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<blockquote data-quote="Sertimon" data-source="post: 1541514" data-attributes="member: 5503"><p><strong>Some suggestions ...</strong></p><p></p><p>Hi, Malachi_rc!</p><p></p><p>Well it depends on what you're going to use the races for. If they're going to be full-fledged PC races, I would say that their a tad weaker than those in PHB. I don't find them as exciting as the PHB races either. Do the lizardmen have the Reptilian subtype? What's the base land speed of the half-goblin? What about favored classes? Are you using all races in the PHB except half-orcs and gnomes? With these questions answered, I might be able to give better advice how to improve races <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>In the meantime, here are some suggestions how to improve the races:</p><p></p><p><strong>Half-Hobgoblin:</strong></p><p>- +2 racial bonus to Intimidate checks: Half-hobgoblins know how to use verbal threats and body language to frighten their foes.</p><p>- Weapon Familiarity: Half-hobgoblins may treat glaives and guisarmes (see page 118) as simple weapons rather than martial weapons. All half-hobgoblin tribes teach their young how to use these weapons. Or whatever weapon you prefer them to fight with. Wanted to avoid the stereotype weapons of elves and dwarves.</p><p>- If they still war with elves like their parent race (hobgoblins), might give them a +1 racial bonus on attack rolls against elves.</p><p></p><p><strong>Half-Goblin:</strong></p><p>- +2 racial bonus on Initiative rolls: Half-goblins are quick to react to danger.</p><p>- Increase their base land speed to 30 ft. if they already don't have it. Same as the standard goblin race.</p><p>- Light Feet (Ex): Half-goblins are light on their feet and thus very difficult to track; the DC of a tracking check increases by 5 when tracking a half-goblin.</p><p>- +1 racial bonus when attacking with light weapons: Half-goblins are adept at fighting in confined spaces.</p><p>- Add +1 to the Difficulty Class for all saving throws against enchantment spells cast by half-goblins. This adjustment stacks with those from similar effects. It is mentioned in he goblin entry that goblins favor spells that confuse, that's why I picked enchantment school (daze, confusion etc) but illusion is also fine (since the gnomes are gone). Would also strengthen their role as spellcasters somewhat.</p><p></p><p><strong>Lizardmen:</strong></p><p>- +2 racial bonus to Balance checks: A lizardman uses its tail to keep its balance.</p><p>- Natural Armor: The lizardman's scaly hide offers greater protection than normal. Its natural armor increases to +1. </p><p>- Since they have the Aquatic subtype perhaps they should also have the Amphibious special quality so that they can breathe on land as well. Otherwise, the lizardmen will be kinda pointless unless you're doing a underwater campaign. </p><p>- Personally, I would change Darkvision to Low-Light Vision instead. But then again, I don't really know where these guys live (perhaps in underwater caves with no light?)</p><p> </p><p>I am not saying that you should give all the traits mentioned above, but pick a few that fits the concept of the race or the role you want to fill in. </p><p></p><p>I am also full aware that some of the suggestions might not work (especially for the half-races), if the parent races don't have similar traits. That's why I tend to avoid using half-races. But if the half-races have established roles in the campaign setting or a culture of their own, then the suggestions would work just fine (in that case I would give them a new racial name as well, an identity, if you will).</p></blockquote><p></p>
[QUOTE="Sertimon, post: 1541514, member: 5503"] [b]Some suggestions ...[/b] Hi, Malachi_rc! Well it depends on what you're going to use the races for. If they're going to be full-fledged PC races, I would say that their a tad weaker than those in PHB. I don't find them as exciting as the PHB races either. Do the lizardmen have the Reptilian subtype? What's the base land speed of the half-goblin? What about favored classes? Are you using all races in the PHB except half-orcs and gnomes? With these questions answered, I might be able to give better advice how to improve races :) In the meantime, here are some suggestions how to improve the races: [B]Half-Hobgoblin:[/B] - +2 racial bonus to Intimidate checks: Half-hobgoblins know how to use verbal threats and body language to frighten their foes. - Weapon Familiarity: Half-hobgoblins may treat glaives and guisarmes (see page 118) as simple weapons rather than martial weapons. All half-hobgoblin tribes teach their young how to use these weapons. Or whatever weapon you prefer them to fight with. Wanted to avoid the stereotype weapons of elves and dwarves. - If they still war with elves like their parent race (hobgoblins), might give them a +1 racial bonus on attack rolls against elves. [B]Half-Goblin:[/B] - +2 racial bonus on Initiative rolls: Half-goblins are quick to react to danger. - Increase their base land speed to 30 ft. if they already don't have it. Same as the standard goblin race. - Light Feet (Ex): Half-goblins are light on their feet and thus very difficult to track; the DC of a tracking check increases by 5 when tracking a half-goblin. - +1 racial bonus when attacking with light weapons: Half-goblins are adept at fighting in confined spaces. - Add +1 to the Difficulty Class for all saving throws against enchantment spells cast by half-goblins. This adjustment stacks with those from similar effects. It is mentioned in he goblin entry that goblins favor spells that confuse, that's why I picked enchantment school (daze, confusion etc) but illusion is also fine (since the gnomes are gone). Would also strengthen their role as spellcasters somewhat. [B]Lizardmen:[/B] - +2 racial bonus to Balance checks: A lizardman uses its tail to keep its balance. - Natural Armor: The lizardman's scaly hide offers greater protection than normal. Its natural armor increases to +1. - Since they have the Aquatic subtype perhaps they should also have the Amphibious special quality so that they can breathe on land as well. Otherwise, the lizardmen will be kinda pointless unless you're doing a underwater campaign. - Personally, I would change Darkvision to Low-Light Vision instead. But then again, I don't really know where these guys live (perhaps in underwater caves with no light?) I am not saying that you should give all the traits mentioned above, but pick a few that fits the concept of the race or the role you want to fill in. I am also full aware that some of the suggestions might not work (especially for the half-races), if the parent races don't have similar traits. That's why I tend to avoid using half-races. But if the half-races have established roles in the campaign setting or a culture of their own, then the suggestions would work just fine (in that case I would give them a new racial name as well, an identity, if you will). [/QUOTE]
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