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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.

ALIGNMENTGnolls 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.

 

RELIGIONDedestroyt 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

 

   
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