Goblinoid races [Archive] - Wizards Community

Post/Author/DateTimePost
Sylvaroth

11-28-06, 04:38 AM
I love the way Eberron introduces goblinoids as more than the average dumb and stinking wandering monsters. I am thinking about an all goblinoid adventurer group, but there seems not too much of a choice.
The basic player races from the PHB are Dwarf, Elf, Gnome, Human, Half-Elf, Half-Orc, and Halfling. The goblinoids from the MM are Goblin, Hobgoblin and Bugbear. So, to give the players a choice I would love to have some additional goblinoid races.
While the goblins kind of relate to the halflings, the Hobgoblins seem to me the dwarves of the goblinoid races, and the bugbear (both being too powerful for a 1st level party, having a LA of +1) could be the goblinoid half-orc.
What I am looking for now is a half-goblin/half-bugbear to in a way replace the half-orc, a goblinoid race to replace the elf, being the base of a half-goblin/half X, and some goblinoid with spell-like abilities to replace the gnome.
Another point is how to adjust the +1 LA of the hobgoblin and bugbear (being able to play bugbears instead of orcs).
Any ideas, comments or suggestions?

LINKS

Goblinoid Monster Classes: (http://boards1.wizards.com/showpost.php?p=10779865&postcount=18)
Monster Classes for the Hobgoblin, Bugbear, Goblin Mage, Bloodthirsty Hobgoblin, and Bugbear Prankster.
by Angel Black
Goblinoid Player Races: (http://boards1.wizards.com/showpost.php?p=10778886&postcount=16)
LA +0 variants of the Goblin, Hobgoblin, and Bugbear, fitting for Eberron's Hairs of Dakhaan.
by Sylvaroth
Rhagorhuul: (http://boards1.wizards.com/showpost.php?p=10789213&postcount=23)
Shapechanger descendants of goblins and barghests or wereworgs.
by sylvaroth
Machdraagech: (http://boards1.wizards.com/showpost.php?p=10830119&postcount=42)
The missing link between barghests and rhagorhuul.
by Sylvaroth
Boglins: (http://boards1.wizards.com/showpost.php?p=10780991&postcount=19)
A swamp dwelling goblin variant.
by Larz_Fang
Homebrew Goblinoids: (http://boards1.wizards.com/showpost.php?p=10791350&postcount=25)
A goblin variant, ztui (goblinoids with elemental affinities), and atli (fearless goblinoid slavers).
by Izodor_Shadowcaster
Half-Goblinoid Template: (http://boards1.wizards.com/showpost.php?p=10784946&postcount=20)
Templates for half-goblinoids, half-goblins, half-hobgoblins, half-bugbears, and psionic goblinoids.
Also including following examples: half-goblin/half-hobgoblin, half-goblin/half-bugbear, and half-hobgoblin/half-bugbear.
by Angel Black
Goblin Crossbreeds: (http://boards1.wizards.com/showpost.php?p=10786053&postcount=21)
Gnolin (half-goblin/half-gnome), half-hobgoblin (half-hobgoblin/half-human),
and orcbear (half-bugbear/half-orc).
by AMGriffin
Hoborcs: (http://boards1.wizards.com/showpost.php?p=10790610&postcount=24)
Half-hobgoblin/half-orc.
by Larz_Fang
Buggres: (http://boards1.wizards.com/showpost.php?p=10827799&postcount=41)
Half-bugbear/half-ogre.
Monster Lore: (http://boards1.wizards.com/showpost.php?p=10800906&postcount=37)
Monster lore for the goblin, hobgoblin, and bugbear.
by Sylvaroth
Hoblocks (http://boards1.wizards.com/showpost.php?p=11193254&postcount=48)
Artificial goblinoid race, incorporating humans, elves (e.g. drow), evil dragons, and possibly demons.
by Xylem
Wereworg (http://www.andycollins.net/Features/wereworg.htm)
A goblin wereworg and the wereworg template.
by Andy Collins
Sylvaroth

11-28-06, 05:44 AM
I will try to do the half-bugbear later this day to start with something to be discussed.

Would it be called Buglin or Gobbear? :D

As far as I got:
BUGBEARS AS CHARACTERS

Bugbear characters possess the following racial traits.

+4 Strength, +2 Dexterity, +2 Constitution, –2 Charisma.
Medium size.
A bugbear’s base land speed is 30 feet.
Darkvision out to 60 feet.
Racial Hit Dice: A bugbear begins with three levels of humanoid, which provide 3d8 Hit Dice, a base attack bonus of +2, and base saving throw bonuses of Fort +1, Ref +3, and Will +1.
Racial Skills: A bugbear’s humanoid levels give it skill points equal to 6 x (2 + Int modifier). Its class skills are Climb, Hide, Listen, Move Silently, Search, and Spot.
Racial Feats: A bugbear’s humanoid levels give it two feats.
+3 natural armor bonus.
+4 racial bonus on Move Silently checks.
Automatic Languages: Common, Goblin. Bonus Languages: Draconic, Elven, Giant, Gnoll, Orc.
Favored Class: Rogue.
Level adjustment +1.

Half-Bugbear Traits (Ex): Half-bugbears possess the following racial traits.

+2 Strength, –2 Intelligence, –2 Charisma.
Medium size.
A half-bugbear’s base land speed is 30 feet.
Darkvision: Half-bugbears can see in the dark up to 60 feet.
+2 racial bonus to Move Silently checks.
Automatic Languages: Common, Goblin. Bonus Languages: Draconic, Elven, Giant, Gnoll, Orc.
Favored Class: Rogue.
I am thinking about giving it natural armor, but I have no idea how to reflect the bugbears +2 on Con and Dex. Mostly it is the half-orc without the orc-blood trait, so I feel the half-bugbear lacks a little to set it apart a little from the average half-orc.

As for the hobgoblin I think I will simply remove the LA+1 and see how they turn out.
HOBGOBLIN CHARACTERS
Hobgoblin characters possess the following racial traits.
— +2 Dexterity, +2 Constitution. [8 FP]
—A hobgoblin’s base land speed is 30 feet. [0 FP]
—Darkvision out to 60 feet. [3 FP]
— +4 racial bonus on Move Silently checks. [2 FP]
—Automatic Languages: Common, Goblin. Bonus Languages: Draconic, Dwarven, Infernal, Giant, Orc. [0 FP]
—Favored Class: Fighter. [0 FP]
—Level adjustment +1. [SEE BELOW]

With +4/-3 per +2/-2 ability score adjustments, it would be 13FP. Still no LA required.
Sylvaroth

11-28-06, 10:50 AM
Typical Goblinoid stats seem to be like this:

8-sided Hit Dice, or by character class.
Base attack bonus equal to 3/4 total Hit Dice (as cleric).
Skill points equal to (2 + Int modifier, minimum 1) per Hit Die, with quadruple skill points for the first Hit Die, or by character class.
Proficient with all simple weapons, or by character class, though the favored weapons seem to be Javelin and Morningstar.
+2 Dex, -2 Cha.
Goblinoids are stealthy humanoids who live by hunting and raiding.
land speed 30 feet (regardless of size).
Darkvision out to 60 feet.
+2 racial bonus to Move Silently checks.
Automatic Languages: Common, Goblin. Bonus Languages: Draconic, Elven, Giant, Gnoll, Orc.
Favored Class: Usually Rogue.

GOBLINOID PLAYER RACES

GOBLIN
Goblins Traits (Ex): Goblins possess the following racial traits.

–2 Strength, +2 Dexterity, –2 Charisma.
Small size: +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, –4 penalty on grapple checks, lifting and carrying limits 3/4 those of Medium characters.
A goblin’s base land speed is 30 feet.
Darkvision out to 60 feet.
+4 racial bonus on Move Silently and Ride checks.
Automatic Languages: Common, Goblin. Bonus Languages: Draconic, Elven, Giant, Gnoll, Orc.
Favored Class: Rogue.

HALF-BUGBEAR (Buglin / Gobbear)
Half-Bugbear Traits (Ex): Half-bugbears possess the following racial traits.

+2 Strength, +2 Dexterity, -2 Charisma.
Medium size.
A half-bugbear’s base land speed is 30 feet.
Darkvision: Half-bugbears can see in the dark up to 60 feet.
+1 natural armor bonus.
+4 racial bonus to Move Silently checks.
Automatic Languages: Common, Goblin. Bonus Languages: Draconic, Elven, Giant, Gnoll, Orc.
Favored Class: Rogue.
Larz_Fang

11-28-06, 10:56 AM
Half-Bugbears, eh? Well, they won't be gettin' my gold! Why the Int penalty, if neither of the parent races have one? Explain yourself.
AMGriffin

11-28-06, 12:13 PM
BUGBEARS AS CHARACTERS

Bugbear characters possess the following racial traits.
+4 Strength, +2 Dexterity, +2 Constitution, –2 Charisma.
Medium size.
A bugbear’s base land speed is 30 feet.
Darkvision out to 60 feet.
Racial Hit Dice: A bugbear begins with three levels of humanoid, which provide 3d8 Hit Dice, a base attack bonus of +2, and base saving throw bonuses of Fort +1, Ref +3, and Will +1.
Racial Skills: A bugbear’s humanoid levels give it skill points equal to 6 x (2 + Int modifier). Its class skills are Climb, Hide, Listen, Move Silently, Search, and Spot.
Racial Feats: A bugbear’s humanoid levels give it two feats.
+3 natural armor bonus.
+4 racial bonus on Move Silently checks.
Automatic Languages: Common, Goblin. Bonus Languages: Draconic, Elven, Giant, Gnoll, Orc.
Favored Class: Rogue.
Level adjustment +1.

Half-Bugbear Traits (Ex): Half-bugbears possess the following racial traits.
+2 Strength, –2 Intelligence, –2 Charisma.
Medium size.
A half-bugbear’s base land speed is 30 feet.
Darkvision: Half-bugbears can see in the dark up to 60 feet.
+2 racial bonus to Move Silently checks.
Automatic Languages: Common, Goblin. Bonus Languages: Draconic, Elven, Giant, Gnoll, Orc.
Favored Class: Rogue.
I am thinking about giving it natural armor, but I have no idea how to reflect the bugbears +2 on Con and Dex. Mostly it is the half-orc without the orc-blood trait, so I feel the half-bugbear lacks a little to set it apart a little from the average half-orc.

As for the hobgoblin I think I will simply remove the LA+1 and see how they turn out.

First off...

Regular Hobgoblin at LA+0=Bad idea.

Second, regarding the half-bugbear...

The intelligence penalty makes no sense whatsoever. If you want an LA+0 Half-Bugbear, simply shave off the intelligence penalty, turn favored class to any, and then add something else, like a bonus to sense motive checks to reflect the endless amount of caution they'd have to avoid being killed by the much stronger bugbear. If you want a half-bugbear unique from the half-orc, it'd probably have to be LA+1.

*+2 Strength, +2 Constitution. Half-Bugbears are born innately stronger and tougher then their human parents.
*Medium size.
*A half-bugbear’s base land speed is 30 feet.
*Darkvision out to 60 feet.
*+1 (maybe 2?) natural armor bonus.
*1 Extra feat at first level.
*+2 racial bonus on Move Silently checks.
Automatic Languages: Common, Goblin. Bonus Languages: Draconic, Elven, Giant, Gnoll, Orc.
Favored Class: Any.
Level adjustment +1.
Larz_Fang

11-28-06, 12:31 PM
*+2 Strength, +2 Constitution. Half-Bugbears are born innately stronger and tougher then their human parents.
*Medium size.
*A half-bugbear’s base land speed is 30 feet.
*Darkvision out to 60 feet.
*+1 (maybe 2?) natural armor bonus.
*1 Extra feat at first level.
*+2 racial bonus on Move Silently checks.
Automatic Languages: Common, Goblin. Bonus Languages: Draconic, Elven, Giant, Gnoll, Orc.
Favored Class: Any.
Level adjustment +1.

To me, this seems way too powerful for +1 LA, but too weak for +2. Make the extra feat unchoosable and something... generic that all classes could use. Like Endurance.
Optimator

11-28-06, 12:42 PM
Dumb wanderers? I take offense to that. Goblinoids have actually never been dumb wanderers. Probably stinky, though. Which goblinoid has a Int penalty? Oh, right, none of them (core, at least). Blues even have +2 Int. None even have a wisdom penalty, either.

Many forum regulars, from what I've gathered, believe the +1 LA given to hobgoblins is a rip-off. I see no problem dropping the LA. Then again, I'm incredably partial toward hobgoblins.
Orchomenos

11-28-06, 01:31 PM
Why a bonus feat? Sylvaroth want to make an half-goblin/half-bugbear, not half-human/half-bugbear...

Half-Bugbear Traits (Ex): Half-bugbears possess the following racial traits.
+2 Strength, –2 Intelligence, –2 Charisma.
Medium size.
A half-bugbear’s base land speed is 30 feet.
Darkvision: Half-bugbears can see in the dark up to 60 feet.
+2 racial bonus to Move Silently checks.
Automatic Languages: Common, Goblin. Bonus Languages: Draconic, Elven, Giant, Gnoll, Orc.
Favored Class: Rogue.
I am thinking about giving it natural armor, but I have no idea how to reflect the bugbears +2 on Con and Dex. Mostly it is the half-orc without the orc-blood trait, so I feel the half-bugbear lacks a little to set it apart a little from the average half-orc.

As for the hobgoblin I think I will simply remove the LA+1 and see how they turn out.
I agree the -2 to intelligence is pointless, since neither goblin or bugbear has a minus there. The same way, both parents have +4 racial bonus to move silently, I don't see why lowering it to +2.
Perhaps should they have a bonus to Constitution instead of Strength. Yes, the bugbear has +4 to STR, but the goblin has -2 to STR. And they both have a bonus to DEX and a malus to CHA. So we would have:
+2 DEX, +2 CON, -2 CHA
Medium Size
A Buglin or Gobbear base land speed is 30 feet.
Darkvision out to 60 feet.
+1 natural armor bonus
+4 racial bonus on Move Silently Checks
Automatic Languages: Common, Goblin. Bonus Languages: Draconic, Dwarven, Infernal, Giant, Orc.
Favored Class: Rogue
Level Adjustment: +1

Well, I think it's still worth a +1 LA, but it's worse than an hobgoblin...
Sylvaroth

11-28-06, 02:09 PM
Thank you all for your comments!

Those changes (red) have also been added to the OP:

Half-Bugbear Traits (Ex): Half-bugbears possess the following racial traits.

+2 Strength, +2 Dexterity, -2 Charisma.
Medium size.
A half-bugbear’s base land speed is 30 feet.
Darkvision: Half-bugbears can see in the dark up to 60 feet.
+1 natural armor bonus.
+4 racial bonus to Move Silently checks.
Automatic Languages: Common, Goblin. Bonus Languages: Draconic, Elven, Giant, Gnoll, Orc.
Favored Class: Rogue.

Still I would prefer a half-bugbear/half-goblin without LA.
AMGriffin

11-28-06, 02:11 PM
Yeah, I uh didn't notice that.

On another note, How the hell could a goblin and a bugbear have a child. Bugbears are like seven feet tall and goblins are 3 1/2 feet tall.

A more reasonable hybrid for Bugbears would be the hobgoblin/bugbear.

LA+0 Goblin...Bugbear

-+2 Dexterity, -2 Charisma. The Buglin retains the agility and crudeness of both parent races as well as being significantly larger and stronger then it's goblin kin. They are however, comparitvely weak in comparison to bugbears.
-Medium size
-30 feet baselandspeed
-Darkvision out to 60 feet.
-+4 racial bonus to move silently checks.
-Favored Class: Rogue

That's about as close as I can get to LA+0.
DragonicHeritage

11-28-06, 04:16 PM
You could have 1/2 gob, 1/2 hob, instead to replace the elf.
For now, I'll call it the Nobgoblin.

Nobgoblin traits:

- +2 DEX, -2 CHA
- 30ft base land speed
- 60ft darkvision
- +4 racial bonus to move silently, +2 bonus to ride, +2 bonus to spot
- Automatic Languages: Common, Goblin. Bonus Languages: Draconic, Elven, Giant, Gnoll, Orc.
- Favored Class: Ranger

Standing about 4-4 1/2ft, this goblinoid has unusually shiny eyes, ranging in colour from dirty yellow to reddy brown. The skin colour ranges from yellow-orange to red, with yellow teeth, and fithy brown to gray hair.

The Nobgoblins, being a mix of races, lives life on the fringe of goblinoid society. As such, they have keen eyes, to take every opportunity they get, and those eyes serve them well-both goblins and hobs alike dislike them, and take any chance they get to get rid of them. They typically venture off alone in the wilds, as scouts for their tribes.

There that's enough work for me, you finnush it off ;)

Also, because +2 DEX, -2 CHA, is mandatory to the goblinoids, just say those cancel each other out and are balanced. All players have it no matter what, so just ignore it. that makes the hobgoblin somewhat more balanced.
And the reason why Sylvaroth went with +2 strength for buglins is because otherwise the race would turn out almost exactly like a hobgoblin.
Sylvaroth

11-29-06, 02:53 PM
Thanks DragonicHeritage,
I see the Nobgoblin (Gobgoblin) as the human of the goblinoid races. They have everything every goblinoid has but nothing more and nothing less. Regarding the bulkier hobgoblin and bugbear, the nobgoblin could in fact be the elf of the goblinoid races. Still I think the races may not be too overpowered with a few other bonuses and penalties added to the goblinoid standard scores.

Another idea I had is a goblinoid shifter race (Rhagorhuul (http://boards1.wizards.com/showpost.php?p=10789213&postcount=23)). Based on barghests they display all other characteristics of Eberron's shifters, but customized to represent their fiendish shapeshifter heritage.
ArcTan

11-29-06, 02:59 PM
some goblinoid with spell-like abilities to replace the gnome.

The Blue exists. No one likes it, but it exists. (Then again, no one seems to like the Gnome either, so there you go.)
Sylvaroth

11-29-06, 03:16 PM
Are they not LA +1 psionics users?
DragonicHeritage

11-29-06, 05:45 PM
Blues are +0 in 3rd ed, maybe +1 in 3.5 though. They look balanced to me.

You could just say the hobgoblins are balanced even though they are +1, because all they get for racial abilities is +2 CON, basically.

Also, I say get rid of the natural armour bonus on the buglin, to make it close enough to +0 to call it +0.
Sylvaroth

11-30-06, 05:39 AM
More closely to the Heirs of Dhakaan:

Goblin

-2 Strength, +2 Dexterity, -2 Charisma: Goblins are nimble, but their small size makes them weaker than other races and they tend to be cynical naggers sometimes.
Small: As a small creature, a Goblin gains a +1 size bonus to Armor Class, +1 size bonus on attack rolls, 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.
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.
+4 racial bonus on Move Silently checks: Goblins are adept at moving quietly.
Weapon Familiarity: Goblins treat spiked chains and dire flails as martial weapons, rather than exotic weapons.
Automatic Languages: Common and Goblins. Bonus Languages: Dwarven, Elven, Gnome, Halfling,
Orc. Goblins deal with all manner of races and the smarter ones pick up other languages.
Favored Class: Ranger (taarka'khesh "silent wolves") or Monk (shaarat'khesh "silent blades"). A multiclass Goblin's ranger or monk class does not count when determining whether he takes an experience point penalty.


Half-Hobgoblin

+2 Constitution: Half-Hobgoblins are quite tough.
Medium: As Medium creatures Half-Hobgoblins have no special bonuses or penalties due to their size.
Hobgoblin base land speed is 30 feet.
Darkvision: Half-Hobgoblins can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and Half-Hobgoblins can function just fine with no light at all.
Weapon Familiarity: Half-Hobgoblins treat spiked chains and dire flails as martial weapons, rather than exotic weapons.
+4 racial bonus on Move Silently checks: Half-Hobgoblins are taught to move very quietly.
Automatic Languages: Common and Goblin. Bonuses Languages: Dwarven, Elven, Gnome, Halfling, Orc. Half-Hobgoblins deal with all manner of races and the smarter ones pick up other languages.
Favored Class (Male): Fighter. A male multiclass Half-Hobgoblin's fighter class does not count
when determining whether he takes an experience point penalty.
Favored Class (Female): Bard (duur'kala, "dirge singer"). A female multiclass Half-Hobgoblin's bard class does not count when determining whether he takes an experience point penalty.


Half-Bugbear

+2 Constitution, -2 Charisma: Half-Bugbears are tough, but their elitist attitude puts others off.
Medium: As Medium creatures Half-Bugbears have no special bonuses or penalties due to their
size.
Bugbear base land speed is 30 feet.
Darkvision: Half-Bugbears can see in the dark up to 60 feet. Darkvision is black and white only,
but it is otherwise like normal sight, and Half-Bugbears can function just fine with no light at all.
Weapon Familiarity: Half-Bugbears treat spiked chains and dire flails as martial weapons, rather than exotic weapons.
+4 racial bonus on Move Silently checks: Half-Bugbears are taught to move very quietly.
Automatic Languages: Common and Goblin. Bonuses Languages: Dwarven, Elven, Gnome, Halfling, Orc. Half-Bugbears deal with all manner of races and the smarter ones pick up other languages.
Favored Class: Barbarian. A multiclass Half-Bugbear's barbarian class does not count when
determining whether he takes an experience point penalty.

Tell me what you think especially if you think there still may be potential for racial bonuses.
I am also tossing the idea of giving the half-bugbear a +2 Dex and a +2 racial bonus on Fort saves instead of the +2 Con.
okaynowa

11-30-06, 09:27 AM
If you'll be running a goblin-centric campaign, don't forget the potential inclusion of worgs (http://boards1.wizards.com/showthread.php?t=601853). They could be mounts, cohorts, or even characters (with a little judicious adjustment).
Angel Black

11-30-06, 10:45 AM
Hobgoblin(Level Adjusted)
Warrior cousins of goblins.

Base Racial Features

+2 Constitution
base land speed is 30 feet.
Darkvision 60 feet range
+2 racial bonus on Move Silently checks.
Automatic Languages: Common, Goblin. Bonus Languages: Draconic, Dwarven, Infernal, Giant, Orc.
Favored Class: Fighter.

Racial Class Features
1st level: Dex+2, +2 Move Silently (CR+0)

Variant Racial Traits
- Weapon Familiarity
Long sword
-Weapon Proficiencies:
javelin and light shield
- Special:
Alertness feat grants +2 Move Silently(but it doesn't stack with the Racial Class Bonus,is a LA 0 only bonus)


Bugbear(Level Adjusted)
Goblinoid ambushers.

Base Racial Features

+2 Constitution, -2 Charisma
base land speed is 30 feet.
Darkvision 60 feet range
+2 racial bonus on Move Silently checks.
+1 Natural Armor Bonus
Automatic Languages: Common, Goblin. Bonus Languages: Draconic, Elven, Giant, Gnoll, Orc.
Favored Class: Rogue.

Racial Class Features
Besides the HD increase,saving throw bonuses,bonus feats and the skill points,bugbear gets extra features on each level of humanoid class:
1st level: +2 Dex,+2 Move Silently ,CR+0
2nd level: +2 Str, +1 AC(Natural Armor),Scent,CR+1, LA +1
3rd level: +2 Str, +1 AC(Natural armor),CR+1 (CR 2, total)

Variant Racial Traits
- Weapon Proficiencies:
morning star, javelin ,and light wooden shield
- Special:
Alertness feat grants +2 Move Silently(but it doesn't stack with the Racial Class Bonus,is a LA 0 only bonus)

Goblin Mage(new variant)
Spellcasting goblinoids

Base Racial Features

-2 Strength, +2 Intelligence, -2 Charisma.
Small Size
base land speed is 30 feet.
Darkvision 60 feet range
+2 racial bonus on Move Silently checks.
+2 racial bonus on Concentration checks.
Automatic Languages: Common, Goblin. Bonus Languages: Draconic, Elven, Giant, Gnoll, Orc.
Favored Class: Wizard
Special: Can't take Necromacy or Illusion as barred schools.

Goblin Mage Class Features
1st level: Dex+2, +2 Move Silently , CR+0
2nd level: Int +2, +2 Concentration, CR +0

Variant Goblin Mage Racial Traits
- Weapon Proficiencies:
morning star,javelin
- Special:
Alertness feat grants +2 Move Silently(but it doesn't stack with the Racial Class Bonus,is a LA 0 only bonus)


Bloodthirsty Hobgoblin (new variant)
Fierce goblinoid.

Base Racial Features
As Hobgoblin, but Favored Class is Barbarian.

Barbaric Hobgoblin Class Features
1st level: Str+2, +1 AC (CR+1)

Variant Racial Traits
-Weapon Proficiencies:
hand axe and throwing axe.
- Special:
Alertness feat grants a +2 Move Silently bonus

Bugbear Prankster(new variant)
Bugbears that cannot be trusted at all.

Base Racial Features


+2 Dexterety, -2 Strength
base land speed is 30 feet.
Darkvision 60 feet range
+2 racial bonus on Move Silently checks.
Spelllike abilitiy(1/day): Ray of Enfeeblement
Automatic Languages: Common, Goblin. Bonus Languages: Draconic, Elven, Giant, Gnoll, Orc.
Favored Class: Bard.
Special: Spelllike ability is cast with a Caster level 1st; save DC 10 + Bugbear Prankster’s Cha modifier + spell level.

Racial Class Features
Besides the HD increase,saving throw bonuses, bonus feats and the skill points,bugbear prankster gets extra features on each level of humanoid class:
1st level:
+2 Con,Mage hand (1/day) ,CR+0
2nd level:
+2 Dex,Grease(1/day) ,CR+1
3rd level:
+2 Cha,Displacement(1/day),CR+0

Spelllike abilities are cast with a Caster level equals to the Bugbear Prankster Class Level; save DC 10 + Bugbear Prankster’s Cha modifier + spell level.This includes the ray of enfeeblement.

A Bugbear Prankster can take Scent with a prerequisite of 3 HD as one of his bonus feats.

Variant Racial Traits
- Weapon Proficiencies:
morning star, javelin ,and light wooden shield
- Special:
Alertness feat grants +2 Move Silently(but it doesn't stack with the Racial Class Bonus,is a LA 0 only bonus), can take Scent as bonus feat with a Prerequisite of 3 HD,also Skill Focus(Move Silently) , or Skill Focus(Concentration) give him a +4 bonus instead of a +3 bonus .

OFF:
-Ideas from Savage Progressions, and Draconomicon(Kobolds)
Larz_Fang

11-30-06, 12:54 PM
BOGLINS

The boglins are swamp-dwelling cousins of goblin. Living near bog-like creatures has slowly turned them different from their cousins in a millenia.

Boglin Racial Traits:

>+2 Dexerity, +2 intelligence, -4 Wisdom, -4 Charisma: Boglins are smarter and stronger than their goblin cousins, but not nearly as wise and even less social.
>Humanoid(Goblinoid)
>Small Size: As a small creature, a Boglin gains a +1 size bonus to Armor Class, +1 size bonus on attack rolls, 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.
>Base Land Speed 40 feet: Boglins are genrally little faster than goblins.
>Darkvision 60 ft.
>Boglins have +2 racial bonus to Spot and Search checks due to their bigger eyes. While on swamps, Boglins get +8 to these skill checks and +4 to Move Silently checks.
>+2 racial bonus on saving throws against poison and disease.
>Light Sensitivity:Hoborcs are dazzled when in radius of daylight or within the daylight spell and take -2 penalty to attack rolls.
>Automatic Languages:Common and Goblin
>Bonus Languages: Sylvan, Aquan, Orc, Gnome, Elven and Giant.
>Favored Class: Fighter (Warrior in cases with Unearthed Arcana available).
Angel Black

11-30-06, 07:51 PM
Half Goblinoid Template
This template can be applied to any LA 0 non goblinoid race.


add subtype: Goblinoid
Strength bonus or penalty turns into Constitution bonus or penalty.No other ability bonus is changed.
Keep the favored Class,size and speed of the base race.
Automatic Languages: add goblinoid, Bonus Languages: as base race
Any other base race racial trait that is not in the following list is lost (So Humans lose the Extra Skill points Bonus and Dwarves their Weapon Familiarity):

* 1 extra feat at 1st level.
* +2 racial bonus on saving throws against poison.
* Stonecunning
* Immunity to magic sleep effects
* Elven search bonuses
* +1 to the Difficulty Class for all saving throws against illusion spells
* +2 Listen ( Small creatures only,like Gnomes)
* any Spell-Like Ability
* Elven Blood and Orc blood
* +2 morale bonus on saving throws against fear
* energy resistances(outsiders only)

Small size races get +10 Ft base land speed bonus(maximum 30 ft speed)

base race adds the following goblinoid traits:
* Darkvision out to 60 feet.
* +4 racial bonus on Move Silently
* Weapon proficiencies: morning star,and javelin
* At first level characters can choose between rogue or the original favored class of the base race



Half Goblin
Apply the Half goblinoid template to a race and replace his ability modifiers with:
-2 Strength, +2 Dexterity, -2 Charisma (as goblin)
and replace the goblinoid bonus to Move silently by +2 Move Silently and +2 to Ride checks.

Half Hobgoblin
Apply the Half goblinoid template to a race, and if the result gets Constitution bonus,instead of proficiency with the morning star gets Weapon Familiarity:Long Sword,and can take a level in Half Hobgoblin Racial Class.

Half Hobgoblin Racial Class Features:
1st level: Dex+2, recover one racial trait lost by the half goblinoid template (CR+0)

Half Bugbear
Apply the Half goblinoid template to a race, took -2 penalty on any Charisma based skill check against non goblinoids(like when you try to Bluff in front of a Halfling), to get +1 natural armor AC bonus and can take levels in Half Bugbear Racial Class.

Half Bugbear Racial Class Features:
Besides the HD increase,saving throw bonuses,bonus feats and the skill points, half bugbear gets extra features on each level of his racial class(type is the same of the base race):
1st level: +2 Dex,recover one racial trait lost by the half goblinoid template ,CR+0
2nd level: +2 Str, +1 AC(Natural Armor),CR+1, LA +1

Note:
About "Recover racial trait" of the Half Hugbear and Half Hobgoblin racial classes: Humans only get Extra two point skills at the beginning instead of the Extra Skill Point Bonus(that 4 at first level and +1 at each class level)


Psionic Goblinoid Template
This template can be applied only to psionic races.


add subtype: Goblinoid
Keep the favored Class,ability scores,size and speed of the base race.
Automatic Languages: add goblinoid, Bonus Languages: as base race
Take off the following traits from the base race:
*Elans : Resistance(Su) and Repletion(Su)
*Maenads :Outburst(Ex)
*Xephs: Burst(Ex) and Naturally psionic gives them only one bonus power point.
*Dromite: -1 natural armor(keep +2 natural armor)
*Half giant: lowlight vision

base race adds the following goblinoid traits:
* +4 racial bonus on Move Silently
* At first level characters can choose between rogue or the original favored class of the base race


New Goblinoid only Breeds
Goblins offsprings

Goblin/Hobgoblin

Base Racial Features
-2 Strength, +2 Dexterity
Small Size
A goblin’s base land speed is 30 feet.
Darkvision out to 60 feet.
+2 racial bonus on Move Silently checks.
Automatic Languages: Common, Goblin. Bonus Languages:any in the Goblin or Hobgoblin list
Favored Class: Rogue

Racial Class Features
1st level: Con+2,-2 charisma +2 Move Silently,+4 Ride Checks (CR+0)

- Special:
Alertness feat grants +2 Move Silently(but it doesn't stack with the Racial Class Bonus,is a LA 0 only bonus)

Goblin/Bugbear

Base Racial Features
-2 Strength, -2 Charisma, +2 Dexterity
A goblin’s base land speed is 30 feet.
Darkvision out to 60 feet.
+2 racial bonus on Move Silently checks.
+1 Natural Armor Bonus
Automatic Languages: Common, Goblin. Bonus Languages:any in the Goblin or Bugbear list
Favored Class: Rogue

Racial Class Features
Besides the HD increase,saving throw bonuses,bonus feats and the skill points,bugbear gets extra features on each level of humanoid class:
1st level: +2 Con,+2 Move Silently ,CR+0
2nd level: +2 Str, +1 AC(Natural Armor),+2 Ride,CR+1, LA +1
3rd level: +2 Str, +2 Ride,CR+0 (CR 1, total)

- Special:
Alertness feat grants +2 Move Silently(but it doesn't stack with the Racial Class Bonus,is a LA 0 only bonus),can take Scent as bonus feat with a Prerequisite of 3 HD.


Hobgoblin/Bugbear
LA 0 Hobgoblin and take the first two levels of Bugbear Racial Class, also by taking the first level of Bugbear Racial class you get -2 Charisma penalty.
AMGriffin

11-30-06, 09:45 PM
Here are a few goblin cross breeds I just drew up:

Gnolin (Goblin/Gnome)

Goblins and Gnomes are enemies, that is for certain. The two frequently battle eachother and being in such close contact, relations between the two arise. Whether they be consensual or not, they bear a hyrbid known as the Gnolin. Gnolins are easily identified by their dark yellowish/brown skin color, stringy black hair, flat facial features, and their eyes...which are large and blue like a gnome's. Painfully shy and withdrawn, Gnolin usually don't have it very easy. They are reluctantly welcomed in Gnome society, well liked for their cunning...but generally received with apprehension due to their goblinoid bloodline and cynical and dark sense of humor. Among Goblins they are barely ever noticed and due to the time it takes them to reach adulthood...often die young. Gnolin are an odd combination of goblin and gnome traits. Snide and crafty like goblins, but at their core generally not as greedy and with a love for nature (a gift from their gnome parent).

Racial Traits
*-2 Strength, +2 Dexterity, +2 Constitution, -2 Charisma. Gnolin inherit the strengths and weaknesses of both parent races.
*Small size
* Gnolin base landspeed is 20 feet.
* Darkvision out to 60 feet.
*+1 racial bonus on all listen checks and craft (alchemy) checks.
*+1 racial bonus on saves against illusions.
*+2 racial bonus on move silently checks.
*Spell like ability: once per day a gnolin can use speak with animals as a spell-like ability to speak with a burrowing mammal (a badger, fox, rabbit, etc.). This ability is innate to gnonlin. It has a duration of 1 minute (the gnolin is considered a 1st-level caster when he uses this ability, regardless of his actual level).
*Automatic langauges: Common, Goblin/Gnome Bonus languages: Goblin, Gnome, Kobold, Orc, Abyssal, Gnoll.
*Favored Class: Rogue. Sneaking and cunning like their goblin relatives, the gnolin prefers the path of the Rogue.

Half-Hobgoblin
Born to human and hobgoblin parents, the hobgoblin is rarely born to a human woman raped by a marauding hobgoblin soldier, instead...many are actually born of arranged marriages between lawful evil human societies and hobgoblin clans, others are the children of human concubines serving hobgoblin warlords. Half-goblins typically appear as tall, athletically built humans with a skin tone similar to that of their human parent but tinted a sickly yellow. Male half-goblins typically have somewhat large noses that are faintly reddish or blueish. Some are able to pass as human beings, but few can ever pass as hobgoblins. Those living human society tend to become bandits or thieves, whilst those living amongst hobgoblins are viewed as weak or inferior. Most often they either learn to blend in with humans or become wanderers.

Racial traits
*Medium size
*Half-Hobgoblins have a 30 foot base landspeed
* +1 racial bonus on fortitude and relfex saves. Though not as purely fast nor posessing the same stamina as pure hobgoblins, the half-hobgoblin is nevertheless quicker and tougher then the common human.
*+2 racial bonus on move silently checks.
* Darkvision out to 60 feet.
* 1 extra skillpoint per level.
*Automatic languages: Common, Goblin, Bonus languages: Any
*Favored class: Any. When determining whether a half-hobgoblin takes an XP penalty for multiclassing, their highest level class does not count.

Superior Half-Hobgoblin
Some Half-Hobgoblins are born with a higher degree of human adaptability and hobgoblin agility that puts them on par with hobgoblins. They are essentially the same in appearence as other half-hobgoblins, but far more skilled.
Superior half-goblins have all the traits of the LA+0 half-hobgoblin plus the following, unless noted otherwise.
*+2 Dexterity. This replaces the +1 on reflex saves
*1 Bonus feat at first level
*Additional +2 racial bonus to move silently checks.
*LA+1

Orcbears (orc/bugbear)
Sometimes orcs and bugbears will form alliances with eachother. These interracial alliances form powerful armies that are a major threat to any nearby establishment. Sometimes spotted amongst these armies will be a being that is distinctly different. It's skin is greenish gray like an orc's, but it is much taller and covered in tufts of brown hair. They have larger ears then an orc, but tusks unlike a bugbear. This is the orcbear, a union of orcs and bugbears. Unlike the half-human orc which has humanity to redeem them of their violent urges and impulses, the bugbear is just as mean spirited as the orc, resulting in a half-breed that is essentially nothing more then a craftier (if not meaner) Orc...or a clumsier and frenzy prone bugbear. Among orcs they get by on their superior strength, and are regarded well, though most often an arranged "accident" (often nothing much more then a band of orcs armed with axes sneaking into the orcbear's tent at night) puts an end to the orcbear. They are far less appreciated by bugbears, seen as clumsy and impatient, they ruin many a hunt.

Racial traits
-+4 Strength, +2 Constitution, -2 Wisdom, -2 charisma. Orcbears are strong and durable, but impatient and crude like their orc kin.
-Medium size
-30 foot base landspeed
-Darkvision out to 60 feet.
-An orcbear with a wisdom score of at least 11 may take the scent special ability feat.
-+2 racial bonus on move silently checks.
-+1 natural armor
-Light sensitivity: Orcbears are dazzled when in radius of daylight or within the daylight spell.
-Automatic languages: Orc, Goblin Bonus languages: Common, Draconic, Dwarven, Elven, Gnoll.
-Favored Class: Barbarian.
-Level adjustment: +1
Sylvaroth

12-01-06, 05:09 AM
These are all great. Please go on posting and commenting while I look closer and eventually list them up and add them to the OP.

Kudos
Sylvaroth
Sylvaroth

12-01-06, 08:45 AM
RHAGORHUUL
http://img.photobucket.com/albums/v213/Farzul/Rhagorhuul2.jpg
Raghorhuul are descendants of goblins and natural shapeshifters like barghests or wereworgs.

Physical description: Rhagorhuul resemble large, furry goblins. They stand between 4 1/2 to 5 feet tall and weigh between 55 to 60 pounds. Their eyes are usually orange and seem to glow like ambers, when they become excited. Rhagorhuul fur ranges from jet black over blue black to shades of gray with longer hair growing on the forearms, lower legs, and from their head down the spine. Their skin color ranges from blue through bluish red to blueblack. Instead of the typical flat faces of goblins, rhagorhuul display what best can be described as a shortened wolfish muzzle with rows of sharp teeth. Rhagorhuul tend to wear clothing of dark leather, dyed in the blood and adorned with the grisly trophies of defeated foes (bones, teeth, fur, etc.).

RHAGORHUUL RACIAL TRAITS

Shapechanger Subtype: Rhagorhuul are humanoids with the shapechanger subtype.
-2 Strength, +2 Dexterity, -2 Charisma: Rhagorhuul are quick and agile, but their goblinoid heritage makes them weaker than other races, and the traces of their fiendish ancestry and mindset is repulsive to other races.
Medium: As Medium creatures, Rhagorhuul have no special bonuses or penalties due to their size.
Rhagorhuul base land speed is 30 feet.
Shifting: A Rhagorhuul can tap into his infernal heritage to gain short bursts of physical power. Once per day, a Rhagorhuul can enter a state that is superficially similar to a barbarian's rage. Each Rhagorhuul has one of two (maybe more) Rhagorhuul traits -characteristics that manifest themselves when a character is shifting. Each Rhagorhuul trait typically provides a +2 bonus to one of the character's physical ability scores (Strength, Dexterity, or Constitution) and grants some other advantage as well.
Shifting is a free action and lasts for a number of rounds equal to 3 + the Rhagorhuul's Constitution modifier. (If a Rhagorhuul trait or other effect increases the character's Constitution modifier, use the newly improved modifier). A Rhagorhuul can take feats to improve this ability.
Every Rhagorhuul feat a character takes increases the duration of his shifting by 1 round. For every two Rhagorhuul feats a charakter takes, the number of times per day he can tap into the ability increases by 1.
Darkvision: Rhagorhuul can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and Rhagorhuul can function just fine with no light at all.
+2 racial bonus on Hide and Move silently checks: A Rhagorhuul heritage enhances his ability to lurk and stalk in the shadows unnoticed.
+2 racial bonus on Diplomacy checks when dealing with goblinoids.
Automatic Languages: Common, Goblin. Bonus Languages: Draconic, Elven, Giant, Gnoll, Orc.
Favored Class: Barbarian. A multiclass Rhagorhuul's barbarian class does not count when determining whether he takes an experience point penalty for multiclassing.

Rhagorhuul traits:
Barghest blood (SU): Like the Longtooth trait of shifters.

Rhagorhuul feats:
FEEDING [RHAGORHUUL]
When you attack a creature, you can feed on its life force to heal a limited amount of damage.
Prerequisites: Barghest blood, Constitution 13.
Benefit: Once per use of your shifting ability, when you succeed on a bite attack, you can feed on the life force of your opponent to heal a number of hit points equal to the damage you dealt, but not more than your character level.

BARGHEST BLOOD ELITE [RHAGORHUUL]
Your barghest blood trait improves.
Prerequisites: Rhagorhuul with the barghest blood trait.
Benefit: Wounds dealt by your bite attack bleed copiously. Each time a living creature takes damage from your bite attack, it also takes 1 point of Constitution damage.
Larz_Fang

12-01-06, 12:36 PM
I wonder why no one thought of this:

HOBORCS (or Hoborlins)

Born in the harsh conditions of war, when hobgoblins and orcs fight in the same army are hoborcs. These humanoids are strong and extremely tough, though this comes at expense of dexerity, intelligence and charisma. They are the cannon fodder of hobgoblin-orc armies, taking most of the hits due to their massive toughness. Though not always able to effectively avoid blows, hoborcs are fast and tough to hurt.

Hoborc Racial Traits
>Ability Score Adjustments:
+2 Strength, -2 Dexerity, +4 Constitution, -2 Intelligence and -2 Charisma.
Hoborcs are strong and tough as hell, but clumsy, dumb and unsocial.
>Humanoid(Goblinoid)
>Medium Size.
>Base Land Speed: 40 feet.
>Darkvision 60 ft.
>Natural Damage Reduction 2/- : Hoborcs are tough to hurt with physical weaponry of any kind.
>Hoborcs have Endurance as a bonus feat.
>+4 racial bonus to Listen checks: Hoborcs have a well-developed sense of hearing.
>Orc Blood (Look for the description from the half-orcs or whatever)
>Light sensitivity: Hoborcs are dazzled when in radius of daylight or within the daylight spell.
>Automatic Languages: Common, Goblin and Orc.
>Bonus Languages: Giant, Gnoll, Gnome, Elven and Dwarven.
>Favored Class: Barbarian
>Level Adjustment: +1
Izodor_Shadowcaster

12-01-06, 02:19 PM
O.k. I use these creatures in my campaign instead of the normal Goblinoids and Orc:

Goblins
*+2 Dexterity, -2 Strength
*Medium
*30 ft
*Darkvision 60ft
*Run as a bonus feat
*-2 on Diplomacy checks made to non-goblins
*+2 on Intimidate checks made to non-goblins
*Auto langauges: Goblin, Common,
*Bonus Languages: Draconic, Giant, Orc, Elven, Spirit Tongue
*Favored Class: Expert
*Level adjustment: +0

Ztui

Ztui are small spirits bound to one or more of the four basic elements. They are intelligent and natural tricksters.

*Small Humanoid (Goblinoid)
*Speed 20 feet
*+2 Charisma, -2 Wisdom
*Sense Ancient Magic: This ability functions like Detect Magic, except that it is always active unless you consciously suppress it, and it can only detect the auras of magic item that have been in the same location for at least one hundred years.
*You choose one of the folowing benefits depending on your element:
Fire: You gain a +10 on movement
Water: +4 bonus on swimm checks
Air: +2 bonus on Jump and Balance checks
Earth: +3 circumstance bonus on Climb and Tumble checks when in contact with stone or earth.
*+2 racial bonus on saving throws against fear.
*Languages: Common, Goblin and their elemental language (Aquan, Auran, Ignan, or Terran). Bonus Languages: Aquan, Auran, Ignan, Terran, Abyssal, Celestial, Infernal
*Favored Class: Rogue
*LA: +0

Atli

Atli are cunnig, cruel creatures who will stop at nothing to further the goals of their noble tribes. They deal in slaves and they often have at least 2 of them. When on a mission they rarely allow themselves to become distracted from it and they fear nothing but death.

*Humanoid (Goblinoid)
*Medium
*Speed 30 feet
*Darkvision 60 feet
*+2 on ride and handle animal checks. They spend a lot of time with their horses.
*+2 on Diplomacy and Bluff checks.
*+4 racial bonus on saving throws against fear. They are a very brave people.
*Atli can't become shaken and they ignore the effects of the shaken condition. They can still become frightened or panicked.
*Languages: Common, Goblin, Bonus Languages: Gnome, Halfling, Elven, Orc, Gnoll, Draconic
*Favored Class: Binder (Tome of Magic)
*Level Adjustment: +0
Larz_Fang

12-02-06, 09:02 AM
O.k. I use these creatures in my campaign instead of the normal Goblinoids and Orc:

Goblins
*+2 Dexterity, -2 Strength
*Medium
*30 ft
*Darkvision 60ft
*Run as a bonus feat
*-2 on Diplomacy checks made to non-goblins
*+2 on Intimidate checks made to non-goblins
*Auto langauges: Goblin, Common,
*Bonus Languages: Draconic, Giant, Orc, Elven, Spirit Tongue
*Favored Class: Expert
*Level adjustment: +0


By this, do you mean the NPC class or the one in Unearthed Arcana?
Sylvaroth

12-02-06, 10:50 AM
On another note, How the hell could a goblin and a bugbear have a child. Bugbears are like seven feet tall and goblins are 3 1/2 feet tall.


There are half-giants, half-demons, half-elementals, etc.
Against that background a gentle bugbear woman and a tall goblin having a little gobcub is not that unlikely ;)
Sylvaroth

12-02-06, 11:33 AM
OP Update:
Links to all creations of this thread.
Larz_Fang

12-02-06, 12:03 PM
Against that background a gentle bugbear woman and a tall goblin having a little gobcub is not that unlikely ;)

Or maybe a bugbear male just had too small... well, you know. :thinks:
Izodor_Shadowcaster

12-02-06, 12:52 PM
By this, do you mean the NPC class or the one in Unearthed Arcana?

Unearthed Arcana
Larz_Fang

12-02-06, 12:56 PM
I don't own Unearthed Arcana yet, but that's going to change next week! :plotting:
Sylvaroth

12-02-06, 02:08 PM
Or maybe a bugbear male just too small... well, you know. :thinks:
lol

Since goblins have a that high birth rate I think they reproduce by cell division. That is basically how dolgrims were created, by perverting the goblin reproduction cycle, the dalkyr simply prevented the goblin parents from completely splitting off their offspring.

For the hobgoblins it is the same principle: The dolgaunt does not have tentacles without a reason. With the original hobgoblins they simply grow on another part of the body. :D
Larz_Fang

12-02-06, 05:04 PM
Sorry, I forgot to write that one with 'had'.
Sylvaroth

12-02-06, 05:06 PM
Sorry, I forgot to write that one with 'had'.

;) You are confusing sometimes, did I tell you already :confused:
Larz_Fang

12-02-06, 05:15 PM
:tie: Heh heh... That I most certainly am!
Sylvaroth

12-02-06, 05:20 PM
:D Ok, so you know. That relieves me ... well, kind of
Sylvaroth

12-02-06, 05:59 PM
Goblin Lore
by John W. Mangrum

Knowledge (Local): Characters with ranks in Knowledge (local) can learn more about goblins. When a character makes a successful skill check, the following lore is revealed, including the information from lower DCs.

DC Result

10: This ugly, stunted humanoid is a goblin, the most common of all goblinoid breeds. This result reveals all humanoid traits and the goblinoid subtype. Goblins have their own guttural language, though a few clever individuals may also learn a local language.
15: Goblins are nomadic scavengers that live in large, violent tribes. They are also malicious and petty, and enjoy raiding the isolated homes of civilized humanoids for food and supplies. Goblins can see in the dark.
20: Goblins are talented trapmakers, which they use to mark their territory and guard their burrows. They are cowardly creatures, and attack only when their victims are helpless or they have overwhelming numbers of their side.
25: Goblins have a natural affinity for worgs, which they use as mounts and guardians.



Hobgoblin Lore
by John W. Mangrum

Knowledge (Local): Characters with ranks in Knowledge (local) can learn more about hobgoblins. When a character makes a successful skill check, the following lore is revealed, including the information from lower DCs.

DC Result

12: This ugly, mans-sized humanoid is a hobgoblin, a larger cousin of the common goblin. This result reveals all humanoid traits and the goblinoid subtype. Hobgoblins speak Goblin, and a few clever individuals may also learn a local language.
17: On average, a hobgoblin is physically more powerful than a human, and are capable of surprisingly sophisticated battle tactics. Hobgoblins can see in the dark.
22: Hobgoblins are more lawfully-minded and much braver than their common kin, but are still bullies at heart and favor stealth over a fair fight. Unlike common goblins, they keep their weapons and armor in good repair. Hobgoblins often rule goblin tribes.
27*: Hobgoblins are the goblinoid version of calibans. They are born when a normal goblin is warped in the womb by foul supernatural forces.
*Ravenloft-specific text: In Ravenloft, all goblinoids are members of the same mongrel race.




Bugbear Lore
by Evandar_TAybara

Knowledge (Local): Characters with ranks in Knowledge (local) can learn more about bugbears. When a character makes a successful skill check, the following lore is revealed, including the information from lower DCs. Characters can also use Knowledge (nature) to determine this information. To do so simply increase by 5 the DCs given below.

DC Result

12: This muscular humanoid is a bugbear, the biggest and strongest of the common goblinoids. Bugbears speak Goblin and Common. This result also reveals all humanoid traits.
17: As well as being considerably stronger, healthier and more light footed than the average human, bugbears have an affinity for moving quietly despite their bulk. Combined with their natural darkvision, these qualities add up to a creature very well suited for raids on camp sites in the dead of night.
22: Bugbears tend to live in small tribal units, with the biggest and meanest of them the tribal leader by default. They tend to have but two goals in life: food and treasure, and a group of adventures would be considered a great source of both.

The entries are quoted from the Monster Lore Compendium (http://boards1.wizards.com/showthread.php?t=685278).
Sylvaroth

12-04-06, 05:05 AM
So what about a half-goblin / half-worg or a goblinoid wereworg (which would be a lycanthropic version of a barghest, I think)?
Sylvaroth

12-04-06, 05:52 AM
Buggre (Half-Bugbear/Half-Ogre can't you tell? :D )

The same wild frontiers that produce hoborcs from unions between tribes of human and orc barbarians are where one most often finds buggres.


+4 Str, +2 Dex, +2 Con, -2 Int, -4 Cha.
Large
Speed 30 feet.
Darkvision 60 feet.
Natural Armor +2
+2 racial bonus on Move Silently checks
Goblinoid Blood
Automatic Languages: Common, Goblin. Bonus Languages: Draconic, Elven, Giant, Gnoll, Orc.
Favored Class: Barbarian
LA +1
AMGriffin

12-04-06, 03:22 PM
Firstly in regards to my earlier comments...

Half-giants are the product of gene splicing I think, and those other halves you mentioned are born of races that can polymorph >_>

Not that I'm knocking ya or anything. In retrospect an ogre isn't much less then twice as tall as a human.

Moving on...

Your Bugbear/Ogre hyrbid seems strange to me. It's weaker then a half-human ogre. If I were to take a shot at Buggre...I'd do as such.

*+8 Strength, +4 Constitution, -2 Intelligence, -4 Charisma. The Buggre is a creature of great size and strength, but they are lacking in wit and any form of social grace.
* Large size (I'm guessing between 8 and 9 1/2 feet tall)
* 30 foot base landspeed (Maybe 40 when you consider how fast goblinoids are and the fact ogres have a 40 foot base landspeed)
*Darkvision 60 feet.
*Natural Armor +4 (Maybe +5 when you consider a half-ogre of human stock has +4 Natural armor)
*+1 racial bonus on move silently checks.
*Goblin/Giant Blood
*Racial Hit Dice: A Buggre begins with four levels of giant, which provide 4d8 Hit Dice, a base attack bonus of +3, and base saving throw bonuses of Fort +4, Ref +1, and Will +1.
* Racial Skills: An Buggre’s giant levels give it skill points equal to 7 × (2 + Int modifier, minimum 1). Its class skills are Climb, Listen, and Spot.
*Racial Feats: A Buggre’s giant levels give it two feats.
*Weapon and Armor Proficiency: A Buggre is automatically proficient with simple weapons, martial weapons, light and medium armor, and shields.
*Automatic languages: Automatic Languages: Common, Goblin. Bonus Languages: Draconic, Elven, Giant, Gnoll, Orc.
*Favored Class: Barbarian
*LA+2

Basically a fair trade for the Ogre.

-You give up...2 points of strength for 2 points of dexterity and intelligence and a +1 to move silently checks.
Sylvaroth

12-05-06, 02:45 PM
Well, after giving the Buggre a little thought, I came up with this:

BUGGRES

Buggre characters possess the following racial traits:

+6 Strength, +2 Constitution, –2 Intelligence, –2 Charisma.
Large size. –1 penalty to Armor Class, –1 penalty on attack rolls, –4 penalty on Hide checks, +4 bonus on grapple checks, lifting and carrying limits double those of Medium characters.
Space/Reach: 10 feet/10 feet.
A Buggre’s base land speed is 40 feet.
Darkvision out to 60 feet.
Racial Hit Dice: A Buggre begins with three levels of giant, which provide 3d8 Hit Dice, a base attack bonus of +2, and base saving throw bonuses of Fort +3, Ref +1, and Will +1.
Racial Skills: A Buggre’s giant levels give it skill points equal to 6 x (2 + Int modifier, minimum 1). Its class skills are Climb, Hide, Listen, Move Silently, Search, and Spot.
Racial Feats: A Buggre’s giant levels give it two feats.
+4 natural armor bonus.
Giant Blood: For all effects related to race, a Buggre is considered a Giant.
+2 racial bonus on Move Silently checks.
Automatic Languages: Common, Goblin. Bonus Languages: Draconic, Elven, Giant, Gnoll, Orc.
Favored Class: Barbarian.
Level adjustment +1.

Which should be pretty much in the upper range of LA+1.
Sylvaroth

12-05-06, 06:06 PM
Machdraagech are mechanics wise the native outsider version of the goblin racial traits, the barghest racial traits from SS and one or more levels in the barghest monster class mixed together.

Those would be like the missing link between the barghest (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersBtoC.html) and the rhagorhuul (http://boards1.wizards.com/showpost.php?p=10789213&postcount=23).

MACHDRAAGECH
Machdraagech characters possess the following racial traits.

Native Outsider: Machdraagech possess the unusual characteristics of being outsiders native to the material plane, not humanoids.
This has the following effects:
First, spells or effects that affect only humanoids, such as the spells charm person or dominate person, do not affect them.
Second, spells and effects that target extraplanar creatures may affect machdraagech. A spell that drives outsiders back to their home planes does not affect machdraagech, but banishment - a spell that removes an outsider from the caster's plane without specifying a return to the outsider's native plane - would work just fine.
Finally, the prime material is considered their native plane. This means that machdraagech can be raised or resurrected normally, whereas most outsiders cannot be brought back from the dead without the use of a miracle or wish spell.
+2 Dexterity, +2 Constitution, –2 Charisma.
Small size: +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, –4 penalty on grapple checks, lifting and carrying limits 3/4 those of Medium characters.
A machdraagech’s base land speed is 30 feet.
Darkvision out to 60 feet.
Racial Hit Dice: A machdraagech begins with X levels of outsider, which provide Xd8 Hit Dice, a base attack bonus of +X, and base saving throw bonuses of Fort +(good), Ref +(good), and Will +(good).
Feeding: Works like chill touch, but deals Constitution damage instead of Strength damage.
+2 natural armor.
Bite 1d6.
+4 racial bonus on Move Silently and Ride checks.
Racial Skills: A machdraagech’s outsider levels give it skill points equal to (4+X) x (8 + Int modifier). Its class skills are Bluff, Diplomacy, Disguise, Hide, Intimidate, Jump, Listen, Move Silently, Search, Sense Motive, Spot, and Survival.
Automatic Languages: Common, Goblin, Worg. Bonus Languages: Draconic, Giant, Gnoll, Infernal, Orc.
Favored Class: Rogue.
Level Adjustment: +3
Larz_Fang

12-07-06, 04:11 AM
LA:+3 at least
Sylvaroth

12-07-06, 04:36 AM
Thanks Larz_Fang.

I will look what I come up with myself, by using Yabbas feature points, but I am pretty sure -as you said- they will at least be LA+3 (see the above post for updates).

I'd also like to include some kind of alternate form ability (Goblin), but will decide after I did the mentioned FP calculations.
Sylvaroth

01-15-07, 06:54 PM
:pile: :bump:
Xylem

01-15-07, 07:04 PM
Here's a Goblinoid race I posted here long enough ago that it's gotten pruned away. Fortunately, it got preserved here (http://sjml.spelljammer.org/archive/oracle/200606/12-014335.html). It might not be what you are looking for, but it couldn't hurt to take a look.
Sylvaroth

01-15-07, 07:11 PM
Thanks for the link, mind to repost it here?
Xylem

01-15-07, 07:27 PM
Thanks for the link, mind to repost it here?
Sure!

Hoblock

Hoblock, 1st-level Warrior
Size/Type: Medium Humanoid (Goblinoid)
Hit Dice: 1D8 (4)
Initiative: +1
Speed: 30 feet (6 squares)
Armor Class: 15 (+1 Dex, +3 studded leather, +1 light shield), touch 11,
flat-footed 14
Base Attack/Grapple: +1/+2
Attack: Rapier +3 melee (1d6+1/18-20) or hand crossbow +2 ranged (1d4/19-20)
Full Attack: Rapier +3 melee (1d6+1/18-20) or hand crossbow +2 ranged
(1d4/19-20)
Space/Reach: 5 ft./5 ft.
Special Attacks: None
Special Qualities: Hoblock Traits
Saves: Fort +3, Ref +1, Will -1
Abilities: Str 12, Dex 13, Con 10, Int 12, Wis 9, Cha 10*
Feats: Weapon Focus (rapier)
Environment: Mountains, Underground
Organization: Patrol: 1 + 2-12 Goblins + 2-8 Hobgoblins + 1-6 Bugbears. Warband: 2-8 + 10-60 Goblins + 5-40 Hobgoblins + 5-30 Bugbears.
Challenge Rating: ½
Treasure: Standard
Alignment: Usually neutral evil
Advancement: By character class
Level Adjustment: +1

Hoblocks are an artificial race, created by a long-vanished cabal of evil wizards to command the vast army of goblinoids they were breeding, and to act as magical support troops. They incorporated genetic material from all of the goblinoid races, humans, drow, other sorts of elves, evil dragons and possibly demons. They stand five feet tall and are slender and relatively lightly built. Their skin color is a grayish red, and their hair color runs from bright red through gray. They tend to dress in elaborate, colorful, even foppish clothes. They are a bright-eyed, cleanly and alert people, and surprisingly attractive given their background. They have inborn abilities that help them control other goblinoid races. Hoblocks are sometimes referred to as High Goblins, but there are other races with that title. They tend to call themselves 'The Elegant People'.

Hoblock Traits

Hoblocks possess the following racial traits:


-2 Strength, +2 Intelligence, +2 Dexterity, -2 Constitution, +2 Charisma.
An effective charisma 2 higher when dealing with gobliniods.
A Hoblock's base land speed is 30 feet.
Dark Vision out to 60 feet.
A +2 racial bonus on move silently checks.
Automatic languages: Common, Goblin, Hoblock. Bonus languages: Draconic, Elven, Giant, Gnoll, Orc, Undercommon.
Commanding Presence: Hoblocks gain +1 bonus on all checks to influence
goblinoids.
Hoblock spellcasters gain a +1 to the DC of Enchantment spells cast on
goblinoids.
Hoblocks that take a Spellcasting Class as their starting class get as a
bonus feat at first level in addition to their usual starting feat a
spellcasting feat such as a metamagic feat or the Combat Casting, Spell
Focus or Spell Penetration feat.
Weapon Proficiency: Hoblocks receive the Martial Weapons Proficiency feat for Rapier.
Favored Class: Sorcerer.
Level Adjustment: +1.


Hoblocks are about the same size as scrawny Elves, and have a life-span similar to Half-Elves.

The Hoblock Mindset

The Hoblocks were designed to have a number of mental traits: they had to be intelligent enough to raise and lead armies of goblinoid and to help with spellcasting, they had to rule the other goblinoids (and maybe conquered members of other species), but they also had to be obedient to the wizards that made them, and keep their noses out of the wizards' business. The last requirement is why they were made to be sorcerers rather than wizards - the instinctive magic would make them less likely to study magic (they were not wanted to be intellectual).

This was an essentially a self-contradictory set of requirements, and the results were mixed. Hoblocks turned out to be luxury-loving, hedonistic, self-important and self-absorbed. They are far more interested in each other than in any other races. They do, however, feel a sense of noblesse oblige towards the other goblinoid races, and feel the need to 'civilize' them and (to some extent) take care of them. Of course, since Hoblocks feel they are nature's own gentry, taking care of them means giving them a place as servants and subject warriors. Normal Goblins form the lowest class of Hoblock society, above them are Bugbears, and above them Hobgoblins. The level just below Hoblocks is other of goblinoid spellcasters, including crosses between Hoblocks and other goblinoids. Then, at the top, come the Hoblocks themselves, a position enforced by their ability to mentally influence other types of goblinoids.

Young Hoblocks will fight for their clan and state with a fierce, reckless bravery. Older Hoblocks will fight with the great cunning accumulated through years of infighting. Fights with other Hoblocks may come down to battles between champions. Fights with 'wild' goblinoids may be settled by treaty. Fights with nongobliniods are usually to the death, with no thought of negotiation.

Hoblock Society

Hoblock society is an endless social whirl of parties, concerts, poetry readings, assassinations, affairs and duels (think a somewhat evil version of Regency England crossed with Renaissance Italy). If they didn't breed reasonably fast, they'd make themselves extinct in fairly quick order. The Hoblocks started from a fairly small gene pool, and in part to avoid in-breeding, Hoblock marriages almost all arranged. This does not stop them from having numerous affairs, but generally not until they are married. The child of a married woman is considered legitimate, no matter who the father was (as long as he as a Hoblock, of course). Hoblocks never marry members of other races, even other goblinoid races, although they will, occasional take lovers from the other goblinoid races. Children of such relationships are rare, and not considered Hoblocks.

The basic Hoblock political unit is the city-state, although larger groupings such as small kingdoms or leagues of city-states are not unknown. Hoblocks within a city-state are usually arranged into clans, and a council of clans rules the city-state. Hoblocks desiring rank in society usually need accomplishments to their name: by writing poems or songs, or painting pictures, inventing new dances, founding new cities, fighting duels, inventing a new torture, throwing great parties, creating new spells, etc. This translates into fame which in turn is a subtle form of political power which can be used to take control of one's clan or even the city-state.

The Hoblock Language is a dialect of Goblin with a large number of common, elvish and undercommon loan words, and spoken with a highly affected accent. At least part of its purpose is to set the Hoblocks apart from their servant races.

Hoblock cities are of two types: surface and subsurface. Surface cities are by preference built in the mountains where they can be easily defended. The city proper will only be inhabited by Hoblocks, Hobgoblins, servants and soldiers. The mass of goblins will live in tunnels beneath the city. Subsurface Hoblock cities are not as neatly segregated, but there will be "good" parts of town where the Hoblocks live, and the "bad" side where the goblin poor live. By application of scientific farming and decent sanitation, more goblins can be supported by a Hoblock city than might be expected, and in better health too.

Hoblocks primarily worship their ancestors, particularly the First Ones, those Hoblocks created directly by the wizard cabal. They also worship the usual Goblin and Hobgoblin gods such as Maglubiyet, Bargrivyek and Nomog-Geaya.

Hoblock Alignment

Hoblocks were designed to be evil, and the bulk of them remain that way today, at least when interacting with outsiders and each other. They tend to be at worst neutral to other gobliniods, however. On the Law-Chaos axis they tend to have characteristics of both ends: on one hand their society has a strong class structure and strong expectations of what it expects from individuals, on the other hand, Hoblocks are always in a struggle against their fellows for status and power, and few ways of winning are unthinkable. They tend to average out as neutral. Individual Hoblocks may be of any alignment, although good Hoblocks are rare.

Classes

Hoblocks raised in their native culture may be of any of the standard classes other than Barbarian, Druid, Monk or Paladin. The classic Hoblock class is the Sorcerer: a "Sorcerer and a Gentleman" is almost a redundancy among Hoblocks. Bards are socially acceptable if competent, but rare. Clerics are of high status, and clerical posts are often handed down in families in the same manner as land and titles. Being a Fighter is thought to be a career for those lacking ambition, unless they aspire to a position of command in the military. Rangers are vanishingly rare and considered very odd, if useful (someone must watch the border after all). Rogues are respectable only if their activities are performed with style. Hoblocks consider wizards vaguely disreputable. This is probably a holdover from their creation, but may also be due to an attitude that a gentleman or gentlewoman should be educated, but not too educated.

Hoblocks and Other Races

Aside from each other and (to a lesser extent) other goblinoids, Hoblocks don't generally find other races interesting, nor to they care what happens to them. This means that a Hoblock city-state can exist peacefully right next to elves or humans for generations in a state of perfect peace. Of course, if the Hoblocks decide one day the they need the humans' land, or that the elves are hunting down too many wild goblins, they are perfectly capable of slaughtering their long-term neighbors without the slightest compunction.

Hoblocks do like the trade goods they can get from other races, but the trade is usually handled by Hobgoblins and Goblins - Hoblocks generally avoid the "stress" of dealing with non-goblinoid races personally.

The literal translation of the Hoblock term for a member of their species that willingly associates with non-goblinoids is unspeakably obscene.

Hoblocks consider goblinoid-nongoblinoid cross-breeds as goblinoids, and treat them accordingly.

Elves and Dwarves like Hoblocks even less than regular Goblins or Hobgoblins, if that is possible. However, Hoblock states are occasionally tolerated as long as they keep to themselves, as digging Hoblock city-states out is difficult and expensive. Perhaps because Hoblocks have some Drow genetic material, some Drow find Hoblocks amusing and like to take them as slaves, even though they make poor slaves. Other Drow find the Hoblocks mere existence offensive, and go out of their way to kill them. Most don't care.

Regular Goblins find Hoblocks intimidating. They love being around them, but they highly dislike the loss of freedom that results from being ruled by Hoblocks. However, they can not make themselves stay away.

Bugbears are fine being the Hoblocks bodyguards and shock troops. They get fed and clothed, their mates and young are kept safe, and the get to kill things. What could be better?

Hobgoblins may be the goblinoid race most dissatisfied with the Hoblocks. Hobgoblins are normally the cleverest of the goblinoids and rule themselves. But under the Hoblocks they form a sort of middle class. They don't much like having "betters", but the Hoblock's abilities and charisma are hard to resist.

Hoblocks as Adventurers

Hoblocks are rarely found adventuring, because that would mean mixing with nongoblinoid races. If there is a need, such as scouting out a location for a daughter city, a party entirely consisting of goblinoids can be formed and sent out. If outsiders need to be talked to, Goblins or Hobgoblins will handle the task.

Very few Hoblocks will willingly associate with nongoblinoids. However, there is one odd, but rare case. Hoblocks born to an unmarried mother are barred from most positions in Hoblock society (they may not inherit land or titles, and they may not be clerics, for instance). Often, at majority, they are given a sword and a small bag of gold, and told to go off somewhere else and make their fortune. Most of them try travel to another Hoblock city, one far enough off that no one knows them or of their irregular birth. But to do so, they must usually cross large stretches of land inhabited by other races. Once in a great while they linger in these non-goblinoid lands, accumulating wealth and power for their grand return to Hoblock society.

A Rumor about Hoblocks

There are persistent rumors that wizards that created the Hoblocks left hidden control channels in their minds, and thus there once existed specialized Hoblock control spells that Hoblocks have no way to resist. This certainly sounds plausible, but their enemies left so little of the wizard cabal that the spells, if they ever existed, seem lost forever. Whether those spells could ever be recovered or recreated is unknown. The Hoblocks are reported to be understandably worried about this possibility, and might well go to war against anyone even rumored to be working on such spells.
Sylvaroth

01-15-07, 07:35 PM
Added to the OP. Thanks again Xylom.
Sylvaroth

03-30-07, 01:43 PM
bump :bump:
Yadot

03-30-07, 02:20 PM
Would it be reasonable to house rule that Blues are LA +0? Because as of now they don't seem worth it.
# -2 Strength, +2 Intelligence, -2 Charisma.
# Small size: +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, -4 penalty on grapple checks, lifting and carrying limits ¾ of those of Medium characters.
# Blue base land speed is 30 feet.
# Darkvision out to 60 feet.
# Naturally Psionic: Blues gain 1 bonus power point at 1st level.
# Racial Skills: A blue character has a +4 racial bonus on Move Silently checks and Ride checks.
# Automatic Languages: Common, Goblin. Bonus Languages: Draconic, Elven, Giant, Gnoll, Orc.
# Favored Class: Psion.
# Level Adjustment: +1
Sylvaroth

04-23-07, 02:10 PM
Added

Goblin Mage, Bloodthirsty Hobgoblin, and Bugbear Prankster.
by Angel Black
j3st3r

04-23-07, 02:54 PM
More goblinoids can be found from MMIII (forestkith (http://www.wizards.com/dnd/images/mmiii_gallery/82990.jpg)) and from MMIV (varag (http://www.wizards.com/dnd/images/mm4_gallery/98729.jpg)).
Nathreet

04-23-07, 03:06 PM
Would it be reasonable to house rule that Blues are LA +0? Because as of now they don't seem worth it.
# -2 Strength, +2 Intelligence, -2 Charisma.
# Small size: +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, -4 penalty on grapple checks, lifting and carrying limits ¾ of those of Medium characters.
# Blue base land speed is 30 feet.
# Darkvision out to 60 feet.
# Naturally Psionic: Blues gain 1 bonus power point at 1st level.
# Racial Skills: A blue character has a +4 racial bonus on Move Silently checks and Ride checks.
# Automatic Languages: Common, Goblin. Bonus Languages: Draconic, Elven, Giant, Gnoll, Orc.
# Favored Class: Psion.
# Level Adjustment: +1

No, or every wizard will start playing blues. Compared to grey elves (who also get an int bonus but have no LA), blues have:
higher con, meaning more HP & a better fort save for the wizard (grey elves get a con penatlt)
darkvision instead of just low light vision
Both have the same AC & ranged AB (one gets it from size, the other from dex), same land speed

With all else being roughly equal, the higher con alone is worth the LA. IMO grey elves already push the boundries of LA 0 with that wizard-loving int bonus. Gnomes have some of the same advantages and a con bonus, I know, but they don't get the precious int bonus. Not to mention the lower land speed, which can be annoying in a party. Plus gnomes are one of the better LA 0 races, so it shouldn't take much more to hit LA 1.
Angel Black

09-03-07, 09:59 PM
snow Goblin (frostburn) (http://www.wizards.com/default.asp?x=dnd/ex/20040911a&page=4) La +1

and I also guess that in evolved societys there must be some goblins that trade that +4 Ride bonus for a bonus to Craft, or Alchemy.
taradusis

09-03-07, 10:28 PM
Wonder why someone didn't redesign the Nilbog?They'd be almost as annoying as the Kender.
ArcTan

09-04-07, 03:35 AM
No, or every wizard will start playing blues. Compared to grey elves (who also get an int bonus but have no LA), blues have:
higher con, meaning more HP & a better fort save for the wizard (grey elves get a con penatlt)
darkvision instead of just low light vision
Both have the same AC & ranged AB (one gets it from size, the other from dex), same land speed

With all else being roughly equal, the higher con alone is worth the LA. IMO grey elves already push the boundries of LA 0 with that wizard-loving int bonus. Gnomes have some of the same advantages and a con bonus, I know, but they don't get the precious int bonus. Not to mention the lower land speed, which can be annoying in a party. Plus gnomes are one of the better LA 0 races, so it shouldn't take much more to hit LA 1.

...On the other hand, at LA +1, *no one* ever takes Blues as a race for a Wizard, and, really, no one ever should.

This is the fundamental problem with the LA system.
Omnirahk, half-Rahkshi

09-04-07, 04:54 PM
One of the last Dungeon or Dragon magazines (forget which - check crystalkeep) introduced a goblin or hobgoblin with barghest blood. A worghest. There's also the blue goblin (XPH). It's listed as both LA 0 and LA +1 in different places. Treat it like a hobgoblin. LA +1 is too big of a nerf. MM4 has another goblinoid, a goblin with dire wolf blood.
Sylvaroth

09-05-07, 08:02 AM
Added

Andy Collin's Wereworg (http://www.andycollins.net/Features/wereworg.htm).
pres_man

06-20-08, 12:50 AM
Just wanted to let you know that AMGriffin's gnolin race was derived from my version which can be found:

http://www.geocities.com/pres_man/gnolins.html

His version does have some differences but it should be pretty clear that it was derived, even some of the fluff for the race. You can also look at the Races Compendium sticky to find it listed under my name, though the link doesn't work to the race since the boards have been moved.

I am perfectly fine with people who want to use the race, but I justed wanted to not have my work disregarded. Thank you.
Angel Black

10-25-08, 11:45 AM
Making Akki Goblin

http://forums.gleemax.com/showthread.php?t=1104948