What's your options on bugbears in Golorian being all serial killers or atleast obsessed with fear? I think that has room for, improvement. Definitely feels weird for them though.
I love it.
It's one of my favorite lore changes between D&D and Pathfinder. It makes bugbears feel less like "goblin, but giant". And Paizo has made it clear that some goblins mutate and just grow to Medium size, so you can have giant goblins if you want 'em.
@monstersdownthepath suggested that bugbears have a demonic taint to them. Despite their CE nature, I'd suggest sahkils instead. Bugbears are the Fear of Marauders, of Banditry, of Murder. Only they're mortal. But I bet a lot of their souls end up in Xilbaba when they die.
I imagine that small groups of bugbears are somewhere between bandit gangs and terrorist cells, roaming around and striking for maximum psychological impact as much as to get material goods. Larger communities would be like Halloweentown, only much less friendly. With running competitions for "most blood drained in a single evening". And adopting more terrible monsters into their numbers as Honorary Bugbears. Life's no fun without a good scare! If the Thing Hiding Under Your Stairs and The Shadow on the Moon At Night really wanted to kill you, and then looted your supplies and took over your village until the well runs dry or next year's crop doesn't plant itself. That's a bugbear clan.
I also love the implication in Ironfang Invasion, through characters like Scarvinious and Scabvistin (great naming convention too, IMO), that some, but not all, bugbears are envious of hobgoblins. They like the idea of civilization, of order and rigidity. And so they enlist. And because of their strength and power, they can succeed. If they "beat the bear" out, in Scabvistin's words.
So if you want to give bugbears another hook, here's my alternate, but not necessarily incompatible take. They're brood parasites. Because what's scarier than a baby that's not yours taking over your life?
We know that in Pathfinder canon, goblins and hobgoblins are both communal breeders (thanks to nursery locations in both Rise of the Runelords and Jade Regent). A mother bugbear sneaks into a goblin creche and leaves her baby behind, after killing one of the young and either eating it themselves or feeding it to Junior. The somewhat addlepated and mutation-prone goblins won't notice or mind a slightly hairier infant, right? And then the bugbear baby takes more than its fair share of resources, maybe knocks off a few of the other kids, and then either leaves the goblin colony at a young age in order to find more bugbears, or stays and muscles his way into a leadership position.
Doing the same to a hobgoblin community is riskier. The hobgoblins are much more in tune and observant. But in this case, it becomes more of a mutualistic relationship that could tip into parasitism on either end. Maybe the bugbear can get along in the hobgoblin village by learning discipline, or be content with the role of scavenger or brute. Or the bugbear could try to take over, if the hobgoblins are weak. And if the bugbear doesn't have the resources to survive and thrive, the hobgoblins send them off on a suicide mission.
And even though they only rely on other goblinoids for raising their young...most of the time, there are rumors that they do this to other peoples. Even if it happens once in a hundred years, everyone will know the story of how the Munson boy got very hairy and very big very quickly, and then slaughtered and spit-roasted the family dog when he was only 4? That kind of fear keeps the bugbears powerful. And makes the bugbears very happy.
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I love your interpretations of dnd races <3! but also wanted to ask what's your artistic take on goblinoids?
Hmm I honestly have not worked with goblinoids too much- the closest I could think of is Firbolg, and I can definitely give them a similar treatment that I gave them...
I never really cared for "ugly traits" in DnD races, like you could take any described feature and do something more interesting with it. With Goblinoids I feel like their "exaggerated" features could rather be translated into more bestial visuals perhaps? Lots of potential.. I could see their exaggerated expressions even leaning a little feline if I had to take my own swing at it.
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If I Ran the Zoo: Bestiary 1 Humanoids
Pathfinder 1e did a much better job keeping its monsters on an even level of balance between products than its progenitor, D&D 3.x, did. But even so, there was some room for improvement. One of the most notable gaps, I feel, is the power level of classic D&D humanoids compared to other monsters of their CR. The power discrepancy between a gnoll and an orc is a well known example, where the orc has a lower CR on paper but is a much nastier combatant. But compare across the same CR and you’ll notice similar patterns. Look at a boggard, a bugbear and a morlocks, for example, and it’s pretty clear that the bugbear is rather less powerful than its supposed peers. I suspect that’s for reasons of backwards compatibility.
I don’t care about backwards compatibility.
So here’s how I would alter and augment some of the classic D&D humanoids to be more in tune with their Pathfinder flavor text, and to be more challenging to your players. Many of these are just adjusting mental ability scores upwards, but there’s a few more complicated changes in store as well.
Bugbear
Boo! (Ex) A bugbear can make an Intimidate check to demoralize a single target as a move action. If it takes a standard action instead, it gains a +2 bonus.
Tools of the Trade (Ex) Bugbears count saps, light hammers, warhammers and earthbreakers as simple weapons, and treat one exotic weapon of their choice as a martial weapon for the purposes of proficiency (bolas, garrotes and lassos are popular choices).
Drow
Fueled by Spite (Su) As a standard action once per day, a drow can grant itself temporary hit points equal to their Hit Dice plus Charisma modifier (minimum 1 temporary hit point). These hit points last for 1 hour, or until expended.
(Yes, I know that PF2e is writing the drow out as part of them continuing to cut ties with D&D. I have my own ideas of how to handle that).
Giants
Greatclubs are simple weapons, so any giant with Martial Weapon Proficiency (greatclub) can trade it for a different feat. A suggested feat for hill giants is Dazzling Display or Toughness, and a suggested feat for stone giants is Combat Reflexes or Improved Initiative. Fire giants gain weapon familiarity with greatswords and longswords, treating them as simple weapons. Suggested replacements for Martial Weapon Proficiency for a fire giant include Greater Sunder, Greater Overrun, or Improved Critical (greatsword). Frost giants gain weapon familiarity with battleaxes and greataxes, treating them as simple weapons. Suggested replacements for Martial Weapon Proficiency for a frost giant include Improved Initiative, Iron Will, or Vital Strike.
Gnolls
Bite Attack: All gnolls have a bite attack as a primary natural weapon that deals 1d4 points of damage. The Snapping Bite feat still exists; it increases the bite damage to 1d6, and allows the gnoll to make bite attacks while wielding weapons at a -2 penalty, as if it had the Multiattack feat.
Weapon Familiarity (Ex) Gnolls treat flails and heavy flails as if they were simple weapons, and nunchaku and flindbars as martial weapons.
In addition, there are two subraces of gnolls, the Carrion Crewe and the Packmasters. Carrion Crewe gnolls tend to be chaotic evil in alignment, whereas Packmaster gnolls tend to be neutral. Each has an additional unique ability modifier, and its own racial ability.
Carrion Crewe Gnolls: +2 Con
Plague Born (Ex) Carrion Crewe gnolls gain a +2 racial bonus on saving throws against disease, ingested poisons, and becoming nauseated or sickened.
Packmaster Gnolls: +2 Wis
Hopeful (Ex) Packmaster gnolls gain a +2 racial bonus on saving throws against fear effects and emotion effects such as despair, grief or boredom. They do not gain this bonus against rage effects, or other types of emotion effects, such as an unnatural lust or overwhelming presence spell (GM’s discretion).
Goblin
-2 Str, +4 Dex, -2 Wis: Goblins are fast, but physically weak and prone to foolishness
Hobgoblin
Spurn Elf-Magic (Ex) Hobgoblins gain a +2 racial bonus to all saving throws against arcane spells.
Kobold
-4 Str, +2 Dex, +2 Cha: Kobolds are physically very weak, but have agile muscles and strong personalities
Ogre
+10 Str, -2 Dex, +4 Con, -4 Int. Ogres do not have a penalty to Charisma, as they are very good at jug playing, dancing, and terrifying their victims.
Orc
+4 Str, -2 Int, -2 Cha. Orcs are in tune with their senses and surroundings, even if they do tend to fight first and think later.
Troll
+10 Str, +4 Dex, +12 Con, -2 Int, +2 Wis, -2 Cha. Golarion’s trolls are not as stupid as their cohorts in other versions of reality. They are stubborn, and have the keen senses of a predator.
Vegepygmy
A vegepygmy is as it appears in Pathfinder Bestiary 1, but is a CR 1/3 creature. Their endonym is a succession of short popping sounds. If you dislike the word “pygmy” in the name (which is fair, and I’ve had people discuss in my notes before), consider calling them “russetoids” or “stemons” (named after the brown slime mold genus Stemonitis)
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