Half-Goblin

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The line between goblins and orcs is sometimes a rather thin one. The two races are often considered aligned, if not outright synonymous, and they generally fill the same character niche, just at different levels of difficulty. With this in mind, one may well wonder why half-goblins aren't a thing alongside half-orcs. After all, goblins are just as known for virulent fecundity as orcs are, male goblins are presumably equally eager to run around raping helpless farmgirls (while also being probably less prone to accidentally killing them in the process), and female goblins are at least as likely (almost certainly moreso, given the standard orc template has gone full "Proud Warrior Race") to use sexual wiles to escape being smote by pent-up male adventurers and/or get cozy with the bored wizard currently using their tribe as lackeys.

Perhaps part of the answer lies in the distant past, when orcs were considered just a kind of goblinoid and so "half-orc" also covered "half-goblin" in terms of conceptual space. More than likely, it's because WoTC just never thought about it.

Except... one time, they did. The Races of Ansalon splatbook actually features a full-fledged half-goblin race, perhaps in no small part because the Dragonlance setting has no orcs, which allows goblins more prominence and more room to grow.

Like the half-orc, the Krynnish half-goblin blends the best of its parents. They are confident, self-assured, courageous and filled with the drive to surpass themselves and their heritage. This sheer self-esteem can make them seem obnoxious to others, who may (oft mistakenly) perceive the half-goblin as being arrogant, aggressive or overbearing. They're natural bridgemakers; when confronted by a gulf between any two groups, the typical half-goblin will naturally see the bigger picture, and will be the first to suggest reaching a compromise or finding a common problem the two groups can solve by working together on. Unlike most mixed-race species, half-goblins are rarely conflicted about themselves - rather, they see the conflict as being in the world around them. Unlike your stereotypical half-orc or half-elf, who likes to wangst about not being accepted by either, your typical half-goblin would rather dream big and think of ways to make humans and goblins get over themselves and come together, to create an environment where who they are is nothing unusual. In many ways, they're much more healthy in terms of attitude than your typical mixed-race.

Much like the 4e half-elf, the Krynnish half-goblin's natural inclinations towards diplomacy make them surprisingly adept leaders, and they often rise to command goblin tribes, or even bands of humans. Ironically, half-goblins are inclined to question leadership; following others blindly isn't how they do things. Perhaps because of this, they don't usually seek power for itself, but because it serves the group as a whole, but temporary positions often give way to permanent ones as they prove their worth. Their drive to belong to something "bigger" leads to many pursuing a nomadic existence, and many heed the call of the adventurer.

Yes, ironically, this does mean half-goblins are probably one of the better races to come out of Dragonlance - certainly less annoying than kender.

Although the Krynnish half-goblin race assumes all goblinoid/human mixes are about the same, barring cosmetic details (half-bugbears are buffer and hairier, half-hobgoblins are taller), there is also a proper Half-Hobgoblin species out there in the murky mists of D&D settings.

The Krynnish half-goblin is described as a scrawny, hunched humanoid, combining the posture, facial features and pointy ears of a goblin with the height and muscle of a human. Their skin-tone varies widely, although reddish or rust-colored tinges to the complexion are common. Their teeth are duller and shorter than a goblin's, and their eyes are human; subtle aspects that make it easier to distinguish them from the similarly-sized hobgoblin. They may be larger and less awkward-looking than their goblin cousins, but those who grow up among goblins learn to move as they do — swift, short bursts, followed by sniffing the air and investigating the environment. Half-goblins from human towns or settlements never learn this sort of behavior. Both types of half-goblin are confident, rarely showing any sign of cowardice or even caution. Thus, while they may have the right skills for stealth, most choose not to use it unless there is a need.

+2 Dexterity, -2 Charisma
Humanoid type, Goblinoid subtype
Base speed 30 feet
Darkvision 60 feet
+2 Racial Bonus on Bluff and Move Silently
+4 racial bonus on Will saving throws to resist charm, compulsion, and fear effects.
Favored Class: Any

Kingdoms of Kalamar[edit | edit source]

Kingdoms of Kalamar was an oddity amongst the D&D settings. Not only were Half-Hobgoblins a thing in the player's handbook for the setting, but Dangerous Denizens: The Monsters of Tellene also featured Kalamarian half-goblins as their own independent race.

Also known in their own language as the Fieri ("fee-ear-ee"), half-goblins are usually bred from Dejy humans who have fallen victim to goblin raiders or slavers. As is standard for halfbreeds in Kalamar, they suffer resentment, shunning and prejudice from both sides of the family tree; humans think they're disgusting, whilst goblins envy the greater height and abilities of the fieri.

Fieri stand over 4 feet tall, but are naturally scrawny and thin. Their skin-tones are human-influenced, but with a strong orange or red tint. Their eyes can be light green or brown, or just yellow, whilst their goblin ancestry shines through their broad noses, sloped forehead and pointed ears. Many of them have frosted hair, dark glasses, and black shirts with flames printed on them. If they ask if you want to go to Flavortown, say YES.

Whilst they tend to get on best (for lack of a better word) with the culture that raised them, they feel a strong sympathy for their fellow hybrid humanoids, and readily get along with both half-hobgoblins and half-orcs.

+2 Dexterity with -2 Strength, OR +2 Dex, -2 Wisdom, -2 Charisma
Medium
Base land speed 25 feet (15 feet in Medium or Heavy Armor)
Darkvision 60 feet
Goblin Blood: Fieri are counted as Goblins for all special effects and abilities based on race.
+1 racial bonus to Reflex saves.
Favored Class: Brigand in KoK, Rogue otherwise