Hobgoblins

HOBGOBLINS and GOBLINS
Hobgoblins are believed to be a corrupted race of humans from many eons ago. Even their own mythoi say that they were not originally as great and powerful as they are now. These humans once lived in nomadic tribal societies across the northern tundra of Verosia. When the Ogres came and their kings established Kingdoms these humans were hunted for sport. They gathered into an army and tried to fight back the Ogrek but they were no match for these corrupted giants. Over many years they were driven back to the Cauldera where it seemed they would literally be forced over the edge if they were assaulted again. Their shamanistic beliefs in animal totems and the power of ancestors offered them no true power to defend themselves from such an army. It was then that the Nameless One took root in their civilization and began to arise in them a hatred for the weak and cowardly amongst them, blaming them for the loss of their wars. It did not take long for these humans to turn upon their ancient beliefs. The cult in their midst grew and grew until it finally encompassed almost all of them. It was then that the Nameless One offered forth a gift that could not be refused. If they would drink from the blood of their own fallen comrades in battle then he would take from them all those features they considered loath and vile. And so it was that after their next great battle they poured the blood of their own fallen into chalices and sent them around to their people, and the blood never seemed to go dry as all were poisoned by this vile concoction. It was then that that the nameless one’s true intent came to light. The humans were stricken with pain and suffering as their bodies, souls and minds were split in twain. From them were born two races, The Goblins, being the embodiment of all that is wretched, weak, and cowardly from the humans; and the Hobgoblins, meaning not weak but instead embodying all those who are tall, strong, and courageous. The Hobgoblins quickly took control over the goblins and established their own militaristic society. Goblins and Hobgoblins are both terribly ugly.
Hobgoblins are near seven feet tall with dark fur covering their bodies and, feral features, sharp claws, and mouths full of jagged teeth. They have become great warriors and master weapon smiths. In battle no other race is as skilled or cruel as they. They enjoy warfare to all ends and have driven back the Ogres who oppressed them. The Cauldera they have turned into their own kingdom. It is now rittled with their mines and their fortresses line the edges of its cliffs. They take slaves from all over the surrounding areas to work for them. Hobgoblins have two faults. First, they are skilled at very little else than combat and warfare. This means they have to be dependent upon slaves to perform most of their “menial” work. To this end the Goblins serve them well. They cook for the Hobgoblins, mine their tunnels, and craft all forms of basic items for them. Hobgoblins also often have humans, orcs, bamorians and even some ogres as slaves. The second fault of Hobgoblins is in their lust for battle. Hobgoblins are so dependent upon their need to fight, that they cannot usually join forces against a common foe. For most of their existence they have lived in Tribes battling each other for land and slaves. When another hobgoblin tribe captures a Hobgoblin, he is branded and becomes a loyal member of that tribe. Until recently this has prevented the Hobgoblins from expanding much beyond their land in the Cauldera, but not long ago an alliance of tribes was formed. They were called the Dur-Kurmerak-Varge, or Thirteen Bloody Blades. Thirteen of the greatest clans allied together and marched upon the Kingdom of Rona. Though they were defeated in the end, they almost conquered the greatest human kingdom to exist. This expresses how powerful they truly can be when united.
Goblins are quite the opposite of the Hobgoblins. They are very short, with gray and green skin tones. They usually have very little to no hair, stubby fingers, and a more human visage. However, they are twisted and deranged in appearance. They usually have extreme features, such as very long noses, broad heads, huge chins, giant eyes and other gross deformities. Goblins are easy to recognize despite how different they often look. Goblins are terrible in combat, though they often try. They are weak, cowardly, and treacherous. However, they have come to learn from their faults. They work in huge groups, lurk and hide in the darkness and ambush their prey. They are quick to know when they are out matched and will thus run at first signs that they can’t win. Surprisingly they are very skilled domestically. They craft all forms of pottery, tools and miscellaneous objects. They usually serve other races, mostly hobgoblins. Many have fled their homeland and spread across the world. When they can, they gather in large groups, using numbers to spread chaos upon their neighbors.
It is said the human race that the Hobgoblins and Goblins were born from still exist in the mountains west and north of the Ogre Kingdoms. They are shamanistic and war like people, but human. Because of their ancestry, goblins and hobgoblins can breed with humans. Their offspring are infertile but can be great warriors and rogues.

Pathfinder Statistics

Goblins
Goblin Racial Traits
+4 Dexterity, –2 Strength, –2 Charisma: Goblins are fast, but weak and unpleasant to be around.

Goblinoid: Goblins are humanoids with the goblinoid subtype.

Small: Goblins are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.

Fast: Goblins are fast for their size, and have a base speed of 30 feet.

Darkvision: Goblins can see in the dark up to 60 feet.

Skilled: +4 racial bonus on Ride and Stealth checks.

Languages: Goblins begin play speaking Goblin. Goblins with high Intelligence scores can choose from the following: Common, Draconic, Dwarven, Gnoll, Gnome, Halfling, and Orc.

Alternate Racial Traits
The following racial traits may be selected instead of existing goblin racial traits. Consult your GM before selecting any of these new options.

Cave Crawler: Some goblins are born and raised in caves and rarely see the light of day. Goblins with this trait gain a climb speed of 10 feet and the +8 racial bonus on Climb checks associated with having a climb speed. Goblins with this racial trait have a base speed of 20 feet and lose the fast movement racial trait.

City Scavenger: Goblins who live within the boundaries of human cities survive by scavenging for refuse and hunting stray animals. Goblins with this trait gain a +2 racial bonus on Perception and Survival checks, and can use Survival to forage for food while in a city. This racial trait replaces skilled.

Eat Anything: Raised with little or no proper food, many goblins have learned to survive by eating whatever they happen across and can digest nearly anything without getting sick. Goblins with this trait gain a +4 on Survival checks to forage for food and a +4 racial bonus on saves versus effects that cause the nauseated or sickened conditions. This racial trait replaces skilled.

Hard Head, Big Teeth: Goblins are known for their balloonlike heads and enormous maws, but some have even more exaggeratedly large heads filled with razor-sharp teeth. Goblins with this trait gain a bite attack as a primary natural attack that deals 1d4 points of damage. This racial trait replaces skilled.

Over-Sized Ears: While goblins' ears are never dainty, these goblins have freakishly large ears capable of picking up even the smallest sounds. Goblins with this racial trait gain a +4 bonus on Perception checks. This racial trait replaces skilled.

Tree Runner: In trackless rain forests and marshes, it can be difficult to find dry ground to build on. Goblin tribes living in such areas have learned to live in the treetops. These goblins gain a +4 racial bonus on Acrobatics and Climb checks. This racial trait replaces skilled.

Weapon Familiarity: Goblins' traditional weapons are the dogslicer and the horsechopper, weapons designed specifically to bring down their most hated foes. Goblins with this trait are proficient with the dogslicer and the horsechopper, and treat any weapon with the word "goblin" in it as martial weapons. This racial trait replaces skilled.

Favored Class Options
The following options are available to any goblins that have the listed favored class, and unless otherwise stated, the bonus applies each time you select the favored class reward.

Alchemist: The alchemist gains fire resistance 1. Each time this reward is selected, increase fire resistance by +1. This fire resistance does not stack with fire resistance gained from other sources.

Barbarian: Add +1/2 on critical hit confirmation rolls for attacks made with unarmed strikes or natural weapons (maximum bonus of +4). This bonus does not stack with Critical Focus.

Bard: Add +1 to the bard's total number of bardic performance rounds per day.

Cavalier: Add +1 hit points to the cavalier's mount companion. If the cavalier ever replaces his mount, the new mount gains these bonus hit points.

Druid: Add +1 hit points to the druid's animal companion. If the druid ever replaces her animal companion, the new animal companion gains these bonus hit points.

Gunslinger: Add +1/3 on critical hit confirmation rolls made with firearms (maximum bonus of +5). This bonus does not stack with Critical Focus.

Oracle: Add +1 on concentration checks made when casting spells with the fire descriptor.

Ranger: Gain a +1/2 bonus on damage dealt to dogs (and doglike creatures) and horses (and horselike creatures).

Rogue: Add a +1 bonus on the rogue's sneak attack damage rolls during the surprise round or before the target has acted in combat.

Sorcerer: Add +1 spell known from the sorcerer spell list. This spell must be at least one level below the highest spell level the sorcerer can cast, and must have the fire descriptor.

Summoner: Add +1/4 evolution point to the eidolon's evolution pool. These bonus evolution points must be spent on evolutions that deal fire damage or protect the eidolon from fire (for example, resistance, energy attacks, immunity, breath weapon, and so on).

Witch: Add +1 spell from the witch spell list to the witch's familiar. This spell must be at least one level below the highest spell level she can cast. If the witch ever replaces her familiar, the new familiar knows these bonus spells.

Hobgoblins
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The following options are available to all hobgoblins who have the listed favored class, and unless otherwise stated, the bonus applies each time you select the favored class reward.

Alchemist: Add +1/2 to the number of bombs per day the alchemist can create.

Cavalier: Add a +1/2 bonus on Intimidate checks and Ride checks.

Cleric: Add +1/2 to negative energy spell damage, including inflict spells.

Fighter: Add a +1/2 circumstance bonus on critical hit confirmation rolls with a weapon of the fighter's choice (maximum bonus +4). This bonus does not stack with Critical Focus.

Gunslinger: Add +1/4 to the gunslinger's grit points.

Inquisitor: Add a +1 bonus on concentration checks made to cast inquisitor spells.

Monk: Add a +1/4 bonus on combat maneuver checks made to grapple or trip.

Ranger: Add +1/4 to a single existing favored enemy bonus (maximum bonus +1 per favored enemy).

Rogue: Reduce the penalty for not being proficient with one weapon by 1. When the nonproficiency penalty for a weapon becomes 0 because of this ability, the rogue is treated as having the appropriate Martial or Exotic Weapon Proficiency feat for that weapon.

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