Mightiest of the beast-kin, the former rulers of Alm
Game rules for the Almish gnoll are identical to the gnoll race detailed in the D&D 4e official rulebooks, except as noted below.
Languages: Bestial and Common.
Beast Kin: Your ancestors were amongst the many beast-kin who once ruled Alm. You are considered both a beast and a humanoid for the purpose of effects that relate to creature type.
In Alm’s distant past, the lands were shared by countless beast-kin tribes of all types. The most powerful of these were the gnolls, whose strength and numbers allowed them to dominate less powerful folk for millennia. Arrayed in matriarchal clans from one side of Alm to the other, these brutal warlords lost their absolute dominance only after the Calans came to power. Even after centuries of war between the two empires, it took the mythic hero Brayden Bloodmane—and the combined might of the bannyri clans—to finally break the gnolls.
Though the pride of conquerors still burns in them, the gnolls are now an empire in decline. The territory of Beasthome is their final stronghold, the only land where they still enjoy complete dominance. Increasingly, their leaders are beginning to understand that if they are to have any place in their changing world, they must begin to form relationships with other cultures.
As it stands, most gnolls are still hostile toward other races. Outsiders are no longer treated as prey, but they are still foes in a war that is ultimately unresolved. The typical gnoll still lives fast, breeds quickly and dies surrounded by their enemies.
Any active advocate for peace can expect to be cast out of their clan, most likely to face a future of scorn and fear. These few often become adventurers—hard-bitten survivors, seeking to rise above their totalitarian history. Many remain outcast to the end, but others make genuine efforts to repair past ills, laying the trail for slow but inevitable progress.
Almish gnolls are perceived as… Savage, proud, unforgiving, warlike, decisive, spiritualistic, domineering, capable, standoffish.
Names: Blackheart, Bladeclaw, Bloodburn, Bonesaw, Deadscar, Denward, Godhand, Longtooth, Redfang, Stonefist, Warcry.
Gnollish names are given in bestial, largely unpronounceable to foreigners. However, to make their achievements known to their enemies, most translate their names into common as well.
The following feats include this heritage as a prerequisite.
Benefit: The first time you bloody an enemy during an encounter, you gain a +1 bonus per tier to damage rolls until the end of the encounter.
Prerequisite: Gnoll, Warlord
Benefit: Whenever an ally taking advantage of your commanding presence feature misses all targets, that ally regains an Action Point at the end of their turn and may spend it during this combat.
Benefit: You gain a +1 bonus per tier to attack rolls with arcane powers. When you are bloodied, you gain an additional +1 to attack rolls and +2 to damage rolls per tier with arcane attack powers.
Benefit: When you reduce an opponent to 0 or fewer hit points, each enemy who can see you suffers a -2 penalty to attack rolls and damage rolls until the beginning of your next turn. This is a fear effect.
Prerequisite: Gnoll or Equitarn, trained in Intimidate
Benefit: You use your Strength modifier in place of your Charisma modifier on Intimidate checks.
Prerequisite: Gnoll, Leader
Benefit: Whenever an ally misses all targets with a basic attack granted to them by one of your powers, you can make a melee basic attack against the missed target.
Prerequisite: Gnoll, Warlord
Benefit: At the end of a charge, you can use brash assault in place of a melee basic attack.
Benefit: If a bloodied enemy is threatened by you and at least one ally, you gain combat advantage against that enemy.
Prerequisite: Jotun or Gnoll, Paladin
Benefit: You gain a +3 feat bonus to your healing surge value. The bonus increases to +4 at 11th level and +5 at 21st level.
Your paladin powers and paladin paragon path powers are primal as well as divine.
Prerequisite: Gnoll, Paragon Tier
Benefit: At the beginning of your turn, you can choose to take 10 damage which cannot be reduced in any way. If you do, you gain resist all 5 until the start of your next turn.
Benefit: The first time you become bloodied during an encounter, you regain the use of your ferocious charge power.
- 14 years ago Update Original version published for D&D 3.5e
- 10 years ago Update Game mechanics overhauled for 4e. First 4e version published to gamebrief.wikidot.com
- 3 years ago Update Published to original Skies of Escarnum website.
- 2 years ago Add Moved to current Skies of Escarnum website. Various language changes; no significant rules changes