Zelda DnD: The Kokiri ('cuz I'm that much of a geek)

I saw a bunch of 4E-icized Zelda races and was inspired to make my own. I could also use some suggestions on racial feats to give these guys.

Kokiri
Tiny but ancient children of the forest.

RACIAL TRAITS
Average Height: 3'4" - 4'9”
Average Weight: 55 – 70
Ability scores: +2 Wisdom, +2 Charisma or +2 Dexterity
Size: Small
Speed: 6 squares.
Vision: Low-Light
Languages: Common, Elven, Hylian (if used in your game)
Skill Bonuses: +2 Nature, +2 Stealth.

Children of the Forest: While shifting, you ignore difficult terrain, as long as that terrain is caused by trees, underbrush, or other plants.

Fey Origin: You are considered a fey creature for the purpose of effects that relate to creature origin.

Faerie Companion: You are accompanied by a Faerie Companion, a tiny glowing faerie with gossamer wings, who helps you on your quests. This grants you the Arcane Familiar feat for free, regardless of class prerequisites. Your Faerie Companion uses these mechanics:

Deku Faerie Familiar
A tiny globe of light glows beside you. Deep within, you can barely make out a beautiful humanoid shape with gossamer wings. “Hey!” She calls to you. “Listen!”

Senses: low-light vision
Speed: fly 6 (hover)

Constant Benefits
You gain a +2 bonus to Monster Knowledge checks. In addition, you may attempt to make Monster Knowledge checks untrained.
You can read & speak Hylian, if this language is used in your game.
The Deku Fairy radiates dim light in a radius of 2 squares.

Active Benefits
Fairy Speech: A Deku Fairy can speak any language you know, and it can converse with other creatures. When it speaks, you hear everything it says and hear everything spoken to it. You can dictate its answers if you so choose.

You may take other Familiar feats to improve your Fairy Companion, ignoring any prerequisite that requires "Any Arcane class"

Faerie Guidance: You have the Faerie Guidance power.

Faerie Guidance Kokiri Racial Power
Your fairy companion hovers by the enemy, pointing out weaknesses in its defenses.
Encounter
Minor ActionPersonal
Requirement: Your Faerie Companion must be in active mode.
Target: One creature adjacent to your Faerie Companion
Effect: You and all allies gain a +2 power bonus to attack the enemy until the end of your next turn. Also, your next attack against the enemy before the end of your next turn deals an extra +1d6 damage.
11th: +2d6 damage.
21st: +3d6 damage.


Play a Kokiri if you want...
* to be shy and retiring with those you don’t know, but childlike and friendly with those you do.
* to travel with a Faerie companion that can aid the attacks of you and your allies.
* to be a member of a race that favors the bard, monk, ranger, and cleric classes.

PHYSICAL QUALITIES
Kokiri have the appearance of small children of human, half-elven, elven, or Hylian stock. Their skin ranges in color from very pale to darkly tanned, with some Kokiri showing a greenish tint to their skin. Their hair is most often straight, and may be blonde, light brown, red, or even green. Much like elves and Hylians, Kokiri have long, pointed ears. Eyes can be green, blue or brown, with some Kokiri having eyes so dark they appear black. Kokiri can’t grow facial hair and have little body hair.
Kokiri do not reproduce as other races do, instead appearing as babies in hollows at the base of the village’s sacred tree. Young Kokiri reach full physical maturity by twelve years of age. Kokiri who have reached full physical maturity do not age, and can live for centuries or even millenia unless killed. Kokiri do not die of old age, instead fading back into the forests from which they came.

PLAYING A KOKIRI
Kokiri gather in villages throughout the Feywild and the natural world. These villages most often appear in remote, unspoiled forests where the shy Kokiri can remain untroubled by intruders. Many Kokiri spend their whole lives within the forests without meeting members of another race.
Each Kokiri village is based around a Treant, which the Kokiri see as an avatar or descendant of the Great Deku Tree (the creator and patron deity of their race). These sacred Treants only rarely move, and usually serve as rulers, advisors, and guides to the childlike Kokiri in times of crisis. On most matters, the Kokiri tend to themselves, often governing themselves with a small council or a single “boss.”
Items of Kokiri craftsmanship are rarely made of metal; instead, the Kokiri prefer to work with natural materials such as wood, leather, wool, and plant fibers in order to create their goods. These items sometimes seem to be roughly made, but there is always a simple, rustic beauty, even to the roughest work.
Kokiri are, as a whole, a shy and secretive race. Few of them leave their forest villages, and many believe that doing so will cause them to fade away before their time. Many Kokiri are frightened and distrustful of the world outside their village, and even Kokiri from other villages are sometimes shunned or ostracized for the differences between them. Members of other races rarely find Kokiri villages, and those who do are usually driven away by the use of clever tricks. Despite these tendencies, Kokiri are essentially kind-hearted, and it’s not unheard of for a village to take pity on a wounded traveler, leaving food where he can find it and salving his wounds while he sleeps.

Kokiri Characteristics: Headstrong, nervous, clever, childlike, kind-hearted, contemplative

Male Names: Mido, Fado, Solmi, Tido, Rēmi, Domi, Fasol, Misol, Laso
Female Names: Tila, Doti, Sola, Mifa, Lati, Doti, Fami, Mirē, Dorē, Dofa

Racial Feats:

Expert Guidance:
The extra damage dice granted by your Guiding Faerie power are d8s, instead of d6s

Chosen of the Forest:
You gain the Terrain Walk ability regarding any form of terrain noted with your Children of the Forest racial ability (usually only Forest). In addition, when in difficult terrain caused by trees, underbrush, or other plants you may make a Stealth check to become hidden with only cover or concealment, rather than supreme cover or total concealment

Distracting Faerie:
Prerequisites: Kokiri, Rogue, Sneak attack class feature, Faerie Guidance racial power.
Rather than granting a power bonus to hit, your Faerie Guidance power causes the target enemy to grant combat advantage. In addition, you may deal the extra damage granted by your Sneak Attack class ability to the target of your Faerie Guidance, even if you have already used it this round.

Kokiri Weapon Training
You gain proficiency with all Simple and Military light blades, spears, and slings. In addition, increase both the normal and long range of any sling you wield by 5.

Blessed Faerie
Prerequisites: Kokiri, Faerie Guidance racial power, any Divine class
The first time an ally misses with an attack against the subject of your Faerie Guidance power while it is still active, that ally regains hitpoints equal to your Wisdom modifier.

Faerie Hunter
Prerequisites: Kokiri, Ranger, Faerie Guidance racial power, Hunter's Quarry class feature
If the subject of your Faerie Guidance power has also been designated as your Hunter's Quarry, you gain concealment versus that enemy until the end of your next turn. In addition, you may count the distance between your Faerie Companion or yourself for the purposes of your Hunter's Quarry and the Prime Shot class feature.

Eyes of the Forest
You may ignore cover or concealment granted by any terrain noted in your Children of the Forest racial ability (usually only Forest). You my treat superior cover granted by this terrain as standard cover, and total concealment granted by this terrain as normal concealment.
 
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And now, 'cuz I wanted to: a racial paragon path. still working on the 20th level daily power.

Emissary of the Deku Tree
“Wow, look at those bokoblin bandits running away! The Great Deku Tree is going to love hearing about this!”

Very few Kokiri choose to leave their secluded forest villages. The forest is their home, what they know. Sometimes, though, a Kokiri finds herself out in the wide world. Some are banished due to some offense to the village. Others find tracks and, curious, follow them out into the lands beyond the Forest. Some are sent out by the village or the Deku Treant who watches over it to perform some task.

Emissaries of the Deku Tree are those Kokiri who have been chosen by the Deku Tree or one of its Treant representatives to wander the world. Some serve as diplomats and representatives of the Kokiri to other civilizations. Others take a more passive role, observing the ways of the world beyond to report them back to the Deku Treant when, at long last, they return to their village homes. All are unusually open and daring for Kokiri, willingly wandering far from their homes in the forest for months, years, or even longer before their return.

Emissary of the Deku Tree path features:
Children of the World (11th level): Choose one source of difficult terrain other than forest (Ice, stone, or water). Your Children of the Forest ability is expanded, allowing you to ignore that kind of terrain as well as forested terrain while shifting.
Emissary’s Action (11th level): When you spend an Action Point to make an attack, all enemies take a -2 to attacks that include you (save ends).
Branching Guidance (16th level): Your Faerie Guidance power changes. It now affects one or two enemies within the burst. At 26th level, it affects one, two, or three enemies within the burst.

Distracting Faerie Emissary of the Deku Tree attack 11
With a twinkle, your Faerie flits a quick circle around the enemy, confounding him and pointing out weak spots in his defenses at the same time
Encounter
Minor Action Close Burst 1
Requirement: Your Faerie Companion must be in active mode, and the origin square of the burst is the Faerie Companion’s square
Target: One enemy within burst
Attack: Wisdom or Charisma +4 vs. Will
Level 21: Wisdom or Charisma +6 vs. Will
Hit: The enemy is dazed and slowed for as long as it remains adjacent to your Deku Faerie.
Effect: You may use your Guiding Faerie racial power on this target as a free action, even if you have already expended it this encounter. This does not expend the power.

Untouchable Fairie Emissary of the Deku Tree Utility 12
Your fairie takes on a flickering, fluttering motion, confounding enemies who try to strike it in motion or as part of a group attack.
Daily *
Move action Personal
Your familiar shifts its speed. For the rest of the encounter, the Familiar no longer provokes Opportunity Attacks by moving and gains a +2 bonus to all defenses versus close and area attacks.

Daily Attack @20
 

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