Goblins, Feral Nation (3.5e Race)

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Feral Nation Goblins[edit]

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[edit]

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[edit]

Feral Nation goblins are normal goblins. They differ only in culture.

Relations[edit]

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[edit]

Feral nation goblins tend to be evil.

Lands[edit]

The feral nation goblins control a vast number of lands through the Feral Nation.

Religion[edit]

Feral Nation goblins worship Samael, Lord of Violence.

Language[edit]

  • Automatic Languages: Common, Goblin.
  • Bonus Languages: Draconic, Elven, Giant, Gnoll, Orc.

Names[edit]

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[edit]

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.
  • 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.

Vital Statistics[edit]

Table: Epsy Random Starting Ages
Adulthood Simple Moderate Complex
15 years +2d6 +4d6 +6d6
Table: Epsy Aging Effects
Middle Age1 Old2 Venerable3 Maximum Age
20 years 30 years 40 years +1d20 * 2 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.
Table: Epsy Random Height and Weight
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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