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.
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.