melkoriii said:
Just to note. You will not find any stat mods of +-odd numbers. The reason is to stop min/maxing
Player rolls Stats
13
12
14
15
17
12
All you he would have to do is put a -1 on the 17 and he loses nothing.
By rule of thoumb all stat mobs are +- an even number.

Yes, you are correct, all stat mods on average are even, rather then odd. I've decided to go with odd numbers and require the race be decided before stats are rolled, stats rolled in order. For DM's worried about min/maxers, just adjust all stat mods to an even number, although then you will have to adjust the power level as well. I do not want a rapid escalation of STR values (1/2 orc is +2, orc is +4, etc) to show a race is slightly stronger or weaker, so I favor the odd #'s. Milage may vary. Per the book, this is not smiled upon.
Below are my goblins and hobgoblins (Kanites) - which are altogether different from the book version of either. I actually plan on naming them something other then goblin and hobgoblin, but haven't decided on a name yet. Gremlin and Gremlykin? I do not know yet.
THE KANITES
Phyiscally, the Kanites are smooth skinned gray humanoids with large pointed ears, round bald heads, and 6 fingers and toes per arm/leg. Able to process raw meat without difficulty, they instead have difficulty with some vegetables and grains. Despite this, they tend to love sweet breads and pastries. Currently, the Kanite Culture is rapidly changing, neither the Goblins or Hobgoblins are fully acclimated to the changes yet. The model is very corporate, with individual merchant houses battling for more financial power among themselves and other races. The once dominant military force, Hobgoblins are almost identical to mercenary companies now, hiring out to the merchant houses to keep themselves employed.
The Kanites are spread throughout all available space, looking to sell their wares or services to those with money. Patriotism is not common, but loyalty to the military or merchant house they belong to is typical. Members who travel far from their ‘home’ group often keep in contact using a traveling group of Kanites who serve as mailmen and heralds for the various groups, keeping the ‘home’ groups abreast of international events.
Kanites have unusual vitality, healing from wounds faster then most would recover, and do not scar from non-magic wounds at all. Their vitality does not include a resistence to disease, both sub-groups of Kanites being vulnerable to several illnesses that effect only them & their kin.
GOBLIN (KANITE) 0+0.25+0.5+0.5+0.75+1+0.75+0.75 4.5
Size • Small
Statistic Adj.• -2 STR, +2 DEX
Move • 20’ ground
Race Skills• Bluff
Senses • +2 spot, +2 search, -2 listen
Language • Kanite
Favored Class• Any
Bonus • Heal +1 HP/day of rest
• Know any 2 0th LV arcane spells, cast 2+(INT MOD) times a day total
• 4 SP at 1st +1 SP each level > 1st
• +1 save against spells
• Access to Goblin feats
Goblins are as short as 2’6” to 3’6”, generally with pot bellies and over-wide mouths. Hairless except for their ears, bellies, and legs, they have an almost rubbery texture to their skin until they are very old or sick, when their skin feels like dried, cracked, leather. Their eyes are oversized, being almost 1” circles in their small faces, and come in every shade imaginable. Their ears are canine shaped, but flop helplessly due to the lack of cartilage. Goblins suffer frequent earaches, wax buildup, and hearing problems from adolescence on, and treatments for their ears are common products in Goblin communities. They have knobby knees and elbows, with long forearms, fingers, and toes. Goblin joints tend to swell in bad weather, causing discomfort in most and agony among the old or ill. Their bald heads tend to get cold easy, which makes hats and caps a popular form of clothing to them.
The natural tendency towards magic enables the goblins to enjoy a bit of mystique among the less magical races, but their natural aptitude fails to make the Goblins better wizards then the other races.
HOBGOBLIN (KANITE) 1-1+0.25+0.5+0.25+0.75+1+0.5+1 4.5
Size • Medium
Statistic Adj.• +1 STR, -1 INT & CHA
Move • 30’ ground
Race Skills• Stabilize self
Senses • +1 spot & +1 listen
Language • Kanite
Favored Class• Fighter & Rogue
Bonus • Heal + 1 HP/day of rest
• +1 HP at 1st level
• Minimum of 2 HP per HD
• +2 save Vs death effects
• use of any 1 martial weapon (exotic if know all martial)
Hobgoblins are smooth gray humanoids standing 5’10 to 7’ tall, with white hair fringing around their head, down their back, stomach, as well as along their arms, and legs. Their almond shaped eyes are overlarge black, giving them a disconcerting look. Their skin feels like oiled leather and develops scars easily, leaving light pink lines at the wound site. Their ears, unlike the Goblins, are shorter and has cartilage, as well as the musculature needed to move their ears like a dog. Cropping of an ear, or notches, is often an identifier (among other Hobgoblins) of their stature in the military.
They have oversized joints, as do the Goblins, but tend to fare better then them, being more resistant to weather, wear, and pain. Their heads have the same weakness to the cold as Goblins, although hairpieces are becoming more popular then hats are to them. Unlike the Goblin, Hobgoblins have a 1’ rat-like tail, which is void of fur. This tail is often decorated with small banner like cloths or jewelry.
The cultural traditions of Hobgoblins include branding, tattooing, and piercing – usually to identify membership of a group more then as a statement of individualism. Almost all Hobgoblins, ingrained since childhood, stand straight rather then slouch, and keep their jaw parallel to the ground to give them a straight stare when possible. When they make eye contact, they usually try to stare others down, waiting for them to avert their eyes.
Lacking the magical tradition of the Goblins, the Hobgoblins have a martial tradition, as part of the rite of passage to adulthood, which includes going through a rigorous (non-lethal) tourney. The young Hobgoblins train for this rite, the weapon they choose has multiple meanings in their society, and so the choice of weapon is made very carefully. Once they pass, they’re considered full members of their society.
Goblin Feats: add 2 extra 0th spells known, or cast extra 2 a day, or learn 1 0th level from bard, cleric or druid list.