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    Goblins as PCs

    Goblins, sadly, were not meant to be PC's. Only the base goblin is really considered a well balanced alternative to standard races, while the hob, and bugbear varieties, get the sort end of the stick.

    FIXED!!!

    universal goblin traits!


    •Darkvision: Goblins can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and Goblins can function just fine with no light at all.
    •Weapon Familiarity: Goblins may treat Bastard Swords and repeating Crossbows as martial weapons, rather than exotic weapons.

    •Unnatural selection: A Goblin gains a +2 profane bonus on ability checks and skill checks made to interact with an animal or and +4 profane bonus on skill checks made to interact with a canine, including ride checks, handle animal checks, and checks to use the animal empathy class feature. The bonuses do not stack. The Goblin will loose these bonuses if he is not of the evil alignment.

    •Calm before the Storm: A goblin gains a +4 profane bonus to move silently checks, provided he is of chaotic alignment

    •The guiding hand of Tyranny: A goblin gains a +2 profane bonus to damage during a charge attack, providing he is of the lawful alignment.

    •Red Dance: A goblin may increase his Cleaving ability by one class. Characters without the feat gain Cleave, those with Cleave gain Greater cleave, those with Greater cleave gain Superior cleave, Gain the 'Waltz of the Redcap' a specail ability wherein a character may make a 5 foot step in between each attack.

    In order to gain this benefit, the Goblin must be; Under the effects of inspire greatness, as cast by a goblin, wearing an article soaked in fresh infants blood, but must also be wearing Special Iron and lead boots (150 gp) which weigh 75 lbs (a pair)

    •+2 racial bonus on saving throws against mind affecting effects.
    •+1 racial bonus on attack rolls against Elves and Dwarves.
    • Hated: All Elf and Dwarf NPCs start off one diplomacy category lower than normal upon meeting the Hobgoblin.
    •Automatic Languages: Common and Goblin. Bonus Languages: Giant, Warg, Gnome, Dwarven, Elf, Infernal, Orc, and Undercommon




    Subracail Traits:
    Goblin

    •-2 Strength, +2 Dexterity, -2 Charisma
    •Small: As a Small creature, a goblin gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on 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.
    •Goblin base land speed is 30 feet.

    Hobgoblin

    • Medium: As Medium creatures, Hobgoblins have no special bonuses or penalties due to their size.
    • Hobgoblin base land speed is 30 feet


    •Medium: As Medium creatures, Bugbears have no special bonuses or penalties due to their size.
    •-4 wisdom, Bugbears have typically poor vision and hearing, they are also exceptionally brash and flighty.
    •Bugbear base land speed is 30 feet.
    •Powerful Build: The physical stature of bugbear lets them function in many ways as if they were one size category larger.
    Whenever a bugbear is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the bugbear is treated as one size larger if doing so is advantageous to him.
    A Bugbear is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect him. Bugbear can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category.
    • Strongly Hated: All Elf, Human and Dwarf NPCs start off one diplomacy category lower than normal upon meeting the Bugbear.
    •Scent
    •Curse of sloth, Bugbears must rest a total of 12 hours a day in order to be fully rested, this penalty includes natural healing, and spell re-memorization, as such, a full day of rest only restores 2 hit points per hit die, as opposed to 3.




    ALLRIGHTY!!! and the best part is: ALL ECL+0!!!
    These babies are balanced, combining combat and non combat penalties, i believe these races to be balanced, and, happily enough, have role play built into their racial abilities, making it so players who wish to play outside of the norm, must contend with penalties, Good thing Drizz't isnt a goblin!

    AND BONUSES FOR BEING A REDCAP!!!

    #2
    Re: Goblins 2: electric Bugaloo!

    HA!

    This is killer...

    nice work mate.

    Comment


      #3
      Re: Goblins 2: electric Bugaloo!

      I also applaud your efforts at making Goblinoids viable as PCs. Three cheers!

      Comment


        #4
        I don't think these would make them appeal to players at all. In a setting such as Eberron where goblinoids are commonplace the penalty to interaction can be a real blow to the character. Also, the abilities to me look like they would be better in a Goblinoid PrC instead of the racial abilities. The Repeating crossbow and bastard sword familiarity make no sense, and not everyone runs a campaign where 'fresh infant's blood' has a place.

        Remember, goblinoids don't nescessarily HAVE TO BE evil, and not all of them will be.

        Comment


          #5
          Nice work, but a goblin cleric of pelor, or another "good" god, would have a hard time explaining the profane bonuses...

          Comment

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