 2 points. Add on +2 survival/perception and you get another 2 points, giving you a total of a 4 point race. Ouch. Though really I think it should be survival/intimidate, as they're a primitive tribal race built on intimidation. But whatevs.
They definitely need beefing up, but it's important to avoid the biggest pitfall of race building: don't build a race to be a specific class. Races should be versatile and capable of covering many roles successfully. Leaving the points as you did originally means that they're pretty much only melee combatants, though that's worth 8 points instead of 4. You could give them +1 while flanking due to their pack tactics for 2 points. A +1 natural armor bonus is worth 4 points, and remains fairly neutral in terms of usefulness.
Just a few thoughts.
| SmiloDan RPG Superstar 2012 Top 32 |
I don't know if it makes sense for gnolls, but there is a racial trait I thought of that might fit.
Brutal Weapons (Ex): Gnolls can wield Large-sized simple weapons without penalty.
Alternatively, maybe give them scent?
Maybe something like the Great Ally ability 3.5 kenku had (+4 when flanking instead of +2, +3 on Aid Another checks instead of +2). I can see a pack of hyena-like savages ganging up on their prey.
Maybe a +2 bonus on Fortitude saves against poison and disease from being scavengers?
Maybe a salvage ability that lets them use equipment with the broken condition without penalty?
My only concern is that they get bonuses to two physical stats. +2 Strength, +2 Wisdom, -2 Intelligence is a little bit TOO much like the beta half-orc, which I would actually use for PC orcs in any campaign I would run. +2 Con, +2 Wis, -2 Int is a bit too much like the dwarf.
EDIT:
Thought of another racial feature:
Bully (Ex): A gnoll can make an Intimidate check in place of the related skill check when using the Aid Another action. The DC is the same as it would be to demoralize the creature the gnoll is attempting to aid.
Mikaze
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Another "+2STR,+2WIS,-2INT for orcs before gnolls" person here. I'd definitely err in favor of +2 Physical, +2 Mental, -2 Phys OR Mental in any case.
One thing at a glance that seems fitting for gnolls is to play up their "bullying coward" image or their pack tactics. Maybe give them Gang Up for free?
| Squaba |
Okay, going on the information above I've modified my stuff a bit. I was going for a "Noble Savage" kind of approach on these guys, I wanted them to be a society obsessed with the hunt and the glory of a battle, so I suppose I was a bit too caught up with the physical side of it. Here are my modified stats with some explanation.
+2 Str - Gnolls are a people obssesed with combat and the hunt and value strength.
+2 Wis - As hunters gnolls learn the ways of nature and the wild.
-2 Cha - Gnolls are gruff and often considered uncivilized.
+1 AC - Gnolls have thick fur and tough skin.
Darkvision 60 feet - Gnolls can see in the dark and prefer the night.
+2 Survival - Gnolls are raised to be hunters.
+2 Perception - Gnolls have animal senses, including a hightened sense of smell, sight, and hearing. They also hone these senses to be better hunters.
Pack Tactics - Gnolls are adept at fighting in groups and have learned to take advantage of an opponent that is caught off guard by their allies. A gnoll is considered to be flanking an opponent that is flanked by his allies.
| Sean FitzSimon |
Okay, going on the information above I've modified my stuff a bit. I was going for a "Noble Savage" kind of approach on these guys, I wanted them to be a society obsessed with the hunt and the glory of a battle, so I suppose I was a bit too caught up with the physical side of it. Here are my modified stats with some explanation.
+2 Str - Gnolls are a people obssesed with combat and the hunt and value strength.
+2 Wis - As hunters gnolls learn the ways of nature and the wild.
-2 Cha - Gnolls are gruff and often considered uncivilized.
+1 AC - Gnolls have thick fur and tough skin.
Darkvision 60 feet - Gnolls can see in the dark and prefer the night.
+2 Survival - Gnolls are raised to be hunters.
+2 Perception - Gnolls have animal senses, including a hightened sense of smell, sight, and hearing. They also hone these senses to be better hunters.
Pack Tactics - Gnolls are adept at fighting in groups and have learned to take advantage of an opponent that is caught off guard by their allies. A gnoll is considered to be flanking an opponent that is flanked by his allies.
It looks good, but I'm still struggling with the -2 Cha and no bonus to intimidate. As a race that is explicitly designed around tribal intimidation they're actually less successful at intimidation than an elf. An elf.
Name Violation
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+2 str, +2 wis, -2 int
Medium: Gnoll's are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Gnoll's have a base speed of 30 feet.
Darkvision: Gnoll's can see in the dark up to 60 feet (see darkvision.)
+1 Natural Armor
+2 racial bonus on Perception checks.
Weapon Familiarity: Gnoll's are proficient with flails and heavy flails, and treat dire flails, nunchucks, and spiked chains as well as any weapon with 'Gnoll" in its name as martial weapons.
| Squaba |
It looks good, but I'm still struggling with the -2 Cha and no bonus to intimidate. As a race that is explicitly designed around tribal intimidation they're actually less successful at intimidation than an elf. An elf.
I don't necessarily agree that they're a race built around intimidation, but I do agree with the elf part. I think that's a flaw with the way intimidate works though. Going off the idea that they are tribal hunters it's not weird to think that they are silent and don't really get along well with outsiders.
However, being hunters means they value their crafting abilities like their traps and weapons. It also means they value their knowledge of nature.
So in the end, losing some intimidate but also loosing the other Charisma skills they don't need beats out loosing two skills that fit the theme I am going for.
| Xenomorph 27 |
Gnoll
Hunched and feral, this furred, hyena-headed humanoid stands slightly taller than the average human.
+2 Constitution, +2 Dexterity, -2 Charisma
Darkvision: Gnolls can see in the dark up to 60 feet.
Hyena's Gait (Ex): Gnolls can drop to all fours as a free action, dropping any items held in their hands. While on all fours, they gain access to the Run feat. Standing back up is a swift action.
Iron Stomach: Gnolls are immune to mundane ingested diseases and toxins. They also receive a + 2 racial bonus on survival.
Medium: Gnolls are Medium creatures, and have no bonuses or penalties due to their size.
Normal Speed: Gnoll's have a base speed of 30 feet.
Keen Senses: Gnolls receive a +2 racial bonus on Perception skill checks.
Scent (Ex): This special quality allows a gnoll to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Gnolls with the scent ability can identify odors just as humans do familiar sights. Gnolls can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scent, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected by triple normal range. When a gnoll detects a scent, the exact location of the source in not revealed—only its presence somewhere within range. The gnoll can take a move action to note the direction of the scent. When the gnoll is within 5 feet of the source, it pinpoints the source’s location. A gnoll with the scent ability can follow tracks by smell, making a Wisdom (or Survival) check to find or follow the track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry’s odor is, the number of creatures, and the age of the trail. For each hour the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill. Gnolls tracking by scent ignore the effects of surface conditions and poor visibility.
Languages: Gnolls begin play speaking Common and Gnoll. Gnolls with high Intelligence scores can choose from among the following bonus languages: Dwarven, Giant, Orc, Goblin, Undercommon.
| Jeremy Clements |
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My Basic Gnoll
Medium Creature
Speed: 30
+2 Con
-2 Int
+1 Natural Armor
+2 to Survival and Intimidate
Darkvision 60ft.
Immune to Ingested Poisons, Toxins, and Diseases
Lang: Abyssal and Gnoll
(Additonal Options: Common, Undercommon, Goblin, Orc, Giant, and Draconic)
Additonal (Gnoll Feats)
1. Flind Born: +1 HP /lvl, +2 cha based checks to influence Gnolls and other humanoid creatures, Gains +1 damage with Flail weapons. (Must be taken at 1st level)
2. Scent: The character has developed its sense of smell to its best potential (Per the Monster ability, See Rules)
3. Gnoll Weapon Group: Gains Proficiency with all Axes, Flails and Chain weapons.
This leaves a balanced 1st level race (I think) and offers welcome options. I feel that Gnolls admire strength, but that does not mean they are naturally strong. They are tough however, and survivalists.
They are also lazy but cunning. Gnolls make great character options in my opinion, but it helps to have a GM who can offer the correct reactions of NPCs to a Gnoll character.