Hobgoblin, Ortho
Size/Type: Medium Humanoid (Goblinoid)
Hit Dice: 1d8+2 (6 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
Armor Class: 17 (+1 Dex, +5 Chain Mail, +1 Medium Shield shield), touch 11, flat-footed 14
Base Attack/Grapple: +1/+2
Attack: Longsword +2 melee (1d8+1/19-20) or javelin +2 ranged (1d6+1)
Full Attack: Longsword +2 melee (1d8+1/19-20) or javelin +2 ranged (1d6+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: —
Special Qualities: Darkvision 60 ft.
Saves: Fort +4, Ref +1, Will -1
Abilities: Str 13, Dex 13, Con 14, Int 10, Wis 10, Cha 10
Skills: Hide +3, Listen +2, Move Silently +3, Spot +2
Feats: Alertness
Environment: North Thaera
Organization: Small Military Unit (12-100 plus 1 3rd-level sergeant per 20 soldiers and 1 leader of 4th-6th level), Commando Group (10-24 with 1 leader of 3rd-5th level), or in village/city formation (as per humans)
Challenge Rating: ½
Treasure: Standard
Alignment: Usually Lawful Evil (Lawful Neutral)
Advancement: By character class
Level Adjustment: None
Hobgoblins are a interloper race to the planet Ortho. The original Hobgoblin ancestors of the current population of Ortho hail from the Outer Plane of Acheron rather than planet that they now call home. Their planar origins has no practical effect on their physical status but has left them culturally isolated from the rest of Ortho. While they are beloved and accepted allies, the fact that they have refused to convert to the religion of The Lords of Order or disregard their racial pride for a unified world view has left them as a bit of the odd man out on the planet.
Ortho Hobgoblins are much like their kin on other worlds in many respects. They are larger than regular goblins, have hair color that ranges from dark reddish-brown to dark gray. They have dark orange or red-orange skin. Large males have blue or red noses. Hobgoblins’ eyes are yellowish or dark brown, while their teeth are yellow. Their garments tend to be brightly colored, often blood red with black-tinted leather. The exceptions to this are high class members of their ruling class that have taken to wearing blood-red togas. All Hobgoblins are armed from adolescence on up, with even regular citizens carrying a dagger on them at all times.
Ortho Hobgoblins are slightly more intelligent and congenial than regular members of their race. They tend to get along fine with humans and other members of the Harmonium, even if they tend to prefer the company of other members of their race. The only difference between evil and neutral Hobgoblin communities is that the former accent the desire to seek out other civilizations to destroy in the name of Hobgoblin conquest along with ideas of racial purity. Even the most die-hard hobgoblin racists tend to be able to put on a polite facade for the benefit of their non-Hobgoblin associates.
Ortho Hobgoblins are also more technologically advanced than the average example of their species. They employ modernized weaponry of Ortho including bombards, experimental gunpowder weaponry, and modern siege weaponry. Hobgoblins have been shown to be more willing to put dangerous and untested new military weapons into the field than most members of the Harmonium. They have shown an especial fondness for Smokepowder weapons and enjoy the destruction that it brings. Due to their strong warrior tradition, magic has never been especially prevalent amongst their race but it is not absent by any stretch of the imagination.
Hobgoblins speak Ortho Common and their own particular variant of the Goblin tongue. Merchants are almost unknown amongst the race and most Hobgoblins encountered away from home will be Harmonium members or mercenaries. Ortho Hobgoblins also live longer than most of their kin, averaging death around seventy years of age.
Combat
Ortho Hobgoblins are even more talented at tactics and strategy than their regular kinsmen. They are disciplined fighters that prefer to engage a foe only after they've accurately gaged his weaknesses and are sure they can defeat him. Opponents may chase Hobgoblins away, only to find that they are lead into a series of brutal ambushes. When ordered into large scale engagements, Hobgoblins are happy to spend their lives in the service of the state.
Of all Harmonium groups, Hobgoblin commanders are the most likely to dismiss the idea of non-combatants as an impediment to any military action that will bring victory. Hobgoblin commanders are also careful to cover up any war crimes that may occur in the "heat of battle-lust." Racial pride prevents most Hobgoblins from reporting members of their race for any actions taken against non-members of the race. Oddly, this 'honor' is extended to trusted human associates as well.
Individual Hobgoblins who achieve glory are often rewarded lavishly and thus members will seek any opportunity to prove themselves if separated from their group.
Skills
Hobgoblins have a +4 racial bonus on Move Silently checks.
The hobgoblin warrior presented here had the following ability scores before racial adjustments
Str 13, Dex 11, Con 12, Int 10, Wis 10, Cha 10
Hobgoblin Society
Ortho Hobgoblins live a regimented lifestyle with children reared amongst their families until early adolescence. Then they are taken by the state and then educated in Military Academies until adulthood. In addition to the ways of battle; Hobgoblins are also educated in literacy and basic knowledge of the world. Hobgoblin Veterans are sent back to the Academies to learn more advanced studies in order to prepare them as officers or civilian leaders.
A Hobgoblin who survives his first tour of duty, approximately six years, is sent back to their homeland. A Hobgoblin whom has not already had his family arrange a mate for him is provided one by the State. Child-rearing is viewed as a duty of the citizenry and a perfectly viable alternative to active military service. Some Hobgoblins choose to take up military related trades in addition to this duty. A substantial number, perhaps a fifth, choose to sign up for more tours of duty.
Hobgoblins tend to entertain themselves with displays of athletics, hunting, horsemanship, wrestling, and animal fights. The Gladiator Fights that used to be so popular in their homeland have since been outlawed. The fights continue as one of the few Illegal Pastimes that is not harshly punished.
Hobgoblins have a finely developed sense of honor and kinship. Hobgoblin questions of honor are settled in duels that are sanctioned by the State or arbitrated by the Priesthood. Most of these duels are to wound rather than kill. A Hobgoblin father is held responsible for anything that is performed by any child not to the age of majority. Humans are not considered bound by Hobgoblin points of Honor due to the fact that they are considered to be an inherently untrustworthy race, a point that most humans on Ortho resent.
The Ortho Hobgoblin warrior tradition is one that extols taking trophies. Thus, successful Hobgoblin Warriors are known to remove bits and pieces of their greatest kills to decorate their armor. The practice of removing the ears and tongues of enemies has largely died out but is secretly practiced by many pure Hobgoblin groups.
The role of religion in Hobgoblin society is the view of Hextor as the patron deity of Hobgoblins. The current version of the deity is far more honorable and less infernally tied than the Oerth incarnation. However, their version is still a tyrannical and conquest minded deity that extols the total destruction of all enemies. Ancestor worship plays a heavy part in Hobgoblin society with families expected to maintain shrines that send prayers to especially noble members of the bloodline. Worship of the Lords of Order is tolerated but the only sect to gain any ground is a heretical branch of Didairdin priests that continue to revere his role as the God of War.
Ortho Hobgoblin Characters
A Ortho Hobgoblin's Favored Class is Fighter, though all types of Martial Classes are found amongst Ortho's Hobgoblins. Clerics of Hextor are very common and receive great respect amongst the race. Hobgoblin Clerics of other gods are treated with suspicion, if not outright hostility.
The only acceptable alternative to Hextor amongst Hobgoblin Priests are those who worship the Lords of Order. Hobgoblin Wizards and Sorcerers are rare but not discriminated against. All Hobgoblin Rogues are expected to be trained spies and saboteurs of the state with thieves recieving slavery or death as a punishment for their crimes.
Hobgoblin characters possess the following racial traits.
* +2 Dexterity, +2 Constitution.
* -2 penalty to Charisma
* A hobgoblin’s base land speed is 30 feet.
* Darkvision out to 60 feet.
* +4 racial bonus on Move Silently checks.
* Automatic Languages: Ortho Common, Hobgoblin.
* Bonus Languages: Beholder, Dwarven, High Orthese, Kobold, Orcish
* Favored Class: Fighter.
* Level adjustment +0
You think the Hobgoblins should have a separate PC race entry or just stick with this?
How about the Otaki, should they have a MM entry as well as a PC entry?