Frogkin (3.5e Race)
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Frogkin are small humanoid frogs known for their monastic lifestyle and arcane lore. Most are friendly and treat others with respect. They live a monastic lifestyle under clans similar to Dwarves and have a love of nature and magic, much like the Elves. They have a fairly long lifespan, and often make the best of it, exploring and constantly learning new things, such as sutras or spells. Their one true tenet is that life is made to live, and despite upholding duties to the clan, many become adventurers for part of the year, returning later to fulfill their duties. Some chaotic Frogkin forsake their clan, living a life of individual freedom.
Most Frogkin are Monks although many take the role of a Druid, Wizard, Sorcerer or Ranger. They rarely become Rogues, Barbarians, or Bards, although they suffer no penalty if they choose to do so.
 Physical Description
Frogkin appear as bipedal frogs of small statue. They vary in height, weight and color pattern. They live long lifespans compared to Humans, but will reach old age shortly after an Elf reaches adulthood.
Frogkin maintain a healthy relation with nearly every race. They often trade with Humans and Elves, and get along well with Gnomes and Halflings. They maintain similar qualities of life with Dwarves, such as life within a clan and respect for ancestors, although they don't share their love for battle, drinking and deity worship. Dwarves also tend to hang onto their outward appearance as strange and their love of the arcane odd. Half-Orcs normally see them the same way ignorant Dwarves do, but mostly consider them worthy of respect. Half-Elves can relate to them, and usually have a friendly disposition towards them.
Monster races, however, usually treat them under two extremes. Evil races such as Kobolds, Goblinoids and Orcs dislike them and Kuo-Toa hold a special hatred for them. Good races, such as Centaurs and most Fey, treat them well. Good Dragons hold them in high value and respect them, while Evil Dragons usually eat them.
Frogkin can be of any alignment although many of them lean towards lawful.
Frogkin are usually found as the minority race of every land, although they are rarely seen in any arctic environment. They are mostly seen by the coast of any body of water (or in the water). Many inhabit desert environments, often congregating by an oasis.
Most Frogkin do not worship a deity, instead leaning towards personal enlightenment. Many of them worship Nature and Animal deities. Small cults worship the legendary King of Frogs, an ascended demigod of the Frogkin.
Frogkin speak Common as well as Aquan, due to their relationship with the water and those who inhabit it. They also learn the languages of their allies such as Draconic, Elven, Dwarven, Halfling, Gnome, and Orc.
Frogkin have strange names, many with breaks in them like Swims-Farther or Below-Water. They can also adapt human names as well. The concept of a family name is lost on a Frogkin. Frogkin instead have clan names (Example: Clan Greenlotus) but do not normally address each other by them. Rather the clan name is used in a titular form.
 Racial Traits
- +2 Dexterity, -2 Strength: Frogkin are swift, but not strong.
- Humanoid (Aquatic)
- Small: As a Small creature, a Frogkin 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 use, and his lifting and carrying limits are three-quarters of those of a Medium character.
- Frogkin base land speed is 30 feet: They also have a swim speed of 20 feet.
- Low-light Vision: A Frogkin can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.
- Frogkin have a natural slam attack that deals 1d4 damage, x2.
- Amphibious (Ex): Frogkin can survive indefinitely in water or on land.
- Strong Legs (Ex): They weren't made to fly, but lucky them, they were made for the landing. Frogkin ignore the first 10 feet of damage from falling and their jumping height has doubled.
- Frog Tongue (Ex): A heirloom from their ancestors. Frogkin shoot out 10 foot long 2 inch in diameter sticky appendage as a ranged touch attack if you hit you deal no damage but you can attempt to start a grapple as a free action(treat as if it has the grab ability MM pg310) treat your tongue as if it has the Improved Grapple feat, success establishes a hold and drags the creature into your space and deals constricting damage(1d6 plus your strength modifier) you can only grapple creatures of your size or smaller. You may target any unattended object in 10 feet that is small enough to fit in your hand. Your tongue has a hardness of 5 and 30hp.
- Poisonous Skin: At third level, Frogkin begin producing a toxin in their skin as a natural defense. Any creature inflicting damage with a natural weapon on the Frogkin must make a save or take 1d4/1d4 Dexterity damage. The DC of the save is 10 + 1/2 Racial Hit Dice + Con bonus of the Frogkin. As a standard action, a Frogkin may envenom a piercing or slashing weapon by cutting his skin, taking 1/2 of the weapon's unmodified base damage in the process. The poison remains potent for 10 rounds, and the Frogkin are able to handle their own venom without risk.
- Fresh-Water Amphibian: Whenever a frogkin enters salt water (such as the Sea), they must make a fortitude check (DC 15) or suffer a -1 ability damage to Constitution. This check must be retaken for every five rounds/30 seconds the frogkin spends in salt water, the fortitude DC increases by 5 for every new check. The ability damage to Constitution stacks. Frogkin are native to fresh waters and as such they are ill-adapted to swimming in salt water.
- Spell-Like Ability: 1/Day; Speak With Animals (Amphibians only, duration 1 minute). Caster level is 1st.
- Automatic Languages: Common, Aquan
- Bonus Languages: Draconic, Elven, Dwarven, Halfling, Gnome, and Orc
- Favored Class: Monk
- Level Adjustment: N/A
--- The Fresh-Water Amphibian penalty was not originally a part of the frogkin racial stats, but I felt it gave the race a nice flavour (and I won't lie, I'm a Naruto fan, so that's my primary inspiration for this rule). If Okreya feels that this added rule is inappropriate, then that's that.---
 Vital Statistics
|Middle Age1||Old2||Venerable3||Maximum Age|
|92 years||122 years||152 years||+4d10 years|
|Gender||Base Height||Height Modifier||Base Weight||Weight Modifier|
|Male||2' 5"||+4d4||40 lb.||× (1) lb.|
|Female||2' 1"||+4d4||30 lb.||× (1) lb.|