Humanoid tree-frogs that live tribally in forests and swamps, unsophisticated primitive hunters who make war on no one and wish only to live their lives in peace, unconcerned with what goes on outside their homes. Being unable to mine or smelt metal, they desire metal goods and gemstones to improve their lives and sometimes trade with outsiders to obtain them, and in so doing see a glimpse of the world outside the swamp, which attracts the more adventurous of their kind. Grippli are related to boggards and some scholars classify them as a subrace of the toad-people. Grippli speak a dialect of their language and boggards treat them contemptuously as degenerates and weaklings. Barbaric they may be, they have considerable physical abilities to thrive in their environment that help those that choose to adventure in the outside world.

Physical Description
Grippli are small, spindly humanoid frogs, clearing 2 feet in height and weighing about 50 pounds. Grippli wear brightly colored clothing when they can get it, but a grippli can quite easily pass for an unintelligent beast if they assume a posture like a “giant frog”. Their hands and feet are prehensile and can handle delicate items as well or better than other humanoids, and they can climb quickly up any surface. Their bodies are eminently developed for their environment, possessing mottled skin that blends in with the swampy forests, and thick webbing between their toes for swimming and crude gliding. Most secrete a toxic poison from their skin to deter the many monsters that surround them in the wild.

The boggards of the Pygmy Nations and Avandrool are certainly no friends to the fey or lizardfolk clans that dwell amongst the swampy cities. How odd, then, that their near cousins, the grippli, seem so amiable. Perhaps, in elder days, the boggards drove the grippli from their muddy nests due to their smaller size. Perhaps the boggards’ inherent brutality made the gripplis decide that they wanted to choose another path.

The grippli get along well with the humans, half-elves and fey that dwell in the Great Green. They are generally open and accepting to new forms of civilization. Despite their optimism, they have difficulty actually adapting to modern forms of living. Grippli are primitive in culture, and seem pleasantly baffled by advanced technological or governmental concepts. What they do adapt, they do poorly – in a mockery or imitation of a race they respect, but little understand.

That is not to say that the grippli are stupid. They are not. In fact, they possess a gentle, simple wisdom coupled with keen insight into the people around them. They can intuit who is and who isn’t worthy of their trust – a gift they do not give quickly. Once a clan or culture has earned their trust, however, the grippli seem to delight in the new friendship and will not withdraw their faith without good reason.

Grippli are shy around other races, and have good reason to be. The Droolian humans that they are used to inflicted them with necromantic diseases that created horrid undead forms of grippli, so humans are mistrusted, especially those wearing black. They have trouble telling semi-human races apart. Orcs and erkunae have been known to eat grippli, so they are out, too- as are half-orcs that resembles orcs too much. Boggards are their traditional enemies. Grippli like elves immensely and the feeling is mutual, for they trade a great deal in the northern reaches of The Great Green, and elves feel fondly about the small frog-people.

The grippli race has a cautious attitude towards religion, and avoid aggressive or warlike gods in favor of deities of nature and contemplating the cosmos in isolation. They have rather straightforward notions of good and evil, and neither to excess but commit each when the situation demands. Thus they have a fairly narrow pantheon, and barely recognize other deities not of it: Chiuta is well respected as Frogmother, their fertility goddess; her opposite number is the Blood-Queen, an avatar of S’sluun, preferred by grippli leaders. The male essence is balanced by Saren, called Frogfather, a minor deity that provides beasts to hunt and success in providing, and Tsathoggua, a Great Old One who manifests as Bokrug, the Great Lizard, who will hopefully destroy the enemies of the grippli in the night and not take too many of the frogfolk with them. Clerics of this pantheon are respected and propitiated, and their word weighs heavily on the grippli tribes in all decisions. The Deist/Elementalist/Great Old One conflict means nothing to the grippli and they don’t really understand it.

Grippli have a streak of curiosity similar to that of halflings and humans that one would not expect in such a delicate-looking race. Those with a bold attitude venture into the outside world, usually after they go on a trading mission to meet foreign races. The elves of the Great Green also take envoys into their communities in a gentle program to advance the race and aid in their survival and progress. Many grippli adventure as rogues and slayers, to obtain shiny goods and practice their skills against dire beings. With proper education they can become eager spellcasters, and make fine arcane archers, wizards and clerics- though those that follow non-grippli gods are seldom welcomed back into the community.

Grippli names, like boggards, are in the Boggard language and sound like the voices of frogs and toads in nature. Their dialect is a bit different and has a more peeping tone to it.

Male: Reepicheep, Peepree, Borichee, Greepi, Breebap
Female: Preecha, Chareepa, Reeparina, Bippi, Chireepi

Grippli Racial Characteristics
Grippli player characters are defined by class levels—they do not possess racial hit dice. As a grippli, you possess the following characteristics.

  • +2 Dexterity, +2 Wisdom, -2 Strength: You are nimble and alert, but spindly.
  • Small: You are a Small creature and gain a +1 size bonus to your AC, a +1 size bonus on attack rolls, a –1 penalty to your CMB and CMD, and a +4 size bonus on Stealth checks.
  • Grippli: You are a humanoid with the boggard subtype.
  • Normal Speed: You have a base speed of 30 feet, a swim speed of 30 feet, and a base climb speed of 20 ft.
  • Darkvision: You can see in the dark up to 60 feet.
  • Children of Fen and Forest: You possess both a natural climb and swim speed, they gain a +8 racial bonus on Athletics checks to climb and swim.
  • Camouflage: You receive a +4 racial bonus on Stealth checks in marshes and forested areas.
  • Glider: Your aerodynamic body and thick webbing between the toes enable you to treat the distance fallen as half the actual distance. You can steer himself while falling, moving horizontally up to a number of feet equal to half the vertical distance fallen. You cannot use this trait if it is wearing heavy armor, carrying a heavy load, or is unable to react to the fall.
  • Jumper: You are always considered to have a running start when making Athletics checks to jump.
  • Marsh Stride (Ex): You can move through difficult terrain at its normal speed while within a marsh.
  • Toxic Skin (Ex; Con, poison): Once per day as a swift action, you can create a poison that can be applied to your weapon or delivered as an unarmed strike. Alternatively, you can smear the poison on your own body as a standard action, affecting the first creature to hit you with an unarmed strike or natural weapon. The poison loses its potency after hour. You are immune to its own poison.

Grippli Poison: Skin or weapon—contact or injury; track Dexterity; frequency 1/round for 6 rounds; effect Healthy—Sluggish—Stiffened—Staggered; cure 1 save.

  • Weapon Familiarity: You are proficient with nets.
  • Languages: You speak Common and Boggard. Gripplis with high Intelligence scores can choose from the following: Draconic, Elven, Gnome, Goblin, Old Porphyran, Sylvan.

Alternate Racial Characteristics
Below is a selection of racial traits that could be selected by grippli characters in place of the specified racial characteristics listed earlier.

Bughunter (Ex): The main diet of grippli is insects, preferably giant ones, and those that are skilled at hunting them are lauded in their culture. You gain +1 trait bonus to hit and damage vermin.

This replaces jumper and toxic skin.

  • Defensive Training (Ex): Gripplis often live in close proximity to very large animals and dangerous creatures they must learn to avoid in order to survive. You gain a +2 dodge bonus to AC against Large or larger animals and magical beasts.

This racial trait replaces swamp stride and weapon familiarity.

  • Frogsong (Ex): Grippli often communicate across the swamps and fens by means of throat vocalisations they call frogsong. A practitioner of frogsong can utter 6 words in Boggard every round that carry across surprising distances; 400 feet indoors, and four times that outdoors. Unless a being actually has Boggard on their list of languages they will not recognize frogsong as sentient communication, and cannot, in any case, locate the source of the sound. You can use frogsong a number of rounds per day equal to your Constitution score.

Frogsong replaces glider.

  • Permeable Skin (Ex): Some grippli need not even drink water- they can consume liquids through their skin, as lesser frogs do. For bottled potions, you can accomplish this as a move action, and when using grippli-bottled concoctions, which are kept in bladders and strapped in the grippli’s armpit, they can be consumed as a swift action, and are furthermore immune to the steal maneuver. You can carry a maximum of two bladders at any one time. Using a bladder in this way does not provoke attacks of opportunity.

This replaces toxic skin.

Racial Traits
Below is a selection of racial traits that could be selected by grippli characters; a player character can select one racial trait.

Archetypes for Grippli
These class archetypes can only be taken by grippli.

Other Grippli Content
Other content specifically related to grippli.

OPEN GAME LICENSE Version 1.0a - All text is Open Game Content.