Goron (3.5e Race)

From D&D Wiki

Jump to: navigation, search


Gorons[edit]

1122848-4797_goron_1__super.gif

Physical Description[edit]

Gorons are extremely bulky, rocklike brutes. They are roughly twice as tall as the average human. Most have long arms that reach down to their knees, possibly even lower. Their backs are covered in a layer of chitin resembling the face of a boulder. Hair is uncommon, and generally only seen on patriarchs in the form of intimidating manes and beards. Their eyes resemble dark-coloured gemstones. Unlike humans, Gorons lack external hearing organs; like reptiles, Gorons' ears are simply holes at the sides of their heads. A goron's skin color ranges from charred brown to light beige, and sometimes has a reddish tinge.

Personality[edit]

Despite their intimidating and brutish appearance, Gorons are generally a very friendly race--almost to a fault. They enjoy sports, particularly those that have an emphasis on strength and determination, such as sumo-wrestling. Often, disputes between gorons will be settled by such a sport of strength. Gorons are natural-born smiths and craftsmen, and love to build structures, weapons, explosives, and mechanical contraptions in their spare time. Gorons are generally extremely loyal to friends and family--the concept of "brotherhood", both in a literal and metaphorical sense, is very important to them. Aside from immediate family, Gorons give the label of "brother/sister" to anyone who hails from the same tribe, helps the tribe in a significant way, fights by their side in battle, or saves their life.

Common personality flaws among Gorons include laziness, short attention spans, childish gullibility, and a generally overbearing nature--even when being friendly, they come off as being too friendly, such that other races can find them slightly annoying. They also tend to forget that other races aren't as strong or as heavy as they, leading to humorous situations such as a Goron giving a Hylian a congratulatory pat on the back and accidentally knocking him or her down. Despite their normally very friendly and peaceful nature, a few Goron elders, in times of great difficulty for the tribe, have been known to refuse aid from other races due to their own immense pride, even ordering the tribe to attack well-meaning visitors rather than permit them to assist. This "pride flaw" is not common, and most Gorons are usually more than willing to ask people of other races for help when necessary.


Society[edit]

Gorons have a patriarchal, tribal society, led by the strongest and most charismatic alpha male, who is often assisted by a council of elders in running the tribe. Goron tribes dig their cities in caves or mountainsides. The tribe has a great emphasis on community and brotherhood, with each individual goron working towards the good and protection of the whole. For leisure, Gorons enjoy music and dance, rolling/racing, games, sumo wrestling, and bathing in hot springs. Most gorons take on occupations such as crafting, blacksmithing, sculpting, demolition, and merchantry.

Relations[edit]

The peaceful Gorons tend to get along quite well with most other races. Like the dwarves, Gorons are widely respected for their craftsmanship. Goron artisans and merchants love to show off their work, particularly when it comes to explosives. Outside of trade, however, goron tribes tend to be somewhat seclusive, although they will generally welcome members of non-hostile races into their cities.

Alignment[edit]

Gorons tend towards Lawful Good. Less common, but still somewhat abundant, are Neutral Good and Chaostic Good gorons. Lawful Neutral gorons are uncommon. True Neutral and Chaotic Neutral gorons are quite rare. Evil gorons of any kind are almost unheard of.

Lands[edit]

Gorons like to live in volcanic mountain chains and caverns of Death Mountain and the Cold climes of Snowhead. Gorons in Snowhead are in particular danger due to the cold temperatures, but thrive there nonetheless.

Religion[edit]

Most Gorons, as they value strength and force over more intricate matters, worship Din, Goddess of Power. they also have a minor deity called "Darunia Sage of Fire" who was one of their greatest kings at one point. However, religion does not hold significant sway over Goron tribes, with the occasional exception of Darunia

Language[edit]

Gorons speak Common and Goronic, a rumbling, bellowing language said to have descended from a long dead language of Earth Spirits.

Names[edit]

Darmin, Darmani, Darunia, Biggoron, Medigoron, Gorm, Goroche

Racial Traits[edit]

  • +6 Strength, +4 Constitution, -4 Dexterity, -4 Intelligence: Gorons are strong and hardy, but also very clumsy and not too bright.
  • Humanoid (Earth)
  • Large size
  • A Goron's base land speed is 20 feet.
  • +2 natural armor bonus. Gorons have rock-hard skin.
  • Darkvision: Gorons can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and gorons can function just fine with no light at all.
  • Stonecunning: This ability grants a goron 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 goron who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a goron can use the Search skill to find stonework traps as a rogue can. A goron can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up.
  • Powerful Build: The physical stature of a goron lets him function in many ways as if he were one size category larger. Whenever a goron is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the goron is treated as one size category larger if doing so is advantageous to him. A goron is also considered to be one size larger when determining whether a creature's special attacks based on size (such as improved grab or swallow whole) can affect him. A goron can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject's size category.
  • Lithovore: Gorons are a lithovoric species, which means that their bodies can get their nutrients directly from the minerals in the earth. They can literally eat rocks for sustenance.
  • Dense Body: Because of their very low size-to-weight ratio, Gorons have a -2 racial penalty to their Balance, Climb, Hide, Jump, and Move Silently skills, and a -8 racial penalty to their Swim skill. They also suffer twice as much damage as normal from falling from a height.
  • Slam: A goron can use his high body density as a weapon, giving him a natural slam attack that deals 1d6 points of damage on a successful hit and x3 damage on a successful critical.
  • • Goron Roll (Ex): A goron can curl into a ball and roll around with surprising swiftness. Curling and uncurling are move actions. While curled, a goron has a +20 bonus to base land speed over mostly level terrain, a +40 bonus to base land speed when moving mostly downhill, and a -10 penalty to base land speed when moving mostly uphill. In addition, a curled goron has a +4 bonus to AC against attacks of opportunity, but cannot attack or cast spells, and will count as flat-footed (bonus excluded) if attacked. A goron with 5 or more ranks in Tumble can curl and uncurl as a swift action, rather than a move action. A curled Gordon who has moved more then 10 ft x wisdom modifier rounded down, becomes dizzy for 1d4 rounds. A dizzy goron can move half its normal speed, and gets a -2 on attack rolls and AC. While curled, a Goron gains the trample special ability.
  • Fire resistance 10.
  • Cold vulnerability.
  • Automatic Languages: Hyrulean and Goronic. Bonus Languages: Ancient Hyrulean, Zoran, Anoukish, Ooccan, Bokoblin, Gerudo, Fairish.
  • Favored Class: Fighter Gestalt; a Goron usually has fighter as one of its gestalt components.
  • Level Adjustment: +3

Vital Statistics[edit]

Table: Goron Random Starting Ages
Adulthood Simple Moderate Complex
35 years +1d6 +2d6 +4d6
Table: Goron Aging Effects
Middle Age1 Old2 Venerable3 Maximum Age
80 years 130 years 175 years +4d20 years
  1. At middle age, −1 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
  2. At old age, −2 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
  3. At venerable age, −3 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
Table: Goron Random Height and Weight
Gender Base Height Height Modifier Base Weight Weight Modifier
Male 8' 10" +2d10 700 lb. × (20d8) lb.
Female 8' 6" +2d10 640 lb. × (20d8) lb.

Terminian Gorons[edit]

Gorons from Termina prefer the cold over the heat. Gorons native from termina have the Extraplanar subtype when in Hyrule. the following racial stats are in addition of the Goron Stats above.

Cold Resistance: 10, this replaces the fire resistance

Fire Vulnerability, the replaces the cold vulnerability

Terminian Goron Spellcasters can spend a daily use of 1 spell, to imbue their goron roll with magic boosting their speed by +20 ft for 1 round. doing so imbues their trample attack with force energy dealing an extra 1D6 damage.

Terminian goron paladins can use their smite evil attacks while in their goron roll. doing so requires the goron to make a touch attack.

Level Adjustment: +3 if spellcaster, +2 if paladin, +0 if other


Back to Main Page3.5e HomebrewRaces

Home of user-generated,
homebrew pages!


Advertisements: