Orc

The orcs were once humans. Of all the cursed races, they are the hardiest and most likely to assume leadership. While normal orcs are the most common, the larger, elite orogs tend to breed infrequently from orc parents. Orogs mating with normal orcs only rarely produce additional orogs. However, when orogs breed with other orogs, they typically produce the large but mentally challenged ogres. Ogres can grow to great size, but tend to live short, violent lives and can only rarely sustain communities amongst themselves.

Racial abilities:

Darkvision (Su): 60'
Toughness (Ex): +2 racial bonus to Fortitude saves
Stubbornness (Ex): Orcs automatically gain the Endurance feat. Any orc character that would get the Endurance feat from a class feature (such as Ranger level 3) gains the Diehard feat instead.

Automatic Languages: Common, Orc
Bonus Languages: Goblin, Draconic, Gnoll

Orc: Str +2, Cha -2
Orog: Str +4, Wis-2, Cha -2
Young Ogre: Str +2, Int -4, Cha -4

Ogre Advancement

Hit Die: d8
Skill Points : 2 + Int Modifier
Class Skills: Climb (Str), Intimidate (Cha), Jump (Str), Listen ( Wis ), Profession ( Wis ), Spot ( Wis ), Survival ( Wis ), and Swim (Str)
Weapon and Armor Proficiency: Simple Weapons, Light Armor

Level

BAB

Fort

Will

Ref

Special

1

0

2

0

0

Str +2, Natural Armor +1*

2

1

3

0

0

Con +2, Natural Armor +1*

3

2

3

1

1

Str +2, Natural Armor +1*

4

3

4

1

1

Large Size, Con +2, Natural Armor +1*

5

3

4

1

1

Str +4, Natural Armor +1*

* cumulative

Large size. 1 penalty to Armor Class, 1 penalty on attack rolls, 4 penalty on Hide checks, +4 bonus on grapple checks, lifting and carrying limits double those of Medium characters. Space/Reach: 10 feet/10 feet. An ogre's base land speed is 40 feet.

Goblin

The goblins were once dwarves. They are fractious, tending to split into races based on size and outlook. The small goblins are the most common of the race, and tend to populate large, clustered communities. Hobgoblins are larger cousins that tend to need more space and have a more regimented mindset. Bugbears are the largest cousins of the race, and tend to become overconfident due to their great strength. All of the goblin types can interbreed, if they so desire. All of the goblin types gravitate towards mining, stonework, and architecture-related professions.

Racial abilities:

Darkvision (Su): 60'
Conditioning (Ex): Small goblins have a movement rate of 30' rather than 20'. Medium goblins automatically gain the Run feat.
Deeplore (Ex): Goblins gain a +4 bonus to Reflex saving throws against traps and environmental hazards that involve falling or being crushed (including pit traps, falling rocks, etc.). Goblins gain a +2 racial bonus to Knowledge: Dungeoneering.
Stonecunning (Ex): This ability grants a goblin a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn't stone but that is disguised as stone also counts as unusual stonework. A goblin that merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a goblin can use the Search skill to find stonework traps as a rogue can. A goblin can also intuit depth, sensing his approximate depth underground as naturally as an orc can sense which way is up.

Automatic Languages: Common, Goblin
Bonus Languages: Orc, Draconic, Gnoll

Goblin*: Str -2, Dex +2, Con +2, Cha -2
Hobgoblin: Con +2, Cha -2
Bugbear: Str +4, Con +2, Wis -4, Cha -2

* Small size: +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, 4 penalty on grapple checks, lifting and carrying limits 3/4 those of Medium characters.

Kobold

The kobolds were once goblins that bred with dragonkin. When their curse is removed, they transform into the strange race of halflings, shedding their draconic blood. Kobolds are high-strung, mystical, and cunning. They tend to become excellent wizards and sorcerers. Those that do not focus on their mystical heritage are drawn to crafts, particularly those requiring complex workmanship such as traps and locks.

Racial abilities:

Darkvision (Su): 60'
Natural Armor (Ex): +1
Racial Skills (Ex): A kobold character has a +2 racial bonus on Craft (trapmaking), Profession (miner), and Search checks
Innate Magic (Su/Sp): Kobold arcane spellcasters gain +1 spell per day for their highest castable spell level, as if gained from a high ability score. Kobolds without the ability to cast arcane spells can choose a single level 0 spell from the Sorceror/Wizard spell list to cast as a spell-like ability 1/day (caster level equal to character level); this spell-like ability is replaced with the previous benefit if the character ever gains arcane spellcasting ability.

Automatic Languages: Common, Draconic
Bonus Languages: Goblin, Orc, Gnoll

Kobold*: Str -4, Dex +2, Cha +2

* Small size: +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, 4 penalty on grapple checks, lifting and carrying limits 3/4 those of Medium characters. Base speed 20'

Gnoll

The gnolls were once elves. For their intimate role in the war of heavens, they were cursed even beyond many of the other races, taking on the aspect of slavering beasts. As a race, their crippled intellect prevents them from becoming deeply involved in the mysticism they once so loved. However, many tend to become priests to fulfill their need for the mystical. Certain groups of gnolls have bred long as elite warriors, becoming the flinds, and they are even haughtier than their cousins.

Racial abilities:

Darkvision (Su): 60'
Natural Armor (Ex): +1
Mocking Laughter (Ex): This ability requires a standard action that does not provoke an attack of opportunity. If a gnoll uses this ability in combat, all opponents must succeed at a Will save (DC 10 + gnoll's CHA modifier). Any opponent that fails must make the gnoll his or her primary attack target for the remainder of the combat. Creatures that successfully save cannot be affected by the same gnoll's Mocking Laughter for 24 hours.
Scavenge (Ex): Gnolls gain +4 to all Fort saves against ingested poisons or diseases caused by ingesting an infected substance. Gnolls gain a +4 to Survival rolls to find food (this food may not be edible by non-gnolls).

Automatic Languages: Common, Gnoll
Bonus Languages: Goblin, Draconic, Orc

Gnoll: Dex +2, Int -2
Flind: Str +2, Dex +2, Int -2, Cha -2

Troglodyte

The troglodytes were once gnomes. Their racial attraction to all things chemical was incorporated in their curse, marking them by their production of seething clouds of toxins. Due to their proclivities and strengths, they tend to make excellent explorers and scouts. Additionally, their limited intellect leads them away from more technical crafts, but they can still follow many other professions.

Racial abilities:

Darkvision (Su) : 60'
Natural Armor (Ex): +2
Camouflage (Ex): The skin of a troglodyte changes color somewhat, allowing it to blend in with its surroundings like a chameleon and providing a +4 racial bonus on Hide checks. In rocky or underground settings, this bonus improves to +8.
Natural Weapons: 2 claws (1d4) and bite (1d4).

Automatic Languages: Common, Gnome
Bonus Languages: Goblin, Draconic, Gnoll, Orc

Young Troglodyte*: Dex -2, Con +2, Int -2

Troglodyte Advancement

Hit Die: d8
Skill Points : 2 + Int Modifier
Class Skills: Climb (Str), Intimidate (Cha), Jump (Str), Listen ( Wis ), Profession ( Wis ), Spot ( Wis ), Survival ( Wis ), and Swim (Str)
Weapon and Armor Proficiency: Simple Weapons, Light Armor

Level

BAB

Fort

Will

Ref

Special

1

+0

+2

+0

+0

Stench, Natural Armor +1*

2

+1

+3

+0

+0

Darkvision +30'*, Natural Armor +1*

3

+2

+3

+1

+1

Natural Armor +2*, Con +2, Bonus Feat: Multiattack,

* cumulative

Stench (Ex): When a troglodyte is angry or frightened, it secretes an oily, musk-like chemical that nearly every form of animal life finds offensive. All living creatures (except troglodytes) within 30 feet of a troglodyte must succeed on a Fortitude save (DC 10 + troglodyte's Con bonus) or be sickened (takes a -2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks) for 10 rounds. Creatures that successfully save cannot be affected by the same troglodyte's stench for 24 hours. A delay poison or neutralize poison spell removes the effect from the sickened creature. Creatures with immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws. Troglodytes can purchase a new feat, Control Stench, that allows them to use this ability at will (as a free action) rather than when angry or frightened.

Classes

Barbarian: Many of the cursed races pursue the path of the berserking warrior, particularly since the advent of the curse.
Bard: The lorekeepers of the cursed races, bards are instrumental in keeping the stories and records of cultures that are largely oral in their traditions.
Cleric: Priests are able to devote themselves to either the Flameraven or the Wildserpent, and provide great guidance to their communities.
Druid: Certain priests devote themselves to the particular mysteries of the Wildserpent, gaining both priestly powers and elements of his own changing nature.
Fighter: Warriors are common to all communities.
Monk: Wise warrior-shamans devoted to the Flameraven, the monks learn to fight with cunning rather than brute force.
Paladin: The gods of the cursed races do not choose, they are entreated. Only the servants of the false god are chosen as paladins. However, the Black Guard of Ferox are an elite order of warriors that have demonstrated abilities similar to the uncursed paladins.
Ranger: Braves that learn woodslore from the wise men of the Wildserpent, these warriors make excellent hunters and scouts.
Rogue: Many of the cursed races develop great skills and subterfuge in their dealings with the world, and this is respected as long as it does not harm the community.
Sorcerer: The blood of the dragons flows gently through many lines of the races. Those that harness this blood are able to evoke great medicine without study. This makes them powerful and also dangerous.
Wizard: The shapers and the destroyers, shamans learn knowledge at the feet of Athea. Many learn medicine that allows them to warp objects into useful shapes that crude tools cannot build, rivaling the metal creations of the uncursed. Others learn to rain destruction down upon the foes of the cursed.

Prestige Classes

Arcane Archer: Renamed Mystic Archer. Available to Gnolls and Kobolds. Spell requirement can be Arcane or Divine. Otherwise, as standard.
Arcane Trickster: As standard.
Archmage: Ast standard.
Assassin: As standard.
Blackguard: As standard.
Dragon Disciple: Kobold racial bonus counts as spellcasting ability. Otherwise, as standard.
Duelist: As standard.
Dwarven Defender: Renamed Goblin Defender. Available to all goblin races and all alignments. Otherwise, as standard.
Eldritch Knight: As standard.
Hierophant: As standard.
Horizon Walker: As standard.
Loremaster: As standard.
Mystic Theurge: Only available to clerics of Flameraven.
Shadowdancer: As standard.
Thaumaturgist: As standard.

Deities:

Ferox, the Wildserpent, guardian of nature

CE; Weapon: Greatclub
Domains: Animal, Chaos, Destruction, Evil, Luck, Plant, Protection, Strength, Sun, Travel, War

Athea, the Flameraven, patron of wisdom

LE; Weapon: Light Flail
Domains: Air, Earth, Evil, Fire, Healing, Knowledge, Law, Magic, Trickery, Water, War