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Goron

Ability Score Adjustments: +3 Constitution, +2 Strength, -2 Dexterity, -2 Intelligence

Ability Score Range Minimum Maximum
Strength 8 20
Dexterity 4 14
Constitution 8 21
Intelligence 4 16
Wisdom 4 18
Charisma 4 17

 

Class Restrictions  
Class Maximum Level
Fighter 16
Ranger 6
Paladin --
Mage --
Cleric 8
Druid 10
Shaman 14
Thief 6
Bard 8

Hit Dice: Goron's use standard hit dice for their class with an addition +2 bonus per level.

Alignment: Goron's tend to be Neutral Good with some Chaotic Tendencies.

Natural Armor Class: 5

Background: Goron's are mountain dwelling rock creatures found on Hyrule. Their bodies are rock hard, and roly-poly. They usually stand about 5-8 feet tall, though a rare Goron will reach heights of almost 50 feet tall. Some say they are distantly related to the Galeb Durr. Their behavior tends to range from childing at times to overserious.

Most gorons live in large tribes found in the mountains. Among this tribe is one leader (Level 5 Cleric or greater) and 1 or 2 Giant Goron's (read below). Goron's often have races rolling down mountains while curled in a ball.

A goron's diet consists of eating various kind of rocks. The most exquisite type are fancy gems. Most tend not to wear clothes.

Goron's mate once in their life, and usually only have 1 child. Goron's live for almost 400 years at a time. On some rare cases, a goron's growth rate is increases upon birth. Goron's like this are usually forced outside of the village. They are not outcasts, but merely too large to live with the caves of mountains. These Goron's tend to be lonely, and are eager for accompanyment.

Languages: Common, Goron, Dwarf, Dodongo

Role Playing Suggestions: Goron's serve best as over-eager fighters, Goron's in their youth seeking adventure. Only older Goron's tend to become priests or shamans of a tribe. Goron's tend to be overly friendly and out going to the point where it gets annoying.

Special Advantages: If on a sloped surface, Goron's may do a roll attack, dealing 1d12 damage, plus an additional 1d6 for each round spent rolling. For using this attack, a basic attack roll is used, though a Goron must be proficient with this attack as if it was a weapon.

Special Disadvantages: Goron's tend to be seen as obnoxious and loud mouthed, so they may not always be taken seriously, especially by leaders of other races. Goron's also take damage as a large creature.

Weapon Proficiencies: Rolling, Maul, Broadsword, Dagger.

Non-Weapon Proficiencies: Weaponsmithing, Survival; Mountain

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