But first, my revised and current rules for orcs, incorporating some of the suggestions from this board.
ORC RACIAL TRAITS
* +4 Strength, -2 Intelligence, -2 Wisdom, -2 Charisma: Orcs are almost unbelievably strong, but are impatient, irritable, and somewhat crude.
* Medium: As Medium creatures, orcs have no special bonuses or penalties due to their size.
* Orc base land speed is 30 feet.
* Darkvision: Orcs can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and orcs can function just fine with no light at all.
* Light sensitivity: Orcs are dazzled in bright sunlight or within the radius of a daylight spell.
* Orcish Robustness: Orcs heal at a rate of two hit points per hit die per day of rest, double the normal rate. An orc who receives medical treatment heals at triple the normal rate (following the normal rules for doubled doublings). Furthermore, orcs receive a +2 racial bonus on saving throws against poison and disease. Prone to shocking injury in their day-to-day lives, orcs have hardy bodies that heal rapidly and shrug off disease.
* Weapon Proficiency: Orcs receive proficiency in the battle axe, greataxe, and shortspear for free as bonus feats. All orcs have at least rudimentary skills in combat, and these are the weapons most commonly used by orcish warriors.
* Automatic Languages: Gobbledygook. Bonus Languages: Giant, Gnoll, Dwar, and any human dialect.
* Favored class: Barbarian. A multi-class orc's barbarian class does not count when determining whether he takes an experience point penalty - orcs are militant and war-like, but Barbarians are far more common amongst them than fighters.
- Greater Orcs (Common, Wildlands Orcs)
- Greenskin Orcs
* +4 Strength, -2 Dexterity, -2 Intelligence, -2 Charisma: Just as strong as their more common cousins, the Greenskin orcs are slightly slower and more prone to introspection.
- Blackskin Orcs (Southron Orcs)
* +2 Strength, +2 Constitution, -2 Intelligence, -2 Wisdom, -2 Charisma: The Blackskin, or Southron orcs are somewhat smaller and stockier than their northern cousins. They are also more sturdy.
* Daylight tolerance: Blackskin orcs respond to bright light in the same fashion as humans. They still prefer the darkness, however.
* Weapon Proficiency: Blackskin orcs receive proficiency in the scimitar, falchion, and kukri for free as bonus feats. They use different weapons than Greater Orcs and these proficiencies replace those granted to Greater Orcs.
Half-Orcs, for the moment, are as presented in the PHB (probably add some weapon proficiencies to them and leave them alone after that), and Greater/Common/Wildlands orcs are the "base" orc described at the top of the section.
For goblins, I don't have a "base" or "common" goblin, I just have some basic goblin stats and then four varieties of goblin that modify/add to those stats in their own way. This is an inconsistency I have to deal with in terms of having a unified/comprehensible manuscript, but it will serve for our purposes.
GOBLIN RACIAL TRAITS
* -2 Strength, +2 Dexterity, -2 Charisma: Goblins are small, nimble, and generally cringing in demeanor.
* Small: As a Small creature, a goblin gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but he uses smaller weapons than humans, and his lifting and carrying limits are three-quarters of those of a Medium character.
* Goblin base land speed is 30 feet, which is faster than most small creatures.
* Darkvision: Goblins can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and goblins can function just fine with no light at all.
* +4 racial bonus on Move Silently checks: Goblins are sneaky by nature and very good at avoiding notice - it is probably the only reason they have survived.
* Automatic Languages: Gobbledygook and one local human language of choice (normally Childer). Bonus Languages: Draconic, Dwarven, Elven, Giant, Gnoll, Gnomish, and any human dialect.
* Favored Class: Rogue. A multi-class goblin's rogue class does not count when determining whether he takes an experience point penalty. Goblins are thieves and scoundrels almost by default and the role comes naturally to them.
- Tinker Goblins (Trader/Merchant goblins)
* -2 Strength, +2 Dexterity: Tinker goblins are more outgoing and more used to dealing with others and not being kicked than most goblins. They do not suffer a Charisma penalty.
* +2 racial bonus to Appraise and Sleight of Hand checks: Tinker goblins pass themselves off as craftsmen and merchants, but their real talents lie in petty larceny and cheating customers.
* Gift of Tongues: Tinker goblins travel widely and pick up smatterings of other languages wherever they go. A tinker goblin receives one free bonus language in addition to any granted by a high intelligence.
- Cave Goblins
* Scurry: Cave goblins may ignore movement penalties from difficult ground when underground or indoors. Spending their lives fleeing from enemies and chasing prey through twisting tunnels and across broken stone floors, cave goblins are extremely talented at nipping through tight spaces and leaping over obstructions without a second thought.
* Darkvision: Cave goblins can see out to 120 feet in pitch blackness, rather than only 60 feet. Totally at home in the subterranean world, cave goblins see better in the dark than the light.
* Light sensitivity: Cave goblins are dazzled in bright sunlight or within the radius of a daylight spell.
- Wild Goblins
* +4 racial bonus on Ride checks: Wild goblins rely on their mounts for food and for protection; they have made riding into an art.
* +2 racial bonus on Survival and Handle Animal checks: Wild goblins are at home with animals and vermin of all sorts, whether as predator, prey, or ally.
* Favored Class: Rogue or Ranger. A multi-class wild goblin may select either rogue or ranger as his favored class when calculating an XP penalty. At home in the wild, the role of hunter and scout comes as naturally to wild goblins as that of the rogue.
* +2 Dexterity, -2 Charisma: Possibly possessing human blood, hobgoblins are larger and stronger than their common cousins, although they are still crass, crude, and unlikeable.
* Medium size: As a Medium size creature, a hobgoblin has no special bonuses or penalties due to her size.
* +2 racial bonus on Ride and Handle Animal checks: Steppe-nomad or not, hobgoblins have a special affinity for wolves and other wild beasts.
You'll note that I took away Hobgoblins' +2 Con, because I didn't want them to be an ECL +1 race.
I'm particularly proud of the "Scurry" ability, but only because I love the idea that goblins are good at running away from things. I figure that "Scurry" will actually come up more often than you first think, since so much of D&D does, in fact, take place in a dungeon.
Again, suggestions and comments are encouraged - on both goblins and orcs.