Hobgoblin Culture

Culture Traits

 
Common Traits
  • Ability score modifiers:
  • Starting Languages: In addition to the common tongue, characters with this culture know Goblin. Additionally, characters with a high enough intelligence to warrant additional starting languages may choose from the following languages: Dwarvish, Elvish, Gnoll, Orc, and Undercommon
  • Local Knowledge: A character of the Hobgoblin Culture can make knowledge (local) checks untrained so long as the check pertains to Hobgoblin societies or mercenaries. In addition, they always roll such checks with advantage.
 
Simple Traits
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Intermediate Traits
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Advanced Traits
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Trait Descriptions
Authoritative: Characters with this trait gain a +2 racial bonus on Diplomacy and Intimidate checks.   Fearsome: Characters with this racial trait gain a +4 racial bonus on Intimidate checks.   Guerilla Warrior: Some front line fighters in Hobgoblin culture are trained not as skirmishers, but as infiltrators and saboteurs. Characters with this trait gain a +2 cultural bonus to disable device and craft (traps)   Mage Hunter: Hobgoblin culture breeds hate and fear of arcane casters. A magehunter gains a +2 cultural bonus on Spellcraft checks made to identify a spell being cast and a +1 cultural bonus on attack rolls against arcane spellcasters. This bonus only applies against creatures that use spells, and not against those that only use spell-like abilities.
Siege Engineer: Hobgoblin cultures often produce engineers who tinker endlessly with fire, explosives, and the engines of war. Characters with this racial trait gain a +2 cultural bonus on Craft (alchemy) and Knowledge (engineering) checks.   Sneaky: Characters with this trait receive a +4 cultural bonus on Stealth checks.   Taskmaster: Pit bosses in Hobgoblin culture extract the last breath of labor from their charges with a liberal touch of the lash. They are also quite skilled at sniffing out a contraband smuggler or holdouts in their ranks. Hobgoblins with this racial trait gain proficiency with whips and a +2 cultural bonus on combat maneuver checks made to disarm or trip with a whip. In addition they receive a +2 cultural bonus to sense motive   Well Trained: Characters with this trait gain a +2 cultural bonus on saving throws against fear effects and add a +1 cultural bonus to attacks made with weapons designated by the weapon focus feat or class features like the fighter’s weapon training.
 

Favored Class Options

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.

Barbarian: Add +1/6 the number of attacks of opportunity per round. This does not stack with the Combat Reflexes feat.

Bard: 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 bard is treated as having the appropriate Martial or Exotic Weapon Proficiency feat for that weapon.

Druid: Add a +1/2 circumstance bonus on Critical Hit confirmation rolls with one of the druid’s natural weapons (maximum bonus +4). This bonus does not stack with Critical Focus.

Magus: Add a +1/2 circumstance bonus on Critical Hit confirmation rolls when using spellstrike (maximum bonus +4). This bonus does not stack with Critical Focus.

Oracle: Add +1/2 damage to oracle spells that deal negative energy damage, including inflict spells.

Paladin: Add a +1/2 circumstance bonus on Critical Hit confirmation rolls with a weapon of the paladin’s choice (maximum bonus +4). This bonus does not stack with Critical Focus.

Sorcerer: When casting sorcerer spells with the fear descriptor, add +1/3 to the effective caster level of the spell, but only to determine the spell’s duration.

Summoner: Add +1 hit point to the summoner’s eidolon.

Witch: When casting witch spells with the fear descriptor, add +1/3 to the effective caster level of the spell, but only to determine the spell’s duration.

Wizard: When casting wizard spells with the fear descriptor, add +1/3 to the effective caster level of the spell, but only to determine the spell’s duration.  


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