Races/Orc

Description
Physical Description: Goblinoids are a varied race and thus their physical appearance can fairly drastically change from the small goblin to the large and muscular orc. While related one may not think the orc and goblin have the same origin, and as a result it is uncertain the origin of the race, but the name of goblinoid emerged due to the prevalence of goblins compared to orcs.

Society: Goblinoids commonly are very tribal in nature, and rarely forming their own kingdoms. Regardless they tend to hold strength above all else, with the ruler usually being the strongest of them, fighting to prove their worth to lead. Goblinoids tend to settle their disputes with either threats or displays of might, making their interactions with other races difficult; though the smaller races of goblin tend to employ more underhanded methods to make up for their lack of strength compared to other races; though still within their own groups might makes right.

Some goblinoids do reside outside of these systems and live amongst other races, though rare, and more common for those of mixed race, rather than full blooded goblinoids. The goblinoids who do live amongst human or other societies tend to find themselves in various roles depending on their heritage; with Orcs finding more roles in combat and labor positions, while goblins might find more in subterfuge and merchant roles.

Relations: Dwarves and Elves tend to have a bitter history with Goblinoids, leading to mutual hatred between these races. Humans and Halflings have also had histories with being invaded by Goblinoids, though this is usually for specific kingdoms rather than the races as a whole.

Type: Humanoid(Goblinoid)

Orc
Description: Orcs are powerfully built, standing from half a foot to a full foot above humans with a greater amount of muscle mass. Orcs generally have green skin, broad shoulders, dark hair, and some protruding tusk-like teeth.

Male Orcs tend to be anywhere from 5’ 3” to 7’ 2” and from 174 lbs to 328 lbs. Female orcs range from 5’ to 6’ 9” and from 134 to 288 lbs.

Ability Score Modifiers: Orcs gain a +2 racial bonus to Strength and Endurance, and a -2 penalty to Intelligence.

Size: Medium

Base Speed: 30 Feet

Starting Languages: Common or Orc

Special Vision Types: Dim-Light Vision 30

Trait: Orcs gain Diehard as a bonus feat, even if they do not meet the prerequisites.

Mixed Blood Trait: Mixed Blood Secondary Orcs treat their constitution as 4 higher for the purposes of determining when they would die from negative hit point damage.

Hobgoblin
Description: Hobgoblins builds are a bit shorter than the average human, but otherwise similarly built, despite their otherwise goblin-like appearance. Their name is derived from their goblin-like appearance despite being decently larger than the average goblin. It is often thought the hobgoblin is a cross between and Orc and Goblin that branched off into its own heritage; with a smaller subset theorizing hobgoblins are the true origin of goblinoids that Orcs and Goblins branched off from. Hobgoblins tend to be more militaristic and thus find themselves drawn towards life in the army as both soldiers and officers.

Male Hobgoblins tend to be anywhere from 4’ 8” to 5’ 6” and from 155 lbs to 245 lbs. Female hobgoblins range from 4’4” to 5’ 4” and from 135 to 220 lbs.

Ability Score Modifiers: Hobgoblins gain a +2 racial bonus to Endurance and Focus, and a -2 penalty to Psyche.

Size: Medium

Base Speed: 30 Feet

Starting Languages: Common or Hobgoblin

Special Vision Types: Dim-Light Vision 30

Trait: Hobgoblins gain a +4 racial bonus to Profession(Soldier) checks and a +1 racial bonus to saves against maneuvers.

Mixed Blood Trait: Mixed Blood Secondary Hobgoblins gain a +2 racial bonus to Profession(Soldier) checks.

Goblin
Description: Goblins are quite small with almost exaggerated eyes ears and noses, making their visage quite recognizable. They are not very strong due to their stature, though tend to be fairly agile instead. Goblins tend towards cave-dwelling and are often underhanded and sneaky to make up for their stature, catching many who wander into their caves off-guard with ambushes. Many times goblins resort to thievery especially when alone; though large groups can potentially be deadly, they may still struggle to take on larger prey. The primary boon for a goblin is they have a stronger constitution thanks to their proclivity to eat almost anything when hungry.

More civilized goblins exist, though such goblins tend for jobs in alchemy, toxicology, and merchants; but some goblins who seek more adventurous lives tend to be sought out for their capabilities in stealth.

Male Goblins tend to be anywhere from 2’ 11” to 3’ 5” and from 32 lbs to 40 lbs. Female Goblins range from 2’10” to 3’ 4” and from 28 to 35 lbs

Ability Score Modifiers: Goblins gain a +2 racial bonus to Agility and Endurance, and a -2 penalty to Strength.

Size: Small (+1 Size Bonus to AC and Attack Rolls; -1 Penalty to MSB and Saves against maneuvers; and a +4 size bonus on stealth and acrobatics checks to fly).

Base Speed: 30 Feet

Starting Languages: Common or Goblin

Special Vision Types: Darkvision 30

Trait: Goblins gain a +4 racial bonus to Stealth and Sleight of Hand checks.

Mixed Blood Trait: Mixed Blood Secondary Goblins gain Dim-Light Vision 30; or improve their existing Dim-Light Vision by 15 feet.

Deathless (Race)
Prerequisite: Str 13, Con 17, Diehard, Unnatural Resolve, Base Attack Bonus +12, Goblinoid(Orc)

Benefit: Even for an orc you seem impossible to take down. When a creature rolls to confirm a critical hit against you, it must roll twice and take the lowest result.

Orc Endurance (Race)
Prerequisite: Con 13, Goblinoid(Orc)

Benefit: Once per day as a reaction, you can gain a number of temporary hit points equal to your Constitution modifier plus half your base attack bonus. You can use this feat to prevent yourself from dying. You may spend a point of stamina move action to regain the daily use of this feat

Orc Weapon Expertise (Race)
Prerequisite: Base Attack Bonus +1, Goblinoid(Orc)

Benefit: You gain proficiency in Battleaxe, Greatsword, and Strung Axe if you did not already possess it. In addition you treat the Tetsubo, Great Boomerang, Goliath Axe, Waraxe, and War Bow as martial weapons rather than exotic for the purposes of determining proficiency with these weapons. In addition when you gain this feat choose one of the following, you gain these benefits when wielding any of these weapons:


 * Bully: Gain a +2 bonus on damage rolls against creatures at least one size category smaller than you. This bonus to damage is to +4 if you are making an attack with a melee weapon using two hands.
 * Defender: Treat the weapons listed in this feat as having the blocking weapon feature.
 * Disrupt: Add 3 to the DC of concentration checks for enemies within your threatened area. This only applies if you are aware of the enemy’s locations and are capable of taking an attack of opportunity.
 * Killer: Gain a +2 competence bonus on attack rolls made to confirm critical hits.
 * Thug: Treat the weapons listed in this feat as having the concussive weapon feature.
 * Trickster: Choose one of the following: serrated, trip, sunder, or disarm. The weapons listed in this feat are treated as having the chosen weapon feature.

Surprise Follow-Through (Race)
Prerequisite: Power Stance, Cleave, Base Attack Bonus +1, Goblinoid(Orc)

Benefit: When in power stance and using the cleave feat, the second foe you attack as part of your cleave is Flat-Footed against your next attack.

Great General (Race)(Skill)
Prerequisite: Profession(Soldier) 1 Rank, Goblinoid(Hobgoblin); Military Leader, Tactician, Profession(Solider) 5 ranks

Benefit: You may increase the AP cost of Taction by 1; when doing so allies within the area of the ability gain a +1 morale bonus to attack and damage rolls until the start of your next turn; this bonus improves by an additional 1 for every 5 ranks of Profession(Soldier) you possess after 5.

Military Leader (Race)(Skill)
Prerequisite: Profession(Soldier) 1 Rank, Goblinoid(Hobgoblin)

Benefit: Your aptitude with dealing with soldiers allows you to better command them. You may use your Profession(Soldier) in place of Diplomacy and Intimidate when interacting with creatures with ranks in Profession(Soldier).

Tactician (Race)
Prerequisite: Human(Any) or Goblinoid(Hobgoblin)

Benefit: As a 2 AP action you may quickly shout commands to allies within 30 feet, allowing them to spend a reaction to move 5 feet without provoking attacks of opportunity.

Improved Low Blow (Race)
Prerequisite: HHalfling(Any) or Goblinoid(Goblin); Low Blow

Benefit: When making a critical hit against a foe larger than yourself treat your weapon size as one size category larger for the purpose of determining the damage it deals. If wielding a light weapon you may choose to treat the bonus damage from Low Blow as precision damage.

Low Blow (Race)
Prerequisite: Halfling(Any) or Goblinoid(Goblin)

Benefit: You deal an additional +1 damage on a critical hit for each size category a creature is above yourself. This bonus improves to +2 per size category difference if this attack was made with a light weapon.

Risky Striker (Race)
Prerequisite: Halfling(Any) or Goblinoid(Goblin); Power Stance

Benefit: When in power stance, you may choose to take a –1 penalty to AC to gain a +2 bonus on melee damage rolls against creatures two or more size categories larger than you. When your base attack bonus reaches +4 and every 4 levels thereafter, the penalty increases by –1 and the damage bonus increases by 2. You must choose to use this feat before making an attack roll, and its effects last until the start of your next turn.

Desperate Rage (Race)
Prerequisite: Goblinoid(Any), Rage Class Feature

Benefit: When the character is below 0 hit points and their Rage is about to expire, you may as a reaction choose to add your constitution modifier to the rounds remaining on the rage. The rage from these additional rounds immediately expires when you are brought above 0 hit points. When choosing to use this ability you are exhausted instead of fatigued after the rage.

Fire’s Blessing (Race)
Prerequisite: Goblinoid(Any), Fire Affinity Benefit: When in combat if you deal fire damage to an enemy you gain 1 temporary hit point. These temporary hit points can stack with themselves but only last until the beginning of your next turn. Attacks that cause a target to catch on fire grant you temporary hit points each round the target takes fire damage; you gain these temporary hit points at the beginning of your next turn.

Grudge Fighter (Race)
Prerequisite: Goblinoid(Any)

Benefit: You feel great anger at anyone who would attack you. You gain a +1 morale bonus on attack and damage rolls made against any creature that attacked you in the current combat. This bonus to damage is to +2 if you are making an attack with a melee weapon in two hands, or a weapon that adds 1-1/2 times your Strength modifier on damage rolls.

Keen Scent (Race)
Prerequisite: Wis 13, Goblinoid(Any)

Benefit:  Your nose is as sensitive as that of a wild predator. You gain the scent special ability.

Reverse-Feint (Race)
Prerequisite: Base Attack Bonus +1, Goblinoid(Any)

Benefit: You’ve learned to goad opponents into attacking you in order to make your counter attack all the more powerful. As a 2 AP action you may deny yourself your Agility bonus against a single target. If the opponent attacks you, regardless if it hits you or not, you may attack it as a reaction with a single melee attack, the target is Flat-Footed  for this attack.

Smell Fear (Race)
Prerequisite: Keen Scent, Goblinoid(Any)

Benefit: You gain a +4 bonus on perception checks to detect creatures with the shaken, frightened, or panicked conditions using scent. In addition the DC to track a creature you had successfully demoralized with intimidate is reduced by 2 for the first 24 hours after you intimidated that foe.

Toothy (Race)
Prerequisite: Goblinoid(Any)

Benefit: You gain a bite natural weapon that deals 1d4 damage (1d3 if small). You gain 1 temporary hit point anytime you successfully deal damage with this bite natural weapon, these temporary hit points do not stack with themselves and last until the beginning of your next turn.

Trap Wrecker (Race)
Prerequisite: Power Stance, Disable Device 1 Rank, Goblinoid(Any)

Benefit: When in power stance, you can attempt to disarm a trap by striking it with a melee weapon instead of making a Disable Device check. As a 4 AP action, attempt a Sunder maneuver with a +2 bonus against the trap’s Disable Device DC. A failed sunder check causes the trap to activate. If successful you may roll damage as if performing a sunder against an unattended object, adding in any damage bonuses as usual, though for the purpose of this roll treat the hardness of the trap as 5. If the damage is at least half the trap’s Disable Device DC the trap is disabled, but damage lower than half the DC causes the trap to instead activate. You can only attempt this on non-magical traps. You must be able to reach some part of the trap with your attack in order to use this feat. At the GM’s discretion, some traps may not be susceptible to this feat.

Vicious Loner (Race)
Prerequisite: Goblinoid(Any) Benefit: Whenever you reduce a foe to 0 hit points or fewer you gain temporary hit points equal to 2 + your Endurance modifier (minimum 1) until the end of your next turn. You do not gain these temporary hit points if the opponent has less than half your hit dice.