Tiktakkat
2016-09-06, 11:10 PM
Inspired by the merged goblin race of Birthright, this presents a single class for all goblinoids, with sub-sub-race options for blues, snow goblins, and norkers, then racial paragons for all of them.
Note: The sub-sub-races, with the exception of norkers, can be combined, so you can get a blue snow bugbear and the like.
Goblinoid
Goblinoids all start the same but may grow and change into other subtypes.
+2 Dexterity, –2 Charisma.
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 goblinoid’s base land speed is 30 feet.
Darkvision out to 60 feet.
Stonecunning: This ability grants a goblinoid a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A goblinoid who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a goblinoid can use the Search skill to find stonework traps as a rogue can. A goblinoid can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up. Goblinoids have a sixth sense about stonework, an innate ability that they get plenty of opportunity to practice and hone in their underground homes.
+1 racial bonus to attack rolls against creatures with the dwarf and elf subtypes: Goblinoids are trained in the special combat techniques that allow them to fight their common enemies more effectively.
+2 racial bonus on saving throws against poison and disease: Goblinoids live in filth and have built up a strong resistance to it.
+2 racial bonus on Hide and Move Silently checks.
+2 racial bonus on Animal Handlings and Ride checks with dogs, wolves, and hounds.
Light Sensitivity: Goblinoids are dazzled in bright sunlight or within the radius of a daylight spell.
Automatic Languages: Goblin. Bonus Languages: Draconic, Elven, Giant, Gnoll, Human, Orc.
Favored Class: Rogue.
Goblinoid Racial Class
Goblinoid
HD d8
Level
Base Attack Bonus
Fort Save
Reflex Save
Will Save
Special Abilities
1st
+0
+0
+2
+0
Goblin
2nd
+1
+0
+3
+0
Hobgoblin, medium size, no light sensitivity, martial training
3rd
+2
+1
+3
+1
Bugbear, powerful build
REQUIREMENTS
Requirement: Goblinoid.
Class Skills (2 + Int modifier per level): Climb (Str), Handle Animal (Cha), Hide (Dex), Listen (Wis), Move Silently (Dex), Ride (Dex), and Spot (Wis).
CLASS FEATURES:
All of the following are class features of a goblin character
Weapon and Armor Proficiency: Goblinoids gain proficiency with all simple weapons and with light armor and shields.
Goblin (Ex): A 1st level you are a goblin, aka spear fodder for low level adventurers. Good luck surviving to take another level.
Hobgoblin (Ex): At 2nd level you become a hobgoblin. You are now spear fodder in the armies of BBEGs. While still unlikely to survive to take another level you at least get to beat up goblins until you die.
Medium Size (Ex): At 2nd level your size increases to medium. Your ability scores do not change but all your equipment changes to match your new size.
No Light Sensitivity (Ex): At 2nd level you no longer suffer penalties in bright light.
Martial Training (Ex): At 2nd level you gain proficiency in all martial weapons and with medium armor.
Bugbear (Ex): At 3rd level you become a bugbear. You are much hairier, and way more violent and intimidating. You are still just a goblinoid though, so don't expect too much from life.
Powerful Build (Ex): At 3rd level your size increases enough to let you function in many ways as if you were one size category larger. Whenever you are subject to a size modifier or a special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), you are treated as one size larger if doing so is advantageous to you. You are also considered to be one size larger when determining whether a creature's special attacks based on size (such as improved grab or swallow whole) can affect you. You can use weapons designed for a creature one size larger without penalty. However, your space and reach remain those of a medium creature. The benefits of this stack with the effects of powers, abilities, and spells that change your size category.
Sub-Sub-Racial Substitution Levels
Blue
Blue goblinoids possess inherent psionic abilities.
HD d8
Level
Base Attack Bonus
Fort Save
Reflex Save
Will Save
Special Abilities
1st
+0
+0
+2
+0
Blue, Better Living Quarters, Naturally Psionic, Smart Not Quick
Blue (Ex): This replaces Goblin status. You have innate psionic abilities, preferred status and increased envy.
Better Living Quarters (Ex): You lose your racial bonus to poison and disease saving throws.
Naturally Psionic (Ex): You gain 1 bonus power point.
Smart Not Quick (Ex): You gain a +2 Intelligence ability modifier, and a -2 Dexterity ability modifier.
Snow
Snow goblinoids are adapted to arctic climates.
HD d8
Level
Base Attack Bonus
Fort Save
Reflex Save
Will Save
Special Abilities
1st
+0
+0
+
+0
Snow, Cliff Climber, Frozen Thoughts, Menacing Pouch, Plague Free Home
Snow (Ex): This replaces Goblin status.
Cliff Climber (Ex): You gain a Climb speed of 20 feet. You have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.
Frozen Thoughts (Ex): You gain a -2 Intelligence ability modifier.
Menacing Pouch (Ex): You gain a +4 racial modifier to Intimidate checks.
Plague Free Home (Ex): You lose your racial bonus to poison and disease saving throws.
Norker
Norkers are goblins that devolve into heavily armored beasts.
HD d8
Level
Base Attack Bonus
Fort Save
Reflex Save
Will Save
Special Abilities
2nd
+1
+1
+3
+0
Norker, A Bit Too Beastly, Biting Commentary, Brute Hide, Mine Your Own Business, Savage Mind, Tough Enough
Norker (Ex): This replaces Hobgoblin status. You are a shock troop by form rather than training.
A Bit Too Beastly (Ex): You lose your racial bonus to Handle Animal and Ride checks.
Biting Commentary (Ex): You gain a bite attack doing 1d4 damage as a natural weapon.
Brute Hide (Ex): You gain +5 natural armor.
Mine Your Own Business (Ex): You lose Stonecunning.
Savage Mind (Ex): You gain a -2 Intelligence and a -2 Wisdom ability modifiers.
Tough Enough (Ex): You gain Toughness and Improved Toughness as bonus feats.
Sub-Race Paragons
Goblin Paragon
You are more gobliny than other goblins. Why this is a good thing is unknown.
HD d8
Level
Base Attack Bonus
Fort Save
Reflex Save
Will Save
Special Abilities
1st
+0
+0
+2
+2
Nightstalker, pack hunter
2nd
+1
+0
+3
+3
Treacherous blow
3rd
+2
+1
+3
+3
Ability boost (Dex +2)
Class Skills (2 + Int modifier per level): Balance (Dex), Climb (Str), Handle Animal (Cha), Hide (Dex), Jump (Str), Listen (Wis), Move Silently (Dex), Ride (Dex), Spot (Wis), Swim (Str), and Tumble (Dex).
CLASS FEATURES:
All of the following are class features of a goblin character
Weapon and Armor Proficiency: Goblins are proficient with all simple and martial weapons, and with light and medium armor and shields.
Nightstalker (Ex): A 1st level, you gain low-light vision. You can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. You retain the ability to distinguish color and detail under these conditions.
Pack Hunter (Ex): At 1st level, your racial bonus to Hide, Move Silently, and Handle Animal increases to +4.
Treacherous Blow (Ex): At 2nd level, you gain +1d6 sneak attack.
Ability Boost (Ex): At 3rd level, your Dexterity score increases by 2 points.
Hobgoblin Paragon
You are more hobgobliny than other hobgoblins. You whip anyone who has issues with this.
Level
Base Attack Bonus
Fort Save
Reflex Save
Will Save
Special Abilities
1st
+1
+2
+2
+0
Martial blood, respect your authority
2nd
+2
+3
+3
+0
Whip it good
3rd
+3
+3
+3
+1
Ability boost (Str +2)
Class Skills (2 + Int modifier per level): Climb (Str), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Listen (Wis), Ride (Dex), Spot (Wis), and Swim (Str).
CLASS FEATURES:
All of the following are class features of a hobgoblin character
Weapon and Armor Proficiency: Hobgoblins are proficient with all simple and martial weapons and with whips, and with light and medium armor and shields.
Martial Blood (Ex): A 1st level, you may treat all of your goblinoid racial levels and paragon levels as fighter levels for the purpose of qualifying for feats, and as initiator levels for the purpose of qualifying and using martial maneuvers and stances.
Respect Your Authority (Ex): At 1st level, you gain a racial bonus of +4 to intimidate.
Whip It Good (Ex): At 2nd level, when holding a whip you may add your BAB and Str modifiers to Intimidate checks that you make.
Ability Boost (Ex): At 3rd level, your Strength score increases by 2 points.
Bugbear Paragon
You are more bugbeary than other bugbears. You eat anyone who has anything mouthy to say about this.
HD d12
Level
Base Attack Bonus
Fort Save
Reflex Save
Will Save
Special Abilities
1st
+1
+2
+2
+0
Nightstalker, lone hunter
2nd
+2
+3
+3
+1
Don't get even get mad
3rd
+3
+3
+3
+1
Ability boost (Str +2)
Class Skills (2 + Int modifier per level): Climb (Str), Handle Animal (Cha), Hide (Dex), Jump (Str), Listen (Wis), Move Silently (Dex), Spot (Wis), Survival (Wis), and Swim (Str).
CLASS FEATURES:
All of the following are class features of a bugbear character
Weapon and Armor Proficiency: Bugbears are proficient with all simple and martial weapons, and with light and medium armor and shields.
Nightstalker (Ex): A 1st level, you gain low-light vision. You can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. You retain the ability to distinguish color and detail under these conditions.
Lone Hunter (Ex): At 1st level, your racial bonus to Hide and Move Silently increases to +4, and you gain a +2 racial bonus to Listen and Spot.
Don't Get Even, Get Mad (Ex): At 2nd level, you no longer feel the need to hold anything back when you get upset. You gain the ability to rage once per day (or one additional time per day if you already have a rage ability). This is identical to the effect of a barbarian's rage ability. If you have improved rage abilities (such as the barbarian class features greater rage, indomitable will, tireless rage, or might rage), those improvements apply to the rage ability granted by the bugbear paragon class as well.
Ability Boost (Ex): At 3rd level, your Strength score increases by 2 points.
Sub-Sub-Racial Paragons
Blue Paragon
You are so blue you are banned by many Lawful religions.
HD d6
Level
Base Attack Bonus
Fort Save
Reflex Save
Will Save
Special Abilities
1st
+0
+0
+2
+2
Deep vision, psicrystal affinity
2nd
+1
+0
+3
+3
Psionic body, +1 manifester level
3rd
+2
+1
+3
+3
Ability boost (Int +2), +1 manifester level
Class Skills (2 + Int modifier per level): Autohypnosis (Wis), Hide (Dex), Knowledge (psionics) (Int), Listen (Wis), Move Silently (Dex), Search (Wis), Spot (Wis), Use Psionic Device (Cha)
CLASS FEATURES:
All of the following are class features of a blue goblinoid character
Weapon and Armor Proficiency: Blue goblinoids are proficient with all simple and martial weapons, and with light and medium armor and shields.
Deep Vision (Ex): A 1st level, you gain Deep Vision as a bonus feat. If you already have that feat you gain any Psionic feat of your choice.
Psicrystal Affinity (Ex): At 1st level, you gain Psicrystal Affinity as a bonus feat. If you already have that feat, you gain Improved Psicrystal.
Psionic Body (Ex): At 2nd level, you gain Psionic Body as a bonus feat. If you already have that feat, you gain any Psionic feat of your choice.
Ability Boost (Ex): At 3rd level, your Intelligence score increases by 2 points.
Snow Paragon
You have more words for "ice" than spells with that in their name in Frostburn.
Snow
HD d8
Level
Base Attack Bonus
Fort Save
Reflex Save
Will Save
Special Abilities
1st
+0
+2
+2
+0
Icewalker, snowsight
2nd
+1
+3
+3
+0
Snowfare
3rd
+2
+3
+3
+1
Ability boost (Con +2)
Class Skills (2 + Int modifier per level): Climb (Str), Handle Animal (Cha), Hide (Dex), Jump (Str), Listen (Wis), Move Silently (Dex), Search (Wis), Spot (Wis)
CLASS FEATURES:
All of the following are class features of a snow goblinoid character
Weapon and Armor Proficiency: Snow goblinoids are proficient with all simple and martial weapons, and with light and medium armor and shields.
Icewalker (Ex): A 1st level, you ignore all movement penalties associated with snow or ice on the ground. You always succeed on Balance checks against effects caused by ice or by spells or special abilities with the cold descriptor.
Snowsight (Sp): At 1st level, you gain spellsight as a spell-like ability with a caster level equal to your level in goblinoid, snow, and snow paragon.
Snowfare (Ex): At 2nd level, you gain your choice of the following:
Icy Rage: You gain Frozen Berserker as a bonus feat.
Frozen Betrayal: You may trade 2d6 sneak attack for 1d6 cold damage. This damage may be inflicted against creatures immune to sneak attack, provided your attack would otherwise qualify as a sneak attack.
Channel Snow: As a swift action, you can your weapon with the chill of the environment. On a successful hit this does an extra 1d6 cold damage. If you wield a weapon of blue ice, you do an extra 2d6 cold damage.
Ability Boost (Ex): At 3rd level, your Constitution score increases by 2 points.
Norker Paragon
You are norkier than the Great Leader.
HD d12
Level
Base Attack Bonus
Fort Save
Reflex Save
Will Save
Special Abilities
1st
+1
+2
+2
+0
Claws, scent
2nd
+2
+3
+3
+0
Armored
3rd
+3
+3
+3
+1
Ability boost (Con +2)
Class Skills (2 + Int modifier per level): Climb (Str), Handle Animal (Cha), Hide (Dex), Listen (Wis), Move Silently (Dex), Search (Wis), Spot (Wis), Survival (Wis)
CLASS FEATURES:
All of the following are class features of a norker character
Weapon and Armor Proficiency: Norkers are proficient with all simple and martial weapons, and with light and medium armor and shields.
Claws (Ex): At 1st level, you gain 2 claws as secondary natural attacks doing 1d3 damage each.
Scent (Ex): A 1st level, you gain the scent ability. You can detect opponents by scent within 30 feet. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. When you detect a scent, the exact location of the source is not revealed—only its presence somewhere within range. You can take a move action to note the direction of the scent. Whenever you comes within 5 feet of the source, you pinpoint the source’s location.
Armored (Ex): At 2nd level, your natural armor increases by 2 points.
Ability Boost (Ex): At 3rd level, your Constitution score increases by 2 points.
Note: The sub-sub-races, with the exception of norkers, can be combined, so you can get a blue snow bugbear and the like.
Goblinoid
Goblinoids all start the same but may grow and change into other subtypes.
+2 Dexterity, –2 Charisma.
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 goblinoid’s base land speed is 30 feet.
Darkvision out to 60 feet.
Stonecunning: This ability grants a goblinoid a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A goblinoid who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a goblinoid can use the Search skill to find stonework traps as a rogue can. A goblinoid can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up. Goblinoids have a sixth sense about stonework, an innate ability that they get plenty of opportunity to practice and hone in their underground homes.
+1 racial bonus to attack rolls against creatures with the dwarf and elf subtypes: Goblinoids are trained in the special combat techniques that allow them to fight their common enemies more effectively.
+2 racial bonus on saving throws against poison and disease: Goblinoids live in filth and have built up a strong resistance to it.
+2 racial bonus on Hide and Move Silently checks.
+2 racial bonus on Animal Handlings and Ride checks with dogs, wolves, and hounds.
Light Sensitivity: Goblinoids are dazzled in bright sunlight or within the radius of a daylight spell.
Automatic Languages: Goblin. Bonus Languages: Draconic, Elven, Giant, Gnoll, Human, Orc.
Favored Class: Rogue.
Goblinoid Racial Class
Goblinoid
HD d8
Level
Base Attack Bonus
Fort Save
Reflex Save
Will Save
Special Abilities
1st
+0
+0
+2
+0
Goblin
2nd
+1
+0
+3
+0
Hobgoblin, medium size, no light sensitivity, martial training
3rd
+2
+1
+3
+1
Bugbear, powerful build
REQUIREMENTS
Requirement: Goblinoid.
Class Skills (2 + Int modifier per level): Climb (Str), Handle Animal (Cha), Hide (Dex), Listen (Wis), Move Silently (Dex), Ride (Dex), and Spot (Wis).
CLASS FEATURES:
All of the following are class features of a goblin character
Weapon and Armor Proficiency: Goblinoids gain proficiency with all simple weapons and with light armor and shields.
Goblin (Ex): A 1st level you are a goblin, aka spear fodder for low level adventurers. Good luck surviving to take another level.
Hobgoblin (Ex): At 2nd level you become a hobgoblin. You are now spear fodder in the armies of BBEGs. While still unlikely to survive to take another level you at least get to beat up goblins until you die.
Medium Size (Ex): At 2nd level your size increases to medium. Your ability scores do not change but all your equipment changes to match your new size.
No Light Sensitivity (Ex): At 2nd level you no longer suffer penalties in bright light.
Martial Training (Ex): At 2nd level you gain proficiency in all martial weapons and with medium armor.
Bugbear (Ex): At 3rd level you become a bugbear. You are much hairier, and way more violent and intimidating. You are still just a goblinoid though, so don't expect too much from life.
Powerful Build (Ex): At 3rd level your size increases enough to let you function in many ways as if you were one size category larger. Whenever you are subject to a size modifier or a special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), you are treated as one size larger if doing so is advantageous to you. You are also considered to be one size larger when determining whether a creature's special attacks based on size (such as improved grab or swallow whole) can affect you. You can use weapons designed for a creature one size larger without penalty. However, your space and reach remain those of a medium creature. The benefits of this stack with the effects of powers, abilities, and spells that change your size category.
Sub-Sub-Racial Substitution Levels
Blue
Blue goblinoids possess inherent psionic abilities.
HD d8
Level
Base Attack Bonus
Fort Save
Reflex Save
Will Save
Special Abilities
1st
+0
+0
+2
+0
Blue, Better Living Quarters, Naturally Psionic, Smart Not Quick
Blue (Ex): This replaces Goblin status. You have innate psionic abilities, preferred status and increased envy.
Better Living Quarters (Ex): You lose your racial bonus to poison and disease saving throws.
Naturally Psionic (Ex): You gain 1 bonus power point.
Smart Not Quick (Ex): You gain a +2 Intelligence ability modifier, and a -2 Dexterity ability modifier.
Snow
Snow goblinoids are adapted to arctic climates.
HD d8
Level
Base Attack Bonus
Fort Save
Reflex Save
Will Save
Special Abilities
1st
+0
+0
+
+0
Snow, Cliff Climber, Frozen Thoughts, Menacing Pouch, Plague Free Home
Snow (Ex): This replaces Goblin status.
Cliff Climber (Ex): You gain a Climb speed of 20 feet. You have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.
Frozen Thoughts (Ex): You gain a -2 Intelligence ability modifier.
Menacing Pouch (Ex): You gain a +4 racial modifier to Intimidate checks.
Plague Free Home (Ex): You lose your racial bonus to poison and disease saving throws.
Norker
Norkers are goblins that devolve into heavily armored beasts.
HD d8
Level
Base Attack Bonus
Fort Save
Reflex Save
Will Save
Special Abilities
2nd
+1
+1
+3
+0
Norker, A Bit Too Beastly, Biting Commentary, Brute Hide, Mine Your Own Business, Savage Mind, Tough Enough
Norker (Ex): This replaces Hobgoblin status. You are a shock troop by form rather than training.
A Bit Too Beastly (Ex): You lose your racial bonus to Handle Animal and Ride checks.
Biting Commentary (Ex): You gain a bite attack doing 1d4 damage as a natural weapon.
Brute Hide (Ex): You gain +5 natural armor.
Mine Your Own Business (Ex): You lose Stonecunning.
Savage Mind (Ex): You gain a -2 Intelligence and a -2 Wisdom ability modifiers.
Tough Enough (Ex): You gain Toughness and Improved Toughness as bonus feats.
Sub-Race Paragons
Goblin Paragon
You are more gobliny than other goblins. Why this is a good thing is unknown.
HD d8
Level
Base Attack Bonus
Fort Save
Reflex Save
Will Save
Special Abilities
1st
+0
+0
+2
+2
Nightstalker, pack hunter
2nd
+1
+0
+3
+3
Treacherous blow
3rd
+2
+1
+3
+3
Ability boost (Dex +2)
Class Skills (2 + Int modifier per level): Balance (Dex), Climb (Str), Handle Animal (Cha), Hide (Dex), Jump (Str), Listen (Wis), Move Silently (Dex), Ride (Dex), Spot (Wis), Swim (Str), and Tumble (Dex).
CLASS FEATURES:
All of the following are class features of a goblin character
Weapon and Armor Proficiency: Goblins are proficient with all simple and martial weapons, and with light and medium armor and shields.
Nightstalker (Ex): A 1st level, you gain low-light vision. You can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. You retain the ability to distinguish color and detail under these conditions.
Pack Hunter (Ex): At 1st level, your racial bonus to Hide, Move Silently, and Handle Animal increases to +4.
Treacherous Blow (Ex): At 2nd level, you gain +1d6 sneak attack.
Ability Boost (Ex): At 3rd level, your Dexterity score increases by 2 points.
Hobgoblin Paragon
You are more hobgobliny than other hobgoblins. You whip anyone who has issues with this.
Level
Base Attack Bonus
Fort Save
Reflex Save
Will Save
Special Abilities
1st
+1
+2
+2
+0
Martial blood, respect your authority
2nd
+2
+3
+3
+0
Whip it good
3rd
+3
+3
+3
+1
Ability boost (Str +2)
Class Skills (2 + Int modifier per level): Climb (Str), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Listen (Wis), Ride (Dex), Spot (Wis), and Swim (Str).
CLASS FEATURES:
All of the following are class features of a hobgoblin character
Weapon and Armor Proficiency: Hobgoblins are proficient with all simple and martial weapons and with whips, and with light and medium armor and shields.
Martial Blood (Ex): A 1st level, you may treat all of your goblinoid racial levels and paragon levels as fighter levels for the purpose of qualifying for feats, and as initiator levels for the purpose of qualifying and using martial maneuvers and stances.
Respect Your Authority (Ex): At 1st level, you gain a racial bonus of +4 to intimidate.
Whip It Good (Ex): At 2nd level, when holding a whip you may add your BAB and Str modifiers to Intimidate checks that you make.
Ability Boost (Ex): At 3rd level, your Strength score increases by 2 points.
Bugbear Paragon
You are more bugbeary than other bugbears. You eat anyone who has anything mouthy to say about this.
HD d12
Level
Base Attack Bonus
Fort Save
Reflex Save
Will Save
Special Abilities
1st
+1
+2
+2
+0
Nightstalker, lone hunter
2nd
+2
+3
+3
+1
Don't get even get mad
3rd
+3
+3
+3
+1
Ability boost (Str +2)
Class Skills (2 + Int modifier per level): Climb (Str), Handle Animal (Cha), Hide (Dex), Jump (Str), Listen (Wis), Move Silently (Dex), Spot (Wis), Survival (Wis), and Swim (Str).
CLASS FEATURES:
All of the following are class features of a bugbear character
Weapon and Armor Proficiency: Bugbears are proficient with all simple and martial weapons, and with light and medium armor and shields.
Nightstalker (Ex): A 1st level, you gain low-light vision. You can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. You retain the ability to distinguish color and detail under these conditions.
Lone Hunter (Ex): At 1st level, your racial bonus to Hide and Move Silently increases to +4, and you gain a +2 racial bonus to Listen and Spot.
Don't Get Even, Get Mad (Ex): At 2nd level, you no longer feel the need to hold anything back when you get upset. You gain the ability to rage once per day (or one additional time per day if you already have a rage ability). This is identical to the effect of a barbarian's rage ability. If you have improved rage abilities (such as the barbarian class features greater rage, indomitable will, tireless rage, or might rage), those improvements apply to the rage ability granted by the bugbear paragon class as well.
Ability Boost (Ex): At 3rd level, your Strength score increases by 2 points.
Sub-Sub-Racial Paragons
Blue Paragon
You are so blue you are banned by many Lawful religions.
HD d6
Level
Base Attack Bonus
Fort Save
Reflex Save
Will Save
Special Abilities
1st
+0
+0
+2
+2
Deep vision, psicrystal affinity
2nd
+1
+0
+3
+3
Psionic body, +1 manifester level
3rd
+2
+1
+3
+3
Ability boost (Int +2), +1 manifester level
Class Skills (2 + Int modifier per level): Autohypnosis (Wis), Hide (Dex), Knowledge (psionics) (Int), Listen (Wis), Move Silently (Dex), Search (Wis), Spot (Wis), Use Psionic Device (Cha)
CLASS FEATURES:
All of the following are class features of a blue goblinoid character
Weapon and Armor Proficiency: Blue goblinoids are proficient with all simple and martial weapons, and with light and medium armor and shields.
Deep Vision (Ex): A 1st level, you gain Deep Vision as a bonus feat. If you already have that feat you gain any Psionic feat of your choice.
Psicrystal Affinity (Ex): At 1st level, you gain Psicrystal Affinity as a bonus feat. If you already have that feat, you gain Improved Psicrystal.
Psionic Body (Ex): At 2nd level, you gain Psionic Body as a bonus feat. If you already have that feat, you gain any Psionic feat of your choice.
Ability Boost (Ex): At 3rd level, your Intelligence score increases by 2 points.
Snow Paragon
You have more words for "ice" than spells with that in their name in Frostburn.
Snow
HD d8
Level
Base Attack Bonus
Fort Save
Reflex Save
Will Save
Special Abilities
1st
+0
+2
+2
+0
Icewalker, snowsight
2nd
+1
+3
+3
+0
Snowfare
3rd
+2
+3
+3
+1
Ability boost (Con +2)
Class Skills (2 + Int modifier per level): Climb (Str), Handle Animal (Cha), Hide (Dex), Jump (Str), Listen (Wis), Move Silently (Dex), Search (Wis), Spot (Wis)
CLASS FEATURES:
All of the following are class features of a snow goblinoid character
Weapon and Armor Proficiency: Snow goblinoids are proficient with all simple and martial weapons, and with light and medium armor and shields.
Icewalker (Ex): A 1st level, you ignore all movement penalties associated with snow or ice on the ground. You always succeed on Balance checks against effects caused by ice or by spells or special abilities with the cold descriptor.
Snowsight (Sp): At 1st level, you gain spellsight as a spell-like ability with a caster level equal to your level in goblinoid, snow, and snow paragon.
Snowfare (Ex): At 2nd level, you gain your choice of the following:
Icy Rage: You gain Frozen Berserker as a bonus feat.
Frozen Betrayal: You may trade 2d6 sneak attack for 1d6 cold damage. This damage may be inflicted against creatures immune to sneak attack, provided your attack would otherwise qualify as a sneak attack.
Channel Snow: As a swift action, you can your weapon with the chill of the environment. On a successful hit this does an extra 1d6 cold damage. If you wield a weapon of blue ice, you do an extra 2d6 cold damage.
Ability Boost (Ex): At 3rd level, your Constitution score increases by 2 points.
Norker Paragon
You are norkier than the Great Leader.
HD d12
Level
Base Attack Bonus
Fort Save
Reflex Save
Will Save
Special Abilities
1st
+1
+2
+2
+0
Claws, scent
2nd
+2
+3
+3
+0
Armored
3rd
+3
+3
+3
+1
Ability boost (Con +2)
Class Skills (2 + Int modifier per level): Climb (Str), Handle Animal (Cha), Hide (Dex), Listen (Wis), Move Silently (Dex), Search (Wis), Spot (Wis), Survival (Wis)
CLASS FEATURES:
All of the following are class features of a norker character
Weapon and Armor Proficiency: Norkers are proficient with all simple and martial weapons, and with light and medium armor and shields.
Claws (Ex): At 1st level, you gain 2 claws as secondary natural attacks doing 1d3 damage each.
Scent (Ex): A 1st level, you gain the scent ability. You can detect opponents by scent within 30 feet. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. When you detect a scent, the exact location of the source is not revealed—only its presence somewhere within range. You can take a move action to note the direction of the scent. Whenever you comes within 5 feet of the source, you pinpoint the source’s location.
Armored (Ex): At 2nd level, your natural armor increases by 2 points.
Ability Boost (Ex): At 3rd level, your Constitution score increases by 2 points.