Gnolls

Gnolls are like feral denizans who aren't nearly as good at anything. They can comprehend language, though, so don't let them hear you say that out loud.   They come in various fighting styles based on how they were raised, but all are of equal difficulty, save the alpha - who has a few more pimples and a slightly worse attitude.  
Archers Spear Gnolls Axe Carriers Alphas
Acrobatics 7 4 8 16
Animal Handling 2 8 6 16
Arcana 2 2 2 4
Athletics 7 12 14 28
Charisma 3 2 1 6
Constitution 2 4 8 16
Deception 5 6 7 14
Dexterity 14 15 16 32
Health 50 140 190 380
History 5 3 1 10
Insight 5 3 1 10
Intellignece 3 4 8 16
Intimidation 1 3 6 12
Investigation 1 3 1 6
Mana 0 0 0 0
Medicine 3 7 3 14
nature 4 5 4 10
Perception 12 3 5 24
Performance 6 7 2 14
Persuasion 2 2 2 4
Religion 1 3 1 6
Sleight of Hand 2 5 5 10
Stealth 9 12 5 24
Strength 2 4 10 20
Survival 2 9 9 18
Will 40 80 100 200
Wisdom 5 3 2 10
Slippery 4 5 7 9
Agile 5 5 7 9
Share this file with player characters with a history of 6 or higher.   For Shamans: Aspect of Gnoll   +1 Dexterity   You get a free attack on enemies as they land a hit on you.
Gnolls have a weapon associated with their type. They have some perks from the skill tree which would use those weapons.   Bow of Boeing:    Accuracy: Dexterity   Dodge: Acrobatics d8 + Agile (reminder: you cannot crit dodge or crit fail a dodge on a single d8, d6, or d4 dodge roll.)   Damage: 15 (+35 when held by the gnolls)   Perks held by gnolls:   Giving to the Poor III   1. As a trained archer, you never need to concern yourself with the number of arrows you have on hand. Other people using bows without this perk need to maintain an arrow count in their inventory and can run out.   2. You gain +5 to accuracy on surprise attacks, aggressing attacks, or attacks held with the intention to shoot a target at a specified time. If you succeed a surprise attack, your +5 to accuracy holds for both actions of your surprise round.   3. Whenever you deal more than 20 damage in a shot, a target who took the damage must unequip a piece of armor of their own choice.     7-Foot Spear: A spear that is so long it can attack from an additional square of range.   Accuracy: Dexterity    Dodge: Dexterity d12+ Agile   Damage: 30 (+14 when used by gnolls)   Perks held by gnolls:   The Pointy End III   1. If an opponent lost more than 5% of their life to a spike this situation, every action they do which takes will to perform will make them take a d10 in damage at the end of their turn as bleed damage. This is considered a debuff, and stacks.   2. Now, they take 2d12 at the end of every turn for each stack of bleed they have. An opponent needs to only have taken 5 damage now, not 5%.   3. Now, they take 3d20 per rank of bleed.   Crude Axe: Whenever an 18 or higher is rolled on die for accuracy, increase damage done by this by 5.   Accuracy: Strength   Dodge: Constitution d10 + agile   Damage: 3d12 + Constitution (+ 30 when held by gnolls)   Crude Alpha Broadsword: If target is in melee range at the beginning of users turn, the user may attack with this weapon. This weapon hits all enemies in front of the user. Whenever you are hit, you may make an attack with this weapon.   Accuracy: Constitution   Dodge: Intelligence d12 + Agile   Damage: 35 (+30 when used by a gnoll)   Perks held by both axe and alpha gnolls:   Basic Training III   1. After you hit an opponent, you gain +1 to your accuracy for the rest of combat. This counts as a buff.   2. After you dodge an opponent, you gain +2 to parry rolls for the rest of combat. This counts as a buff.   3. If you crit during combat, you may roll a d4 for accuracy for the rest of combat with slashes, and add no bonuses. On 3s and 4s, your opponent is hit regardless of their roll, and on 1s and 2s you miss, and lose will accordingly. This counts as a buff.

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