Hobgoblins

Hobgoblins are the most organized and militaristic of the goblinoids. Much of their lives revolve around the ideas of warfare, fighting and domination over weaker races. From early childhood, hobgoblins are trained in battle in order to show their worth within their tribes. Hobgoblins specialize in slavery and control; their cousins, goblins and bugbears, are good examples of this. Goblins are small and weak, easy for hobgoblins to oppress. Bugbears are physically strong, but their tendency to be loners makes them vulnerable to larger groups of hobgoblins. Through slave work, hobgoblins form small warbands to take on their neighboring enemies. If given ample time to grow, hobgoblins can certainly become a real threat and early humans had to fend them off frequently. The truest testament to their strength was the War of Beasts, a large conflict orchestrated by a massive hobgoblin warband that devastated parts of the southern kingdoms. Over time, demons and other foes of the east have replaced hobgoblins as the prime enemy of the south. Some have suspected that the hobgoblins fled to the north and west when Malzarak enslaved most of the east; the hobgoblins were not willing to serve him and instead opted to conquer new lands for themselves.

## Physical description

Hobgoblins can have a large variance in their height, but their average height tends to be somewhere around 160 centimeters. They have a heavy build, with an average weight of about 90 kilograms. Females are usually smaller, with a height of 150 centimeters and a weight of 80 kilograms. Their faces resemble those of orcs, with smaller fangs and larger and pointier ears. All hobgoblins have red eyes in variable shades and their pupils are hard to distinguish.

Most hobgoblins have gray skin with either a blueish or greenish tint. Red-skinned hobgoblins are rare but have a reputation for being meaner and stronger than the rest. Scars, scratches and various other wounds are common on all hobgoblins and those without scars might garner more attention; either because they are so skilled in combat that they have resolved their fights unscathed or they are cowards that have fled whenever they have been challenged. Hobgoblins grow fast and become self-sufficient at a very young age, usually before their second year. 1-year-old hobgoblins are expected to be able to fend for themselves. Hobgoblins are considered adults at the age of 14 and tend to die before 80 years of age.

## Society

Although the hobgoblins have always had a fearsome reputation, many folk of the south have forgotten them as a common enemy. They have become increasingly rare and most humans, elves and dwarves have stopped worrying about their presence. Other foes have essentially replaced them. Those hobgoblins that do still exist in the south are mostly mercenaries or brigands that have been cut away from their own people. Smaller tribes do exist and are occasionally taken out and scattered to the wind. Some fear that the hobgoblins might be amassing in the north and west, preparing to take back their old lands when the opportunity presents itself.

## Rules

* **Ability Score Modifiers:** Hobgoblins are fast and hardy. They gain +2 Dexterity, and +2 Constitution.
* **Type:** Humanoid, goblinoid
* **Size:** Medium
* **Base speed:** 30 feet
* **Languages:** Hobgoblins begin play speaking Common and Goblin. Hobgoblins with high Intelligence scores can choose from the following: Draconic, Dwarven, Infernal, Giant, Orc and Sherdanian.

* **Stealthy:** Hobgoblins gain a +4 racial bonus on Stealth checks.
* **Authoritative:** Hobgoblins gain a +2 racial bonus on Diplomacy and Intimidate checks. Both skills are always class skills for them.
* **Battle-Hardened:** Hobgoblins gain a +1 bonus to their CMD and CMB.
* **Pit Boss:** Hobgoblins gain proficiency with whips and scorpion whips, and a +1 racial bonus on combat maneuver checks made to disarm or trip with a whip.
* **Slave Hunter:** Hobgoblins gain a +2 racial bonus on Survival checks and a +2 racial bonus on Fortitude saves against disease.
* **Darkvision:** Hobgoblins can see perfectly in the dark up to 60 feet.

### Alternate Racial Traits

The following alternate racial traits may be selected in place of one or more of the standard racial traits above. In addition, hobgoblins have access to all alternate racial traits normally available to hobgoblins. Consult your GM before selecting any new options.

* **Tactical Retreat:** Although normally quite bold and perhaps even foolhardy, hobgoblins can occasionally show some cunning when faced with imminent danger. These kinds of hobgoblins are able to avoid melee combatants but lack experience in close-quarters combat. Hobgoblins with this racial trait can withdraw once per day as a move action and can move up to their speed on this action. In addition, whenever they withdraw, the square they start in and the first square they move into are not considered to be threatened by any opponent they can see. This racial trait replaces Battle-Hardened.
* **Scout:** Hobgoblin bands are always in need of skilled scouts and some like to take up this position by utilizing their superior sight. However, hobgoblin scouts are known for being less assertive and dominant in social encounters. Hobgoblins with this racial trait gain Low-Light Vision and a +2 racial bonus on Perception checks. In addition, Perception is always a class skill for them. This racial trait replaces Authoritative.
* **The Red Gob:** Red hobgoblins are naturals when it comes to pure fighting and asserting dominance, but they lack experience and growth in other fields. Hobgoblins with this racial trait gain a +2 bonus to Strength and a +4 racial bonus on Intimidate checks. In addition, Intimidate is always a class skill for them. This racial trait replaces Stealthy, Authoritative, Pit Boss, and Slave Hunter.
* **Mastered Weapon:** Whips have long been considered to be the chosen weapon of most hobgoblins, but some individuals have taken a different route. Hobgoblins with this racial trait gain *Exotic Weapon Proficiency* as a bonus feat. This racial trait replaces Pit Boss.

## Hobgoblin Racial Feats

* **Lord of the Lash**

*Those stricken by your whip can quickly find themselves trembling under your aggressive shouts.*

**Prerequisites:** Hobgoblin, Weapon Focus (whip), base attack bonus +3, Intimidate 3 ranks.

**Benefit:** When you successfully hit, disarm or trip an opponent with a whip, you may make an Intimidate check as an immediate action to attempt to demoralize your opponent. You gain a +2 circumstance bonus on this check if your target is unarmed or prone.

* **Tornado Whip**

*Attacking your foes with two whips has become rather effortless to you.*

**Prerequisites:** Hobgoblin, Weapon Focus (whip), Two-Weapon Fighting, base attack bonus +5.

**Benefit:** When fighting with two whips, you treat the whip in your off hand as a light weapon.

* **Combat Instincts**

*Your greater combat experience makes you a dangerous and instinctive warrior.*

**Prerequisites:** Hobgoblin, base attack bonus +1.

**Benefit:** You count as having Intelligence 15, Combat Expertise, and Improved Unarmed Strike for any combat feat prerequisites. In addition, you gain a +2 bonus on Knowledge (martial) checks. If you have 10 or more ranks in it, this bonus increases to +4.

* **Superior Tactics**

*You are talented in coordinating your allies in battle.*

**Prerequisites:** Hobgoblin, Int 11, one teamwork feat, Knowledge (martial) 1 rank.

**Benefit:** As a standard action that does not provoke attacks of opportunity, you can grant one of your teamwork feats to a single ally within 40 feet that can see and hear you. This is a language-dependent effect. The granted feat lasts for a number of rounds equal to 1 + your Intelligence modifier.

Alternatively, as a full-round action that provokes attacks of opportunity, you can grant one of your teamwork feats to all allies within 40 feet that can see and hear you. You may choose a different teamwork feat for each ally.

* **Coordinated Assault**

*You know your allies well and keep your eyes sharp for any threats that they might perceive.*

**Prerequisites:** Hobgoblin, Int 13, Superior Tactics, Improved Initiative, one teamwork feat, Perception 2 ranks, Knowledge (martial) 2 ranks.

**Benefit:** When combat begins, instead of rolling for initiative, you may declare to place yourself in the initiative order immediately after one of your allies. You must declare which ally you choose before initiatives are rolled. If you are adjacent to your chosen ally when combat begins, they gain a +4 bonus on their initiative check. If any of your allies are aware of their opponents during surprise rounds, you are also automatically aware.

* **Battle Plan**

*Your elaborate battle plans are tried and true, and others often look to you for leadership.*

**Prerequisites:** Hobgoblin, Int 13, Superior Tactics, two teamwork feats, Knowledge (martial) 3 ranks.

**Benefit:** Once per day, you can construct a battle plan in order to help your allies in combat. After conversing with your allies for 15 minutes, choose one of your teamwork feats for each ally participating in the plan (the same feat can be chosen multiple times for different allies). You must also decide on a cue that lets each participant know when it is time to initiate the plan; this cue is usually a shouted word which requires your allies to hear and understand you in order to benefit from the plan but some other more creative ways may also be used, such as telepathy, which usually offers longer range and clearer communication.

Once per day as an immediate action, you can call the plan into motion and activate the chosen teamwork feats of all participating allies within 60 feet that can hear you for a number of rounds equal to 1 + your Intelligence modifier. This is a language-dependent effect. This activation must be performed within 24 hours after planning, otherwise the feat can no longer be activated and a new plan must be constructed.

Allies can only be affected by one plan at a time, as in they cannot have multiple teamwork feats to activate.

* **Tactical Mastermind**

*You always seem to have an ace up your sleeve, no matter the situation.*

**Prerequisites:** Hobgoblin, Int 15, Superior Tactics, Battle Plan, three teamwork feats, Knowledge (martial) 6 ranks.

**Benefit:** Once per day as an immediate action, you can grant any one teamwork feat to yourself and a single ally within 40 feet that can see and hear you. This is a language-dependent effect. The granted feat lasts for a number of rounds equal to 1 + your Intelligence modifier. You may choose any teamwork feat you want and you do not need to possess it.

* **The Move**

*There is some consistency in your movements which can catch lesser opponents off-guard.*

**Prerequisites:** Hobgoblin, Int 13, Knowledge (martial) 3 ranks.

**Benefit:** Twice per day as an immediate action, you can take 10 on a single attack roll or combat maneuver roll.

* **The Ultimate Move**

*Sometimes a great opportunity presents itself and you know how to take advantage of it.*

**Prerequisites:** Hobgoblin, Int 15, The Move, Knowledge (martial) 6 ranks, character level 7th.

**Benefit:** Once per day as an immediate action, you can take 20 on a single attack roll or combat maneuver roll. In addition, when using The Move, you can take 10 one additional time per day.