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New Race: Ghrom
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<blockquote data-quote="TwilightKing" data-source="post: 1403394" data-attributes="member: 16973"><p><em>This thread was originally posted at <a href="http://www.enworld.org/forums/showthread.php?t=78507" target="_blank">http://www.enworld.org/forums/showthread.php?t=78507</a>, and is a continuation of some of the discussion there, but not the main scope of the thread.</em></p><p></p><p>I have been working on a new race of mine. They are called Ghrom, and are bipedal frog-like humanoids.</p><p></p><p>Here is a revision of the Ghrom's mechanics. Keep in mind that it is still not 100% yet, so there may be flaws or omissions in the wording, also I have not bumped it up against the Core Rules completely.</p><p></p><p><strong>GHROM</strong></p><p>+2 Dexterity, -2 Strength</p><p><strong>Small:</strong> As a Small creature, a Ghrom 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.</p><p>Ghrom base land speed is 20 feet. </p><p>A Ghrom has the <strong>Aquatic</strong> subtype.</p><p>Ghrom swim speed is 30 feet.</p><p><strong>Amphibious (Ex):</strong> Ghrom are amphibious, and can breathe on land and in water.</p><p><strong>Moist Skin:</strong> The skin of the Ghrom must be kept relatively moist. They do not fare well in arid environments; unless some measure is taken to keep their skin retain its moisture. A Ghrom can go as many days equal to its CON bonus before he begins to dry out. After that, he is considered permanently fatigued and takes 1d4 points of Constitution damage per day until he immerses himself in water. A Ghrom whose Constitution score falls to zero or below dies from massive dehydration and heart failure.</p><p><strong>Vaulting Charge (Ex):</strong> A Ghrom can leap over terrain and other obstacles on the battlefield when making a charge or bull rush as long as it falls within the boundaries set by the jump skill.</p><p><strong>Prehensile Tongue (Ex):</strong> A Ghrom’s tongue is long, flexible, and coated with a slightly adhesive secretion. As a standard action, a Ghrom can extend it’s tongue up to 10 feet and retrieve a small item, or use it to grab onto branches, levers, and the like. The tongue has the properties of a whip, being that it can be used to Disarm, Trip, or Grapple foes, and the Ghrom is considered to be attacking unarmed when using it as such. A Ghrom’s tongue can also be used to make a touch-based attack.</p><p>+6 Racial Bonus to Jump</p><p>+4 Racial Bonus to Hide when used in an environment that matches the Ghrom’s natural coloring, e.g. Forests, Swamps, etc. </p><p>+2 Bonus on Perform-Sing. The voice of the Ghrom is almost mystical in nature, enhancing the effects of songs and chants sung in the Ghromish tongue.</p><p><strong>Automatic Languages:</strong> Common and Ghromish. Bonus Languages: By Campaign</p><p><strong>Favored Class:</strong> <em>????? Any suggestions on this one?</em></p><p></p><p></p><p>So, is the Ghrom becoming overpowered? Or is it just getting to point where it would be a fun race to play?</p></blockquote><p></p>
[QUOTE="TwilightKing, post: 1403394, member: 16973"] [i]This thread was originally posted at [url]http://www.enworld.org/forums/showthread.php?t=78507[/url], and is a continuation of some of the discussion there, but not the main scope of the thread.[/i] I have been working on a new race of mine. They are called Ghrom, and are bipedal frog-like humanoids. Here is a revision of the Ghrom's mechanics. Keep in mind that it is still not 100% yet, so there may be flaws or omissions in the wording, also I have not bumped it up against the Core Rules completely. [b]GHROM[/b] +2 Dexterity, -2 Strength [b]Small:[/b] As a Small creature, a Ghrom 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. Ghrom base land speed is 20 feet. A Ghrom has the [b]Aquatic[/b] subtype. Ghrom swim speed is 30 feet. [b]Amphibious (Ex):[/b] Ghrom are amphibious, and can breathe on land and in water. [b]Moist Skin:[/b] The skin of the Ghrom must be kept relatively moist. They do not fare well in arid environments; unless some measure is taken to keep their skin retain its moisture. A Ghrom can go as many days equal to its CON bonus before he begins to dry out. After that, he is considered permanently fatigued and takes 1d4 points of Constitution damage per day until he immerses himself in water. A Ghrom whose Constitution score falls to zero or below dies from massive dehydration and heart failure. [b]Vaulting Charge (Ex):[/b] A Ghrom can leap over terrain and other obstacles on the battlefield when making a charge or bull rush as long as it falls within the boundaries set by the jump skill. [b]Prehensile Tongue (Ex):[/b] A Ghrom’s tongue is long, flexible, and coated with a slightly adhesive secretion. As a standard action, a Ghrom can extend it’s tongue up to 10 feet and retrieve a small item, or use it to grab onto branches, levers, and the like. The tongue has the properties of a whip, being that it can be used to Disarm, Trip, or Grapple foes, and the Ghrom is considered to be attacking unarmed when using it as such. A Ghrom’s tongue can also be used to make a touch-based attack. +6 Racial Bonus to Jump +4 Racial Bonus to Hide when used in an environment that matches the Ghrom’s natural coloring, e.g. Forests, Swamps, etc. +2 Bonus on Perform-Sing. The voice of the Ghrom is almost mystical in nature, enhancing the effects of songs and chants sung in the Ghromish tongue. [b]Automatic Languages:[/b] Common and Ghromish. Bonus Languages: By Campaign [b]Favored Class:[/b] [i]????? Any suggestions on this one?[/i] So, is the Ghrom becoming overpowered? Or is it just getting to point where it would be a fun race to play? [/QUOTE]
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