Bugans
Bugans are halflings with significant goblin blood, but raised in the halfling and bugan communities of the Krond Heights river valleys. Though their reactions are a touch slower than a standard halfling, they have better (and bigger) ears and noses, and large eyes that drink up light on dark nights. In their own communities, bugans have relatively few social problems, and are treated as any other halfling might be; outside of the Krond Heights, bugans whose goblin blood is revealed find most races react to them more negatively.
Bugans at a Glance
Ability adjustments
-3 Strength
-1 Wisdom
+2 Dexterity
+1 Constitution
-2 Looks
-1 Charisma
Bugan Pros:
One free purchase of Hiding, Sneaking, and Listening
Harder to hit: +4 to defense
Hiding in Natural Surroundings
Low Light Vision
+10% to Observation when scent is involved.
Bugan Cons:
Size small for HP and Knock-backs.
Short stature means they move at ½ the speed of humans.
-1 foot reach with weapons
Native Goblin Language (must purchase others).
Preferential Talent Access:
May purchase the following talents at 50% BP cost:
*Blind-fighting, Pain Tolerant, Poison Resistant, Tough as Nails, Crack Shot, Greased Lightning (for slings only)
Fighter 30
Ranger 35
Barbarian 40
Thief 25
Rogue 50
Assassin 45
Mage 75
Fighter/Mage 55
Fighter/Thief 25
Mage/Thief 50
Cleric 40
****
Fieri
Fieri are the offspring of goblins and humans. Many are the product of human slaves being abused by their goblin masters, but others are second or third generation fieri, the offspring of fieri and fieri, fieri and humans, or fieri and goblins. The precise line between “fieri”, “human”, and “goblin” is a difficult one to draw, however.
Fieri are shorter than humans, wiry and tough. Unlike goblins, they function just fine by day, though they lack some of their humanoid forebear’s acuteness of nightvision. They usually suffer from miseducation, poor impulse control, and a decidedly goblin cast to their features and outlook.
Human-raised fieri refer to those raised in human cultures, such as the Bylenjy of the Shadesh West (a Dejy group who frequently interact with goblins), or raised alongside humans in human-dominated areas (a fieri raised by fieri in the slums of Bet Kalamar, for example). Goblin-reared fieri are almost always slaves of the goblins who raised them, with a rare few breaking free, either to independence or to take their place among the goblins.
Half-goblins (Fieri) at a Glance
Ability adjustments
-1 Strength
-1 Intelligence
-1 Wisdom
+1 Dexterity
+1 Constitution
-2 Looks
-1 Charisma
Human Reared Fieri Pros
*Size medium for HP (i.e. 10 hp + Constitution + class roll); though not tall or broad, they have remarkable toughness
*Low light vision
*One free purchase of the Listening skill
*+10% to Observation when scent is involved
*Native Human Language
*Passing: Human-raised fieri might pass for human; based on their Looks after Step 5 of character creation, they have a 7% chance per point of Looks to pass as human in most circumstances. Subsequent changes to Looks (due to quirks and flaws, effects of criticals, or points spent to increase Looks at level up) do not affect this chance. It is rolled only once. If able to pass for human, they may do so with an Unskilled Disguise check.
Human Reared Fieri Cons
*Fieri who cannot or will not pass for human have a terrible reputation; see the table below for their racial reaction adjustments. “Passing” fieri who are discovered must immediately reroll encounter reactions with this penalty.
*Size small for knock-backs. While they are as fleet of foot as humans, and just as tough, they’re still relatively slight of build, and so are treated as small creatures for the purposes of knock-backs
Goblin-Reared Fieri Pros
*Size medium for HP (i.e. 10 hp + Constitution + class roll); though not tall or broad, they have remarkable toughness
*Low light vision
*One free purchase of the Listening skill
*+10% to Observation when scent is involved
*Laborer Proficiency
*Passing: Goblin-raised fieri might pass for human; based on their Looks after Step 5 of character creation, they have a 5% chance per point of Looks to pass as human in most circumstances. Subsequent changes to Looks (due to quirks and flaws, effects of criticals, or points spent to increase Looks at level up) do not affect this chance. It is rolled only once. If able to pass for human, they may do so with an Unskilled Disguise check.
Goblin Reared Fieri Cons
*Character’s native language is Goblin; they will need to purchase additional languages.
*Fieri who cannot or will not pass for human have a terrible reputation; see the table below for their racial reaction adjustments. “Passing” fieri who are discovered must immediately reroll encounter reactions with this penalty.
*Size small for knock-backs. While they are as fleet of foot as humans, and just as tough, they’re still relatively slight of build, and so are treated as small creatures for the purposes of knock-backs
Preferential Talent Access:
May purchase the following talents at 50% BP cost:
*Blind-fighting, Pain Tolerant, Poison Resistant, Tough as Nails
Special Note: Goblin-reared fieri with the Animal Antipathy Flaw for Canines gain an additional 10 BP; having wargs and wolves hate you in goblin society will either kill you quickly or build character.
Class Costs (regardless of upbringing)
Fighter: 25
Ranger: 50
Barbarian: 40
Thief: 25
Rogue: 35
Assassin: 25
Mage: 45
Fighter/Mage: 35
Fighter/Thief : 25
Mage/Thief: 30
Cleric: 30
Sorcerer: 40
Illusionist: 50
Shaman: 30
Reaction tables:
Reaction from:
Dwarf: Hate
Elf: Disdain
Gnome: Hate
Gnome Titan: Hate
Grel: Disdain
Half-elf: Disdain
Half-Hobgoblin: Disdain
Half-orc: Disdain
Halfling: Hate
Human: Disdain
Pixie-faerie: Fear
Fieri: Prefer
Reaction Towards:
Dwarf: Disdain
Elf: Disdain
Gnome: Hate
Gnome Titan: Hate
Grel: Disdain
Half-elf: Dislike
Half-Hobgoblin: Tolerate
Half-orc: Tolerate
Halfling: Disdain
Human: Like
Pixie-faerie: Hate
Fieri: Prefer
***
Ragged Dwarves (Dwerro)
-1 Strength
-1 Intelligence
-1 Wisdom
+1 Dexterity
+1 Constitution
-2 Looks
-1 Charisma
Human Reared Fieri Pros
*Size medium for HP (i.e. 10 hp + Constitution + class roll); though not tall or broad, they have remarkable toughness
*Low light vision
*One free purchase of the Listening skill
*+10% to Observation when scent is involved
*Native Human Language
*Passing: Human-raised fieri might pass for human; based on their Looks after Step 5 of character creation, they have a 7% chance per point of Looks to pass as human in most circumstances. Subsequent changes to Looks (due to quirks and flaws, effects of criticals, or points spent to increase Looks at level up) do not affect this chance. It is rolled only once. If able to pass for human, they may do so with an Unskilled Disguise check.
Human Reared Fieri Cons
*Fieri who cannot or will not pass for human have a terrible reputation; see the table below for their racial reaction adjustments. “Passing” fieri who are discovered must immediately reroll encounter reactions with this penalty.
*Size small for knock-backs. While they are as fleet of foot as humans, and just as tough, they’re still relatively slight of build, and so are treated as small creatures for the purposes of knock-backs
Goblin-Reared Fieri Pros
*Size medium for HP (i.e. 10 hp + Constitution + class roll); though not tall or broad, they have remarkable toughness
*Low light vision
*One free purchase of the Listening skill
*+10% to Observation when scent is involved
*Laborer Proficiency
*Passing: Goblin-raised fieri might pass for human; based on their Looks after Step 5 of character creation, they have a 5% chance per point of Looks to pass as human in most circumstances. Subsequent changes to Looks (due to quirks and flaws, effects of criticals, or points spent to increase Looks at level up) do not affect this chance. It is rolled only once. If able to pass for human, they may do so with an Unskilled Disguise check.
Goblin Reared Fieri Cons
*Character’s native language is Goblin; they will need to purchase additional languages.
*Fieri who cannot or will not pass for human have a terrible reputation; see the table below for their racial reaction adjustments. “Passing” fieri who are discovered must immediately reroll encounter reactions with this penalty.
*Size small for knock-backs. While they are as fleet of foot as humans, and just as tough, they’re still relatively slight of build, and so are treated as small creatures for the purposes of knock-backs
Preferential Talent Access:
May purchase the following talents at 50% BP cost:
*Blind-fighting, Pain Tolerant, Poison Resistant, Tough as Nails
Special Note: Goblin-reared fieri with the Animal Antipathy Flaw for Canines gain an additional 10 BP; having wargs and wolves hate you in goblin society will either kill you quickly or build character.
Class Costs (regardless of upbringing)
Fighter: 25
Ranger: 50
Barbarian: 40
Thief: 25
Rogue: 35
Assassin: 25
Mage: 45
Fighter/Mage: 35
Fighter/Thief : 25
Mage/Thief: 30
Cleric: 30
Sorcerer: 40
Illusionist: 50
Shaman: 30
Reaction tables:
Reaction from:
Dwarf: Hate
Elf: Disdain
Gnome: Hate
Gnome Titan: Hate
Grel: Disdain
Half-elf: Disdain
Half-Hobgoblin: Disdain
Half-orc: Disdain
Halfling: Hate
Human: Disdain
Pixie-faerie: Fear
Fieri: Prefer
Reaction Towards:
Dwarf: Disdain
Elf: Disdain
Gnome: Hate
Gnome Titan: Hate
Grel: Disdain
Half-elf: Dislike
Half-Hobgoblin: Tolerate
Half-orc: Tolerate
Halfling: Disdain
Human: Like
Pixie-faerie: Hate
Fieri: Prefer
***
Ragged Dwarves (Dwerro)
Ragged Dwarves at a Glance
Wisdom +1
Dexterity +1
Constitution +2
Looks -3
Charisma -2
Ragged Dwarf Pros
*Size Medium for HP (i.e. 10 HP + Constitution + Class Roll)
*Extreme Low Light Vision
*Magic Resistance: Ragged Dwarves receive +1 on saving throws v. magic for every 4 points of Constitution (not 3, as with standard dwarves)
*Poison Resistance: Ragged Dwarves receive +1 on saving throws v. poison for every 3 points of Constitution (as standard dwarves)
*Ragged dwarves receive a +2 to attack and damage rolls against goblins.
*One free purchase of Mining; further purchases of Mining receive +2 on the Mastery die, in addition to any attribute bonuses.
*Free Laborer and Maintenance/Upkeep proficiencies
*May make 1 purchase of Sorcery at 10 BP, if they have Supernatural Affinity. Subsequent purchases are made at full cost.
Ragged Dwarf Cons
*Due to their short stature, they move at half the movement rate of humans.
*Due to their slight stature, they do not receive the dwarven defense against Knockbacks.
*Due to their life underground, they do not receive the dwarven bonus to defense against giants.
*Due to their magical dabblings, they receive a lesser bonus against magic than other dwarves.
*Poor reach (effective reach is -1 foot).
*Native language is Goblin (must learn additional languages; mutual intelligibility with Dwarven means they have atrocious, mushy, accents in that language, while their Goblin is characterized as “hard” and “unnaturally crisp”)
*When transitioning from Extreme Low Light vision to normal vision, will suffer a period of blindness for 2d4p seconds, during which time they will be -4 to attack and -2 to defense, with a 15% penalty on skills that involve sight.
Preferential Talent Access
*May purchase the following talents at the parenthetical cost:
-Attack Bonus, Damage Bonus, Parry Bonus, Swiftblade (5 BP each, with daggers and knives only), Blindfighting (30), Less Sleep (12), Supernatural Affinity (15).
Class Costs:
Fighter 50
Ranger n/a
Barbarian n/a
Thief 30
Rogue 40
Assassin 25
Mage 40
Fighter/Mage 45
Fighter/Thief40
Mage/Thief 35
Cleric 40
When rolling for height and weight of dwerro, use the height charts for dwarves, but BMI charts for grel.
***
[1] Long absence from the sun means that dwerro cycles really cannot be counted in “day” or “night”; they work until they are beyond tired, and wake when forced to. Like their dwarven cousins, they will frequently post a guard, most often those on other duty shifts.
****
Goblins
Goblins at a Glance
Strength -3
Intelligence -1
Wisdom -3
Dexterity +2
Consititution +2
Looks -4
Charisma -2
Goblin Pros:
*One Free Purchase of the Mining Skill
*One Free Purchase of the Torture Skill
*One Free Purchase of the Listening skill
*Extreme Low-light vision; Twice the range of normal vision
*+10% on Observation when smell is involved
*Goblins enjoy reduced-cost access to several skills. Each of the following skills requires 1 less BP for the first purchase: Animal Empathy, Animal Training (wolves), Hiding, Religion, Riding (canines), Sneaking, and Survival. Subsequent purchases gain no reduction in cost.
Goblin Cons:
*Poor Reach (effective weapon reach is -1 foot)
*Due to their stature, goblins move at only half the rate of humans
*Light Blindness: -2 to attack and defense in full sunlight, -1 to attack at dawn, dusk, or when overcast, no penalty under storm clouds or by starlight.
*Size small with regard to HPs (i.e. 5 hp + CON + class roll)
*Size small for knock backs
Preferential Talent Access:
May purchase the following talents at 50% BP cost:
*Blind-fighting, Pain Tolerant, Poison Resistant, Tough as Nails
Special Note: Goblins with the Animal Antipathy Flaw for Canines gain an additional 10 BP; having wargs and wolves hate you in goblin society is will either kill you quickly or build character.
Fighter 25
Ranger n/a
Barbarian 40
Thief 25
Rogue 55
Assassin 30
Mage 70
Fighter/Mage 50
Fighter/Thief 25
Mage/Thief 50
Cleric 35
******
Hobgoblins
Hobgoblins at a Glance
Strength +2
Intelligence -1
Dexterity +2
Consititution +1
Looks -2
Hobgoblin Pros:
*One Free Purchase of the Mining Skill
*One Free Purchase of the Listening skill
*Low-light vision
*Free Laborer Proficiency
Hobgoblin Cons:
*Character’s native language is Hobgoblin - Kargi or Krangi as appropriate (must purchase any additional languages)
Preferential Talent Access:
May purchase the following talents and proficiencies at 50% BP cost:
*Fast Healer, Poison Resistant, Tough as Nails, Pain Tolerant, Resolute, Tough Hide, Armor Proficiencies, Shield Proficiency
Fighter 20
Ranger n/a
Barbarian 40
Thief 50
Rogue 50
Assassin 35
Mage 75
Fighter/Mage 50
Fighter/Thief 35
Mage/Thief 65
Cleric 50
Wisdom +1
Dexterity +1
Constitution +2
Looks -3
Charisma -2
Ragged Dwarf Pros
*Size Medium for HP (i.e. 10 HP + Constitution + Class Roll)
*Extreme Low Light Vision
*Magic Resistance: Ragged Dwarves receive +1 on saving throws v. magic for every 4 points of Constitution (not 3, as with standard dwarves)
*Poison Resistance: Ragged Dwarves receive +1 on saving throws v. poison for every 3 points of Constitution (as standard dwarves)
*Ragged dwarves receive a +2 to attack and damage rolls against goblins.
*One free purchase of Mining; further purchases of Mining receive +2 on the Mastery die, in addition to any attribute bonuses.
*Free Laborer and Maintenance/Upkeep proficiencies
*May make 1 purchase of Sorcery at 10 BP, if they have Supernatural Affinity. Subsequent purchases are made at full cost.
Ragged Dwarf Cons
*Due to their short stature, they move at half the movement rate of humans.
*Due to their slight stature, they do not receive the dwarven defense against Knockbacks.
*Due to their life underground, they do not receive the dwarven bonus to defense against giants.
*Due to their magical dabblings, they receive a lesser bonus against magic than other dwarves.
*Poor reach (effective reach is -1 foot).
*Native language is Goblin (must learn additional languages; mutual intelligibility with Dwarven means they have atrocious, mushy, accents in that language, while their Goblin is characterized as “hard” and “unnaturally crisp”)
*When transitioning from Extreme Low Light vision to normal vision, will suffer a period of blindness for 2d4p seconds, during which time they will be -4 to attack and -2 to defense, with a 15% penalty on skills that involve sight.
Preferential Talent Access
*May purchase the following talents at the parenthetical cost:
-Attack Bonus, Damage Bonus, Parry Bonus, Swiftblade (5 BP each, with daggers and knives only), Blindfighting (30), Less Sleep (12), Supernatural Affinity (15).
Class Costs:
Fighter 50
Ranger n/a
Barbarian n/a
Thief 30
Rogue 40
Assassin 25
Mage 40
Fighter/Mage 45
Fighter/Thief40
Mage/Thief 35
Cleric 40
When rolling for height and weight of dwerro, use the height charts for dwarves, but BMI charts for grel.
***
[1] Long absence from the sun means that dwerro cycles really cannot be counted in “day” or “night”; they work until they are beyond tired, and wake when forced to. Like their dwarven cousins, they will frequently post a guard, most often those on other duty shifts.
****
Goblins
Goblins at a Glance
Strength -3
Intelligence -1
Wisdom -3
Dexterity +2
Consititution +2
Looks -4
Charisma -2
Goblin Pros:
*One Free Purchase of the Mining Skill
*One Free Purchase of the Torture Skill
*One Free Purchase of the Listening skill
*Extreme Low-light vision; Twice the range of normal vision
*+10% on Observation when smell is involved
*Goblins enjoy reduced-cost access to several skills. Each of the following skills requires 1 less BP for the first purchase: Animal Empathy, Animal Training (wolves), Hiding, Religion, Riding (canines), Sneaking, and Survival. Subsequent purchases gain no reduction in cost.
Goblin Cons:
*Poor Reach (effective weapon reach is -1 foot)
*Due to their stature, goblins move at only half the rate of humans
*Light Blindness: -2 to attack and defense in full sunlight, -1 to attack at dawn, dusk, or when overcast, no penalty under storm clouds or by starlight.
*Size small with regard to HPs (i.e. 5 hp + CON + class roll)
*Size small for knock backs
Preferential Talent Access:
May purchase the following talents at 50% BP cost:
*Blind-fighting, Pain Tolerant, Poison Resistant, Tough as Nails
Special Note: Goblins with the Animal Antipathy Flaw for Canines gain an additional 10 BP; having wargs and wolves hate you in goblin society is will either kill you quickly or build character.
Fighter 25
Ranger n/a
Barbarian 40
Thief 25
Rogue 55
Assassin 30
Mage 70
Fighter/Mage 50
Fighter/Thief 25
Mage/Thief 50
Cleric 35
******
Hobgoblins
Hobgoblins at a Glance
Strength +2
Intelligence -1
Dexterity +2
Consititution +1
Looks -2
Hobgoblin Pros:
*One Free Purchase of the Mining Skill
*One Free Purchase of the Listening skill
*Low-light vision
*Free Laborer Proficiency
Hobgoblin Cons:
*Character’s native language is Hobgoblin - Kargi or Krangi as appropriate (must purchase any additional languages)
Preferential Talent Access:
May purchase the following talents and proficiencies at 50% BP cost:
*Fast Healer, Poison Resistant, Tough as Nails, Pain Tolerant, Resolute, Tough Hide, Armor Proficiencies, Shield Proficiency
Fighter 20
Ranger n/a
Barbarian 40
Thief 50
Rogue 50
Assassin 35
Mage 75
Fighter/Mage 50
Fighter/Thief 35
Mage/Thief 65
Cleric 50
****
Revisted Sil-Karg
Half-Hobgoblins (Sil-Karg) at a Glance
Ability adjustments
+1 Strength
+1 Dexterity
-2 Looks
Human Reared Sil-Karg Pros
*Size medium for HP (i.e. 10 hp + Constitution + class roll)
*Low light vision
*One free purchase of the Listening skill
*Native Human Language
*Laborer proficiency
*Passing: Human-raised sil-karg might pass for human; based on their Looks after Step 5 of character creation, they have a 7% chance per point of Looks to pass as human in most circumstances. Subsequent changes to Looks (due to quirks and flaws, effects of criticals, or points spent to increase Looks at level up) do not affect this chance. It is rolled only once. If able to pass for human, they may do so with an Unskilled Disguise check.
Human Reared Sil-Karg Cons
*Sil-karg who cannot or will not pass for human have a terrible reputation. They receive a -8 reaction penalty from dwarves and gnome titans, a -10 reaction from pixie-faeries, and a -4 from almost everyone else (these are the penalties from Racial Preferences, as laid out in the PH and GMG). Only Grel and other sil-karg do not intensely dislike them. “Passing” sil-karg who are discovered must immediately reroll encounter reactions with this penalty.
Hobgoblin Reared Sil-Karg Pros
*Size medium for HP (i.e. 10 hp + Constitution + class roll)
*low light vision
*One free purchase of the Listening skill
*One free purchase of the Mining skill
*Laborer proficiency
*Hobgoblin-raised sil-karg might pass for human; based on their Looks after Step 5 of character creation, they have a 5% chance per point of Looks to pass as human in most circumstances. Subsequent changes to Looks (due to quirks and flaws, effects of criticals, or points spent to increase Looks at level up) do not affect this chance. It is rolled only once. If able to pass for human, they may do so with an Unskilled Disguise check.
Revisted Sil-Karg
Half-Hobgoblins (Sil-Karg) at a Glance
Ability adjustments
+1 Strength
+1 Dexterity
-2 Looks
Human Reared Sil-Karg Pros
*Size medium for HP (i.e. 10 hp + Constitution + class roll)
*Low light vision
*One free purchase of the Listening skill
*Native Human Language
*Laborer proficiency
*Passing: Human-raised sil-karg might pass for human; based on their Looks after Step 5 of character creation, they have a 7% chance per point of Looks to pass as human in most circumstances. Subsequent changes to Looks (due to quirks and flaws, effects of criticals, or points spent to increase Looks at level up) do not affect this chance. It is rolled only once. If able to pass for human, they may do so with an Unskilled Disguise check.
Human Reared Sil-Karg Cons
*Sil-karg who cannot or will not pass for human have a terrible reputation. They receive a -8 reaction penalty from dwarves and gnome titans, a -10 reaction from pixie-faeries, and a -4 from almost everyone else (these are the penalties from Racial Preferences, as laid out in the PH and GMG). Only Grel and other sil-karg do not intensely dislike them. “Passing” sil-karg who are discovered must immediately reroll encounter reactions with this penalty.
Hobgoblin Reared Sil-Karg Pros
*Size medium for HP (i.e. 10 hp + Constitution + class roll)
*low light vision
*One free purchase of the Listening skill
*One free purchase of the Mining skill
*Laborer proficiency
*Hobgoblin-raised sil-karg might pass for human; based on their Looks after Step 5 of character creation, they have a 5% chance per point of Looks to pass as human in most circumstances. Subsequent changes to Looks (due to quirks and flaws, effects of criticals, or points spent to increase Looks at level up) do not affect this chance. It is rolled only once. If able to pass for human, they may do so with an Unskilled Disguise check.
Hobgoblin Reared Sil-Karg Cons
*Character’s native language is Hobgoblin - Kargi or Krangi as appropriate (must purchase any additional languages)
*Sil-karg who cannot or will not pass for human have a terrible reputation. They receive a -8 reaction penalty from dwarves and gnome titans, a -10 reaction from pixie-faeries, and a -4 from almost everyone else (these are the penalties from Racial Preferences, as laid out in the PH and GMG). Only Grel and other sil-karg do not intensely dislike them. “Passing” sil-karg who are discovered must immediately reroll encounter reactions with this penalty.
Preferential talent access
May purchase the following Talents at 50% BP cost
Fast Healer, Pain Tolerant, Poison Resistant, Resolute, Tough as Nails, Tough Hide
Class Costs (regardless of upbringing)
Fighter: 20
Assassin: 35
Fighter/Thief: 35
Barbarian: 40
Cleric: 50
Fighter/Mage: 50
Ranger: 50
Rogue: 50
Thief: 50
Mage/Thief: 65
Mage: 75
****
Bugbears
Bugbears at a Glance
Strength +6
Intelligence -1
Wisdom -1
Dexterity +5
Constitution +6
Looks -4
Charisma -2
Pros
*Size Large; 15 pt hit point kicker, 20 point knock-back, able to use many large weapons (except bows and polearms) in one hand.
*Claws do 2d4p damage (can use on near-perfect defense)
*Unarmored DR of 3
*Initiative Die 1 less than normal
*Free Purchases: Hiding, Listening, Sneaking, Observation
*Low-light vision
Cons
*Horrible racial reaction tables; most player character races Hate them, with gnomes, halflings, and pixie-fairies fearing them. Half-orcs and sil-karg generally merely dislike them. Even among other humanoids, feelings towards bugbears seldom rise above Dislike; they may be used, but they’re not considered allies. Even other bugbears merely Tolerate other bugbears from outside their own clan.
*Large Size: Goods and services are 5-8 times more expensive than for medium and small creatures, including, especially, food. Bugbears must consume twice the rations of medium humans, and twice the water. Seldom able to find armor that fits, resulting in piecemeal armor (which usually has the DR of its worst component, and the other penalties of its most restrictive).
Sidebar: Living La Vida Grande
Bugbears are unlike most other PC races; they are taller than most humans (averaging about 6’6”), and can weigh over 350 pounds. Despite this, their attributes are capped as with other PCs; they can have no more than 20/00 Strength, nor 22/00 Constitution. Any adjustment above these numbers will instead place them at these numbers.
Due to their size, however, their carrying capacity is twice that of a human of the same strength, and their reach with human-sized weapons is 1’ greater than normal, and they may use many large weapons in one hand (anything with a reach of 6’ or less, or bows, which require 2 hands by their design, not necessarily because of their size). Unlike grevans, they are unlikely to have huge-sized weapons; at the lower end of Large, they cannot use truly huge weapons, despite their strength, and are disinclined to make any for their own use. More improvised Huge-sized weapons (such as massive clubs), suited to bugbear hands, see their reach increased by 1 foot per size they are increased, and their die size increased by 1, or add a die if the die size is already d12; a bugbear-sized club is a large weapon doing 2d6p damage, with a reach of 3.5’ feet. Conversely, they find small weapons difficult to use, unless they are meant to be thrown; human-sized weapons with 1 foot of reach or less inflict a -2 penalty to strike and defense; they are akin to trying to fight with a pen knife one keeps on a keychain.
Bugbears consider human-sized shields as one size lower than they are; a buckler is nothing, a small shield is a buckler, a medium shield is a small shield, etc.
Classes:
Fighter: 40
Ranger: 60
Barbarian: 40
Thief: 35
Rogue: 70
Assassin: 30
Mage: 75
Fighter/Mage: 55
Fighter/Thief: 35
Thief/Mage: 55
Cleric: 70
****
Vermus
*Character’s native language is Hobgoblin - Kargi or Krangi as appropriate (must purchase any additional languages)
*Sil-karg who cannot or will not pass for human have a terrible reputation. They receive a -8 reaction penalty from dwarves and gnome titans, a -10 reaction from pixie-faeries, and a -4 from almost everyone else (these are the penalties from Racial Preferences, as laid out in the PH and GMG). Only Grel and other sil-karg do not intensely dislike them. “Passing” sil-karg who are discovered must immediately reroll encounter reactions with this penalty.
Preferential talent access
May purchase the following Talents at 50% BP cost
Fast Healer, Pain Tolerant, Poison Resistant, Resolute, Tough as Nails, Tough Hide
Class Costs (regardless of upbringing)
Fighter: 20
Assassin: 35
Fighter/Thief: 35
Barbarian: 40
Cleric: 50
Fighter/Mage: 50
Ranger: 50
Rogue: 50
Thief: 50
Mage/Thief: 65
Mage: 75
****
Bugbears
Bugbears at a Glance
Strength +6
Intelligence -1
Wisdom -1
Dexterity +5
Constitution +6
Looks -4
Charisma -2
Pros
*Size Large; 15 pt hit point kicker, 20 point knock-back, able to use many large weapons (except bows and polearms) in one hand.
*Claws do 2d4p damage (can use on near-perfect defense)
*Unarmored DR of 3
*Initiative Die 1 less than normal
*Free Purchases: Hiding, Listening, Sneaking, Observation
*Low-light vision
Cons
*Horrible racial reaction tables; most player character races Hate them, with gnomes, halflings, and pixie-fairies fearing them. Half-orcs and sil-karg generally merely dislike them. Even among other humanoids, feelings towards bugbears seldom rise above Dislike; they may be used, but they’re not considered allies. Even other bugbears merely Tolerate other bugbears from outside their own clan.
*Large Size: Goods and services are 5-8 times more expensive than for medium and small creatures, including, especially, food. Bugbears must consume twice the rations of medium humans, and twice the water. Seldom able to find armor that fits, resulting in piecemeal armor (which usually has the DR of its worst component, and the other penalties of its most restrictive).
Sidebar: Living La Vida Grande
Bugbears are unlike most other PC races; they are taller than most humans (averaging about 6’6”), and can weigh over 350 pounds. Despite this, their attributes are capped as with other PCs; they can have no more than 20/00 Strength, nor 22/00 Constitution. Any adjustment above these numbers will instead place them at these numbers.
Due to their size, however, their carrying capacity is twice that of a human of the same strength, and their reach with human-sized weapons is 1’ greater than normal, and they may use many large weapons in one hand (anything with a reach of 6’ or less, or bows, which require 2 hands by their design, not necessarily because of their size). Unlike grevans, they are unlikely to have huge-sized weapons; at the lower end of Large, they cannot use truly huge weapons, despite their strength, and are disinclined to make any for their own use. More improvised Huge-sized weapons (such as massive clubs), suited to bugbear hands, see their reach increased by 1 foot per size they are increased, and their die size increased by 1, or add a die if the die size is already d12; a bugbear-sized club is a large weapon doing 2d6p damage, with a reach of 3.5’ feet. Conversely, they find small weapons difficult to use, unless they are meant to be thrown; human-sized weapons with 1 foot of reach or less inflict a -2 penalty to strike and defense; they are akin to trying to fight with a pen knife one keeps on a keychain.
Bugbears consider human-sized shields as one size lower than they are; a buckler is nothing, a small shield is a buckler, a medium shield is a small shield, etc.
Classes:
Fighter: 40
Ranger: 60
Barbarian: 40
Thief: 35
Rogue: 70
Assassin: 30
Mage: 75
Fighter/Mage: 55
Fighter/Thief: 35
Thief/Mage: 55
Cleric: 70
****
Vermus
Vermus at a Glance (from HoB2, p. 323)
Ability Adjustments
Strength -4
Wisdom +1
Dexterity +3
Looks -3
Charisma -1
Pros
*Move at human speeds
*Low light Vision
*One Free Purchase of Climbing, Escape Artist, Hiding, Identify Trap, Listening, Sneaking
*May make 1 purchase of Disarm Trap at half cost (8 BP); subsequent purchases are at full cost.
*Hide in Urban Surroundings (as Hide in Natural Surroundings, only in Urban environments, including sewer systems and middens).
*Immune to most human diseases
*Initiative Bonus (as elves, halflings)
*Forgettable Face (among non-Vermus)
Cons
*Size Small for Hit Points (5 point size modifier) and Knockbacks
*Native language is Vermus; must learn other languages
*Difficulty speaking most languages; can understand at mastery level, but are understood at -20%. Cannot have the No Accent talent. Can be understood clearly by Gnomes, Kobolds, and Gnolls, however.
*Animal Phobia (Large Felines)
*Short arms preclude use of many weapons, inflict -1.5’ reach penalty. See Sidebar
*Poor encounter reactions; While Gnomes and Half-Orcs Tolerate them, all other races Dislike them, except for Grel, who Disdain them.
Preferential Talent Access
Vermus may purchase the following talents at 50% BP Cost:
Attack Bonus, Damage Bonus, Parry Bonus, Swiftblade (knives), Poison Resistance
Class Costs:
Thief: 10
Mage/Thief: 25 (20, if they have the Albino Flaw)
Fighter/Thief: 25
Cleric: 40 (30, if they have the Albino Flaw)
Mage: 45 (30, if they have the Albino Flaw)
Fighter: 50
Assassin: 50 (they are very good at it, but culturally don’t understand it)
Fighter/Mage: 55 (45, if they have the albino flaw)
Ranger: 70 (they could do it, but it’s an alien idea to live out in the woods, shoot arrows, and help people)
Rogue: 75 (most of their skills do not mesh with vermus psychology or culture)
Barbarian: lolwhut
Captain 70
Sorcerer 40 (30, if they have the Albino Flaw)
Illusionist 35 (30, if they have the Albino Flaw)
Shaman 40 (30, if they have the Albino Flaw)
Witch Doctor 45 (35, if they have the Albino Flaw)
***
Forbidden Weapons
Most playable races are built largely along the lines of humans; elbows that reach a reasonably defined waist, with relatively free-swinging upper arms and shoulders. Vermus have much shorter arms, with more restricted upper arms. This limits their use of weapons that are designed for more humanoid physiology
*Battle Axe
*Flail (either)
*Lance
*Pick, Military
*All polearms (except short spear)
*Scythe
*Staff
*Broadsword, Greatsword, Longsword, Scimitar, Two-Handed Sword
*Warhammer, Great
*Axe, Throwing
*Bows
*Crossbows
*Javelin
*Knife, Throwing
Vermus who attempt to use these weapons suffer double the non-proficiency penalty; even if they choose to become proficient in them, they will continue to suffer those penalties.
***
New Talent
Human-looking (20)
Prerequisite: Half-human, halfling
Regardless of the character’s Looks, they are able to pass as humans quite easily (halflings passing as human children). Noticing that they are not human requires a Difficult Observation or Scrutiny check by someone specifically looking at them, followed by an opposed check between that skill and the character’s Disguise.
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