Races of the Horde: Bugbears (Formerly Races of Savagery) [Archive] - Wizards Community

Post/Author/DateTimePost
Threefists

06-15-07, 08:33 AM
Alright, this thread is a off-shoot of the 'Races of Savagery/the Horde' thread, and is solely for posting about the life-style, religion, social structure and so on of Bugbears. In no way, shape or form is it in any way linked to non-WotC Bugbear-named Race, nor should it be considered so.
Please post only if:
A) You are intending to add relevant (3 or 3.5 information) about a Bugbear's life-style or -cycle.
B) Have spotted a flaw in a post, such as data that has been errata'ed or a mis-interpretation of CORE.
C) A poster on the original Thread (Races of Savagery) who wants to link to a post or comment on another thread.

This post will be editted as data is compiled and we build up a workable, RP and Rules alike, 'Races of X' format.

Chapter Two: Goblinoids (again, many thanks to Borris for the lay-out)

A Day in the Life:

Appearance: A Bugbear is a tall, powerful example of Goblinoid physiology, standing close to seven feet tall with the same flattened facial features as it's cousins, although the Bugbear possesses a more ursine slant to it's features, including the black, bear-like nose that is it's name-sake and large, pointed ears which protrude out from the sides of their head, rather than pointing upwards like those of a Goblin or Hobgoblin. Bugbears are tall, brawny humanoids with coarse hair covering much of it's body and it's mouth full of long fangs which have a habit of growing out of the Bugbear's mouth unevenly, further adding to the Bugbear's fearsome appearance. Bugbears commonly have light orange or pale red-brown skin, covered with short, coarse fur on the back of the torso and the outsides of their limbs, which can range in colour from pale brown to midnight black.
Psychology:

Goblinoid Life:

Society and Culture:

Goblinoids and Other Races:

Religion: (all those are listed in the Living Greyhawk Deities pdf)
_Maglubiyet
_Bargrivyek
_Grankhul
_Hruggek
_Khurgorbaeyag
_Nomog-Geaya

Histiory and Folklore:

Language:

Cities and Settlements:

Goblinoids as Characters:
Maraxus

06-15-07, 08:44 AM
Hi, I have written a bit of stuff about them. Where I found nothing, I improvised ... a lot. Probably still needs some work over it (like - with the english language), but I'd like some first featback:



Bugbears and Religion

Bugbears have a take on religion, that is hardly found among the peoples of any other race. Through sometime spiritual, they lack any common religious practices. There is no big church - only smaller cults and mostly individual worshippers.
Most Bugbears worship Hruggek, if they have a Patron at all. Only a small minority serves other gods, like Maglubiyet, or another Goblin god. Some find a patron from the Orc pantheon or sometimes a gods of the humans, giants, dragons or whatever you would least expect.
Demon worshipping is quite accepted among the Bugbears (through not nearly as much as among Minotaurs). Faith in Hruggek and Demon worshipping do in fact not exclude another.

The relation between a Bugbear and his god is less of a traditional serving and reminds more of a jung warrior and the idolised war veteran. From this, maybe the greatest diffrence between Bugbear faith and that of other races follows: Bugbears generally don't 'pray'.
There are Bugbears that might meditate - there are even divine Spellcasters, that sit down every morning, quitely reciting holy fighting technics and war tactics but directing those words at the god - this usually requires a great display of divine presence (nothing short of a miracle).
While other faithes speak of generous or vengeful gods, Hruggek is only praised for his strength, Bugbears generally don't believe in the gods being aware of - or bothered by - their individual worshippers.

That being said, Hruggek does have a role. Bugbears see him as an idol, the perfect warrior, representing the ideals of a Bugbear's life. Hruggek is a symbol for physical and mental perfection, as they value it.


Being ruthless and dedicated like Hruggek is a high goal and Bugbears often have personal rituals to focus themselves, however this lacks the organisation of a churchly faith. While one Bugbear might paint his skin with blood, his neigbour wields a sacred morningstar and the Bugbear around the corner fasts on full moons. Many Bugbears know no such thinks at all.



The Devoted:
As said, most Bugbears don't expect to be realised by Hruggek at all. Some however aim to become great Warriors or Warlords on a historical scale, shouting Hruggeks name so lout, that even he will have to hear it and realise the Bugbear's power.

The idea of a Bugbear Druid is ridiculus. As unorganised and discriminative, as their rites and traditions are, every single one is still too far away from the ways of a Druid. Exceptions are extraordenary rare and other Bugbears look at these outsiders with skepticalness.

Clerics of Hruggek are a more commen sight, through still even larger tribes don't necessary have one. The average Bugbear however might not be able to distinguish between a wizard/fighter and a cleric except by the fact, that the cleric tents to wear heavy(er) armor. The clerics themselves are not necessary an exception. Their daily praying happens to a fix time each day, but which time is up to the cleric alown. It consists of personal focussing technics and the reciting of Hruggek's teachings and deeds.

However, the path that fit's their concept of religion best is that of the Favored Soul (Compleate Divine). Favored Souls are somewhat "respected" in Bugbear society - if one ignores the fact that Bugbears hardly respect anything and form no society. There are tales about each Favored Soul that was granded wings by Hruggek since the dawn of their race - one clear sign that the god became aware of this follower.


Cults:
Only sometimes, local groups of Bugbears realise, that they belong to the religious part of their race and see that their personal rituals have common concepts. In this case, they sometimes happen to form a cult. The are usually small in number and only lasting a short time (a few years but rarely able to come throuth the first change of generations).


Example cults:

Holy Deathseekers: This group is banded together by the idea, that there is a higher goal in life - to fight and to improve one's fighting. They are always actively trying to recruit new members.
It is a part of their philosophy to not look for fights they can't win, they are not as suicidal as their name suggests. In contrast to other Bugbear however, they are allways looking for the greatest fight they can win and look at clearly inferior opponents as a waste of time. They fight not for the luxority that it brings to plunder the loosers, they fight for the battle.
Moving from one monster to the next bigger from town to city, these band become bigger and better untill something unexpected (like opponents stronger then them) causes heavy casulties. Usually this leads to a point where the survivors break apart and start a period of preaching and recruting in the name of Hruggek, creating a number of new cells with loose conections.


High School of Hruggek's Tactics: This church mostly resembels an academy of war. It is let by a number of clerics, however and one subject tought is the magic of the divine. Successful graduates leave as mighty Rogues, Clerics, Fighters or Disciples of War (see below). The well protected cult does not actively make war, instead a major part of the absolvents of the school return to their tribes. A part of the profit they make in the next years will be sent to the school in return (The teachers have some savings, to hunt down and punish those that don't).



Prestige class: Disciple of war:

Requirements:
Race: Bugbear
Sneak attack 2d6
Feats: Weapon Focus (Morningstar)
Hide 4 ranks
Base attack bonus: +6

Hit Die: d8

Skill points each level: 4 + Int modifier.
The disciple of War's class skills are: Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Disable Device (Int), Escape Artist (Dex), Handle Animal (Cha), Hide (Dex), Jump (Str), Knowledge (local, nature, history) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Profession (Wis), Ride (Dex), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex) and Use Rope (Dex).


Level: Abilities Spells: 1/2/3/4
1: Full suprise. 0
2: SA 1d6 0
3: Battle orders (FF) 1
4: Hruggek's tactics 1/0
5: SA 2d6 2/0
6: Battle orders (flank)2/1/0
7: Hruggek's Tactics 3/1/1
8: SA 3d6 3/2/1/1
9: Battle orders (ini) 3/2/2/1
10: Hruggek's Tactics 3/3/2/2


Spellcasting: The Disciple casts wisdom based divine spells.

Full suprise: The Disciple of war can make a charge attack during a suprise round (moving a maximum of his speed) or he can make a move and than attack.

Sneak attack: See the Rogue special ability

Battle orders: The Disciple can give useful orders to a group of other Humanoids, up to a number equal to his class level x4. At 3rd level this has the effect, that the reciplients are not flat-footed, as long as the Disciple is not flat-footed. At 6th level, no reciplient counts as flanked, while the Disciple is aware of and able to see both flankers.
Finally at 9th level, the Disciple can increase the rolled initiative of his slower subordinances, up to his own initiative count.
Another character must be willing to follow the Disciples orders without question to benifit from the effects.

Hruggek's Tactics: The Disciple can choose one of the following special abilities each at level 4, 7 and 9:

Pressing attack: When the Bugbear attacks a flat-footed opponent, this opponent remains flat-fooded to his attacks, untill he takes a full defence action.
Overwhelming numbers: The Bugbear get's a +1 cumulative circumstance bonus when attacking an opponent, for every ally, that attacked this target since the Bugbear's last turn.
Probe Attack: Probe attacks are used to evaluate an opponent's strength. Usually Bugbears have disposable Goblins for that job but a Disciple of war does not like to depent on lesser creatures.
Once per day, the Disciple can activate this ability that grands him a +30 enhancement bonus to speed, a +3 bonus to all saving throws, 3 temporarry hit points per class level and a +10 DC modifier when casting sancurity.
Flank attack: A Disciple can learn to place his sneak attacks more easily with this technic. He furthermore treats an opponent as flanked, if he could flank him from a square 5 ft away (no matter, if this square is blocked or otherwise unaccessable).
Ambush: This funktions like the Ranger Camoflage ability.
Selective attack: While in combat, the Bugbear does not provoke attacks of opportunity for movement, untill he makes his first attack. The DC for tumbling through an opponent's square is reduced by 15.
Close formation: Th Bugbear get's a +1 AC bonus for every adjected ally, up to a bonus of +3
Drop attack: After falling 30 ft or more, the Bugbear may make a full attack even if he could not normally make one (for example in a suprise round). These attacks deal double damage, if he dropped more then 100 ft. Furthermore, he adds Feather Fall to his spell-list.
Blinding speed: The Disciple may sneak attack dazzled opponents.



New Spells

Greater Flare
Evocation [Light]
Level: DoW 3, Goblins 3
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area: 10-ft.-radius spread
Duration: Instantaneous
Saving Throw: Fortitude parial
Spell Resistance: Yes

This spell funktions like Flare, except that it effects every creature in a 10 ft burst and any creature succeding it's saving throw is still dazzled for 1 round.



Spell-lists:

List - Disciple of War:
1: Bane, Bless, Detect Snares and Pits, Entropic Shield, Flare, Know Direction, Longstrider, Magic Weapon, Remove Fear, Sancuary
2: Barkskin, Chill Metal, Darkness, Flame Blade, Heat Metal, Resist Energy, Status
3: Greater Flare, Contagion, Poison, Daylight, Rage, Greater Magic weapon, Magic Vestment
4: Deeper Darkness, Divine Power, Nondetection, Phantom Steed, Sending, Scrying, Fear



New Domain: Goblins
Deities: Maglubiyet, Khurgorbaeyag, Nomog-Geaya, Hruggek, Bargrivyek, Grankhul
Granted Power: The Cleric can use Silence (as he spell) on himself for a number of turns equall to his level. The turns need not be consecutive. As an additional effect, while under this effect the characters Cleric spells are automaticly silenced.
Move silently is added to the cleric skill list.
Domain Spells:
1: Detect Snares and Pits
2: Invisibility
3: Nondetenction
4: Divination
5: False Vision
6: Heroes’ Feast
7: Repulsion
8: Antipathy
9: Foresight
Warforged Goblin

06-15-07, 08:45 AM
Again, hoping to help.

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 INFORMATION
Bugbear 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.
Kel

06-15-07, 11:44 PM
Hi. Um, this is the Bugbear Racial Class. I haven't made a racial class before, so someone else might (or in fact, probably) has a better one.

Bugbear Monster Class
Humanoid (goblinoid)


Racial Traits
Characters starting the bugbear monster class start with the following ability scores. Note that these are not identical to the regular bugbear's full suite of racial traits because the bugbear's ability scores and racial Hit Dice increase with level as shown below.

Starting Ability Score Adjustments: +2 Str, -2 Cha.
Medium Size.
A bugbear's base land speed is 30 feet.
Darkvision out to 60 feet.
+2 to Move Silently.
Automatic Languages: Common, Goblin. Bonus Languages: Draconic, Elven, Giant, Gnoll, Orc.
Favored Class: Rogue.


Table X-X: The Bugbear
Hit Base Attack Fort Ref Will Skill
Level Dice Bonus Save Save Save Points CR Special
1st 1d8 +0 +0 +2 +0 (2 + Int mod) x 4 1 +2 Dex, Feat
2nd 2d8 +1 +0 +3 +0 2 + Int mod 1 +2 Con, +1 Natural Armor
3rd 2d8 +1 +0 +3 +0 - 1 +2 Natural Armor, +2 Move Silently, Scent
4th 3d8 +2 +1 +3 +1 2 + Int mod 2 +2 Str, Feat, +3 Natural Armor

Class Skills
The Bugbear's class skills are Climb, Hide, Listen, Move Silently, Search, and Spot.

Class Features
All of the following are class features of the bugbear monstrous class.
Weapon and Armor Proficiencies: Bugbears are proficient with all simple and martial weapons, as well as light armor and shields.
Feats: A bugbear begins with one feat at first level, and gains another at fourth level.After fourth level, the bugbear gains feats normally according to his Hit Dice.
Natural Armor: A bugbear gains a +1 bonus to natural armor at levels two, three, and four.
Scent (Ex): The bugbear gains the scent ability.
________________________________________ _________________________

Will this do?
Threefists

06-16-07, 05:01 AM
Uhm, just might want to edit the Bugbear Class's BAB rate...you only get a increase to BAB when you gain Hit Dice, not Level Adjustment. A 4th level 'Bugbear' Class would have a BAB of 2.
Otto the Bugbear

06-16-07, 07:45 AM
I approve of this project.

Spread the word that is the awesomeoness of bugbears. Then let the world both rejoice at what they read, and unman themselves with their fear.




(Psst. Bugbears have Scent in the monster manual entry, but not if played as a PC race. Decide one way or the other, then go in that direction with all the material. For example, the bugbear paragon grants improved scent, which won't do anything for bugbears as player characters.)
Kel

06-16-07, 10:36 AM
Oops. Missed that mistake. Sorry. Is fixed now.
Maraxus

06-16-07, 11:28 AM
Bugbears have scent even as PC races, don't let one writer's mistake fool you.
Otto the Bugbear

06-16-07, 05:09 PM
Bugbear as a PC in the Monster Manual -- no scent
Bugbear as a PC in Races of Faerun -- no scent
Bugbear as a PC in the SRD -- no scent

Pretty cut and dry, right there in black and white.
AMGriffin

06-16-07, 07:44 PM
Yes well, we can pretend they have scent.
Omega_Grey

06-17-07, 08:25 AM
On gods for Bugbears, don't forget that they have a fairly large devotion to Erythnul (at least according to the players handbook).
AllWillFall2Me

06-19-07, 01:51 PM
As a point of order, The listed Gods encompass all Goblinoids. Nomog-Geaya is the God of Hobgoblins, Maglubiyet goblins, and Bargrivyek and Khurgorbaeyag are overarching goblinoid deities (I believe, though they are referred to as "Goblin" Deities.)
The Bugbears do have several, Bugbear specific Gods, such as, (Of course) Hruggek, Grankhul, and the unmentioned Skiggaret.
I think this worth noting because all the Bugbear specific gods are CE, whereas the other goblinoids tend to LE or NE. This could overlap/explain the reference to Erythnul. Perhaps Bugbears don't worship Erythnul, but that's a common misconception, as few religious scholars have investigated their beliefs enough to see they pray to different bloodthirsty, CE gods. To those who know Eberron, sort of like the Sovereign Host, but in this case, just a mistake.
Looking at Erythnul and the others, there does seem to be some overlap. Perhaps this leads to a schism in the faith, like in the Goliath Druid v. Cleric. There are those who worship the "Old Gods", and those who have turned to Erythnul for greater power. As power is a central tenant of Bugbear society, they are not, "hated" for this, but many see turning your backs on the gods that birthed you to be foolish. Also, some clerics suspect hat for every Bugbear who changes, Erythnul gains a slight advantage over Hruggek. So they are betrayers of the faith.
RobbyPants

06-19-07, 01:55 PM
I thought I rememberd reading that they have odd colored eyes: their eyes are green with red pupils.
Otto the Bugbear

06-19-07, 08:14 PM
I thought I rememberd reading that they have odd colored eyes: their eyes are green with red pupils.

1st edition Monster Manual. Greenish-white with red pupils.

The 3rd edition has red pupils, but doesn't do too well representing the greenish-white.
Omega_Grey

06-25-07, 02:14 AM
Psychology: Bugbear life is dominated by the drive to bully the weak, and in the typical bugbears eyes anything smaller then him is weak. Even the most enlightened Bugbear has a hard time taking others as equals and finds himself forcing his opinion on those around him.

More to come later.
Kel

06-25-07, 11:00 AM
Does anyone have ideas about bugbear childhood they want to put up?
Do bugbears fight primarily based on stealth and ambush, or strength and fury, or both?
Does anyone think that maybe we could/should create more Bugbear gods? Because I don't think the bugbears would worship goblin gods, and vice versa, so their pantheon is a little small compared to just about every other race out there.
Do they live in like primitive huts and hovels, or in slightly less crude environments?
How do their gods effect their everyday lives?
How soon do they get weapon training?
Are there castes? Are you born to them, or do you earn your rank in their society?
Do they respect people not afraid of them?
Are we basing their society off of some real-world civilization?
Are they cannibals?
How much control and influence do their parents have over their lives?
Do they marry, or just, um, uh...? If they do, are they arranged marriages?
Are positions in the tribe hereditary?
Is whether they become a priest, warrior, or shaman determined by natural gift and talent, parents deciding, what cast you were born into, what date you were born, what you want to do, what is needed by the tribe, or what is decided by an elder?
How are names chosen? Do they pick one, are they given by parents or a tribal leader? Do they have religious significance? Do they describe himself, what he did, or are they simply stuff like "Grackt" and "Frulk"?
How important is nature to them?

Just a few questions.
Omega_Grey

06-25-07, 11:50 AM
Does anyone have ideas about bugbear childhood they want to put up?
Do bugbears fight primarily based on stealth and ambush, or strength and fury, or both?
Does anyone think that maybe we could/should create more Bugbear gods? Because I don't think the bugbears would worship goblin gods, and vice versa, so their pantheon is a little small compared to just about every other race out there.
Do they live in like primitive huts and hovels, or in slightly less crude environments?
How do their gods effect their everyday lives?
How soon do they get weapon training?
Are there castes? Are you born to them, or do you earn your rank in their society?
Do they respect people not afraid of them?
Are we basing their society off of some real-world civilization?
Are they cannibals?
How much control and influence do their parents have over their lives?
Do they marry, or just, um, uh...? If they do, are they arranged marriages?
Are positions in the tribe hereditary?
Is whether they become a priest, warrior, or shaman determined by natural gift and talent, parents deciding, what cast you were born into, what date you were born, what you want to do, what is needed by the tribe, or what is decided by an elder?
How are names chosen? Do they pick one, are they given by parents or a tribal leader? Do they have religious significance? Do they describe himself, what he did, or are they simply stuff like "Grackt" and "Frulk"?
How important is nature to them?

Just a few questions.

Bugbears probably use stealth to get the upper hand in the first round or two of combat, but after that they have no problem standing toe to toe with an enemy they feel even on equal footing to. That said, I doubt they really use group tactics, they probably all just hide in bushes or something until they can get an attack off and then rush headlong into combat without even worrying about any other Bugbears that are with them.

I think that all goblinoids would worship the same pantheon, they are all goblins after all. Even though they are drastically different from one another they should have a unifying pantheon to keep them working together to override their chaotic and evil tendencies otherwise they would have killed each other off long ago.

I would imagine that like most goblins, Bugbears simply use old previously abandoned structures for their lairs. I dont see them being much of a craftsmen race, and I doubt the other races that they subjugate are willing to make them anything spectacular in terms of architecture. So living in small hovels isnt out of the question, but I think that would be a last resort thing (i.e. there isnt a dungeon nearby that is easily taken over).

I'm guessing that the gods dont take a direct hand in almost anything that they do, but they probably have a reinforced superstitious nature and attribute all natural phenomenon to their gods in some way.

Bugbears probably start training how to fight from an infantile age. Mostly with their kin at first and as time progresses they move on to other children and adolescents and this behavior never really leaves their mindset. To a bugbear there is no 'training' per se, just new uses for tools to help maintain dominance over others.

As a chaotic evil race I dont think there is really a social caste to speak of. Sure they have leaders and other important members of their clans, but its not going to be a complex system. Everyone will know that Grumbar is the leader because when they look at him they see that he is the most powerful one in the clan. So as far as a caste goes, it is probably arranged close to this: Chieften <-> Clerical Leader -> Powerful Warriors -> All other Bugbears -> All other Goblins -> Anyone else in the tribe -> Slaves. Note that the Chief and the Clerical Leader are probably on equal footing in this structure as is common for most all primitive societies.

I doubt the typical Bugbear even has a notion of what respect is. They know fear, thats what keeps their underlings in their place, and keeps them from lashing out at a superior. But thats about it. Someone not afraid of them might be a curiosity however, and an individual Bugbear might treat him as a 'favored' slave or something. But I doubt this occurrence would be beneficial to the person in question, as it will probably just drive the Bugbear to find the persons breaking point.

I'm not basing them off of a real world civilization, but thats just because I really cant think of one to base them off of.

I doubt cannibalism is that big of a deal to them. It probably isnt their first choice, but if it comes down to it meat is meat.

I dont know how much control a parent would have over a child, my guess would be that they either have totalitarian control over everything a child does until they cant take it anymore, or they simply turn the child lose as soon as they can walk to make it on their own.

I dont think marriage is a big part of their culture, so bedding down is probably the most common thing. But having said that, the chieften probably does the same thing an alpha male in a wolf pack does and choses a female to be his constant consort. That is probably the closest thing to marriage in Bugbear society.

I'm guessing that becoming a spell caster in Bugbear society is pretty difficult. You first have to find someone willing to teach you the proper ways of doing it and have the natural drive to do it on your own as this teaching is probably going to be sporadic at best. But if you do manage to find a way onto this path you are guaranteed power and that is something all Bugbears crave.

Nature is there to be conquered and subdued, just like the rest of the world. As a species they hold no special reverence for nature, and probably dont even think about it as anything other then a place where they are.

You will notice that I didnt address three of your questions: Bugbear children, names, and self descriptions. That is because I dont have any real ideas on those matters, so maybe someone else would be kind enough to help out.
Omega_Grey

06-28-07, 09:14 AM
Psychology: Bugbear life is dominated by the drive to bully the weak, and in the typical bugbears eyes anything smaller then him is weak. Even the most enlightened Bugbear has a hard time taking others as equals and finds himself forcing his opinion on those around him.

More to come later.

And now for the later.

Not only does the bugbear have a dominating personality, almost all of them take pleasure in watching other people suffer. It isnt enough to make yourself better then everyone in a bugbears point of view, you have to take them down while you climb to the top. Even the rare bugbear that has isnt evil tends to be apathetic to others problems and has a hard time forming any sort of true bond with people.

But bugbears are also a highly social people and they crave status and attention. They could probably be compared to your average 4 year old in that regard (well a very big and stealthy 4 year old), always demanding the spot light but never truly knowing what to do with it when they get it.
Threefists

07-02-07, 08:39 AM
:bump: *Casts True Ressurection on the thread* I will not allow my babies to die!

Yes well, we can pretend they have scent.

Yes, Indeed we shall! Minotaur's have scent progression in Savage Species, and it's always been bandied around as a oversight that Bugbears lack scent as PC races. Minotaurs described as PC's in both Monster Manual I and Races of Eberron both lack mention of scent as a PC race, thus I'd argue that a Bugbear PC would gain Scent with their final HD/Racial Level.

I'd see Bugbears, as Omega_Grey put it, as a easy-come, easy-go sort of people when it comes to sex and procreation, the exception being the Chieftan, be it male or female, that leads the tribe. Obviously the toughest, strongest and craftiest Bugbear is going to attract similarly powerful mates, not just out of Goblinoid appreciation for such qualities, but also for the old adage of : "Keep your friends close, and your enemies closer." It'd be easier to keep a track on uppity males for a Female Chieftan if she's got them under her thumb as their Mate, not only using sex as a reward for loyalty but to ensure that they would be more focused on her bearing their children alone simply to fulfil that primal urge to dominate the gene-pool, and bearing strong children from a variety of powerful mates would also ensure she has a generation of warriors that are slightly more disposed to be loyal to her than the average Goblinoid.

Just some ramblings...
DrDragon

07-09-07, 09:56 PM
Heres some info about bugbears

1 About childhood Bugbear children are primary trained by there profession. THey dont fight unless they need to or need to defrend there homes.

2 Bugbears and other races.

Bugbears often order around goblins hobgoblins and orcs as bullying leaders.

Also Bugbear clans are ruled by the toughest bugbear.


3 Bugbears also often eat anything they kill including monsters and other goblinoids.





4 Unconfirmed

Bugbears perhaps enslave other races.

Bugbears often favor the morningstar as it is there deities weapon.

Bugbears sometimes rape other humanoids for sheer cruel sadistic pleasure.
Omega_Grey

07-22-07, 04:04 AM
From the Second Edition Humanoids Handbook.

Background. Bugbears are giant, hairy relatives of goblins. They are large, standing about seven feet tall, with muscular frames and the look of true carnivores. They have yellow to yellow brown hides, with thick coarse hair that ranges in color from brown to brick red. Bestial eyes of greenish white with red pupils stare out from savage faces. Wedge-shaped ears rise from the top of their heads, and their mouths are full of long sharp fangs.
Bugbears have exceptional sight and hearing, and they move with amazing stealth. They live in caves and underground lairs. Bugbear females are not given the same opportunities and privileges as the males, and a good number of adventurer bugbears are females looking for better lives.
These large humanoids live by plundering and ambush. They sometimes take slaves, and are often cruel and mean-spirited. They are excellent hunters. They eat anything they kill, including humans and humanoids smaller than themselves. Some adventuring bugbears leave their lair because they cannot stand to eat intelligent creatures.
A bugbear tribe will have shamans or witch doctors of up to 7th level, but not both.

Role-Playing Suggestions. Bugbears speak a foul sounding language punctuated by gestures, grunts, and snarls. They even use these bestial habits when talking in common, making other races doubt their intelligence.
Even the bravest bugbear PC has trouble breaking away from its tribe. They prefer to ambush their foes rather than attack head on. If outnumbered or overmatched, most will retreat to fight another day.
Adventuring bugbears remain territorial even after they leave their lairs. They mentally mark out territory wherever they go, even when traveling. Anything which comes into this space becomes their property (at least in their minds), or the property of their new tribe (their PC companions). They are natural bullies, forcing their wills on weaker companions. They are an opportunistic race, prone to temper tantrums and violent outbursts.
Bugbears enjoy wine and strong ale-often to excess. They are stubborn by nature, finding it difficult to negotiate or compromise. Greed courses through their bodies like blood, and even the most noble bugbear covets glittery, shiny objects and weapons.

Superstitions. Always watchful for omens from the gods; afraid of lightning and violent weather changes; seek to keep on the good side of Skiggaret, the bugbear god of fear.

Hope this helps the thread out.
DrDragon

08-11-07, 11:58 PM
also are most bugbears rogues or fighters?
Dragonlord20000

08-12-07, 12:13 AM
Prestige class: Disciple of war:

Requirements:
Race: Bugbear
Sneak attack 2d6
Feats: Weapon Focus (Morningstar)
Hide 4 ranks
Base attack bonus: +6

Hit Die: d8

Skill points each level: 4 + Int modifier.
The disciple of War's class skills are: Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Disable Device (Int), Escape Artist (Dex), Handle Animal (Cha), Hide (Dex), Jump (Str), Knowledge (local, nature, history) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Profession (Wis), Ride (Dex), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex) and Use Rope (Dex).


Level: Abilities Spells: 1/2/3/4
1: Full suprise. 0
2: SA 1d6 0
3: Battle orders (FF) 1
4: Hruggek's tactics 1/0
5: SA 2d6 2/0
6: Battle orders (flank)2/1/0
7: Hruggek's Tactics 3/1/1
8: SA 3d6 3/2/1/1
9: Battle orders (ini) 3/2/2/1
10: Hruggek's Tactics 3/3/2/2


Spellcasting: The Disciple casts wisdom based divine spells.

Full suprise: The Disciple of war can make a charge attack during a suprise round (moving a maximum of his speed) or he can make a move and than attack.

Sneak attack: See the Rogue special ability

Battle orders: The Disciple can give useful orders to a group of other Humanoids, up to a number equal to his class level x4. At 3rd level this has the effect, that the reciplients are not flat-footed, as long as the Disciple is not flat-footed. At 6th level, no reciplient counts as flanked, while the Disciple is aware of and able to see both flankers.
Finally at 9th level, the Disciple can increase the rolled initiative of his slower subordinances, up to his own initiative count.
Another character must be willing to follow the Disciples orders without question to benifit from the effects.

Hruggek's Tactics: The Disciple can choose one of the following special abilities each at level 4, 7 and 9:

Pressing attack: When the Bugbear attacks a flat-footed opponent, this opponent remains flat-fooded to his attacks, untill he takes a full defence action.
Overwhelming numbers: The Bugbear get's a +1 cumulative circumstance bonus when attacking an opponent, for every ally, that attacked this target since the Bugbear's last turn.
Probe Attack: Probe attacks are used to evaluate an opponent's strength. Usually Bugbears have disposable Goblins for that job but a Disciple of war does not like to depent on lesser creatures.
Once per day, the Disciple can activate this ability that grands him a +30 enhancement bonus to speed, a +3 bonus to all saving throws, 3 temporarry hit points per class level and a +10 DC modifier when casting sancurity.
Flank attack: A Disciple can learn to place his sneak attacks more easily with this technic. He furthermore treats an opponent as flanked, if he could flank him from a square 5 ft away (no matter, if this square is blocked or otherwise unaccessable).
Ambush: This funktions like the Ranger Camoflage ability.
Selective attack: While in combat, the Bugbear does not provoke attacks of opportunity for movement, untill he makes his first attack. The DC for tumbling through an opponent's square is reduced by 15.
Close formation: Th Bugbear get's a +1 AC bonus for every adjected ally, up to a bonus of +3
Drop attack: After falling 30 ft or more, the Bugbear may make a full attack even if he could not normally make one (for example in a suprise round). These attacks deal double damage, if he dropped more then 100 ft. Furthermore, he adds Feather Fall to his spell-list.
Blinding speed: The Disciple may sneak attack dazzled opponents.



New Spells

Greater Flare
Evocation [Light]
Level: DoW 3, Goblins 3
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area: 10-ft.-radius spread
Duration: Instantaneous
Saving Throw: Fortitude parial
Spell Resistance: Yes

This spell funktions like Flare, except that it effects every creature in a 10 ft burst and any creature succeding it's saving throw is still dazzled for 1 round.



Spell-lists:

List - Disciple of War:
1: Bane, Bless, Detect Snares and Pits, Entropic Shield, Flare, Know Direction, Longstrider, Magic Weapon, Remove Fear, Sancuary
2: Barkskin, Chill Metal, Darkness, Flame Blade, Heat Metal, Resist Energy, Status
3: Greater Flare, Contagion, Poison, Daylight, Rage, Greater Magic weapon, Magic Vestment
4: Deeper Darkness, Divine Power, Nondetection, Phantom Steed, Sending, Scrying, Fear



New Domain: Goblins
Deities: Maglubiyet, Khurgorbaeyag, Nomog-Geaya, Hruggek, Bargrivyek, Grankhul
Granted Power: The Cleric can use Silence (as he spell) on himself for a number of turns equall to his level. The turns need not be consecutive. As an additional effect, while under this effect the characters Cleric spells are automaticly silenced.
Move silently is added to the cleric skill list.
Domain Spells:
1: Detect Snares and Pits
2: Invisibility
3: Nondetenction
4: Divination
5: False Vision
6: Heroes’ Feast
7: Repulsion
8: Antipathy
9: Foresight

The Prestige class in the sblock, the Disciple of War, lacks a Base Attack Bonus and Saves. I assume its not an epic prestige class due to its requirements and the fact that it grants spells, and those are the only prestige classes I know of that emit saves and base attack bonuses.

Off that minor problem I noticed, I think this idea is a very, very good one.
bhu

09-10-07, 03:55 AM
:bump: You guys still out there?
Omega_Grey

09-10-07, 08:43 AM
Reading you loud and clear.
bhu

09-13-07, 03:24 AM
Taking writing sign ups now in the main thread:

http://forums.gleemax.com/showthread.php?t=862300

If you wanna do something for the Bugbears, drop me a PM or post there.
AllWillFall2Me

09-14-07, 01:27 AM
By the Will of Bhu, I act.
Come, clan brothers. Hear the tale of the beginning. Hear the tale of Hruggek's Might.
In the beginning, there were only the three. Hruggek, First Blooded, First Brother; Grankhul, Hunter in Shadows, Darking Death; and Skiggaret, Terror Face, Fear Blood. They dwelt in a land of eternal night, where the burning sun never rose, and the three spent all time hunting, crushing, killing, and eating. These were the pure days. However, the elf-gods and dwarf-gods were scared of the dark. They wanted to live in a world where they could be the equal of the Mighty Three! So they enacted a great treachery. The Dwarven gods mined deep into the blessed caves, favored sleeping place of our great gods, and brought forth gold in great quantity. They formed a giant morning star with it, and offered it to Hruggek. "Mighty one," they pleaded, "please strike the night sky with this, so we may have light..." And Hruggek laughed, at the weakness of the dwarves for so fearing the dark. He rose the morningstar, thinking he would have much fun using the dwarves' own weapon squishing them into paste, when the handle snapped, bent so by the great arm of Hruggek. The head flew into the air, and caught in the sky. The elves, seeing a chance to weaken our god, threw all their puny magics, and caused the golden head to burn with heat, and glow. And so Hruggek accidentally made the sun, so great is his might. But the three were not pleased, so in time, the three spoke.
"I do not like this thing," said clever Grankhul. "It is harder to hunt, as the beasts can see us with the burning orb's light."
"It weakens me," whined Skiggaret. "With the orb is above, the others are not scared as easily, I cannot sneak up as well."
"It angers me," declared Great Hruggek. "For the weaklings have gained much from my might, yet I have gained nothing."
"I shall strike it from the sky," he decided.
And so he went to the dwarves. "Meatlings, for giving you the burning-orb, I demand a reward."
The dwarves could not deny him, so they asked what he wished.
"The weapon you made pleased me, though it was too weak. Make me another, stronger and as beautiful as the first."
And so the dwarves made him another morning star, but this one had a head of silver, and a handle made of the Starmetal (adamantine). And so Hriggek took his new weapon, and ran to the highest mountain in the land, and waited for the orb to pass. When it did, he struck it, but that only made it spin around the world. And so Hruggek made day and night, which pleased him a little, for now there were times when he and his brothers could enjoy the old ways.
But again, the weaker Godlings were frightened by the dark when the "sun", as they called it, was gone. So they 7foremd another plan. The elves made arrows of silver and mithral, and made them burn as teh sun, though silver as they were, and fired them into the night sky. Thus they gained light even in the dark. This displeased the brothers, who again were not as strong as they once were. And so Hruggek decided to knock the night sky so hard, the arrows fell out. He hurled his morning star up with all his might, but instead of knocking the arrows down, he threw so hard this new weapon was lodged in the sky, with the handle attached. And the elves made the silver glow in the dark, but always it's spinning, the handle will block the head, and so Hruggek made the moon, and why it changes.
Furious, Hruggek ripped great rents in the Earth, and mountains, and dug into the earth making caves and warrens and other dark places.
When his fury passed, he looked out, and saw he other gods had begun making many smaller peoples, who followed them, and gave them strength. seeing this, he went to his brothers, and saw they had followed the other gods' example. Skiggaret had made small ones, who he set to scaring the other races. But, their small size made them easily scared as well, which delighted Skiggaret even more. Grankhul had made stronger children, as tall as men, who knew tactics and planned their hunts and fights. Seeing this, Hruggek struck both of them, spilling their blood in his claw. He spat into the blood, and mixed it.
"Here we make our people," he said. "With fear and hunting in their blood, and ever the taste of violence, they shall be a stronger than these others as we are their gods." Laughing, he cast the mixture into all the dark places he had made in anger, and there our peoples rose. The forgotten children of Skiggaret and Grankhul soon found their own gods to worship, and forgot the only true gods. But we remember who made us, and that is why we worship them, and offer them blood. For how can we not offer to them, what they gave to us?
Omega_Grey

09-14-07, 07:08 AM
Allwillfall, I love it. I must say, you have a flair for story telling.
AllWillFall2Me

09-14-07, 11:38 AM
Thanks. Though I'll admit, this one was harder than the orcs. Partly because I had a outline in my head of the orcs. I just made this one up as I went.
So, what else do these guys need?
Return of the Flumph

09-14-07, 11:51 AM
Awesome creation myth there. I kind of feel like you should work the other goblinoid races in there, though. Surely, the bugbears must have an explanation for their relation to these smaller beings.

I think more about their internal culture should be fleshed out. Traditions, pastimes, family structure, etc.
AllWillFall2Me

09-14-07, 03:13 PM
Awesome creation myth there. I kind of feel like you should work the other goblinoid races in there, though. Surely, the bugbears must have an explanation for their relation to these smaller beings.

Thy will be done. Makes sense to me.
Omega_Grey

09-14-07, 03:30 PM
Does anyone else remember the old deities and demigods for 1st edition? I think in there it states that Gruumsh and Maglubiyet wage and eternal war with each other, but are locked in stalemate. It also states that the Bugbear pantheon consists of six deities, one of earth, death, fertility, hunting, fear, and Hruggek (battle). I dont know if any of this helps, but I thought I would throw it out there.
AllWillFall2Me

09-14-07, 04:26 PM
Personally, it overjoys me. I sought from the beginning to establish a separate pantheon. I didn't like the idea of the buggo's and hobbo's gods being subservient to the gobbo's.
Omega_Grey

09-14-07, 04:40 PM
Well, in it it had hobgobs and regular gobs still beholden to Maglubiyet, who ruled over the goblin pantheon with an iron fist. But Hruggek was in a separate pantheon all together. It didnt even say that he was the leader, just probably the most widely acknowledged deity of their pantheon.
AllWillFall2Me

09-14-07, 04:58 PM
Meh, it's a start.
UnderworldLord

04-12-08, 12:12 PM
Bugbears tend to be second class citizens to hobgoblins from what I've seen, used as bouncers, and front liners.

When at war, with other races, a common sight might be a bugbear fighter with a big morningstar and a goblin rogue hiding in his shadow waiting to strike.

I can see the concept of a Bugbear Barbarian, leading the charges of hobgoblin armies as well.

The bugbear society would seem clannish, with the strongest leading, but I don't see them being particularly clever just because they use the same tactics as every other race (ambushes).
dulsi

06-12-08, 03:52 PM
I'm not entirely satisfied with the bugbear paragon class. I kinda want to give it the powerful build or use of oversized weapons at 3rd instead of more strength. I'd change improved scent and sneak attack to maybe one of the 1st/2nd features from this bugbear paragon (http://wakinglands.com/htm_files/paragon_classes_bugbear.htm).
bhu

06-13-08, 06:47 AM
We definitely dont have anyone writing anything for Bugbears. So if you wanna give it a shot feel free to come up with whatever you like for PEACHing.