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Acidic_Cakes
2011-11-29, 06:07 PM
So, in honor of finally getting myself a copy of Skyward Sword, I thought I would put this together.

I'm admittedly not the best at homebrewing stuff, so I would very much appreciate whatever help I can get here. Also, Everyone is welcome to homebrew their own takes on different Zelda races/monsters/feats to go with them/etc in this thread, and I will be happy to link to them in this top post.

Contents:

Races:
Hylian
Goron
Zora
Kokiri
Gerudo (http://www.giantitp.com/forums/showpost.php?p=12301726&postcount=9)
Sheikah (http://www.giantitp.com/forums/showpost.php?p=12317297&postcount=25)
Deku Scrub (http://www.giantitp.com/forums/showpost.php?p=12319131&postcount=28)
Skull Kid (http://www.giantitp.com/forums/showpost.php?p=12322360&postcount=35)
Stalfos & Stalchild (http://www.giantitp.com/forums/showpost.php?p=12324969&postcount=47)
Goriya (http://www.giantitp.com/forums/showpost.php?p=12345146&postcount=59)
Moblin, Bulblin, Bokoblin & Miniblin (http://www.giantitp.com/forums/showpost.php?p=12351826&postcount=60)
Anouki (http://www.giantitp.com/forums/showpost.php?p=12355082&postcount=62)
Sword Spirit (http://www.giantitp.com/forums/showpost.php?p=12356362&postcount=63)
Rito (http://www.giantitp.com/forums/showpost.php?p=12367227&postcount=66)
Korok (http://www.giantitp.com/forums/showpost.php?p=12391327&postcount=73)
Kikwi (http://www.giantitp.com/forums/showpost.php?p=12399194&postcount=74)
Ancient Robot (LD-301 and LD-00 Series) (http://www.giantitp.com/forums/showpost.php?p=12408287&postcount=75)
Mogma (http://www.giantitp.com/forums/showpost.php?p=12414354&postcount=78)
Parella (http://www.giantitp.com/forums/showpost.php?p=12418994&postcount=82)
Lizalfos (http://www.giantitp.com/forums/showpost.php?p=12457429&postcount=104) (By Machinekng)

Monsters:
Darknut (http://www.giantitp.com/forums/showpost.php?p=12376682&postcount=68) (By Machinekng)
Chu (http://www.giantitp.com/forums/showpost.php?p=12438435&postcount=83) (By Machinekng)
Armos (http://www.giantitp.com/forums/showpost.php?p=12457266&postcount=98) (By Machinekng)
Poe (http://www.giantitp.com/forums/showpost.php?p=12457522&postcount=105) (By Machinekng)

Weapons:
Clawshot/Hookshot (http://www.giantitp.com/forums/showpost.php?p=12438492&postcount=84) (By Machinekng)
Ball and Chain (http://www.giantitp.com/forums/showpost.php?p=12457335&postcount=99) (By Machinekng)
Bombs (http://www.giantitp.com/forums/showpost.php?p=12457677&postcount=109) (By Machinekng)

Other Items:
Spinner (http://www.giantitp.com/forums/showpost.php?p=12457646&postcount=108) (By Machinekng)
Dominion Rod (http://www.giantitp.com/forums/showpost.php?p=12457610&postcount=107) (By Machinekng)
Deku Nut (http://www.giantitp.com/forums/showpost.php?p=12469903&postcount=114) (By Dragonus45)

Spells/Domains:
Courage, Wisdom & Power Domains (http://www.giantitp.com/forums/showpost.php?p=12415873&postcount=80) (By dspeyer) (3.5 ed. Needs to be converted to Pathfinder)
Dominion/Song of Command (http://www.giantitp.com/forums/showpost.php?p=12457566&postcount=106) (By Machinekng)

Classes/Prestige Classes:
Bombardier (Prc) (http://www.giantitp.com/forums/showpost.php?p=12459558&postcount=110) (By Machinekng)

Requests/To Do:
Twili

---
Hylian
http://img35.imageshack.us/img35/7343/iliatp291.png
The most common race in the land of Hyrule, Hylians come in all sorts of different shapes and sizes, jobs and occupations. Their most defining features are their elongated ears, which supposedly enable them to speak with the gods.

Hylian Racial Traits:
Medium Humanoid
Base Speed: 30 feet.
+2 to One Ability Score: Hylians are quite adaptable, and suited to a variety of situations.
Bonus Feat: Hylians receive a single bonus feat at level 1.
Skilled: Hylians gain an additional skill rank at every level.
Hear the Gods: Hylians gain a +2 bonus to Knowledge (Religion) and Spellcraft checks.
Languages: Hylian, Bonus Languages: Any (except secret languages like druidic.)
(Note: Hylians are pretty much just standard humans anyway, so I left them as is. If you think of anything that might make them stand out a bit more, feel free to say so.)

Goron
http://img832.imageshack.us/img832/2718/goron.jpg
A mountain dwelling folk. Gorons are heavy and tough, but tend to have a peaceful, easygoing demeanor. They subsist primarily on rocks, and living so close to stone, they often become expert smiths and metalworkers.

Goron Racial Traits:
Medium Humanoid
Base Speed: 20 feet, however, a Gorons retains this speed even with heavy armor on.
+2 Strength, +2 Wisdom, -2 Intelligence: Gorons are monstrously strong, and possess brains of stone which are slow to accept new ideas, but retain old ones well.
Darkvision 60 ft
Stone Plating: A goron's back is covered in a series of rocky growths, which give him +1 Natural Armor and Fire Resistance 5.
Density: A goron is immensely heavy for its size, and is unable to swim. A goron automatically fails any swim check it makes unless it is granted a swim speed, in which case it may take them at a -5 penalty.
Stability: Gorons receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Skill Bonus: Gorons have a +2 bonus to Craft or Profession checks dealing with stone or metal, and a +2 Bonus to Knowledge (Dungeoneering) checks.
Goron Fists: Gorons gain Improved Unarmed Strike as a bonus feat.
Language: Hylian and Gor. Bonus Languages: Deku, Moblin, Giant, Dwarf, Terran, Ignan and Draconic

Zora
http://img805.imageshack.us/img805/413/zora.jpg
A graceful fishlike race, the Zora live in the rivers, lakes and oceans of Hyrule. Zora can be hot tempered, and make excellent hunters and musicians.

Zora Racial Traits:
Medium Humanoid (Aquatic Subtype)
Base Speed: 30 ft, Swim Speed: 40 ft. As with all creatures with a Swim speed, Zoras have a +8 bonus to Swim checks.
+2 Dexterity, +2 Charisma, -2 Constitution: Zoras are swift and graceful, but their bodies can be somewhat frail.
Amphibious: Zoras are equally at home on land or in the water, and can breath in water as well as air.
Low Light Vision
Lateral Line: Zoras possess an organ in the back of their heads which allows them to detect movement in their general vicinity. (In famales, this manifests as a pair of eye-like markings on the side of their head.) This grants them a +2 to Perception checks. In addition, when submerged in water, Zoras cannot be Flanked.
Weapon Proficiency: Zoras are automatically proficient with Shortspears, Spears, Javelins and Tridents.
Spell-like Abilities: 1/day: Air Bubble, Drench, Touch of the Sea. The caster level is equal to the Zora's HD.
Fire Vulnerability: As aquatic creatures, Zoras do not take heat well. Zoras take one and a half times of damage from fire based attacks.
Bladed Fins: Zoras have a pair of sharp fins on their forearms. They can use these as a natural weapon to deal 1d4 slashing damage, plus their strength modifier.
Languages: Zoras speak Hylian and Aquan. Bonus Languages: Elf, Celestial, Auran, Draconic and Sylvan.

Kokiri
http://img830.imageshack.us/img830/6765/fadoartwork28thewindwak.png
The Kokiri are race that live deep within the depths of the forest. Deceptively childlike in appearance, they are capable of living for quite long periods of time.

Kokiri Racial Traits:
Small Humanoid
Base Speed: 20 feet.
+4 Charisma, -2 Strength: Kokiri possess a persistent infective joy, however their small bodies do not have the brute strength of larger species.
Fairy Companion: Each Kokiri is accompanied by a fairy. This fairy is treated as a diminutive fey with HP equal to half that of the Kokiri (rounded up) and skill points equal to the Kokiri in any class skill that does not require limbs. In addition, the fairy always has all Knowledge skills as class skills, and gains a +2 bonus to two of your choice. The fairy cannot engage in combat, but grants the Kokiri a +2 bonus to Perception checks. If the fairy is killed, the Kokiri takes a -2 Penalty to Attack rolls, and casts spells as if it is one level lower. The Kokiri may acquire a new fairy after one week, afterwhich he must go into a period of quite contemplation for 24 hours. The fairy does not count towards prerequisites for feats requiring a familiar or animal companion.
Eternal Youth: The Kokiri does not take bonuses or penalties for aging, and cannot be magically aged. A Kokiri can still die of old age.
Skill Bonus: Kokiri have a +2 Bonus to Knowledge (Nature) and Survival Checks.
Spell Like Abilities: 1/day: Faerie Fire, Ghost Sound, Speak With Plants. Caster level is equal to the Kokiri's HD.
Languages: Hylian and Deku. Bonus Languages: Elven, Sylvan, Moblin, Dwarven, Auran

Fairy:
Diminutive Fey
Init +3; Senses: low-light vision

DEFENSE
AC 17, touch 17, flat-footed 14 (+3 Dex, +4 size)
HP: 1/2 of Kokiri
Saves: As Kokiri

OFFENSE
Speed 5 ft., fly 40 ft. (perfect)

STATISTICS
Str 1, Dex 17, Con 8, Int 12, Wis 10, Cha 12

Acidic_Cakes
2011-11-29, 06:10 PM
Feats:

Goron Rollout:
Prerequisites: Goron, Base Attack Bonus: +1
Benefit: A goron may roll into a ball to dramatically increase speed. A goron's speed increases by 30 ft when attempting a charge or bull rush, and may treat themselves as one size category larger when performing a bull rush.

Eleven
2011-11-29, 07:29 PM
The Zora and Gorons seem pretty strong - maybe not LA +1, but you might want to consider tuning down some of their abilities.

According to Wikipedia, although I've not really seen it in game, the Hylians are born with magic-infused blood that entails some latent psychic and magical ability. Perhaps a bonus to Spellcraft? Pathfinder doesn't have favoured classes does it? If they did, maybe Sorcerer would be reasonable. (Also, your image link is broken)

Also, I would specifically give the Kokiri's Fairy Companion some ranks in a few Knowledge skills. Navi always seems to know what is going on in the world.

Overall, good stuff. I'm excited to see what you make of the Gerudo.

Eldest
2011-11-29, 07:54 PM
Zora Eyesight: Zoras possess an additional pair of eyes at the back of their head. This grants them a +2 to Perception checks. In addition, Zoras cannot be Flanked.

They have a what now? Second pair of eyes?

wiimanclassic
2011-11-29, 10:02 PM
They have a what now? Second pair of eyes?

Some have them, Princess Ruto for example. Alot of them don't so maybe make it a variant race?

Acidic_Cakes
2011-11-29, 11:22 PM
Some have them, Princess Ruto for example. Alot of them don't so maybe make it a variant race?

I could have sworn the males did as well, but I seem to be wrong in that regard.

Pathfinder does have favored classes, but they work very differently than in 3.5. You choose your favorite class at first level (regardless of species) and then you gain a small bonus to either skill points or HP each time you level up in that class.

Anycase, I was worried about Gorons and Zora being a bit too strong as well, but I'll have to think about specifically how to tune them down. In anycase, I'll do a bunch of edits tomorrow, probably work on another race as well.

LoneMage210
2011-11-30, 09:05 AM
YOu can also have other Boons specific to your class with Pathfinder's Favored Class system as well.

Anyhoo, I got nothing much to work with but something to think about for the Favored Class system

Acidic_Cakes
2011-11-30, 12:43 PM
Made a few changes. Changed the Gorons from monstrous humanoid to just standard humanoid and toned down a few of their bonuses. Reflavored the Zora's extra eyes as a lateral line, and made the flanking immunity only apply in water. Also removed one of their SLA's. Does the balance seem alright now?

And gave a knowledge bonus to the fairies, as suggested.

And I may get to working out favored class variants at some point, but I will probably work out a few more races first.

Acidic_Cakes
2011-11-30, 02:37 PM
Gerudo
http://img525.imageshack.us/img525/1127/twinrova28oracleofagesa.png
A predominantly female tribe who pride themselves on their skills in stealth and thievery. It is said that only a single male is born to the Gerudos every 100 years.

Gerudo Racial Traits:
Medium Humanoid
Base Speed: 30 ft
+2 Strength, +2 Charisma, -2 Wisdom: Gerudos train hard to increase their mental and physical strength, but tend to lack foresight.
Weapon Proficiency: Gerudos are automatically proficient with the Scimitar and Falchion. In addition, they treat the Falcata and Khopesh as if they were Martial Weapons.
Nimbly Skilled: Gerudos gain a +2 bonus to Acrobatics and Stealth checks, and may always take 10 on a Stealth check.
Intimidating Leadership: A Gerudo may use her Strength or Charisma Modifier for Diplomacy and Intimidation checks, whichever is higher.
Desert Assassin: Gerudos receive a +4 bonus on Constitution checks and Fortitude saves to avoid fatigue, exhaustion, or ill effects from running, forced marches, starvation, thirst, or hot environments. In addition, she may use the Stealh skill to hide, even if being observed, if she is surrounded by sand.
Languages: Hylian and Gerudim. Bonus Languages: Elven, Moblin, Infernal, Ignan, Celestial

Othniel Edden
2011-11-30, 05:08 PM
No pre orcarina races? :smalleek:

Acidic_Cakes
2011-11-30, 05:12 PM
I am getting to them, I am just doing these one at a time. At the moment I have some ideas in my head for Deku Scrubs, Moblins and maybe Anouki. Any in particular that you had in mind?

togapika
2011-11-30, 06:50 PM
Any in particular that you had in mind?

Whatever Skull Kid from Majora's Mask is...

Arrghus
2011-12-01, 05:50 AM
So long as I get Scrubs, I'm happy. Scrubs are my favorite race, possibly second to Gorons (though one of the things I like most about Gorons is admittedly how hilariously overpowered they are, which obviously can't be modeled in an LA+0 race, no matter how fun walking in lava is).

These are generally really cool, though I have to wonder if the Kokiri won't fit better as Fey, given that they really do seem like some kind of forest spirits (at least to me). Would that make them too powerful? I also wonder why Gorons have a burrow speed, since I can't really recall them ever digging any faster than you'd expect from massively built rock-people.

If you ever get time over, may I ask for playable Stalchildren? For the lulz, I mean.

Acidic_Cakes
2011-12-01, 03:51 PM
I've added all previously mentioned requests to the list.

Yeah, Gorons have been tough to work out, because there are all these abilities that by all accounts they should have, but giving it to them would just make them ludicrously overpowered as a playable race. I haven't even bothered giving them the ability to roll them into a ball, because I frankly haven't the slightest clue how that would work.

Does anyone have any suggestions as to how I could make them a decent 0 LA race while still having them be sufficiently Goron-y?

Also, the reason they have a burrow speed was because they have the earth subtype, which grants them one. Do you think I should just take that away outright? I contemplated giving them the fire subtype, but that gives them an outright fire immunity, and while that would be thematically appropriate, I just can't see any feasible way of balancing that.

Eldest
2011-12-01, 04:56 PM
I've added all previously mentioned requests to the list.

Yeah, Gorons have been tough to work out, because there are all these abilities that by all accounts they should have, but giving it to them would just make them ludicrously overpowered as a playable race. I haven't even bothered giving them the ability to roll them into a ball, because I frankly haven't the slightest clue how that would work.

Does anyone have any suggestions as to how I could make them a decent 0 LA race while still having them be sufficiently Goron-y?

Also, the reason they have a burrow speed was because they have the earth subtype, which grants them one. Do you think I should just take that away outright? I contemplated giving them the fire subtype, but that gives them an outright fire immunity, and while that would be thematically appropriate, I just can't see any feasible way of balancing that.

Give them abilities spaced out based on how many HD they have. Like Raptorans.

wiimanclassic
2011-12-01, 06:23 PM
Maybe have gorons have a faster move speed if they keep moving without interrupting to attack or somehing, maybe a bonus at higher HD to form spikes and make some kind of attack while rolling?

LoneMage210
2011-12-01, 09:35 PM
That sounds like Gorons have a Land Speed modifier when declaring a Charge or Bull Rush attempt.

Rapidghoul
2011-12-01, 10:38 PM
Maybe something like raising the max movement on a charge? Something like allowing them to make a full Run action as part of a charge rather than just twice your land speed, or simply giving them a higher multiplier.

Acidic_Cakes
2011-12-01, 11:14 PM
Okay, how does this sound? I'll get rid of stability and the standard natural armor and fire resistance and add:

Goron Rollout: A goron may roll into a ball to dramatically increase speed. A goron's speed increases by 30 ft when attempting a charge or bull rush, and may treat themselves as one size category larger when performing a bull rush.

Stone Plating: A goron's back is covered in a series of rocky growths, which continue to develope as he ages:

At 1 HD, the goron has +1 Natural Armor and Fire Resistance 1.
At 5 HD, this improves to +3 Natural Armor and Fire Resistance 3.
At 10 HD, this improves to +6 Natural Armor and Fire Resistance 6
At 15 HD, this improves to +8 Natural Armor and Fire Resistance 10
At 20 HD, this Improves to +10 Natural Armor and the goron gains immunity to Fire.


I also thought I might add something along the lines of:

Density: A goron is immensely heavy for its size, and is unable to swim. A goron automatically fails any swim check it makes unless it is granted a swim speed, in which case it may take them at a -5 penalty.

Opinions?

Roderick_BR
2011-12-02, 06:34 AM
More suggestions for Gorons:
At some HD level, they gain Powerful Build, because let's face it, they are huge, at least the adult ones.

Special attack: Rolling attack. When making a charge as a full-round attack, a goron can roll up on a ball and move up to twice their current running speed. He can't stop before running at least once their current running speed. During this attack, he doesn't provoke attacks of opportunity for passing threatened squares. He can enter a square occupied by an enemy, and make a free attack against him. If he succeeds, he deals damage equivalent to a natural attack one size category bigger than his effective size (1d8 for a medium creature), and he can continue forward, until the end of his movement, or if he is interrupted. If he fails the attack, he stops the movement, and ends one square back from where he failed to hit the enemy.

I'm not sure they can be made without at least a +1 LA, really. They are intended to be absurdly though. You don't see many adventurers out there because they don't care much for it. An actual adventurer should face the usual "penalties" for it (in this case, one class level late), for both the fluffy (no adventuring tradition) and the crunch(all the racial bonuses)

Othniel Edden
2011-12-02, 09:32 AM
What I wanted was mainly Moblins and Goriya from the first Legend of Zelda.

Acidic_Cakes
2011-12-02, 04:36 PM
I'm not too familiar with the Goriya. All I know about them is that they are wolf-people who use boomerangs. Can anyone offer some fluff about them that might be helpful?

In anycase, Wind Waker, Twilight Princess and Skyward Sword all had adventuring gorons, and Phantom Hourglass had one that was briefly playable.

Otherwise, I was considering having a Zelda campaign on the forums here when these are all done, and it just seems unfair to have one of the most iconic Zelda races be unplayable at level 1.

Arrghus
2011-12-02, 06:20 PM
One alternative for Gorons could be one of those pseudoleveling dealies where you buy up your LA as you go along (assuming those exist in Pathfinder, not too familiar with it). I do agree that it should be possible to play as one from stage one, the alternative is just plain not as fun.

Acidic_Cakes
2011-12-02, 06:49 PM
As far as I am aware, Pathfinder does not have anything like that, but at the same time there is really nothing that forbids it either, so it seems likely that it is what I will end up doing. Problem is, I have never put together that type of race before, so I am sort of fuzzy on how to go about balancing it fairly.

Also, I'll have Sheikahs up later tonight, and then I will get started on people's requests.

Acidic_Cakes
2011-12-03, 12:28 PM
Sheikah
http://img832.imageshack.us/img832/937/rszzeldaskywardswordart.jpg
An an ancient and mysterious race, supposedly baring ties to the Plane of Shadow. For generations, the Sheikah have taken on the duty of protecting the Hylian Royal Family.

Sheikah Racial Traits:
Medium Humanoid
Base Speed: 30 ft
+2 Dexterity, +2 Intelligence, -2 Charisma: Sheikahs are nimble and smart, but they can be quite blunt and prefer not to work with others.
Darkvision 60 ft: As people of shadow, Sheikahs are apt at seeing in the dark.
Subsume Aura [Ex]: The Sheikah have long hidden themselves away from the public, and are skilled at hiding their motives. As a swift action, a Sheikah may become invisible to Detect Alignment spells. She may deactivate and resume this ability at will.
Skill Bonus: Sheikahs have a +2 bonus to Acrobatics and Stealth checks.
Swift Escape: While in combat Sheikah may make a Stealth check, if successful, they may make a withdraw action at triple their land speed instead of double, and do not provoke any attacks of opportunity by doing so. The Sheikah may use this ability even when being observed. (DC=Enemies' Perception Check)
Weapon Familiarity: A Sheikah is automatically proficient with darts, and treats whips and scorpion whips as martial weapons.
Languages: Hylian and Shadow Talk*. Bonus Languages: Celestial, Infernal, Gerudim, Deku, Elven and Dwarven.
*Note: Shadow Talk is a Sheikah language which is communicated through hand gestures and facial expressions rather than verbally. A Sheikah may continue to communicate with other Sheikahs using this language even if she is somehow silenced.

Hiro Protagonest
2011-12-03, 12:49 PM
How does fire resistance 3 help in hot environments? They force checks, not deal fire damage.

Acidic_Cakes
2011-12-03, 01:12 PM
So, are you suggesting I forgo the fire resistance entirely, and just give them an ability to survive longer in hot environments?

Acidic_Cakes
2011-12-03, 07:35 PM
Deku Scrub
http://img832.imageshack.us/img832/5312/majoradekufamily.jpg
An elusive race that prefers to remain within the depths of the forest. When they do interact with the other Hyrulian races, they can often seem haughty and self possessed, sometimes even to the point of aggression.

Deku Scrub Racial Traits:
Small Plant (Humanoid Plant Subtype)
Base Speed: 20 ft
+2 Constitution, +2 Wisdom, -4 Charisma: A Deku Scrub's wooden body is sturdy, and their plant-like nature makes them right at home in the forest. However, Deku Scrubs can often be xenophobic and hostile.
Humanoid Plant: While technically a plant, a Deku Scrub has more in common with most humanoids. This commonality precludes them from having the same level of immunities as other plants. Instead, they have a +2 racial bonus on saving throws against mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), paralysis, poison, polymorph, and stun effects. They are immune to sleep effects. They are affected by spells that affect humanoids and by spells that affect plants.
Fire Vulnerability: A Deku Scrub's wooden body makes it particularly vulnerable to flame. A Deku Scrub takes one and a half times the normal damage from all fire based attacks.
Deku Shot: A Deku Scrub may fire a deku nut from its mouth a number of times per day equal to its HD. This is a ranged natural weapon that deals 1d3 damage and has a range of 20 ft.
Petal Freefall: A Deku Scrub possesses a pair of large flowers which extend from the back when the Deku Scrub falls through the air. A Deku Scrub may use them to glide at a speed of 30 feet, allowing 15 feet of horizontal movement for every 5 feet of verticle movement. A Deku Scrub never takes damage from falling from a tall distance. In addition, at 10 HD, a Deku Scrub gains a flight speed of 20 ft (Clumsy Manueverability.)
Flower Dive: A Deku Scrub gains a +2 bonus to Stealth checks when surrounded by foliage.
Languages: Hylian and Deku, Bonus Languages: Sylvan, Auran, Moblin, Aquan, Elven

Tingel
2011-12-03, 09:12 PM
What makes them illusive? Did you mean elusive instead maybe?


Deku Shot:
Do they have unlimited "ammo"?

Acidic_Cakes
2011-12-03, 10:54 PM
What makes them illusive? Did you mean elusive instead maybe?


Do they have unlimited "ammo"?

Ack. Fixed that.

And they can fire a number of deku seeds equal to their HD per day.

togapika
2011-12-03, 11:16 PM
Since I haven't seen the skull kid race yet, now I really want to play a Sheikah in some game...

Acidic_Cakes
2011-12-03, 11:42 PM
Skull Kid is next, I just had a clearer idea in my head of the Deku Scrub's abilities, so I did that first.

Dragonus45
2011-12-04, 01:06 PM
Just wanted to ask something, im thinking of replacing some races in a game with yours but im not sure what to switch. Dwarves and Gorons are an easy pick. But would you say the kokiri would better replace halflings or elves. Honestly i thought gnomes would be best but i think they dont get enough love as it is.

P.S. if you run this zelda game on the boards send me a pm i would be ecstatic.

Acidic_Cakes
2011-12-04, 01:14 PM
I would figure that Kokiri are sort of a cross between Halflings and Dwarves, and Zora could perhaps be switched out with (an aquatic variant of) Elves. Or perhaps Sheikah are a closer Elf variant. The overlap isn't quite perfect.

Also, the Gorons aren't quite finished yet. It's been something of a tough process balancing them properly.

And sure. I will be sure to let you know. :smallsmile:

Acidic_Cakes
2011-12-04, 01:54 PM
Skull Kid
http://img194.imageshack.us/img194/8302/skullkid.png
An eerie variety of forest dweller, Skull Kids are known to lure unsuspecting folk into the woods with their music. The purpose of this activity varies from story to story. Some say that the Skull Kids are merely lonely and wish to have a companion to play games with, while others believe that they wish for a target for their cruel jokes.

Skull Kid Racial Traits:
Small Fey
Base Speed: 30 ft
+2 Dexterity, +2 Charisma, -2 Constitution -2 Intelligence: A Skull Kid is spry and possesses a powerful force of personality, however their bodies are not very resilient, and their free-spirited nature tends to give them a longstanding apathy towards learning.
Darkvision 60 ft
Fairy Musician: A Skull Kid always has Bluff, Stealth and Perform as class skills.
Unnerving: The creepy grin of a Skull Kid can be hard to trust. A Skull Kid takes a -2 Penalty on Diplomacy checks against non-Fey.
Mad Glare [Ex]: The gaze of a Skull Kid can be frightening to the unaware. Once per day, a Skull Kid may fiercely glare at a target. That target must make a Will Save (DC=Skull Kid's Cha Modifier + HD + 10) or be shaken for one turn. If they pass the Will Save, they can not be effected by this ability for the next 24 hours. This is a mind effecting ability and it requires a line of sight of the Skull Kid's face.
Languages: Hylian and Deku, Bonus Languages: Sylvan, Moblin, Gerudim, Infernal, Elven

togapika
2011-12-04, 02:58 PM
Common Sense is Wisdom, not Intelligence. Intelligence is book learning and such...

Acidic_Cakes
2011-12-04, 03:26 PM
Hmm, you're right. But I can't really see these guys making particularly bad Druids. Can you think of a better way I could phrase it?

Edit: Nevermind, I got it.

wiimanclassic
2011-12-04, 06:41 PM
Well a skullkid is a Kokiri who got lost in the Lost Woods....I think. Its sorta unclear. I think nonKokiri become Stalfos(template?) or Stalchildren.

Acidic_Cakes
2011-12-04, 07:07 PM
I was under the assumption that Stalfos were Hylians who got lost on the Lost Woods, and Stalchildren were Kokiri who had that happen to them. Skull Kids are another race entirely. Someone correct me if I am wrong here though.

wiimanclassic
2011-12-04, 07:21 PM
Well Skull Kid is described as a kid lost in the lost woods but those are Stalchildren so I assumed Kokiri since they are the only childrenlike things that would be in them. Also my god did a giant city of nothing but children get lost in there before OoT?

Acidic_Cakes
2011-12-04, 07:56 PM
Now that you mention it, you can pretty much count the number of Hylian child NPC's on one hand in that game. This is pretty disturbing in retrospect.

wiimanclassic
2011-12-04, 07:57 PM
Now that you mention it, you can pretty much count the number of Hylian child NPC's on one hand in that game. This is pretty disturbing in retrospect.

I think the number of children lost there out numbers how many currently LIVE in hyrule. The more you think of how many exist the more screwed up hyrule is.

Acidic_Cakes
2011-12-04, 08:09 PM
Plus the fact that what happens when you go out at night implies that all of Hyrule Field is completely covered in the corpses of small children. :smalleek:

...I think I am going to curl up in a fetal position for a while.

(Also, Stalfos/Stalchildren will be up soon.)

Dragonus45
2011-12-04, 08:43 PM
Well Skull Kid is described as a kid lost in the lost woods but those are Stalchildren so I assumed Kokiri since they are the only childrenlike things that would be in them. Also my god did a giant city of nothing but children get lost in there before OoT?

The kokiri dont have anything bad happen to them in the forest, they are immune to it.

wiimanclassic
2011-12-04, 09:49 PM
The kokiri dont have anything bad happen to them in the forest, they are immune to it.
Where are you getting that?

manamyst
2011-12-04, 10:40 PM
The kokiri dont have anything bad happen to them in the forest, they are immune to it.

not if they lose their fairy or lest that was my impreson

Acidic_Cakes
2011-12-04, 10:50 PM
Stalfos and Stalchildren
http://img256.imageshack.us/img256/8426/cap27nandpiratians.png
A Stalfos is what remains of a Hylian when he has had the misfortune of being trapped in the Lost Woods and eventually warped down to a fraction of the former self. More tragic still are the Stalchildren, undead specters of lost Hylian children and Kokiris. On rare occasion however, a Stalfos or Stalchild will retain enough of their past self to not degenerate into some wandering monster. These individuals often go wandering, hoping to make a new life for themselves.

Stalfos Racial Traits:
Medium Undead (Living Dead Subtype)
Base Speed: 30 ft
+2 Strength, +2 Charisma, -2 Constitution: A Stalfos is inhumanly strong, and it requires a certain force of personality to retain your mind after becoming one of the undead. However, old bones can be brittle.
Living Dead: The living dead are undead who have maintained enough strength of character to maintain ties to life. Traits for the Living Dead Subtype are as follows:

Unlike other undead, a living dead has a Constitution score. A living dead does not gain bonus hit points by size but gains (or loses) bonus hit points through a Constitution bonus (or penalty) as with other living creatures.
Unlike other undead, a living dead is not immune to mind-influencing effects.
Immunity to poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, and energy drain.
Like standard undead, a living dead is still healed by negative energy and hurt by positive energy.
Unlike other undead, living dead are subject to effects requiring a Fort save, death from massive damage, nonlethal damage, stunning, ability damage, ability drain, and death effects.
A living dead responds slightly differently from other living creatures when reduced to 0 hit points. A living dead with 0 hit points is disabled, just like a living creature. He can only take a single move action or standard action in each round, but strenuous activity does not risk further injury. When his hit points are less than 0 and greater than -10, a living dead is inert. He is unconscious and helpless, and he cannot perform any actions. However, an inert living dead does not lose additional hit points unless more damage is dealt to him, as with a living creature that is stable.
A living dead that has been destroyed can be brought back to living death through a resurrection and true resurrection spell. A living dead can be fully restored to life only through a wish, limited wish or miracle spell. A reincarnate spell can restore a living dead to full life, but only after it has been reduced below -10 hit points.
Does not need to eat, sleep, or breathe, but can still benefit from the effects of consumable spells and magic items such as heroes' feast and potions.
Does not need to sleep, but must rest for 8 hours before preparing spells.

A Stalfos has Low Light Vision and Darkvision 60 ft
Survive Decapitation: As a walking skeleton, a Stalfos can survive with its head cut off. Should the Stalfos' head be sundered from its body, or cut off with a vorpal weapon, the Stalfos does not die automatically. Instead, it is treated as Blinded (http://www.d20pfsrd.com/gamemastering/conditions#TOC-Blinded) and Deafened (http://www.d20pfsrd.com/gamemastering/conditions#TOC-Deafened) until it can retrieve and reattach its head. A Stalfos that has the Blind-Flight feat takes only half of the penalties for being blind, and one with the Improved Blind-Fight feat takes none for being blind. Should the skull be destroyed, it can be replaced with the skull of any medium sized humanoid. Reattaching a skull takes a move action.
Old Bones: A Stalfos has a +2 bonus to Intimidate and Knowledge (History) checks.
Negative Energy Conduit: If a Stalfos gains the Channel Energy ability, it may chose to channel negative energy instead of positive. It cannot channel both negative and positive energy unless it gains the Channel Energy ability again from a different source.
Languages: A Stalfos knows whatever languages it knew in life.

---

Stalchild Racial Traits:
Small Undead (Living Dead Subtype)
Base Speed: 20 ft
+2 Dexterity, +2 Charisma, -2 Constitution: A Stalchild possess nimble fingers, and it requires a certain force of personality to retain your mind after becoming one of the undead. However, old bones can be brittle.
Living Dead: The living dead are undead who have maintained enough strength of character to maintain ties to life. Traits for the Living Dead Subtype are as follows:

Unlike other undead, a living dead has a Constitution score. A living dead does not gain bonus hit points by size but gains (or loses) bonus hit points through a Constitution bonus (or penalty) as with other living creatures.
Unlike other undead, a living dead is not immune to mind-influencing effects.
Immunity to poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, and energy drain.
Like standard undead, a living dead is still healed by negative energy and hurt by positive energy.
Unlike other undead, living dead are subject to effects requiring a Fort save, death from massive damage, nonlethal damage, stunning, ability damage, ability drain, and death effects.
A living dead responds slightly differently from other living creatures when reduced to 0 hit points. A living dead with 0 hit points is disabled, just like a living creature. He can only take a single move action or standard action in each round, but strenuous activity does not risk further injury. When his hit points are less than 0 and greater than -10, a living dead is inert. He is unconscious and helpless, and he cannot perform any actions. However, an inert living dead does not lose additional hit points unless more damage is dealt to him, as with a living creature that is stable.
A living dead that has been destroyed can be brought back to living death through a resurrection and true resurrection spell. A living dead can be fully restored to life only through a wish, limited wish or miracle spell. A reincarnate spell can restore a living dead to full life, but only after it has been reduced below -10 hit points.
Does not need to eat, sleep, or breathe, but can still benefit from the effects of consumable spells and magic items such as heroes' feast and potions.
Does not need to sleep, but must rest for 8 hours before preparing spells.

A Stalchild has Low Light Vision and Darkvision 60 ft
Survive Decapitation: As a walking skeleton, a Stalchild can survive with its head cut off. Should the Stalchild's head be sundered from its body, or cut off with a vorpal weapon, the Stalchild does not die automatically. Instead, it is treated as Blinded (http://www.d20pfsrd.com/gamemastering/conditions#TOC-Blinded) and Deafened (http://www.d20pfsrd.com/gamemastering/conditions#TOC-Deafened) until it can retrieve and reattach its head. A Stalchild that has the Blind-Flight feat takes only half of the penalties for being blind, and one with the Improved Blind-Fight feat takes none for being blind. Should the skull be destroyed, it can be replaced with the skull of any small sized humanoid. Reattaching a skull takes a move action.
Old Bones: A Stalchild has a +2 bonus to Intimidate and Knowledge (History) checks.
Negative Energy Conduit: If a Stalchild gains the Channel Energy ability, it may chose to channel negative energy instead of positive. It cannot channel both negative and positive energy unless it gains the Channel Energy ability again from a different source.
Languages: A Stalchild knows whatever languages it knew in life.

Dragonus45
2011-12-05, 08:49 AM
Where are you getting that?

Im fairly certain its mentioned somewhere that kokiri dont get warped in the forest, but i could be wrong.

:edit: found it here (http://zelda.wikia.com/wiki/Lost_Woods). According to local folklore, any Hylian who does not possess a Fairy will be transformed after becoming lost in the forest: Adults become Stalfos, and children will become Skull Kids. And remember windwaker shows the kokiri arent human anyways, its just the form they take.

Qwertystop
2011-12-05, 09:06 AM
What about the Kikwi, Mogma, Ancient Robot, and Parella races from Skyward Sword?

Acidic_Cakes
2011-12-05, 06:58 PM
Added the Skyward Sword races. What creature type do you think the Kikwi would be, anyway? Humanoid, Monstrous Humanoid, Plant, Fey? I am not quite sure here.

Qwertystop
2011-12-05, 07:19 PM
Plant or Fey, depending on how much you emphasize the bush on their backs. Is it camoflage? Fey. Is it an actual bush growing from their back (see Bulbasaur)? Plant

Real Sorceror
2011-12-05, 10:44 PM
I actually did a very similar writeup a while back. I'll have to track it down, but in the mean time heres what I remember/suggest for you.

First off, Humans are confirmed to exist as their own race in Midnight Princess and probably exist in earlier games, though they aren't explicitly identified as such. So they can pretty much be used as is.

Hylians aren't quite human, but still share their versatility. They look slightly different, have better senses, and have a closer relation to the gods. I think Half-Elf works perfect.

Moblins can obviously be stated as Bugbears, Bokoblins as goblins (with Profession (sailor) instead of the Ride bonus), and Bulblins as Orcs. Goriya could possibly be Gnolls with a preference for boomerangs.

Your Kokiri stats look just about perfect. I was going to suggest some combination of Elven, Gnomish, and Halfling racial features combined with a fairy companion, and thats pretty much what you did.
Remember that both Korok and Skull Kids are Kokiri that have been transformed. The best way to express this would probably be some feat, template, or magic ritual.

Your Goron stats look waaay too powerful for a base race. I'd stick with a few dwarven racial traits, a small nat armor bonus (+1 or +2) and fire resistance 5.
Additional racial improvements should be done through feats or templates (like becoming a Bigoron or gaining a rolling attack).

Same thing with the Zora and Deku. Start simple and provide the rest (like shooting seeds or dealing electric damage) through feats.

Your Sheikah and Gerudo look alright, if a bit odd. The leadership ability seems like it would make a better feat. The Swift Escape ability should probably have something to do with Withdraw Actions, since thats what it seems you're going for.

While we're on the subject of creating races for Pathfinder, heres something to consider: Advanced Race Guide Playtest (http://paizo.com/paizo/blog/2011/october/v5748dyo5lcp6?Advanced-Race-Guide-Playtest)

Acidic_Cakes
2011-12-06, 02:36 AM
Ah, I quite appreciate the advice. Just a few points:

While there are humans in the Zelda-verse, hylians are far more ubiquitous, and so I feel that they fit better into the heavily variable and easily acclimated hat that humans fall into in other dnd settings. If I do add standard humans, I'll probably do something small to differentiate them.

I was planning on doing more or less the same thing you are suggesting with Moblins, with a few variations. I was honestly a little hard pressed to find what really differentiates Bublins from Moblins, and was likely to just leave them out, or lump them in together. Bokoblins were pretty much going to be goblins, as you said, though I was going to have them as Medium sized creatures. And I was also going to stick in Miniblins in there for good measure as a small sized variant.

As for Skull Kids, them being transformed Kokiri is really only just speculation, and they seemed different enough to merit being their own separate race. And hey, I figure the more variety with these things, the better.

I toned down Gorons a bit more, replaced their natural weapon with improved unarmed strike, reduced their natural armor and delegated the rollout ability to a feat. I'll probably look through the others tomorrow, since Gorons were really the ones that needed toning down the most.

Ah, and thank you for the link, that will come in handy.

RoyVG
2011-12-06, 03:42 AM
I liked the Stalfos and Stalchildren, they feel like undead versions of Warforged. not truly undead, but not truly alive either. A very nice way to play an undead without being overpowered in some ways. (3.5 Necropolitan yeahyeahiknow)

I'll keep checking this thread every now and then.

also, RITO! :P

Leliel
2011-12-07, 12:21 AM
Um...

Twili, anyone?

Real Sorceror
2011-12-07, 01:54 AM
Um...

Twili, anyone?
Twili are a little harder because of the limited and conflicting information we have on them. Do we assume that Twili in their natural state are more like Midna and Zant (ie basically human with exotic features) and the other Twili were cursed? Or is their natural form more like the squat, round creatures we see in the Twilight Realm (this would suggest that Midna is more humanoid because she is royalty).

If we go with more of a Zant/Midna body type I'd probably suggest using a weaker version of Drow (keep the SLA's but drop the SR).
Otherwise....your guess is as good as mine. Heres the Twili page on the Zelda wiki:http://www.zeldawiki.org/Twili

Acidic_Cakes
2011-12-08, 12:03 AM
They would also probably count as outsiders, but yes. What sort of abilities do you think they might have? The only thing that comes to mind is a light vulnerability, but that isn't exactly the most practical thing.

Real Sorceror
2011-12-08, 04:53 AM
They would also probably count as outsiders, but yes. What sort of abilities do you think they might have? The only thing that comes to mind is a light vulnerability, but that isn't exactly the most practical thing.
Darkvision is an obvious one, especially paired with light vulnerability. They could also be fey or even regular humanoids, though giving them the (extraplanar) subtype makes sense. I can also see them having Twili as a base language instead of Common, since you can't really understand anyone except Midna.

Bonus on Stealth checks? Maybe 1/day darkness, dimension door, or 3/day mage hand? Hard to say if they'd really have spell-like abilities, since only Midna and Zant display any powers.

As for ability scores bonuses, I could maybe see Dex or Con and definitely Int or Cha. Strength would probably be the penalty as it makes sense for both forms we see.

Acidic_Cakes
2011-12-08, 03:53 PM
Goriya
http://img15.imageshack.us/img15/2647/goriya28alinktothepast2.png
A wolf-like, subterranean race, best known for their skill with a boomerang.

Goriya Racial Traits:
Medium Humanoid
+2 Strength, +2 Dexterity, -2 Intelligence, -2 Wisdom: Goriya are powerful, and possess a good throwing arm, but are dimwitted and instinctively follow orders.
Base Speed: 30 ft
Boomerang Proficiency: A Goriya is always proficient with Boomerangs.
Thrown Weapon Retrieval [Ex]: Goriyas are so skillful with thrown weapons that they can cause the weapon to return all on their own. When a Gorya attacks with a thrown weapon and misses, the weapon is treated as possessing the Returning ability. In addition, when a Goriya attacks with a Boomerang, it is always treated as possessing the Returning ability.
Scent: Goriyas possess the scent ability.
Darkvision 60 ft
Languages: Hylian and Moblin, Bonus Languages: Terran, Gerudim, Gor, Dwarven, Infernal

Acidic_Cakes
2011-12-09, 09:43 PM
Moblinoids:
Moblins and their brethren are a species of porcine humanoids that live on the outskirts of Hyrule. Moblinoids come in several varieties, which are given below:

Moblin:
http://img580.imageshack.us/img580/1995/moblinartwork28thewindw.png
The largest breed of moblinoid, and one of the most ubiquitous. Moblins often hire themselves out as mercenaries, serving as enforcers in various armies.

Moblin Racial Traits:
Medium Humanoid (Goblinoid)
Base Speed: 20 ft, However their speed is never modified by armor or encumbrance.
+4 Strength, -2 Intelligence, -2 Charisma: When it comes to brute strength, Moblins are second to none, but they can be remarkably slow-witted.
Darkvision 60 ft
Brutish Weapon Training: Moblins are proficient with Clubs, Shortspears, Spears, Longspears, Light Hammers, Warhammers, Lucerne Hammers and Earthbreakers
Keen Senses: Moblins possess surprisingly good eyes for creatures so slow-witted, and a well developed sense of smell. They receive a +2 bonus to Perception checks, as well as the Scent ability.
Mighty Slam: Moblins may treat themselves as if they were one size larger when performing a Bull Rush.
Languages: Hylian and Moblin, Bonus Languages: Gerudim, Dwarven, Gor, Deku, Infernal

---

Bulblin
http://img404.imageshack.us/img404/2217/bulblin.png
Another breed of Moblinoid, Bulbins tend to form more close-knit groups than the larger Moblins. Bulblins often become roving brigands, raiding nearby villages for food and supplies.

Bulblin Racial Traits:
Medium Humanoid (Goblinoid)
Base Speed: 30 ft
+2 Strength, +2 Constitution, -2 Wisdom, -2 Charisma: Bulblins are a bit sturdier than Moblins, and somewhat brighter, though are not as strong, and prefer to follow orders rather than making their own plans.
Darkvision 60 ft
Ferocity: A Bulblin remains conscious and can continue fighting even if its hit point total is below 0. It is still staggered and loses 1 hit point each round. A creature with ferocity still dies when its hit point total reaches a negative amount equal to its Constitution score.
Wild Boar Riders: Bulbins gain a +2 bonus to Handle Animal and Ride checks.
Languages: Hylian and Moblin, Bonus Languages: Gerudim, Dwarven, Gor, Deku, Infernal

---

Bokoblin
http://img6.imageshack.us/img6/7448/bokoblin28thewindwaker2.png
A smaller variant of Moblinoid. Bokoblins tend to have something of an adventurous spirit, and tend to work independently more often than other moblinoids, though they can sometimes be found working in small groups.

Bokoblin Racial Traits:
Small Humanoid (Goblinoid)
Base Speed: 30 ft
+2 Strength, +2 Dexterity, -2 Intelligence, -2 Wisdom: Bokobins are strong and swift, and have a stronger sense of self then most moblinoids, but are not exactly the sharpest knives in the drawer, if you catch my drift.
Darkvision 60 ft
Oversized Weapon Training: Bokoblins take only half the standard penalty for using weapons above their size category. In addition, Bokoblins are always proficient with Longswords, Falchions and Greatswords.
Adventurous Soul: Bokoblins gain a +2 bonus to Knowledge (Geography) and Survival checks.
Languages: Hylian and Moblin, Bonus Languages: Gerudim, Dwarven, Gor, Deku, Infernal

---

Miniblin
http://img221.imageshack.us/img221/4956/miniblins.png
The smallest variety of moblinoid, and possibly the most mysterious. Miniblins tend to stay in small gangs with their own kind, which even other types of moblinoids know to be weary of. As the old Bulblin saying goes, "Me no get near them with ten foot spear. Them guys is nuts."

Miniblin Racial Traits:
Small Humanoid (Goblinoid)
Base Speed: 30 ft
+4 Dexterity, +2 Intelligence, -4 Constitution, -2 Wisdom: Miniblins are unbelievably swift and spry, and more quick-witted than any other moblinoid, but they cannot take a hit, and are notably insane.
Darkvision 60 ft
Gang Up: A Miniblin gains an additional +1 to attack on a flanked opponent.
Nimble: A Miniblin has a +2 bonus to Acrobatics and Stealth checks.
Vicious Grin: A Miniblin possesses a natural secondary bite attack that deals 1d2 damage, plus the Miniblin's strength modifier.
Languages: Hylian and Moblin, Bonus Languages: Gerudim, Dwarven, Gor, Deku, Infernal

Real Sorceror
2011-12-09, 11:51 PM
The Moblins look exceptionally well done, especially their special abilities. And good call on the Returning ability for Goriyas.

Proudofyouson.jpg

My only thought here would be to change the flavor text on the Moblin's perception bonus to reflect their sense of smell, since they seem to constantly sniff the ground in Wind Waker. You might even consider giving them the Scent ability.

Acidic_Cakes
2011-12-10, 04:50 PM
Anouki
http://img215.imageshack.us/img215/5083/30150thelegendofzeldaph.jpg
A race that occupies the northern reaches of Hyrule. The Anouki have adapted to a live in arctic conditions, and spend most of their times playing a variety of games.

Anouki Racial Traits:
Medium Humanoid
Base Speed: 30 ft
+2 Constitution, +2 Intelligence, -2 Wisdom: Anouki are built for harsh climates. and they have a love for intricate puzzles, but they tend to be a bit ditzy.
Low Light Vision
Arctic Pelt: Anouki do not take damage from cold environments, and may treat ice as if it was normal terrain.
Cold Resistance 5
Antlers: Anouki possess a natural gore attack which deals 1d4 damage, plus the Anouki's strength modifier.
Yook Anethama: Anouki's receive a +2 Dodge bonus against creatures with the Giant type.
Languages: Hylian and Anouk, Bonus Languages: Aquan, Gor, Moblin, Celestian, Auran and Dwarven

Acidic_Cakes
2011-12-10, 09:46 PM
Sword Spirit
http://img7.imageshack.us/img7/7623/tumblrlsvf7s74d01qgb1o5.png
Few people in Hyrule know the true origins of the Sword Spirits. Some say that they were created by an ancient race as weapons to aid them in a terrible war. Others speculate that they are creations of the goddesses themselves, meant to aid heroes in times of need. Even the Sword Spirits themselves tend to be vague as to their origins.

Sword Spirit Racial Traits:
Medium Construct (Living Construct)
Base Speed: 30 ft
+2 Strength, +2 Intelligence, -2 Wisdom: Sword Spirits are designed for combat, and tend to have overtly logical thought processes, however their programming makes it difficult for them to disobey orders.
Dowse: A Sword Spirit possesses the ability to detect energy signatures. It has the Scent ability.
Phantom Weapon [Su]: As a move action, a Sword Spirit may form a temporary weapon out of the same quasimagical substance that they are constructed from. Rules for the Phantom Weapon are as follows.
A Sword Spirit must choose the form of her phantom weapon at 1 HD. She can either form it into a light weapon, a one-handed weapon, or a two-handed weapon. Once chosen, her phantom weapon stays in this form every time the Sword Spirit forms her phantom weapon. The light weapon deals 1d4 points of damage, the one-handed weapon deals 1d6 points of damage, and the two-handed weapon deals 1d8 points of damage. All damages are based on a Medium-sized creature wielding Medium-sized weapons; adjust the weapon damage as appropriate for different sized weapons. In all forms, the phantom weapon has a critical range of x2. A Sword Spirit with powerful build or any similar ability forms an appropriately-sized Phantom Weapon dealing the size-appropriate amount of damage. If the Sword Spirit's chosen form is a light weapon, she may choose to form two light weapons when forming her phantom weapon if she so chooses, but she suffers the standard penalties for two-weapon fighting.

Regardless of the weapon form a Sword Spirit has chosen, her phantom weapon does not have a set damage type. When shaping her weapon and assigning abilities to it, the Sword Spirit chooses whether it will deal bludgeoning, piercing, or slashing damage.

The blade can be broken (it has hardness 10 and 10 hit points); however, a Sword Spirit can simply create another on her next move action. The moment she relinquishes her grip on her blade, it dissipates (unless she intends to throw it; see below).

A Sword Spirit can use feats such as Power Attack or Combat Expertise in conjunction with the phantom weapon just as if it were a normal weapon. She can also choose her phantom weapon for feats requiring a specific weapon choice, such as Weapon Focus and Improved Critical. Spells or powers that upgrade weapons can be used on a phantom weapon. The Sword Spirit can use feats such as Weapon Finesse that work on light weapons with her phantom weapon, but such feats only work on phantom weapon in a light weapon form.

Even in places where magical effects do not normally function (such as within an anti-magic field), a Sword Spirit can attempt to sustain her phantom weapon by making a DC 20 Will save. On a successful save, the Sword Spirit maintains her phantom weapon for a number of rounds equal to her class level before she needs to check again, although the phantom weapon is treated for all purposes as a non-magical, masterwork weapon while in a place where magical effects do not normally function. On an unsuccessful attempt, the phantom weapon vanishes. As a move action on her turn, the Sword Spirit can attempt a new Will save to rematerialize her phantom weapon while she remains within the magic-negating effect.

The Sword Spirit chooses the appearance of her phantom weapon, although its shape must reflect the selections the Sword Spirit has chosen: a bludgeoning phantom weapon would be blunt, slashing would have an edge, etc.

All Sword Spirits have some knowledge of how to throw their phantom weapons, though the range increment varies by form and the largest of blade forms cannot be thrown. Light weapon mind blades have a range increment of 15 ft. One-handed weapon mind blades and Two-handed weapon mind blades cannot be thrown. Whether or not the attack hits, a thrown mind blade then dissipates.

In addition, the Sword Spirit may consider her phantom weapon to be a mind blade, for the purposes of qualifying for feats.
Phantom Weapon Synergy [Su]: When the Sword Spirit reaches 5 HD, her phantom weapon counts as magic for the purpose of bypassing damage reduction. At 10 HD, her phantom weapon gains a enhancement bonus value, which may be spent on a weapon ability of that value or an enhancement bonus. At 15 HD, the bonus value increases to +2, and the Sword Spirit may swap her bonus for something equating the new value. At 20 HD, the bonus value increases to +3, and the Sword Spirit may once again swap out her current bonus for new ones.
Ancient Knowledge: A Sword Spirit gains a +2 bonus to Knowledge(History) and Knowledge(Religion) checks.
Languages: Hylian, Bonus Languages: Any

Machinekng
2011-12-10, 11:38 PM
Nice races. This thead gives me an idea for a Legend of Zelda campaign. If anyone is interested, I could run it here, PbP.

The campaign would take place between SS and OoT, about, 110 years before OoT.

Recherché
2011-12-11, 12:01 AM
I haven't been able to play SS yet, but I'd love to try these races out, they look awesome.

Acidic_Cakes
2011-12-12, 11:54 PM
Rito
http://img830.imageshack.us/img830/5430/quillx.png
A clan of mountain-dwelling birdlike folk. Despite their avian features, it is said that the Rito are distantly related to the Zoras.

Rito Racial Traits:
Medium Humanoid (Air Subtype)
Base Land Speed: 30 ft
+2 Dexterity, +2 Wisdom, -2 Strength: Rito are nimble, and have a longstanding tradition of storytelling, but they possess hollow bones which prevent them from exerting too much force.
Gliding (Ex): A Rito can use his wings to glide, negating damage from a fall of any height and allowing 20 feet of forward travel for every 5 feet of descent. Rito glide at a speed of 40 feet (average maneuverability). Even if a Rito's maneuverability improves, she can't hover while gliding. A Rito can't glide while carrying a medium or heavy load. If a Rito becomes unconscious or helpless while in midair, his wings naturally unfurl and powerful ligaments stiffen the wings. The Rito descends in a tight corkscrew and takes only 1d6 points of falling damage, no matter what the actual distance of the fall. In addition, a Rito may always take 10 on flight checks.

Flight (Ex): When a Rito reaches 5 Hit Dice, she becomes able to fly at a speed of 40 feet (average maneuverability). A Rito can't fly while carrying a medium or heavy load or while fatigued or exhausted. Rito can safely fly for a number of rounds equal to their Constitution modifier (minimum 1 round). They can exert themselves to fly for up to twice as long, but then they're fatigued at the end of the flight. Rito are likewise fatigued after spending a total of more than 10 minutes per day flying. Because Rito can glide before, after, and between rounds of actual flight, they can remain aloft for extended periods (even if they can only use flight for 1 round at a time without becoming fatigued).

When they reach 10 Hit Dice, Rito have enough stamina and prowess to fly for longer periods. They can fly at a speed of 40 feet (average maneuverability), and flying requires no more exertion than walking or running. A Rito with flight can make a dive attack. A dive attack works like a charge, but the Rito must move a minimum of 30 feet and descend at least 10 feet. A Rito can make a dive attack only when wielding a piercing weapon; if the attack hits, it deals double damage. A Rito with flight can use the run action while flying, provided he flies in a straight line.

Skydancer: A Rito gains a +4 bonus to Acrobatics and Fly checks and a +2 bonus to Climb and Perform checks.
Dragon's Scale: A Rito may cast spells with the Fire descriptor as if he were one level higher.
Low-Light-Vision
Languages: Hylian and Auran, Bonus Languages: Aquan, Ignan, Terran, Gor, Dwarven, Draconic

Qwertystop
2011-12-13, 08:34 AM
Sword Spirit
http://img7.imageshack.us/img7/7623/tumblrlsvf7s74d01qgb1o5.png
Few people in Hyrule know the true origins of the Sword Spirits. Some say that they were created by an ancient race as weapons to aid them in a terrible war. Others speculate that they are creations of the goddesses themselves, meant to aid heroes in times of need. Even the Sword Spirits themselves tend to be vague as to their origins.

Sword Spirit Racial Traits:
Medium Construct (Living Construct)
Base Speed: 30 ft
+2 Strength, +2 Intelligence, -2 Wisdom: Sword Spirits are designed for combat, and tend to have overtly logical thought processes, however their programming makes it difficult for them to disobey orders.
Dowse: A Sword Spirit possesses the ability to detect energy signatures. It has the Scent ability.
Weapon Synergy:

At 1 HD, a Sword Spirit gains proficiency in a single weapon.
At 5 HD, when the Sword Spirit wields that type of weapon, it is treated as magic for the purpose of bypassing damage resistance.
At 10 HD, when the Sword Spirit wields that type of weapon it gains a +1 Enchantment Bonus or equivalent special ability (This stacks with whatever bonus or ability the weapon may already possess.)
At 15 HD, the weapon gains an additional +1 Enchantment Bonus, or +1 Special Ability, or it may replace it's previous special ability (if any) with a +2 Special Ability.
At 20 HD, The weapon gains an additional +1 Enchantment Bonus, or +1 Special Ability, or may replace previous special abilities with new ones, so that the total price of them equals up to +3.

Ancient Knowledge: A Sword Spirit gains a +2 bonus to Knowledge(History) and Knowledge(Religion) checks.
Languages: Hylian, Bonus Languages: Any

I think the Sword Spirit should maybe have a nerfed version of the Soulknife's weapon (a specific weapon that can be enhanced, and summoned whenever). That would fit the flavor somewhat better than just generaly being able to enhance any weapon of a certain type that they touch.

Machinekng
2011-12-14, 05:09 PM
Well, if anyone is gong to run a Zelda campaign, they're going to need monsters.

Darknut
http://www.zeldawiki.org/images/thumb/4/40/Darknut.png/250px-Darknut.png

Darknut CR 6
XP 1,600
NE Medium monstrous humanoid
Init +4; Senses Darkvision 60 ft.; Perception +7

DEFENSE
AC 21, Touch 11, Flat-footed 20 (+7 Field Plate, +2 Heavy Steel Shield, +1 Dex, +1 natural)
Hp 68 (8d10+24);
Fort +6, Ref +9,Will +8

OFFENSE
Speed 30 ft. (40ft.wihout armor)
Melee +1 Bastard Sword +13/+9 (2d8+5)
Melee Masterwork Longsword +13/+8 (2d6+4)
Melee Unarmed Strike +12/+7 (1d3+4)
Ranged Masterwork Throwing Shield +12 (1d8+4) 20ft.
Space 5 ft.; Reach 5 ft.
Special Qualities: Powerful Build

STATISTICS
Str 19, Dex 17, Con 19, Int 14, Wis 14, Cha 11
Base Atk +8/+3; CMB +12; CMD 25
Feats: Improved Initiative; Power Attack; Improved Unarmed Strike ;Combat Expertise;
Skills: Climb +6, Intimidate +9, Perception +10, Stealth +6, Survival +10, Swim +0 (WIP)
Languages: Moblin, Gerudim

War-Trained
Darknuts are proficient with all Martial Weapons

Powerful Build
The physical stature of darknuts lets them function in many ways as if they were one size category larger.

Whenever a darknut is subject to a size modifier or special size modifier for a Combat Maneuver Bonus or Combat Maneuver Defense (such as during grapple checks, bull rush attempts, and trip attempts), the darknut is treated as one size larger if doing so is advantageous to him.

A darknut is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as grab or swallow whole) can affect him. A darknut can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefts of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category.

Agile Fighter
If a darknut is not wearing armor, it recieves a +2 Dodge bonus to AC, and Evasion.

Qwertystop
2011-12-14, 05:30 PM
Should give him something that lets it improve Dex and speed by losing AC.

Machinekng
2011-12-15, 12:06 AM
There. Added Agile Fighter.

Acidic_Cakes
2011-12-16, 11:13 PM
Oo, excellent. If anyone else would like to make other monsters, or feats, domains, gods, prestige classes or anything to that effect, go right ahead.

Also, switched the Sword Spirit's weapon ability for a what is basically a mini-mind blade. Does it seem okay by you guys?

Acidic_Cakes
2011-12-17, 03:47 AM
Machinekng: And I would be very much interested in your Zelda campaign. Do please link to it here once you have a thread for it.

Acidic_Cakes
2011-12-17, 01:51 PM
Korok
http://img545.imageshack.us/img545/2770/koroks.png
A shy, tree-dwelling people. Some speculate that the Koroks are actually the descendents of Kokiri who have developed an altogether greater understanding of the ways of the forest.

Korok Racial Traits:
Small Plant (Humanoid Plant Subtype)
Base Speed: 20 ft
+2 Wisdom, +2 Charisma, -2 Strength, -2 Dexterity: Koroks hold great insight into nature, and can be very charming, but their limbs are stubby and cannot support much weight.
Humanoid Plant: While technically a plant, a Korok has more in common with most humanoids. This commonality precludes them from having the same level of immunities as other plants. Instead, they have a +2 racial bonus on saving throws against mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), paralysis, poison, polymorph, and stun effects. They are immune to sleep effects. They are affected by spells that affect humanoids and by spells that affect plants.
Wooden Frame: A Korok's body is made from a wooden substance that lacks density and is remarkably lightweight. A Korok does not take damage from falling from high distances. In addition, a Korok is treated as one size smaller for the purposes of being pushed by heavy winds. At 5 HD, a Korok may glide at a speed of 20 ft for every 5 ft they descend.
Commune with Nature Spirits: A Korok may use its Wisdom modifier in place of its Intelligence modifier (whichever is higher) for the purpose of Knowledge (Nature) checks.
Spell Like Abilities: Alter Winds, Hide from Animals and Plants, Speak with Plants, 1/day.
Languages: Hylian and Deku, Bonus Languages: Auran, Sylvan, Celestial, Moblin, Elven

Acidic_Cakes
2011-12-19, 02:17 AM
Kikwi
http://img141.imageshack.us/img141/305/kikwiss.png
A curious forest-dwelling race that bares aspects of both animal and plant life. The Kikwi are notoriously cowardly, and would generally prefer to hide then engage in combat.

Kikwi Racial Traits:
Small Plant (Humanoid Plant Subtype)
Base Speed: 20 ft
+2 Dexterity, +2 Intelligence, -2 Wisdom: Kikwi have a natural instinct for evading blows, and they can be quite knowledgeable. However, they are weak-willed and easily frightened.
Humanoid Plant: Kikwi possess traits of both flora and fauna. This commonality precludes them from having the same level of immunities as other plants. Instead, they have a +2 racial bonus on saving throws against mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), paralysis, poison, polymorph, and stun effects. They are immune to sleep effects. They are affected by spells that affect humanoids and by spells that affect plants.
Run and Hide: Kikwi gain a +2 bonus to Climb, Escape Artist, and Stealth checks. In addition, they gain an additional +4 bonus to Stealth when surrounded by foliage, and always have Stealth as a class skill.
Camouflage: As a move action, a Kikwi may plant himself face-first on the ground and blend into the current surroundings. So long as the Kikwi remains in this position, he gains a +1 Dodge bonus to AC. In addition, the Kikwi may make Stealth checks from this position, even if being observed, so long as he continues to not move.
Spell Like Abilities: Anticipate Peril, and Hide From Animals 1/day.
Languages: Hylian and Deku, Bonus Languages: Aquan, Moblin, Gor, Dwarven, Elven, Sylven

Acidic_Cakes
2011-12-20, 05:58 PM
Ancient Robots
Long ago, the ancient dragons of Hyrule saw fit to construct a series of ancient machines to build and protect their domain. Over time, some of these machines grew self aware, and gradually developed something of a society for themselves.

LD-301 Series Robots
http://img52.imageshack.us/img52/3151/ancientrobot.png
The LD-301 series were originally built for mining and construction purposes, but as they grew more prolific, they tended to be the ones occupying the structures that they had build.

LD-301 Racial Traits:
Small Construct (Living Construct)
Base Speed: 20 ft
+2 Constitution, +2 Intelligence, -2 Wisdom: LD-301 are very sturdy, and can hold an encyclopedic amount of data, but they will follow orders without question.
Low Light Vision
Electricity Resistance 5: LD-301's can partially incorporate electrical charges into their power core, and therefore can minimize the damage done by electrical attacks.
Heavy Lifter: LD-301's are build to carry heavy loads, and may treat their weight carrying capacity as if they were one size larger.
Temporal Grounding [Su]: An LD-301 is powered by an object known as a Timeshift crystal, which is capable of healing ambient temporal energy. Whenever an LD-301 is the target of a time-effecting spell (ex: Haste or Slow), the LD-301 is healed 1d6 points of damage.
Languages: Hylian and Draconic, Bonus Languages: Aquan, Terran, Gor, Moblin, Deku, Dwarven

---

LD-00 Series Robots
http://img823.imageshack.us/img823/8894/skywardswordartworkcapt.jpg
An earlier prototype of robot, the original purpose of the LD-00's (Double Zeros, as they prefer to go by,) has long been lost to the ages. Having had more time to develop a sense of will then later robots, the remaining LD-00's have spread through world, traveling down unexplored trials and setting out on dangerous quests.

LD-00 Racial Traits:
Medium Construct (Living Construct)
Base Speed: 30 ft
+2 Strength, +2 Wisdom, -2 Charisma: LD-00's are powerful and have strong willpower, but can be rough and unfriendly towards those they are not familiar with.
Low Light Vision
Electricity Resistance 5: LD-00's can partially incorporate electrical charges into their power core, and therefore can minimize the damage done by electrical attacks.
Hook Hand: An LD-00 is automatically proficient with punching daggers. In addition, they may chose to treat punching daggers as both natural and manufactured weapons, where advantageous.
Undead Core [Su]: The LD-00 were built in a way that gives them a functional similarity to the undead. An LD-00 is healed by Negative Energy and hurt by Positive Energy, as an undead would be. However, as a construct, an LD-00 is only healed or hurt by half the usual amount.
Languages: Common and Aquan, Bonus Languages: Draconic, Terran, Elven, Moblin, Gerudim

Acidic_Cakes
2011-12-20, 06:06 PM
I included the latter type as I am of the opinion that every game ought to give you the option of playing as a zombie robot pirate.

Real Sorceror
2011-12-20, 06:31 PM
I'd done some conversions for songs as Bardic Music, though I suppose they could also work as Bard/Wizard spells. I've also got a few of Link's special attacks as feats, though I think they need updating. If I get around to it I'll post some of it here.

Acidic_Cakes
2011-12-21, 08:13 PM
Mogma
http://img805.imageshack.us/img805/7166/mogma.png
A subterranean race with a deep-seated fondness for treasure hunting. Though origionating from the mountain ranges of Hyrule, the Mogma's love for exploration takes them just about anywhere.

Mogma Racial Traits
Medium Humanoid (Earth Subtype)
Base Land Speed: 20 ft, Burrow Speed: 30 ft
+2 Constitution, +2 Wisdom, -2 Charisma: Mogmas are tough, and have keen senses, but they can often be a bit rough around the edges.
Low Light Vision
Tremor Sense: 60 ft
Scent: Mogmas have excellent senses of smell.
Attack from Below: A Mogma may attempt to trip an opponent without provoking attacks of opportunity.
Expert Treasure Hunter: A Mogma gains a +2 bonus to Appraise, Knowledge (Dungeoneering) and Survival checks.
Languages: Hylian and Terran, Bonus Languages: Gor, Moblin, Dwarven, Ignan, Gerudim

Lifeson
2011-12-21, 11:45 PM
I'm not sure if it's relevant, being made for 3.5 and not Pathfinder, but Someone's done a full homebrew set. (http://www.mediafire.com/?keag31id2wj) In my experience with it, the races worked well in 3.5, but the classes are all over the place (Nerfed fighters, buffed casters, but the Bard's performances got a very nice overhaul.) It also has that goron curl and roll you wanted.

Acidic_Cakes
2011-12-22, 01:57 AM
From the "Request a Homebrew" Thread:


Courage
You are immune to all supernatural fear effects.
1 Remove Fear
2 Heroism
3 Good Hope
4 Freedom of Movement
5 Heroism, Greater
6 Heroes’ Feast
7 Fear Immunity (caster level willing creatures become immune to all fear effects for 24 hours)
8 Heroism, Greater, Mass (like Heroism, Greater, but caster level creatures)
9 Reject Death (for caster level rounds, you cannot die except by your own will. At the end you take 6 points of constitution damage. The damage cannot be prevented.)

Wisdom
1/day, add you class level to your wisdom score for a single action.
1Comprehend Languages
2 Owl's Wisdom
3 Detect Thought
4 Discern Lies
5 Commune
6 Owl's Wisdom, Mass
7 Legend Lore
8 Hypercognition (as psionic power)
9 Contact Other Plane, Greater (like Contact Other Plane, but contacted creatures never lie to you and you may use a will save instead of an intelligence check to protect your mind)

Power
A number of times per day equal to half your class level rounded up, you may either add a +2 bonus to any die roll you make or inflict a -2 penalty to any die roll made against you. Declare the use of this power before the roll.
1 Command
2 Bull's Strength
3 Fear
4 Divine Power
5 Dominate Person
6 Symbol of Pain
7 Bite of the Werebear
8 Symbol of Death
9 Dominate Monster


Spells with descriptions in parenthesis I made up for this.

Acidic_Cakes
2011-12-22, 02:00 AM
I'm not sure if it's relevant, being made for 3.5 and not Pathfinder, but Someone's done a full homebrew set. (http://www.mediafire.com/?keag31id2wj) In my experience with it, the races worked well in 3.5, but the classes are all over the place (Nerfed fighters, buffed casters, but the Bard's performances got a very nice overhaul.) It also has that goron curl and roll you wanted.

Oo, thanks. This is handy. As you said, some of the bits are a bit all over the place, but I could take some things from this.

Acidic_Cakes
2011-12-22, 06:25 PM
Parella
http://img846.imageshack.us/img846/8230/parella.png
A shy, rivergoing race that possesses both cephalopod and cnidarian properties. Much of Parella society is devoted to the worship of the Water Dragon, who had founded their civilization and leads them as a queen.

Parella Racial Traits:
Medium Monstrous Humanoid (Aquatic Subtype)
Base Land Speed: 10 ft, Swim Speed: 50 ft: Parella do not possess true legs and are clumsy on land, but can be incredibly swift in the water.
+4 Dexterity, -2 Charisma: Parella possess nimble, stretchable bodies, but have a tendency towards xenophobia, and do not trust other races easily.
Amphibious: Parella are aquatic and can breathe water. They are amphibious, but prefer not to spend long periods out of the water.
Mucus Membrane: When leaving the water, a Parella coats itself in a thick layer of slime to protect it's skin. This layer lasts 24 hours, after which it dissipates. A Parella without its membrane must make a Fortitude save every hour (DC=16) or take 1 point of Constitution damage. The membrane can be restored by submersing the Parella in water.
Slight Build: Parella lack true skeletons, and thus can fit themselves into unusually small spaces. This lets them function in many ways as if they were one size category smaller. Whenever a Parella is subject to a size modifier or special size modifier for an opposed check (such as Hide), the Parella is treated as one size smaller if doing so is advantageous to the character. A Parella is also considered to be one size smaller when "squeezing" through a restrictive space. A Parella can use weapons designed for a creature one size smaller without penalty. However, the space and reach of a Parella remain those of a creature of their actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject's size category.
Ink Cloud [Ex]: A Parella may surround itself with a stationary burst of ink. The cloud obscures all sight, including darkvision, beyond 5 feet. A creature 5 feet away has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target). This cloud disperses after The Parella's HD+1d4 rounds.
Languages: Hylian and Aquan, Bonus Languages: Draconic, Deku, Elven, Celestial, Infernal

Machinekng
2011-12-27, 09:55 PM
Another iconic Zelda monster.

Chu

http://www.wiizelda.net/gallery/albums/userpics/10001/normal_chu-chus.png

Chu CR 1/2
XP 200
CE Small Ooze
Init -1; Senses Darkvision 60 ft.; Perception -3

DEFENSE
AC 13, Touch 10, Flat-footed 13 (+1 Size, -1 Dex, +3 Natural Armor)
Hp 7 (1d8+3);
Fort +3, Ref -1,Will -3
Immune ooze traits,

OFFENSE
Speed 15 ft.
Melee Slam +1 (1d4+1)
Space 5 ft.; Reach 5 ft.

STATISTICS
Str 13, Dex 8, Con 16, Int -, Wis 5, Cha 8
Base Atk +0; CMB +1; CMD 10
Feats: -
Skills: -
Languages: -

Acidic Membrane
Any creature that hits a Chu with a Unarmed or Natural melee attack takes 1point of Acid damage (Fortitude Negates; DC 13).

Retract
As a Swift action, a Chu may retract any of its protrusions into its base. When retracted, a Chu gains a +4 Dodge bonus to AC, and loses its Slam attack. A Chu may restore its protrusions as a Swift action.




Electric Chu CR 1
XP 400
CE Small Ooze
Init -1; Senses Darkvision 60 ft.; Perception -3

DEFENSE
AC 14, Touch 10, Flat-footed 14 (+1 Size,-1 Dex, +4 Natural Armor)
Hp 15 (2d8+6);
Fort +3, Ref -2,Will -3
Immune ooze traits,

OFFENSE
Speed 15 ft.
Melee Slam +2 (1d4+1+1d6 Electricity)
Space 5 ft.; Reach 5 ft.

STATISTICS
Str 13, Dex 8, Con 16, Int -, Wis 5, Cha 8
Base Atk +1; CMB +2; CMD 11
Feats: -
Skills:-
Languages: -

Shocking Membrane
Any creature that hits a Standad Chu with a melee attack takes 1d4 point of Electricity damage (Fortitude Negates; DC 13).

Retract
As a Swift action, a Chu may retract any of its protrusions into its base. When retracted, a Chu gains a +4 Dodge bonus to AC, and loses its Slam attack. A Chu may restore its protrusions as a Swift action.

Machinekng
2011-12-27, 10:08 PM
Clawshot/Hookshot
http://images.wikia.com/zelda/images/7/77/Clawshot_(Twilight_Princess).png


Light Weapon; Cost: 150gp; DMG (S): 1d2; DMG (S): 1d3; Range: 30ft.; Weight: 2lb.; Type: B; Special: Nonlethal, and (see below)

Clawshots and Hookshots can be used to pull enemies toward the wielder and vice-versa. As a standard action, you may make a Combat Maneuver Check against a target within an unobstructed line. If successful, the target is pulled adjacent to the user if it is of an equal or smaller size category, or the user is pulled adjacent to the target if the target is of a larger size category. The creature or object pulled travels the shortest possible route to be adjacent to the target.

Clawshots and Hook shots also give a +5 bonus to Climb.

On a side note, maybe this thread should be relabeled as a rules compendium.

Also, since my Zombie campaign fell through, I will have the recruitment thread up for a Zelda campaign up soon, hopefully tonight.

Machinekng
2011-12-28, 12:17 AM
Linky for the campaign:
http://www.giantitp.com/forums/showthread.php?p=12439052#post12439052

Mystic Muse
2011-12-28, 01:52 AM
Machinekng, while I have no real problems with the material you're putting out, you should really either take it to its own thread since this one is specifically about races, or the thread should be renamed so that people know it applies to more than just races.

The thread should also be renamed or at least slightly more clarified if you're going to do monsters. As it is, it sounds like it's just for playable races, not races in general.

More on topic, I love the material and am eager to see more.

Acidic_Cakes
2011-12-28, 02:04 AM
I specified in the first post that I was perfectly fine with other people posting non-race stuff, so I'm fine with him posting his stuff here.

Oddly, I tried changing the topic name, but for some reason the website is not letting me. Very peculiar. I have never had this sort of issue before.

Mystic Muse
2011-12-28, 02:25 AM
I specified in the first post that I was perfectly fine with other people posting non-race stuff, so I'm fine with him posting his stuff here. Ah. My mistake. Missed that.:smallredface:

Hmmm. I've got a bit of a backlog, but it'd be kind of cool to do a Darknut Monster class at some point.



Oddly, I tried changing the topic name, but for some reason the website is not letting me. Very peculiar. I have never had this sort of issue before.

After 28 days, you can't anymore. The traditional method at that point is to PM a mod for this sub-forum about the title change you want. Personally, I'd advise changing it so that it indicates that Races aren't the only thing that are going to be in here any longer.

Acidic_Cakes
2011-12-28, 02:27 AM
After 28 days, you can't anymore. The traditional method at that point is to PM a mod for this sub-forum about the title change you want. Personally, I'd advise changing it so that it indicates that Races aren't the only thing that are going to be in here any longer.

I did not know that! Thanks for letting me know. It's pretty late right now, but when I go on here tomorrow I will track down a mod and ask to change the title.

Recherché
2011-12-30, 09:54 PM
Fairy:
Diminutive Fey
Init +4; Senses: low-light vision

DEFENSE
AC 18, touch 18, flat-footed 14 (+4 Dex, +4 size)
HP: 1/2 of Kokiri
Saves: As Kokiri

OFFENSE
Speed 5 ft., fly 40 ft. (perfect)

STATISTICS
Str 1, Dex 17, Con 8, Int 12, Wis 10, Cha 12

Uh, shouldn't that be AC:17? They have a +3 Dex modifier not +4.

Acidic_Cakes
2011-12-30, 09:57 PM
Uh, shouldn't that be AC:17? They have a +3 Dex modifier not +4.

Right you are! Thanks for point that out. Dunno why I missed it.

Dragonus45
2011-12-31, 05:03 PM
Clawshot/Hookshot

(image clipped for space)

Light Weapon; Cost: 150gp; DMG (S): 1d2; DMG (S): 1d3; Range: 30ft.; Weight: 2lb.; Type: B; Specal: Nonlethal, and (see below)

Clawshots and Hookshots can be used to pull enemies toward the wielder and vice-versa.To use this fuction, make a Combat Manuever Check against a target within an unobstructed line. If sucessful, the target is pulled adjacent to the user if it is of an equal or smaller size category, or the user is pulled adjaecnt to the target if the target is of a larger size category. The creature or object pulled travels the shortest possible route to be adjacent to the target.

Clawshots and Hook shots also give a +5 bonus to Climb.

On a side note, maybe this thread should be relabeled as a rules compendium.

Also, since my Zombie campaign fell through, I will have the recruitment thread up for a Zelda campaign up soon, hopefully tonight.

Is the maneuver to use this in place of a melee attack or is it a standard action all its own. I just wonder cus someone could use it as part of a full attack if it was listed as in place of an attack. Which would be rather powerful.

Machinekng
2011-12-31, 05:59 PM
Is the maneuver to use this in place of a melee attack or is it a standard action all its own. I just wonder cus someone could use it as part of a full attack if it was listed as in place of an attack. Which would be rather powerful.

I think that all manuevers are standard actions.

If not, I'll add the clarifyig clause.

NineThePuma
2011-12-31, 10:30 PM
... I wanna play a Sheikan Ninja. >>

You guys are mean.

Machinekng
2012-01-01, 12:50 AM
In celebration of the new year, and in preparation for my upcoming zelda campaign, I plan to pull an all-nighter generating legend of zelda content. :smallbiggrin:

If anyone has any requests, post them at any time.

NineThePuma
2012-01-01, 12:54 AM
What About The Ball And Chain?

Machinekng
2012-01-01, 12:55 AM
What About The Ball And Chain?

Will do.
I'll be adding the queue to my signature.

Machinekng
2012-01-01, 01:28 AM
Armos

http://www.zeldawiki.org/images/archive/8/86/20110417223347%21Armos_Artwork.png

Armos CR 3
XP 800
LE Medium Construct
Init +0; Senses Darkvision 60 ft.,Low-light vision; Perception +9

DEFENSE
AC 17, Touch 9, Flat-footed 17 (+8 Natural Armor, -1 Dex)
Hp 36 (3d10+20);
Fort +1, Ref +0,Will +2
DR 10/Adamantine, DR 5/- Immune construct traits, SR 15

OFFENSE
Speed 20 ft.
Melee Slam +7 (1d8+4)
Space 5 ft.; Reach 5 ft.

STATISTICS
Str 19, Dex 8, Con -, Int -, Wis 13, Cha 1
Base Atk +3; CMB +7; CMD 17
Feats: -
Skills: Perception +9
Racial Modfiers: Perception +8
Languages: -

Weak Point
If an Armos is flanked, it loses its Damage Reduction against the flanker of its choice. The Armos may change this choice as a swift action. An Armos's damage reduction does not apply against critical hits.

Generic Design
An Armos gains a +8 racial bonus to Disguise checks made to seem to be a normal statue.

Stable Base
An Armos receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt.

Retributive Explosion
When an Armos is destroyed, it explodes, dealing 2d6 damage to all creatures in a 10ft. radius (Reflex Halves, DC 10)

Machinekng
2012-01-01, 01:51 AM
Ball and Chain
http://www.zeldawiki.org/images/archive/a/a4/20080626235826%21Ballnchain.png
Exotic Two Handed Melee Weapon
Cost 100gp; Dmg (S) 1d8; Dmg (M) 1d10; Critical x3; Range -; Weight 20lb.; Type Bludgeoning; Special Reach, Special (see below)

A Ball and Chain can be continously swung, provding defensive advantages for its wielder. The Ball and Chain's wielder can begin to swing the Ball and Chain as a Full-Round action, and must spend a standard action to continue to swing it for the round. While the wielder is swinging the Ball and Chain, he gains a +2 bonus to AC, and takes a -4 penalty to attack. The wielder must make attacks of oppurtunity against any creature that enters or leaves the wielder's threatened area. These attacks of oppurtunity do not count against a character's normal alotment of attacks of oppurtunity, and the wielder may not choose to deal nonlethal damage with them. The only way to stop swinging the Ball and Chain on a turn other than the wielder's is to let go of it, which throws the Ball and Chain 10ft. in the direction of the wielder's choice. If thrown towards a specific target, treat the Ball and Chain as a thrown splash weapon that does not deal splash damage.

Perian
2012-01-01, 01:55 AM
The Spinner and the Dominion rod would be really neat to see. Though bombs that aren't tied to the Alchemist class would get priority in my book.

Machinekng
2012-01-01, 02:00 AM
The Spinner and the Dominion rod would be really neat to see. Though bombs that aren't tied to the Alchemist class would get priority in my book.

I had an idea for a Bomb feat similiar to Amatuer Gunslinger, and for a Master Bombardier PrC to complement the Master Chymst.

Perian
2012-01-01, 02:05 AM
Those would both be awesome, keep up the great work!

Dragonus45
2012-01-01, 02:11 AM
They arent, if you look some replace an attack action some are just standard actions. If they replace an attack then they can be used as part of an attack action. Its specifically here (http://www.d20pfsrd.com/gamemastering/combat#TOC-Full-Attack).

Machinekng
2012-01-01, 02:22 AM
Lizalfos
http://www.zeldawiki.org/images/archive/b/be/20110416161938%21Lizalfos.png
A brutal lizard-like humanoid, Lizalfos live in the caverns and crags of the mountains that border Hyrule. Lizalfo tend to hunt and live together in mated pairs, and tend to flank their prey.

Lizalfos Racial Traits:
Medium Humanoid (Reptilian Subtype)

Base Land Speed: 30 ft
+2 Strength, +2 Dexterity, +2 Constitution, -2 Wisdom, -4 Charisma: Lizalfos are physically capable all-around, but are ferocious and sometimes foolhardy.
Natural Weapons: Lizalfos possess natural claw attacks that inflict 1d4points of damage on a successful hit. This is a primary attack, or a secondary attack if the lizalfos wields a manufactured weapon.
Natural Armor: Due to their scaly hides, Lizalfos recieve a +3 natural armor bonus.
Versatile Tail: A Lizalfos may attach specially made weapons to its tail and use them in combat. Any weapon made this way must be a light or a one-handed melee weapon.
Quick Footed: Lizalfos recieve a +4 racial bonus on acrobatics checks.
Tactical Flanker Lizalfos gain a +4 bonus to attack while flanking instead of a +2 bonus.
Darkvision 60ft.
Languages: Moblin, Bonus Languages: Ignan, Terran, Gor, Gerudium, Draconic, Hylian

Machinekng
2012-01-01, 02:51 AM
Poe

http://www.zeldawiki.org/images/archive/6/63/20110417220021%21Poe.png

Poe CR 4
XP 1,200
CE Small Undead (Incorpreal)
Init +7; Senses Darkvision 60 ft.; Perception +7

DEFENSE
AC 17, Touch 17, Flat-footed 14 (+3 Deflection, +3 Dex, +1 Size)
Hp 45 (5d8+23);
Fort +5, Ref +4,Will +4
Defensive Abilities incorporeal, channel resistance +2;
Immune undead traits,
OFFENSE
Speed fly 30 ft. (perfect)
Melee Spectral Lantern +7 (2d6 Fire + 1d3 Wis)
Ranged Range 10ft. Spectral Lantern +7 (2d6 Fire + 1d3 Wis)
Space 5 ft.; Reach 5 ft.
Special Attack Possesion

STATISTICS
Str -, Dex 17, Con -, Int 6, Wis 9, Cha 17
Base Atk +3; CMB +7; CMD 17
Feats: Iron Will, Improved Initiative, Toughness
Skills: Perception +7, Stealth +11, Fly +11
Languages: Hylian
Special Qualities: Light Vulnerablity

Possesion (Su)
A Poe can attempt to possess a living creature as a standard action. If successful, the Poe inhabits the target's body for 1d4 rounds. While the target is possessed, it is confused. (Will negates, DC 15)

Light Vulnerablity
When in an area of bright light, a poe loses the incorpreal subtype and its fly speed and gains a strength score of 6 and a land speed of 20ft.

Machinekng
2012-01-01, 03:08 AM
Dominion/Song of Command

School enchantment (compulsion) [mind-affecting];
Level Bard 3; Sorcerer/Wizard 4

CASTING
Casting Time 1 Full-round action
Components V, S

EFFECT
Range close (25 ft. + 5 ft./2 levels)
Target see description
Duration Concentration
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)


DESCRIPTION
This spell has two fuctions.

The first function of the spell is to directly command an ally, as if he/she was a puppet. This functions as Dominate Person, except that the target must be willing and can terminate the effect as a free action. The affected ally may use your skill bonuses when making skill checks when under the efects of Dominion/Song of Command.

The second function is to give motor functions to a piece of statuary. The statuary, if not affixed to a solid surface, gains a land speed of 20ft. If the statuary has moving parts, you may activate them at-will, once per round.

Machinekng
2012-01-01, 03:24 AM
Dominion Rod

http://www.zeldawiki.org/images/e/e5/Dominionrod.png

Aura moderate enchament; CL 9th

Slot none; Price 94,500gp; Weight 5 lbs.

Description: This rod was created by the Oocca as a tool to interface with their machines. The wielder can use the rod to duplicate the effects of the second function of Dominion/Song of Command. To maintain this effect, the wielder must spend a standard action each round. Only one statue may be under the effects of the Dominion rod at one time.

Construction Requirements Craft Rod, Dominion/Song of Command; Cost 47,250gp

Machinekng
2012-01-01, 03:36 AM
Spinner

http://www.supercheats.com/guides/files/guid/the-legend-of-zelda-twilight-princess/spinner.jpg

Cost 500gp; Weight 25bs.

The spinner is a peculiar device, and provides several functions.

The first is to interface with certain types of ancient machinery. When used in this manner, the spinner grants a +2 bonus to Disable Device when interfacing with such machinery.

The second function is to easily travel over certain surfaces. A character can ride a spinner, and while doing so, is unaffected by sifting or slick surfaces. The rider's land speed drops by 10ft. and recieves a +2 bonus to CMD against Trip attempts while riding a spinner. If the rider is attacked while riding, he/she must make a DC 15 Acrobatics check or be knocked off the spinner.

Machinekng
2012-01-01, 03:50 AM
Bombs

http://www.zeldawiki.org/images/archive/3/3b/20080626235950%21Bomb.png

Martial (One-Handed) Ranged Weapons Cost 25gp; Dmg (S) 1d6; Dmg (M) 1d6; Critical x2; Range 20ft.; Weight 1lb. Type Special; Special (see below)

Thrown bombs use the Throw Splash Weapon special attack. On a direct hit, bombs inflict 1d6 points of fire damage. Splash damage from a bomb is always equal to the bomb’s minimum damage. Those caught in the splash damage can attempt a Reflex save for half damage. The DC of this save is equal to 10 + the thrower’s Dexerity modifier.

Amateur Bombardier (Combat)
Although you are not a alchemist, you can caft and throw bombs.

Prerequisite: Throw Anything. You have no levels in a class that has the bomb class feature.

Benefit: You may craft a number of alchemist's bombs per day as an alchemist of 1/2 your class level, and your bombs do damage as an alchemist of a 1/4 of your class level. In all other ways, these bombs function as bomb class feature describes, including that youmay add your Itelligence modifier to damage.

Special: If you gain levels in a class that grants the bomb class feature, you can immediately trade this feat for the Extra Bombs feat.

Machinekng
2012-01-01, 04:41 PM
MASTER BOMBARDIER

http://www.zeldawiki.org/images/thumb/e/ea/Barnes.png/250px-Barnes.png

While Master Chymists focus on crafting their mutagens, Bombardiers focus on the other aspect of the Alchemist, that of crafting and using explosives.Master Bombardiers learn not only to craft superior bombs, but to how these bombs in combat more effectively.

ENTRY REQUIREMENTS
Skills: Craft (Alchemy) 5
Feats: Weapon Focus (Bombs),Throw Anything
Special: Bomb (3d6) Class feature, Explosive Bomb discovery

Class Skills

The Master Bombardier's class skills are Acrobatics (Dex), Craft (Int), Disable Device (Dex), Intimidate (Cha), Knowledge (Engineering), Perception (Wis)

Skills Points at Each Level: 4 + int

Hit Dice: d10

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Extracts per Day

1st|
+1|
+1|
+1|
+0|Bomb User, Throwing Arm, Bomb +1d6|+1 Level of Alchemist

2nd|
+2|
+1|
+1|
+0|Bomb Skill, Bomb +1d6|-

3rd|
+3|
+2|
+2|
+1|Fast Bombs| +1 Level of Alchemist

4th|
+4|
+2|
+2|
+1|Bomb Skill, Bomb +1d6| +1 Level of Alchemist

5th|
+5|
+3|
+3|
+2|Bomb +1d6, Explosive Admixture| -

6th|
+6|
+3|
+3|
+2|Bomb Skill| +1 Level of Alchemist

7th|
+7|
+4|
+4|
+2|Bomb +1d6, Extra Bombs|+1 Level of Alchemist

8th|
+8|
+4|
+4|
+3|Bomb Skill, Bomb +1d6| +1 Level of Alchemist

9th|
+9|
+5|
+5|
+3|Complex Admixture| -

10th|
+10|
+5|
+5|
+3|Bomb +1d6, Bomb Skill, Omega Bomb| +1 Level of Alchemist[/table]

Weapon Proficiencies: All Simple Weapons, Bombs

Bomb User (Ex)
A Master Bombardier may craft a number of bombs per day equal to an Alchemist of his character level. A Master Bombardier's class level stacks with his alchemist level for determining save DCs for his bombs.

Extracts per Day
At the indicated levels, a master bombardier gains new extracts per day as if he had also gained a level in alchemist. He does not, however, gain other benefits a character of that class would have gained, except for extracts per day and an increased effective caster level for extracts.

Throwing Arm
At 1st level, a Master Bombardier's bomb range increase to 30ft.

Bomb
At 1st level, a Master Bombardier's alchemist bombs do an additional 1d6 damage. At 2nd, 4th, 5th, 7th, 8th, and 10th level, this damage increases by another 1d6.

Bomb Skill
At 2nd level, and then again every 2 levels thereafter, an Master Bombardier gains a talent that improves his bombs. Unless otherwise noted, a Master Bombardier cannot select an individual bomb skill more than once, nor select a Bomb skill that shares a name with a discovery he possesses , and vise versa. Some discoveries can only be made if the Master Bombardier has met certain prerequisites first, such as uncovering other bomb skills. Bomb skills that modify bombs that are marked with an asterisk (*) do not stack. Only one such bomb skill can be applied to an individual bomb.

The following Bomb skills are dervied from the discovery list (http://www.d20pfsrd.com/classes/base-classes/alchemist/discoveries). Refer here for specific bomb skill functions.

Bomb Skills- Prerequisites- Benefits
Acid Bomb* - Deal acid damage with your bombs APG
Blinding Bomb*- Master Bombardier 4- Blind enemies with your bombs
Breath Weapon Bomb* - You can use a bomb as a breath weapon Concussive Bomb* Deal sonic damage with your bombs
Confusion Bomb* -Master Bombardier 4- Cause confusion with your bombs Delayed Bomb -You can choose to delay the explosion of your bombs
Dispelling Bomb - Dispel magic with your bombs
Explosive Bomb* - Your bombs gain an increased area of effect
Explosive Missile - Infuse a piece of ammunition with a bomb
Fast Bombs - You can throw multiple bombs in a round
Force Bomb* - Deal force damage with your bombs
Frost Bomb* - Deal cold damage with your bombs
Immolation Bomb* - Deal damage over time with your bombs
Inferno Bomb* -Master Bombardier 8- smoke bomb Create an incendiary cloud effect with your bombs
Madness Bomb -Master Bombardier 6- Deal Wisdom damage with your bombs
Plague Bomb*-Master Bombardier 4- smoke bomb Duplicate the effects of contagion with your bombs.
Poison Bomb*-Master Bombardier 6- smoke bomb Duplicate the effects of cloudkill with your bombs.
Precise Bombs - Choose which squares are missed by your bomb's splash damage
Shock Bomb* - Deal electricity damage with your bombs APG
Siege Bomb* -Master Bombardier 6- explosive bomb Deal bomb damage with siege weapons
Smoke Bomb* - Create a fog cloud effect with your bombs
Sticky Bomb -Master Bombardier 4- Deal splash damage one extra round
Sticky Poison Alchemist 6 Poison applied to a weapon lasts longer
Stink Bomb*- Smoke bomb Create a stinking cloud effect with your bombs Strafe Bomb (Su) - Your bomb splash damage affects a line
Sunlight Bomb*--Master Bombardier 4- blinding bomb Create a bright sunlight effect with your bombs.
Tanglefoot Bomb*- Entangle foes with your bombs.

Original
Aquatic Bombs* (Ex)
Benefit: When the Master Bombardier creates a bomb, he can choose to have it be an aquatic bomb. Aquatic bombs explode underwater and deal full damage. Unlike regular thrown weapons, aquatic bombs are unaffected by water.

Bombchu* (Ex)
Benefit: When the Master Bombardier creates a bomb, he can choose to have it be a bombchu. Bombchus are not thrown, but rather move up to 50ft. from the Master Bombardier's space and then explode. Bombchus can move into a creature's square, but if it does so, it explodes immediately. Bombchus do not provoke attacks of oppurtunity.

Double Bomb Thrower (Ex)
Benefit: As a full-attack action, a master Bombardier may prepare 2 bombs and throw 1 with each hand. Normal Two-Weapon Fighting penalties aply. A Master Bombardier's bombs are considered light weapons.

Stable Bomb* (Ex)
Benefit: When the Master Bombardier creates a bomb, he can choose to have it be a stable bomb. Stable bombs, unlike regular bombs, do not become inert if the Master Bombardier chooses not to throw them, and can be used by creature other than the Master Bombardier. When stable bombs are thrown, they explode regularly. A stable bomb become inert after 1 minute, but the Master Bombardier, when creating the stable bomb, can reduce this duration as he pleases.

An alchemist with Master Bombardier levels may select a Bomb Skill as a Discovery.

Fast Bombs
At 3rd level, you recieve the Fast Bombs bomb skil. If you already possess the Fast Bomb bomb skill or discovery, you may instead select a Bomb Skill of your choice.

Explosive Admixture (Ex)
At 5th level, when applying a bomb skill or a discovery marked with an asterisk to a bomb, you may apply one additional bomb skill or a discovery marked with an asterisk.

Extra Bombs
At 7th level, you gain Extra Bombs as a bonus feat.

Complex Admixture
At 9th level, when applying a bomb skill or a discovery marked with an asterisk to a bomb, you may apply two additional bomb skill or a discovery marked with an asterisk. This ability superseeds the Explosive Admixture Class feature.

Omega Bomb (Ex)
Once per day, you can create a devastating Omega Bomb as a full round action. For each remaining use of your bomb class feature you expend, the Omega Bomb deals 10 points of damage, and you may apply one bomb skill or a discovery marked with an asterisk to a the omega bomb per use expended. An Omega bomb has a radius of 5ft., and the radius increases by an additional 5ft. for every 2 uses expended. An Omega bomb deals full damage to all creatures and objects in its radius (Reflex halves). An Omega bomb may not be thrown, but rather is placed in the Master Bombardier's space, and explodes in 2d4 rounds. If an Omega bomb is attacked, it explodes immediately.

Qwertystop
2012-01-01, 04:46 PM
Typo: the Armos's Weak Point quality mentions Damage Resistance.

Machinekng
2012-01-01, 04:50 PM
Typo: the Armos's Weak Point quality mentions Damage Resistance.

Thank you.

I made alot of this while I was drowsy, so critque all you wish.

Acidic_Cakes
2012-01-01, 08:33 PM
Holy cow. I am gone for a few days, and look at all the stuff that shows up. :smallbiggrin:

Let me edit all the links into the first post.

(Anycase, I got the thread title changed, so that is neat.)

Dragonus45
2012-01-03, 03:53 PM
I figured i would take a crack at this.

The Deku Nut



Cost 1 gold
Weight 1/10 of a pound


These nuts often found in the corpses of deku babas brightly explode when thrown or struck. When a deku nut explodes all creatures within ten feet must make a dc 10 fortitude save or be dazzled. The nuts also has a second purpose, when a creature uses the nut in there own square it provides the ability to make a stealth check to hide when one would otherwise not be allowed. as long as the user is within one move increment of cover that would normally allow a check. Every time this effect is used in front of the same person or group of persons they gain a cumulative +5 bonus to perception checks to spot the user of the deku nut.


I feel like i didn't quite make that as clear as i wanted to, so if anyone has any idea what i was meaning to say and can help me clarify and balance it a little i would be much obliged. Also im working on deku babas to go with it if anyone has ideas to go with those.

NineThePuma
2012-01-03, 04:55 PM
Dazzled is a horrible condition.

Blinded or stunned. Heck, make it stun on a failed saved and blind anyway.

Acidic_Cakes
2012-01-03, 05:08 PM
Also, here is a shrunken down version of the deku nut image (http://img717.imageshack.us/img717/1936/dekunut28ocarinaoftime2.png), so you can show it without the spoiler text.

Machinekng
2012-01-03, 05:46 PM
Well, I went back to my monsters, and using the monster creation rules from my new handy-dandy bestiary, I revised them.

Dragonus45
2012-01-04, 12:15 AM
Dazzled is a horrible condition.

Blinded or stunned. Heck, make it stun on a failed saved and blind anyway.

Honestly i did dazzled cus i didn't want it to become toooooooo good. The real use of it is the hide check. I suppose i could move it up to dazed, but that would be the most that would feel appropriate.

kdragonracer
2012-07-19, 03:41 PM
I know this thread's been left alone for a while, but I only just started getting into Pathfinder and came across this. I love the Zelda races presented here, but the lack of Twili bothered me (yes, I know Nintendo hasn't given us nearly enough information about the Twili to do this). So I used the Advanced Race Guide to try and shape a standard race for them. Presented below for your review and comments.

Twili
http://i429.photobucket.com/albums/qq13/kdragonracer/Midnas_true_form-1.jpg
Inhabitants of the Twilight Realm, Twili are taller and more slender than the average Hylian, and their pale blue skin and bright blond or orange hair gives them an otherworldly feel. Exiled to the Twilight Realm long ago, the Twili have evolved and grown to love their new home. Their magical blood makes them excellent sorcerers.

Twili Racial Traits:
Medium Fey (Extraplanar subtype): Whatever the Twili's ancestors were, the Twili's exposure to Twilight has changed them in odd ways.
Base Speed: 30 feet.
+2 Dexterity, +2 Charisma, -2 Strength: Descended from sorcerers and infused with the otherworldly grace of twilight, Twili are nimble and charismatic. However, their bodies have become weaker due to the ethereal nature of twilight.
Low-light Vision: Twili see twice as far as Hylians in areas of dim light.
Darkvision 60 ft: Twili can see in the dark up to 60 feet.
Shadow Resistance: Twili have incorporated some of the essence of shadows and twilight into their being, giving them cold resistance 5 and electricity resistance 5.
Shadow Blending: In dim lighting, an attack against a Twili has a 50% chance of missing instead of 20%. This does not grant a Twili total concealment in dim lighting; a Twili's shadowy form just increases the miss chance.
Twilit Magic: Twili add +1 to the DC of any saving throws against spells of the shadow subschool that they cast. Twili with a Charisma score of 11 or higher also gain the following spell-like abilities: 1/day—mage hand, pass without trace, ventriloquism. The caster level for these spell-like abilities is equal to the user’s character level.
Vulnerable to Sunlight: The Twili's adaptations to the Twilight Realm have rendered them unable to live in the sunlight. For every hour a Twili is in open sunlight, he suffers 1 point of Constitution damage. Hours spent in dim lighting or twilight do not count. (Twili who wish to adventure outside the Twilight Realm often must wait and save in order to afford a cloak of twilight, described below. At GM's discretion, some powerful supernatural light effects may deal Constitution damage to the Twili.)
Languages: Twilik. Bonus Languages: Hylian, Celestial, Infernal, Draconic.

Magic Item: Cloak of Twilight
Aura faint evocation; CL 3rd
Slot shoulders; Price 2500 gp; Weight 1 lb.
Description: Woven from Twilight and shadow crystals, this cloak keeps Twili from suffering Constitution damage while in sunlight, as long as the hood is drawn up around the head.
Construction: Requires Craft Wondrous Item, protective penumbra (or darkness if GM does not allow Ultimate Magic), creator must be Twili; Costs 1250 gp

Warriorking9001
2017-05-06, 09:41 AM
Sword Spirit
http://img7.imageshack.us/img7/7623/tumblrlsvf7s74d01qgb1o5.png
Few people in Hyrule know the true origins of the Sword Spirits. Some say that they were created by an ancient race as weapons to aid them in a terrible war. Others speculate that they are creations of the goddesses themselves, meant to aid heroes in times of need. Even the Sword Spirits themselves tend to be vague as to their origins.

Sword Spirit Racial Traits:
Medium Construct (Living Construct)
Base Speed: 30 ft
+2 Strength, +2 Intelligence, -2 Wisdom: Sword Spirits are designed for combat, and tend to have overtly logical thought processes, however their programming makes it difficult for them to disobey orders.
Dowse: A Sword Spirit possesses the ability to detect energy signatures. It has the Scent ability.
Phantom Weapon [Su]: As a move action, a Sword Spirit may form a temporary weapon out of the same quasimagical substance that they are constructed from. Rules for the Phantom Weapon are as follows.
A Sword Spirit must choose the form of her phantom weapon at 1 HD. She can either form it into a light weapon, a one-handed weapon, or a two-handed weapon. Once chosen, her phantom weapon stays in this form every time the Sword Spirit forms her phantom weapon. The light weapon deals 1d4 points of damage, the one-handed weapon deals 1d6 points of damage, and the two-handed weapon deals 1d8 points of damage. All damages are based on a Medium-sized creature wielding Medium-sized weapons; adjust the weapon damage as appropriate for different sized weapons. In all forms, the phantom weapon has a critical range of x2. A Sword Spirit with powerful build or any similar ability forms an appropriately-sized Phantom Weapon dealing the size-appropriate amount of damage. If the Sword Spirit's chosen form is a light weapon, she may choose to form two light weapons when forming her phantom weapon if she so chooses, but she suffers the standard penalties for two-weapon fighting.

Regardless of the weapon form a Sword Spirit has chosen, her phantom weapon does not have a set damage type. When shaping her weapon and assigning abilities to it, the Sword Spirit chooses whether it will deal bludgeoning, piercing, or slashing damage.

The blade can be broken (it has hardness 10 and 10 hit points); however, a Sword Spirit can simply create another on her next move action. The moment she relinquishes her grip on her blade, it dissipates (unless she intends to throw it; see below).

A Sword Spirit can use feats such as Power Attack or Combat Expertise in conjunction with the phantom weapon just as if it were a normal weapon. She can also choose her phantom weapon for feats requiring a specific weapon choice, such as Weapon Focus and Improved Critical. Spells or powers that upgrade weapons can be used on a phantom weapon. The Sword Spirit can use feats such as Weapon Finesse that work on light weapons with her phantom weapon, but such feats only work on phantom weapon in a light weapon form.

Even in places where magical effects do not normally function (such as within an anti-magic field), a Sword Spirit can attempt to sustain her phantom weapon by making a DC 20 Will save. On a successful save, the Sword Spirit maintains her phantom weapon for a number of rounds equal to her class level before she needs to check again, although the phantom weapon is treated for all purposes as a non-magical, masterwork weapon while in a place where magical effects do not normally function. On an unsuccessful attempt, the phantom weapon vanishes. As a move action on her turn, the Sword Spirit can attempt a new Will save to rematerialize her phantom weapon while she remains within the magic-negating effect.

The Sword Spirit chooses the appearance of her phantom weapon, although its shape must reflect the selections the Sword Spirit has chosen: a bludgeoning phantom weapon would be blunt, slashing would have an edge, etc.

All Sword Spirits have some knowledge of how to throw their phantom weapons, though the range increment varies by form and the largest of blade forms cannot be thrown. Light weapon mind blades have a range increment of 15 ft. One-handed weapon mind blades and Two-handed weapon mind blades cannot be thrown. Whether or not the attack hits, a thrown mind blade then dissipates.

In addition, the Sword Spirit may consider her phantom weapon to be a mind blade, for the purposes of qualifying for feats.
Phantom Weapon Synergy [Su]: When the Sword Spirit reaches 5 HD, her phantom weapon counts as magic for the purpose of bypassing damage reduction. At 10 HD, her phantom weapon gains a enhancement bonus value, which may be spent on a weapon ability of that value or an enhancement bonus. At 15 HD, the bonus value increases to +2, and the Sword Spirit may swap her bonus for something equating the new value. At 20 HD, the bonus value increases to +3, and the Sword Spirit may once again swap out her current bonus for new ones.
Ancient Knowledge: A Sword Spirit gains a +2 bonus to Knowledge(History) and Knowledge(Religion) checks.
Languages: Hylian, Bonus Languages: Any

I think there should be some kind of feat for Sword Spirits to improve their phantom weapon beyond what they currently have, as... a +3 enhancement bonus by 20th level isn't going to really get people excited about using their phantom weapon as something useful, especially since the damage progression is inherently worse than what a fighter, soulknife, or even a sorcerer can get as a weapon.

Phantom Weapon Light: 1d4 x2
Dagger: 1d4 19-20x2
Sickle: 1d6 x2
Mind Blade (what you based it on): 1d6 19-20

Phantom Weapon One Handed: 1d6x2
Heavy Mace: 1d8 x2
Mind Blade (what you based it on): 1d8 19-20

Phantom Weapon Two Handed: 1d8x2
Spear: 1d8 x3 Brace
Longspear: 1d8 x3 Brace, Reach
Mind Blade (what you based it on): 2d6 19-20

AOKost
2017-05-07, 05:46 PM
Kokiri
http://img830.imageshack.us/img830/6765/fadoartwork28thewindwak.png
The Kokiri are race that live deep within the depths of the forest. Deceptively childlike in appearance, they are capable of living for quite long periods of time.

Kokiri Racial Traits:
Small Humanoid
Base Speed: 20 feet.
+4 Charisma, -2 Strength: Kokiri possess a persistent infective joy, however their small bodies do not have the brute strength of larger species.
Fairy Companion: Each Kokiri is accompanied by a fairy. This fairy is treated as a diminutive fey with HP equal to half that of the Kokiri (rounded up) and skill points equal to the Kokiri in any class skill that does not require limbs. In addition, the fairy always has all Knowledge skills as class skills, and gains a +2 bonus to two of your choice. The fairy cannot engage in combat, but grants the Kokiri a +2 bonus to Perception checks. If the fairy is killed, the Kokiri takes a -2 Penalty to Attack rolls, and casts spells as if it is one level lower. The Kokiri may acquire a new fairy after one week, afterwhich he must go into a period of quite contemplation for 24 hours. The fairy does not count towards prerequisites for feats requiring a familiar or animal companion.
Eternal Youth: The Kokiri does not take bonuses or penalties for aging, and cannot be magically aged. A Kokiri can still die of old age.
Skill Bonus: Kokiri have a +2 Bonus to Knowledge (Nature) and Survival Checks.
Spell Like Abilities: 1/day: Faerie Fire, Ghost Sound, Speak With Plants. Caster level is equal to the Kokiri's HD.
Languages: Hylian and Deku. Bonus Languages: Elven, Sylvan, Moblin, Dwarven, Auran

Fairy:
Diminutive Fey
Init +3; Senses: low-light vision

DEFENSE
AC 17, touch 17, flat-footed 14 (+3 Dex, +4 size)
HP: 1/2 of Kokiri
Saves: As Kokiri

OFFENSE
Speed 5 ft., fly 40 ft. (perfect)

STATISTICS
Str 1, Dex 17, Con 8, Int 12, Wis 10, Cha 12

I'd suggest making them ageless, and not die of old age. They can be killed, or die of disease/poison, etc. but I feel that they don't die of old age or "when their time is up". I feel they are more like Ielans. This is just a thematic thing for me and has virtually no bearing on game mechanics...

I love pretty much everything else about the setting!

I'd like to see a Master Sword that has a ranged [Force] attack when the wielder is at full health or some mechanic like that. Maybe made of a special material. It should be a major artifact...