Hobgoblin & Lizardfolk PCs

IanEHewitt

First Post
I put the advice found in the DMG (and on MonteCook.com)to creating Hobgoblins and Lizardfolk as PC Races. My intention was to create a race that could be played from 1st level - without the ECL causing imbalance. I used the optional Racial Levels (Arcana Unearthed & Unearthed Arcana) for each race, to enable them the chance to realize their full MM potential.

This is my first attempt at such a task and I would appreciate input, feedback, criticism and suggestions on what I have so far. The races need to be internally balanced with the PC races from PH and Arcana Unearthed.

HOBGOBLIN RACIAL TRAITS
Str +1
Dex +1
Wis -2
Cha -2
Medium Size
Base Speed 30'
Darkvision 60'
+4 Racial Bonus to Wilderness Survival skill checks.

HOBGOBLIN RACIAL LEVELS
Level 1: +1 BAB, +0 Fort, +0 Ref, +0 Will, Spec: +1 Str, +1 Dex.
Level 2: +2 BAB, +1 Fort, +1 Ref, +0 Will, Spec: +2 Con.
Level 3: +3 BAB, +2 Fort, +2 Ref, +1 Will, Spec: +2 Con.

LIZARDFOLK RACIAL TRAITS
+1 Str
+1 Con
-2 Int
Medium Size
Base Speed 30'
Hold Breath
Natural Weapons
+4 Racial Bonus to Balance, Jump, Swim Skill Checks.

LIZARDFOLK RACIAL LEVELS
Level 1: +0 BAB, +0 Fort, +1 Ref, +0 Will, Spec: +1 Natural AC, +1 Str
Level 2: +0 BAB, +0 Fort, +2 Ref, +0 Will, Spec: +2 Natural AC, +1 Con
Level 3: +1 BAB, +1 Fort, +3 Ref, +0 Will, Spec: +2 Natural AC, MultiAttack Feat (MM)

Cheers
Llowellen
 

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At first glance, what jumps out at me is that the ability modifiers should be even.

Do these characters start with one or more levels of a base class? If not, you need to include hit dice and skill points as well as BAB and saves. You might want to make up EL 0 modifiers for each race (This link might be helpful: http://wizards.com/default.asp?x=dnd/sp/20040213a ) and then make a racial progression to bring them up to the MM version; then add 3 more levels (with HD and BAB and skill points) to make them paragons.

That will be 4 levels for either Hobgoblins or Lizardfolk (they are each LA +1, and paragon classes are usually 3 levels).
 

Thank you for your feedback. The racial levels concept is the same as used in Monte Cook's Arcana Unearthed and WotC's Unearthed Arcana. Hobgoblins and Lizardfolk can take up to three levels in their 'race' as a class, just as humans and the rest can.

I would likely give both races 1d8 Hit Dice, although I still need to assign skill points. Given the balancing issues of high natural AC, the lizards may recieve fewer than the hobgobs.

Why do you suggest the ability mods should be even? I tried to ensure they reached their MM versions by 3rd level, and that is how I came up with the progression.

Thank you for the link, I shall be taking a much closer look at that article.

Cheers
Ian
 

Even ability modifiers ensure that everybody gains the same bonus from it. (An increase of +1 to an ability modifier.) It's just a 3rd edition thing.

If they have any choice wether to take racial levels you should definately do this. That or expect alot of lizardfolk to start with 15 str and 15 con in a point buy system.

I don't know why you put multiattack in for lizardfok, it's not a racial thing, it's just a feat that most of them learn. I'd think you'd rather raise the natural armor so it's somewhat close to an actual lizardfolk's.
 

Thank for the continued feedback - I understand the even/odd progression consequence of the 3ed ruleset. I shall make the ajustment to these races.

I included Multiattack as a free feat at third level, simply as another skill to flesh them out as closely to the MM lizardfolk as possible. Of course the MM lizardfolk recieve +5 Natural AC bonus, which is what I wanted to ensure someone who took all three racial levels would receive.

Cheers
Ian
 

Whoops. I see now that the natural armor listed is cumulative. I misread.

The saves are a little weird. Normally saves are 'good' or 'bad'. A good save for a class equals 1/2 level plus 2 and a poor save is 1/3 level. I'm just noting that you've got weird things there. It's not definately 'bad', just unusual. As long as you are not using the combined save progression from UA I don't see many problems.
 

Many thanks for the continued feedback - this remains a work in progress but I have taken all comments on board and updated the lizardfolk entry. The flavour detail is obviously written with my own campaign world in mind, and my lizards are culturally not similiar to the standard.

Again, I appreciate all critiques.

Rajiinian (Lizard Folk)
Rajiinians are the amphibious, coastal dwellers of the jungles of Rajiin. These peoples are primarily hunters, fishers and food gatherers but in two distinctly separate areas – Northern and Southern Rajiin divided by the all-but impassable wall of the Spine of Rajiin.

Personality: Rajiiinians are an innovative people, it is testament to their skill as creative thinkers and builders that some of the most advanced early civilizations were built deep in the jungles of Rajiin without the benefit of the wheel or of metal tools or beasts of burden. Intrepid builders and inventors Rajiinians are a people curious about worlds beyond their own. They extensively study the stars, plotting constellations and planetary movements and were among the first races to discover the existence of the outer planes. Rajiinians are devout, very independent, loyal to their own traditions and laws, yet respectfully apathetic towards others.

Physical Description: Rajiinians are a reptilian people. They are blessed with powerfully tall and muscular humanoid frames covered with scales that may vary in colouration from gray to brown with a yellowish-green being the most common. Their chests and stomachs, as well as their inner arms tend to be a much lighter shade than the remainder of their body. Eyes are typically a pale yellow in colouration - pupil-less and double-lidded similar to a lizards. A powerful prehensile tail some three to four feet in length is used for balance and swimming. A Rajiinian's hands are humanoid in appearance but feature long and sharp talons, as do their feet. Prominent dorsal spines may run the length of a Rajiinian’s body from the forehead, down the spine to the tip of his tail.

Relations: Rajiinians respect their own kind and typically have good relations among themselves even on the rare occasions different Rajiinian societies may interact. The mountain dwelling kobolds are viewed at best as a nuisance and a pest and at worse (given their tendency to raid or lair within ancient holy ruins) foul heathens that deserve no less than to be hunted. Werejaguars are respected and loved by the Rajiinians and afforded a special place in Rajiinian society – often as priests or seers. Rajiinians are not aware of the difference between the two Courts of the Fey – although they are all too aware of their presence - they treat both equally with a measure of superstitious fear and dread.

Homeland: All major Rajiinian civilization favour the coastal regions primarily and the swamplands and river plains secondly. The higher and cooler elevations of the mountains hold many unknown superstitious dangers (and allures) for the average Rajiinian and are typically avoided by all but the most adventurous.

Religion: Rajiinians are a devout people who worship their own ancestors primarily, believing that they remain to guide their own descendants with a wisdom gained only through death. This ancestral worship fits into a pantheon of sorts with a half-lizard, half-jaguar aspect of Anwen at its head. Sacrifice and ritualistic cannibalism remains a significant part of Rajiinian religion.

Language: Two major spoken languages exist among the Rajiinians, each with their own regional dialects and variations and a common hieroglyphic written language.

Male Names: Acatapec, Tel’ Chiquel, Tel’Rajil, Xuca
Female Names: Chol, Itza, Ix’atza, Pocom

Racial Traits:
+2 Strength, +2 Constitution, -2 Intelligence, -2 Charisma. Rajiinians are a physically strong and resilient people although somewhat aloof to strangers. They rely more heavily on common sense and intuition than on intellect.

Rajiinian base speed is 30 feet. 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.

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
 


The BAB's and Sav's are where I believe I need the most assistance. It is my understanding - and I have used the existing racial levels in Monte Cook's Arcana Unearthed as templates - that those bonuses ARE cumalative. just as those gained in Spec are too. If this is not the case, I would welcome discussion to correct this (exactly why I am hoping for this feedback) and the same treatment that I have given the hobgobs below.

Many thanks

Shivir (Hobgoblin)
The Shivir inhabit one of the most inclement regions in the World of Llowellen. Their land is mostly tundra - low, flat, treeless plains where the ground remains permanently frozen except for a few inches of the surface during the brief summer season. Although some groups are settled on rivers and depend on fishing, and others follow inland caribou herds, most Shivir traditionally have lived primarily as hunters of seals, walrus, and whales, and the structure and ethos of their culture have always been fundamentally oriented to the sea.

Personality: The Shivir have managed to eke a living and carve a society within an exceptionally inhospitable environment and this has engendered them with a great respect for physical constitution and simple practicality. They are brutally honest and upfront with little patience for meekness or deception within themselves or others. Survival is paramount in the reality of the Shivir’s daily life, but they still find the time to appreciate food, drink, dance and romance. They know that death may be upon them at any moment and intend to experience the moment in which they find themselves. They fear little, except the hostility of their environment, raiding minotaurs and the mystical fey.

Physical Description: Shivir are a tough people hardened by a lifetime of crossing the tundra. Their shoulders and hips are wide, their chests broad and muscular. Their skin is permanently blushed from the frigid winds and takes on a dark orange or red-orange tone with prominently large blue or red tinted noses. Hobgoblins’ eyes are yellowish or dark brown, while their teeth are yellow. Both Shivir men and women let their dark reddish-brown and dark-grey hair grow long and unkempt, men studiously braid their long moustaches and beards.

Relations: The Shivir have mixed relations with the goblins and orcs with whom they compete for hunting and living rights. It is not uncommon for one Shivir village to enslave goblins and be allied with orcs, just as another wars with all of its neighbours and yet another seeks a quieter life avoiding trouble from all comers. Without exception, the Shivir hate and fear the minotaurs who often raid them to take slaves or food themselves. The Shivir are largely unaware of the fey – except in fearful rumour and legend.

Homeland: For the Shivir peoples merely surviving their daily life is often adventure enough. They frequently must move camp, uprooting entire villages and trekking across the tundra in order to find the next safe cave or sheltered cove to make their home – and often with goblins, orcs or minotaurs dogging their every step. During the First Age, Shivir will not be encountered outside of the frozen environs of the Sunless South.

Religion: Shivir religion has its basis in Anwen s teachings but it otherwise animistic with the Shivir worshipping the spirits of most of the native animals and even important features of the landscape. Shivir religion however teaches of a supreme ruler of the spirit animals and in a vague deification of the forces of nature – Anwen.

Language: Prior to 40’000 PL the Shivir had no real spoken or written language, rather they would communicate with a bestial sub-language of grunts, gestures and body language that could be understood only by themselves. Since 40’000 PL that primitive language has evolved into Shivor. Shivor is the local tongue spoken by all of the Shivir peoples but with sometimes extreme local dialect variation. Only the tribal leader or shaman might be learned enough to speak a second or third language and this would vary depending on the minor race any particular tribe has the most direct contact with.

Male Names: Kavik, Malik, Quroq, Sermeq.
Female Names: Acadia, Igdlo, Kirima, Nuna.

Racial Traits:
+2 Dexterity, +2 Constitution, -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, +2 Con
Level 3: +3 BAB, +2 Fort, +2 Ref, +1 Will, +2 Con
 


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