[UA] Paragon Races for other humanoids?

Felon

First Post
I was sufficiently impressed with the paragon races in UA to create a few of my own. Is anyone else taking a shot at this? I'd love to see what other folks are coming up with.

I'm a bit stuck on gnolls. Partially that's because they don't have much to work with in terms of racial features (e.g. skill bonuses, saving throw bonuses, etc), just some ability score bonuses, darkvision, and a point of natural armor. Kinda blah. And partially it's because, while they are fairly common creatures, I haven't seen much info about them beyond stating that they're mean and hungry and are pals with Yeenoghu. Does anyone know if they have any specific traditional racial enemies? Do they favor specifc weapons? Does Yeenoghu bestow them with any special traits? I guess I could give them scent, and maybe Track and a bite attack, but I'd hate to think I missed out on some useful inspiration.
 
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Depends on how you want to run gnolls. Back in the days of 1e, there was an advanced race of gnolls called flinds. They were known for using flail-like weapons called flindbars to disarm their opponents. In 3e, gnolls seem to have acquired a ranger and druidic tradition. In my games, I tend to play them as representing the cruel side of nature: the weak must be slain so that the next generation can be stronger.

All the above could be combined into a gnoll paragon class. Perhaps you could give a bonus to Survival checks and proficiency with all flails (including the dire flail, which can be exploited by two-weapon path gnoll rangers) at 1st level, bonus Improved Disarm feat at 2nd level, and a bonus to Strength at 3rd. The 2nd and 3rd level could also increase ranger or druid spellcasting ability.

Other possibilities are scent, like you mentioned. Or, since Yeenoghu is also the lord of ghouls, perhaps the ability to add a ghoul to the list of creatures that can be summoned with Summon Nature's Ally III? Or perhaps some ability to cull the weak - a bonus to damage against humanoids with lower Hit Dice, perhaps?
 

Going along the lines as the other paragon races, you could give them a bonus to their darkvision range, bump up one of their stats another +2, +1 caster level for divine spells, etc. That's all I can think of right now.
 

I'd say full BAB progression, d8's for hit dice, pared down Ranger skill list (with Intimidate added), 4 skill points a level, +2 Str at 3rd level. As far as special abilities go, increase darkvision at 1st level, give them scent at second level, and at 3rd, a +2 to hit when flanking. That's pretty beefy, but they come with an ECL, so I think it's okay.

I'd avoid flail-related stuff, because though the flail is Yeenoghu's weapon, Yeenoghu is not their deity, and gnolls don't have a racial affinity for the flail. The ones in the current edition seem to like axes, actually.
 

I actually did a paragon gnoll class. Full BAB progression, Fort is a good save, HD d8. At 1st level, +30 ft. darkvision and +4 to Listen and Spot checks. At 2nd level, Scent. At 3rd, +2 Str.

For skills, I gave Hide, Intimidate, Knowledge (nature), Listen, Move Silently, Spot, and Survival. 4+Int bonus skill points.
 


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