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Back to [[Serpents and Sewers: Species and Templates|Species]] Back to the [[Serpents and Sewers|Main page]] ==Hobgoblin Characters in Serpents and Sewers== I always liked Hobgoblins, and in Serpents and Sewers, they were changed from one of the mechanically weakest racies in the originally rules to what are supposed to be: a proud warrior people. Hobgoblins have no significant weaknesses, but they are at their best when fighting, and fighting smartly at it or lead their allies into a battle. ==Hobgoblin Racial Traits== * '''Abilities''': +2 to Dexterity, +2 to Constitution. Hobgoblins are fast moving and resilient warriors and hunters, without the weaknesses of other species. * Medium Humanoid (Goblinoid) * A hobgoblin’s base land speed is 30 ft * '''Low-Light Vision''': A hobgoblin can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions. * '''Sharp Senses''': Hobgoblins have keen sense, trained for hunt and warfare. They gain a +2 racial bonus to all Perception Checks. * '''Silent Hunters''': Hobgoblins are predators and excellent hunters. They gain a +2 racial bonus to their Stealth checks. * '''Know no fear''': Hobgoblins are legendary for their bravery and despise cowards. Hobgoblins receive a +4 racial bonus against fear effects. * '''Weapon Experts''': Hobgoblins receive a +2 racial bonus to all Craft checks when dealing with armor, weapons, and war machines. Due to their military background, Hobgoblins know a lot about weaponry of all sorts. * '''Weapon Familiarity''': Hobgoblins may treat Bastard Swords and Fighting Knives as martial instead of exotic weapons. * '''Favorite Class''': Assassin and Man-at-Arms. Hobgoblins who follow one of these two classes receive an extra skill point or hitpoint per level. ===Further Advancement of Hobgoblins=== {| border="1" !Level !Feature |- |4th |Hobgoblin Endurance |- |8th |Paragon Warriors |- |12th |Natural Toughness |- |16th |Ability Boost |- |20th |Master of Warfare |- |} * ''Hobgoblin Endurance'': At 4th level, a hobgoblin’s gains the Endurance Feat as a bonus feat. * ''Paragon Warriors'': From 8th level on, a hobgoblin’s keen senses and combat experiences helps him to find and exploit weaknesses in the defense of their enemies. They gain a +2 to attacks of opportunities and the defense against those attacks. * ''Natural Toughness'': The greatest warriors of the hobgoblins are almost invincible. At 12th level, a hobgoblin gains a natural armor of 1/- that stacks with all other DR. * ''Ability Bonus'': On 16th level, a hobgoblin character may increase his Strength or Constitution score by +2. * ''Master of Warfare'': Hobgoblin paragons that have reached 20th level are nigh unstoppable in direct combat. They can reroll a number of combat rolls (attack, defense or damage) equal to their Constitution ability bonus per day. The second roll must be accepted, even if it is worse than the original roll. (''Fighting Knives'': Wicked blades that are designed to do as much damage on their way out as they did on the way in. Fighting knives are the favorite sidearm of many hobgoblin warriors and are treated as Exotic light weapons. Fighting Knives counts as daggers for the usage of feats and requirements and give a +2 bonus on Sleight of Hand checks made to conceal them. Dam (M): 1d6, Crit: 18-20/x2)
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