Half-Goblin, Variant (3.5e Race)

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Half-Goblins

Intro

Children of a human and a DnD variant-type goblin. Rather a rare occurrence, but still happens from time to time. They may stay with the society of their goblin parent or venture out into the world. If they follow the goblin ways, Half-Goblins are accepted into goblin society without much fuss, but they will never achieve a high-ranking position there – they will always be a member of the lower classes. Always. A Half-Goblin who does not follow the goblin ways will not be accepted into goblin society. If they are already living in goblin society for whatever reason (ex: their mother was a goblin or a prisoner of goblins long enough for them to be born) then they will be spurned and possibly abused, though not to the extent of a Half-Drow.

Physical Description and Characteristics

For some reason goblin features almost always win out over human ones in a Half-Goblin’s physical appearance, the one the few exceptions to this rule being hair. Whereas goblins are often bald, Half-Goblins will usually have a full head of hair (which is usually black), though facial hair is extremely rare for some reason. Other than this, they look almost exactly like a regular goblin. They have slimy green skin, sharp pointy teeth, pointed ears, and pupils like those of a cat (though they do not have Dark vision). Their eyes can be any color, though they usually seem to be red, and there has yet to be one with gold, silver, or white eyes. They are fertile, but they rarely get mates outside of goblin communities (as slime is a great deterrent in a relationship). They usually aren’t as ugly as a regular goblin, but they still aren’t particularly pretty. Possible to look upon for lengths of time without inspiring nausea in the observer, Half-Goblins have sharp, angular features, long skinny limbs and fingers, and seemingly huge eyes (though this is mostly due to the thinness of their faces).

Average height and weight for a male is 5’6”, weighing 116 lbs

Average height and weight for a female is 5’5”, weighing 112 lbs

The Skinniness and the Slime

The two key characteristics to Half-Goblin physicality are their build and the slime they produce. Half-Goblins have incredibly thin, almost skeletal, figures, which is actually a healthy weight for a Half-Goblin. This ascribed to a combination of the tendency towards gauntness in regular goblins and extremely fast metabolisms. Due to this, however, a Half-Goblin absolutely must consume almost three times as much as a regular human during meals in order to stay healthy, and they literally have an almost impossible time gaining weight. Most Half-Goblins acquire a Ring of Sustenance at some point in their life in order to deal with this situation.

Through some strange glitch of chromosomal combinations, Half-Goblins secrete slightly more slime than normal goblins do. It’s not enough to be a major problem, but it is an inconvenience. This slime is a light, translucent green in color and a normal, healthy Half-Goblin will secrete enough that they must wear either sandals or shoes with some sort of hole in them (ex: open-toed shoes) or else the slime from their feet and calves will build up enough in the footwear to cause uncomfortable chaffing. The major oddity of Half-Goblin slime, however, is its curative properties. Half-Goblin slime can be used to help speed up the healing process, and Half-Goblins themselves are almost never sick (the exception being magical diseases) and heal slightly faster than an average human or goblin (though the difference is very minor and provides no advantage in combat). This gives Half-Goblins a natural affinity with the healing arts, provided they can convince their patients to let them near them.

Psychological

Half-Goblins who willingly remain part of goblin culture have the same mindset as a normal goblin.

A Half-Goblin who disagrees with goblin culture and has left or who was raised elsewhere has a slightly more troubled personality. They tend to be wary and skittish of other beings, due to the fact that they are almost identical to normal goblins and are often assumed to be goblins.

Relations with other Races

A Half-Goblin who willingly remains part of goblin culture takes the same view towards other races as a normal goblin would.

A Half-Goblin who is not part of regular goblin culture tends to be an outsider. Due to their physical similarities with normal goblins, they meet with a large amount of distrust and hostility. They do not like goblins, but, unlike Half-Drow, it is usually an active disgust towards their goblin kinfolk as opposed to fear that they feel. A Half-Goblin out in the wider world will often denounce their goblin kin entirely, looking towards other races for friendship and moral guides.

Half-Goblins seek companionship, since the races of both of their parents are heavily community-oriented, but at the same time are very wary of other races since most often they are met with fear, hatred, and death-threats. Though it will take a long time for real trust to grow, they aren’t picky about who they’ll be friends with. Make friends with a Half-Goblin and earn their trust (which can take a very long), and you will have a slimy, green, almost insanely loyal friend for the rest of your LIFE. However, there is one group of beings they often truly get along well with, should they overcome the racial boundaries: the Half-Drow who have left the Underdark. Both races understand what it is like to be caught between two worlds without true acceptance from either and often open hostility or distain from both.

Alignment

Varies, depending on where and how the Half-Goblin was raised. A Half-Goblin raised amongst goblins who accepts their common practices and principles will behave pretty much exactly like a regular goblin. A Half-Goblin raised amongst humans or another humanoid race will generally take on their practices and alignment as their own. A Half-Goblin raised who is amongst goblins but does not accept their ways can end up as pretty much any alignment, though many end up as some sort of good, in an effort to distance themselves from their goblin heritage.

Lands

Half-Goblins can pop up anywhere there are goblins and humans. So, basically, anywhere. They have no lands belonging specifically to them, as they have no formal society.

Religion

A Half-Goblin who willingly resides amongst goblins will follow the religious practices of their particular tribe.

A Half-Goblin raised elsewhere will follow the religious practices of the people they were raised amongst or the religious practices associated with their trade of choice.

A Half-Goblin who is raised amongst goblins but does not accept their ways will basically follow the first religious practice that is nice to them, shows them a sign, lets them into the worship area without complaining about the puddle of slime left behind after prayers, etc. (Thus it is just as possible to find a Half-Goblin happily worshiping a Dwarven or Elvish deity as it is to find them worshiping a human deity)

Society

Half-Goblins have no society of their own. They live in the society that they were raised in or the first community that doesn’t chase them out of town.

Language

Half-Goblins speak common and goblin (if they were raised with goblins) or the language of the people they were raised with.

Names

Half-Goblins will take a name from any culture, as long as they like how it sounds.

Racial Traits

  • +2 Dexterity, +4 Charisma. +2 strength
  • Humanoid (Goblinoid)
  • Medium size
  • Half-Goblins' base land speed is 30 feet
  • Low-level light vision
  • Treasure Cunning: +4 Appraise , +4 Search and Craft
  • Warcry: at the cost of one temporary charisma point, they may make an demoralizing Intimidate check with a +4 bonus (free action)
  • Spell-Like Ability: 1/day: arcane mark 6/day: cure light wounds
  • Automatic Languages: Common, Goblin . Bonus Languages: Undercommon, Gnoll, Orc, Dwarven, Halfling, Elvish, and Feline (language of all feline humanoids).
  • Favored Class: Cleric or anything with an emphasis on healing
  • Level Adjustment: 0

Vital Statistics

Table: Half-Goblin Random Starting Ages
Adulthood Simple Moderate Complex
base starting age 14 years +1d4 +1d6 +2d6
Table: Half-Goblin Aging Effects
Middle Age1 Old2 Venerable3 Maximum Age
35 years 50 years 70 years +2d20 years
  1. At middle age, −1 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
  2. At old age, −2 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
  3. At venerable age, −3 to Str, Dex, and Con; +1 to Int, Wis, and Cha.



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