Wanted to get some opinions on this writeup for Hobgoblins I'd want to integrate into a PbP I'll be running soon. I think I've hit the tone I'm kinda aiming for but they feel a little underwhelming... Any suggestions would be welcome.
Hobgoblins are not by definition evil. They are extremely lawful, and driven by a desire to impose their order on others but they are not "evil". The other races think otherwise but the primary alignment difference falls along the Law/Chaos axis rather than the Good/Evil one.
Description: Hobgoblins are tall powerfully muscled humanoids with a yellowish green skintone and brown to black hair. They generally have pronounced overbites and large canines that give them a vaguely wolf or dog like appearance. They are typically of lean build with large dark eyes and angular facial structures.
Personality: Hobgoblin society is an extremely strict caste based society with Slaves, Merchants, Farmers, Warriors and Priests making up the five castes (and the order of importance). Caste mobility is almost impossible and the domination of the lower castes by the higher ones is seen as the natural order of things. This colours a hobgoblins perception of the world in a very profound way and they seem to have an almost instinctive drive to impose their worldview on others, preferably by enslaving them. Even within the castes there is a pecking order and hobgoblins within the same caste continually try and rise to a position of dominance within their caste. This is not to say that Hobgoblins are incapable of integrating with Humans and other races, however when in mixed company Hobgoblins will still continually attempt to push themselves into a leadership position among their companions. That said, Hobgoblins are loyal companions, and brave warriors, leading by example and defending companions they perceive as weaker than themselves, particularly if they feel as though they are in a position of responsibility.
Religion: Hobgoblin religion centers around the worship of dragons as living expressions of power and strength. Both Chronomatic and Metallic dragons are worshiped, and the draconic species are believed to be carrying on an eternal war with each other to determine the fate of the world, and that when one type of dragon defeats the others then the world will end.
Racial Affinities: Hobgoblins have a difficult time integrating with human and demi-human society. They generally gravitate towards positions as mercenaries and bodyguards, having a hobgoblin weapon master in their service is seen as being extremely prestigious by many human kings for example but hobgoblins often find chaotic nature of human society almost unbearable. The fact that hobgoblin armies have, for the past several decades also been conquering and subjugating human and demihuman kingdoms and enslaving their populations has also done little to endear them to the other races. Interestingly enough, Hobgoblins get along remarkably well with orcs, goblins and other humanoid monsters despite their chaotic natures. Hobgoblins find them relatively easy to dominate and although they make poor labourers they are seen as useful auxiliaries within the hobgoblin armies.
Racial Traits
Duskvision: Like halflings Hobgoblins see remarkably well in low light and are capable of distinguish colour, and detail just as well as a human can during daylight. The ability does not however work underground.
Domination (Charisma): When encountering humanoid monsters such as orcs, goblins, kobolds and even other hobgoblins a hobgoblin can attempt to cow them into submission through force of personality by making a charisma check with a challenge modifier equal to the number of hit dice the creature they are attempting to dominate has. This does not place them under the control of the hobgoblin but it does force them to back down and makes them more favorable to demands or offers that the Hobgoblin might make. If attempting to dominate the group the Hobgoblin must successfully dominate the leader at which point his followers will also back down.
Strong Back (Strength): Hobgoblins are well accustomed to challenges of physical endurance. They get to add double their strength modifier to their encumbrance rating.
Languages: Common, Hobgoblin, Orc, Goblin
Size: Medium
Movement: 30 feet
Typical Classes: Fighter, Ranger, Rogue, Assassin, Cleric.
Attribute Modifier: +1 Strength, -1 Willpower.
Hobgoblins as a playable race.
- Go0gleplex
- Greater Lore Drake
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Re: Hobgoblins as a playable race.
Hobgoblins as a playable race were very well done as part of the Kingdoms of Kalamar setting. If you wanted to see a relevant example, that would be a good one albiet it was done for d20.
"Rolling dice and killing characters since September 1976."
"Author of Wardogs! and Contributor to Iron Stars and Starmada-Admiralty ed."
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"Author of Wardogs! and Contributor to Iron Stars and Starmada-Admiralty ed."
"Certified crazy since 2009."
Re: Hobgoblins as a playable race.
+1Go0gleplex wrote:Hobgoblins as a playable race were very well done as part of the Kingdoms of Kalamar setting. If you wanted to see a relevant example, that would be a good one albiet it was done for d20.
Hobs are a dominant, highly organized and advanced race in KoK. Not your typical "goblinoid" and all that label implies...

"The worthy GM never purposely kills players' PCs. He presents opportunities
for the rash and unthinking players to do that all on their own.” -- E. G. G.
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imperialus
- Mist Elf
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- Joined: Wed Sep 06, 2006 7:00 am
Re: Hobgoblins as a playable race.
Downside being that while I own the 1980's boxed set for KoK I don't have the D20 version. I could tell you about Hobgoblin's linguistic structure according to KoK but there are no stats.
Re: Hobgoblins as a playable race.
From the complete humanoids....
all same as humans, except a -1 to charisma, and a max CHA of 14
Advantages: Infravision (60'), detect new construction/sloping passage/shifting walls 40%
Disadvantage: dwarves get +1 to hit hobs
Class limits: Fighter (11), Cleric (9), Shaman/Witchdoctor (7), and Thief (12)
all same as humans, except a -1 to charisma, and a max CHA of 14
Advantages: Infravision (60'), detect new construction/sloping passage/shifting walls 40%
Disadvantage: dwarves get +1 to hit hobs
Class limits: Fighter (11), Cleric (9), Shaman/Witchdoctor (7), and Thief (12)