Goblinoid Racial Paragon Classes? [Archive] - Wizards Community

Post/Author/DateTimePost
Werebat

07-03-07, 01:34 AM
Has anyone made these yet? I'd like to see them if they exist before trying to design my own.

- Ron ^*^
GrimAlchemist

07-03-07, 02:08 AM
There are a couple here (http://boards1.wizards.com/showthread.php?t=251402&page=4).

I can't attest to their quality exactly, and you will need to root around to find most of them, and there do seem to be a few mechanical errors (like a goblin paragon gaining bonuses to ranged sneak attacks, when the paragon class doesn't have a sneak attack). Could serve you well as inspiration, though.
Warforged Goblin

07-03-07, 08:53 AM
GOBLIN PARAGON
Sneaky, mean, and conniving, these words perfectly describe the goblin way of life. Goblin paragons exemplify these traits to their worst possible extent. Only the strongest survive in goblin culture and the best way to the top is through whoever is in front of you. Survivors and quite possibly the most capable members of their race, goblin paragons seek wealth and power, both from within and without of their tribe.

Adventures: Goblin paragons adventure for many different reasons: fame, fortune, freedom, or the growth of their tribe’s territory. Life in a goblin settlement always carries the risk of violence, so adventuring seems to be less of a risk than living at home. Goblin paragons view adventure as not only a way to acquire wealth, but to also as an outlet for their more murderous tendencies.
Characteristics: Most goblins are shifty, devious, detestable little creatures, and not surprisingly, so are goblin paragons. They use their superior skill to not only get one up on members of other races, but their own kin as well.
Alignment: Most goblin paragons are as hateful as any other member of their race. Granted, exceptions to this generalization of evilness do exist, but they are rare indeed.
Religion: All goblins worship Maglubiyet, evil lord of all things goblin. A few others will worship other evil gods, particularly Hextor, Nerull, and Vecna.
Background: Goblins become goblin paragons by being the sneakiest, most cunning, or most underhanded goblin they can be. There are no goblin paragon teachers or mentors, as they are loathe to share their talents with anyone else.
Races: Goblin paragons see only two types of people in the world: those that can be killed and looted, and those that should be killed and looted. They are always looking for another purse to cut or throat to slit, and it doesn’t matter what race that purse or throat belongs to. All races are fair game to a goblin paragon.
Other Classes: Goblin paragons work unusually well with rogues, who understand and appreciate their stealth. They find fighters and barbarians to good as distractions and not much else. Other than that, goblin paragons see other classes as tools to be used for furthering their own means.

GAME RULE INFORMATION
Goblin paragons have the following game statistics.
Abilities: Dexterity is important to goblin paragons, as it improves not only their stealth, but their ability to break, enter, and steal. Intelligence helps with their skills, and a good Constitution keeps the goblin paragon alive longer.
Alignment: Any, though most favor neutral evil.
Hit Dice: d6

CLASS SKILLS
The goblin paragon’s class skills (and the key ability for each) are Bluff (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Hide (Dex), Intimidate (Cha), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Ride (Dex), Search (Int), Sleight of Hand (Dex), Spot (Wis), Tumble (Dex), and Use Rope (Dex)
Skill Points at 1st Level: (8 + Int modifier) x 4
Skill Points at Each Additional Level: 8 + Int modifier


TABLE 13-1: THE GOBLIN PARAGON
Level Base Attack: Saves: Special:
1st +0 0 / 2 / 0 Skill bonus
2nd +1 1 / 3 / 1 Improved feint
3rd +2 1 / 3 / 1 Ability boost (Dex +2)

Weapon and Armor Proficiency: Goblin paragons are proficient with all simple and martial weapons, with light armor, and light shields.

Skill Bonus (Ex): At 1st level, a goblin paragon gains a +2 bonus to Hide, Move Silently, and Ride. This bonus stacks with his racial bonus to Move Silently and Ride and size bonus to Hide.

Improved Feint (Ex): At 2nd level, a goblin paragon gains the Improved Feint feat, even if he does not meet the prerequisites. If the goblin paragon already has Improved Feint, he may choose another feat he qualifies for.

Ability Boost (Ex): At 3rd level, a goblin paragon increases his Dexterity by 2 points.
GrimAlchemist

07-03-07, 06:31 PM
Very much like the looks of it. Only thing I'd change in my game is Improved Feint for a 1d6 sneak attack, and give them a couple more skill options at the cost of a more limited weapon choice (like a variation of the rogue weapon proficiencies). Just my concept of goblins being more backstabbing and less deceptive (not that they can't be).
Werebat

07-04-07, 09:48 AM
Very much like the looks of it. Only thing I'd change in my game is Improved Feint for a 1d6 sneak attack, and give them a couple more skill options at the cost of a more limited weapon choice (like a variation of the rogue weapon proficiencies). Just my concept of goblins being more backstabbing and less deceptive (not that they can't be).

I was thinking the same thing.

Looks like I'll have to get to work on hobgobs and bugbears.

- Ron ^*^
GrimAlchemist

07-04-07, 03:24 PM
Howsabout this for an idea:

HOBGOBLIN PARAGON
Strong, brutal and regimented, the Hobgoblin Paragon represents his race's militaristic and warlike nature. Often serving as commander to his lesser kin, the Paragon trains relentlessly to perfect himself for battle, be it at the head of the ranks of soldiers, or in the world, proving himself against worthy foes.

Adventures: Hobgoblin paragons adventure primarily for the opportunity to prove his fighting prowess, and to expand his tribe's influence. This is often during the brief cessations of hostility among the tribes, when the Hobgoblin Paragon isn't rallying his fellows for another skirmish. Adventuring is a way for the Hobgoblin Paragon to continue perfecting his martial training.
Characteristics: The Hobgoblin Paragon exemplifies the desire for strength and military prowess, taking the lead during attacks and enforcing strict discipline among his fellows.
Alignment: Hobgoblins are infamous for their brutal authority and often merciless tactics, favoring the aspects of a Lawful Evil alignment. Individuals in the tribe who do not follow orders or show the "weakness" of compassion do not survive long, and so often leave to find a new place for themselves.
Religion: Hobgoblins fight in the name of Maglubiyet, lord of goblin-kind. Those few who do not are more likely attracted to the ranks of Hextor's faithful.
Background: Paragons achieve their status through strength of arm, skill with weapons, and aggressive combat. Training for this goal is not for the weak, and those who don't succeed often die in the process. The few that survive are going to be the strongest in the tribe.
Races: A perpetually warlike and aggressive peoples, the hobgoblin paragon is more likely to attack other humanoid races, with rare exceptions. The lesser goblin kin are to be subjugated and commanded, while a grudging respect is given to their larger Bugbear cousins, who they fight alongside as often as they fight against.
Other Classes: The Paragon sees fighters as worthy brothers in arms. Barbarians are fearsome warriors, but few have a place in the regimented military structure of hobgoblin tribes. Rogues tend to avoid combat as often as engage, but their sneaky tactics do have a role in a proper fighting group. Other martial classes who conform to the strictures of the tribe are permissable, as are priests of the goblin god or other tyrannical deities, or a wizard who employs his destruction magic for the good of the tribe. Anyone else is viewed as weak and unworthy of the Paragon's attention.

GAME RULE INFORMATION
Hobgoblin paragons have the following game statistics.
Abilities: Strength and Constitution are vital to the warrior who lives to fight, while Dexterity improves their defense and ranged skills. Intelligence provides a measure of cunning and tactical knowledge, while Charisma gives them the force of personality to rally and inspire their comrades, or strike fear into their enemies.
Alignment: Any, though most favor lawful evil.
Hit Dice: d10

CLASS SKILLS
The goblin paragon’s class skills (and the key ability for each) are Climb (Str), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Spot (Wis), and Swim (Str).

Skill Points at 1st Level: (2 + Int modifier) x 4
Skill Points at Each Additional Level: 2 + Int modifier


THE HOBGOBLIN PARAGON
Level Base Attack: Saves: Special:
1st +1 2 / 0 / 0 Ability boost (Con +2), martial aptitude
2nd +2 3 / 0 / 0 Bonus Feat
3rd +3 3 / 1 / 1 Ability boost (Dex +2)

Weapon and Armor Proficiency: Goblin paragons are proficient with all simple and martial weapons, with light, medium, and heavy armor, and with shields (but not with tower shields).

Martial Aptitude (Ex): The hobgoblin paragon's focus on training for war grants him great skill with weapons. His levels of Hobgoblin Paragon count towards levels of Fighter for purposes of qualifying for feats (like Weapon Specialization).

Ability Boost (Ex): At 1st level, a hobgoblin paragon increases his Constitution by 2 points.

Bonus Feat (Ex): At 2nd level, a hobgoblin paragon chooses a feat from the list of fighter bonus feats. He must meet the prerequisites for any feat he chooses.

Ability Boost (Ex): At 3rd level, a goblin paragon increases his Dexterity by 2 points.

The flavor would probably need to be changed for an Eberron based game, but otherwise the stats are okay.

Should also mention, these statistics assume the use of Ron's alternative Hobgoblin racial traits.
FreAkOuTRG

07-04-07, 05:32 PM
I've made a few. In my sig.
Werebat

07-04-07, 07:38 PM
Howsabout this for an idea:


Thanks, I may use that!

Someone on another board suggested that my hobgobs were a bit too weak, so I considered giving them Toughness as a bonus feat at 1st level. Ideas?

Similarly, it was suggested that my Orcs were too strong (too attractive as fighter types) without the Wis penalty, and I considered giving them a trait "Impulsive: -1 to Will saves". Ideas?

Finally, I'm seriously considering just keeping the Blues as originally written but just dropping their +1 LA. Ideas?

- Ron ^*^
Werebat

07-04-07, 07:42 PM
I've made a few. In my sig.

Love the Goblin, liked the Hobgob too (Tactician ability makes lots of sense and encourages Ftr/Rogue multiclassing), but shouldn't they really get MS as a racial paragon skill since they get a racial bonus to it?

- Ron ^*^
Werebat

07-04-07, 09:39 PM
OK, using stuff I saw here for Goblin and Hobgoblin, here's my stab at Bugbear -- what do you think? I tried to capture "Barbarian/Rogue" which is what I think bugbears will most likely be going with...

Bugbear Paragon
Code:
Table: Bugbear Paragon
Level BAB Fort Ref Will Special
1 1 +2 +2 +0 Tough Hide
2 2 +3 +3 +0 Precise
3 3 +3 +3 +1 Ability boost (+2 Str)

HD: D8

Class Skills: The bugbear paragon class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Search (Int), Spot (Wis), Survival (Wis), and Swim (Str)

Skill Points at Each Level
4 + Int modifier.

Tough Hide (Ex): At 1st level, a bugbear paragon’s hide toughens to provide an additional +1 bonus to its natural armor.

Precise (Ex): Beginning at 2nd level, choose one class that gains precision based damage dice (I.E., rogue for sneak attack, scout for skirmish or sniper shot, etc.). This does not need to be a base class, and you don't have to have actual levels in the class to gain the extra damage, but once chosen the extra damage cannot be changed. Add 2 to your levels in this class to determine your precision based damage.

Ability Boost (Ex): At 3rd level, a bugbear paragon gets a +2 bonus to Strength.
GrimAlchemist

07-05-07, 01:08 AM
Yeah, I would replace the first ability boost on my paragon for Tactician and maybe something like Night Raider (name pending), giving an additonal +2 to MS and +30 ft darkvision. And change the second boost to Con.

I like the bugbear, but I'm just afraid to copy the same precision ability from the goblin (which I did like, btw), though I do agree there should be some flavor of rogue ability there. Consulting the Bugbear entry... they hunt for prey in groups, prefer to bully things weaker than themselves, and frequently employ ambushes... and I can't think of anything. Maybe just stick with precision after all.
Werebat

07-05-07, 09:24 AM
Yeah, I would replace the first ability boost on my paragon for Tactician and maybe something like Night Raider (name pending), giving an additonal +2 to MS and +30 ft darkvision. And change the second boost to Con.

I like the bugbear, but I'm just afraid to copy the same precision ability from the goblin (which I did like, btw), though I do agree there should be some flavor of rogue ability there. Consulting the Bugbear entry... they hunt for prey in groups, prefer to bully things weaker than themselves, and frequently employ ambushes... and I can't think of anything. Maybe just stick with precision after all.

Yeah, I think Precision is the way to go as they're supposed to (I think) capture the essence of the "shock trooper" of the goblinoids -- something fulfilled by being barbarian/rogues. I was wondering about the first ability (+1 Nat AC) and thinking of possibly replacing it with something that had to do with hunting -- maybe the Track feat and +2 to Survival checks?

- Ron ^*^
Warforged Goblin

07-05-07, 01:43 PM
My take on the bugbear paragon
BUGBEAR PARAGON
Bugbears are the largest and strongest of the goblinoid races. However, despite their size, bugbears are consummate spies and assassins, using uncanny stealth to sneak past guarded areas and ambush their foes. Bugbear paragons encompass all these traits and enhance them further, turning themselves into truly skilled stalkers.

Adventures: Bugbears undertake adventures for many reasons, although most have to do with gaining wealth and power. For bugbears, “adventuring” often means raiding farmsteads of weaker humanoids rather than exploring dungeons and vanquishing beasts. Despite this predisposition, bugbears can sometimes be found accompanying groups of adventurers on quests. Some grow tired of their culture, and wish to rise above its malicious nature; while other seeks to master the fighting styles of others races in order to grow mightier among their own kind.

Characteristics: Mean and nasty, bugbears have more than a few characteristics other humanoids find offensive. Most bugbears are cruel and greedy. Bugbear paragons, however, temper this lifestyle with cunning and a more tolerant view of other races. Bugbear paragons are even more cautious, some would say paranoid, than other members of their race, and many come to see knowledge as power.

Alignment: Bugbear paragons are almost always invariably chaotic, but more and more are beginning to realize the advantage of structure and organization. The bugbear paragons, arguably the most forward-thinking of their race, favor neutral alignments.

Religion: The bugbear deity is Hruggek and many bugbear paragons venerate him, with a few who find the teachings of other deities, such as Hextor or Kord, more to their liking.

Background: Bugbear paragons learn that might may make right, but stealth and cunning go even further. They prove their strength by defeating weaker members of their tribe and often earn seats of leadership in their culture. Nearly all bugbear paragons seek knowledge and skills from other races, and strive to learn the weaknesses of their enemies.

Races: Bugbear paragons, like other bugbears, are generally hated by many of the other humanoid races. Aside from hobgoblins and orcs, bugbears rarely view other races as anything more than potential slaves, but when necessary, bugbear paragons can suppress their aggressive nature and get along with other races.

Other Classes: Bugbear paragons respect those with strength and stealth, such as barbarians, fighters, and rogues. Rangers are more often opponents of bugbear paragons than allies, however, the two classes shares a grudging respect to each other’s stealth and skill.

GAME RULE INFORMATIONBugbear paragons have the following game statistics.
Abilities: Dexterity is important to bugbear paragons because of its role in sneaking, and several bugbear paragons skills are based on Dexterity. Strength and Constitution are also important to a bugbear paragon’s capability for combat.
Alignment: Any.
Hit Die: d8

CLASS SKILLS
The bugbear paragon’s class skills (and the key ability for each) are Bluff (Cha), Climb (Str), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Search (Int), Spot (Wis), Tumble (Dex), and Use Rope (Dex).
Skill Points at 1st Level: (2 + Int modifier) x 4
Skill Points at Each Additional Level: 2 + Int modifier

TABLE 1-1: THE BUGBEAR PARAGON
Level Base Attack: Saves: Special:
1st +1 2 / 0 / 0 Skill bonus
2nd +2 3 / 1 / 1 Sneak attack +1d6, improved scent
3rd +3 3 / 1 / 1 Ability boost (Str or Dex +2)
Weapon and Armor Proficiency: Bugbear paragons are proficient with all simple and martial weapons, with light armor, and light shields.

Skill Bonus (Ex): At 1st level, a bugbear paragon gains a +2 bonus to Hide and Move Silently. This bonus stacks with his racial bonus to Move Silently.

Sneak Attack (Ex): At 2nd level, a bugbear paragon deals an extra 1d6 points of damage whenever an opponent is denied their Dexterity bonus to AC. This is identical to a rogue’s sneak attack, detailed on page 50 of the Player’s Handbook, and stack with any other form of sneak attack from other classes, such as assassin or blackguard.

Improved Scent (Ex): At 2nd level, a bugbear paragon’s scent increases to a range of 40 ft. If the opponent is upwind, the range increases to 80 ft; if the opponent is downwind, it drops to 20 ft. The scent ability is further described on page 314 of the Monster Manual.

Ability Boost (Ex): At 3rd level, a bugbear paragon increases his Strength or Dexterity by 2 points.