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General Tabletop Discussion
*Pathfinder & Starfinder
Ideas for gnoll spellcasters
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<blockquote data-quote="77IM" data-source="post: 4540741" data-attributes="member: 12377"><p>Well, the gnoll's main shtick seems to be Pack Attack, and so I'd have powers that make it easier for gnolls to gang up on people.</p><p></p><p>These are just off the top of my head.</p><p></p><p><strong><u>Gnoll Demoniac</u></strong> Level X Controller</p><p></p><p><strong>Abyssal Snares</strong> aura 5; enemies that start their turn in the aura are slowed.</p><p></p><p><img src="http://www.enworld.org/forum/images/smilies/bm.gif" class="smilie" loading="lazy" alt=":bmelee:" title="Basic Melee :bmelee:" data-shortname=":bmelee:" /> <strong>Flaming Claws</strong> (standard; at-will) <strong>* Fire</strong></p><p>+X vs AC; 1d6+Y damage, or 1d6+Y+2 damage while bloodied, and ongoing 5 fire damage (save ends).</p><p></p><p><img src="http://www.enworld.org/forum/images/smilies/r.gif" class="smilie" loading="lazy" alt=":ranged:" title="Ranged :ranged:" data-shortname=":ranged:" /> <strong>Curse of Prey</strong> (standard; recharge <img src="http://www.enworld.org/forum/images/smilies/5.gif" class="smilie" loading="lazy" alt=":5:" title="Five :5:" data-shortname=":5:" /> <img src="http://www.enworld.org/forum/images/smilies/6.gif" class="smilie" loading="lazy" alt=":6:" title="Six :6:" data-shortname=":6:" />) <strong>* Fear</strong></p><p>Ranged 10; +X vs Will; 2d6+Y psychic damage, and the target is slowed and can't make opportunity attacks until the start of the gnoll demoniac's next turn.</p><p></p><p><img src="http://www.enworld.org/forum/images/smilies/area.gif" class="smilie" loading="lazy" alt=":area:" title="Area :area:" data-shortname=":area:" /> <strong>Scouring Flames</strong> (standard; at will) <strong>* Fire</strong></p><p>Area burst 2 within 10; targets enemies; +X vs Reflex; 1d8+Y fire damage. Gnoll allies in the area may shift 1 square.</p><p></p><p><img src="http://www.enworld.org/forum/images/smilies/c.gif" class="smilie" loading="lazy" alt=":close:" title="Close :close:" data-shortname=":close:" /> <strong>Dark Challenge</strong> (standard; at-will) <strong>* Fear</strong></p><p>Close blast 3; +X vs Will; 1d8+Y psychic damage, and the target is marked until the start of the gnoll demoniac's next turn.</p><p></p><p><strong>Pack Attack</strong></p><p>The gnoll demoniac deals an extra 5 damage on melee attacks against an enemy that has two or more of the demoniac’s allies adjacent to it.</p><p></p><p></p><p>Rationale: Curse of Prey and Scouring Flame both help gnoll allies move into position around a target for pack attacks. Dark Challenge is a bit weird for a controller, but I figure gnolls are crazy. It draws foes closer, into the slow aura, where they are trapped, for allied gnolls to position more easily. If the demoniac winds up in melee his Flaming Claws are not too shabby, especially if he has got those allies in place for the Pack Attack. The overall idea is to turn the battlefield into a tight clump of chaos and bloodshed. Paired with a gnoll demonic scourge and some underlings, this fight should be over quickly, one way or the other.</p><p></p><p> -- 77IM</p></blockquote><p></p>
[QUOTE="77IM, post: 4540741, member: 12377"] Well, the gnoll's main shtick seems to be Pack Attack, and so I'd have powers that make it easier for gnolls to gang up on people. These are just off the top of my head. [B][U]Gnoll Demoniac[/U][/B] Level X Controller [B]Abyssal Snares[/B] aura 5; enemies that start their turn in the aura are slowed. :bmelee: [B]Flaming Claws[/B] (standard; at-will) [B]* Fire[/B] +X vs AC; 1d6+Y damage, or 1d6+Y+2 damage while bloodied, and ongoing 5 fire damage (save ends). :ranged: [B]Curse of Prey[/B] (standard; recharge :5: :6:) [B]* Fear[/B] Ranged 10; +X vs Will; 2d6+Y psychic damage, and the target is slowed and can't make opportunity attacks until the start of the gnoll demoniac's next turn. :area: [B]Scouring Flames[/B] (standard; at will) [B]* Fire[/B] Area burst 2 within 10; targets enemies; +X vs Reflex; 1d8+Y fire damage. Gnoll allies in the area may shift 1 square. :close: [B]Dark Challenge[/B] (standard; at-will) [B]* Fear[/B] Close blast 3; +X vs Will; 1d8+Y psychic damage, and the target is marked until the start of the gnoll demoniac's next turn. [B]Pack Attack[/B] The gnoll demoniac deals an extra 5 damage on melee attacks against an enemy that has two or more of the demoniac’s allies adjacent to it. Rationale: Curse of Prey and Scouring Flame both help gnoll allies move into position around a target for pack attacks. Dark Challenge is a bit weird for a controller, but I figure gnolls are crazy. It draws foes closer, into the slow aura, where they are trapped, for allied gnolls to position more easily. If the demoniac winds up in melee his Flaming Claws are not too shabby, especially if he has got those allies in place for the Pack Attack. The overall idea is to turn the battlefield into a tight clump of chaos and bloodshed. Paired with a gnoll demonic scourge and some underlings, this fight should be over quickly, one way or the other. -- 77IM [/QUOTE]
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