Post by king of hyrule on Aug 27, 2005 22:48:59 GMT -5
Gorons
Stout, loyal, and merry, but slow and clumsy,
gorons are a people that bear a great
resemblance to boulders, when curled up and
unmoving. They are also renowned for their skill
at mining, taste for rocks, invention of the bomb,
and love of light-hearted games.
Personality: A smile will most likely be found on
the face of a goron at any given time, whether he
is dancing, drumming, eating, or even just curled
up and thinking. They love to laugh, share
stories, and make many friends. One of the only
things they have a dislike for is deep water, due
to their inability to swim. Kindness, generosity,
honesty, and happiness are values esteemed by
this stone-eating race. Warriors and the
physically fit receive high regard from gorons, as
does anyone who can spin a good yarn. They are
also quite skilled with their hands. A goron’s
demeanor is often surprising to strangers,
sometimes giving the impression that gorons are
merely potbellied pushovers. This is a dangerous
assumption, for a goron’s easy smile and dense
body hides the heart of a courageous warrior.
Their games and dances are descended from
martial tests of strength, endurance, and agility
(admittedly, gorons can be quite clumsy). Still,
gorons love life, and would much rather have
hostiles join in their dances than fight.
Physical Description: At first glance, most
gorons seems to be androgynous, the main
difference between genders being their size.
Males are usually a few inches taller than
females, but much heavier. Males stand at
slightly over 6 feet and females slightly under,
and weigh between 220-300 and 170-250
pounds, respectively. Most have a very
noticeable potbelly and stocky limbs. They
mature slowly (adulthood is considered to be at
25 years) and live long, with many coming close
to 200 years. Almost universally, their eyes are a
shiny, solid black, and differentiating between
their pupil, iris, and corona is all but impossible.
The skins of their front, legs, arms, and faces are
dark tans and deep browns, with thicker, roughtextured,
lighter-colored hide on their backs. The
ratio between gorons who do and do not grow
hair is roughly 1:1, but the colors of those that
do usually range from light yellow to white.
Normally, soon after he is born, each of a goron’s
upper arms is tattooed with the symbol of his
personal clan.
Relations: Gorons love strangers of all races,
especially if they have stories, games, and
dances (and maybe exotic edible stones) to
share. In their opinion, if a stranger does not
share their sense of fun, that is a shame.
Blatantly evil folk and monsters, however, rouse
their ire and fighting spirit.24
Focus: With their merry spirits and generosity,
most gorons easily fall into the light focus. Other
beings are welcomed, highly respected, and
invited to festivals along with any friends they
care to bring. Gorons of the shadow, and
especially the dark, are very rare indeed.
Goron Lands: The ancestral home of the gorons
is Death Mountain in Hyrule. However,
circumstances forced them to flee it, and most
have not returned. Wherever they go, gorons
prefer to make their homes in mountains, the
rougher they are, and more marble they contain,
the better, to make gathering food easiest. Warm
places such as volcanic vents and hot springs are
also a favorite. Their communities can be found
along cliffs and in wending cavern complexes,
usually at high elevations.
Religion: With the respect they pay to strength
(and their familiarity with fire) most gorons
choose to worship Din foremost among the
Goddesses. Among some clans of gorons,
though, it is far from unheard of for Nayru or
Farore to be paid more or equal reverence.
Aspect: Spending so much time around sources
of heat, and emerging from a volcano during a
fierce eruption, gorons find Fire magic, by far, to
be the easiest to grasp. It is a bit like a goron--
straightforward, candid, and rarely subtle. When
it comes to Water magic, however, they are a
loss. The intricate weave and focus of it are too
flowing, and gorons can easily feel themselves
drowning in it when they try to wield it.
Adventurers: Although most gorons would
prefer to stay at home and have a good time,
adventurers are common among them. When
they want new stories to tell, they frequently go
looking for experiences that would make a good
tale. Injustices can also easily stir them to action,
but gorons with wide vengeful streaks are
uncommon. They may also look at adventures as
a way to test or show off their strength.
However, over all, most gorons undertake their
travels with a light heart.
Goron Racial Traits
• +2 Con, -2 Dex. Gorons are tough and
rugged, but not very fast or agile.
• Medium-size: As medium-size creatures,
gorons do not have any special
advantages or disadvantages for their
size.
• Goron base speed is 15 ft. Gorons can run
up to only triple speed; however, when
wearing medium armor or carrying a
medium load, the goron’s speed is
unchanged. While in heavy armor or
toting a heavy load, the goron’s speed is
cut to 10 feet, but running is still at triple
speed. All armor check penalties apply
normally.
• +1 racial bonus to Defense. You lose this
bonus anytime you would lose your
Dexterity bonus to Defense.
• Darkvision: Gorons can see in the dark
up to 60 ft normally except vision is black
and white only.
• Natural Armor: Gorons have thick skin
and hefty builds, granting them damage
reduction of 1/ -.
• Curl-and-Roll (Ex): Gorons have the
unique ability to curl up into a tight ball.
When curled like this, a goron can roll as
an alternate form of mobility to walking or
running. Gorons also curl up in this
manner when sleeping or thinking. A
goron may roll over level ground at his
base speed, and can go dramatically
faster downhill. He begins rolling down
the slope at his base speed on the first
round of movement. Every round of
rolling after the first, the goron adds his
base speed again to his total speed, up to
maximum of one-half his total weight.
Attempting to roll uphill will halve the
goron’s speed, each round that he rolls,
down to 10 feet (at which speed he can
continue to roll uphill for as long as he
likes). Take for example a goron who
weighs 280 pounds and whose base speed
is 15 feet. He rolls down a hill for four
rounds. His speed for that fourth round
will be 60 feet, and he will continue to
increase in speed (15 feet per round) as
long as he is rolling downhill, until he
reaches 140 (half his weight in pounds).
Rolling in this manner through the
threatened areas of other characters does
not provoke an attack of opportunity. A
goron may make charge attacks against
opponents in his path at the normal +2
bonus. This attack is considered an
overrun action. He may forgo the overrun
option and simply consider the attack a
bull rush, but doing so forces him to stop
the roll upon impact with the enemy, or
automatically fail the charge. Gorons
entering threat ranges while curl-androlling
do not provoke an attack of
opportunity. However, ending and
recovering out of a curl-and-roll provokes
an attack of opportunity for the goron.
Any creatures or objects caught in the
path of the rolling goron may receive
damage depending on the speed the
Table 3-1: Curl-and-Roll Damage
Distance Traveled Damage
60 ft. 1d4 + 1 per 50 lbs.
90 ft. 2d4 + 1 per 50 lbs.
120 ft. 3d4 + 1 per 50 lbs.
150 ft. 4d4 + 1 per 50 lbs.
180 ft. 5d4 + 1 per 50 lbs.
25
goron has achieved, and more
importantly, the distance and momentum
the goron has built up. To determine
damage the goron does when rolling,
consult the Curl-and-Roll Damage table
below. After rolling down a slope for 60
feet, the goron does the damage listed
(1d4). He adds +1 to damage for every
50 pounds of his weight, including that of
any gear he may be carrying. Longer
travel distances result in more damage.
However, beyond 180 feet, the damage is
fixed at the value shown. The goron must
actually roll downhill for the full distance
listed to do the appropriate damage. For
example, a goron who rolls down a slope
for 100 feet (more than 90 but less than
120) could crash into a creature and deal
it the listed damage of 2d4 +1 per 50 lbs.
A goron deals appropriate damage to any
creature he hits while rolling on the slope.
If the slope he is rolling down levels out,
he can maintain his accumulated speed
and deals appropriate damage, until he
slows from beginning to go uphill or
voluntarily ceases his roll. He may exit the
roll at any time on his initiative,
regardless of his speed, but doing so is
full-round action that provokes an attack
of opportunity from any threatening
character. Unless he is traveling at 60 feet
per round or more from previous rolling, a
goron cannot deal damage while rolling
along on level ground or uphill.
• Mineralvore: Gorons eat rocks, getting
the most nutrition from marble, although
its rarity is not to be discounted. They
mostly get by on granite and feldspar,
which provide them with most of their
needed nutrients. Quartz and other
crystals are like candy to them; rocks that
are more common are about as nutritious
as a common or poor meal for a
humanoid.
• Gorons have a severe instinctual aversion
to water and suffer a -4 racial penalty to
all Swim checks.
• Stonecunning (Ex): Gorons receive a +2
racial bonus to checks to notice unusual
stonework. Something that is not stone
but is disguised as stone also counts as
unusual stonework. A goron who merely
comes within 10 ft of unusual stonework
can make a check as though actively
searching and can use Search to find
stone traps as a rogue can. A goron can
also sense depth, sensing the
approximate distance underground as
naturally as sensing which way is up.
• +4 racial bonus on Hide checks while in
mountainous and rocky terrain: Gorons
are afforded some amount of natural
camouflage due to coloration and skin
texture.
• Automatic Languages: Goron and
Hylian.
• Bonus Languages: Any.
• Favored Class: Warrior. A multiclass
goron’s warrior class levels do not count
when determining if the character takes
an experience point penalty (see the
Player’s Handbook, page 60 for
multiclassing).
• Favored Aspect: Fire
• Opposed Aspect: Water
Stout, loyal, and merry, but slow and clumsy,
gorons are a people that bear a great
resemblance to boulders, when curled up and
unmoving. They are also renowned for their skill
at mining, taste for rocks, invention of the bomb,
and love of light-hearted games.
Personality: A smile will most likely be found on
the face of a goron at any given time, whether he
is dancing, drumming, eating, or even just curled
up and thinking. They love to laugh, share
stories, and make many friends. One of the only
things they have a dislike for is deep water, due
to their inability to swim. Kindness, generosity,
honesty, and happiness are values esteemed by
this stone-eating race. Warriors and the
physically fit receive high regard from gorons, as
does anyone who can spin a good yarn. They are
also quite skilled with their hands. A goron’s
demeanor is often surprising to strangers,
sometimes giving the impression that gorons are
merely potbellied pushovers. This is a dangerous
assumption, for a goron’s easy smile and dense
body hides the heart of a courageous warrior.
Their games and dances are descended from
martial tests of strength, endurance, and agility
(admittedly, gorons can be quite clumsy). Still,
gorons love life, and would much rather have
hostiles join in their dances than fight.
Physical Description: At first glance, most
gorons seems to be androgynous, the main
difference between genders being their size.
Males are usually a few inches taller than
females, but much heavier. Males stand at
slightly over 6 feet and females slightly under,
and weigh between 220-300 and 170-250
pounds, respectively. Most have a very
noticeable potbelly and stocky limbs. They
mature slowly (adulthood is considered to be at
25 years) and live long, with many coming close
to 200 years. Almost universally, their eyes are a
shiny, solid black, and differentiating between
their pupil, iris, and corona is all but impossible.
The skins of their front, legs, arms, and faces are
dark tans and deep browns, with thicker, roughtextured,
lighter-colored hide on their backs. The
ratio between gorons who do and do not grow
hair is roughly 1:1, but the colors of those that
do usually range from light yellow to white.
Normally, soon after he is born, each of a goron’s
upper arms is tattooed with the symbol of his
personal clan.
Relations: Gorons love strangers of all races,
especially if they have stories, games, and
dances (and maybe exotic edible stones) to
share. In their opinion, if a stranger does not
share their sense of fun, that is a shame.
Blatantly evil folk and monsters, however, rouse
their ire and fighting spirit.24
Focus: With their merry spirits and generosity,
most gorons easily fall into the light focus. Other
beings are welcomed, highly respected, and
invited to festivals along with any friends they
care to bring. Gorons of the shadow, and
especially the dark, are very rare indeed.
Goron Lands: The ancestral home of the gorons
is Death Mountain in Hyrule. However,
circumstances forced them to flee it, and most
have not returned. Wherever they go, gorons
prefer to make their homes in mountains, the
rougher they are, and more marble they contain,
the better, to make gathering food easiest. Warm
places such as volcanic vents and hot springs are
also a favorite. Their communities can be found
along cliffs and in wending cavern complexes,
usually at high elevations.
Religion: With the respect they pay to strength
(and their familiarity with fire) most gorons
choose to worship Din foremost among the
Goddesses. Among some clans of gorons,
though, it is far from unheard of for Nayru or
Farore to be paid more or equal reverence.
Aspect: Spending so much time around sources
of heat, and emerging from a volcano during a
fierce eruption, gorons find Fire magic, by far, to
be the easiest to grasp. It is a bit like a goron--
straightforward, candid, and rarely subtle. When
it comes to Water magic, however, they are a
loss. The intricate weave and focus of it are too
flowing, and gorons can easily feel themselves
drowning in it when they try to wield it.
Adventurers: Although most gorons would
prefer to stay at home and have a good time,
adventurers are common among them. When
they want new stories to tell, they frequently go
looking for experiences that would make a good
tale. Injustices can also easily stir them to action,
but gorons with wide vengeful streaks are
uncommon. They may also look at adventures as
a way to test or show off their strength.
However, over all, most gorons undertake their
travels with a light heart.
Goron Racial Traits
• +2 Con, -2 Dex. Gorons are tough and
rugged, but not very fast or agile.
• Medium-size: As medium-size creatures,
gorons do not have any special
advantages or disadvantages for their
size.
• Goron base speed is 15 ft. Gorons can run
up to only triple speed; however, when
wearing medium armor or carrying a
medium load, the goron’s speed is
unchanged. While in heavy armor or
toting a heavy load, the goron’s speed is
cut to 10 feet, but running is still at triple
speed. All armor check penalties apply
normally.
• +1 racial bonus to Defense. You lose this
bonus anytime you would lose your
Dexterity bonus to Defense.
• Darkvision: Gorons can see in the dark
up to 60 ft normally except vision is black
and white only.
• Natural Armor: Gorons have thick skin
and hefty builds, granting them damage
reduction of 1/ -.
• Curl-and-Roll (Ex): Gorons have the
unique ability to curl up into a tight ball.
When curled like this, a goron can roll as
an alternate form of mobility to walking or
running. Gorons also curl up in this
manner when sleeping or thinking. A
goron may roll over level ground at his
base speed, and can go dramatically
faster downhill. He begins rolling down
the slope at his base speed on the first
round of movement. Every round of
rolling after the first, the goron adds his
base speed again to his total speed, up to
maximum of one-half his total weight.
Attempting to roll uphill will halve the
goron’s speed, each round that he rolls,
down to 10 feet (at which speed he can
continue to roll uphill for as long as he
likes). Take for example a goron who
weighs 280 pounds and whose base speed
is 15 feet. He rolls down a hill for four
rounds. His speed for that fourth round
will be 60 feet, and he will continue to
increase in speed (15 feet per round) as
long as he is rolling downhill, until he
reaches 140 (half his weight in pounds).
Rolling in this manner through the
threatened areas of other characters does
not provoke an attack of opportunity. A
goron may make charge attacks against
opponents in his path at the normal +2
bonus. This attack is considered an
overrun action. He may forgo the overrun
option and simply consider the attack a
bull rush, but doing so forces him to stop
the roll upon impact with the enemy, or
automatically fail the charge. Gorons
entering threat ranges while curl-androlling
do not provoke an attack of
opportunity. However, ending and
recovering out of a curl-and-roll provokes
an attack of opportunity for the goron.
Any creatures or objects caught in the
path of the rolling goron may receive
damage depending on the speed the
Table 3-1: Curl-and-Roll Damage
Distance Traveled Damage
60 ft. 1d4 + 1 per 50 lbs.
90 ft. 2d4 + 1 per 50 lbs.
120 ft. 3d4 + 1 per 50 lbs.
150 ft. 4d4 + 1 per 50 lbs.
180 ft. 5d4 + 1 per 50 lbs.
25
importantly, the distance and momentum
the goron has built up. To determine
damage the goron does when rolling,
consult the Curl-and-Roll Damage table
below. After rolling down a slope for 60
feet, the goron does the damage listed
(1d4). He adds +1 to damage for every
50 pounds of his weight, including that of
any gear he may be carrying. Longer
travel distances result in more damage.
However, beyond 180 feet, the damage is
fixed at the value shown. The goron must
actually roll downhill for the full distance
listed to do the appropriate damage. For
example, a goron who rolls down a slope
for 100 feet (more than 90 but less than
120) could crash into a creature and deal
it the listed damage of 2d4 +1 per 50 lbs.
A goron deals appropriate damage to any
creature he hits while rolling on the slope.
If the slope he is rolling down levels out,
he can maintain his accumulated speed
and deals appropriate damage, until he
slows from beginning to go uphill or
voluntarily ceases his roll. He may exit the
roll at any time on his initiative,
regardless of his speed, but doing so is
full-round action that provokes an attack
of opportunity from any threatening
character. Unless he is traveling at 60 feet
per round or more from previous rolling, a
goron cannot deal damage while rolling
along on level ground or uphill.
• Mineralvore: Gorons eat rocks, getting
the most nutrition from marble, although
its rarity is not to be discounted. They
mostly get by on granite and feldspar,
which provide them with most of their
needed nutrients. Quartz and other
crystals are like candy to them; rocks that
are more common are about as nutritious
as a common or poor meal for a
humanoid.
• Gorons have a severe instinctual aversion
to water and suffer a -4 racial penalty to
all Swim checks.
• Stonecunning (Ex): Gorons receive a +2
racial bonus to checks to notice unusual
stonework. Something that is not stone
but is disguised as stone also counts as
unusual stonework. A goron who merely
comes within 10 ft of unusual stonework
can make a check as though actively
searching and can use Search to find
stone traps as a rogue can. A goron can
also sense depth, sensing the
approximate distance underground as
naturally as sensing which way is up.
• +4 racial bonus on Hide checks while in
mountainous and rocky terrain: Gorons
are afforded some amount of natural
camouflage due to coloration and skin
texture.
• Automatic Languages: Goron and
Hylian.
• Bonus Languages: Any.
• Favored Class: Warrior. A multiclass
goron’s warrior class levels do not count
when determining if the character takes
an experience point penalty (see the
Player’s Handbook, page 60 for
multiclassing).
• Favored Aspect: Fire
• Opposed Aspect: Water