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Some 20 level 'complete' versions of races..no more LA
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<blockquote data-quote="llashismll" data-source="post: 3894938" data-attributes="member: 57222"><p>Awesome warforged! I really like it and will most likely steal it ;> I'm still trying to figure out how to incorparate the warforged into my setting cause I really like them as a race but can't figure a very seemless way to ustilize them. </p><p></p><p>Here are a couple of more races...just the mechanics this time no fluff =) unless yas want to read the fluff...</p><p></p><p>Elves, Halflings, Goblins, and Hobs (hobgoblins) I still need a 16th level and 20th level ability for the Hobs..so if anyone has any fitting ideas...please share <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><strong>Elves</strong></p><p><strong>Racial Traits</strong></p><p>• +2 Dexterity +2 Charisma -2 Constitution: Elves are graceful and quick, and their presence is said to be able to rob mortals of their senses. But elves are not of this world, and their bodies are rooted in the chaotic wellsprings from which they came.</p><p>• Fey: Elves are of the fey subtype, meaning they are not mortals and cannot be affected by spells that only affect humanoids. </p><p>• Medium: As medium creatures elves have no special penalties or bonuses for their size.</p><p>• Elf base land speed is 30 feet.</p><p>• Low Light Vision: Elves can see twice as far as mortals under conditions of limited visibility such as moonlight, starlight, torchlight and similar effects of poor illumination.</p><p>• Dream Eaters: An elf need not ever sleep, she is replenished each morning at dawn or each evening at twilight (players choice, once made cannot be undone). However an elf must feed, and the only thing from which an elf can draw true sustenance is the matter of dreams. She must go into a reverie every 2 days (or nights depending on the elf’s choice of twilight or dawn) which lasts for 2 hours plus an additional hour for every 5 character levels the elf possesses, more powerful elves must seek out more rarified dreams. In order to find dreams upon which to feast an elf must be within 25 miles of mortals from whom she can feed, once this condition is met an elf must make a DC 10 Charisma check adding half her character level to the roll. Upon a success the elf finds and consumes enough dream matter to sustain her for another two days. Each failed roll adds an hour to the elf’s reverie, the elf remains in her reverie until she can successfully feed. An elf can only feed from humanoid mortals, not including Hobs (they are immune to the ravishes of the elves). An elf usually feeds from many different sources at a given time, taking a taste here and there from this dream or that. This does not harm the victim apart from leaving them with a mild sense of euphoria and longing, as if they dreamed of their one true love or their one great victory. Some mortals come to savor and crave this after feeling and go seeking out elven princes to pledge their dreams to for just one more taste of bliss. If an elf wishes she can feed exclusively upon one mortal, this adds 2 to the DC for every character level the mortal possesses (NPC classes add nothing). Once an elf has fed upon this mortal more times than the mortals charisma score, the victim becomes mindless. A mindless mortal is only capable of the most basic motor skills and can only follow orders, it has no will of its own and nothing short of a miracle spell can bring their minds back. If a mortal can in the process of being fed upon find a way to ward their dreams, they can escape the fate of the mindless.</p><p>• +4 racial saving throw bonus against any mind affecting spells and illusions. Elves are masters of enchantment and illusion and thus any such spells cast upon them are subject to failure. </p><p>• +2 bonus to Perception, elves have keen senses and little escapes their scrutiny.</p><p>• Natural Entertainers: Elves love to entertain and enchant, they are known as the worlds premier performers of the arts and many a mortal has been enraptured by the performance of an elf and never seen in mortal lands again. Elves receive a +2 bonus to any perform check, they commonly earn their keep in mortal lands by the power of their performances, and even more often use their beauty and skill to lure mortals into their unearthly realms.</p><p>• Weapon Proficiency: 2 weapons by court.</p><p>• Automatic Languages: Elven and Trade Common </p><p>• Bonus Languages: Goblin, Hob, Gnoll, Orc, Yuan-Ti, Sylvan and Regional human dialects</p><p>• Favored Classes: Beguiler and Bard</p><p>• 4th level ability: As elves grow in power they can harness and release the natural essence of the world as spell-like abilities. An elf with at least a Charisma score of 10 can cast each of the following a number of times per day equal to their Charisma bonus using their character level as caster level: Disguise Self (elves often alter their appearance to suit their needs) Faerie Fire ( a favorite opening tactic of elven hunting parties) Charm Person (elves will often enrapt those around them)</p><p>• 8th level ability: An elf’s senses grow even keener and she gains an additional +2 racial bonus to Perception checks. At this point she may also attract followers as per the leadership feat, however no cohorts may be gained only followers and all followers must be of a race which the elves currently enslave en masse, with goblins being the most common type. These followers are actually slaves not willing followers. </p><p>• 12th level ability: +2 Dexterity or Charisma: Elves grow even more graceful and their presence soon starts to outshine all but the most kingly of mortals as they grow more powerful.</p><p>• 16th level ability: Undying: elves become essentially immortal and at this point they no longer age, however they still receive the beneficial bonuses from aging as the tale of years passes, but none of the penalties. If killed in combat through any means whatsoever, even if their body is utterly destroyed, the elf returns to life in a new body. The new body can have any appearance the elf desires as long as it is not an exact duplicate of another elf. The elf retains all abilities and character levels and memories of their life before they died. It takes 2D4 weeks for the elf to return to life, and upon returning to life the elf does suffer a negative 1 to their permanent constitution score. Once an elf has died enough times for her Constitution to reach zero, she dies forever. What passes for her soul returns to the formless maelstroms of chaos from which she sprang. Additionally magics which return characters to life do not work upon elves, the gods have no interest in aiding the enemies of creation. </p><p>• 20th level ability: +2 Dexterity or Charisma: Elves grow even more graceful and their presence soon starts to outshine all but the most kingly of mortals as they grow more powerful.</p><p></p><p><strong>Halflings</strong></p><p><strong>Racial Traits</strong></p><p>• +2 Dexterity -2 Strength: Halflings are quick and agile but their small frames lack the strength of the bigger races.</p><p>• Small: As a Small creature, a halfling gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but she uses smaller weapons than humans use, and her lifting and carrying limits are three-quarters of those of a Medium character.</p><p>• Halfling base speed is 20 feet.</p><p>• Sharp-eyed: Halflings can see 3 times as far as humans in conditions of normal light.</p><p>• +2 morale bonus on saving throws against fear, this bonus stacks with a Halflings +1 bonus on saving throws in general. Halflings are stout of heart and tend to be seen as fearless.</p><p>• +1 racial bonus on all saving throws, Halflings are surprisingly capable of avoiding mishaps.</p><p>• +2 racial Bonus to Perception checks, little escapes the inquisitive nature of Halflings.</p><p>• +4 racial bonus to Handle Animal and Ride checks, Halflings are closely bound to their mounts treating them more as companions and friends than mere beasts.</p><p>• Bonus Feat: Mounted Combat</p><p>• Automatic Languages: Draconic and Trade Common </p><p>• Bonus Languages: Any</p><p>• Favored Classes: Druid and Scout</p><p>• 4th level ability: Speak with Animals (cha mod/day min of 1) Halflings learn to communicate with their beloved animal companions and by extension all beasts of the land. </p><p>• 8th level ability: Animal Companion (as a ranger of the same level) if an animal companion already exists from a class feature, choose a new animal companion of one category higher (ie if an 8th level druid choose an animal from the 10th level or higher list)</p><p>• 12th level ability: +2 Dexterity or Wisdom, as a Halfling grows in power she becomes more intuitive and his natural agility increases.</p><p>• 16th level ability: Bonded Mount: A Halfling at this point will have a very special connection to his mount(s) a connection broken only with the rider or mounts death. A Halfling gains a +2 bonus to ride checks on her mount, the mount gains a speed bonus of 10 feet (stacks with paladin mount granted ability) and the Halfling and mount may now communicate telepathically from up to 100 miles away.</p><p>• 20th level ability: +2 Dexterity or Wisdom, as a Halfling grows in power she becomes more intuitive and his natural agility increases.</p><p></p><p><strong>Goblins</strong></p><p><strong>Racial Traits</strong></p><p>• +2 Dexterity or Constitution -2 Strength: Goblins tend to either be quick and agile or tough and hardy, but usually not very strong.</p><p>• Small: As a Small creature, a goblin gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but she uses smaller weapons than humans use, and her lifting and carrying limits are three-quarters of those of a Medium character.</p><p>• Goblin base speed is 30 feet.</p><p>• Low Light Vision: Goblin can see twice as far as mortals under conditions of limited visibility such as moonlight, starlight, torchlight and similar effects of poor illumination.</p><p>• Stealthy: Golbins are furtive and sly and tend to keep a low profile especially among the greater races, they receive a +4 racial bonus to Move Silently checks. </p><p>• Bonus Feat: Weapon Finesse, goblins use their agility and quickness naturally in combat. </p><p>• Weapon Proficiency: Goblins are all trained and proficient in the Kukri, Blowgun, Shuriken and Bolas.</p><p>• Strong Back: Goblin warrens are often temporary and all goblins in a kin band are ready to move and relocate in a moments notice. They spend their lives fleeing and hiding from elven slavers, carrying with them all they own and establishing new warrens with a quick efficiency. Goblins have a great knowledge on how to position and carry great loads at any given time, they can quickly harness and evenly distribute great loads upon their frail backs. Goblins use their Constitution score in place of their Strength scores when determining their carrying capacity.</p><p>• Automatic Languages: Goblin and Trade Common </p><p>• Bonus Languages: Elven, Hob, Gnoll and Yuan Ti</p><p>• Favored Classes: Ranger and Rogue</p><p>• 4th level ability: Poison Craft: Goblins are well trained in the arts of poison craft and use. A goblin never risks accidentally poisoning themselves when applying poison to any object. A goblin also gains a +2 Craft bonus to harvesting and brewing poisons. Additionally a goblin gains a +1 racial bonus to saving throws against poison.</p><p>• 8th level ability: Swift Movement, goblins spend their lives using their own bodies to move about never using mounts. Goblins receive a racial bonus to their movement rate, adding 10 feet to their max move speed. This effect stacks with any other move affecting boosts.</p><p>• 12th level ability: +2 Dexterity or Constitution: Goblins manage to improve their quickness or sturdiness as they grow in power. </p><p>• 16th level ability: Improved Stealth: Goblins grow even better at evading the notice of the greater races, their ability to run away and hide is nearly flawless giving them a +2 bonus to Hide and Move Silently, and the ability to move at their full base speed while hiding and moving silently.</p><p>• 20th level ability: +2 Dexterity or Constitution: Goblins manage to improve their quickness or sturdiness as they grow in power.</p><p></p><p><strong>Hobs</strong></p><p><strong>Racial Traits</strong></p><p>• +2 Constitution -2 Charisma: Hobs are robust and durable, but they tend to see social graces as unnecessary and overly complex.</p><p>• Medium: As medium creatures hobs have no special penalties or bonuses for their size.</p><p>• Hob base land speed is 30 feet.</p><p>• Zen Mentality: Hobs can use their wisdom modifier in place of strength or dexterity modifier when making attacks with melee weapons or unarmed strikes.</p><p>• +2 racial bonus to Jump, Tumble and Balance. Hobs are athletic and very mobile, they exhibit incredible amounts of agility when performing certain tasks.</p><p>• Weapon Familiarity: Hobs may treat all exotic and double weapons as martial weapons.</p><p>• Automatic Languages: Hob and Trade Common</p><p>• Bonus Languages: Elf, Orc, Gnoll, Yuan Ti, Celestial, and Infernal</p><p>• Favored Classes: Swordsage and Monk</p><p>• 4th level ability: Grace: Hobs can use their dexterity modifier for Climb, Jump, and Swim checks. They can also always take 10 on Balance checks and never lose their dexterity bonus when climbing, balancing or swimming. </p><p>• 8th level ability: Will of the Free: Hobs gain a +3 racial bonus to will saves and can inspire their allies when within 30 feet of them, often using calming mantras and meditations, granting allies a +1 competence bonus to will saves for every 6 character levels the hob possesses.</p><p>• 12th level ability: +2 Dexterity and +2 Wisdom, as hobs grow in power they can attune even more so their natural grace and their inner intuitive abilities.</p><p>• 16th level ability: Blindsense (5 feet + 1/2 Hobs character level) Hobs grow attuned enough to the world around them that they have an intuitive sense of things and no longer need traditional senses to percieve their nearby surroundings.</p><p>• 20th level ability: +2 Dexterity and +2 Wisdom, as hobs grow in power they can attune even more so their natural grace and their inner intuitive abilities.</p></blockquote><p></p>
[QUOTE="llashismll, post: 3894938, member: 57222"] Awesome warforged! I really like it and will most likely steal it ;> I'm still trying to figure out how to incorparate the warforged into my setting cause I really like them as a race but can't figure a very seemless way to ustilize them. Here are a couple of more races...just the mechanics this time no fluff =) unless yas want to read the fluff... Elves, Halflings, Goblins, and Hobs (hobgoblins) I still need a 16th level and 20th level ability for the Hobs..so if anyone has any fitting ideas...please share :) [B]Elves Racial Traits[/B] • +2 Dexterity +2 Charisma -2 Constitution: Elves are graceful and quick, and their presence is said to be able to rob mortals of their senses. But elves are not of this world, and their bodies are rooted in the chaotic wellsprings from which they came. • Fey: Elves are of the fey subtype, meaning they are not mortals and cannot be affected by spells that only affect humanoids. • Medium: As medium creatures elves have no special penalties or bonuses for their size. • Elf base land speed is 30 feet. • Low Light Vision: Elves can see twice as far as mortals under conditions of limited visibility such as moonlight, starlight, torchlight and similar effects of poor illumination. • Dream Eaters: An elf need not ever sleep, she is replenished each morning at dawn or each evening at twilight (players choice, once made cannot be undone). However an elf must feed, and the only thing from which an elf can draw true sustenance is the matter of dreams. She must go into a reverie every 2 days (or nights depending on the elf’s choice of twilight or dawn) which lasts for 2 hours plus an additional hour for every 5 character levels the elf possesses, more powerful elves must seek out more rarified dreams. In order to find dreams upon which to feast an elf must be within 25 miles of mortals from whom she can feed, once this condition is met an elf must make a DC 10 Charisma check adding half her character level to the roll. Upon a success the elf finds and consumes enough dream matter to sustain her for another two days. Each failed roll adds an hour to the elf’s reverie, the elf remains in her reverie until she can successfully feed. An elf can only feed from humanoid mortals, not including Hobs (they are immune to the ravishes of the elves). An elf usually feeds from many different sources at a given time, taking a taste here and there from this dream or that. This does not harm the victim apart from leaving them with a mild sense of euphoria and longing, as if they dreamed of their one true love or their one great victory. Some mortals come to savor and crave this after feeling and go seeking out elven princes to pledge their dreams to for just one more taste of bliss. If an elf wishes she can feed exclusively upon one mortal, this adds 2 to the DC for every character level the mortal possesses (NPC classes add nothing). Once an elf has fed upon this mortal more times than the mortals charisma score, the victim becomes mindless. A mindless mortal is only capable of the most basic motor skills and can only follow orders, it has no will of its own and nothing short of a miracle spell can bring their minds back. If a mortal can in the process of being fed upon find a way to ward their dreams, they can escape the fate of the mindless. • +4 racial saving throw bonus against any mind affecting spells and illusions. Elves are masters of enchantment and illusion and thus any such spells cast upon them are subject to failure. • +2 bonus to Perception, elves have keen senses and little escapes their scrutiny. • Natural Entertainers: Elves love to entertain and enchant, they are known as the worlds premier performers of the arts and many a mortal has been enraptured by the performance of an elf and never seen in mortal lands again. Elves receive a +2 bonus to any perform check, they commonly earn their keep in mortal lands by the power of their performances, and even more often use their beauty and skill to lure mortals into their unearthly realms. • Weapon Proficiency: 2 weapons by court. • Automatic Languages: Elven and Trade Common • Bonus Languages: Goblin, Hob, Gnoll, Orc, Yuan-Ti, Sylvan and Regional human dialects • Favored Classes: Beguiler and Bard • 4th level ability: As elves grow in power they can harness and release the natural essence of the world as spell-like abilities. An elf with at least a Charisma score of 10 can cast each of the following a number of times per day equal to their Charisma bonus using their character level as caster level: Disguise Self (elves often alter their appearance to suit their needs) Faerie Fire ( a favorite opening tactic of elven hunting parties) Charm Person (elves will often enrapt those around them) • 8th level ability: An elf’s senses grow even keener and she gains an additional +2 racial bonus to Perception checks. At this point she may also attract followers as per the leadership feat, however no cohorts may be gained only followers and all followers must be of a race which the elves currently enslave en masse, with goblins being the most common type. These followers are actually slaves not willing followers. • 12th level ability: +2 Dexterity or Charisma: Elves grow even more graceful and their presence soon starts to outshine all but the most kingly of mortals as they grow more powerful. • 16th level ability: Undying: elves become essentially immortal and at this point they no longer age, however they still receive the beneficial bonuses from aging as the tale of years passes, but none of the penalties. If killed in combat through any means whatsoever, even if their body is utterly destroyed, the elf returns to life in a new body. The new body can have any appearance the elf desires as long as it is not an exact duplicate of another elf. The elf retains all abilities and character levels and memories of their life before they died. It takes 2D4 weeks for the elf to return to life, and upon returning to life the elf does suffer a negative 1 to their permanent constitution score. Once an elf has died enough times for her Constitution to reach zero, she dies forever. What passes for her soul returns to the formless maelstroms of chaos from which she sprang. Additionally magics which return characters to life do not work upon elves, the gods have no interest in aiding the enemies of creation. • 20th level ability: +2 Dexterity or Charisma: Elves grow even more graceful and their presence soon starts to outshine all but the most kingly of mortals as they grow more powerful. [B]Halflings Racial Traits[/B] • +2 Dexterity -2 Strength: Halflings are quick and agile but their small frames lack the strength of the bigger races. • Small: As a Small creature, a halfling gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but she uses smaller weapons than humans use, and her lifting and carrying limits are three-quarters of those of a Medium character. • Halfling base speed is 20 feet. • Sharp-eyed: Halflings can see 3 times as far as humans in conditions of normal light. • +2 morale bonus on saving throws against fear, this bonus stacks with a Halflings +1 bonus on saving throws in general. Halflings are stout of heart and tend to be seen as fearless. • +1 racial bonus on all saving throws, Halflings are surprisingly capable of avoiding mishaps. • +2 racial Bonus to Perception checks, little escapes the inquisitive nature of Halflings. • +4 racial bonus to Handle Animal and Ride checks, Halflings are closely bound to their mounts treating them more as companions and friends than mere beasts. • Bonus Feat: Mounted Combat • Automatic Languages: Draconic and Trade Common • Bonus Languages: Any • Favored Classes: Druid and Scout • 4th level ability: Speak with Animals (cha mod/day min of 1) Halflings learn to communicate with their beloved animal companions and by extension all beasts of the land. • 8th level ability: Animal Companion (as a ranger of the same level) if an animal companion already exists from a class feature, choose a new animal companion of one category higher (ie if an 8th level druid choose an animal from the 10th level or higher list) • 12th level ability: +2 Dexterity or Wisdom, as a Halfling grows in power she becomes more intuitive and his natural agility increases. • 16th level ability: Bonded Mount: A Halfling at this point will have a very special connection to his mount(s) a connection broken only with the rider or mounts death. A Halfling gains a +2 bonus to ride checks on her mount, the mount gains a speed bonus of 10 feet (stacks with paladin mount granted ability) and the Halfling and mount may now communicate telepathically from up to 100 miles away. • 20th level ability: +2 Dexterity or Wisdom, as a Halfling grows in power she becomes more intuitive and his natural agility increases. [B]Goblins Racial Traits[/B] • +2 Dexterity or Constitution -2 Strength: Goblins tend to either be quick and agile or tough and hardy, but usually not very strong. • Small: As a Small creature, a goblin gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but she uses smaller weapons than humans use, and her lifting and carrying limits are three-quarters of those of a Medium character. • Goblin base speed is 30 feet. • Low Light Vision: Goblin can see twice as far as mortals under conditions of limited visibility such as moonlight, starlight, torchlight and similar effects of poor illumination. • Stealthy: Golbins are furtive and sly and tend to keep a low profile especially among the greater races, they receive a +4 racial bonus to Move Silently checks. • Bonus Feat: Weapon Finesse, goblins use their agility and quickness naturally in combat. • Weapon Proficiency: Goblins are all trained and proficient in the Kukri, Blowgun, Shuriken and Bolas. • Strong Back: Goblin warrens are often temporary and all goblins in a kin band are ready to move and relocate in a moments notice. They spend their lives fleeing and hiding from elven slavers, carrying with them all they own and establishing new warrens with a quick efficiency. Goblins have a great knowledge on how to position and carry great loads at any given time, they can quickly harness and evenly distribute great loads upon their frail backs. Goblins use their Constitution score in place of their Strength scores when determining their carrying capacity. • Automatic Languages: Goblin and Trade Common • Bonus Languages: Elven, Hob, Gnoll and Yuan Ti • Favored Classes: Ranger and Rogue • 4th level ability: Poison Craft: Goblins are well trained in the arts of poison craft and use. A goblin never risks accidentally poisoning themselves when applying poison to any object. A goblin also gains a +2 Craft bonus to harvesting and brewing poisons. Additionally a goblin gains a +1 racial bonus to saving throws against poison. • 8th level ability: Swift Movement, goblins spend their lives using their own bodies to move about never using mounts. Goblins receive a racial bonus to their movement rate, adding 10 feet to their max move speed. This effect stacks with any other move affecting boosts. • 12th level ability: +2 Dexterity or Constitution: Goblins manage to improve their quickness or sturdiness as they grow in power. • 16th level ability: Improved Stealth: Goblins grow even better at evading the notice of the greater races, their ability to run away and hide is nearly flawless giving them a +2 bonus to Hide and Move Silently, and the ability to move at their full base speed while hiding and moving silently. • 20th level ability: +2 Dexterity or Constitution: Goblins manage to improve their quickness or sturdiness as they grow in power. [B]Hobs Racial Traits[/B] • +2 Constitution -2 Charisma: Hobs are robust and durable, but they tend to see social graces as unnecessary and overly complex. • Medium: As medium creatures hobs have no special penalties or bonuses for their size. • Hob base land speed is 30 feet. • Zen Mentality: Hobs can use their wisdom modifier in place of strength or dexterity modifier when making attacks with melee weapons or unarmed strikes. • +2 racial bonus to Jump, Tumble and Balance. Hobs are athletic and very mobile, they exhibit incredible amounts of agility when performing certain tasks. • Weapon Familiarity: Hobs may treat all exotic and double weapons as martial weapons. • Automatic Languages: Hob and Trade Common • Bonus Languages: Elf, Orc, Gnoll, Yuan Ti, Celestial, and Infernal • Favored Classes: Swordsage and Monk • 4th level ability: Grace: Hobs can use their dexterity modifier for Climb, Jump, and Swim checks. They can also always take 10 on Balance checks and never lose their dexterity bonus when climbing, balancing or swimming. • 8th level ability: Will of the Free: Hobs gain a +3 racial bonus to will saves and can inspire their allies when within 30 feet of them, often using calming mantras and meditations, granting allies a +1 competence bonus to will saves for every 6 character levels the hob possesses. • 12th level ability: +2 Dexterity and +2 Wisdom, as hobs grow in power they can attune even more so their natural grace and their inner intuitive abilities. • 16th level ability: Blindsense (5 feet + 1/2 Hobs character level) Hobs grow attuned enough to the world around them that they have an intuitive sense of things and no longer need traditional senses to percieve their nearby surroundings. • 20th level ability: +2 Dexterity and +2 Wisdom, as hobs grow in power they can attune even more so their natural grace and their inner intuitive abilities. [/QUOTE]
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