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Non evil gnoll tribes?
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<blockquote data-quote="laughinghyena001" data-source="post: 7955725" data-attributes="member: 7022372"><p>I based my gnoll tribe on the Zulu warrior. Powerful and prideful, not xenophobic but suspicious of outsiders to their tribe.</p><p>In hyena society, their "clans" are led by a ranking female, so I made them one-die heavier (total: 280lbs +2d6x10, F: 1d6x10) and +2" taller (84"+1d12, F: +2"). Size: M, but for purposes of encumbrance, L.</p><p>With a maximum age of 30, they start at 5+1d4 years old and age similar to dogs (4 to 1 years) and are full grown at 5 years.</p><p>Set apart from the influence of Yeenoghu, they still have the rage of ancients manifested in the Frenzy feature.</p><p>Personality and attitude: Aggressive. Impatient. Short-fused. (Treat them as frustrated teenagers with phenomenal strength and frightening speed).</p><p>On that, they are a lot like Taz, Stitch and Beast Boy from Teen Titans Go.</p><p>With the disadvantage of their maximum age (one hit from a ghost and they're toast), there are great advantages that balance the character out:</p><p>Str: +2; Dex: +1; Con: +2; Int: +0; Wis: -1; Chr: -2. Speed: 30, +10 if rage or frenzy. Can drop or stow held items (free action) and run on all fours for 60, +10 if rage or frenzy. (And that's faster than a dragon on the ground and more maneuverable than one in the air!).</p><p>If they reduce an opponent to zero HP, they can use their frenzy attack and move at half speed for a bite which inflicts 1d6+Str.</p><p>Hardy survivors and carrion eaters, have +2+Con vs non-magic rot and vs poison.</p><p>Standard darkvision, but can use an innate sense of smell with Int bonus (if any) to recognize a scent and follow it.</p><p>Home & weapons are classically the yurt made from mud and log and weapons are typically based on tribal cultures such as the heavy long bow, iklwa, knobkerrie and great axe. Pole arms are preferred if they can find them.</p><p>Trade: Typically, value is based on the barter method as items are valued based on usefulness and the concept of "money" is alien.</p><p>Classes allowed: Fighter; Barbarian; Thug (rogue-fighter); Shaman (nature sorcerer); Witch Doctor (nature warlock). <em>and no others</em></p><p>Other skills: Voice Mimicry. A characteristic handed down through the generations. On a successful Int roll, can imitate a voice they have heard recently but only softly, not in a yell.</p><p>Alignments allowed: NG, CG, LE, NE, CE.</p></blockquote><p></p>
[QUOTE="laughinghyena001, post: 7955725, member: 7022372"] I based my gnoll tribe on the Zulu warrior. Powerful and prideful, not xenophobic but suspicious of outsiders to their tribe. In hyena society, their "clans" are led by a ranking female, so I made them one-die heavier (total: 280lbs +2d6x10, F: 1d6x10) and +2" taller (84"+1d12, F: +2"). Size: M, but for purposes of encumbrance, L. With a maximum age of 30, they start at 5+1d4 years old and age similar to dogs (4 to 1 years) and are full grown at 5 years. Set apart from the influence of Yeenoghu, they still have the rage of ancients manifested in the Frenzy feature. Personality and attitude: Aggressive. Impatient. Short-fused. (Treat them as frustrated teenagers with phenomenal strength and frightening speed). On that, they are a lot like Taz, Stitch and Beast Boy from Teen Titans Go. With the disadvantage of their maximum age (one hit from a ghost and they're toast), there are great advantages that balance the character out: Str: +2; Dex: +1; Con: +2; Int: +0; Wis: -1; Chr: -2. Speed: 30, +10 if rage or frenzy. Can drop or stow held items (free action) and run on all fours for 60, +10 if rage or frenzy. (And that's faster than a dragon on the ground and more maneuverable than one in the air!). If they reduce an opponent to zero HP, they can use their frenzy attack and move at half speed for a bite which inflicts 1d6+Str. Hardy survivors and carrion eaters, have +2+Con vs non-magic rot and vs poison. Standard darkvision, but can use an innate sense of smell with Int bonus (if any) to recognize a scent and follow it. Home & weapons are classically the yurt made from mud and log and weapons are typically based on tribal cultures such as the heavy long bow, iklwa, knobkerrie and great axe. Pole arms are preferred if they can find them. Trade: Typically, value is based on the barter method as items are valued based on usefulness and the concept of "money" is alien. Classes allowed: Fighter; Barbarian; Thug (rogue-fighter); Shaman (nature sorcerer); Witch Doctor (nature warlock). [I]and no others[/I] Other skills: Voice Mimicry. A characteristic handed down through the generations. On a successful Int roll, can imitate a voice they have heard recently but only softly, not in a yell. Alignments allowed: NG, CG, LE, NE, CE. [/QUOTE]
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