Races of Hyrule: Pathfinder Conversion, No Flavor Text (14 Race Points)

Races of Hyrule

Hylian 

Hylian Traits:

  • Ability Scores (2): Hylians gain a +2 bonus to 2 of the following: Wis, Con, or Cha

  • Type: Hylians are Humanoids. They eat, sleep, and breath.

  • Size: Hylians are Medium creatures. 

  • Speed: Hylians have a base speed of 30 ft.

  • Language: Hylians begin play speaking Hylian.  Hylians with high intelligence scores can choose languages from the following: Zora, Goron, Gerudo, Sheikah, Ancient Hylian, Rito, and Kokiri Hylian.

  • Bonus Feat (4): Hylians begin with one additional bonus feat at level one.

  • Emissary (1): Once per day, members of this race can roll twice when making a Bluff or Diplomacy check and take the better roll.

  • Skilled (4): Members of this race gain an additional skill rank at 1st level and one additional skill rank whenever they gain a level.

  • Urbanite (1): Members of this race gain a +2 racial bonus on Diplomacy checks made to gather information and Sense Motive checks made to get a hunch about a social situation.

  • Hylian Hope (2): Members of this race 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.

Hylian Alternate Traits: 

  • Hylian Explorer (6): These Hylians have a climb speed of 20 ft., can climb cave walls and ceilings (as per the effects of Spider Climb) as long as the surface has sufficient handholds, and have a +16 racial bonus on climb checks. This trait replaces Skilled, Emissary, and Urbanite. Alternatively it could replace Skilled and Hylian Hope.

  • Ruin Delver (2): Members of this race gain a +2 racial bonus on Appraise and Perception checks to find hidden objects (including traps and secret doors), determine whether food is spoiled, or identify a potion by taste. This trait replaces Hylian Hope.

  • Hylian Outlander (2): These Hylians gain a +1 racial bonus on Ride and Survival checks. This trait replaces Emissary and Urbanite.

Sheikah

Sheikah Traits:

  • Ability Scores (2): Sheikah gain a +2 bonus to 2 of the following: Int, Dex, or Con

  • Type: Sheikah are Humanoids.

  • Size: Sheikah are medium creatures. 

  • Speed: Sheikah have a base speed of 30 ft.

  • Language: Sheikah begin play speaking Hylian and Sheikah. Sheikah with high intelligence scores can choose from the following: Ancient Hylian, Occulan, Demonic, Zora, Goron, Gerudo, Rito.

  • Sheikah Magic (3): Members of this race gain a +2 bonus on caster level checks made to overcome spell resistance. In addition, they also receive a +2 racial bonus on Spellcraft checks made to identify the properties of magic items.

  • Sheikah Tinkering (5): Members of this race gain a +1 bonus on Disable Device and Knowledge (engineering) checks. Members of this race are also treated as proficient with any weapon they have personally crafted. They also gain Detect Magic as an at will spell like ability.

  • Sheikah Technologist (4):  Member of this race gain a +2 racial bonus on all Craft or Profession checks to create objects from metal or stone. They also gain the Technologist and Craft Technological Item feats as bonus feats at level one, and do not need to qualify for them. 

Sheikah Alternate Traits:

  • Sheikah Protector (4): Sheikah trained in their ancient ninja ways are proficient with sheikah throwing needles and the wakizashi.  They also gain a +10 racial bonus to their movement speed (to a total of 40 ft.) This trait replaces Sheikah Technologist.

  • Sheikah Stealth (5): Members of this race gain a +4 racial bonus on Stealth checks. This trait replaces Sheikah Tinkering. 

  • Swift as Shadows (3): Members of this race reduce the penalty for using Stealth while moving at full speed by 5, and reduce the Stealth check penalty for sniping by 10. This trait replaces Sheikah Magic. 

Zora

Zora Traits:

  • Ability Scores (2): Zora gain a +2 bonus to 2 of the following: Dex, Wis, or Int

  • Type: Zora are Humanoids.

  • Size: Zora are medium creatures.

  • Speed: Zora have a base land speed of 30 ft. 

  • Language: Zora begin play speaking Hylian and Zora. Zora with high intelligence scores can choose from the following: Goron, Gerudo, Rito, Kokiri Hylian, Lizalfos, Ancient Hylian, and Sheikah.

  • Amphibious (2): Zora are amphibious and can breathe both air and water.

  • Elemental Weakness (-4): Zora are particularly weak to strong heat and electricity, and have vulnerability to fire and electricity damage. (They take 50% more damage from fire and electric attacks.)

  • Zora Vitality (3): Zora are energized and restored when submerged in water. They gain fast healing 2 for 1 round anytime they submerge completely within a body of natural salt water, fresh water, or brackish water. Stagnant, poisoned, or trapped water (such as water within an artificial pit or a bag of holding) does not activate this ability. Zora can heal up to 2 hit points per level per day with this ability, after which it ceases to function.

  • Master Swimmers (4): Zora have a swim speed of 50 ft., as well as a +8 racial bonus on swim checks; swim is always a class skill for Zora. Zora are capable of swimming even against currents and up waterfalls, although doing so requires a DC 15 swim check.

  • Zora Technique (2): Zora train in a nimble fighting style, and gain weapon finesse as a bonus feat at level one.

  • Zora Discipline (4): Zora live longer than many other species and dedicate themselves to their crafts, gaining Skill Focus as a bonus feat at 1st, 8th, and 16th level.

  • Water Sense (1): Zora can sense vibrations in water, granting them blindsense 30 feet against creatures that are touching the same body of water.

Zora Alternate Traits:

  • Fin Combat (4): Some Zora have trained to use the fins on their bodies as weapons and are able to both slash opponents with them and deflect attacks.  These Zora gain two fin attacks, which are primary natural attacks that deal 1d4 slashing damage. These fins can be used with weapon finesse, and also grant the Zora a +1 dodge bonus to armor class. This trait replaces Zora Discipline. 

  • Mipha’s Bloodline (4): Some zora carry natural magic abilities through the bloodline of the Champion Mipha and her family.  Zora sorcerers of the water elemental bloodline and the marid bloodline treat their charisma score as 2 higher for all sorcerer class abilities and bloodline powers. In addition, they cast all water spells at +1 caster level, increase the DCs of all water spells by 1, gain a +2 racial bonus to overcome spell resistance with water spells, and extend the duration of spells that summon water type creatures by 2 rounds.  This trait replaces Zora Discipline. 

Goron

Goron Traits:

  • Ability Scores (2): Gorons gain a +2 bonus to 2 of the following: Con, Str, or Cha

  • Type (3): Gorons are Monstrous Humanoids.

  • Size (7): Gorons are large creatures. Large creatures gain a +2 size bonus to Strength and a –2 size penalty to Dexterity. Large races take a –1 size penalty to their AC, a –1 size penalty on attack rolls, a +1 bonus on combat maneuver checks and to their CMD, and a –4 size penalty on Stealth checks. A Large creature takes up a space that is 10 feet by 10 feet and has a reach of 5 feet.

  • Speed (-1): Gorons are slow, with a base land speed of 20 ft.

  • Language: Gorons begin play speaking Goron and Hylian. Gorons with high intelligence scores can choose from the following: Zora, Gerudo, Rito, Ancient Hylian, Kokiri Hylian, Sheikah, and Lizalfos.

  • Volcano Dwellers (3): Gorons have evolved to live in regions of extreme heat, and naturally gain fire resistance 10.

  • Stony Hide (4): Not only is Gorons’ skin particularly tough, but their stony ridges provide protection as well. Gorons gain a +3 natural armor bonus to armor class. 

  • Elemental Weaknesses (-4): Gorons are particularly vulnerable to ice and acid, and have cold and acid vulnerability (they take 50% more damage from cold and acid).

  • Rocky Biology (-4): Gorons only need to eat once or twice every several days, but can only eat rocks mined from the mountains of Eldin or other Goron mining colonies. In addition, their peculiar biology makes them difficult to heal; Gorons only receive 50% of the healing given by all healing magic and items. Healing that affects constructs normally grants Gorons full healing as well.

  • Goron Roll (4): Gorons can curl up into a round shape as a standard action, such that only their stone patches are exposed, doubling their natural armor bonus to +6 but losing any shield bonus to AC.  While in this form, Gorons can move at a rapid speed of 60 ft., but can only change direction once per movement.  Rolling Gorons gain a natural slam attack that deals 2d6 bludgeoning damage, and if their attack succeeds they can automatically attempt an overrun or bull rush combat maneuver with a +6 racial bonus. Gorons can only maintain this form for 1 round per character level per day, though these rounds don’t need to be consecutive. After leaving this form, Gorons are staggered for 1d6 rounds. 

Goron Alternate Traits: 

  • Daruk’s Bloodline (4): Some gorons carry natural magic abilities through the bloodline of the Champion Daruk and his family.  Goron sorcerers of the fire elemental bloodline and the efreeti bloodline treat their charisma score as 2 higher for all sorcerer class abilities and bloodline powers. In addition, they cast all fire spells at +1 caster level, increase the DCs of all fire spells by 1, gain a +2 racial bonus to overcome spell resistance with fire spells, and extend the duration of spells that summon fire type creatures by 2 rounds.  This trait replaces Goron Roll. 

  • Goron Brawler (4): Some gorons have learned to use their tough bodies to fight in other, more conventional ways. These gorons gain improved unarmed strike as a bonus feat at first level, and also gain a slam attack. This slam attack is a primary natural attack and deals 1d6 bludgeoning damage.  These gorons have a natural reach of 10 ft. This trait replaces Goron Roll.

Gerudo

Gerudo Traits:

  • Ability Scores (2): Gerudo gain a +2 bonus to 2 of the following: Dex, Str, or Cha

  • Type: Gerudo are Humanoids.

  • Size: Gerudo are Medium creatures.

  • Speed: Gerudo have a base land speed of 30 ft.

  • Language: Gerudo begin play speaking Gerudo and Hylian. Gerudo with high intelligence scores can choose from the following: Ancient Hylian, Rito, Sheikah, Zora, Lizalfos, Kokiri Hylian, and Goron. 

  • Desert Resistances (2): Gerudo can cope with the extreme heat of the desert day and the frigid cold of the desert night, gaining fire and cold resistance 5.

  • Desert Runner (2): 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.

  • Gerudo Combat Training (4): Gerudo gain a +2 dodge bonus to Armor Class.

  • Gerudo Weaponry (1): Gerudo are proficient with scimitars and glaives.

  • Desert Reflexes (2): Gerudo receive Improved Initiative as a bonus feat.

  • Gerudo Resilience (1): Gerudo gain a +2 racial bonus on all saving throws against fear effects.

Gerudo Alternate Traits:

  • Urbosa’s Bloodline (4): Some gerudo carry natural magic abilities through the bloodline of the Champion Urbosa and her family.  Gerudo sorcerers of the electricity elemental bloodline and the djinni bloodline treat their charisma score as 2 higher for all sorcerer class abilities and bloodline powers. In addition, they cast all electricity spells at +1 caster level, increase the DCs of all electricity spells by 1, gain a +2 racial bonus to overcome spell resistance with electricity spells, and extend the duration of spells that summon electricity type creatures by 2 rounds.  This trait replaces Gerudo Combat Training. 

  • Mate Seeker (1): Many Gerudo travel the world on a traditional journey to find a romantic partner. These Gerudo add +1 to their caster level when casting charm person and charm monster. This trait replaces Gerudo Resilience. 

Rito

Rito Traits:

  • Ability Scores (2): Rito gain a +2 bonus to 2 of the following: Dex, Cha, or Int

  • Type: Rito are humanoids.

  • Size: Rito are medium creatures.

  • Speed: Rito have a base land speed of 30 ft.

  • Language: Rito begin speaking Rito and Hylian. Rito with high intelligence scores can choose from the following: Gerudo, Goron, Zora, Kokiri Hylian, Lizalfos, Kokiri Hylian, 

  • Expert Flight (8): Rito are naturally skilled fliers, and can take other actions with their hands even while flying with their wings, albeit with some difficulty. They have a natural fly speed of 50 ft. with average maneuverability. 

  • Prehensile Talons (2): Rito can use their talons to lift and manipulate objects while flying. They cannot use this to wield more weapons. 

  • Rito Marksmanship (1): Rito are proficient with longbows and spear slings.

  • Rito Traveling (1): Fly and Survival are always class skills for Rito. 

Rito Alternate Traits:

  • Rivali’s Bloodline (2): Some Rito carry natural magic abilities through the bloodline of the Champion Rivali and his family.  Rito sorcerers of the Stormborn Bloodline treat their charisma score as 2 higher for all class abilities and gain a +2 racial bonus on checks to overcome spell resistance with electricity and sonic spells. This trait replaces Prehensile Talons.

Kokiri

Kokiri Traits:

  • Ability Scores (2): Kokiri gain a +2 bonus to 2 of the following: Wis, Cha, or Dex

  • Type: Kokiri are Humanoids, and must eat, breath and sleep to survive. However, given they continue to do this, they will never age beyond eleven, and never take any penalties for aging. 

  • Size: Kokiri are small creatures, with a +1 size bonus to attack rolls and armor class, a -1 size penalty on combat maneuver checks and their combat maneuver defense, and a +4 size bonus to stealth checks. 

  • Speed: Kokiri have a base land speed of 30 ft. 

  • Language: Kokiri begin speaking Hylian and Kokiri Hylian. Kokiri with high intelligence scores can choose from the following: Zora, Goron, Sheikah, Gerudo, Ancient Hylian, Rito, and Deku.

  • Kokiri Resistance (2): Kokiri gain a +4 racial bonus on fortitude saves against diseases and poisons, mundane and magical.

  • Kokiri Magic (2): Kokiri gain spell resistance equal to 6 + their character level.

  • Fairy Companion (8): Kokiri bond at birth or shortly after with a fairy, and that fairy accompanies them as something between a guide, a sibling, and a parental figure. This fairy functions as a familiar, granting the Kokiri a +3 bonus on knowledge checks and a +2 bonus on perception and initiative checks by providing advice and analysis. If the Kokiri gains a familiar through class levels, their fairy becomes their familiar; to gain another familiar, the Kokiri must have the Improved Familiar feat. 

Kokiri Alternate Traits:

  • Childish Stubbornness (2): Kokiri gain a +2 racial bonus on Will saving throws to resist spells and spell-like abilities of the enchantment (charm) and enchantment (compulsion) subschools. In addition, if a member of this race fails such a save, it receives another save 1 round later to prematurely end the effect (assuming the spell or spell-like ability has a duration greater than 1 round). This second save is made at the same DC as the first. If the member of the race has a similar ability from another source (such as a rogue's slippery mind class feature), it can only use one of these abilities per round, but can try the other on the second round if the first reroll ability fails. This trait replaces Kokiri Magic.

Twili 

Twili Traits:

  • Ability Scores (2): Twili gain a +2 bonus to 2 of the following: Cha, Int, or Con

  • Type: Twili are humanoids.

  • Size: Twili are medium creatures.

  • Speed: Twili have a base land speed of 30 ft.

  • Language: Twili begin speaking Ancient Hylian. Twili with high intelligence scores can choose from the following: Hylian, Zora, Gerudo, Rito, Goron, Sheikah, and Occulan. 

  • Light and Dark (1): Once per day as an immediate action, Twili can treat positive and negative energies as if it were an undead creature, taking damage from positive energy and healing damage from negative energy. This ability lasts for 1 minute once activated.

  • Shadow Magic (2): Twili add +1 to the DC of any saving throws against spells of the shadow subschool that they cast. Members of this race with a Charisma score of 11 or higher also gain the following spell-like abilities: 1/day—ghost sound, pass without trace, ventriloquism. The caster level for these spell-like abilities is equal to the user's character level.

  • Natural Magic Wielders (6): Twili treat their casting ability score as 2 higher when determining bonus spells per day for levels in arcane spell casting classes. This ability can only apply to one class if the Twili multiclasses with multiple arcane spell casting classes. 

  • Dwellers in Twilight (-2): Twili are infused with the energy of the Twilight Realm, and cannot sustain a physical form while on the Light World of Hyrule, becoming spirits. While on the Light World they become incorporeal and gain a number of negative levels equal to their character level minus one. This effect is avoided if they are in possession of a Shadow Amulet or a Triforce Shard. 

  • Darkvision (4): Twili can see perfectly in the dark out to 120 ft. and can see twice as far as Hylians in dim light. 

  • Shadow’s Embrace (1): Twili take no penalty from energy-draining effects, though a member of this race can still be killed if it accrues more negative levels than it has Hit Dice. After 24 hours, any negative levels a member of this race has accrued are removed without the need for any additional saving throws. This ability does not apply while the Twili is under the effects of the Dwellers in Twilight trait. 

Twili Alternate Traits: 

  • Natural Psionics Wielders (6): The Twilight Realm flows with both arcane and psionic energy, granting Twili natural psionic abilities. Twili with psionic classes treat their casting ability score as 2 higher when determining bonus power points per day. This only applies to bonus power points gained from one psionic class. This trait replaces Natural Magic Wielders. 

  • Naturally Psionic (2): Twili gain the Wild Talent feat as a bonus feat at 1st level. If a Twili takes levels in a psionic class, she instead gains the Psionic Talent feat. This trait replaces Shadow Magic.

  • Psionic Aptitude (1): When a Twili takes a level in a favored class, they can choose to gain an additional power point instead of a hit point or skill point. This trait replaces Shadow’s Embrace.

Lizalfos

General Lizalfos Traits:

  • Ability Scores (2): Lizal gain a +2 bonus to 2 of the following: Str, Con, or Dex

  • Type (3): Lizal are Monstrous Humanoids.

  • Size: Lizal are medium creatures.

  • Speed: Lizal have a base land speed of 30 ft. 

  • Language: Lizal begin speaking only Lizalfos. Lizalfos with high intelligence scores can choose from the following: Hylian, Ancient Hylian, Demonic, or Pidgin Demonic. 

  • Scaled Hide (2): Lizalfos have tough scales, granting them a +1 natural armor bonus.

  • Tail Attack (6): Lizalfos have a tail they can use to make attacks of opportunity with a reach of 5 feet. The tail is a natural attack that deals 1d8 points of damage plus the user's Strength modifier. Whenever they land an attack with this tail attack, Lizalfos can make an immediate trip attempt that does not provoke attacks of opportunity. If the Lizalfos is wielding a Lizal Tail Attachment that would deal more damage, this attack instead deals the damage of that weapon.

  • Demonic Influence (-5): Lizalfos are particularly vulnerable to the control of the demonic magic that once held sway over their entire race, and thus take a -6 penalty on all will saving throws and other mental ability checks against demonic magic or abilities. 

  • Lizal Weaponry (1): Lizalfos are proficient with Lizal Shield Gauntlets and all Lizal Tail Attachments. 

Mountain (Red) Lizalfos Traits:

  • Fire Resistance (1): Red Lizalfos gain fire resistance 5.

  • Cold Weakness (-2): Red Lizalfos gain vulnerability to cold damage, taking 50% more damage from cold attacks. 

  • Fire Breath (6): Twice per day, Red Lizalfos can use a breath weapon as a standard action. The breath weapon deals 4d6 fire damage in a 20 ft. line; creatures in that area can make a reflex saving throw with a DC equal to 10 + the Lizalfos character level + the Lizalfos’ constitution modifier to take no damage. 

Highlands (White) Lizalfos Traits:

  • Cold Resistance (1): White Lizalfos gain cold resistance 5.

  • Fire Weakness (-2): White Lizalfos gain vulnerability to fire damage, taking 50% more damage from fire attacks.

  • Freezing Breath (6): Twice per day, White Lizalfos can use a breath weapon as a standard action. This breath weapon deals 3d6 damage in a 15 ft. cone and stuns targets for 1 round. Creatures in that area can make a reflex saving throw with a DC equal to 10 + the Lizalfos character level + the Lizalfos’ constitution modifier to take no damage and avoid being stunned. 

River (Green) Lizalfos Traits: 

  • Amphibious (4): Green Lizalfos can breathe in air and water, and gain a swim speed of 30 ft. and a +8 racial bonus on swim checks. 

  • Swift as Currents (1): Green Lizalfos are particularly fast, increasing their base land speed to 40 ft. 

Ocean (Blue) Lizalfos Traits: 

  • Amphibious (4): Blue Lizalfos can breathe in air and water, and gain a swim speed of 30 ft. and a +8 racial bonus on swim checks. 

  • Water Dependance (-4): Blue Lizalfos are physiologically dependant on water, and must immerse themselves in water regularly. Any time they have not done so in 24 hours, they are fatigued and unable to heal naturally. 

  • Water Attack (5): Blue Lizalfos can spend a standard action any time they are submerged in water to ingest water through their gills and prepare to spit it as a projectile. Using this projectile is a standard action that requires a ranged touch attack, dealing 1d6 + the Lizalfos’ constitution modifier in damage, either bludgeoning damage or cold damage. 

Desert (Brown) Lizalfos Traits: 

  • Sand Burrowers (3): Brown Lizalfos gain a burrow speed of 20 ft. 

  • Electricity Resistance (3): Brown Lizalfos gain electricity resistance 10. 

  • Elemental Weaknesses (-6): Brown Lizalfos are extremely weak to elements besides electricity, gaining vulnerability to acid, cold, and fire damage, taking 50% more damage from those elements. 

  • Electrical Burst (5): Twice per day, Brown Lizalfos can emit a 10 ft. radius burst of electrical energy from their bodies, dealing 3d6 electricity damage to all creatures within the area and stunning them for 1 round; creatures caught by this ability can make a fortitude save with a DC equal to 10 + the Lizalfos character level + the Lizalfos constitution modifier to take half damage and avoid being stunned. 

Cave (Gray) Lizalfos Traits:

  • Darkvision (3): Gray Lizalfos have evolved to see underground, gaining darkvision out to 120 ft. 

  • Vulnerable to Sunlight (-2): Gray Lizalfos take 1 point of constitution damage after every hour they are exposed to sunlight. 

  • Light Blindness (-2): Gray Lizalfos are blinded for 1 round when first exposed to sunlight, and are dazzled so long as they remain in that area.

  • Acid Resistance (1): Gray Lizalfos gain acid resistance 5.

  • Acid Breath (5): Two times per day, Gray Lizalfos can spit acid as a standard action. This is a ranged touch attack with a range of 60 ft. that deals 3d6 acid damage. 

Lizalfos Alternate Traits:

  • Tongue Attack (4): Some Lizalfos can make melee attacks with their long, sticky tongues. This is a secondary attack. A creature hit by this attack takes 1d4 + strength modifier damage, cannot move more than 10 feet away from the attacker, 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 attacking creature as a standard action or by dealing 2 points of damage to the tongue (AC 11, damage does not reduce the sticky-tongued creature's 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. Lizalfos can only have one creature attached to its tongue at a time, and can pull a creature attached to their tongue 5 ft. toward them as a swift action. This trait replaces Lizal Weaponry and removes the ability to make trip attempts with their tail. 

  • Feral Reptilian (3): Some Lizalfos have pronounced claws and jaws, gaining two claw attacks that deal 1d4 + strength modifier damage and a bite attack that deals 1d3 + strength modifier damage. The claws are primary natural attacks and the bite is a secondary natural attack. This trait removes the ability to make trip attempts with the Lizalfos’ tail. 

  • Defiant Will (–): By training their minds or spending time around people of other races, some Lizal escape completely the influence that demonic powers once held over their people. They take no racial penalty to saves and checks against demonic magic, but lose access to some of their natural abilities. This trait removes both Demonic Influence and Tail Attack.

Deku

Deku Traits: 

  • Ability Scores (2): Deku gain a +2 bonus to 2 of the following: Con, Wis, or Dex

  • Type (10): Deku are Plants, and thus gain low light vision, able to see twice as far as Hylians in dim light. They do not need to eat, breathe, or sleep, but must photosynthesize and require at least eight hours of meditation in adequate sunlight that serves the purpose of sleep. Deku are immune to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms), as well as all sleep effects, paralysis, poison, polymorph, and stunning. 

  • Size: Deku are small creatures, with a +1 size bonus to attack rolls and armor class, a -1 size penalty on combat maneuver checks and their combat maneuver defense, and a +4 size bonus to stealth checks. 

  • Speed (1): Deku have a base land speed of 40 ft.

  • Language: Deku begin speaking only Deku. Deku with high intelligence scores can choose from the following: Kokiri Hylian, Pidgin Demonic, Hylian, and Lizalfos. 

  • Fire Weakness (-2): Deku gain fire vulnerability, taking 50% more damage from fire attacks. 

  • Antisocial (-4): Deku take a -4 penalty on charisma checks and charisma based skill checks against non-Deku races.

  • Seed Launcher (5): Four times per day, plus an additional number of times per day equal to their constitution modifier, Deku can launch a seed from their mouths as a ranged attack, dealing 2d6 bludgeoning damage. 

  • Plant speech (2): Deku have the ability to converse with plants as if subject to a continual speak with plants spell.

River Zora

River Zora Traits: 

  • Ability Scores (2): River Zora gain a +2 bonus to 2 of the following: Dex, Str, or Int

  • Type: River Zora are Humanoids.

  • Size: River Zora are medium creatures.

  • Speed: River Zora have a base land speed of 30 ft. 

  • Language: River Zora begin play speaking Demonic and Zora. River Zora with high intelligence scores can choose from the following: Goron, Gerudo, Pidgin Demonic, Kokiri Hylian, Lizalfos, Ancient Hylian, and Hylian.

  • Amphibious (2): River Zora are amphibious and can breathe both air and water.

  • Elemental Weakness (-4): River Zora are particularly weak to strong heat and cold, and have vulnerability to fire and cold damage. (They take 50% more damage from fire and ice attacks.)

  • Electricity resistance (3): River Zora have evolved to handle electrically charged sea life, and are naturally resistant to electricity. They gain electricity resistance 10.

  • Master Swimmers (4): River Zora have a swim speed of 50 ft., as well as a +8 racial bonus on swim checks; swim is always a class skill for River Zora. River Zora are capable of swimming even against currents and up waterfalls, although doing so requires a DC 15 swim check.

  • Water Sense (1): River Zora can sense vibrations in water, granting them blindsense 30 feet against creatures that are touching the same body of water.

  • Electrical Blasts (5): River Zora can charge their fins with electricity and then release this energy as deadly blasts of lightning. Two times per day, River Zora can fire a projectile of electrical energy as a ranged touch attack with a range of 60 ft, dealing 3d6 electricity damage. River Zora with spellcasting abilities can expend a spell slot of higher than first level to regain a use of this ability. 

  • Demon Worship (-5): River Zora are raised in a culture of fervent demon worship, and even those that reject that faith are suffused with the power of Demise. River Zora are particularly susceptible to demonic influence, and thus take a -6 penalty on all will saving throws and other mental ability checks against demonic magic or abilities. 

  • Fin Combat (4): River Zora have trained to use the fins on their bodies as weapons and are able to both slash opponents with them and deflect attacks.  These Zora gain two fin attacks, which are primary natural attacks that deal 1d4 slashing damage. These fins can be used with weapon finesse, and also grant the River Zora a +1 dodge bonus to armor class. 

  • Elusive (1): Whenever River Zora have a miss chance, they increase that miss chance by 5%.

River Zora Alternate Traits:

  • Dark Sorcery (4): Some river zora carry natural magic abilities through the power of Demise. River Zora sorcerers of the abyssal bloodline and the infernal bloodline treat their charisma score as 2 higher for all sorcerer class abilities and bloodline powers. In addition, they gain a +2 racial bonus on dispel checks and can recharge their Electrical Blasts by expending a spell slot of first level. This trait replaces Fin Combat.

  • Electrical Warrior (6): Some River Zora channel their natural electric energy into melee attacks instead of ranged blasts; these RIver Zora deal an additional 1d6 electric damage with all natural attacks, unarmed strikes, and melee weapons. This trait replaces Electrical Blasts and Elusive.

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