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Zelda DnD: The Kokiri ('cuz I'm that much of a geek)
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<blockquote data-quote="hobbitguy1420" data-source="post: 5384776" data-attributes="member: 87277"><p><span style="color: white">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. </span></p><p> </p><p><span style="font-size: 15px"><span style="color: white"><strong>Kokiri</strong></span></span></p><p><span style="color: white">Tiny but ancient children of the forest.</span></p><p> </p><p><strong><span style="color: white">RACIAL TRAITS</span></strong></p><p><span style="color: white">Average Height: 3'4" - 4'9”</span></p><p><span style="color: white">Average Weight: 55 – 70</span></p><p><span style="color: white">Ability scores: +2 Wisdom, +2 Charisma or +2 Dexterity</span></p><p><span style="color: white">Size: Small</span></p><p><span style="color: white">Speed: 6 squares.</span></p><p><span style="color: white">Vision: Low-Light</span></p><p><span style="color: white">Languages: Common, Elven, Hylian (if used in your game)</span></p><p><span style="color: white">Skill Bonuses: +2 Nature, +2 Stealth.</span></p><p> </p><p><span style="color: white"><strong>Children of the Forest:</strong> While shifting, you ignore difficult terrain, as long as that terrain is caused by trees, underbrush, or other plants.</span></p><p> </p><p><span style="color: white"><strong>Fey Origin:</strong> You are considered a fey creature for the purpose of effects that relate to creature origin.</span></p><p> </p><p><span style="color: white"><strong>Faerie Companion:</strong> 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:</span></p><p> </p><p><strong><span style="color: white">Deku Faerie Familiar</span></strong></p><p><em><span style="font-size: 9px"><span style="color: white">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!”</span></span></em></p><p> </p><p><span style="color: white">Senses: low-light vision</span></p><p><span style="color: white">Speed: fly 6 (hover)</span></p><p> </p><p><em><span style="color: white">Constant Benefits</span></em></p><p><span style="color: white">You gain a +2 bonus to Monster Knowledge checks. In addition, you may attempt to make Monster Knowledge checks untrained.</span></p><p><span style="color: white">You can read & speak Hylian, if this language is used in your game.</span></p><p><span style="color: white">The Deku Fairy radiates dim light in a radius of 2 squares.</span></p><p> </p><p><em><span style="color: white">Active Benefits</span></em></p><p><span style="color: white">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.</span></p><p> </p><p><span style="color: white">You may take other Familiar feats to improve your Fairy Companion, ignoring any prerequisite that requires "Any Arcane class"</span></p><p> </p><p><span style="color: white"><strong>Faerie Guidance:</strong> You have the Faerie Guidance power.</span></p><p> </p><p><span style="font-size: 10px"><span style="color: white"><strong>Faerie Guidance Kokiri Racial Power</strong></span></span></p><p><span style="font-size: 10px"><span style="color: white"><em><span style="font-size: 9px">Your fairy companion hovers by the enemy, pointing out weaknesses in its defenses.</span></em> </span></span></p><p><span style="font-size: 10px"><span style="color: white">Encounter </span></span></p><p><span style="font-size: 10px"><span style="color: white">Minor ActionPersonal </span></span></p><p><span style="font-size: 10px"><span style="color: white">Requirement: Your Faerie Companion must be in active mode. </span></span></p><p><span style="font-size: 10px"><span style="color: white">Target: One creature adjacent to your Faerie Companion </span></span></p><p><span style="font-size: 10px"><span style="color: white">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.</span></span></p><p><span style="font-size: 10px"><span style="color: white">11th: +2d6 damage.</span></span></p><p><span style="font-size: 10px"><span style="color: white">21st: +3d6 damage. </span></span></p><p><span style="font-size: 10px"></span></p><p> </p><p><span style="color: white">Play a Kokiri if you want...</span></p><p><span style="color: white">* to be shy and retiring with those you don’t know, but childlike and friendly with those you do.</span></p><p><span style="color: white">* to travel with a Faerie companion that can aid the attacks of you and your allies.</span></p><p><span style="color: white">* to be a member of a race that favors the bard, monk, ranger, and cleric classes.</span></p><p> </p><p><span style="color: white">PHYSICAL QUALITIES</span></p><p><span style="color: white">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.</span></p><p><span style="color: white">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.</span></p><p> </p><p><span style="color: white">PLAYING A KOKIRI</span></p><p><span style="color: white">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. </span></p><p><span style="color: white">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.” </span></p><p><span style="color: white">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.</span></p><p><span style="color: white">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.</span></p><p> </p><p><span style="color: white">Kokiri Characteristics: Headstrong, nervous, clever, childlike, kind-hearted, contemplative</span></p><p> </p><p><span style="color: white">Male Names: Mido, Fado, Solmi, Tido, Rēmi, Domi, Fasol, Misol, Laso</span></p><p><span style="color: white">Female Names: Tila, Doti, Sola, Mifa, Lati, Doti, Fami, Mirē, Dorē, Dofa</span></p><p> </p><p><span style="color: white">Racial Feats:</span></p><p> </p><p><span style="color: white"><strong>Expert Guidance:</strong> </span></p><p><span style="color: white">The extra damage dice granted by your Guiding Faerie power are d8s, instead of d6s</span></p><p> </p><p><strong><span style="color: white">Chosen of the Forest: </span></strong></p><p><span style="color: white">You gain the Terrain Walk ability regarding any form of terrain noted with your <em>Children of the Forest</em> 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</span></p><p> </p><p><span style="color: white"><strong>Distracting Faerie:</strong> </span></p><p><span style="color: white"><em>Prerequisites:</em> Kokiri, Rogue, <em>Sneak attack</em> class feature, <em>Faerie Guidance</em> racial power. </span></p><p><span style="color: white">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.</span></p><p> </p><p><strong><span style="color: white">Kokiri Weapon Training</span></strong></p><p><span style="color: white">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.</span></p><p> </p><p><strong><span style="color: white">Blessed Faerie</span></strong></p><p><span style="color: white"><em>Prerequisites:</em> Kokiri, <em>Faerie Guidance</em> racial power, any Divine class</span></p><p><span style="color: white">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.</span></p><p> </p><p><strong><span style="color: white">Faerie Hunter</span></strong></p><p><span style="color: white"><em>Prerequisites:</em> Kokiri, Ranger, <em>Faerie Guidance</em> racial power, <em>Hunter's Quarry</em> class feature</span></p><p><span style="color: white">If the subject of your Faerie Guidance power has also been designated as your <em>Hunter's Quarry</em>, 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 <em>Hunter's Quarry</em> and the <em>Prime Shot</em> class feature.</span></p><p> </p><p><strong><span style="color: white">Eyes of the Forest</span></strong></p><p><span style="color: white">You may ignore cover or concealment granted by any terrain noted in your <em>Children of the Forest</em> 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.</span></p></blockquote><p></p>
[QUOTE="hobbitguy1420, post: 5384776, member: 87277"] [COLOR=white]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. [/COLOR] [SIZE=4][COLOR=white][B]Kokiri[/B][/COLOR][/SIZE] [COLOR=white]Tiny but ancient children of the forest.[/COLOR] [B][COLOR=white]RACIAL TRAITS[/COLOR][/B] [COLOR=white]Average Height: 3'4" - 4'9”[/COLOR] [COLOR=white]Average Weight: 55 – 70[/COLOR] [COLOR=white]Ability scores: +2 Wisdom, +2 Charisma or +2 Dexterity[/COLOR] [COLOR=white]Size: Small[/COLOR] [COLOR=white]Speed: 6 squares.[/COLOR] [COLOR=white]Vision: Low-Light[/COLOR] [COLOR=white]Languages: Common, Elven, Hylian (if used in your game)[/COLOR] [COLOR=white]Skill Bonuses: +2 Nature, +2 Stealth.[/COLOR] [COLOR=white][B]Children of the Forest:[/B] While shifting, you ignore difficult terrain, as long as that terrain is caused by trees, underbrush, or other plants.[/COLOR] [COLOR=white][B]Fey Origin:[/B] You are considered a fey creature for the purpose of effects that relate to creature origin.[/COLOR] [COLOR=white][B]Faerie Companion:[/B] 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:[/COLOR] [B][COLOR=white]Deku Faerie Familiar[/COLOR][/B] [I][SIZE=1][COLOR=white]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!”[/COLOR][/SIZE][/I] [COLOR=white]Senses: low-light vision[/COLOR] [COLOR=white]Speed: fly 6 (hover)[/COLOR] [I][COLOR=white]Constant Benefits[/COLOR][/I] [COLOR=white]You gain a +2 bonus to Monster Knowledge checks. In addition, you may attempt to make Monster Knowledge checks untrained.[/COLOR] [COLOR=white]You can read & speak Hylian, if this language is used in your game.[/COLOR] [COLOR=white]The Deku Fairy radiates dim light in a radius of 2 squares.[/COLOR] [I][COLOR=white]Active Benefits[/COLOR][/I] [COLOR=white]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.[/COLOR] [COLOR=white]You may take other Familiar feats to improve your Fairy Companion, ignoring any prerequisite that requires "Any Arcane class"[/COLOR] [COLOR=white][B]Faerie Guidance:[/B] You have the Faerie Guidance power.[/COLOR] [SIZE=2][COLOR=white][B]Faerie Guidance Kokiri Racial Power[/B][/COLOR][/SIZE] [SIZE=2][COLOR=white][I][SIZE=1]Your fairy companion hovers by the enemy, pointing out weaknesses in its defenses.[/SIZE][/I] [/COLOR] [COLOR=white]Encounter [/COLOR] [COLOR=white]Minor ActionPersonal [/COLOR] [COLOR=white]Requirement: Your Faerie Companion must be in active mode. [/COLOR] [COLOR=white]Target: One creature adjacent to your Faerie Companion [/COLOR] [COLOR=white]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.[/COLOR] [COLOR=white]11th: +2d6 damage.[/COLOR] [COLOR=white]21st: +3d6 damage. [/COLOR] [/SIZE] [COLOR=white]Play a Kokiri if you want...[/COLOR] [COLOR=white]* to be shy and retiring with those you don’t know, but childlike and friendly with those you do.[/COLOR] [COLOR=white]* to travel with a Faerie companion that can aid the attacks of you and your allies.[/COLOR] [COLOR=white]* to be a member of a race that favors the bard, monk, ranger, and cleric classes.[/COLOR] [COLOR=white]PHYSICAL QUALITIES[/COLOR] [COLOR=white]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.[/COLOR] [COLOR=white]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.[/COLOR] [COLOR=white]PLAYING A KOKIRI[/COLOR] [COLOR=white]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. [/COLOR] [COLOR=white]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.” [/COLOR] [COLOR=white]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.[/COLOR] [COLOR=white]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.[/COLOR] [COLOR=white]Kokiri Characteristics: Headstrong, nervous, clever, childlike, kind-hearted, contemplative[/COLOR] [COLOR=white]Male Names: Mido, Fado, Solmi, Tido, Rēmi, Domi, Fasol, Misol, Laso[/COLOR] [COLOR=white]Female Names: Tila, Doti, Sola, Mifa, Lati, Doti, Fami, Mirē, Dorē, Dofa[/COLOR] [COLOR=white]Racial Feats:[/COLOR] [COLOR=white][B]Expert Guidance:[/B] [/COLOR] [COLOR=white]The extra damage dice granted by your Guiding Faerie power are d8s, instead of d6s[/COLOR] [B][COLOR=white]Chosen of the Forest: [/COLOR][/B] [COLOR=white]You gain the Terrain Walk ability regarding any form of terrain noted with your [I]Children of the Forest[/I] 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[/COLOR] [COLOR=white][B]Distracting Faerie:[/B] [/COLOR] [COLOR=white][I]Prerequisites:[/I] Kokiri, Rogue, [I]Sneak attack[/I] class feature, [I]Faerie Guidance[/I] racial power. [/COLOR] [COLOR=white]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.[/COLOR] [B][COLOR=white]Kokiri Weapon Training[/COLOR][/B] [COLOR=white]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.[/COLOR] [B][COLOR=white]Blessed Faerie[/COLOR][/B] [COLOR=white][I]Prerequisites:[/I] Kokiri, [I]Faerie Guidance[/I] racial power, any Divine class[/COLOR] [COLOR=white]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.[/COLOR] [B][COLOR=white]Faerie Hunter[/COLOR][/B] [COLOR=white][I]Prerequisites:[/I] Kokiri, Ranger, [I]Faerie Guidance[/I] racial power, [I]Hunter's Quarry[/I] class feature[/COLOR] [COLOR=white]If the subject of your Faerie Guidance power has also been designated as your [I]Hunter's Quarry[/I], 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 [I]Hunter's Quarry[/I] and the [I]Prime Shot[/I] class feature.[/COLOR] [B][COLOR=white]Eyes of the Forest[/COLOR][/B] [COLOR=white]You may ignore cover or concealment granted by any terrain noted in your [I]Children of the Forest[/I] 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.[/COLOR] [/QUOTE]
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