Goblins, Feral Nation (3.5e Race)
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Feral Nation Goblins
Feral Nation Goblins are raised from youth as militants. They are trained to join the vast armies of the Feral Nation. When they come of age, they are sorted into their new tribes, where they take on the roles their assigned tribes.
Although their tribes are nominally simple, each tribe requires many different services. For example, a member of a warrior tribe may be a trained teamster, whose job it is to handle the animal teams. Likewise, a logistical tribe needs guards to protect their wagon trains.
Personality
Feral Nation Goblins have a focus and a cunning that their wild cousins can not match. They are well trained in denying themselves for the good of their tribe. To them, their tribe is more important than they are. Only when food runs short or bitter loss draws close do the forget themselves and revert to goblin infighting.
Physical Description
Feral Nation goblins are normal goblins. They differ only in culture.
Relations
The Feral Nation goblins interact closely with Feral Nation hobgoblins and bugbears. The Feral Nation tribes are of mixed goblinoid races.
Feral nation goblins hire frequently hire themselves out as mercenaries. If you have the money, they will find respect for you. If you do not pay, then the Feral Nation will make you pay.
Alignment
Feral nation goblins tend to be evil.
Lands
The feral nation goblins control a vast number of lands through the Feral Nation.
Religion
Feral Nation goblins worship Samael, Lord of Violence.
Language
- Automatic Languages: Common, Goblin.
- Bonus Languages: Draconic, Elven, Giant, Gnoll, Orc.
Names
Feral Goblin names tell you about the goblin. The first name is always the tribes name, followed occupation within the tribe, which is followed by the goblin's everyday name. For instance, a wagon driver belonging to the Horse Brand clan would be named Horsebrand Driver Ripper. A soldier would be named Flaming-Axe Soldier Redface.
Racial Traits
Feral Goblin characters possess the following racial traits.
- Attribute adjustments by tribe.
- Small size: +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, –4 penalty on grapple checks, lifting and carrying limits 3/4 those of Medium characters.
- A goblin’s base land speed is 30 feet.
- Darkvision out to 60 feet.
- +4 racial bonus on Move Silently and Ride checks.
- Automatic Languages: Common, Goblin. Bonus Languages: Draconic, Elven, Giant, Gnoll, Orc.
- Favored Class: By Tribe.
- Infantry Tribes
These tribes provide the bulk of goblin infantry.
- Cavalry Tribes
These tribes provide the bulk of goblin-wolf cavalry, as well as scouts.
- Logistical Tribes
These tribes supply materials to the armies. They make many war materials. They work extensively with animals and slaves. They maintain any fleets that the Feral Nation may have.
- Administrative Tribes
These tribes manage the holdings of the Feral Nation. They maintain finances, supervise slaves, and shuffle papers. They manage spying, inquisitions, courts, executions, and pay.
- -2 Strength, -2 Dexterity, +2 Charisma, +2 Intelligence
- Favored Class: Rogue
Vital Statistics
Adulthood | Simple | Moderate | Complex |
---|---|---|---|
15 years | +2d6 | +4d6 | +6d6 |
Middle Age1 | Old2 | Venerable3 | Maximum Age | |
---|---|---|---|---|
20 years | 30 years | 40 years | +1d20 * 2 years | |
|
Gender | Base Height | Height Modifier | Base Weight | Weight Modifier |
---|---|---|---|---|
Male | 3' 6" | +1d6 | 120 lb. | 5 × (2d6) lb. |
Female | 3' 0" | +1d6 | 90 lb. | 5 × (2d6) lb. |
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