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Community
General Tabletop Discussion
*Pathfinder & Starfinder
balancing the Gnoll
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<blockquote data-quote="Kobold Stew" data-source="post: 2284612" data-attributes="member: 23484"><p>Hi,</p><p></p><p>following up on the thread earlier this week,</p><p></p><p><a href="http://www.enworld.org/showthread.php?t=133283" target="_blank">http://www.enworld.org/showthread.php?t=133283</a></p><p></p><p>I've been asking myself what would make the Gnoll comparable to other 2 hit die + 1 level adjustment (3 ECL) races, and fit them in the overall progression. I'm not looking to make Gnolls overpowered, and am even content to have them a bit on the low side of the balance equation. Given that some change is agreed to be desirable, I'm looking for MINIMUM changes to make the Gnoll viable.</p><p></p><p>Here are suggestions, and I'd appreciate any thoughts. I'm happy to give my rationalizations for any of this if asked.</p><p></p><p>scenario a. removing the LA, keeping the 2 hit dice.</p><p></p><p>Gnoll, as written, with the following additons:</p><p>1. the addition of two more class skills available, jump and survival.</p><p>2. changing the natural armour from +1 to +2. </p><p></p><p>However, as was pointed out, there are really no creatures with hit dice but with a level adjustment of +0. Thus, if the LA is seen as necessary, I would suggest </p><p></p><p>scenario b. 2 hit dice + 1 LA. </p><p></p><p>1. as above</p><p>2. as above.</p><p>3. the additon of a secondary bite attack, 1d4. </p><p>4. Scent ability.</p><p></p><p>To my mind, that puts the gnoll just below Lizard folk. </p><p></p><p>Thoughts? Preferences between these two?</p><p></p><p>Kobold Stew.</p></blockquote><p></p>
[QUOTE="Kobold Stew, post: 2284612, member: 23484"] Hi, following up on the thread earlier this week, [url]http://www.enworld.org/showthread.php?t=133283[/url] I've been asking myself what would make the Gnoll comparable to other 2 hit die + 1 level adjustment (3 ECL) races, and fit them in the overall progression. I'm not looking to make Gnolls overpowered, and am even content to have them a bit on the low side of the balance equation. Given that some change is agreed to be desirable, I'm looking for MINIMUM changes to make the Gnoll viable. Here are suggestions, and I'd appreciate any thoughts. I'm happy to give my rationalizations for any of this if asked. scenario a. removing the LA, keeping the 2 hit dice. Gnoll, as written, with the following additons: 1. the addition of two more class skills available, jump and survival. 2. changing the natural armour from +1 to +2. However, as was pointed out, there are really no creatures with hit dice but with a level adjustment of +0. Thus, if the LA is seen as necessary, I would suggest scenario b. 2 hit dice + 1 LA. 1. as above 2. as above. 3. the additon of a secondary bite attack, 1d4. 4. Scent ability. To my mind, that puts the gnoll just below Lizard folk. Thoughts? Preferences between these two? Kobold Stew. [/QUOTE]
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