Legend of Zelda races.

So I'm working on a 4e campaign set in Hyrule, and I need some help finishing off the races. 10 playable races will be available: Hylians (uses human stats), Gerudos, Kokiri, Gorons, Zora, Deku, Rito, Twili, Moblins and Yooks.
The Gerudo, Kokiri, Zora and Rito are finished, while the Gorons, Deku, Twili, Moblins and Yook need extra racial features to finish them off.
My kokiri build is taken straight from another poster, so I won't put it up here.

GERUDO
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Gerudo
Ability Scores:
+2 CON, +2 DEX or +2 INT
Size: Medium, Speed: 6 squares, Vision: Normal

Languages: Hylian (common), choice of one other
Skill Bonuses: +2 Endurance, +2 Acrobatics
Versatile Body: +1 to Fort, Refl or Will (your choice)
Shifting Sands: When you are pushed, pulled or slid by an effect, you can shift 1 square after the effect has resolved.
Desert Hardiness: You gain 1 extra healing surge.

Born Survivor
Encounter . Healing
Minor Action
Personal
Requirement:
You must be bloodied
Effect: You gain 1d10 + 1/2 level temp. HP and can make a saving throw.
Level 11: 2d10 + 1/2 lv temp. HP
Level 21: 3d10 + 1/2 lv temp. HP

For all intents and purposes, the Gerudo are finished, though I can't help but feel they are underpowered. If you have any thoughts on this, let me know.
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GORON
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Goron
Ability Scores: +2 STR, +2 CON or +2 CHA
Size: Medium, Speed: 5 squares, Vision: Low-light

Languages:
Hylian (common), Goric (dwarven)
Skill Bonuses: +2 Diplomacy, +2 Dungeoneering
Magma Dweller: You have resist fire 5 + 1/2 level
Stone Body: You have +2 AC against opportunity attacks
Volvagia's Bane: You have proficiency with warhammers and throwing hammers.

Quake Slam
Encounter
Minor Action
Close
Burst 3
Target: 1, 2, or 3 foes in burst
Attack: Highest ability mod. + 2 vs. Fortitude.
Effect: 1d6 + highest ability mod. damage, and the targets are knocked prone.
Level 11: 2d6 + highest ability mod. damage
Level 21: 3d6 + highest ability mod. damage
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ZORA
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Zora
Ability Scores: +2 CHA, +2 DEX or +2 INT
Size: Medium, Speed: 6 squares, Swim Speed: 8 squares, Vision: Normal

Languages:
Hylian (common), Zoran (elven)
Skill Bonuses: +2 Acrobatics, +2 Arcana
Skin of the Eel: You have resist lightning 5 + 1/2 level
Shark's Fury: +1 racial bonus to attacks against bloodied foes.
Aquatic: You gain the aquatic subtype. You can breathe underwater and ignore rough water while swimming. You never have to make an athletics check to swim.

Bio-Electric Barrier
Encounter
Immediate Interrupt
Trigger:
You are attacked in melee
Personal
Effect:
Until the start of your next turn, you get a +2 racial bonus to AC and any creature that attacks you in melee (hit or miss, including the triggering attack) takes 5 lightning damage.
Level 11: 10 lightning damage
Level 21: 15 lightning damage
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DEKU
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Deku
Ability Scores: +2 DEX, +2 WIS or +2 CHA
Size:
Small, Speed: 7 squares, Vision: Normal

Languages:
Hylian (common), Deku (elven)
Skill Bonuses: +2 Nature, +2 Stealth
Lightweight: You gain training in Acrobatics. When you make an acrobatics check to reduce falling damage, roll twice and use either result.
Water Hop: If you start your turn on a solid surface, you can move across liquid. If you end your turn on a liquid surface, you fall in.
Plant: You gain the plant subtype. You do not sleep, instead, you must spend 4 hours refraining from any strenuous activity to gain the benefits of an extended rest.

Swift Burrow
Encounter
Immediate Interrupt
Trigger:
You are attacked
Effect: You gain Superior Cover until the end of your next turn, or until you attack.
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RITO
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Rito
Ability Scores: +2 WIS, +2 DEX or +2 CHA
Size: Medium, Speed: 6 squares, Vision: Normal

Languages:
Hylian (common), choice of one other
Skill Bonuses: Undecided (ideas: Athletics, Acrobatics, History, Insight)
Flutter Step: Ignore difficult terrain while shifting.
Winged Athlete: When making an athletics check to jump or climb, roll twice and use either result.

Valoo's Wings
Encounter
Move Action
Personal
Effect:
Fly up to your speed +2
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TWILI
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Twili
Ability Scores: +2 WIS, +2 STR or +2 INT
Size: Medium, Speed: 6 squares, Vision: Low-light (darkvision?)

Languages:
Hylian (common), Twilit (abyssal)
Skill Bonuses: +2 Stealth, +2 (undecided)
Watchers of the World: Gain training in one skill of your choice.
Shadow Dweller: You have resist necrotic 5 + 1/2 level.

Shadow Step
Encounter . Teleport
Move Action
Personal
Effect:
Teleport up to half your speed. You are insubstantial until the start(end?) of your next turn.

Not too sure about these guys, looking for better ideas for the features, too much elemental resistance is a bit generic and boring.
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MOBLIN
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Moblin
Ability Scores: +2 STR, +2 DEX or +2 CON
Size:
Medium, Speed: 6 squares, Vision: Low-light

Languages:
Hylian (common), Moblish (giant)
Skill Bonuses: +2 Perception, +2 Intimidate
Wounded Beast: +1 attack while bloodied
Battle Hungry: +2 to initiative checks.

Bite Back
Encounter
Immediate Reaction
Trigger:
You are attacked in melee
Melee 1
Attack: Highest ability mod. +4 vs. AC
Hit: 1d8 + Highest ability mod. damage
Level 11: 2d8 + Highest ability mod. damage
Level 21:
3d8 + Highest ability mod. damage

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I look forward to any and all responses.

EDIT: 78 views and 0 responses? C'mon people, help me out. Any feedback is welcome.
EDIT: Made massive progress on the races, and added the new ideas. Removed Yook, they don't really make a good PC race.
 
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Dude, I didn't get very far down your race list yet, but a free shift every time you suffer forced movement is staggeringly OP. Make that Gerudo ability an encounter power and it might be okay. Alternatively, maybe "If you are subject to forced movement during an enemy's turn, once on your next turn, you may shift 2 squares instead of 1 when you shift." (Cleanup required on that wording.)

I'd also consider something like "Add 1 to your surge value" instead of giving Gerudo a whole extra surge.
 

I like the Zora the best, seems like the most well rounded one.

Are you just going to use regular human stats for Hylians?

Thanks for the feedback, and yes, hylians will just be name-changed humans

A free shift every time you suffer forced movement is staggeringly OP.

I'd also consider something like "Add 1 to your surge value" instead of giving Gerudo a whole extra surge.

OP? Hardly, compared to the dwarf's ability to ignore the movement. Sure, shifting sands can help you maneuver better, but it won't save you from falls and damaging terrain like the dwarf one will. Besides, most of the time, you'll just be using that shift to try and get back where you started, so it's not far from the dwarf one in itself either.

Also, since Minotaurs have the extra healing surge feature, and Dragonborn get +CON mod. healing surges, I don't think it's overpowered. (compared to the standard set by WotC anyway)

I do hope you have a look at the rest of the list, thanks for the feedback.
 
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Interesting point - I feel like the shift is still pretty intense given that it permits you to maneuver offensively out-of-turn, but I take your point.

My suggestion about the surges was basically intended to provide variety rather than to power down an OP feature.
 

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