Support the GITP forums on Patreon
Help support GITP's forums (and ongoing server maintenance) via Patreon
Results 1 to 1 of 1
  1. - Top - End - #1
    Pixie in the Playground
     
    ElfRangerGuy

    Join Date
    Jul 2015

    Default Legacy of Hyrule: Campaign Setting and Homebrew Rules (needs review)

    I am currently designing a Legend of Zelda themed campaign setting for Pathfinder/3.5. The setting/expansion is designed to work seamlessly with the core rulebook and typical Pathfinder adventures but detailed enough to function as its own campaign world. So far, I have completed several of the races and one class, and will be adding them to this post as I find time.

    What do you guys think? Advice and constructive criticism is welcome. Before I am peppered with references, let me just say that I am aware of other LoZ attempts, including Book of Mudora RPG. Also, if anyone is interested in play-testing any of these, your responses and observations are gladly welcome!


    Race: Hylian
    Spoiler: Hylian
    Show

    Descendants of the goddess Hylia for whom they are named, Hylians are a race of magically talented people common throughout the lands of Hyrule. Although they seem fairly average at first glance, some of Hyrule’s greatest heroes have risen from the lineage of this ancient race.

    Physical Description: Hylians are outwardly identical to humans other than their characteristic elf-like ears. Most have inherited the fair skin and blue eyes of their goddess, although generations of intermarriage with Gerudos and Labrynians have made nearly any human variation likely.
    Society: Hylians tend to live in highly civilized and orderly monarchies, and although wars are regrettably commonplace, the kingdoms of the Hylians remain among the greatest and largest in the lands of Hyrule. Religion and mythology is woven into nearly every aspect of Hylian life, both at home and as a nation collectively.
    Relations: Although Hylians are generally outgoing and peaceful, they have had a long history of conflicts with the Gerudo tribes--most of which involve religious dissimilarity. Hylians tend to accept the other races without outward bigotry, often living among Gorons, Zoras, and Labrynians without conflict. Hylians have an unusual relationship with the secretive Sheikah tribes, who are said to have been sworn into a duty to protect the Hylian royal families and kingdoms in general.
    Alignment and Outlook: Hylians vary so widely by individual that they can hardly be defined under one depiction. However, both religious and national pride run deep among the Hylian people, almost to a fault. Most Hylians worship the three golden goddesses of old, while a dwindling few still call upon the goddess for whom they were named.
    Adventurers: With the many walks of life followed by Hylians, adventurers are commonplace. While many remain at home, a large number of Hylians become soldiers, knights, or even wizards. Additionally, their ties to the goddesses allow Hylians to become exceptional clerics and paladins.

    Hylian Racial Traits
    +2 Wisdom, +2 Charisma: Hylians are insightful and inherently confident, if somewhat proud.
    Hylian: Hylians are humanoids with the hylian subtype.
    Medium: Hylians are Medium creatures and have no bonuses or penalties due to their size.
    Normal Speed: Hylians have a base speed of 30 feet.
    Bonus Feat: Hylians select one extra feat at 1st level.
    Languages: Hylians begin play speaking Common. Hylians with high Intelligence scores can choose any languages they want (except secret languages, such as Sheikan).

    Race: Kokiri
    Spoiler: Kokiri
    Show

    Although they resemble elfin youth, the Kokiri are a race of ageless fey. Each Kokiri forms a special bond with a fairy companion, who guides and follows the Kokiri throughout his or her life. While sometimes timid and withdrawn, Kokiri display boundless curiosity and cheerfulness, especially when their fairies are nearby.

    Physical Description: Kokiri generally resemble elfin youth in their early to late teens, while some appear as younger children. Their long, pointed ears resemble those of Hylians, but their hair tones range from dusty blonds to bright greens and rusty shades. Most Kokiri stand about 3-4 feet high.
    Society: The Kokiri have established a unique symbiotic relationship with treants they call “Deku Fathers”, who provide shelter to the Kokiri in return for care and protection. Kokiri often dwell in small, close-knit clans, and have little to no formal governance. Kokiri villages often follow the unofficial leadership of a popular druid or spellsinger.
    Relations: Most races view Kokiri with a degree of amusement, seeing them as little more than whimsical faerie children. The Kokiri in turn see the larger races as queer and hulking. Deku and Kokiri share a mutual respect for the forest and wild lands.
    Alignment and Outlook: Like most fey, Kokiri are capricious and emotional; however, they are also cheerful and optimistic, with an almost childlike outlook on life. Kokiri value freedom and kindness, but have little use for rules. Most are either chaotic-good or neutral-good.
    Adventurers: While few Kokiri travel beyond their forest homes, their innate curiosity leads the braver Kokiri into the world. Those who leave the forest often learn powerful magic as talented druids or nature sorcerers.

    Kokiri Racial Traits
    +2 Dexterity, +2 Charisma, –2 Constitution: Kokiri are agile and optimistic, but they are frail due to their small size and light build.
    Fey: Kokiri are fey, and are immune to effects that target only humanoids.
    Small: Kokiri are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.
    Normal Speed: Kokiri have a base speed of 30 feet.
    Low-Light Vision: Kokiri can see twice as far as humans in dim light.
    Keen Senses: Kokiri receive a +2 racial bonus on Perception checks.
    Fairy Companion: Kokiri begin play with a forest fairy companion that gains abilities as a wizard's familiar, using half the Kokiri’s total level as his effective wizard level (min. 1). If the Kokiri takes levels in a class that grants a familiar, the class feature’s effects stack to the fairy companion. This counts as having a familiar for feat prerequisites and class features.
    Weapon Familiarity: Kokiri are proficient with all slings and with any weapon listed as "fairy".
    Languages: Kokiri begin play speaking Common and Sylvan. Kokiri with high Intelligence scores can choose from the following: Ancient Hylian, Gerudo, and Blin.


    Spoiler: Forest Fairy (Kokiri's companion)
    Show


    FOREST FAIRY CR 1/3
    XP 135
    CG Diminutive fey
    Init +2; Senses low-light vision; Perception +5

    DEFENSE
    AC 16, touch 16, flat-footed 14 (+2 Dex, +4 size)
    hp 2 (1d8–2)
    Fort +0, Ref +4, Will +2

    OFFENSE
    Speed 10 ft., fly 40 ft. (average)
    Melee slam –1 (1d2–5)
    Space 1 ft.; Reach 0 ft.
    Spell-Like Abilities (CL 1st)
    Constant—light (self); can be activated or deactivated at will

    STATISTICS
    Str 1, Dex 15, Con 6, Int 10, Wis 15, Cha 6
    Base Atk +0; CMB –2; CMD 3
    Feats Skill Focus (Perception)
    Skills Fly +12, Perception +5
    Languages Common, Sylvan

    ECOLOGY
    Environment temperate forests
    Organization solitary, pair, or troupe (3–12)
    Treasure none

    COMPANION FEATURES
    Companion/Familiar Bonus: Kokiri gains a +2 bonus on Reflex saves.
    Fairy Magic: If the Kokiri’s effective wizard level is 5th level or higher, a fairy companion gains the ability to cast spells as a bard. The fairy’s bard level is equal to the Kokiri’s effective wizard level -4.
    This replaces the Speak with Master and Speak with Animals of its Kind familiar features.




    Race: Goron
    Spoiler: Goron
    Show

    Impressive and powerful, the mountain-dwelling gorons are a race of creatures best known for their stonelike hides and intimidating size.

    Physical Description: Gorons stand an average of six feet tall, but their massive builds and heavy frames make them appear much larger. While gorons are not actually made of stone, their backs and extremities are covered with a thick layer of durable but incredibly heavy chitin. Outsiders can rarely distinguish between male or female gorons, but to the gorons themselves the difference is quite noticeable.
    Society: Gorons typically live in tribal clans governed by a chief and several elders. Gorons treat each other with a great deal of respect and camaraderie. Sumo wrestling is a beloved sport among gorons, both as a pastime and as a way to solve disagreements between clansmen.
    Relations: Gorons have a deep sense of pride and community, but sometimes allow an outsider into their “brotherhood” on account of some noble deed or impressive feat. Gorons are generally hospitable to the other races.
    Alignment and Outlook: Gorons tend to keep orderly societies, and most are good-natured and fairly bighearted. Many gorons are lawful-neutral or lawful-good in alignment.
    Adventurers: Most goron adventurers are either wandering traders or renowned warriors.

    Goron Racial Traits:
    +4 Strength, +2 Constitution, -4 Dexterity, -2 Intelligence: Gorons are physically powerful and hardy, but tend to be a bit slow both in body and mind.
    Giant: Gorons are humanoids with the giant subtype.
    Large: Gorons are large creatures, and take a –1 size penalty to their AC, a –1 size penalty on attack rolls, a +1 bonus on combat maneuver checks and CMD, and a –4 size penalty on Stealth checks.
    Slow Speed: Gorons have a base speed of 20 feet, but are unable to run or swim (see Rolling Boulder).
    Natural Armor: Gorons have a +2 natural armor bonus due to their stony hides.
    Fists of Stone: Gorons receive Improved Unarmed Strike as a bonus feat at 1st level.
    Stability: Gorons gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground. This bonus stacks with the goron’s size bonus to CMD.
    Rolling Boulder: Gorons are able to curl into a tight ball and roll at impressive speeds. Rolling is treated as a charge attack with the following exceptions: a rolling goron may make a single unarmed attack or bull rush at any point during the roll, and does not suffer the normal penalty to AC from performing a charge.
    Languages: Gorons begin play speaking Common. Gorons with high Intelligence scores can choose from the following: Ancient Hylian, Blin, and Gerudian.


    Race: Gerudo
    Spoiler: Gerudo
    Show

    Children of the burning winds and scorching sun of the desert wastes, the Gerudo are a strong and independent race from western Hyrule. Ostracized by the Hylians as a race cursed by the gods, among the Gerudo there are very few men--the Gerudo are a race composed almost entirely of women.

    Physical Description: Most Gerudo have noticeably dark skin and blazing red hair-- sure signs of Gerudo heritage in the lands of Hyrule. Golden eyes are also extremely common among the Gerudo, although brown and black are not unheard of. The Gerudo are generally tall and slender, and are almost universally ambidextrous.
    Society: Gerudo society is generally seen as savage and brutal; the harsh climates and social status of the Gerudo leads many to a life of theft or piracy. However, those who truly know the Gerudo way of life find a determined, honorable people struggling to survive in one of Hyrule’s harshest regions. The Gerudo worship their own deity Navaah, the goddess of sands; they either do not believe in the gods of Hyrule or live in open defiance of them.
    Relations: Hylians and Gerudo have been in conflict since ancient times; however, both races are secretly intrigued by the other. Due to the low ratio of men among the Gerudo, many individuals mingle with other human races such as Ordonians and Labrynians in order to make relationships.
    Alignment and Outlook: The Gerudo have long endured discrimination- not just of their “curse” but also their religion. Many Gerudo understand and welcome outcasts due to their own struggles. Most are either chaotic-neutral or chaotic-good.
    Adventurers: The Gerudo are among the best horsemen and thieves in Hyrule, and are renowned fighters as well.

    Gerudo Racial Traits:
    +2 Dexterity, +2 Wisdom, -2 Charisma: Gerudo are swift and cautious, but their reputation influences most relations.
    Human: Gerudo are humanoids with the human subtype.
    Medium: Gerudo are Medium creatures and have no bonuses or penalties due to their size.
    Normal Speed: Gerudo have a base speed of 30 feet.
    Desert Runner: Gerudo 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.
    Eternal Hope: Gerudo gain a +2 racial bonus on saving throws against fear and despair effects. Also, once per day, after a natural roll of 1 on a d20 roll, members of this race may reroll and use the second result.
    Ambidextrous: Gerudo with a Dexterity of 14 or higher gain Two-Weapon Fighting as a bonus feat.
    Weapon Familiarity: Gerudo are proficient with glaives, scimitars, and both longbows and shortbows.
    Night Rider: Gerudo gain a +4 racial bonus on Ride and Stealth checks.
    Languages: Gerudo begin play speaking Common and Gerudian. Gerudo with high Intelligence scores can choose from the following: Ancient Hylian, Blin.





    Class: Auric Knight
    Spoiler: Auric Knight
    Show

    Magic runs in the blood of many a sorcerer or bloodrager, who typically channel this power into powerful spells or primal rage. The Auric Knight is heir to innate magic as well, channeling his power into a single, chosen blade. Over time, the bond between knight and blade grows until the two are hardly separable. Rather than casting meticulous spells at his foes, the Auric Knight learns to empower his chosen weapon and even reflect spells back at their casters.

    Role: Auric Knights are exceptional melee combatants, and their speed and swift reaction make them excellent strikers. When defending spellcasters and ranged allies, the Auric Knights’ spell deflection allows them to protect both themselves and their allies from magical attacks.
    Alignment: Any.
    Hit Die: d10.
    Class Skills
    The Auric Knight’s class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Intimidate (Cha), Knowledge (dungeoneering) (Int), Profession (Wis), Ride (Dex), Survival (Wis), and Swim (Str).
    Skill Ranks per Level: 4 + Int modifier.

    Class Features
    The following are class features of the Auric Knight.

    Weapon and Armor Proficiency: An Auric Knight is proficient with all simple and martial weapons and with light and medium armor. He is proficient with all shields (except tower shields).

    Soulblade: An Auric Knight gains the use of a powerful weapon known as a soulblade. This weapon must be a bladed slashing weapon such to a sword or knife; if the chosen weapon is an exotic weapon, the Auric Knight immediately gains proficiency with that weapon type. At first level, the soulblade is considered a masterwork weapon; its power grows as the Auric Knight increases in level. See Soulblade below for more information.

    Weapon Focus (Ex): At 1st level, an Auric Knight gains Weapon Focus with his chosen weapon as a bonus feat.

    Fast Movement (Ex): An Auric Knight’s land speed is faster than the norm for his race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor, and not carrying a heavy load. This bonus stacks with any other bonuses to the Auric Knight's land speed.

    Call Blade (Su): Once per day, an Auric Knight can summon his blade in a ritual that requires 1d4 hours of undisturbed meditation. This ability returns the blade to the Auric Knight whole and unharmed, regardless of the previous state of the weapon. This ability functions regardless of distance between the Auric Knight and his blade.

    Deflect Magic (Su): At 1st level, as a free action an Auric Knight can deflect ranged touch attacks. To deflect attacks, the Auric Knight makes a single attack at his highest base attack bonus; if the result is equal to or higher than the caster’s ranged touch attack result, the attack is successfully deflected and misses its target. This ability can be used to protect either the Auric Knight or an adjacent ally. At 1st level, this ability can be used once per day; the Auric Knight gains additional uses at 5th, 8th, 12th, and 16th levels.

    Uncanny Dodge (Ex): Starting at 3th level, an Auric Knight can react to danger before his senses would normally allow him to do so. He cannot be caught flat-footed, nor does he lose his Dex bonus to AC if the attacker is invisible. He still loses his Dexterity bonus to AC if immobilized. An Auric Knight with this ability can still lose his Dexterity bonus to AC if an opponent successfully uses the feint action (see Combat) against him.
    If an Auric Knight already has uncanny dodge from a different class, he automatically gains improved uncanny dodge (see below) instead.

    Perfect Strike (Ex): At 4th level, when an Auric Knight hits with his chosen weapon, he can lower his blade’s enchantment bonus by 1 in order to maximize his weapon damage. Don't roll for damage—the weapon deals maximum damage. This affects only the weapon's base damage dice, not additional damage from sneak attack, magical weapon properties, spellstrike, or critical hits. This ability can be used a number of times per day equal to 1/2 his Auric Knight level.

    Imbue Soulblade (Ex): At 5th level, an Auric Knight can lower his blade’s enchantment bonus bonuses as a free action to add any of the following weapon properties to his chosen weapon: dancing (+4), defending, flaming (+1), flaming burst (+2), frost (+1), icy burst (+2), keen (+1), shock (+1), shocking burst (+2), speed (+3), or vorpal (+5). Adding these properties consumes an amount of bonus equal to the property's base price modifier as listed. These properties are added to any the weapon already has, but duplicates do not stack. This ability can be used for a number of rounds per day equal to the Auric Knight’s class level.

    Improved Uncanny Dodge (Ex): An Auric Knight of 6th level or higher can no longer be flanked. This defense denies rogues the ability to sneak attack the character by flanking him, unless the attacker has at least four more rogue levels than the character has Auric Knight levels.
    If a character already has uncanny dodge (see above) from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.

    Auric Enhancement (Ex): At 7th level, an Auric Knight applies his Charisma modifier as well as his Dexterity modifier on initiative rolls (minimum 0). An Auric Knight may make attacks of opportunity when flat-footed, and may draw his favored weapon as a free action as part of taking an attack of opportunity.

    Critical Perfection (Ex): At 9th level, an Auric Knight adds his Charisma bonus (minimum 0) on critical hit confirmation rolls when wielding his favored weapon.

    Fighter Training (Ex): Starting at 10th level, an Auric Knight counts his class level –3 as his fighter level for the purpose of qualifying for feats (if he has levels in fighter, these levels stack), but forfeits the benefit of such feats with weapons other than his favored weapon.

    Superior Reflexes (Ex): At 11th level, an Auric Knight can make a number of attacks of opportunity in a round equal to his Charisma modifier (minimum 1). This effect stacks with the Combat Reflexes feat.

    Auric Focus (Ex): At 13th level, an Auric Knight may always act and may draw his weapon as a swift action during a surprise round, though he is considered flat-footed until he acts. During a surprise round or when attacking a flat-footed opponent, he adds his Charisma modifier on damage with his chosen weapon (minimum 0).

    Imbue Weapons (Ex): At 15th level, as a free action an Auric Knight can apply any effects and bonuses affecting his Soulblade to any weapon with which he is proficient. This ability can be used for one round per day at 5th level. At 18th level, the ability can be used twice per day.

    Auric Master (Ex): At 19th level, an Auric Knight’s initiative roll is automatically a natural 20 and he is never surprised.

    Weapon Mastery (Ex): At 20th level, the Auric Knight becomes an unparalleled master of his chosen weapon. All attacks made with that type of weapon automatically confirm all critical threats and have their damage multiplier increased by 1 (×2 becomes ×3, for example). In addition, he cannot be disarmed while wielding a weapon of this type.



    Soulblade Features
    A soulblade is a powerful blade weapon which grows in power with its wielder. At 1st level, the soulblade is a masterwork weapon of the Auric Knight’s chosen weapon type, and is immune to sunder attempts and the broken condition.
    At 2nd level and every two levels thereafter, the soulblade gains a +1 enchantment bonus and is considered a magic weapon for purposes of overcoming damage reduction. At 2nd level, the soulblade can be made to shed light as a torch as a free action.
    If an Auric Knight takes levels in a class that grants the Arcane Bond feature, his soulblade can also function as a bonded object. Alternately, a soulblade can be used with a paladin’s Divine Bond ability. Arcane and Divine Bond effects stack wih those of a soulblade, but the soulblade can never gain an enchantment bonus higher than +10, and duplicate abilities do not stack.
    An Auric Knight can add additional magic abilities to his bonded object as if he has the required item creation feats and if he meets the level prerequisites of the feat.

    Auric Beam (Su): At 1st level, a soulblade can fire a shining streak of auric energy as a ranged touch attack. This attack deals 1d6 damage, and can be used a number of times per day equal to 1 + the wielder’s Charisma score.
    At 3rd, 9th, 14th, and 19th levels, this ability gains one additional use per day. At 6th, 11th, and 17th levels, the beam’s damage dice increases by one level.

    Teleport Blade (Su): At 5th level, a soulblade can forced to return to its owner as a move action. The owner can choose either to have the blade teleport directly to his hand or to fly to his hand as if it had the returning weapon special quality. This ability can be used once per day at 5th level, and gains one additional use per day at 7th, 13th, and 17th levels.

    Ghost Touch (Su): At 9th level, a soulblade gains the ghost touch weapon special ability.

    Spell Reflection (Su): At 10th level, a soulblade can completely absorb a spell that would have affected the wielder. As a full round action, an absorbed spell can be cast back at the original caster using the same bonuses and power of the original spell cast. If not returned within one round, the spell is lost completely.
    In order for a spell to be absorbed and recast, the soulblade’s wielder must have an Auric Knight level equal to or greater than the foe’s caster level. If the wielder’s class level is lower than the opponent’s caster level, the spell functions normally and the use of the ability is wasted.
    At 15th and 20th levels, this ability can be used one additional time per day.

    Last edited by KaineTheElf; 2015-07-09 at 05:25 PM.

Tags for this Thread

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •