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The dark elf +2EL, The satyr +2EL but....
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<blockquote data-quote="Camarath" data-source="post: 1085977" data-attributes="member: 11987"><p>I always thought that was a particularly cruel joke. In no way I can see is a +2 to Dex and Con worth an entire class level. If someone has an example of any character that would be stronger as a by the book Hobgoblin that it would be as a Human I would be interested to see it. I have used the Hobgoblin at LA +0 for a long time and have not had any problem with it. Overall it has not proven it self any stronger than an Orc, a Human or a 3.5 Dwarf. </p><p></p><p>Orc Traits (Ex): Orcs possess the following racial traits. </p><p>— +4 Strength, –2 Intelligence, –2 Wisdom, –2 Charisma.</p><p>—An orc’s base land speed is 30 feet.</p><p>—Darkvision out to 60 feet.</p><p>—Light Sensitivity: Orcs are dazzled in bright sunlight or within the radius of a daylight spell.</p><p>—Automatic Languages: Common, Orc. Bonus Languages: Dwarven, Giant, Gnoll, Goblin, Undercommon.</p><p>—Favored Class: Barbarian.</p><p>LA +0</p><p></p><p>HUMANS</p><p>• Medium: As Medium creatures, humans have no special bonuses or penalties due to their size. </p><p>• Human base land speed is 30 feet. </p><p>• 1 extra feat at 1st level.</p><p>• 4 extra skill points at 1st level and 1 extra skill point at each additional level.</p><p> • Automatic Language: Common. Bonus Languages: Any (other than secret languages, such as Druidic). See the Speak Language skill. </p><p>• Favored Class: Any. When determining whether a multiclass human takes an experience point penalty, his or her highest-level class does not count.</p><p>LA+0</p><p></p><p>DWARVES</p><p>• +2 Constitution, –2 Charisma.</p><p>• Medium: As Medium creatures, dwarves have no special bonuses or penalties due to their size.</p><p>• Dwarf base land speed is 20 feet. However, dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations).</p><p>• Darkvision: Dwarves can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and dwarves can function just fine with no light at all.</p><p>• Stonecunning: This ability grants a dwarf a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a dwarf can use the Search skill to find stonework traps as a rogue can. A dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up. </p><p>• Weapon Familiarity: Dwarves may treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons.</p><p>• Stability: A dwarf gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).</p><p>• +2 racial bonus on saving throws against poison.</p><p>• +2 racial bonus on saving throws against spells and spell-like effects.</p><p>• +1 racial bonus on attack rolls against orcs and goblinoids.</p><p>• +4 dodge bonus to Armor Class against monsters of the giant type. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flat-footed, it loses its dodge bonus, too. </p><p>• +2 racial bonus on Appraise checks that are related to stone or metal items.</p><p>• +2 racial bonus on Craft checks that are related to stone or metal.</p><p>• Automatic Languages: Common and Dwarven. Bonus Languages: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.</p><p>• Favored Class: Fighter. A multiclass dwarf ’s fighter class does not count when determining whether he takes an experience point penalty for multiclassing</p><p>LA+0</p></blockquote><p></p>
[QUOTE="Camarath, post: 1085977, member: 11987"] I always thought that was a particularly cruel joke. In no way I can see is a +2 to Dex and Con worth an entire class level. If someone has an example of any character that would be stronger as a by the book Hobgoblin that it would be as a Human I would be interested to see it. I have used the Hobgoblin at LA +0 for a long time and have not had any problem with it. Overall it has not proven it self any stronger than an Orc, a Human or a 3.5 Dwarf. Orc Traits (Ex): Orcs possess the following racial traits. — +4 Strength, –2 Intelligence, –2 Wisdom, –2 Charisma. —An orc’s base land speed is 30 feet. —Darkvision out to 60 feet. —Light Sensitivity: Orcs are dazzled in bright sunlight or within the radius of a daylight spell. —Automatic Languages: Common, Orc. Bonus Languages: Dwarven, Giant, Gnoll, Goblin, Undercommon. —Favored Class: Barbarian. LA +0 HUMANS • Medium: As Medium creatures, humans have no special bonuses or penalties due to their size. • Human base land speed is 30 feet. • 1 extra feat at 1st level. • 4 extra skill points at 1st level and 1 extra skill point at each additional level. • Automatic Language: Common. Bonus Languages: Any (other than secret languages, such as Druidic). See the Speak Language skill. • Favored Class: Any. When determining whether a multiclass human takes an experience point penalty, his or her highest-level class does not count. LA+0 DWARVES • +2 Constitution, –2 Charisma. • Medium: As Medium creatures, dwarves have no special bonuses or penalties due to their size. • Dwarf base land speed is 20 feet. However, dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations). • Darkvision: Dwarves can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and dwarves can function just fine with no light at all. • Stonecunning: This ability grants a dwarf a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a dwarf can use the Search skill to find stonework traps as a rogue can. A dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up. • Weapon Familiarity: Dwarves may treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons. • Stability: A dwarf gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground). • +2 racial bonus on saving throws against poison. • +2 racial bonus on saving throws against spells and spell-like effects. • +1 racial bonus on attack rolls against orcs and goblinoids. • +4 dodge bonus to Armor Class against monsters of the giant type. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flat-footed, it loses its dodge bonus, too. • +2 racial bonus on Appraise checks that are related to stone or metal items. • +2 racial bonus on Craft checks that are related to stone or metal. • Automatic Languages: Common and Dwarven. Bonus Languages: Giant, Gnome, Goblin, Orc, Terran, and Undercommon. • Favored Class: Fighter. A multiclass dwarf ’s fighter class does not count when determining whether he takes an experience point penalty for multiclassing LA+0 [/QUOTE]
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