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LuminousWarrior
2019-08-26, 01:06 PM
I've been planning out a game set in Hyrule, but none of the versions of the races made for Pathfinder have been quite what I was looking for. Gorons. Gorons specifically. So, I made my own. And I figured I might as well post my iteration of the Races of Hyrule. One thing to keep in mind though, I claim nothing made here. All of the traits are shamelessly pilfered from various sources, ranging from racial traits of core Pathfinder races, 3rd party traits from races off of the SRD, a few of Fortis' homebrew race builder traits (http://www.giantitp.com/forums/showthread.php?573715-Big-pile-of-homebrew-Race-Traits) (He also made his own version of the LoZ races too (http://www.giantitp.com/forums/showthread.php?576696-Legend-of-Zelda-Races-PEACH&p=23614292#post23614292), though they weren't to my tastes), and in one case an ability pilfered and heavily rebalanced from D&DWiki. All of the races are intended to be a tad on the strong side, but hopefully no stronger than a Tiefling or Aasimar, and all balanced against each other. But, without any further ado, the Races of Hyrule.

Common Races

Hylians
Hylians are statistically the same as humans, so I won't bother reiterating the stats here. If you desire something to set hylians apart from humans, consider giving them a +2 bonus to Knowledge (Religion) checks, giving round-eared humans some equivalent bonus.

Gorons
Ability Scores: +2 Strength, +2 Wisdom, -2 Dexterity. Gorons are strong, solid, and stable, but lack gracefulness due to their build.

Type: Gorons are humanoids with the goron subtype.

Size: Gorons are Medium creatures and thus have no bonuses or penalties due to their size.

Speed: Due to their massive bodies, Gorons have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.

Languages: Gorons begin play speaking Hylian and Goron. Gorons with high Intelligence can also learn: Ancient Hylian, Blinish, Draconic, Gerudo, Subrosian, and Zoran.

Darkvision: Gorons have darkvision 60 feet.

Lithovore: Gorons are a lithovoric species, which means that they eat rocks for sustenance. However, while they can technically eat any rocks, not all rocks are good to eat. Gorons typically eat a specific type of mineral-rich rock, commonly referred to as rock sirloin, which is what it is assumed that you normally eat. 5 pounds of rock sirloin can sustain a goron for a day. Common stone is low in nutrients and tastes bland, and is thus only eaten in emergencies and requires twice the amount to sustain a goron for a day. Most gemstones taste terrible and are devoid of nutrients, and are thus considered functionally inedible. Metal, especially iron, is a delicacy, but is very low in nutrients and is thus basically junk food, requiring three times the amount to sustain a goron for a day.

Stone Body: Gorons have a rocklike body with rocky growths that protect vital spots, granting a +2 to Natural Armor.

Volcanic Acclimation: Gorons are naturally heat resistant, and are known for living on active volcanoes. They gain Fire Resistance 5 + one quarter their level, rounded up. At 20th level this fire resistance becomes fire immunity.

Writers Note: The intent here is to give them immunity to minor fire damage at 1st level, which is important considering that they live in the middle of a volcano. At the start they have Fire Resistance 6, which is enough to completely soak up all environmental fire damage and lower level fire spells. I figure that by 20th level you're already at the point that you would have fire immunity from another source, and at any rate by 20th level balance is already out the window.

Powerful Build: The physical stature of gorons lets them function in many ways as if they were one size category larger. Whenever a goron 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 goron is treated as one size larger if doing so is advantageous to him. A goron 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 goron 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 benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category.

Goron Roll: A goron can curl into a ball and roll around with surprising swiftness. Curling and uncurling are move actions. While curled, a goron has a +20 bonus to base land speed over mostly level terrain, a +40 bonus to base land speed when moving mostly downhill, and a -10 penalty to base land speed when moving mostly uphill. In addition, a curled gorons natural armor bonus increases to +4, they gain a +4 bonus to their CMB when making Bull Rush and Overrun attempts, and a +10 bonus to Stealth checks while completely still in any environment where a boulder would be a normal sight (e.g. a mountain but not a town) and may hide without cover or concealment while motionless in this fashion. However, a curled goron cannot attack, cannot cast spells, and counts as flat-footed if attacked. A goron with 5 or more ranks in Acrobatics can curl and uncurl as a swift action, rather than a move action.

Writer's Note: This is the ability pilfered from D&DWiki that I mentioned. This is also the ability that gave me the most trouble when looking for a pre-made goron race. All of the goron roll abilities were something like "bonus to base speed when running" or "+4 to CMB when Bull Rushing or Overrunning". But I wanted something that actually felt like a goron roll, not just a couple generic bonuses. I'm not sure on the power level of the ability though. I gave it an extensive redo, removed some odd abilities that might make it too powerful or unnecessarily complicated, but I'm still not too sure... Any advice on this one is appreciated.

Strong Lungs: Gorons can hold their breath for a number of rounds equal to four times their Constitution score before risking drowning or suffocating.

Dense Body: Because of their very low size-to-weight ratio, gorons have a -2 racial penalty to Acrobatics, Climb, and Stealth checks, and a -10 racial penalty to Swim checks. They also suffer twice as much damage as normal from falling from a height.

Cold Vulnerability: Gorons have vulnerability to cold, and thus take half again as much damage from it (+50%), regardless of whether a saving throw is allowed.

Zora
Ability Scores: +2 Dexterity, +2 Charisma, -2 Constitution. Zora are swift and graceful, but their bodies are somewhat frail.

Size: Zora are Medium creatures and have no bonuses or penalties due to their size.

Type: Zora are humanoids with the aquatic and zora subtypes. Creatures with the aquatic subtype can move in water without making Swim checks. Aquatic creatures always treat Swim as a class skill.

Speed: Zora have a base speed of 30 feet and a swim speed of 30 feet.

Languages: Zora begin play knowing Hylian and Zoran. Zora with a high intelligence score may choose from the following languages: Ancient Hylian, Blinish, Draconic, Gerudo, Goron, and Rito.

Low-Light Vision: Zora have low-light vision allowing them to see twice as far as hylians in conditions of dim light.

Keen Senses: Zora receive a +2 racial bonus on Perception checks.

Zoran Immunities: Zora are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.

Amphibious: Zora have the ability to breathe both air and water.

Skilled Swimmer: While in aquatic environments, Zora can move through natural difficult terrain at their normal speed. Magically altered terrain affects them normally.

Cold Resistance: Zora have cold resistance 5.

Electrical Vulnerability: Zora have vulnerability to electricity, and thus take half again as much damage from it (+50%), regardless of whether a saving throw is allowed.

Rito
Ability Scores: +2 Dexterity, +2 Wisdom, -2 Strength. Rito have good reflexes and a developed sense of self, but their hollow bones make them somewhat fragile.

Size: Rito are Medium creatures and have no bonuses or penalties due to their size.

Type: Rito are humanoids with the rito and avian subtypes.

Speed: Rito have a base speed of 30 feet.

Languages: Rito begin play knowing Hylian and Rito. Rito with a high intelligence score may choose from the following languages: Ancient Hylian, Draconic, Blinish, Gerudo, Goron, and Zoran.

Low-Light Vision: Rito have low-light vision allowing them to see twice as far as hylians in conditions of dim light.

Eagle Eyed: Rito have sharp distance vision, perfect for spotting things from the air. The perception penalty for distance when trying to spot or see something is halved, rounded down.

Keen Senses: Rito have sharp hearing and sight, and gain a +2 racial bonus on Perception checks.

Insulated Feathers: Rito are at home in cold environments. They treat cold climates as one category less severe. Temperatures must fall below -40 F to be counted as extreme cold. Rito also gain cold resistance equal to one quarter their level, rounded up. This cold resistance stacks with other sources.

Gliding Wings: Rito take no damage from falling (as if subject to a constant nonmagical feather fall spell). While in midair, rito can move up to 5 feet in any horizontal direction for every 1 foot they fall, at a speed of 60 feet per round. They cannot gain height with these wings alone; it merely coasts in other directions as it falls. If subjected to a strong wind or any other effect that causes a creature with gliding wings to rise, it can take advantage of the updraft to increase the distance it can glide.

Writer's Note: This one gave me a bit of trouble. In BotW it's stated that rito can't technically fly, per se, only glide on updrafts. Of course, this is what most birds actually do, and in every case of a rito flying on-screen it looks like actual flight. In the end though I decided that balance was the most important thing, so they get gliding, not flight. If you want them to eventually gain true flight, replace Gliding Wings with this trait here.
Revali's Wings: Some Rito are born with weaker wings than usual. Though these Rito are less capable when it comes to gliding than thier counterparts, these individuals often have great potential and with time, perseverence, and pure stubborness, they may gain the most envious power of all; true flight. These rito gain Vestigial Wings (3pp, Bloodforge by Dreamscarred Press) (https://www.d20pfsrd.com/feats/3rd-party-feats/dreamscarred-press/feats/) as a bonus feat. At 9th character level they gain Aerial Wings (3pp, Bloodforge by Dreamscarred Press) (https://www.d20pfsrd.com/feats/3rd-party-feats/dreamscarred-press/feats/) as a bonus feat. This replaces Gliding Wings.

Skill Training: Fly and Perception are always class skills for rito.

Gerudo
Writer's Note: The racial traits below assume a gerudo raised amongst her own kind and within her own culture. If playing a gerudo raised by another race, instead use the human racial traits, but replace the Skilled trait with the Desert Born, Desert Dweller, and Intimidating traits and give them the gerudo subtype.

Ability Scores: Gerudo are adaptable creatures, and thus receive a +2 to one ability score of their choice at their creation.

Size: Gerudo are Medium size, and as such receive no penalties or bonuses due to their size.

Type: Gerudo are humanoids with the human and gerudo subtypes.

Speed: Gerudo have a base speed of 30 feet.

Languages: Gerudo begin play speaking Hylian and Gerudo. Gerudo with High Intelligence scores can learn any language (except for secret languages like Druidic).

Desert Born: Gerudo are naturally at home in hot, dry environments. They treat hot climates as one category less severe. Temperatures must exceed 160 F to be counted as extreme heat. However, they still take damage as normal from fire, lava, boiling liquids, and the like. Gerudo also gain fire resistance equal to one quarter their level, rounded up. This fire resistance stacks with other sources.

Desert Dweller: Gerudos receive a +4 racial bonus on Constitution checks and Fortitude saves to avoid fatigue and exhaustion, as well as any other ill effects from running, forced marches, starvation, thirst, and hot or cold environments.

Intimidating: Gerudo receive a +2 racial bonus on Intimidate checks due to their fierce nature.

Fearless: Fear is a luxury that the desert rarely affords. Gerudo receive a +2 racial bonus on all saving throws to resist fear.

Seductive: The gerudo value the art of seduction almost as much as they value the art of war. Gerudo gain a +4 racial bonus to Bluff and Diplomacy checks with creatures of the opposite gender. Gerudo also gain a +2 bonus to the DC of charm spells. If the gerudo acts with hostility toward or bluntly reject the advances of a creature they have used this ability with, their attitude toward the gerudo automatically declines by one step and the gerudo may not benefit from this ability with that individual until it has improved.

Gender Blindness: Gerudo take a -4 penalty to Sense Motive checks to determine if someone is hiding their gender.

Gerudo Training: Gerudo are proficient with scimitars, falchions, glaives, shortbows (including composite shortbows), and treat any weapon with the word "gerudo" in its name as a martial weapon.

Sheikah
Writer's Note: The racial traits below assume a sheikah raised amongst thier own kind and within thier own culture. If playing a sheikah raised by another race, instead use the human racial traits, but replace the Skilled trait with the Darkvision, Natural Ninja, and Eye of Truth traits and give them the sheikah subtype.

Ability Scores: Sheikah are varied creatures, and thus receive a +2 to one ability score of their choice at their creation.

Size: Sheikah are Medium size, and as such suffer no penalties or bonuses due to their size.

Type: Sheikah are humanoids with the human and sheikah subtypes.

Speed: Sheikah have a base speed of 30 feet.

Languages: Sheikah begin play knowing Hylian and Sheikah. Sheikah with a high Intelligence score may learn any language (except secret languages like Druidic).

Darkvision: Sheikah have darkvision up to 60 feet.

Eye of Truth: Sheikah's eyes have strange properties, and can quickly see through magical deception. Sheikah get a +2 racial bonus on saving throws against illusion spells or effects.

Natural Ninja: Sheikah have a natural predilection for stealth and observation. Perception and Stealth are always class skills for Sheikah.

Shadow Walker: Sheikah reduce the penalty for using Stealth while moving by 5 and can make Stealth checks while running at a –20 penalty.

Genjutsu: Sheikah are trained from an early age in the art of magical deception. Sheikah add +1 to the DC of any saving throws against illusion spells that they cast. Sheikah with Charisma scores of 11 or higher also gain the following spell-like abilities: 1/day-dancing lights, ghost sound, prestidigitation, and silent image. The caster level for these effects is equal to the sheikah’s level. The DC for these spells is equal to 10 + the spell’s level + the sheikah’s Charisma modifier.

Alternate Racial Traits
Tinkerer: Some Sheikah focus their training on building mechanical devices. These Sheikah gain Disable Device and Knowledge (engineering) as class skills. They are also treated as proficient with any weapon they have personally crafted. This replaces Natural Ninja.

Oni Mask: Some sheikah's natural talent lies not in hiding and watching, but instead in more blunt ways of gathering information. These Sheikah gain Intimidate and Bluff as class skills. This replaces Natural Ninja.

Sharingan: Very rarely, a sheikah is born with the power to copy the magical prowess of others. 1 + Charisma modifier times per day, when a spell targets them or the area they are in, these sheikah may make a Charisma check. The DC of this check is equal to 11 + the spell's caster level. If they pass, on their next turn they may cast the spell themselves as a standard action, using thier character level as their caster level or the caster level of the original spell, whichever is lower. If the spell is not used during their next turn, it is lost. They may select a new legal target for the spell. The mimicked spell includes any Metamagic feats the original caster used. This replaces Genjutsu.

LuminousWarrior
2019-08-26, 01:07 PM
Exotic Races

Deku Scrubs
Ability Scores: +2 Dexterity, +2 Charisma, -2 Strength. While deku scrubs are fleet of foot and well spoken, they lack the physical might of other races.

Type: Deku scrubs are plants with the deku subtype. However, they do not gain any of the traits or abilities normally granted by the plant type, unless otherwise noted.

Size: Deku scrubs are Small creatures and thus gain a +1 size bonus to their AC, +1 size bonus on attack rolls, and +4 size bonus on Stealth checks. They suffer a -1 penalty to their CMB and CMD.

Speed: Despite their size, deku scrubs move at a base speed of 30 feet.

Languages: Deku scrubs begin play speaking Deku. Deku scrubs with high Intelligence scores can choose from the following languages: Hylian, Blinish, Lizalfos, and Fairy.

Low-Light Vision: Deku scrubs have low-light vision allowing them to see twice as far as humans in conditions of dim light.

Seed Spitter: Deku scrubs have the ability to project seeds from their mouth. A deku scrub may use this ability a number of times a day equal to 1 + their Constitution modifier. As a standard action they can spit a seed as a ranged attack with a range increment of 20 feet, dealing 1d6 bludgeoning damage. At level 5, and for every five levels after, the damage increases by 1d6 (to a maximum of 5d6 damage at level 20). This attack counts as a natural weapon, and deku scrubs are always considered proficient with it.

Deku Dive: While they do not possess a burrowing speed, deku scrubs can move or dig straight down and hide themselves in the earth. As a move action, a deku scrub can dig down no more than five feet into soil, dirt, sand, gravel, or other loose ground types. This cannot be used on stone or artificial flooring. While underground in this fashion, deku scrubs have cover and total concealment. However, they are functionally blind and cannot attack. Additionally, they are tightly confined by the soil and cannot provide somatic components for spells. They are able to breathe while underground, provided the ground is not waterlogged, though this does not grant them the ability to breathe underground in other situations. Emerging from underground is a move action. Both digging down and emerging provoke attacks of opportunity. Deku scrubs may dig down into the earth as a 5 foot step, which does not provoke attacks of opportunity.

Water Skipper: When making a run action, deku scrubs are able to skip on top of water or similar liquids as if it were normal ground. To use this ability, a deku scrub must start on land or a similar surface and move in a straight line. If the deku scrub ends their movement over water, they sink and must swim. This movement provokes attacks of opportunity, and if hit by an attack of opportunity, the deku scrub sinks and must swim. This ability can be used to cross harmful liquids such as lava or acid, but the deku scrub takes damage as normal from them.

Forest-Folk: Deku scrubs receive a +4 to Stealth while within forests.

Treespeech: Deku scrubs have the ability to speak with plants as if under a continual Speak with Plants spell.

Wooden Body: Being made of wood has some downsides. Deku scrubs are vulnerable to fire damage, and thus take half again as much damage from it (+50%), regardless of whether a saving throw is allowed. Additionally, their wooden bodies are easily waterlogged. Deku scrubs take a -2 penalty to Swim checks after one round submerged in water as thier body soaks up the surrounding liquid. This penalty increases by -2 for each consecutive round they spend in the water, up to a maximum of -10.

Twili
Ability Scores: +2 Dexterity, +2 Charisma, -2 Wisdom. Twili are quick and forceful, but often strange and easily distracted by errant thoughts.

Size: Twili are Medium size, and as such suffer no penalties nor bonuses due to size.

Type: Twili are outsiders with the native and twilight subtype, and the extraplanar subtype when not in the Twilight Realm.

Speed: Twili move at a base of 30 feet.

Languages: Twili begin play speaking Hylian and Twili. Twili with a high Intelligence scores can choose from the following: Aklo, Aquan, Auran, Ignan, Sylvan, and Terran.

Darkvision: Twili can see perfectly in the dark up to 120 feet.

Low-Light Vision: In addition to their ability to see perfectly in the dark up to 120 ft, Twili have low-light vision, allowing them to see twice as far as humans in conditions of dim light.

Light Blindness: As residents of the Twilight Realm, Twili naturally suffer from light blindness. Abrupt exposure to any bright light blinds Twili for 1 round. On subsequent rounds, they are dazzled as long as they remain in the affected area.

Shadowy Resistance: Twili have cold resistance 5 and electricity resistance 5.

Deathless Spirit: Twili gain resistance 5 against negative energy damage. They do not lose hit points when they gain a negative level, and they gain a +2 racial bonus on saving throws against death effects, energy drain, negative energy, and spells or spell-like abilities of the necromancy school.

Unnatural: Twili unnerve normal animals, and train to defend themselves against the inevitable attacks from such creatures. Twili take a –4 penalty on all Charisma-based skill checks to affect creatures of the animal type, and receive a +4 dodge bonus to AC against animals. Animals’ starting attitude toward members of this race is one step worse than normal.

Twilight Magic: Twili sorcerers with the shadow bloodline (https://www.d20pfsrd.com/classes/core-classes/sorcerer/bloodlines/bloodlines-from-paizo/shadow-bloodline/) or other appropriate bloodlines related to darkness, twilight, or curses treat their Charisma score as 2 points higher for all sorcerer spells and class abilities. Twili clerics with the Darkness domain (https://www.d20pfsrd.com/classes/core-classes/cleric/domains/paizo-domains/darkness-domain/), Void domain (https://www.d20pfsrd.com/classes/core-classes/cleric/domains/paizo-domains/void-domain/), or other appropriate domains related to darkness, twilight, or curses cast their domain powers and spells at +1 caster level. Additionally, twili can use darkness once per day as a spell-like ability. The caster level for this ability equals the twili’s class level.

Twilight's Embrace (Su): Attacks made against a Twili while they are within areas of dim light have a 50% miss chance instead of the normal 20% miss chance. This does not grant total concealment; it just increases the miss chance.

Curse of Twilight: The ancient curse brought upon the Twili by their ancestors runs deep, and light itself is anathema to them. Twili are powerless in natural sunlight (this does not include light created by effects such as a daylight spell). Twili caught in natural sunlight cannot attack and are staggered. Not only that, Twili take 1 point of Constitution damage after every hour spent exposed to sunlight as the light burns at their very soul.

LuminousWarrior
2019-08-26, 01:09 PM
Monstrous Races It's a secret to everyone.

These Monstrous Races are intended to be a bit stronger than average for the Races of Hyrule. The reasoning for this is that if a player is using these they are either playing an all monster game, which means that everyone is using one of these races, or playing a monster in a party with non-monster races, in which case thier higher base power should be balanced by the fact that every NPC wants to kill you on sight. It should not be easy to be a friendly Bokoblin in Hyrule, simply due to the fact that such a thing is so rare. As a general rule, give every one of these races a -5 penalty to Diplomacy checks against non-monsters and have any non-monster NPC start with an attitude toward them one lower than usual.

Bokoblins
Ability Scores: +4 Dexterity, -2 Intelligence, -2 Wisdom, -2 Charisma. Bokoblins are deceptively quick, but their mental capacity leaves them somewhat lacking.

Size: Bokoblins are Medium size, and as such suffer no penalties nor bonuses due to size.

Type: Bokoblins are humanoids with the blin subtype.

Speed: Bokoblins have a base speed of 30 feet.

Languages: Bokoblins begin play speaking Blinish. Bokoblins with high Intelligence scores can choose from the following: Hylian, Gerudo, Deku, and Lizalfos.

Darkvision: Bokoblins have darkvision up to 60 feet.

Low-Light Vision: Bokoblins have low-light vision allowing them to see twice as far as hylians in conditions of dim light.

Scent: Bokoblins gain the scent ability.

Cornered Fury: Bokoblins are known to fight viciously in desperate situations. Whenever bokoblins are reduced to half or fewer of their hit points, and have no conscious ally within 30 feet, they gain a +2 racial bonus on melee attack rolls and to Armor Class.

Scrounger: Bokoblins have sharp senses and a knack for finding things quickly, granting them a +2 racial bonus on Perception checks. Additionally, when taking 20 to search an area of 30-foot-by–30-foot or smaller it only takes a full-round action (as opposed to 2 minutes or more).

Alternate Racial Traits
Miniblin: Some bokoblins are abnormally small. These bokoblins are Small sized creatures instead of Medium, which gives them a +1 size bonus to their AC, a +1 size bonus on attack rolls, a −1 penalty on combat maneuver checks and to their CMD, and a +4 size bonus on Stealth checks. Small bokoblins take a -2 penalty to Strength, but lose their penalty to Wisdom.

Moblins
Ability Scores: +4 Strength, +2 Constitution, −2 Dexterity, −2 Intelligence. Moblins are deadly and hard to kill, but are often slow in both body and mind.

Size: Moblins are Large size, and as such take a –1 size penalty to AC and on attack rolls, a +1 bonus to CMB and CMD, and a –4 penalty on Stealth skill checks. Moblins take up a space that is 10 ft. by 10 ft. and have a reach of 10 ft.

Type: Moblins are humanoids with the giant and blin subtype.

Speed: Moblins have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.

Languages: Moblins begin play speaking Blinish. Moblins with high Intelligence scores can choose from the following: Hylian, Gerudo, Deku, and Lizalfos.

Darkvision: Moblins have darkvision up to 60 feet.

Low-Light Vision: Moblins have low-light vision allowing them to see twice as far as hylians in conditions of dim light.

Ferocity: Once per day, when a moblin is brought below 0 hit points but not killed, it can fight on for 1 more round as if disabled. At the end of its next turn, unless brought to above 0 hit points, it immediately falls unconscious and begins dying.

Fearsome: Moblins gain a +2 racial bonus to Intimidate checks.

Alternate Racial Traits
Runt: Some moblins are born smaller than average. These moblins are Medium sized instead of Large, and have their Strength bonus reduced to +2, but lose their Dexterity penalty. Additionally, they are still large compared to hylians, and thus retain a number of the benefits of their hulking size. The physical stature of these moblins lets them function in many ways as if they were Large instead of Medium. Whenever these moblins are 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), these moblins are treated as one size larger if doing so is advantageous to them. These moblins are 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 them. These moblins can use weapons designed for a creature one size larger without penalty. However, their space and reach 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.

Lizalfos
Ability Scores: +2 Strength, +2 Dexterity, -2 Intelligence. Lizalfos hit hard and fast, but they aren't very bright.

Size: Lizalfos are Medium size, and as such suffer no penalties nor bonuses due to size.

Type: Lizalfos are humanoids with the lizalfos subtype.

Speed: Lizalfos have a base speed of 30 feet and a swim speed of 30 feet. They gain a +8 racial bonus to Swim skill checks.

Languages: Lizalfos begin play speaking Lizalfos. Lizalfos with high Intelligence scores can choose from the following: Hylian, Zoran, Deku, and Blinish.

Hold Breath: Lizalfos can hold their breath for a number of rounds equal to 4 times their Constitution before they risk drowning.

Deadly Claws: Lizalfos can make two claw attacks as primary natural weapons that deal 1d4 points of damage.

Tongue Attack: Lizalfos have a tongue attack, which is a primary natural weapon that deals 1d3 points of bludgeoning damage and has the reach special weapon quality. Their tongue attack otherwise counts as a slam attack.

Scaled Hide: Lizalfos have a +2 natural armor bonus.

Chameleon: Lizalfos have the ability to alter their skin color, but must remain motionless to blend in to their environment. If the lizalfos remains still for at least 1 round, they gain a +4 racial bonus to Stealth skill checks.

Acrobatic: Lizalfos gain a +2 racial bonus to Acrobatics skill checks.

Alternate Racial Traits
Digger: Some lizalfos are more adept at burrowing through sand or dirt than swimming. These lizalfos gain a burrow speed of 20 ft. This racial trait replaces their swim speed.

Aeralfos: Some lizalfos are born with dragon-like wings. Though these wings start off weak, eventually they gain the strength to grant true flight. These lizalfos gain Vestigial Wings (3pp, Bloodforge by Dreamscarred Press) (https://www.d20pfsrd.com/feats/3rd-party-feats/dreamscarred-press/feats/) as a bonus feat. At 9th character level they gain Aerial Wings (3pp, Bloodforge by Dreamscarred Press) (https://www.d20pfsrd.com/feats/3rd-party-feats/dreamscarred-press/feats/) as a bonus feat. This trait replaces hold breath and the lizalfos' swim speed, as well as the lizalfos' tongue attack.

Sticky Tongue: While most lizalfos have long, sticky tongues, some lizalfos have much stronger adhesive capable of holding onto far larger prey than the occasional insect or fish. A creature hit by this lizalfos' tongue attack cannot move more than 10 feet away from the lizalfos and takes a –2 penalty to AC as long as the tongue is attached (this penalty does not stack if multiple tongues are attached). The tongue can be removed by the target or an adjacent ally by making an opposed Strength check against the lizalfos as a standard action or by dealing 2 points of damage to the tongue (AC 11, damage does not reduce the lizalfos' hit points). The lizalfos cannot move more than 10 feet away from a creature stuck to its tongue, but it can release its tongue from the target as a free action. The lizalfos can only have one creature attached to its tongue at a time and cannot use it's tongue attack while a creature is stuck to it's tongue. This racial trait replaces the lizalfos' claw attacks.

Fearsome: Some lizalfos lack their race's ability to camouflage themselves, but make up for it with their vicious demeanor. These lizalfos gain a +2 racial bonus to Intimidate skill checks. This racial trait replaces the chameleon ability.

LuminousWarrior
2019-08-26, 01:13 PM
~Reserved~

LuminousWarrior
2019-08-26, 01:14 PM
~Reserved~

Fortis
2019-09-01, 09:58 AM
I'm glad you're finding my homebrew race traits useful!