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My Gnoll, PC, Barbarian class
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<blockquote data-quote="Tormyr" data-source="post: 7098126" data-attributes="member: 6776887"><p>This is what I would give a gnoll PC. The half-gnoll PC at my table had some slight modifications that I will explain below.</p><p>ASI: +2 Str, +1 Dex</p><p>Alignment: Usually chaotic evil</p><p>Speed: 30 feet</p><p>Darkvision: 60 feet</p><p>Bite: You are proficient in Bite attacks as a Strength-based melee attack that 1d4 + Str piercing damage</p><p>Rampage: Per the Gnoll trait (MM 163)</p><p>Language: Gnoll</p><p></p><p>Most of this is taken from the gnoll entry of the monster manual. The Strength is the main stat both in the MM and in the DMG. Int should not be the secondary stat as the DMG applies a -2 for gnoll NPCs. Really Dex is probably the best place for the secondary ASI as it is the only other positive stat on the gnoll.</p><p></p><p>My thoughts on exotic PC races are that they need to be as good or slightly worse than the PC races in the PHB. So the Gnoll PC race example here has a little less going on than the typical PC race. It can be argued that the Gnoll in the original post has more features than a typical PC race. The closest analog would be the half-orc which gets a skill proficiency, an extra chance to stay at 1 hp, and an extra damage die on a critical hit. The Gnoll in the original post gets a bonus proficiency, an optional speed boost, an opportunity at a bonus attack and speed boost, and a bite attack. It seems like just a bit too much.</p><p></p><p>In a previous adventure, one of my players had a druid who, based on a string of silly events, caught the eye of a healer in a tribe of Gnoll Aasimar that the party stumbled upon. After he disappeared for the night, the party moved on until at the end of the adventure he was called back because she was pregnant. When we started up our Age of Worms campaign, the player asked if he could play the half-gnoll son of his previous character. I made the following changes to the above gnoll template based on his PC's background:</p><p>Alignment: somewhere around chaotic good</p><p>Bite removed</p><p>Rampage changed to a weapon attack</p><p>Common language added.</p><p>When he wanted to use <em>find steed</em> to summon a Giant Hyena, I told him he could do that but it was actually a manifestation of part of his inner nature, and the Rampage feature would not be available while the steed was summoned.</p><p></p><p>The Barbarian archetype in the original post is basically a Berserker with some modifications. However the Flesh Ripper is significantly better in almost all areas:</p><p>Level 3: The Berserker gets a bonus attack at a significant cost (Exhaustion); The flesh ripper gets 3 attacks as a bonus action all the time while raging.</p><p>Level 6: Exactly the same</p><p>Level 10: The Berserker's frighten attack affects 1 creature, costs an action per round to keep up, is Charisma based (as a frighten action should be), and doesn't work on the same creature within 24 hours; The Flesh Ripper's frighten attack affects everyone in 30', is Strength based, and stays up for Constitution modifier number of rounds, and can be used on the same creature repeatedly.</p><p>Level 14: Berserker gets one weapon attack as a retaliation. Flesh ripper gets two attacks as a retaliation.</p><p></p><p>My version of the Flesh Ripper would look like:</p><p>Primal (Level 3): You are proficient in Claw attacks. It is a strength based attack that does 1d4+Strength slashing damage. Your Bite and Claw attack weapon die changes to a d6 at level 5, a d8 at level 11, and a d10 at level 17. While raging you may make a bonus attack with your Bite or Claw that follows the rules for Two Weapon Fighting.</p><p>Rage of Yeenoghu (Level 6): Duplicate Berserker level 6 feature</p><p>Presence of Yeenoghu (Level 10): Duplicate Berserker level 10 feature</p><p>Rage of Yeenoghu(Level 14): Duplicate Berserker level 14 feature but allow the 1 attack to be a weapon, Claw, or Bite attack.</p><p></p><p>This version of the Flesh Ripper is only slightly better than a Berserker. The bonus attack at level 3 can be used more often and with a smaller penalty (no ability modifier damage) than the Berserker. Any time a creature is reduced to 0 hp, the bonus attack from Rampage could be used with the full Strength damage added on rather than the bonus attack granted by Primal. Advancing the damage for the natural weapon attack like a monk allows the natural weapons to be used instead of regular weapons and is fine as long as the Flesh Ripper is not getting silly numbers of extra attacks.</p></blockquote><p></p>
[QUOTE="Tormyr, post: 7098126, member: 6776887"] This is what I would give a gnoll PC. The half-gnoll PC at my table had some slight modifications that I will explain below. ASI: +2 Str, +1 Dex Alignment: Usually chaotic evil Speed: 30 feet Darkvision: 60 feet Bite: You are proficient in Bite attacks as a Strength-based melee attack that 1d4 + Str piercing damage Rampage: Per the Gnoll trait (MM 163) Language: Gnoll Most of this is taken from the gnoll entry of the monster manual. The Strength is the main stat both in the MM and in the DMG. Int should not be the secondary stat as the DMG applies a -2 for gnoll NPCs. Really Dex is probably the best place for the secondary ASI as it is the only other positive stat on the gnoll. My thoughts on exotic PC races are that they need to be as good or slightly worse than the PC races in the PHB. So the Gnoll PC race example here has a little less going on than the typical PC race. It can be argued that the Gnoll in the original post has more features than a typical PC race. The closest analog would be the half-orc which gets a skill proficiency, an extra chance to stay at 1 hp, and an extra damage die on a critical hit. The Gnoll in the original post gets a bonus proficiency, an optional speed boost, an opportunity at a bonus attack and speed boost, and a bite attack. It seems like just a bit too much. In a previous adventure, one of my players had a druid who, based on a string of silly events, caught the eye of a healer in a tribe of Gnoll Aasimar that the party stumbled upon. After he disappeared for the night, the party moved on until at the end of the adventure he was called back because she was pregnant. When we started up our Age of Worms campaign, the player asked if he could play the half-gnoll son of his previous character. I made the following changes to the above gnoll template based on his PC's background: Alignment: somewhere around chaotic good Bite removed Rampage changed to a weapon attack Common language added. When he wanted to use [I]find steed[/I] to summon a Giant Hyena, I told him he could do that but it was actually a manifestation of part of his inner nature, and the Rampage feature would not be available while the steed was summoned. The Barbarian archetype in the original post is basically a Berserker with some modifications. However the Flesh Ripper is significantly better in almost all areas: Level 3: The Berserker gets a bonus attack at a significant cost (Exhaustion); The flesh ripper gets 3 attacks as a bonus action all the time while raging. Level 6: Exactly the same Level 10: The Berserker's frighten attack affects 1 creature, costs an action per round to keep up, is Charisma based (as a frighten action should be), and doesn't work on the same creature within 24 hours; The Flesh Ripper's frighten attack affects everyone in 30', is Strength based, and stays up for Constitution modifier number of rounds, and can be used on the same creature repeatedly. Level 14: Berserker gets one weapon attack as a retaliation. Flesh ripper gets two attacks as a retaliation. My version of the Flesh Ripper would look like: Primal (Level 3): You are proficient in Claw attacks. It is a strength based attack that does 1d4+Strength slashing damage. Your Bite and Claw attack weapon die changes to a d6 at level 5, a d8 at level 11, and a d10 at level 17. While raging you may make a bonus attack with your Bite or Claw that follows the rules for Two Weapon Fighting. Rage of Yeenoghu (Level 6): Duplicate Berserker level 6 feature Presence of Yeenoghu (Level 10): Duplicate Berserker level 10 feature Rage of Yeenoghu(Level 14): Duplicate Berserker level 14 feature but allow the 1 attack to be a weapon, Claw, or Bite attack. This version of the Flesh Ripper is only slightly better than a Berserker. The bonus attack at level 3 can be used more often and with a smaller penalty (no ability modifier damage) than the Berserker. Any time a creature is reduced to 0 hp, the bonus attack from Rampage could be used with the full Strength damage added on rather than the bonus attack granted by Primal. Advancing the damage for the natural weapon attack like a monk allows the natural weapons to be used instead of regular weapons and is fine as long as the Flesh Ripper is not getting silly numbers of extra attacks. [/QUOTE]
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