Hobgoblin & Lizardfolk PCs

My Complete Humanoids is several thousands miles away on a different continent with the rest of my 1st and 2ed stuff - care to share anything that you worked up?

Cheers
Ian
 

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I thank everyone for the continued feedback I have recieved it has been very valuable. I have a few revisions based on this feedback - and that recieved on other lists - and this is my updated version. The flavour text remains the same, but I will not reproduce it here for length.

I continue to welcome feedback and criticism.

Hobgoblin Racial Traits:
+2 Dexterity, +2 Constitution, -2 Intelligence, -2 Wisdom, -2 Charisma. Shivir are a physically tough people long accustomed to running across the tundra, yet they are a simple and uncomplicated people who often seem rude or abrupt to others.

Shivir base speed is 30 feet.

Medium: As Medium creatures, Shivir have no special bonuses or penalties due to their size.

Darkvision 60’: Shivir can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and Shivir can function just fine with no light at all.

Automatic Languages: Shivir (sub), Shivir (verbal).

+4 racial bonus on Wilderness Survival checks.

Racial Levels: A Shivir can take up to three levels in ‘hobgoblin’ as a class to develop their racial qualities more fully.

Hobgoblin Levels
Shivir can take up to three levels in ‘hobgoblin’ at any time. Not all Shivir, however, take racial levels (or all three of them).
Hit Die: 1d8
Skill Points at 1st Character Level: (2+ Intelligence) x 4
Skill Points at Higher Level: 2+ Intellignce bonus
“Class” Skills : Climb (Str), Heal (Wis), Intimidate ((Cha), Intuit Direction (Wis), Jump (Str), Listen (Wis), Sneak (Dex), Spot (Wis), and Wilderness Survival (Wis).
Weapon and Armour Proficiency: Shivir with levels only in hobgoblin (no actual class levels) are proficient in the use of all simple weapons and light armours and shields.

Level 1: +1 BAB, +0 Fort, +0 Ref, +0 Will, +1 Str, +1 Dex
Level 2: +2 BAB, +1 Fort, +1 Ref, +0 Will, +1 Con
Level 3: +3 BAB, +2 Fort, +2 Ref, +1 Will, +1 Con

Lizardfolk Racial Traits:
+2 Constitution, -2 Charisma. Rajiinians are a physically resilient people although somewhat aloof to strangers.

Rajiinian base speed is 20 feet. As a cold-blooded race they can often be sluggish and reluctant to exert energy in rapid movement. As an amphibious people they also enjoy a base Swim speed of 30 feet.

Medium: As Medium creatures, Rajiinians have no special bonuses or penalties due to their size.

Dash: Once per day, per 3 levels (beginning at third level), a Rajiinian can increase its base movement to 50 feet for number of rounds equal to half its Constitution modifier (minimum 1 round).

Hold Breath: A Rajiinian can hold its breath for a number of rounds equal to four times its Constitution score before it risks drowning.

Natural Weapons: 2 claws (1d4) and bite (1d4).

Automatic Languages: National Language.

Because of their tails, Rajiinians have a +4 racial bonus on Jump, Swim, and Balance checks.

Racial Levels: A Rajiinian can take up to three levels in ‘Lizardfolk’ as a class to develop their racial qualities more fully.

Lizardfolk Levels
Rajiinians can take up to three levels in ‘lizardfolk’ at any time. Not all Rajiinians, however, take racial levels (or all three of them).
Hit Die: 1d8
Skill Points at 1st Character Level: (2+ Intelligence) x 4
Skill Points at Higher Level: 2+ Intelligence bonus
“Class” Skills : Balance (Dex), Craft (Int), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Wis), Spot (Wis), Swim (Str) and Wilderness Survival (Wis).
Weapon and Armour Proficiency: Rajiinians with levels only in lizardfolk (no actual class levels) are proficient in the use of all simple weapons and light armours and shields.

Level 1 : +0 BAB, +0 Fort, +2 Reflex, +0 Will, +1 Natural AC, +1 Str
Level 2: +1 BAB, +0 Fort, +3 Reflex, +0 Will, +2 Natural AC, +1 Con
Level 3: +2 BAB, +1 Fort, +3 Reflex, +1 Will, +2 Natural AC, Multiattack Feat
 

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