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Thread: Gronkyn, a new race...

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    Barbarian in the Playground
     
    Hazkali's Avatar

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    Dec 2006
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    Default Gronkyn, a new race...

    Here's the Stats for a new race I was designing...what do you think?

    Overview (fluff)
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    Personality: Gronkyn enjoy wealth, and spend their lives finding the best way of obtaining it. Unlike a human, who will be apprenticed at a young age, Gronkyn try many careers through their adolescence until they find one that suits. They aren’t misers, however, seeing money as a thing to be spent wisely. They distain transient pleasures, such as good food and wine, for things that will bring them a constant source of pleasure over their long lives. As most Gronkyn lead a travelling lifestyle they collect vast numbers of small, valuable trinkets which can be easily taken with them on their journeys.

    Physical Description: Gronkyn stand about the same height as a human, and weigh about the same. Their wrinkled skin can take any colour from sepia through to a light khaki. They have large mouths and broad, flat noses. Their eyes are usually amber but range from pale yellow to blood red. Hairless, they have three long flaps of skin that run down from the top of their heads and which continue growing throughout their life.

    Relations: Although sometimes distrusted in small communities for their odd appearance, Gronkyn as a whole have no solid relations with most races. Always keeping their options open, they never take hostility towards any race as a whole, nor do they favour one race above any other. Dwarves and elves tend to find them too morally grey to be close friends.

    Alignment:
    Gronkyn take things as they find them, looking at everything freshly, and often find the best course to wealth in morally grey (or sometimes downright evil) means. As such, Gronkyn are almost always neutral in one part of their alignment, and usually in both.

    Lands: Gronkyn have no lands that they call their own, nor do they want any. Gronkyn see land as one of the few things that cannot be traded or owned, and so travel freely, disregarding borders that other races may put on it.

    Religion: Gronkyn worship a goddess known as Lellaya. Her clerics act as mediators in disputes between Gronkyn and those with which they trade. They also sit upon the council of Elders at the Gronmoot and lay to rest Gronkyn Elders who have departed during that year. Lellaya (N) has favoured weapon (halberd) and the travelling, protection and community domains.

    Language:
    Gronkyn is divided into High and Low Gronkyn. High Gronkyn is reserved by the clerics for the permanent records of the Gronkyn people, and has stayed unchanged for centuries. Low Gronkyn, however, is constantly mutating and changing, absorbing words and phrases that each caravan picks up on their travels.

    Adventurers:
    The Gronkyn’s travelling lifestyle and their pursuit of their own niche leads many young Gronkyn into variations on the adventuring lifestyle.


    Racial Traits (mechanics)
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    • -2 Dexterity, +2 Wisdom, +2 Charisma. Gronkyn are good at dealing with people and have a natural affinity for the world around them, but are less nimble than other races
    • Medium: As Medium creatures, Gronkyn have no special bonuses or penalties based upon size
    • Scent: Gronkyn have the scent ability, as described in the Dungeon Master’s Guide
    • +2 racial bonus on Diplomacy checks made to Haggle for goods and services (see Complete Adventurer p.98): Gronkyn learn from birth how to buy things for the best price
    • +2 racial bonus on Survival checks to Track: Gronkyn are able trackers.
    • +2 racial bonus to Appraise checks: Gronkyn instinctively know what things are worth
    • Magical Malady: Gronkyn are naturally inept with all kinds of magic, divine and arcane. They have a base 5% spell failure chance for both kinds of spells (including divine spells which are normally unaffected by spell failure chance). This stacks with the spell failure for armour and cannot be overcome by feats or abilities that cause spellcasters to ignore spell failure chance from armour.
    • Automatic Languages: Common and Low Gronkyn. Bonus Languages: Any. Clerics may take High Gronkyn as one of their bonus languages. Gronkyn pick up any languages of the peoples they trade with.
    • Favoured Class: Ranger. A multiclass Gronkyn’s ranger levels do not count when determining the experience point penalty for multiclassing. Gronkyn extol the hunting lifestyle.
    Last edited by Hazkali; 2007-03-11 at 03:35 PM. Reason: Add "Magical Malady"