Harperfan7
2010-01-31, 10:57 PM
So, it's exactly what it sounds like. I'll probably end up doing one of these for all the MM humanoid races, including humans.
Hobgoblins
HOBGOBLIN CHARACTERS
Hobgoblin characters possess the following racial traits.
+2 Constitution, -1 to will saves. Hobgoblins are disciplined and punished harshly since birth by a highly dominating society, developing healthy enduring bodies but lacking personal willpower and the mental ability to block influence. A hobgoblin instinctively follows commands and orders.
A hobgoblin’s base land speed is 30 feet.
+4 racial bonus on Move Silently checks.
+3 to Grapple checks
+2 to all Art of War checks (Bull Rush, Disarm, Feint, Overrun, Parry, Sunder, & Trip)
+2 vs. all Art of War checks (Bull Rush, Disarm, Feint, Overrun, Sunder, & Trip)
+2 to Knowledge (architecture & Engineering) & Proffession (Seige Engineer) checks
Any hobgoblin who is adjacent to an ally hobgoblin gains a +1 shield bonus to AC against melee attacks.
Automatic Languages: Common, Goblin. Bonus Languages: Draconic, Dwarven, Infernal, Giant, Orc.
Half-hobgoblin
+2 Wis, -2 Cha. Half-hobgoblins are looked down upon and ignored by their parent races and thus have weaker personalities, but develop greater self-control and perception by learning for and teaching themselves. They tend to say little and listen much.
A hobgoblin’s base land speed is 30 feet.
+2 racial bonus on Move Silently checks.
+2 on all endurance checks.
+2 to Concentration checks.
+2 to Grapple checks
+2 to all Art of War checks (Bull Rush, Disarm, Feint, Overrun, Parry, Sunder, & Trip)
+2 vs. all Art of War checks (Bull Rush, Disarm, Feint, Overrun, Sunder, & Trip)
+2 to Knowledge (architecture & Engineering) & Proffession (Seige Engineer) checks
Any hobgoblin who is adjacent to an ally hobgoblin gains a +1 shield bonus to AC against melee attacks.
Automatic Languages: Common, Goblin. Bonus Languages: Draconic, Dwarven, Infernal, Giant, Orc.
Hobgoblins are a conquering race that inhabit areas that used to be occupied by other races, usually a receding tide of humans. Hobgoblins live wherever they find suitable defensible dwellings. They add superficial fortifications and dwellings onto a base structure that they cannot replicate, though some powerful hobgoblins tribes and nations use slaves to build fortresses and cities that they design, and these fortresses and cities are often of higher structural quality than the majority built by humans. Some of the largest and strongest fortresses in the world are in (or bordering) hobgoblin lands. Any hobgoblin leader would go to great lengths to own a dwarven fortress. Hobgoblins living near water often pirate and raid from fortified battle-ships with siege weaponry (their ships tend to be very large, often with wide platforms, but aren‘t quite seaworthy.
They exist in tribes which occasionally, under the right leadership, form into small (but very strong) kingdoms. They raid the communities of other races (and their own) for slaves, whom they use for menial labor, agriculture, crafting, animal handling, mining, battle fodder, and other miscellaneous (and often horrible) things. Hobgoblin society leans heavily on the use of slaves. Hobgoblins rely on other cultures for resources, as they lack the skill to make what they need (except for armor, drums, siege engines, and weapons), relying on their martial prowess to take what they need. Hobgoblins will sometimes trade with cultures they cannot dominate (yet) for things they cannot create or greatly desire (often fueling black markets in those cultures).
They are almost constantly skirmishing with orcs, whom they acknowledge as dangerous, but lack respect for. They are just as often at war with other hobgoblins, usually over territory, slaves, or some defensible location. They occasionally fight with dwarves, whom they regard as fierce and dangerous enemies, but can rarely defeat them on their home ground (which is where the vast majority of dwarf vs. hobgoblin battles take place). They rarely fight with elves, whom they have an almost fanatical hatred for, and will go far out of their way to kill when they catch wind of them (often meaning huge losses if in an elven forest). Hobgoblins consider killing an elf a great achievement, and many make trophies of the elves they have slain. If a hobgoblin is a ranger, they will almost surely pick elves as their favored enemy.
If a hobgoblin tribe is successful enough, they will breed their slaves to ensure a second generation. This sometimes means that whole generations of other races live and die as slaves to hobgoblins. Some hobgoblins hire themselves out as mercenaries to humans and other races. Most human leaders are loathe to go to war with hobgoblins, as such always leads to heavy battlefield losses.
Most hobgoblins are of the warrior class (usually with a focus on phalanx fighting), with siege engineers being experts. Many Hobgoblins are fighters, usually of the combat expertise feat tree. Hobgoblin leadership typically includes clerics of Maglubiyet (Hextor, with Trickery instead of Destruction), warmages, or marshalls, and often a triumvirate of the three, with evokers taking an advisory role. Hobgoblin adepts are almost always smiters* and serve in the same role as warmages. Hobgoblins have a strong tradition of ninja/monk hyrbids, although an individual hobgoblin may only have levels in one of the two. The highest regarded class of any hobgoblin, however, is the blackguard. Many champions and heroes of the race are blackguards.
Hobgoblin clerics and evokers have a strong relationship with barghests through the planar ally/binding spells, and the barghests are held in high regard in hobgoblin society, existing outside the usual hierarchy. Barghests often sponsor blackguards, and half-barghest hobgoblins are usually blackguards (half-fiend with the barghest ability to turn into a wolf instead of having wings). Hobgoblins usually feed low worth slaves to barghests in return for being called. Hobgoblin warbands under a barghest leader will usually ally with a pack of wargs.
Strong hobgoblin tribes or nations will sometimes breed small armies of skull crusher ogres for use as elite heavy infantry and shock troops, or, rarely, as heavy cavalry mounted on war elephants. Hobgoblins rarely ride horses, instead, they ride either dire wolves raised for battle, or wargs enlarged through a permanancied first level spell created by their evokers. Magic hobgoblin armor usually has the shadow and silent moves enchantments. Hobgoblins favor flails, tower shields, and armor spikes. The most common template for hobgoblins is half-fiend (barghest).
*The smiter is an adept variant from a third party book, "Ultimate NPCs". It's basically what you would get if you crossed an adept with a warmage.
Hobgoblins
HOBGOBLIN CHARACTERS
Hobgoblin characters possess the following racial traits.
+2 Constitution, -1 to will saves. Hobgoblins are disciplined and punished harshly since birth by a highly dominating society, developing healthy enduring bodies but lacking personal willpower and the mental ability to block influence. A hobgoblin instinctively follows commands and orders.
A hobgoblin’s base land speed is 30 feet.
+4 racial bonus on Move Silently checks.
+3 to Grapple checks
+2 to all Art of War checks (Bull Rush, Disarm, Feint, Overrun, Parry, Sunder, & Trip)
+2 vs. all Art of War checks (Bull Rush, Disarm, Feint, Overrun, Sunder, & Trip)
+2 to Knowledge (architecture & Engineering) & Proffession (Seige Engineer) checks
Any hobgoblin who is adjacent to an ally hobgoblin gains a +1 shield bonus to AC against melee attacks.
Automatic Languages: Common, Goblin. Bonus Languages: Draconic, Dwarven, Infernal, Giant, Orc.
Half-hobgoblin
+2 Wis, -2 Cha. Half-hobgoblins are looked down upon and ignored by their parent races and thus have weaker personalities, but develop greater self-control and perception by learning for and teaching themselves. They tend to say little and listen much.
A hobgoblin’s base land speed is 30 feet.
+2 racial bonus on Move Silently checks.
+2 on all endurance checks.
+2 to Concentration checks.
+2 to Grapple checks
+2 to all Art of War checks (Bull Rush, Disarm, Feint, Overrun, Parry, Sunder, & Trip)
+2 vs. all Art of War checks (Bull Rush, Disarm, Feint, Overrun, Sunder, & Trip)
+2 to Knowledge (architecture & Engineering) & Proffession (Seige Engineer) checks
Any hobgoblin who is adjacent to an ally hobgoblin gains a +1 shield bonus to AC against melee attacks.
Automatic Languages: Common, Goblin. Bonus Languages: Draconic, Dwarven, Infernal, Giant, Orc.
Hobgoblins are a conquering race that inhabit areas that used to be occupied by other races, usually a receding tide of humans. Hobgoblins live wherever they find suitable defensible dwellings. They add superficial fortifications and dwellings onto a base structure that they cannot replicate, though some powerful hobgoblins tribes and nations use slaves to build fortresses and cities that they design, and these fortresses and cities are often of higher structural quality than the majority built by humans. Some of the largest and strongest fortresses in the world are in (or bordering) hobgoblin lands. Any hobgoblin leader would go to great lengths to own a dwarven fortress. Hobgoblins living near water often pirate and raid from fortified battle-ships with siege weaponry (their ships tend to be very large, often with wide platforms, but aren‘t quite seaworthy.
They exist in tribes which occasionally, under the right leadership, form into small (but very strong) kingdoms. They raid the communities of other races (and their own) for slaves, whom they use for menial labor, agriculture, crafting, animal handling, mining, battle fodder, and other miscellaneous (and often horrible) things. Hobgoblin society leans heavily on the use of slaves. Hobgoblins rely on other cultures for resources, as they lack the skill to make what they need (except for armor, drums, siege engines, and weapons), relying on their martial prowess to take what they need. Hobgoblins will sometimes trade with cultures they cannot dominate (yet) for things they cannot create or greatly desire (often fueling black markets in those cultures).
They are almost constantly skirmishing with orcs, whom they acknowledge as dangerous, but lack respect for. They are just as often at war with other hobgoblins, usually over territory, slaves, or some defensible location. They occasionally fight with dwarves, whom they regard as fierce and dangerous enemies, but can rarely defeat them on their home ground (which is where the vast majority of dwarf vs. hobgoblin battles take place). They rarely fight with elves, whom they have an almost fanatical hatred for, and will go far out of their way to kill when they catch wind of them (often meaning huge losses if in an elven forest). Hobgoblins consider killing an elf a great achievement, and many make trophies of the elves they have slain. If a hobgoblin is a ranger, they will almost surely pick elves as their favored enemy.
If a hobgoblin tribe is successful enough, they will breed their slaves to ensure a second generation. This sometimes means that whole generations of other races live and die as slaves to hobgoblins. Some hobgoblins hire themselves out as mercenaries to humans and other races. Most human leaders are loathe to go to war with hobgoblins, as such always leads to heavy battlefield losses.
Most hobgoblins are of the warrior class (usually with a focus on phalanx fighting), with siege engineers being experts. Many Hobgoblins are fighters, usually of the combat expertise feat tree. Hobgoblin leadership typically includes clerics of Maglubiyet (Hextor, with Trickery instead of Destruction), warmages, or marshalls, and often a triumvirate of the three, with evokers taking an advisory role. Hobgoblin adepts are almost always smiters* and serve in the same role as warmages. Hobgoblins have a strong tradition of ninja/monk hyrbids, although an individual hobgoblin may only have levels in one of the two. The highest regarded class of any hobgoblin, however, is the blackguard. Many champions and heroes of the race are blackguards.
Hobgoblin clerics and evokers have a strong relationship with barghests through the planar ally/binding spells, and the barghests are held in high regard in hobgoblin society, existing outside the usual hierarchy. Barghests often sponsor blackguards, and half-barghest hobgoblins are usually blackguards (half-fiend with the barghest ability to turn into a wolf instead of having wings). Hobgoblins usually feed low worth slaves to barghests in return for being called. Hobgoblin warbands under a barghest leader will usually ally with a pack of wargs.
Strong hobgoblin tribes or nations will sometimes breed small armies of skull crusher ogres for use as elite heavy infantry and shock troops, or, rarely, as heavy cavalry mounted on war elephants. Hobgoblins rarely ride horses, instead, they ride either dire wolves raised for battle, or wargs enlarged through a permanancied first level spell created by their evokers. Magic hobgoblin armor usually has the shadow and silent moves enchantments. Hobgoblins favor flails, tower shields, and armor spikes. The most common template for hobgoblins is half-fiend (barghest).
*The smiter is an adept variant from a third party book, "Ultimate NPCs". It's basically what you would get if you crossed an adept with a warmage.