Monster Write-Up: Ortho Hobgoblins

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Charles Phipps's picture
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Monster Write-Up: Ortho Hobgoblins

Hobgoblin, Ortho

Size/Type: Medium Humanoid (Goblinoid)
Hit Dice: 1d8+2 (6 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
Armor Class: 17 (+1 Dex, +5 Chain Mail, +1 Medium Shield shield), touch 11, flat-footed 14
Base Attack/Grapple: +1/+2
Attack: Longsword +2 melee (1d8+1/19-20) or javelin +2 ranged (1d6+1)
Full Attack: Longsword +2 melee (1d8+1/19-20) or javelin +2 ranged (1d6+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: —
Special Qualities: Darkvision 60 ft.
Saves: Fort +4, Ref +1, Will -1
Abilities: Str 13, Dex 13, Con 14, Int 10, Wis 10, Cha 10
Skills: Hide +3, Listen +2, Move Silently +3, Spot +2
Feats: Alertness
Environment: North Thaera
Organization: Small Military Unit (12-100 plus 1 3rd-level sergeant per 20 soldiers and 1 leader of 4th-6th level), Commando Group (10-24 with 1 leader of 3rd-5th level), or in village/city formation (as per humans)
Challenge Rating: ½
Treasure: Standard
Alignment: Usually Lawful Evil (Lawful Neutral)
Advancement: By character class
Level Adjustment: None

Hobgoblins are a interloper race to the planet Ortho. The original Hobgoblin ancestors of the current population of Ortho hail from the Outer Plane of Acheron rather than planet that they now call home. Their planar origins has no practical effect on their physical status but has left them culturally isolated from the rest of Ortho. While they are beloved and accepted allies, the fact that they have refused to convert to the religion of The Lords of Order or disregard their racial pride for a unified world view has left them as a bit of the odd man out on the planet.

Ortho Hobgoblins are much like their kin on other worlds in many respects. They are larger than regular goblins, have hair color that ranges from dark reddish-brown to dark gray. They have dark orange or red-orange skin. Large males have blue or red noses. Hobgoblins’ eyes are yellowish or dark brown, while their teeth are yellow. Their garments tend to be brightly colored, often blood red with black-tinted leather. The exceptions to this are high class members of their ruling class that have taken to wearing blood-red togas. All Hobgoblins are armed from adolescence on up, with even regular citizens carrying a dagger on them at all times.

Ortho Hobgoblins are slightly more intelligent and congenial than regular members of their race. They tend to get along fine with humans and other members of the Harmonium, even if they tend to prefer the company of other members of their race. The only difference between evil and neutral Hobgoblin communities is that the former accent the desire to seek out other civilizations to destroy in the name of Hobgoblin conquest along with ideas of racial purity. Even the most die-hard hobgoblin racists tend to be able to put on a polite facade for the benefit of their non-Hobgoblin associates.

Ortho Hobgoblins are also more technologically advanced than the average example of their species. They employ modernized weaponry of Ortho including bombards, experimental gunpowder weaponry, and modern siege weaponry. Hobgoblins have been shown to be more willing to put dangerous and untested new military weapons into the field than most members of the Harmonium. They have shown an especial fondness for Smokepowder weapons and enjoy the destruction that it brings. Due to their strong warrior tradition, magic has never been especially prevalent amongst their race but it is not absent by any stretch of the imagination.

Hobgoblins speak Ortho Common and their own particular variant of the Goblin tongue. Merchants are almost unknown amongst the race and most Hobgoblins encountered away from home will be Harmonium members or mercenaries. Ortho Hobgoblins also live longer than most of their kin, averaging death around seventy years of age.

Combat

Ortho Hobgoblins are even more talented at tactics and strategy than their regular kinsmen. They are disciplined fighters that prefer to engage a foe only after they've accurately gaged his weaknesses and are sure they can defeat him. Opponents may chase Hobgoblins away, only to find that they are lead into a series of brutal ambushes. When ordered into large scale engagements, Hobgoblins are happy to spend their lives in the service of the state.

Of all Harmonium groups, Hobgoblin commanders are the most likely to dismiss the idea of non-combatants as an impediment to any military action that will bring victory. Hobgoblin commanders are also careful to cover up any war crimes that may occur in the "heat of battle-lust." Racial pride prevents most Hobgoblins from reporting members of their race for any actions taken against non-members of the race. Oddly, this 'honor' is extended to trusted human associates as well.

Individual Hobgoblins who achieve glory are often rewarded lavishly and thus members will seek any opportunity to prove themselves if separated from their group.

Skills

Hobgoblins have a +4 racial bonus on Move Silently checks.
The hobgoblin warrior presented here had the following ability scores before racial adjustments

Str 13, Dex 11, Con 12, Int 10, Wis 10, Cha 10

Hobgoblin Society

Ortho Hobgoblins live a regimented lifestyle with children reared amongst their families until early adolescence. Then they are taken by the state and then educated in Military Academies until adulthood. In addition to the ways of battle; Hobgoblins are also educated in literacy and basic knowledge of the world. Hobgoblin Veterans are sent back to the Academies to learn more advanced studies in order to prepare them as officers or civilian leaders.

A Hobgoblin who survives his first tour of duty, approximately six years, is sent back to their homeland. A Hobgoblin whom has not already had his family arrange a mate for him is provided one by the State. Child-rearing is viewed as a duty of the citizenry and a perfectly viable alternative to active military service. Some Hobgoblins choose to take up military related trades in addition to this duty. A substantial number, perhaps a fifth, choose to sign up for more tours of duty.

Hobgoblins tend to entertain themselves with displays of athletics, hunting, horsemanship, wrestling, and animal fights. The Gladiator Fights that used to be so popular in their homeland have since been outlawed. The fights continue as one of the few Illegal Pastimes that is not harshly punished.

Hobgoblins have a finely developed sense of honor and kinship. Hobgoblin questions of honor are settled in duels that are sanctioned by the State or arbitrated by the Priesthood. Most of these duels are to wound rather than kill. A Hobgoblin father is held responsible for anything that is performed by any child not to the age of majority. Humans are not considered bound by Hobgoblin points of Honor due to the fact that they are considered to be an inherently untrustworthy race, a point that most humans on Ortho resent.

The Ortho Hobgoblin warrior tradition is one that extols taking trophies. Thus, successful Hobgoblin Warriors are known to remove bits and pieces of their greatest kills to decorate their armor. The practice of removing the ears and tongues of enemies has largely died out but is secretly practiced by many pure Hobgoblin groups.

The role of religion in Hobgoblin society is the view of Hextor as the patron deity of Hobgoblins. The current version of the deity is far more honorable and less infernally tied than the Oerth incarnation. However, their version is still a tyrannical and conquest minded deity that extols the total destruction of all enemies. Ancestor worship plays a heavy part in Hobgoblin society with families expected to maintain shrines that send prayers to especially noble members of the bloodline. Worship of the Lords of Order is tolerated but the only sect to gain any ground is a heretical branch of Didairdin priests that continue to revere his role as the God of War.

Ortho Hobgoblin Characters

A Ortho Hobgoblin's Favored Class is Fighter, though all types of Martial Classes are found amongst Ortho's Hobgoblins. Clerics of Hextor are very common and receive great respect amongst the race. Hobgoblin Clerics of other gods are treated with suspicion, if not outright hostility.

The only acceptable alternative to Hextor amongst Hobgoblin Priests are those who worship the Lords of Order. Hobgoblin Wizards and Sorcerers are rare but not discriminated against. All Hobgoblin Rogues are expected to be trained spies and saboteurs of the state with thieves recieving slavery or death as a punishment for their crimes.

Hobgoblin characters possess the following racial traits.

* +2 Dexterity, +2 Constitution.
* -2 penalty to Charisma
* A hobgoblin’s base land speed is 30 feet.
* Darkvision out to 60 feet.
* +4 racial bonus on Move Silently checks.
* Automatic Languages: Ortho Common, Hobgoblin.
* Bonus Languages: Beholder, Dwarven, High Orthese, Kobold, Orcish
* Favored Class: Fighter.
* Level adjustment +0

Charles Phipps's picture
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Monster Write-Up: Ortho Hobgoblins

You think the Hobgoblins should have a separate PC race entry or just stick with this?

How about the Otaki, should they have a MM entry as well as a PC entry?

Armoury99's picture
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Monster Write-Up: Ortho Hobgoblins

Seems like you've got all the bases covered - and this is more information than the PHB gives out, so I wouldn't bother unless you're feeling inspired.

If we decide later that the project could use a specific Character Gen section, then the last bit could easilly be moved there, otherwise I think it will happily sit in whatever "races of Ortho chapter" we end up with.

And nice writeup, btw Smiling

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Monster Write-Up: Ortho Hobgoblins

Quote:
Ortho Hobgoblins are slightly more intelligent and congenial than regular members of their race.

That should probably read "Orthoran hobgoblins are slightly wiser and more congenial than standard members of their race."

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Monster Write-Up: Ortho Hobgoblins

The stats for a Hobgoblin are great... for an NPC, but are monstrously underpowered for a PC. I'd suggest getting rid of the Level Adjustment and Racial hit die. After that, we may want to remove either the +2 Dex or +2 Con for balance reasons, but it should be solid. Alternatively, we can keep both the CON and DEX bonuses but add a penalty of some sort (CHA? WIS?) to balance it out. That would put it on about the same level as a dwarf or lesser Aasimar and only slightly above humans.

Personally I suggest keeping everything else the same and just dropping the LA, the HD, and the DEX bonus, which would make Hobbos just slightly worse than humans.

Charles Phipps's picture
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Monster Write-Up: Ortho Hobgoblins

'Duckluck' wrote:
The stats for a Hobgoblin are great... for an NPC, but are monstrously underpowered for a PC. I'd suggest getting rid of the Level Adjustment and Racial hit die. After that, we may want to remove either the +2 Dex or +2 Con for balance reasons, but it should be solid. Alternatively, we can keep both the CON and DEX bonuses but add a penalty of some sort (CHA? WIS?) to balance it out. That would put it on about the same level as a dwarf or lesser Aasimar and only slightly above humans.

Personally I suggest keeping everything else the same and just dropping the LA, the HD, and the DEX bonus, which would make Hobbos just slightly worse than humans.

FYI- These aren't Racial stats I made up, these are the official D20 stats for Hobgoblins with a change in armor. That includes the Level Adjustment for PCs and racial abilities.

We could definitely alter them as "Ortho" Hobgoblins but this is the stuff that WOTC put out.

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Monster Write-Up: Ortho Hobgoblins

I know. I am quite familiar with WotC's policy of making monster races unplayable. Really, the first thing we should do if we want to make monster races into PC races is rebalance them.

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Monster Write-Up: Ortho Hobgoblins

'Duckluck' wrote:
I know. I am quite familiar with WotC's policy of making monster races unplayable. Really, the first thing we should do if we want to make monster races into PC races is rebalance them.

Well I'll change it, but I'm inclined to keep most of those abilities and remove the Level Imbalance, The Racial Hit Dice, and a -1 penalty to Charisma along with Wisdom.

weishan's picture
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Monster Write-Up: Ortho Hobgoblins

Just noting, but hobgoblins can already trade the 1 racial HD for thier first HD in a PC or NPC class (as with most other 1 HD creatures).

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Monster Write-Up: Ortho Hobgoblins

'Charles Phipps' wrote:
Well I'll change it, but I'm inclined to keep most of those abilities and remove the Level Imbalance, The Racial Hit Dice, and a -1 penalty to Charisma along with Wisdom.

The D20 system doesn't use odd numbered attribute penalties because if you roll stats a -1 would either make absolutely no difference (such as if you roll an 11) or would hurt as much as a -2 (such as if you roll a 10). This makes character creation way more wonky and abusable than it needs to be. I'd just give them a -2 to Wisdom, personally.

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Monster Write-Up: Ortho Hobgoblins

'Duckluck' wrote:

The D20 system doesn't use odd numbered attribute penalties because if you roll stats a -1 would either make absolutely no difference (such as if you roll an 11) or would hurt as much as a -2 (such as if you roll a 10). This makes character creation way more wonky and abusable than it needs to be. I'd just give them a -2 to Wisdom, personally.

Except, that makes no sense from a design perspective that the Hobgoblins would have such a severe penalty. They might have a mild wisdom penalty but a -2 seems far too severe. The fact that Clerics and Paladins play such a high role in the group would be seriously injured by this.

I'd rather give them a -2 Charisma instead of a Wisdom penalty of that height. Personally, I think the -1 penalties are enough.

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Monster Write-Up: Ortho Hobgoblins

Allow me to explain. The D20 system never gives -1s to abilities because it's design poison. The reason is simple. Ability modifiers only change on even numbers.

Say you want to play a fighter and you roll stats and get a nice spread of, let's say, 17, 14, 13, 12, 12, 9 (there are always two 12s don't ask me why). Using your version of the penalties what you would do is put the 13 and 9 in Cha and Wis where they become 12 and 8 (which one sucks is up to the player, but fighters don't really need either). Then you put the 14 and one of the 12s in Con and Dex pushing them up to 16 and 14. This puts your net ability modifier up to +8. By contrast, the highest net ability modifier you could get with a +2 +2 -2 setup would be +7 and the highest a human could get would be +6.

Since the -1 penalty does nothing to change a canny player's ability modifiers and the modifier is the only part of an ability score that matters, your setup would essentially give them a bonus to two abilities with only a negligible drawback. That's another hit point each level, +1 to Fortitude and Reflex saves, +1 to initiative, +1 to attack with ranged weapons (and melee with Weapon Finess), +1 to all skills that use Dex or Con, and +1 to AC. I don't care what bonus feat a human picks, it is not going to top that. To top it off, Dex and Con are important to all classes while Cha and Wis only really matter to some casters. Even then, the -1 only hurts if they rolled an even number on their highest stat. Plus since no casting class (besides the poor Favored Soul) requires you to have high Cha and Wis, it still doesn't hurt any more than a +2 +2 -2 would.

The only time a +2 +2 -1 -1 spread would be worse than a +2 +2 -2 would be in the unlikely event that the starting player rolled all even numbers. I think there's something like a one in twelve chance of that happening (don't quote me on that) and it would mean that no matter how the player arranged their ability scores they wouldn't be able to get a positive Wis or Cha score and they would have the same net ability modifier as a human (without the bonus feat). This would still make them better than half-orcs though.

OK, if that doesn't explain why -1s are a bad idea nothing will.

Charles Phipps's picture
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Monster Write-Up: Ortho Hobgoblins

fine, there's a -2 penalty to charisma.

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Monster Write-Up: Ortho Hobgoblins

I'm not sure that's going to cut it. Charisma is the most commonly taken dump stat and most classes don't actually need it for anything. In the PHB, for instance, there are only four classes that care about Charisma: Rogue, Paladin, Bard, and Sorceror. Of those, only Bard and Sorceror can't do without it. Besides that, the only effect Charisma has on a character is his or her skills. In the long run, having a slightly worse Diplomacy or Use Magic Device check isn't going to make a jot of difference -- unless you're a rogue who depends on those skills.

This brings me to the other problem with giving them a Cha penalty. Hobgoblins are supposed to make good rogues, right? That's why they have the Dex and Hide bonuses. So why are we making Hobgoblins harder for Rogues to play while keeping them the same for everyone else?

Besides that, the whole "monsters have low charisma" thing has been overdone to the point of being a D&D cliche. Your write-up states that they have no problem dealing with other races so a Cha penalty seems out of place. I'd suggest changing it to a Wis penalty for several reasons:
* Wisdom determines Will saves which all classes care about.
* Having a Wisdom penalty would force their clerics to have a more martial bent, which seems appropriate (it's amazing what a cleric with 16 or even 14 Wisdom can do).
* It emphasizes that Hobgoblins as a race are sly and manipulative but also imperceptive and not always good decision makers.
* Rogues don't need Wisdom so it makes them be one of the better hobgoblin classes again.
* Most monster races have a Charisma penalty that's lamely explained by them being brutish and ugly (even though Charisma is a mental stat that has nothing to do with appearance). A monster race that has plenty of charisma but poor planning skills is way more interesting.

So, uh, yeah. Make it a Wisdom penalty not a Charisma penalty.

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Monster Write-Up: Ortho Hobgoblins

Hobgoblins do not have racial hit dice. They have 1d8 in the MM entry because the sample hobgoblin is a 1st-level warrior (just like the elf, or the tiefling).

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