GNOLLS
Only found in the southern reaches of the main continent, the race of
Gnolls has harried the nations that border their territories for
millennia. Whenever they are rallied by a leader, they march
together and assault one of the nations. This is done only rarely
with success,
The Gnolls are a vicious race that lives for the hunt. They are
interested in survival, and see the conquering of other lands as a sure
way to that end. They live wherever they can lay claim, often in rolling
hills and empty plains. They have never been known to go into the higher
mountains or into the forests. They are semi-nomadic. The stronger their
current chief, the more likely a tribe is to stay in one place.
It is extremely rare to find a Gnoll away from his tribe. Those that are
separated have a very difficult time living. While most peoples of
the southern main continent know of the Gnolls, only those that travel
the lands frequently are likely to encounter them.
APPEARANCE: A Gnoll is
taller than a human, standing usually over six feet tall, up to near
nine feet is cases. The have an undeniable resemblance to Hyenas,
and in fact keep the creatures as pets. Their hands have six fingers
and their feet have six toes. Their skin is covered in a thin fur,
which grows thick into hair around their head and waist. The chest
and stomach of a Gnoll is furless. They range in color from near white
to dark brown, with yellows, oranges and reds mixing into their color
scheme. Their eyes are big, and entirely black, although a close
inspection reveals slight shade changes within each eye.
ALIGNMENT:
Gnolls are mostly Chaotic, with only about one in
ten being neutral. One in ten thousand is lawful. They are
equally split between neutral and evil, with a minority of one in twenty
begin good.
RELIGION:
Dedestroyt is the most worshipped deity, although Habastly
and Treetop also hold some respect in certain tribes, and Dresta has
many followers. Compture’s clerics have been known to take control of
the more nomadic tribes, often to horrible ends. On occasion, a
tribe will follow Shaman instead of the clerics.
WHAT
MAKES GNOLLS DIFFERENT:
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Gnolls are medium-sized |
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Gnolls have a base speed of 35ft |
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Gnolls have 60ft. darkvision |
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Gnolls receive a +2 bonus on all Listen, Spot, and Survival skill checks |
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Gnolls receive a +1 circumstance bonus to attack roles when using a
Long Bow or Spear |
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Gnolls ability to eat things that other creatures can't is near
legendary. They receive a +4 to any saving throw made due to
something being injested. |
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For that same reason, the DC of the Survival skill check to
determine if enough food can be found for a Gnoll to survive is 2
lower |
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Gnolls are skittish when alone. If a Gnoll is not part of an
active organized plan nor within sight or sound or allies, he
receives a -2 penalty to all attack rolls, skill checks, and
Willpower saving throws. |
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Gnolls have a difficult time learning other languages. They
must spend one additional skill point to learn another language. |
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Gnolls may make a bite attack once per round at their base attack
bonus for 1d3 points of damage, not modified by Strength |
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Gnolls are immune to Lycanthropy |
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Gnolls may never take the Technology feat |
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Gnolls favored class is Ranger |
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Gnolls receive a +2 bonus to Strength and Constitution and a –2
penalty to Charisma |
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Gnolls may select from the following racial feats: Chilling Growl,
Freakish Size, Weapon Proficiency (Long Bow), Weapon Proficiency
(any Spear), Wild Heart |
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ECL +1 |