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balancing the Gnoll


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boredgremlin said:
To make them worth a crap i gave them scent for free (dogs dont have to use a feat on it), a +2 to listen checks (sharp senses), a +4 bonus to survival checks (they live as hunter gatherers, something even most elves dont do), free endurance feat, and a bite attack for 1d6 like a dogs. I changed thier dark vision to lowlight vision because I feel it makes more sense for creatures who live outside, not in caves to have low light vision. It makes them into a vicious race of wilderness hunters and raiders. They make great rangers.

I also dont use them to charge in and die like idiots. They are hunters and fight like it. They use attalata's (primitive spear launchers), hit and run tactics, and traps. I based them off of american indians before the invention of bow. But bigger and meaner.

Sounds cool! I love gnolls, too. They rock.
 

smootrk said:
I was thinking about the bite attacks that a few have mentioned...

Although dogs/hyenas/wolves have d6 damage for bite attacks, thinking logically, I would think that since Gnolls have hands and walk upright, they would have lost some of the effectiveness of their natural attacks as they evolved. For instance, look at the differences between apes and humans (no offense to hardcore creationists).... as the human developed more tech and brain power, the physical traits of teeth, claws, etc. went away.

Thinking along those lines, I would still give the bite attack, but would probably drop to d4 damage. Any other thoughts on this or am I thinking too much into this?

We know that irl early hominids had stronger jaws and teeth than modern humans so it all depends on how 'evolved' the Gnoll jaw is. IMC Gnolls still eat raw meat from their prey and as such they still have strong jaws and teeth (ie d6 bite). If however your Gnolls are more refined omnivores who cook their kmeat then yes its likely that their jaws aren't as stong (bite d4) or no bite at all...
 

Tonguez said:
We know that irl early hominids had stronger jaws and teeth than modern humans so it all depends on how 'evolved' the Gnoll jaw is. IMC Gnolls still eat raw meat from their prey and as such they still have strong jaws and teeth (ie d6 bite). If however your Gnolls are more refined omnivores who cook their kmeat then yes its likely that their jaws aren't as stong (bite d4) or no bite at all...


I think if you want to speak about this in evolutionary terms, the d4 bite would develop from the d6 when the gnoll becomes a biped: the position of the head has to change 90 degrees, closing the throat and over time, I'd imagine, the jaw's ability to gape, grip.

This is of course beside the point, if we are trying to balance the gnoll in game terms.

Boredgremlin's +4 on survival checks is clearly inn tune with what I was thinking; surely survival has to be come a class skill before the gnoll can have bonuses with it, though?

KS.
 

I like to have my gnolls subsist on a diet rich in legumes and be equipped with slings; I have a theory that their attacks are automatically enchanted. (I like to call it my "magic bullet from the gassy gnoll" theory).

Daniel
 

I Think Gnolls would actually be best with the 2 humanoid levels (inferior to any PC class)
and LA +0,

This is what happened to Gnolls IMC - Racial paragon charroiteers
http://www.enworld.org/showthread.php?t=89415
The last post has stats for a charriot team.
As NPCs I didn't worry somuch about xp needed and just gave equipment as approptriate - for NPCs level +1 (to account for costs of charriot and domesticated hyenas)
 

Pielorinho said:
I like to have my gnolls subsist on a diet rich in legumes and be equipped with slings; I have a theory that their attacks are automatically enchanted. (I like to call it my "magic bullet from the gassy gnoll" theory).

This post should be reported to the Mods for inappropriate hilarity. And then stored in the archives. so that all may marvel at its wit. :D
 


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