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A persistent world set in the Frozen North of The Forgotten Realms

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Goblinoids

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1Goblinoids Empty Goblinoids Mon Oct 25, 2010 7:59 am

jeffinak

jeffinak
DM
DM

Goblinoid

Goblinoids are a race of closely related humanoids also known (incorrectly) as goblins. It is believed by some scholars that some of the goblinoid races were purposefully bred by the hobgoblin race, who often dominate goblinoid communities. The typical goblinoid is lewd, cruel, sadistic, power-hungry (or in the case of goblins, just plain hungry), extremely lacking in any intelligence or sophistication, and proud of it. Known for their habit of abusing those (at least by thier reckoning) lesser than them, and worshiping those greater than them, goblinoids are not popular amongst other races. While exceptions do exist (though none are noted, as an atypical goblinoid rarely makes it out of its clan alive), this description pretty much describes the ethics and existence of goblinoids throughout the Realms.

Notable examples of the goblinoid include, but are not limited to, the goblin, hobgoblin, bugbear, batiri, and sewer goblin.

2Goblinoids Empty Re: Goblinoids Mon Oct 25, 2010 7:59 am

jeffinak

jeffinak
DM
DM

Goblin

Goblins are a race of small and numerous goblinoids common throughout Toril, often living in underground caverns near the surface known as lairs. The race is often, though not always, dominated by other goblinoids, most commonly hobgoblins. Goblins may have, in fact, been initially created by this related race to serve as scouts and infiltrators. Goblins are small goblinoids that many consider little more than a nuisance. They have flat faces, broad noses, pointed ears, and small, sharp fangs.

Their foreheads slope back, and their eyes vary in color from red to yellow. Their skin color ranges from yellow through any shade of orange to a deep red; usually all members of the same tribe share the same colored skin. Goblin skin may also be green.


Racial Traits:

- Ability Adjustments: -2 Strength, +2 Dexterity, -2 Charisma.

- Darkvision: goblins can see in the dark up to 60 feet.

- Small: As a Small creature, a goblin gains a +1 size bonus to Armor Class, a +1 size bonus to attack rolls, and a +4 size bonus to Hide checks, but he uses smaller weapons than humans use, and his lifting and carrying limits are three-quarters of those of a Medium character.

- Stealthy: +4 racial bonus to Move Silently checks.

- Favored Class: Rogue. A multiclass goblin's rogue class does not count when determining whether he takes an experience point penalty for multiclassing.

- Level Adjustment +0:

3Goblinoids Empty Re: Goblinoids Mon Oct 25, 2010 8:00 am

jeffinak

jeffinak
DM
DM

Hobgoblin

Hobgoblins are a larger, stronger, smarter, and more menacing form of goblinoids than goblins, but not as powerful as bugbears. It is believed they may have created the latter two races. They are at constant war with elves and harbor a deep hatred of them. Hobgoblins stand over 6 feet tall, with reddish-brown hair. These creatures have a strong grasp of strategy and tactics, and are capable of developing sophisticated battle plans. Their society is geared toward military activities, with young being raised for battle. Under the leadership of a skilled warrior, hobgoblin bands can be formidable opponents.


Racial Traits:

- Ability Adjustments: +2 Dexterity, +2 Constitution.

- Darkvision: Hobgoblins can see in the dark up to 60 feet.

- Stealthy: +4 racial bonus to Move Silently checks.

- Favored Class: Fighter. A multiclass hobgoblin's fighter class does not count when determining whether he takes an experience point penalty for multiclassing.

- Level Adjustment +1: Hobgoblins are slightly more powerful and gain levels more slowly than other races. It will take more experience for a hobgoblin to reach level 2 than it would for normal races, for example.

4Goblinoids Empty Re: Goblinoids Mon Oct 25, 2010 8:00 am

jeffinak

jeffinak
DM
DM

Bugbear

A bugbear is a massive humanoid distantly related to, but larger and stronger than, goblins and hobgoblins. They are the only goblinoids to be covered in fur. They survive primarily by hunting weaker creatures. Bugbears resemble hairy, feral goblins standing seven feet (2.1m) tall. They take their name from their noses and claws, which are similar to those of bears. Their claws are not long and sharp enough to be used as weapons, so bugbears often armor and arm themselves with a variety of purloined gear. Most often, this gear is second-rate and in poor repair.

Many scholars now believe that bugbears and goblins were both bred by the hobgoblins as slave races, with bugbears serving as elite soldiers.


Racial Traits:

- Ability Adjustments: +4 Strength, +2 Dexterity, +2 Constitution, -2 Charisma.

- Darkvision: Bugbears can see in the dark up to 60 feet.

- Natural Armor: Natural armor +3.

- Armor, Weapon & Shield Affinity: Bugbears are naturally proficient with light armors, simple weapons and shields, except tower shields.

- Stealthy: +4 racial bonus to Move Silently checks.

- Favored Class: Rogue. A multiclass bugbear's rogue class does not count when determining whether he takes an experience point penalty for multiclassing.

- Level Adjustment +1: Bugbears are slightly more powerful and gain levels more slowly than other races. It will take more experience for a bugbear to reach level 2 than it would for normal races, for example.

5Goblinoids Empty Re: Goblinoids Mon Oct 25, 2010 8:01 am

jeffinak

jeffinak
DM
DM

Batiri

Jungle goblins of Chult are called the Batiri. The Batiri live in clans of 25 to 200 members. They hunt and travel at night, moving from campsite to campsite throughout the jungle. In a few places, the goblins have constructed "permanent" buildings-ramshackle huts poised over shallow pits that serve mostly to shield them from the sun. These belong to no clan in particular; arguments over use of a site are always settled by violence. Tribes maintain totems around their settlements that raise the alarm when a village is in danger. Each Batiri clan has a patron deity, to whom they offer sacrifices. These many gods, the Batiri believe, are represented in the jungle by the various monsters and species of dinosaurs. Each tribe has a particular creature to which it offers worship; for example, a clan may pray to Oogra, whose avatar is the stegosaurus. Khurgorbaeyag, called 'Kuro' by the Batiri, is also worshipped heavily. Most intelligent creatures in Chult fear the Batiri.

They are relentless trackers, skilled in jungle lore and the use of the bow and spear. Rumors that these goblinoids devour foes captured in raids are absolutely true, though their cannibalistic tendencies never extend to other Batiri. Such behavior is considered barbaric and brings a penalty of death. Batiri can have green skin as well as other more typical goblinoid coloration. They speak their own language which is different from, but related to, the Goblin tongue.


Racial Traits:

- Ability Adjustments: +2 Dexterity, -2 Intelligence, -2 Charisma.

- Darkvision: Batiri can see in the dark up to 60 feet.

- Natural Hunter: +4 racial bonus to Move Silently and +3 racial bonus to Survival checks.

- Disease Resistance: Batiri have a +4 racial bonus on Fortitude saves against diseases.

- Favored Class: Ranger. A multiclass batiri's ranger class does not count when determining whether he takes an experience point penalty for multiclassing.

- Level Adjustment +0:

6Goblinoids Empty Re: Goblinoids Mon Oct 25, 2010 8:01 am

jeffinak

jeffinak
DM
DM

Sewer Goblin

Hundreds of years ago at the distant lands of Zakhara, a large band of unenlightened goblins attacked the city of Muluk and were soundly defeated by the mamluks of that city. The captured goblins would have made terrible slave soldiers, so were instead put to work as slaves in the sewers under Muluk. They performed so well at this task that units of goblin slaves were sent to work the sewers of every major city in the Land of Fate. Although they were later freed from their servitude by the order of the Grand Caliph, sewer goblins continue to work their traditional jobs far below the shining spires of the cities.

Sewer goblins stand only about 4 feet tall, and have light gray skin. Hair color is between black and silver; the males have beards but all hair is worn relatively short, including facial hair. Although most people believe that sewer goblins are dirty and smell awful, in truth the goblins keep themselves meticulously clean and well-groomed when they are not at work below the city. They are out to prove that they're just as good as any of the other enlightened races. Not better, mind you, but equals. They will undertake missions that others might blanch at, because they've got something to prove. A small but growing handful of sewer goblins are training as fakirs (the paladins of Zakhara).


Racial Traits:

- Ability Adjustments: -2 Strength, +2 Dexterity, -2 Charisma.

- Darkvision: Sewer goblins can see in the dark up to 60 feet.

- Small: As a Small creature, a sewer goblin gains a +1 size bonus to Armor Class, a +1 size bonus to attack rolls, and a +4 size bonus to Hide checks, but he uses smaller weapons than humans use, and his lifting and carrying limits are three-quarters of those of a Medium character.

- Skills: +2 racial bonus to Spot, Search, and Lore checks.

- Hardiness vs. Poison: Sewer goblins have a +2 racial bonus to saving throws against poisons.

- Favored Enemy; Vermin: The battle training of sewer goblins grants them a +1 bonus to damage rolls against vermins. They also receive a +1 bonus on Listen, Spot, and Taunt checks against them.

- Favored Class: Rogue. A multiclass sewer goblin's rogue class does not count when determining whether he takes an experience point penalty for multiclassing.

- Level Adjustment +0:

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