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Dark World: A Good vs. Evil Campaign World
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<blockquote data-quote="Knightfall" data-source="post: 5430040" data-attributes="member: 2012"><p><strong><span style="color: Red">GNOLL</span></strong></p><p></p><p><strong>Description:</strong></p><p></p><p><strong>Personality:</strong></p><p></p><p><strong>Racial Affinities:</strong></p><p></p><p><strong>Environment:</strong></p><p></p><p><span style="color: Red"><strong>RACIAL TRAITS AND ABILITIES</strong></span></p><p></p><p><strong>Darkvision:</strong> A gnoll can see in complete darkness for up to 60 feet.</p><p></p><p><strong>Hit Dice Bonus:</strong> A gnoll character doubles his/her first two Hit Die rolls, no matter his/her chosen character class to simulate his/her racial Hit Dice. Add any bonuses for high Constitution scores after doubling the roll of the die. For example, a male gnoll fighter with a Constitution score of 15 rolls 1d10, multiplies the results by 2, and adds +1 to determine his hit points. If his roll is 7 for 1st-level, he starts play with 15 hit point (7 x 2 = 14 + 1 = 15). After gaining enough XP to reach 2nd-level, he would double his hit point roll and add his Constitution modifier again. After that he gains hit points normally.</p><p></p><p><strong>Natural Weapons:</strong> If fighting without weapons, a gnoll can make one slam attack every round (2d4 damage). If using a weapon, he/she can strike with the weapon and the slam attack in the same round. Multiple attacks allowed by higher levels only apply to weapons.</p><p></p><p><strong>Tough Hide:</strong> A gnoll has a +1 natural Armor Class bonus.</p><p></p><p><strong>Languages:</strong> Gnoll and any two of the following: Common, Draconic, Elf, Goblinoid, Orc.</p><p><strong>Size:</strong> Large</p><p><strong>Movement:</strong> 30 feet</p><p><strong>Attribute Modifiers:</strong> +2 Strength, +1 Constitution, -1 Intelligence, -2 Charisma</p><p><strong>Typical Classes:</strong> Barbarian, Cleric, Fighter, Ranger, Shaman</p><p><strong>Assassin and Rogue Modifiers:</strong> +2 to listen, -2 to hide</p><p><strong>Ranger Modifiers:</strong> +2 to track, -2 to conceal</p><p></p><p><strong>Physical Characteristics</strong></p><p>▪ 7 to 8 feet tall</p><p>▪ 250 to 350 pounds</p></blockquote><p></p>
[QUOTE="Knightfall, post: 5430040, member: 2012"] [B][COLOR="Red"]GNOLL[/COLOR][/B] [B]Description:[/B] [B]Personality:[/B] [B]Racial Affinities:[/B] [B]Environment:[/B] [COLOR="Red"][B]RACIAL TRAITS AND ABILITIES[/B][/COLOR] [B]Darkvision:[/B] A gnoll can see in complete darkness for up to 60 feet. [B]Hit Dice Bonus:[/B] A gnoll character doubles his/her first two Hit Die rolls, no matter his/her chosen character class to simulate his/her racial Hit Dice. Add any bonuses for high Constitution scores after doubling the roll of the die. For example, a male gnoll fighter with a Constitution score of 15 rolls 1d10, multiplies the results by 2, and adds +1 to determine his hit points. If his roll is 7 for 1st-level, he starts play with 15 hit point (7 x 2 = 14 + 1 = 15). After gaining enough XP to reach 2nd-level, he would double his hit point roll and add his Constitution modifier again. After that he gains hit points normally. [B]Natural Weapons:[/B] If fighting without weapons, a gnoll can make one slam attack every round (2d4 damage). If using a weapon, he/she can strike with the weapon and the slam attack in the same round. Multiple attacks allowed by higher levels only apply to weapons. [B]Tough Hide:[/B] A gnoll has a +1 natural Armor Class bonus. [B]Languages:[/B] Gnoll and any two of the following: Common, Draconic, Elf, Goblinoid, Orc. [B]Size:[/B] Large [B]Movement:[/B] 30 feet [B]Attribute Modifiers:[/B] +2 Strength, +1 Constitution, -1 Intelligence, -2 Charisma [B]Typical Classes:[/B] Barbarian, Cleric, Fighter, Ranger, Shaman [B]Assassin and Rogue Modifiers:[/B] +2 to listen, -2 to hide [B]Ranger Modifiers:[/B] +2 to track, -2 to conceal [B]Physical Characteristics[/B] ▪ 7 to 8 feet tall ▪ 250 to 350 pounds [/QUOTE]
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