PC Hobgoblin

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This race is meant to be used within a campaign that utilizes PC Goblinoids (instead of the normal races) that I am also working out:
Goblin: community.wizards.com/go/thread/view/758...
Bugbear: community.wizards.com/go/thread/view/758...
Bhuka: community.wizards.com/go/thread/view/758...
Lutin: community.wizards.com/go/thread/view/758...
and Orc using the Half-Orc stats from the PHB2

Hobgoblin

Powerful and militant perfectionists who rule over lesser races with an iron fist.

Average Height: 6'1"-6'5"
Average Weight: 180-240lbs.

Ability Scores: +2 Constitution and +2 Dexterity or Charisma
Size: Medium
Speed: 6 Squares
Vision: Low-Light Vision

Languages: Common, Goblin
Skill Bonuses: +2 Athletics, +2 History
Battle Ready: You get a +2 to Intiative Checks
Goblinoid Diplomacy: Once per a day when you fail a Diplomacy check, you may reroll the check as an Intimidate check.
Hobgoblin Resistance: You may use Hobgoblin Resistance as an encounter power

Hobgoblin Resistance
You shake off the reffects that would cripple a lesser warrior
Encounter
Immediate Reaction * Personal

Trigger: You suffer an effect that a save cancels
Effet: You make a saving throw against the effect immediately


Disciplined and powerful, Hobgoblins once ruled the world with their fierce determination. They are by far the most civilized of the Goblnoid races, building powerful fortresses and ruling over their dominions. Although most choose not to associate with humans and their ilk except to use them as slaves or to practice their military tactics and routines, there are a few who for one reason or another leave their homes and integrate themselves amongst other humanoids. Even these Hobgoblins find themselves usually employed as mercenaries, guards or blacksmiths.

Play a hobgoblin if you want...
* to play a fierce, aggressive militant commander or soldier.
* to have a round selection of abilities and skills that are always useful
* to be a member of a race that favors the fighter, paladin, ranger, and warlord classes.

Physical Qualities
Hobgoblins are tall and powerfully built. Although they lack the raw power of an orc, they are hard as bricks. Their bodies are often covered with old scars from their training and overexerting themselves. They tend to be lean and muscular from endless hours of striving for self-perfection. Their skin colors range from burnt red to olive to stone gray. They have large flat noses, often red or blue in color, small beady eyes and thick, strong features. Their teeth are sharp like those of a predator and they generally have small tusks jutting from their lower jaws over their upper lips. Their ears are long and pointed and their hair and eyes are always dark in color. Despite their focus on self-perfection, hobgoblins are rarely cleaner than they have to be and seem to even have a preference against regular washing as they see it as a sign of weakness.
Generally hobgoblins like to dress in military garb as often as possible, they are likely to even sleep in light armor. A hobgoblin wearing anything other than armor or decorative military garb is a strange sight and such a hobgoblin is sure to be ridiculed by others until they fall back into line.
Hobgoblins age at roughly the same rate as humans do, although their rough lifestyle tends to cut their lives much shorter.

Playing a Hobgoblin
Hobgoblins are stalwart, perservering and entirely focused on the perfection of body, mind and spirit. They are often overbearing, strict, unforgiving and quick to anger. They are quick to take control and slow to relinquish it. They were once rulers of the world and strive to become so again, by any means possible.
Hobgoblins are known for being brutal, merciless and even quite cruel. However, it can be said in equal measure they are honorable, loyal and trustworthy. As harsh as a hobgoblin is with others, they are often more so with themselves and allow themselves to make no mistakes or give themselves any leverage. To even the most sinister and evil hobgoblin, his word is his bond and he lives and dies by it. To those members of the race who are more social, they strive to be just and fair in their dealings.
The homes of the hobgoblins tend to be within military camps, either centered around a particular fortress and patroling the lands of a lord or in roaming mercenary camps that fight for whomever is willing to pay their fee or possibly in nomadic raiding parties. From whereever their origin, hobgoblins are introduced to military arts from a very young age and even the wizards amongst the hobgoblins have a good depth of knowledge when it comes to military tactics, troop formations and battle strategy. They often find themselves becoming impatient with other races who do not have their experience creating faulty battleplans and expecting the hobgoblins to follow along, thus while they will usually obey it is not uncommon for one to finally lose their temper and speak up.
Most hobgoblins are worshippers of Bane or occassionally another war god, for battle is life for most hobgoblins. They often struggle and fail to find the meaning in other aspects of life and interject their strict practicality into matters that seem wholely inappropriate to be treated in such a way. Often they come off as cold, callous and unnervingly inhumane, but this is generally due to their lack of sentimentality and very logical view of the world.

Hobgoblin Characteristics: Brutal, commanding, honorable, loyal, merciless, militant, perfectionist, practical, proud

Hobgoblin Names: Hobgoblin names consist of three or more characters, each of which is pronounced as one or two syllables. The first syllable is usually the same amongst the children of the same generation. For instance a Hobgoblin named Arggaraknar might have a brother named Argbaxtycom and a sister named Arginfmearg. Because these names can be incredibly difficult to pronounce, they may be given a simple nickname or called only by one of the later two characters, usually the middle. So in the previous example the character would be called Garak, his brother may be called Bax and his sister may be called Inf.


Male Name Characters: Bax, Danark, Garak, Gnash, Hejami, Kaz, Kret, Nar, Rax, Toz, Tycom, Vax

Female Name Characters: Balf, Dorog, Ferof, Goz, Inf, Laz, Mearg, Oxog, Sanf, Tanf,  Voz, Zorog


Neutral Name Characters: Arg, Deka, Dextor, Gatha, Ixor, Mordur, Pax, Todarg, Rorez, Sak, Vexod, Zorre

Backgrounds
Mercenary - You are a mercenary who works for hire. How long have your been a mercenary? Is it a "family business"? Have you fought many battles before? Did your mercenary band have other humanoids in it? What has your experience been like?
Associated Skills: Endurance and Intimidate

Outcast - You have been thrown out of your tribe or company and become an outcast from your people living amongst other races. What was the reason you were thrown out? How has living amongst other races shaped your opinions of them? What sort of jobs have you held?
Associated Skills: Insight and Streetwise

Prestigious Birth - You are the child of a hobgoblin lord who rules over some land. Where is your family's holdings? Are they still in power or have they been overthrown? What was the reason you left home?
Associated Skills: Insight and Intimidation

Feats
Heroic

Bane's Blessing
Prerequisite:
Hobgoblin
Benefit: Once per a day when you are bloodied during an encounter, you get a +2 bonus to damage on melee attacks until the end of the encounter.

Enduring Resistance
Prerequisite: Hobgoblin, Hobgoblin Resistance
Benefit: If you fail your save with Hobgoblin Resistance, you may use the power once again during the encounter

Phalanx Soldier
Prerequisite: Hobgoblin
Benefit: As a minor action you may grant one ally adjacent to you a +2 deflection bonus to AC.

Paragon

Hold the Line
Prerequisite: Hobgoblin
Benefit: When you are charged by an enemy, you gain a +2 AC against the charge attack. If their attack misses, you also gain combat advantage against the charger until the end of your next turn.

Perfection of Body
Prerequisite: Hobgoblin
Benefit: You gain a +1 bonus to your Fortitute, Reflex and Will defenses.

Elite

Fast March
Prerequisite: Hobgoblin
Benefit: Your speed increases by 1


Paragon Paths
Hobgoblin Captain
Prerequisite:
Hobgoblin
Ruling over vast areas of land, Hobgoblin captains are a dangerous foe who can lead squads into battle against other races. They are fearsome not only for their own power, but for their vast knowledge of battle tactics and ability to hold great power over their squads. A Hobgoblin who holds this title is greatly respected.
As one of the great tacticians of the growing Hobgoblin Empire, you are well on your way to becoming a legend. Perhaps one day you'll become a lord yourself and rule over a great domain. As you have earned your place, you are now titled to wear grander and more decorative clothing so that all can know your rank. Be certain to wear your personal crest upon yourself proudly so that all can know your name and rank.

Leading the Charge (11th level): On the first round of combat (or both the first and the surprise round if your allies gain a surprise round), allies who start their turn within 10 squares of you gain a +2 bonus to their attack rolls.

Inspiring Attack (11th level): When you spend an action point to take an extra action, each ally within 5 squares of you gains a bonus to attack and damage rolls equal to your Constitution modifier until the end of your next turn.

Attacking the Unready (16th level): You and your allies within 3 squares of you gain a bonus to damage rolls when making opportunity attacks equal to your Charisma modifier.

Pushing the Line (Hobgoblin Captain Attack 11)
You lead the march forward against the enemies, bringing your battleline ever closer to victory.
Encounter * Martial, Weapon
Standard Action * Melee Weapon
Target:
One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage, and you push the target 1 square. You can shift into the square formerly occupied by the target. If you do so, each ally within 2 squares of you can shift 1 square as well.

Goblin Squire (Hobgoblin Captain Utility 12)
A small, cowardly goblin peasant comes to your aid.
Daily
Minor Action * Ranged 20

Effect: You give out a call and have your squire come out of hiding in an unoccupied square within range. The squire can perform one of these tasks when it appears:
* Move 6 squares
* Pick up an unattend object adjacent to it that weighs up to 40 pounds
* Manipulate an unattended object adjacent to it
Sustain Minor: If left alone, the squire will run away and cower from you for another day. However, as a minor action you can keep it from hiding and fleeing the battle. You can spend multiple minor actions in a round to have the squire perform multiple tasks.
If Attacked: The Goblin Squire can be attacked. It is considered to be a minion and have defenses equal to 1/2 of your own.

Hidden Hand Tactic (Hobgoblin Captain Attack 20)
You strike an enemy, diverting their attention as your ally swoops in and unleashes a powerful attack from behind.
Daily * Weapon
Standard Action * Melee Weapon
Target:
One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage. As a free action, an ally of yours adjacent to the target can use an encounter melee attack power against the target, hitting it automatically.
Miss: As a free action, an ally of yours adjacent to the target can use an at-will melee attack power against the target, hitting it automatically.

Seems pretty cool to me. I dont know much about home-brewed races, but this seems like it could be the real thing.
Hobgoblin Captain
Prerequisite:
Hobgoblin
Ruling over vast areas of land, Hobgoblin captains are a dangerous foe who can lead squads into battle against other races. They are fearsome not only for their own power, but for their vast knowledge of battle tactics and ability to hold great power over their squads. A Hobgoblin who holds this title is greatly respected.
As one of the great tacticians of the growing Hobgoblin Empire, you are well on your way to becoming a legend. Perhaps one day you'll become a lord yourself and rule over a great domain. As you have earned your place, you are now titled to wear grander and more decorative clothing so that all can know your rank. Be certain to wear your personal crest upon yourself proudly so that all can know your name and rank.

Leading the Charge (11th level): On the first round of combat (or both the first and the surprise round if your allies gain a surprise round), allies who start their turn within 10 squares of you gain a +2 bonus to their attack rolls.

Inspiring Attack (11th level): When you spend an action point to take an extra action, each ally within 5 squares of you gains a bonus to attack and damage rolls equal to your Constitution modifier until the end of your next turn.

Attacking the Unready (16th level): You and your allies within 3 squares of you gain a bonus to damage rolls when making opportunity attacks equal to your Charisma modifier.

Pushing the Line (Hobgoblin Captain Attack 11)
You lead the march forward against the enemies, bringing your battleline ever closer to victory.
Encounter * Martial, Weapon
Standard Action * Melee Weapon
Target:
One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage, and you push the target 1 square. You can shift into the square formerly occupied by the target. If you do so, each ally within 2 squares of you can shift 1 square as well.

Goblin Squire (Hobgoblin Captain Utility 12)
A small, cowardly goblin peasant comes to your aid.
Daily
Minor Action * Ranged 20

Effect: You give out a call and have your squire come out of hiding in an unoccupied square within range. The squire can perform one of these tasks when it appears:
* Move 6 squares
* Pick up an unattend object adjacent to it that weighs up to 40 pounds
* Manipulate an unattended object adjacent to it
Sustain Minor: If left alone, the squire will run away and cower from you for another day. However, as a minor action you can keep it from hiding and fleeing the battle. You can spend multiple minor actions in a round to have the squire perform multiple tasks.
If Attacked: The Goblin Squire can be attacked. It is considered to be a minion and have defenses equal to 1/2 of your own.

Hidden Hand Tactic (Hobgoblin Captain Attack 20)
You strike an enemy, diverting their attention as your ally swoops in and unleashes a powerful attack from behind.
Daily * Weapon
Standard Action * Melee Weapon
Target:
One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage. As a free action, an ally of yours adjacent to the target can use an encounter melee attack power against the target, hitting it automatically.
Miss: As a free action, an ally of yours adjacent to the target can use an at-will melee attack power against the target, hitting it automatically.

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