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Gorons (3.5e Race)
From D&D Wiki
Based on the rock people from the Legend of ZeldaTM series.
Gorons are extremely bulky, rocklike brutes (see picture). 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.
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 an elf 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.
Gorons are mostly peaceful and try to avoid battle unless it is necessary. However, when battle is necessary, they do not hesitate to answer the call. They have a strong sense of martial pride and honor--they're the type that would always give their opponent time to ready him or herself, and they tend to abhor sneaky and underhanded tactics. Goron tribes rarely have a standing military--instead, each individual goron, regardless of occupation, is trained to be a capable warrior in his own right. Goron cities usually employ a regular unit of guards, however.
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.
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.
Gorons tend towards Lawful Good. Less common, but still somewhat abundant, are Neutral Good and Chaotic 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.
Gorons like to live in volcanic mountain chains and caverns, generally within temperate climates. Once a suitable region is found, a goron tribe will dig a cavernous city within the mountain.
Religion doesn't have much influence in Goron culture. Most goron tribes practice religious tolerance, except for evil deities. Many tribes practice ancestral woship, believing that the spirits of their ancestors will watch over and protect them. Otherwise, a goron will worship just about any deity that matches his alignment, but in any case, religion is not a major part of their lives.
Gorons speak Common and Terran--it's said that their ancestors were descended from the earth spirits. They also tend to pick up the languages of other mountain-dwelling races.
A goron child is usually named by his father. Many name their children after an honored ancestor (see Religion, above). Additionally, gorons will often name their children after individuals that have earned the respect of the tribe, regardless of that individual's race. This can lead to a single tribe having a mix of goron, human, dwarven, gnomish, and even elven names. There are no "last names" in the traditional sense--the entire tribe is considered to be "brothers" and "sisters", and so a goron simply uses the name of his tribe in place of where other races would use a last name.
- +6 Strength, +4 Constitution, -4 Dexterity, -2 Intelligence: Gorons are strong and hardy, but also very clumsy and not too bright.
- Humanoid (Earth)
- Medium size
- A Goron's base land speed is 40 feet. However, Gorons can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations).
- +6 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 -4 racial penalty to their Balance, Climb, Escape Artist, Hide, Jump, Move Silently, and Ride skills, and a -8 racial penalty to their Swim skill but they can hold thier breath for 30 min at a time so they can walk under the water. 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 +30 bonus to base land speed over mostly level terrain, a +50 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 Tumble checks and can use the Tumble skill untrained, but cannot attack or cast spells, and will count as flat-footed if attacked. A goron with 10 or more ranks in Tumble can curl and uncurl as a swift action, rather than a move action. A goron with 20 or more ranks in Tumble can curl and uncurl as a free action. The goron's roll can be used as an attack vs AC, dealing 1d4x the goron's strength modifier to any enemy in the path of a goron rolling through their square.
- Fire resistance 20.
- Automatic Languages: Common and Terran. Bonus Languages: Draconic, Dwarven, Giant, Gnome, Ignan, Orc, Undercommon.
- Favored Class: Fighter
|Middle Age1||Old2||Venerable3||Maximum Age|
|80 years||130 years||175 years||+4d20 years|
|Gender||Base Height||Height Modifier||Base Weight||Weight Modifier|
|Male||4' 8"||+2d10||400 lb.||× (20d6) lb.|
|Female||4' 6"||+2d10||380 lb.||× (20d6) lb.|