This month’s races were requested by Ronald J Paris among those featured in Rituals & Relics: Excalibur. Anhardd were defined as “hobgoblin” but also as human-goblin hybrids. Since a hobgoblin race already exists in Pathfinder, I thought that a half-hobgoblin would be awesome.
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Anhardd (Standard Race, 9 RP)
Hybrids of hobgoblins and humans, anhardd abound in lands where fey and monstrous humanoids mingle freely with humanoid races. They mostly are raised by their human parent, becoming defenders of the civilized way of life against the savagery they feel in their own blood, but some of them can rally a vast army of hobgoblin raiders under their command.
Ability Score Modifiers: Human Heritage (0 RP) An anhardd gains a +2 to any single ability score of their choice during character creation.
Type: Humanoid (0 RP) Anhardd are humanoids with the goblinoid and human subtype.
Size: Medium (0 RP) Hobgoblins are Medium creatures and thus have no bonuses or penalties due to their size.
Base Speed: Normal (0 RP) Anhardd have a base speed of 30 feet.
Languages: Standard (0 RP) Anhardd begin play speaking Common and Goblin. Anhardd with high Intelligence scores can choose from the following: Draconic, Dwarven, Infernal, Goblin, and Orc. See the Linguistics skill page for more information about these languages.
Defense Racial Traits
Inured to Magic (2 RP): Anhardd gain a +2 racial bonus on saving throws against spells and spell-like abilities.
Feat and Skill Racial Traits
Stealthy and Ready (4 RP): Anhardd receive a +2 racial bonus on Perception and Stealth checks.
Stalker (1 RP): Perception and Stealth are always class skills for an anhardd.
Senses Racial Traits
Darkvision (2 RP): Anhardd can see perfectly in the dark up to 60 feet.
Other Racial Traits
Hobgoblin Blood (0 RP): Anhardd are considered as both hobgoblins and humans for any effect related to race.
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