Hob
Hobs are small creatures resembling humanoid marsupials, mustelids, and procyonidae. They are inquisitive and often considered childish by other races. Most are farmers and foragers, but some are nomadic wanderers, always interested in seeing what lies beyond the horizon. Most hail from the Islands of Sheershuck not far from Alfheim where fishing and farming are primary exports to trade with neighboring lands.
CREATURE TRAITS (10 RP)
- Types Small Organic Humanoid (Hob)
- Reach 5 feet
- Speed Land 20 feet, Climb 10 feet
ATTRIBUTES (0 XP)
- +2 Charisma, +2 Dexterity, -2 Strength
LANGUAGES (0 XP)
- Starting Languages: Common, Hobbish
- Bonus Languages: Any common language.
INNATE ABILITIES (10 XP)
- Bold Defender (1 XP): Hobs have a -2 penalty to saving throws against emotion effects. If they realize their allies are in immediate mortal peril, this becomes a +2 innate (racial) bonus instead until their allies are no longer in danger.
- Little Climber (0 XP): Hobs have only a 20-foot base speed but have Climbing as a tier 1 trait with the Agile Climber upgrade applied (tier 2 total).
- Lucky Fellow (4 XP): Hobs have a +1 circumstance (luck) bonus on all saving throws.
- Night Vision (2 XP): Hobs ignore concealment created by dim light, but not total darkness.
- Sure-footed Scout (3 XP): Hobs are proficient with Acrobatics, Climb, and Perception. If they gain any of these skills as class skills from their class, they instead gain a +2 innate (racial) bonus to them.
VARIANTS
Selkie (+4 XP): Otter, seal, or walrus. Gain swim speed 20 feet and +4 innate (racial) bonus to Swim rolls.
ADDITIONAL ABILITIES
Hobs begin with their innate traits and can gain additional traits from the following list as feats.
ADAPTABLE LUCK (2 XP)
Benefits: Three times per day, you can grant yourself a +2 circumstance (luck) bonus on an attack or skill roll or saving throw if declared before the roll, or a +1 bonus if declared after the roll.
ACQUISITIVE (2 XP)
Benefits: You become proficient with the Lore (Appraisal) skill and one Profession skill of your choice. If already proficient, you gain a +2 innate (racial) bonus to the skills instead.
ATTENTIVE (2 XP)
Benefits: You become proficient with the Diplomacy and Sense Motive skills. If already proficient, you gain a +2 innate (racial) bonus to the skills instead.
BAKENEKO (3 XP)
Benefits: You gain Transformation (beast) as a tier 1 innate power.
BEHIND THE VEIL (2 XP)
Benefits: You gain a +2 bonus on Bluff and Sleight of Hand checks while benefiting from concealment or cover.
BLESSED (4 XP)
Benefits: You gain a +2 racial bonus on saving throws against curses and hexes.
CARETAKER (2 XP)
Benefits: You gain a +2 racial bonus on Sense Motive checks. When you gain an animal companion, bonded mount, cohort, or familiar, it gains a +2 bonus to one ability score of your choice.
CRAVEN (2 XP)
Benefits: You gain a +1 bonus on initiative checks and attack rolls while flanking, but take a �“2 penalty on saving throws against fear effects. When affected by fear, your speed increases by 10 feet and you gain a +1 dodge bonus to AC.
DANGER DETECTION (2 XP)
Benefits: You gain a +4 racial bonus on Perception checks to notice Stealth, drawn weapons, traps, or similar threats.
DEEP JUNGLE (2 XP)
Benefits: You gain a +2 racial bonus on Survival checks, proficiency with blowguns, and poison use.
DRIVEN WORKER (2 XP)
Benefits: You gain a +4 racial bonus on one Craft, Perform, or Profession skill.
EVASIVE NOMAD (2 XP)
Benefits: You gain a +2 racial bonus on Reflex saves but take a �“2 penalty on saving throws against fear.
FESTIVE (1 XP)
Benefits: Once per day, you can grant an ally within 60 feet a +2 luck bonus on a skill check as a free action (may be applied after the roll).
FEY MAGIC (2 XP)
Benefits: Select a favored terrain. Choose two 0-level druid spells and one 1st-level druid spell. While in that terrain, you can use each as spell-like abilities.
HOB JINX (3 XP)
Benefits: As a standard action, you can curse a creature within 30 feet (Will negates; DC 10 + 1/2 level + Cha). Affected creatures take a �“1 penalty on all saving throws for 24 hours.
INGRATIATING (2 XP)
Benefits: You select one Craft, one Perform, and one Profession skill. You are proficient with the selected skills. If already proficient, you gain a +2 innate (racial) bonus to it instead.
JOYOUS COMPANION (3 XP)
Benefits: As an action (swift), you can say something encouraging to an ally within 30 feet giving them a +2 competence (morale) bonus on saves vs. emotion effects for 1 minute. You can use a three-action activity (full-round) to give this benefit to all allies within 30 feet. Any ally affected by this ability can also use this ability to encourage you or anyone else you've used this ability on within the last 24 hours. This is an Emotion, [[Enchantment], Linguistic, and Mental. effect.
LOW BLOW (2 XP)
Benefits: You gain a +4 innate (racial) bonus on critical confirmation rolls against creatures larger than yourself.
LUCKBRINGER (3 XP)
Benefits: As 2-action activity (standard), you can enchant a item you carry, making it a lucky charm. Upon giving this charm to someone, the bearer gains the benefits of Lucky Fellow. You can only enchant one item at a time. Enchanting a new one ends the old effect. This is a Divination and Luck effect.
HUMANOID SHADOW (2 XP)
Benefits: You gain the benefits of Camouflage while standing in a crowd of humanoids of equal or greater size than you as if "crowds" were the selection.
OUTRIDER (2 XP)
Benefits: You gain a +2 innate (racial) bonus on Handle Animal and Ride checks.
PATHETICALLY ENDEARING (2 XP)
Prerequisites: Hob
Benefits: Sapient creatures that have at least two of the following qualities are always more friendly towards you than normal upon meeting you as if by the Empathy ability:
- Larger than you by at least 1 size category
- Higher Strength score by at least 4 points
- At least 2 levels higher than you
PITIABLY ADORABLE (2 XP)
Prerequisites: Hob
Benefits: You gain charm person as a tier 2 innate magical power.
POLYGLOT (1 XP)
Benefits: You become proficient with the Linguistics skill. If already proficient, you gain a +2 innate (racial) bonus to the skill instead. You begin play knowing one additional language.
PRACTICALITY (3 XP)
Benefits: You gain a +2 innate (racial) bonus on one Craft or Profession skill of your choice, Sense Motive rolls, and saving throws against illusions.
RESOURCEFUL (2 XP)
Benefits: You take no penalties for using improvised weapons. This counts as Catch Off-Guard and Throw Anything for prerequisites.
SECRETIVE SURVIVOR (2 XP)
Benefits: You become proficient with the Escape Artist and Stealth skills. If already proficient, you gain a +2 innate (racial) bonus to the skills instead.
SHIFTLESS (2 XP)
Benefits: You become proficient with the Bluff and Sleight of Hand skills. If already proficient, you gain a +2 innate (racial) bonus to the skills instead.
SOOTHING VOICE (2 XP)
Benefits: You become proficient with the Handle Animal and Ride skills. If already proficient, you gain a +2 innate (racial) bonus to the skills instead.
SKILLFUL SAVE (3 XP)
Benefits: Your Lucky Fellow bonus increases by 1 and applies to skill rolls made as reactions to avoid harm.
SKULKER (2 XP)
Benefits: You gain a +1 innate (racial) bonus on attack rolls against off-guard foes.
SHARE THE LUCK (2 XP)
Benefits: You grant all allies of equal or smaller size to you within 30 feet the benefits of your Lucky Fellow trait.
SWIFT AS SHADOWS (2 XP)
Benefits: Reduce Stealth penalties you suffer for movement by 5 and sniping by 10.
UNDERFOOT (2 XP)
Benefits: You gain a +1 competence (dodge) bonus to your Dodge DC and Dexterity (Reflex) saving throws against larger foes.
UNDERFOOT DODGER (2 XP)
Benefits: You ignore difficult terrain created by creatures standing in a crowd and gain a +4 competence (insight) bonus on Acrobatics rolls to move through larger foes’ spaces.
UNFETTERED (2 XP)
Benefits: You gain a +2 innate (racial) bonus on Escape Artist rolls and Dexterity (Reflex) saving throws against any effect attempting to impose the Slowed condition.
UNLUCKY HOB (-2 XP)
Benefits: You take a -1 penalty on all saving throws.
WANDERLUST (2 XP)
Benefits: You gain a +2 innate (racial) bonus on Lore (Society) and Survival checks.
WARSLINGER (2 XP)
Benefits: You can reload a sling as a free action once per round.