| Post/Author/DateTime | Post |
|---|---|
| Yeliv02-05-08, 11:17 PM | While this isn't so much a guide as it is a place to place special things for them, like racial feats, prestige classes, and things like that. I personally find the idea of a race of excellent hunters and dog-like men, (or perhaps man-like dogs would be a better way to put them), to be very cool. So without further ado, lemme take a crack at it. Furious Tracker The eternal chase, when the hunter firsts spots the sign of his quarry and the deep urge, the rumble in his chest, to search, to eliminate, who can control it? When the chase finally ends, all that was built up, all the rage and anticipation comes roaring forth, and it is a sight to see. Level: 1st Replaces: If you select this class feature you do not get the ability to cast spells. Benefit: You gain rage progression as a Barbarian, but do not receive Mighty Rage at level 20, instead gaining Lightning Rage. Lightning Rage- The user gains an additional 20 ft to movement speed so long as he rages and gains +6 Con and +6 Str. Fealty to Yeenoghu Requirements: Evil Alignment, Gnoll, Frenzy or Rage class feature Benefit: While Raging the user becomes immune to fear. Fierce Heart Requirements: Gnoll, Wild Shape Benefit: Once per encounter the user can choose to enhance his chosen Wild Shape form with +4 Str and +2 Dexterity Noble Roar Requirements: Gnoll, Aura of Grace class feature, BAB +6 Benefit: Once per day a number of times equal to his Wisdom modifier the user can allow all allies a second chance to save against mind-affecting spells with a +4 modifier. Thoughts? I would welcome any additions too! |
| Airos02-06-08, 12:35 AM | Well, my first comment is I look forward to seeing what comes up in this thread. You have my interest. :D My second comment is that you should make it a little more clear as to what the things you posted are. I'm guessing that Furious Tracker is an alternate class feature for the Ranger class, and that Fealty to Yeenoghu, Fierce Heart and Noble Roar are feats. My third comment is that Fierce Heart seems a little powerful. Druids really don't need any help with their Wild Shape. Since you don't list a duration it can be read that it lasts as long as the wild shape does. Wild Shape lasts 1 hour per Druid level. Once a Druid hits 8th level he or she can wild shape 3 times per day, (and has already picked up Natural Spell), meaning that he or she is in animal form 24 hours a day, (minus the 3 second standard action it takes to actually wild shape each time). If the Druid waits to wild shape until the first encounter of the day, as written he or she would have +4 str and +2 dex for the next 8 hours. So, to make a long rant a little shorter, it seems to me like it's just giving a Druid a free +4 to str and +2 to dex 24 hours a day, (at 8th level and beyond), for free. Granted it's a racial feat, but it's really, really good. Just my :twocents: |
| SilverFoxKnows02-06-08, 04:11 PM | I looked to real life for inspiration for my Gnolls. The classic Gnoll is the Spotted Gnoll. I gave them a few extra goodies to earn that rather unfair (IMHO) LA. Scent, a bite attack and a few skill bonuses. And without further ado I give you the rest of the Gnoll family. Brown Gnoll +2 Str, +2 Con, -2 Int, -2 Cha Size Medium Base land speed 30’ Low-Light Vision: A Gnoll can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions. +1 natural armor Bite attack: 1d4 + Str mod Scent ability +2 racial bonus on Intimidate and Survival checks +2 racial bonus on saves versus poison and disease Languages: Gnoll, Common Favored Class: Barbarian Brown Gnolls are smaller than their Spotted brothers but no less nasty. They are primarily scavengers, rarely hunting down their own food. They travel in small packs usually lead by the strongest male. They rarely make permanent settlements, preferring to let their noses lead them to battle sites, waste dumps and tanneries. Striped Gnoll +2 Str, +2 Con, -2 Int, -2 Cha Size Medium Base land speed 30’ Low light Vision: A Gnoll can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions. +1 natural armor Bite attack: 1d4 + 1 ½ Str mod Scent ability +2 racial bonus on Intimidate and Survival Bonus Feat: Endurance Languages: Gnoll, Common Favored Class: Ranger Somewhat larger than their Brown brothers, but still smaller than Spotted Gnolls, Striped Gnolls tend to be solitary hunters who will eat carrion, roots or bugs if hunting is scarce. But they are primarily hunters, not scavengers. They are sometimes encountered in small family units ruled by the strongest female. They can cover great distances in pursuit of prey but don’t like to travel too far from known water sources. |
| ciaran02-06-08, 05:00 PM | I've played a few humaoids like goblins and full blooded orcs in the past because I think its fun to roleplay something defferent, so I think its good to have something more appealing for players. I'd suggest you take a look at the half-orc though. Strength is generally considered to be a more valuable ability score. Without the use of feats, spells, abilities, etc. it is the score that has the most direct effect of combat (IMHO). Also look at the Kobold. He gets an armor bonus, but at what price? Look at his ability score mods. You might want to tone it down just a pinch. Maybe -2 Wis or remove Nat AC and skill bonuses. |
| Yeliv02-06-08, 08:12 PM | Good to see my idea was well-received! Now that I think about it, you're right, Airos, I'll put a 1 hour timer on the Feat. Yes, the first one was a Ranger Alternative Class Feature. And I like the sub-races! I forgot about that, good call. Time for some more things, now that I'm a bit more focused than last night! And that new thing is....the Fiercefang prestige class! Insert Image Url Here Fiercefang Prestige Class By Yeliv The vast multitude of Gnolls are driven to rabid madness through the sadistic rule of their Demon God, Yeenoghu. While few dare turn away from the slavering multitudes of their comrades, those that do fight with a ferocity not unlike their kin, but this is a different manner of drive. These Gnolls fight to prove themselves good, to prove to the world that not all Gnolls are trapped by the twisted Hyena-Demon. Adventures: Fiercefangs often travel because they hear the call of the needy. When an orphanage is burning, the Fiercefang will leap in through the fire and do so because it's the good thing to do. Fiercefangs burn with the desire to absolve themselves, in their own minds, of the sins of their past. Characteristics: As a whole Fiercefangs are paladins who seek to devote themselves even more to their code than normal paladins, and they drive themselves with rigorous labor and a zealous idealism. Alignment: All Fiercefangs are Lawful Good, there are no exceptions. Religion: Those who turn their eyes to the gods usually do towards Hieronious, but many find the idea of worshiping a single being to be a frightening prospect, after the disaster that was their former "god". Background: Nearly all Fiercefangs were once members of the maniacal Gnoll community and escaped through a self-realization. Precious few are given the chance at being raised in a free Gnoll society, but those that are often accept the heavy mantle that is the Fiercefang title. Races: All Fiercefangs are Gnolls, there are no exceptions. Other Classes: As a natural extension of the class, Fiercefangs work excellently with Paladins. They are wary of Clerics, but Role: (What is this class’s primary role in an adventuring group?) Game Rule Information: Fiercefangs have the following game stats. Abilities: Strength is of high importance as the majority of the class's features revolve around melee combat. Constitution also is of great value. Finally, Wisdom allows the Fiercefang's special abilities to improve. Alignment: Lawful Good Hit Die: d12 Requirements To qualify to become a Fiercefang, a character must fulfill all the following criteria: Race: Gnoll Base Attack Bonus: +5 Feats: Improved Unarmed Strike Alignment: Lawful Good Special: Aura of Courage Class skills The Fiercefang class skills (and the key ability modifier for each skill) are: Climb, Diplomacy, Escape Artist, Intimidate, Jump, Knowledge (Religion), Survival, Swim, Tumble Skill Points at Each Level: (4) + Int modifier. Fiercefang Level BAB Fort Ref Will Special 1 +1 +0 +2 +2 Fierce Fangs (1), Scorn Weapons 2 +2 +0 +3 +3 Zealotry 3 +3 +1 +3 +3 Unbreakable, High-Speed Move 4 +4 +1 +4 +4 Crushing Pounce, Fierce Fangs (2) 5 +5 +1 +4 +4 Tough Hide, Show of Good Faith 6 +6 +2 +5 +5 Howl of the Forsaken 7 +7 +2 +5 +5 Fierce Fangs (3) 8 +8 +2 +6 +6 Repent or Die 9 +9 +3 +6 +6 Holy Rage 10 +10 +3 +7 +7 Fierce Fangs (4) Class features All of the following are class features of the Fiercefang prestige class. Weapon and Armor Proficiency: The Fiercefang gains no additional weapon or armor proficiencies. Fierce Fangs (Ex): The jaws of the Fiercefang become capable of gruesome damage, becoming lethal weapons deal 1d6 damage+ str mod. At every 3 levels, starting at 4th, the damage goes up by 1 die size (1d6-1d8-1d10-2d6). Additionally the natural claws on the hands of the Gnoll become weapons, starting at 1d4+1/2 str mod and go up only twice, reaching 1d8+1/2 str mod at 10th level. Scorn Weapons (Ex): From picking up the mantle of this class the Fiercefang makes a pledge to never again wield the weapons of man, to instead fight like a true Gnoll, with his natural weapons. All class features are disabled when a Fiercefang is in possession of any weapon. Zealotry (Sp): The drive to cleanse ones-self of all self-perceived faults, that is the goal of the Fiercefang, to clean his soul. This desire grants the Fiercefang a bonus to his Fortitude equal to his Wisdom modifier, and the ability to re-roll a Fortitude save once per day. He can choose to do this only after seeing what he has rolled, and before the DM has let the results be known. The Fiercefang MUST use the second roll, regardless of its result in relation to the first. The Fiercefang must be aware of the attack that causes the save. Unbreakable (Ex): When the Fiercefang feels death gripping at him, he feels the shame of his past wrongs, and those of his people, and can restore himself back up to 1 hp, this can be triggered 1/encounter when he is lowered to negative hit points through damage alone as a standard action. High-Speed Move (Su): The righteous energy of repentance surges through the Gnoll's body, and gives him speed beyond his normal limit. If the Fiercefang is wearing no armor he can teleport, as the spell Dimmension Door, a number of times equal to his Wisdom modifier/encounter, to a range of up to 70 ft. In addition he gains a permanent +10 ft to his movement speed, even if armored. Crushing Pounce (Ex): When the Fiercefang charges he can make a DC 15 Jump check and deal an extra 2d6 slashing damage if he hits. Tough Hide (Su): The hide and fur of the Fiercefang toughens and becomes harder to penetrate, when the user wears no armor he gains +5 Natural armor and an armor bonus equal to his levels in Fiercefang. Show of Good Faith (Sp): Whenever the Fiercefang would kill his target he can choose to negate the attack entirely, including all other extra effects, and can, instead, walk away. Doing this gives him a +2 morale bonus to attack bonus, damage, and any skill checks that utilize the Str stat for the rest of the day. This can only be applied once per day and lasts 1 hour/level in Fiercefang. Howl of the Forsaken (Su): Once per day the Fiercefang can draw a howl that echoes all the pain and shame he has for his race, a sound that chills even the bravest of souls. All enemies within 30' of the Fiercefang receive a -4 penalty to all Will saves during the rest of the day if they do not make a Will save (DC 10+ 1/2 Class level+ Wis Mod). Repent or Die (Su): Once, at every day at sunrise, the Fiercefang can pray and supplicate himself before the gods of righteousness for one hour, apologizing for himself and his people. If this is done, for the rest of the day the Fiercefang is immune to death effects for the next 24 hours. If he fails to pray at sunrise then he cannot gain this benefit during the rest of the day. Holy Rage (Sp): If the Fiercefang loses a number of hit points equal to his total Constitution score he enters a Holy Rage, gaining +4 Str, +4 Dex, and +2 Con. During this time he cannot stop fighting evil targets, and the rage will only end when all evil is slain near-by or he is healed. By using a self-healing ability, such as Lay on Hands, his rage can be ended by choice. During this unique rage the Fiercefang can use the ability "Detect Evil" as a move-equivalent action so as to target his foes properly. What do you guys think? |
| ToastedAmphibian02-07-08, 09:10 PM | Unbreakable (Ex): When the Fiercefang feels death gripping at him, he feels the shame of his past wrongs, and those of his people, and can restore himself back up to 1 hp, this automatically triggers 1/encounter when he is lowered to negative hit points through damage alone. Um, this is more likly to KILL him than to SAVE him.... If hes bleeding on the ground, whatever just killed him is likly to leave him alone and go after his buddies. If he gets droped to negative hit points, by an attack that does 15 dmg or somethign, and gets back up, what do you think the odds are that the next attack will deal 10+ ? Also, it seems that, ironically, swordsage 7 is a great entry into this prestige class, going either tigger claw, shadowhand, or both. It also screams Vow of Poverty, especially when combined with the feat that lets you add your Wisdom to damage rolls, and the one that makes every evil think you touch become raved by "Golden Ice" (Like a posion, but not evil. It has primary and secondary dex damage, Fort save DC 15, every single time you so much as TOUCH an evil creature) Also, how do you interpret unarmed strike. Can a gnoll use unarmed strike, and then make his full natural attack routine? What about furry of blows if they choose monk? Repent or Die (Su): Once, at every day at sunrise, the Fiercefang can pray and supplicate himself before the gods of righteousness for one hour, apologizing for himself and his people. If this is done, for the rest of the day the Fiercefang is immune to death effects for the next 24 hours. If he fails to pray at sunrise then he cannot gain this benefit during the rest of the day. Probably overpowered, but im not the best judge of these things. Change it to read: "Once per day, at sunrise, a Fiercefang may pray and supplicate himself before the gods of righteousness, apologizing for himself and his people. Doing so requiers one hour and grants a Fiercefang immunity to Death Affects for 24 hours." |
| Airos02-09-08, 08:15 AM | Alignment: All Fiercefangs are Lawful Good, there are no exceptions. Races: All Fiercefangs are Gnolls, there are no exceptions. Here you say there's no exceptions... (continued below) Hit Die: d12 This is too high in my opinion. I gather that you're going for a paladin/monk/barbarian, but I think it would be a better balance at a d10. Requirements To qualify to become a Fiercefang, a character must fulfill all the following criteria: (Choose from the following, minimum 2) Race: Gnoll Base Attack Bonus: +5 Feats: Improved Unarmed Strike Alignment: Lawful Good Special: Aura of Courage (continued from above)... but here you say "choose from the following, minimum 2". Among the problems with this is that not only can this class be entered by non-lawful good, non-gnolls, ("choose" any two other than LG or Gnoll as an entry requirement), but it can be entered at 1st level, (LG Gnoll; Gnoll with Improved Unarmed Strike as his racial feat; LG Human with Improved Unarmed Strike as his bonus feat). I dislike the idea of a player being able to enter into a PrC at 1st level, no matter how balanced it is. If that wasn't your intention, you should remove the "choose two" completely. Class skills The Fiercefang class skills (and the key ability modifier for each skill) are: Climb, Diplomacy, Escape Artist, Survival, Swim, Tumble Skill Points at Each Level: (4) + Int modifier. One of the class abilities requires making a jump check, yet the Jump skill is not a class skill for the Gnoll, the Paladin or this PrC... There aren't very many skill options, either. I would think with being a paladin/monk hybrid Knowledge: (Religion) would be there. The fierce fangs, howl and rage would lead me to think there'd be Intimidate as well. Being all "wild and primal" points towards Survival. Zealotry (Sp): The drive to cleanse ones-self of all self-perceived faults, that is the goal of the Fiercefang, to clean his soul. This desire grants the Fiercefang a bonus to his Fortitude equal to his Wisdom modifier, and the ability to automatically pass a single saving throw 1/day. The Fiercefang must be aware of the attack that causes the save. Can this be used after the PC has already rolled the die? Most "re-rolls" I've dealt with, (read: Luck feats in Complete Scoundrel), give the stipulation that the PC makes the re-roll after the original roll, but before the DM tells the PC the results of that roll. I could also see this as being a "I don't bother rolling the d20, I automatically save" ability. I feel that takes a little away from the PC, however. I'd go with the re-roll. Let the PC hem and haw over if a 14 is good enough to save or not before blowing a 1 time/day ability. Unbreakable (Ex): When the Fiercefang feels death gripping at him, he feels the shame of his past wrongs, and those of his people, and can restore himself back up to 1 hp, this automatically triggers 1/encounter when he is lowered to negative hit points through damage alone. I'd make this optional for the reasons already stated. Going from the negatives straight to 1 HP is slightly dangerous. Let the PC decide if he/she wants to jump back into the fight. Crushing Pounce (Ex): When the Fiercefang charges he can make a DC 15 Jump check and deal an extra 2d6 crushing damage if he hits. I feel this should be 1d12 for 2 reasons; the Flying Kick feat deals 1d12; d12s need some love as the least used of the standard dice. (Yes, I know that argument can be made for the HP of this class as well...) I also don't know what "crushing" damage is. I think you meant to say Bludgeoning damage? That's the standard for an unarmed strike. Show of Good Faith (Sp): Whenever the Fiercefang would kill his target he can choose to negate the attack entirely, including all other extra effects, and can, instead, walk away. Doing this gives him a +2 morale bonus for the rest of the day. This can only be applied once per day. A +2 moral bonus to... what? Howl of the Forsaken (Su): Once per day the Fiercefang can draw a howl that echoes all the pain and shame he has for his race, a sound that chills even the bravest of souls. All enemies within 30' of the Fiercefang receive a -4 penalty to all Will saves during the rest of the day if they do not make a Will save. What is the DC, and what is it based on? (i.e. 10 +class levels +cha modifier?) Holy Rage (Sp): If the Fiercefang loses a number of hit points equal to his total Constitution score he enters a Holy Rage, gaining +4 Str, +4 Dex, and +2 Con. During this time he cannot stop fighting evil targets, and the rage will only end when all evil is slain near-by or he is healed. By using a self-healing ability, such as Lay on Hands, his rage can be ended by choice. How does one know who's "evil"? If you're not required to be a paladin to enter this PrC then there's not much chance of having a Detect Evil going on. Even assuming that you must be a LG Gnoll paladin to enter this class, you still can't tell who's "evil". Detect spells, and the special abilities which are based on them, require a concentration check. And you can't concentrate while in a rage. What happens when you're fighting opponents who are neutral in alignment? Does this trigger then immediately end? What if the Gnoll decides to use the Show of Good Faith ability? The target will still be "evil", but won't be slain. Can I take him prisoner and get the rage bonuses for the next couple of days while I travel back to town? Do I have to keep punching the "evil" guy in the head even though I chose to "walk away"? I like the ideas of Gnoll "stuff". There chapters for the Kobold, an entire sourcebook for dragons and another for Drow... I think the Gnoll are under appreciated, and deserve just as much as Kobolds, at the very least. I hope my input is helping you. I enjoy ripping things apart and looking for the flaws in them. While I'm no CharOp level of rules lawyer, I can at least tell you the loopholes I'd exploit. |
| Yeliv02-09-08, 05:18 PM | Airos, you've helped alot, mostly by finding my oversights :D. 1) HD, I would gladly swing it down to d10, but I just thought it would be nice for another d12 hp class that isn't Barb. 2) Oversight on (choose 2), will edit. 3) Forgot to add Jump, thank you for that, and will add Intimidate on your recommendation. 4) This will be clarified to a "You can opt to reroll after your see the result of the roll." 5) Unbreakable is optional now 6) Crushing pounce will be changed to slashing damage to reflect the usage of claws, but the dice type will not be changed. 7) Morale bonus (in this case) applies to attack rolls, damage, and skill checks relating to Str. 8) Will save DC (10+ 1/2 class level + Wis mod) 9) During this unique rage the Fiercefang can use the ability "Detect Evil" as a move-equivalent action, which allows him to target his foes properly. That oughta do it, and for clarification's sake, you must be a paladin to get into this class, the "Choose 2" line added a great deal of confusion. |
| Airos02-12-08, 12:33 PM | Airos, you've helped alot, mostly by finding my oversights :D. Glad I could help. :D 9) During this unique rage the Fiercefang can use the ability "Detect Evil" as a move-equivalent action, which allows him to target his foes properly. Personally, and I'd have to see this is play before I'd make a final judgment, I'd make it a concentration check to "focus" through the rage enough to continue the detection. Normally it's a standard action to maintain concentration on an active spell, and you can't maintain concentration during a rage. Changing it to a move action that can be maintained during a rage probably isn't overpowered. Realistically, the PC only needs to use this for 3 rounds at most, depending on how many opponents they're fighting, (if they're only fighting one opponent and the PC detects the presence of evil, it's not a huge leap to assume the opponent is evil). By the third round the PC knows the number, power and location of each evil aura within a 60' cone. After that, there's no need to maintain the detection, since it's not like they're going to suddenly change alignments in the middle of combat. I honestly don't think I, (as a DM) have ever even had a PC use Detect Evil in combat, so it may be a non-issue to begin with. Even still, I think that a concentration check, somewhere around DC 15, would be about right. It still gives the PC the option of being able to do something that he or she couldn't normally do, (i.e. concentrate during the rage), but it's more difficult to maintain due to the rage. Show of Good Faith (Sp): Whenever the Fiercefang would kill his target he can choose to negate the attack entirely, including all other extra effects, and can, instead, walk away. Doing this gives him a +2 morale bonus to attack bonus, damage, and any skill checks that utilize the Str stat for the rest of the day. This can only be applied once per day and lasts 1 hour/level in Fiercefang. Another couple of questions about this. What happens if the PC attacks that opponent again? Does the moral bonus end? What happens if the opponent continues to attack the PC? While in most cases I can see the opponent being smart enough to realize that he or she almost got killed, and would take the second chance to run or surrender, mindless creatures such as undead or constructs, aren't going to have a sudden epiphany; they're going to keep trying to chew on the PC's head. I have mixed opinions about this. On the one hand it's unfair to the PC to lose the bonus for trying to defend him or herself after making a "show of good faith", but on the other it can be a cheesy stunt to pull your punch just to get the bonuses, then renege on the deal and kill the opponent anyways, keeping the bonuses to go attack other opponents. (Although, I suppose even if the bonuses did end, there'd still be the cheese tactic of Show of Good Faith on bad guy A, get the bonuses, attack opponents B, C and D until they stop moving, then deal with opponent A again). So, I'd like to hear your opinions on what happens. As I said, I'm of two minds about this, but I'm leaning more towards the bonuses ending if the PC attacks the opponent again. |
| 1 ton ghost02-13-08, 12:02 PM | interesting thread you've posted here though i'd like to raise the following: -morale based gnoll fluff; they are traditionally a bit craven. just watch National Geographic sometime, particularly when lions (mortal enemies) are involved. augmenting fearlessness and so forth is not true to the hyena nature -a good PrC? they're CE. i can't imagine enough good gnolls, let alone enough of them propogating to make a PrC just for this incredibly small demographic. |
| ToastedAmphibian02-13-08, 05:11 PM | constructs, aren't going to have a sudden epiphany; they're going to keep trying to chew on the PC's head. :( Oversized, predeatoreal Nut Crackers? :eek: |
| SmiloDan02-14-08, 12:12 PM | I'm running a swashbuckling campaign where a meteor hit took out the countries where goblins, orcs, ogres, trolls, and giants came from. It left behind the Crater Sea. And bordering the Crater Sea is the Gnollish Gynarky, an island (and former peninsula). Gnolls are the only non-aquatic, non-reptilian humanoid baddies left in my campaign, and they make awesome priestess-pirates. They import slaves and export sausage. :D I hope this thread gives me some good ideas for my campaign. Also, has anyone else created an in-game link between gnolls and worgs? The gnolls in my campaign might be cursed were-hyenas stuck in their hybrid form. Possibly linked to the shifters in some way. I don't use the standard D&D cosmology; the gnolls traditionally worship the *****, but ever since the Starfall, they also worship the Starborn, a mysterious entity from the heights between the stars that now dwells in the depths of the Crater Sea. Also of note: a pack of hyenas usually wins against contests with prides of lions, assuming both are of equal WEIGHT. Lions are larger, but fewer in number. |