The SHARK HOBGOBLIN

SHARK

First Post
Greetings!

Well, I found my write-up on Hobgoblins in my campaign, and was able to post them here. What do you think of them?:)

Semper Fidelis,

SHARK





Hobgoblin


Type: Medium Humanoid

Hit Dice: 1d8+3 (23 hp)
Default: Toughness—6+3x3=9=15=15+maximum of 8=23hp.

Initiative: +5

Speed: 30’ ft.

AC: 15 no armour; 18 Studded Leather; 18 Lamellar; 19 Great Armour;
(10+5 DEX=15) or
(10+5 DEX+3 Studded Leather) or
(10+3 DEX+5 Lamellar Armour=18) or
(10+2 DEX+7 Great Armour=19)

Attacks: Khandar +5; Composite Longbow +7/+2; Light Nagamaki +5

Damage: Khandar 1-10+3/Composite Longbow 1-8/Light Nagamaki 1-8+4

Face/Reach: 5’ft by 5’ft/5’ft.

Special Qualities: Darkvision 60’ ft.

Saves: Fort +5/Ref+5/Will +0

Abilities: (Racial Modifiers)
STR +2
DEX +6
CON +4
INT –2
WIS –0
CHA –2

Average Hobgoblin “Dog Soldier”
STR 16 (+3) Assigned stat-roll of 14
DEX 20 (+5) Assigned stat-roll of 14
CON 16 (+3) Assigned stat-roll of 12
INT 10 (+0) Assigned stat-roll of 12
WIS 10 (+0) Assigned stat-roll of 10
CHA 8 (-1) Assigned stat-roll of 10

Skills: Hide +1, Listen +3, Move Silently +3, Spot +3
Racial Bonus of +4 to Move Silently checks

Feats
Alertness
Wrestling
Improved Unarmed Strike
Improved Grapple
Grappling Throw
Side By Side
Team Flanking
Sure Aim
Acrobatic
Athletic
Toughness (6+3x CON bonus)
Skill Focus: +3 to Ride
Exotic Weapon Proficiency: Khandar
Weapon Focus: Khandar
Weapon Focus: Composite Longbow
Weapon Focus: Light Nagamaki

Climate/Terrain: Temperate/Warm Land, Underground

Organization:

Gang (4-9)
Band (10-100, plus 50% non-combatants, plus 1 3rd level sergeant per 20 adults and 1 leader of 4th-6th level)
Warband (10-24) or
Tribe (30-300 plus 1 3rd level sergeant per 20 adults, 1 or 2 lieutenants of 4th or 5th level, 1 leader of 6th-8th level, 15-30 Worgs in mountainous/forest areas, or 15-30 Hendar in plains, rolling hills; 2-12 Ogres, or 1-6 Trolls, or 1-3 Wang-Liangs.

Challenge Rating: 2

Treasure: Standard

Alignment: Usually Lawful Evil

Advancement: By Character Class

Hendar: Hendar use the Worg stats from the Monster Manual, except for the additional:

Hendar have savage, terrible bites that inflict both burning damage (1d6+4, +1d4 in Acid damage.) from their acidic saliva, as well as a special Poison Attack: DC 14, save or lose 1d6 temporary STR. (See below for further details.)

PHYSIOLOGY

Hobgoblins stand between 6’6”-7’6” in height, weighing 220-320 lbs. Females do not differ significantly in physiology, except for sexual attributes. Hobgoblins have pale green skin, red, black, or copper colored eyes. Their hair is thick, coarse, and uniformly black. Older Hobgoblins can see their hair turn gradually white. Hobgoblins have long, pointed noses, large swept back pointed ears, and distinctly angular jaws. Hobgoblins have large hands, with long fingers, and considerably longer arms that reach to their knees. Hobgoblins have long legs, and agile feet. Hobgoblins are very dexterous, and sure-footed. Hobgoblins commonly have extra joints, and a genetic feature provides them with unusually flexible skeletal frames and bones. Hobgoblins have mouths full of razor sharp teeth, that are always growing, regenerating, and thus replacing themselves, like a Shark’s. Hobgoblins typically have deep voices, with a rich tone, often speaking in smooth, sharp cadence.

Hobgoblins see well, and have darkvision to 60’feet. Hobgoblins are equally comfortable in the deeps of shadowed caverns, as they are on hot, wind-swept plains. Hobgoblins eat virtually anything, but can develop particular palettes, or acquire particular favorite diets. Disease resistant, Hobgoblins can survive on raw meat, but in all cases much prefer their meat to be thoroughly cooked, and preferably spiced and well seasoned. Hobgoblins enjoy a variety of drinks, and vary considerably on favorites.

RELIGION

Hobgoblin religion is very structured, and hierarchical. Hobgoblins have defined doctrines, and well-developed rituals handed down over the centuries. Their particular rituals display some tribal variation, but in any event is always very organized, and detailed. Hobgoblins worship in great sincerity, and are prone to many superstitions. Hobgoblins are highly aware of the spiritual realm, and give curses, omens, and so on serious consideration. Hobgoblins have well-developed priesthoods, with a sophisticated liturgical tradition. Charms, fetishes, and amulets are ubiquitous.

Hobgoblins often build elaborate temples to their deities, and offer human sacrifices as desired. They believe that Hobgoblins, as a race, are blessed by the gods. Having said that, there is some variation in Hobgoblin religious beliefs. Some Hobgoblin tribes worship a pantheon of Hobgoblin deities, while other tribes passionately insist on a monotheism that centers on the Dark God, Zharnogg.

PSYCHOLOGY

Hobgoblin psychology is one of absolute racial and cultural pride. Hobgoblins don’t merely love war and militaristic organization, though they do. Hobgoblins have a passionate philosophy that declares that all of creation needs to be well-ordered, and disciplined. The universe depends on Order, and Laws, and an unyielding demand for self-discipline. Laziness and whining are deemed unworthy, and signs of deep character flaws. Hobgoblins would never want to be thought of as not doing their part, or performing their duties. Hobgoblins take even the more trivial tasks quite seriously. It’s not that Hobgoblins are necessarily dour, and humorless, but that they are very conscientious of being part of the team. Hobgoblins have ancient codes of honor, both for the family, the clan, and the individual. Hobgoblins have low opinions of any creature that they view as weak. Hobgoblins feel a deep sense of love and responsibility for their spouses, children, and family. Hobgoblins have a very directed sense of empathy though. For races that are enemies, or those races that Hobgoblins have contempt for, there is ruthlessness and little concern for mercy, or pity. Hobgoblins value hard work, and cooperation. Obedience and honoring of ancient customs and traditions is very important.

SOCIETY

Hobgoblins have tribal societies, but some have organized themselves into sophisticated kingdoms, and empires. Hobgoblins believe in the divine right of kings, and Hobgoblin kings are masters of all things. They are seen as anointed by the gods, or god, and are thus beyond reproach. It is not merely a political or tribal duty to be loyal to the Hobgoblin King, but a religious and spiritual duty as well.

Hobgoblins believe in slavery, and employ many different races as slaves. Hobgoblins may have monogamous marriages, as in one wife, or they may also take multiple wives. However, even when taking multiple wives, it must be done according to ancient tribal laws. Even with multiple wives, who are ranked according to seniority and favor, there is loyalty. The Hobgoblin husband would be shamed to be involved or have relationships with any female that he wasn’t married to. Children are raised from their earliest years to work with weapons, and to be agile and athletic.

Hobgoblin society is characteristically egalitarian, with honors and rights being accorded by merit. There are a few political and religious positions that are gender based. Tribal leadership is reserved for males. However, in governing and advisory councils, females can participate equally. In addition, the various professions and crafts throughout society are equally available. By ability and inclination, there are comparatively fewer females that serve in a military capacity. However, should the need arise to defend the community, all able Hobgoblins would be mobilized. In other circumstances, should individual female Hobgoblins prove themselves, they are admitted into the ranks of warbands and assault platoons. In some instances, individual female Hobgoblins can prove to be quite formidable in physical combat.

The older Hobgoblins are allowed to retire as they age, working about the community as ability allows. The Hobgoblins believe that it is their duty to care for the elder members of their community when they have become aged or ill, particularly when they have served the community with loyalty throughout their lives. Thus, out of honor and respect, older Hobgoblins gradually retire with grace. Some reluctance is often felt though, as all Hobgoblins seek to be in the thick of things, whether fighting, or working. To relent to the demands of age or illness is thus difficult for many Hobgoblins to be content with. Still, they can look forward to different activities within the community.

Hobgoblins usually build a standard large circular home that is domed, and typically two stories high, and approximately sixty feet in diameter. They include, where practical, a complete cellar as well. There are wooden partitions that are moved about in the bottom floor as needed to form rooms, or to be cleared away for a large open space for celebrations or family gatherings. The upper floor is more permanently established, with the master bedroom and suites for the parents, and grandparents, and so on. Children are accorded their own chambers upon adulthood, if still living at home. Until then, sharing rooms with siblings is commonplace. Adult couples share rooms, and should a Hobgoblin male have multiple wives, they are accorded individual rooms as can be afforded. When necessary or desired, Hobgoblins can make an additional circular house, and attach it through one side of a wall, thus forming two circular houses that intersect at a stable point. Especially wealthy Hobgoblins may have a complex of three or four such circular houses, all inter-connected. Windows that are carefully shuttered with wooden slats and strong, decoratively carved stairways are added where desired. Doors are usually of reinforced wood, and furniture is highly valued. Finely carved armoires, cabinets, and richly inlaid tables are all highly desired and sought after. Characteristically, though, many Hobgoblins sit upon furs and cushions, laid out upon the floor, as opposed to chairs. Ornately carved chairs are reserved for the elderly, or for formal or special occasions. Otherwise, sitting upon the floor in repose with furs, pillows, and low-set lamps are the norm.

Hobgoblins take great pride in all of their workmanship, in whatever craft that they have talent in. Many families pursue crafts from generation to generation. Thievery and other common criminal activities are dealt with by restitutional systems adjudicated by various councils of elders and often presided over by a chieftain, priests, or the king. Serious offenses are usually dealt with by swift and harsh execution, with occasional offenses meriting exile. Hobgoblins are capable of honoring trade agreements and even sophisticated political and military alliances with different races and kingdoms, should the other party prove their sincerity, and the Hobgoblins have a degree of respect for them. In all cases, Hobgoblins have a passionate hatred of elves, and often dwarves. Some other races, like humans, giants, orcs, and others, though, can often have various levels of relationships with Hobgoblins.

Hobgoblins originally are nomadic in culture, where they traveled seasonally with herds of animals from one area to another, using resources as the season allowed. Other tribes of Hobgoblins, however, have settled into more permanent settlement patterns, building fortified city-states, rural communities, and even cities. In whatever environment, however, Hobgoblins remain a martial, war-like society. Armaments and sophisticated defenses of artillery, walls, towers, ditches, and other traps and fortifications will be developed as the resources and skills permit. A strong, responsive, and in-depth fortified zone is the standard throughout these types of Hobgoblin settlements.

Hobgoblin military forces are highly disciplined, and well-trained. They are usually very well equipped, with the best in armaments highly desired. Hobgoblins usually deploy and equip their forces as follows:

Light Infantry: These forces are usually the youngest, least combat-trained Hobgoblins. They are typically deployed as skirmishers, and scouts. They are armoured in Studded Leather, and have two daggers, a flail or light mace, and a sling-quiver of six javelins.

“Dog Soldiers”: These are the anvil on which the Hobgoblin war machine destroys its enemies. These soldiers are equipped as follows:
Lamellar armour; Khandar, two daggers, Light Nagimaki, and Composite Longbow, with quivers of 60 arrows. “Dog Soldiers” are, unless underground, 75% mounted.

“Dragon Knights”: These ferocious warriors are the “Hammer” of the Hobgoblin war-machine. They are expertly trained, and conditioned to be at the peak of combat condition. They often imbibe strange magical elixirs or inhale bizarre incense prepared by a select society of female priestesses. These ferocious warriors also sport mystical tattoos, and proudly display heraldic banners which detail their family’s accomplishments and history in symbolic and runic form. The courageous knights form a brotherhood and elite warrior-society. They are equipped as follows:

Great Armour; Master Work Khandar; Master Work Composite Longbows; quivers of 60 arrows; Master Work Light Nagamaki; Master Work matching set of two daggers; Master Work “Dragon-Tongue” Rod. (This special item is a beautifully crafted rod of white steel; it is carefully inscribed with personalized heraldic symbols, often handed down from father to son; it is delicately inlaid with the best jade, and edged in silver. The pommel is carved into the likeness of a “Dragon Head”—that of the mount, that which is a Megaraptor. The Megaraptor head has eyes of emeralds, and is fiercely depicted. This rod acts in all ways as a Master Work Light Mace. This rod is carefully enchanted, though. With a command in Ancient Hobgoblin, an older form of the language of the conquering Hobgoblins, from the tip, a flexible metallic “tongue”—a whip—stretches forth to lash and strike. This whip has none of the standard penalties of the whip, and also strikes as if it were magical, for purposes of striking such creatures. Upon uttering a command in Ancient Hobgoblin, the “Tongue” retracts into the rod. There have been instances where these items have been heavily enchanted and fortified with might. Many, though, operate as described.) Unless the terrain prohibits such, all “Dragon Knights” are thus mounted.

Animal Notes:

Megaraptors:


These Huge Dinosaurs relatives to the Deinonychus, stand approximately 10-12’ feet tall, and are 25’ feet long. Much of their length is due to a strong, muscular tail that whips about, providing excellent balance so that the creature can remain constantly upright, running on two large, powerful legs. Two smaller clawed arms stretch from the upper portion of the body, and a large head filled with razor sharp teeth forms the deadly part of the creature. The Megaraptor’s hind legs can also be used in lethal rake attacks, either from standing, charging, or leaping. The Megaraptor is quite intelligent, and capable of cunning tactics and ferocious hunting skills. The Megaraptor weighs approximately 2,000 lbs, and continues to slowly grow throughout its life. The Megaraptor comes in many different tropical colors, like bright green, orange, yellow, or red, along its back and flanks, with a much lighter shade of the same colour pattern on its underside. The upper part of the body then has darker, black stripes or spots in further unusual decoration. The Hobgoblins maintain herds of these creatures as ferocious mounts for their elite units of “Dragon Knights.”

Rhathenars:
___________________________________________________________________

Rhathenars are the standard mount for Hobgoblin tribes. Rhathenars are a strange creature, seemingly some kind of bizarre blend of horse and carnivorous dinosaur. These creatures have a horse-like body, with four legs, a medium-length, flexible neck, and oblong head. They have a hairless body, with a three and a half foot long flexible neck. Their tails are about two feet long, and reptilian. They have a bristly mane of stiff, black hair that extends from the base of the skull, down the back of the neck, to the base of the neck joining to the body. The head is roughly three and a half feet long, and sports a mouth of strong, sharp teeth. The creature has a tubular-like snout, and large eyes. The creature has three-toed feet, and muscular legs. The creature can be found in several colors, from black, white, grey, and a yellow. Rhathenars weigh roughly 1800-2400 lbs, and are six feet at the shoulder, and 9-12 feet long, not counting the tail. Rhathenars can easily carry up to 300 lbs as a Light Load; 301-600 lbs as a Medium Load; and 601-900 lbs as a Heavy Load. The Rhathenar can drag 4500 lbs.

Type: Large Animal
Hit Dice: 8d8+32 hp (68 hp)
Initiative: +1 DEX
Speed: 50’ feet
AC: 15 (-1 Size, +1 DEX, +5 natural)
Attacks: Bite +8 melee
Damage: 2d8+4
Face/Reach: 5’ft by 10’ft/5’ft.
Special Attacks: Ferocity (EX) (The Rhathenar is so stubborn and ferocious in combat that it continues to fight without penalty even while disabled or dying. See page 129 in the Player’s Handbook.)
Special Qualities: Scent
Saves: Fort +10/ Ref +7/Will +3
Abilities:
STR 27
DEX 13
CON 19
INT 2
WIS 12
CHA 6

Skills: Hide +3; Listen +6; Spot +6
Climate/Terrain: Warm Forest and Plains
Organization: Solitary or Herd (6-30)
Challenge Rating: 4
Treasure: None
Alignment: Always Neutral
Advancement: 9-12 HD (Large)

Hendar:
___________________________________________________________________

The Hendar are a strange blend of dog and dinosaur. Where or how these creatures, like the Rhathenar, come from, or came to be, is unknown. Some believe that they must have originated in more temperate forest/plains regions, as that seems to be where they are encountered the most. Others believe that the creatures are unnatural mutations of Chaos. Certain knowledge seems to be elusive. These creatures are hairless, and appear in various shades of yellow in color. They have softer, more egg-shell coloration on their undersides, and dark green stripes on the upper portion of the body. Hendar have broad mouths, and are ferocious creatures. Though omnivorous, the Hendar prefer freshly killed meat. These creatures weigh about 400 lbs, and are very strong. Picture a huge wolf-like body, colored as detailed, but with skin more like an armadillo. Then, a head like a Dimetrodon’s, but with more pointed ears, and of course, four muscular, agile legs.
Hendar use the Worg stats from the Monster Manual, except for the additional:
Hendar have savage, terrible bites that inflict both burning damage (1d6+4, +1d4 in Acid damage.) from their acidic saliva, as well as a special Poison Attack: DC 14, save or lose 1d6 temporary STR.

Military Notes:

Khandar: The Hobgoblins have developed a version of the Khandar sword, so as to behave in all respects like a Bastard Sword, but have the look of a Katana, somewhat heavier, with a slightly increased overall curve to the blade. (Originally, Khandars are a type of sword designed in India.)Thus:

Cost: 400 gp
Type: Slashing
Weight: 10 lbs
Critical: 19-20, x2 damage
Damage: 1-10

Light Nagamaki: The Light Nagamaki appears more or less like that pictured in Oriental Adventures, except is lightened effectively by superior craftsmanship. The Light Nagamaki has the following stats:

Cost: 12 gp
Type: Slashing
Weight: 10 lbs.
Critical: 20, x3 damage
Damage: 1-8

Lamellar Armour: The Hobgoblins are skilled in making armour, and these suits that equip the forces of the Hobgoblin kingdom are carefully designed, and are often brightly decorated.

Great Armour: These powerful suits of armour are worked on and produced by master craftsmen. Many suits are hereditary, and are often inscribed with family mottos, or tied with specially blessed amulets or charms of animal teeth, animal claws, often jeweled and worked into a bracelet, necklace, or small chain.

Hobgoblins practice a wide range of tactics, and work to improve their skills in war on a regular basis, seeking to take advantage of any effective or unusual tactics encountered by enemies. In this manner, as well as the Hobgoblins unflinching cultivation of the arts of war, they remain a powerful culture, and one that represents a powerful, and enduring challenge to other kingdoms and empires of the continent.

HOBGOBLIN ADVENTURERS

Hobgoblin adventurers may be exiles, seeking something different from the martial drive for constant conquest that inspires the Hobgoblins, or perhaps they were exiled as a criminal, or because they have an incompatible alignment, and there was constant friction, but not enough to justify executing the Hobgoblin in question. Or perhaps the Hobgoblin or group, are the zealous and proud scout force, explorers, or elite strike team hunting on a mission. Or, they can sometimes be small groups of Hobgoblins sent out to seek trade and cultural exploration. In all such cases, Hobgoblins favor the Fighter Class, while Rogues, Clerics, Bards, and Experts are also to be found. Uncommonly, Hobgoblin Wizards can be found.
 

log in or register to remove this ad

mmadsen

First Post
Let me be the first to say, "I love it!" :)

I see you hark back to the 1st-edition hobgoblins with their quasi-Japanese armor. But you don't stop there. The Dog Soldiers, the Dragon Knights, the Dragon Tongue Rods, the Megaraptor mounts, the Rhathenars mounts, the Hendar hounds -- I love it all.

Keep up the good work!
 
Last edited:

SHARK

First Post
Greetings!

MMADSEN wrote:

"I see you hark back to the 1st-edition hobgoblins with their quasi-Japanese armor."
____________________________________________________
End Quote.

Hey, mmadsen, I guess I betray my roots, heh? I know, I'm a 1E grognard. I started playing in hmmm...1978. God, where has the time gone mmadsen? It just seems like it was...well, not yesterday, but damn, not *that* long ago, you know? As you also know my favorite picks for the 1e MM, there are just some elements from back in the old days that just can't be left behind, huh? It's wierd. I'm glad you like them. I'm quite proud of my Hobgoblins. I just can't stand the seemingly endless parade of bland-mass goblinoid races we've seen from TSR/WOTC, you know? In my own campaign, I had to do something different. And with the 3E MM, well, let's just say that the MM leaves a lot to be desired, you know? I read a lot of stuff in the MM, and gee, there's just not much there. They really do leave all the work up to the DM. Thus, I set to work!:)

Semper Fidelis,

SHARK
 

mmadsen

First Post
Hey, mmadsen, I guess I betray my roots, heh? I know, I'm a 1E grognard. I started playing in hmmm...1978. God, where has the time gone mmadsen? It just seems like it was...well, not yesterday, but damn, not *that* long ago, you know?

I guess where we differ is that my first-edition days (1978 to 1981 or so) do feel like ancient history. When I took my old Monster Manual off the shelf to take another look at the old Hobgoblin, I realized I didn't remember anything about it beyond the picture; I was too young to appreciate the Gygaxian text the first time round.

I love some of those Gygaxian bits too, with their odd percentile stats:

Each tribe is jealous of its status, and if two tribal bands of hobgoblin meet there will be at least catcalls and derision (85%) and open fighting might break out (15%) unless a strong leader such as a powerful monster or fighter or evil high priest, etc. is on hand to control them.
...
The better known (more infamous) hobgoblin tribes include: rippers, leg breakers, skull smashers, flesh renders, marrow suckers, flayers, and slow killers.
...
Hobgoblin lairs are underground 80% of the time and above ground 20% of the time. In the latter case the lair will be a village with a ditch, rampart, and palisade of stones, earth and logs. There will be two gates and 3-6 guard towers....If the lair is underground, there is a 60% chance that there will be from 2-12 carnivorous apes (qv) as guards.

Can you imagine: "You approach the hobgoblin lair. It's right where your kobold informant said it would be, and, hold on -- roll -- it's, er, underground. Yeah, underground."

And with the 3E MM, well, let's just say that the MM leaves a lot to be desired, you know?

I'm just glad I got stats and art for the Digester for my money. :rolleyes:
 
Last edited:


Berandor

lunatic
Damn... I like these, too.

But I think this time, they have too many feats for 1 HD. It's a little overkill.

However, let it be known that I totally do NOT wish to play in Shark's campaign. If his orcs and hobgoblins look like that, I wouldn't imagine the "worse" monsters. :)

Berandor
 

SHARK

First Post
Greetings!

LOL!:) yeah, mmadsen, well, Gary has that strange ability with random numbers. He's always been fond of them, it would seem.:)

Talos, my friend!:) How have you been? Good I hope!:)

Yes, it seems I overlooked it, in all of the excitement. Well, the campaign against the ten thousand year old Vampire Lord has been difficult, but it has been going satisfactory. Well even. The Vallorean Empire conquered and occupied twelve huge cities. Each of these cities has between 800,000 and 1,800,000 inhabitants. There has been many casualties of Vallorean soldiers, and there has been some stress put on the Vallorean Armies, and their ability to replace lost soldiers. There has actually been a passage of some four years now, that the Vallorean Empire first invaded the Kingdom of Galleran by marching assault forces through the Vandor Mountains. Imagine scattered Vallorean legionaires struggling through the vast reaches of mountains that are larger than the real-life Himalayah Mountains? In the chill greeting of Spring, the Legionnaires began to establish forts and camps on the Galleran side of the Vandor Mountains. Soon, the rest of over a million Vallorean Legionnaires began pouring into Galleran. The Vallorean Empire counter-attacked the wicked Galleran Kingdom like a mighty and terrible storm from the god of Thunder. Soon, to keep up the momentum, Vallorea helped 650,000 Urrgan immigrate into the area of south-eastern Galleran, in exchange for them becoming Vallorean citizens. Next, Vallorea negotiated with the Harthak Kingdoms far to the south, and brought in 450,000 Harthak immigrants, who were permitted to settle in the southern portion of Galleran, which had several broad rivers in the area, and a significant waterways and marshy areas. These watery areas are an environment that the Harthak would like, and they were eager to immigrate, as their own homeland was experiencing a long-term population boom, which was causing problems of crowding. Thus, they were eager to immigrate, and become Vallorean citizens.

With that accomplished, Vallorean special forces began hunting down cultists, and overall Vallorean control of the Occupied Territory has increased. However, just recently, Galleran forces have gathered and counter-attacked, recapturing three of the farthest eastern cities. With this, the front-line has stabilized, as Vallorea heals, and gathers additional forces to take these cities back, and proceed to strike new enemy cities.

Mallenar has been spotted. He led the assault to recapture one of his lost cities. He had 10,000 Valloreans crucified. As several assault groups of wizards attempted to kill Mallenar, he was able to safely escape. So, the war continues. There are Beastmen forces gathering in the eastern mountains, I know. And, there are still incursions of Vampire raids into the Occupied Territory, where they turn dozens or hundreds of people into hungry, ferocious vampires! The struggle against the forces of darkness must continue, though! The Vallorean Empire shall never tire, they shall never quit, and they shall never surrender!:)

Barandor:

Well, I appreciate your comments. Though, I am open to changing them by the way.:) However, I initially designed the feats in mind of building the race with the appropriate abilities for what they grow up with, and have common knowledge of. Now, I think that I tried to limit most of the feats to demonstrate the Hobgoblins instinctively ferocious and highly skilled abilities in hand-to-hand combat. As in, using just hands. In addition, the other feats deploy particular skill focuses that nearly every Hobgoblin develops over their youth. Humans for example, learn a whole range of things that Hobgoblins don't. In addition, though, it seems clear that in a straight up hand-to-hand fight between a human and a Hobgoblin, then the human had better be good! But I hope these Hobgoblins aren't too difficult. In playing, for example, I've seen the party kill most Hobgoblins without most of the feats even being used. Two arrows, a Greatsword strike, a dwarven War Axe strike, and a Magic Missile, and the Hobgoblin is dead, without ever getting so much as a swing. Needless to say, though, his three buddies got to extract some payback, but in the end, they died as well. That was one fight though only. It was tough, but the PC's emerged victorious. I should test them more perhaps. I'm glad that you like them though Barandor!

And really--you would love playing in my campaign!:)

Semper Fidelis,

SHARK
 



Moon_Goddess

Have I really been on this site for over 20 years!
Now, I wanna see the Shark, goblin, and Kobold. I know i won't be happy with them as I really prefer the new reptile kobold to the 1e kobold. But I'm still eager to see yours, so snap to.
 

Remove ads

Top