I'm on a road to Gnollwere

I’ve got a deep-seated love for reverse lycanthropes. Many, many years ago I ran a Convention game where the main protagonist was a Wolfwere (stats reproduced below courtesy of S4 – Lost Caverns of Tsojcanth). The players, armed to the teeth with silver daggers, were convinced that the villain of the piece was the Hermit Ranger in the hills and didn’t so much as glance at his wolf companion until very late in the game. Ah, good times.

Fast forward to the now, and for the 4e D&D arena campaign we’re going through characters at a rate of knots. As each player is responsible for an entire Gladiatorial Stable we’re each throwing up to 6 characters at a time into the arena with death meaning compulsory replacement, and 0hp an extended stay in the Healers’ Temple. We’re getting plenty of time to put the 4e rules through their paces doing what it does best (fight!), and well as having a blast creating characters that we’d ordinarily not consider.

G'narl drying off his gnoll butt in the tavern. Don't fancy those chickens.
G'narl drying off his gnoll butt in the tavern. Don't fancy those chickens.

Here’s my latest raw recruit – a Gnoll who (during nights of the full moon) becomes fully human. It’s a straight-up Gnoll build with the Claw Fighter Feat and a selection of abilities from Martial Power (mini-review: Awesome supplement, tippex out that Raise Dead Companion stupidity and pretend it never existed). There’s no rules mechanics for his “turning into a human” shtick – he just loses his claws and picks up a shortsword instead; or, more likely, goes and skulks into a corner and gets raging drunk. I mean, going from Gnoll to puny human has to be one heck of a come-down, don’t you think?

G’narl, Gnollwere Claw Fighter, Unaligned Male Gnoll Fighter-1
STR 16, CON 14, DEX 16, INT 10, WIS 13, CHA 11
HP 29, bloodied 14, surges 7 x 11/day

AC 16 (chain), Fort 15, Ref 13, Will 11, Squares 6, low-light vision
Claws +6 vs AC, 1d6+3
Cleave/w +6 vs AC, 1d6+3 & 3 dmg to an adjacent foe
Crushing Surge/w +6 vs AC, 1d6+3, gain 2 temp hp
Ferocious Charge/e – +2 dmg on charge, +4 dmg & +4 temp hp if bloodied
Lunging Strike/e – +5 vs AC, +1 reach, 2d6+3
Brute Strike/d +6 vs AC, 3d6+3

Athletics +7, Endurance +6, Intimidate +7
Claw Fighter – use claws as light blade weapons, 1d6, +3 proficiency
Blood Fury – +2 dmg when bloodied
Combat Challenge – mark foe on attack, at -2 attack unless they target you
Combat Superiority – +1 to opportunity attacks
Battlerager Vigour – gain 2 temp hp if hit by melee or close attack, +1 dmg if have temp hp

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