Protagonist
One Thousand Club
Hey, Listen!
Here's where you post your CS. Also your character image and backstory.
Races:
Deities:
Din: Fire, War, Law
Farore: Glory, Wind, Travel
Nayru: Knowledge, Healing, Magic
Majora: Insanity, Chaos, Death
Demise: War, Destruction, Strength
Here's where you post your CS. Also your character image and backstory.
1) This will be a mostly good-centric RP, but evil characters are allowed on the condition that they don't betray the party and have some ethical standards.
2) All 1st Party classes are allowed, third party will be accepted on a case-by-case basis.
3) Emerging Firearms for Gunslingers. Firearms are exotic and pricey weapons, used mostly by mechanically-inclined fellows (IE bombsmiths and such) and pirates. "Advanced Firearms" like revolvers and such do exist, but they're exorbitantly expensive.
4) Full-Casters are playable, but magic in general will call attention to someone quite a bit. They're not as rare as they are in Lord of the Rings, but they're less common than they are in Elder Scrolls.
5) If anyone's interested in playing Link or Zelda, PM me.
2) All 1st Party classes are allowed, third party will be accepted on a case-by-case basis.
3) Emerging Firearms for Gunslingers. Firearms are exotic and pricey weapons, used mostly by mechanically-inclined fellows (IE bombsmiths and such) and pirates. "Advanced Firearms" like revolvers and such do exist, but they're exorbitantly expensive.
4) Full-Casters are playable, but magic in general will call attention to someone quite a bit. They're not as rare as they are in Lord of the Rings, but they're less common than they are in Elder Scrolls.
5) If anyone's interested in playing Link or Zelda, PM me.
Races:
Related to Hylians, but with round ears. Native to the surface world. Use human stats.
Descendants from Skyloft.
We'll be giving them the same stats as elves, except they are not immortal and live as long as humans.
We'll be giving them the same stats as elves, except they are not immortal and live as long as humans.
Kokiris are small child-like beings who live in forests. They are a creation of the Great Deku Tree, and therefore are not entirely mortal. They are naturally lighthearted and playful, and are almost never seen without a fairy companion. Being creatures that originated from magic they can live as long as they want to, but typically no Kokiri will live longer than 200 years because they must choose to pass on to allow a new Kokiri to come into being.
Physical Description: Kokiri are small and look like children, never growing up. Their hair can range from just about any color but typically are natural earthy tones, and their eyes are typically always bright colors. Their faeries are always the opposite gender from their own and will be their companion, helping to raise and guide them. They wear small green tunics usually and always carry a wooden object (Staff, box, amulet) that comes from their home location.
Kokiri Racial Traits
+2 [To one of the three Mental Stats: Intelligence, Wisdom, or Charisma], +2 Dexterity, -2 Constitution: Kokiri, coming from magic, are exceptionally talented with their mental capabilities, but are small and fragile like children.
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 Hide and Move Silently checks.
Slow Speed: Kokiri have a base speed of 20 feet.
Fairy Familiar: If you are Kokiri and would normally get a familiar you may instead choose to use a fairy for your familiar instead of the usual choices. Fairies speak Common and Kokiri, they also may come in any color you choose but must be the opposite gender as you. As a movement action the Kokirian can touch their fairy familiar to transfer up to 10 hit points of damage to or from the familiar.
Keen Senses: Kokiri gain a +2 to Perception checks.
Emissary: Kokiri are typically peaceful people, and with their child-like stature and dependence on the forests they have learned that it is much better to make friends than enemies. Once per day, members of this race can roll twice when making a Bluff or Diplomacy check and take the better roll.
Transmutation Resistance: Kokiris gain a +2 racial bonus against transmutation spells or effects.
Kokiri Magic: Kokiri posses natural skill with magic, similar to Elves. They gain a +2 racial bonus to overcome spell resistance and a +2 racial bonus when using Spellcraft to identify magical items.
Deku Magic: While Kokiri possess a wooden object from a Deku forest they can use special magic. Kokiri must spend an hour in the morning praying to the Great Deku Tree to use this power each day, and this time is in addition to spell preparation time. Kokiri with this power are able to use Alter Self a number of days equal to their highest Mental Stat, in addition they may once a day use one of three abilities below:
Kokiri Racial Feat: Deku Magic Mastery
You are able to channel Deku Magic more efficiently.
Prerequisite: Kokiri
Benefit: A Kokiri with this feat can use their Daily Deku Magic twice per day instead of Once per day. In addition, the duration of Alter Self lasts for twice as long.
Physical Description: Kokiri are small and look like children, never growing up. Their hair can range from just about any color but typically are natural earthy tones, and their eyes are typically always bright colors. Their faeries are always the opposite gender from their own and will be their companion, helping to raise and guide them. They wear small green tunics usually and always carry a wooden object (Staff, box, amulet) that comes from their home location.
Kokiri Racial Traits
+2 [To one of the three Mental Stats: Intelligence, Wisdom, or Charisma], +2 Dexterity, -2 Constitution: Kokiri, coming from magic, are exceptionally talented with their mental capabilities, but are small and fragile like children.
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 Hide and Move Silently checks.
Slow Speed: Kokiri have a base speed of 20 feet.
Fairy Familiar: If you are Kokiri and would normally get a familiar you may instead choose to use a fairy for your familiar instead of the usual choices. Fairies speak Common and Kokiri, they also may come in any color you choose but must be the opposite gender as you. As a movement action the Kokirian can touch their fairy familiar to transfer up to 10 hit points of damage to or from the familiar.
Keen Senses: Kokiri gain a +2 to Perception checks.
Emissary: Kokiri are typically peaceful people, and with their child-like stature and dependence on the forests they have learned that it is much better to make friends than enemies. Once per day, members of this race can roll twice when making a Bluff or Diplomacy check and take the better roll.
Transmutation Resistance: Kokiris gain a +2 racial bonus against transmutation spells or effects.
Kokiri Magic: Kokiri posses natural skill with magic, similar to Elves. They gain a +2 racial bonus to overcome spell resistance and a +2 racial bonus when using Spellcraft to identify magical items.
Deku Magic: While Kokiri possess a wooden object from a Deku forest they can use special magic. Kokiri must spend an hour in the morning praying to the Great Deku Tree to use this power each day, and this time is in addition to spell preparation time. Kokiri with this power are able to use Alter Self a number of days equal to their highest Mental Stat, in addition they may once a day use one of three abilities below:
- Enhance Spell: Using Magic within your own body coupled with the Deku magic stored you can make a spell save DC of one spell cast increase by 2.
- Deku Metamagic: When applying metamagic to a spell you may treat it as one level lower than it would normally be with metamagic (Minimum of +0 spell level).
- Channeled Magic: You must have a Fairy Familiar to use this ability. A Kokiri can cast a spell as if they were standing in the location of their Fairy. You must have an empathetic link still active in order to work.
Kokiri Racial Feat: Deku Magic Mastery
You are able to channel Deku Magic more efficiently.
Prerequisite: Kokiri
Benefit: A Kokiri with this feat can use their Daily Deku Magic twice per day instead of Once per day. In addition, the duration of Alter Self lasts for twice as long.
Zora are amphibious beings who tend to stay to themselves. They are quick, nimble, and astute. Their culture is pretty lawful and proper.
Physical Description: Zoras have slender bodies, perfect for being aerodynamic in the water while swimming at high speeds. They have large fins on their forearms as well as smaller fins on their backs and legs. Sometimes they can have growths or fins that resemble clothing or hair. Typically they don't wear very much cloth clothing because it interferes with their swimming ability.
Zoran Racial Traits
+2 [to either Constitution or Dexterity], +2 Intelligence, -2 Charisma: Zora are quick and bright, and their need to survive in high pressure environments makes them sturdy, however they tend not to socialize much with other races.
Medium: Zora have no bonuses or penalties due to their size.
Amphibious: Zora gain a +8 racial bonus to swim checks, have a 30 feet swim speed, a 30 feet movement speed, and are able to breath underwater. If they wear medium armor their swim speed is reduced to 20 feet, and if they wear heavy armor they lose their swim speed (having to swim like a Hylian does) and cannot take 10 on swim checks that a swim speed usually allows.
Natural Attack: Zoras are proficient in and can use their fins as bladed weapons. They count as light one handed weapons and deal 1d6 damage 19-20 x2 critical. They also can treat the Zora Fin Blades as martial weapons.
Water-bound: Zoras typically don't like to be out of water. While out of water they must drink twice the amount of water a Hylian would need to stay hydrated.
Electric Resistance: Zoras are used to channeling Electricity through their bodies. They gain 5 resistance to Electricity damage which increases to 10 resistance at 10 hit die.
Electric Channeling: Zoras are able to channel electricity through their spells. When casting a spell that deals Electricity damage add 1 point of damage per damage die of the spell.
Electric Shield: Zoras store electrical energy within them and can surround themselves in an electrical shield. As a swift action a Zora can create this visible electric field, granting themselves a +2 deflection bonus for the duration of the ability. All that touch the Zora receive (Level/2)d4 damage. If an opponent is grappling the Zora they must make another grapple check at a -5 penalty to continue the grapple and still take the electricity damage. This ability lasts for a number of rounds equal to the Zora's Constitution modifier and a Zora may only do this 1 time per day at first level and an additional time per day every 5 levels (to a maximum of 5 times a day at 20th level). Every time the Electrical shield hurts an opponent the damage is reduced by half for the next person to touch the Zora.
Zoran Racial Feat: Zoran Lightning Mastery
You can channel your electrical field into your weapon.
Prerequisite: Zora
Benefit: While using the Electrical Shield the Zora can channel the electricity into a metallic melee weapon, dealing the electricity damage on a successful melee or ranged attack (If the ranged attack has a metallic arrowhead). Using this ability counts as having 'touched' an opponent whether the attack is successful or not, and therefore the damage is reduced by half for the next strike. Any ranged attack that misses is considered discharged, meaning that the arrowhead will not shock the next person to pick it up. During the round you use this ability you lose the +2 Deflection Bonus.
Physical Description: Zoras have slender bodies, perfect for being aerodynamic in the water while swimming at high speeds. They have large fins on their forearms as well as smaller fins on their backs and legs. Sometimes they can have growths or fins that resemble clothing or hair. Typically they don't wear very much cloth clothing because it interferes with their swimming ability.
Zoran Racial Traits
+2 [to either Constitution or Dexterity], +2 Intelligence, -2 Charisma: Zora are quick and bright, and their need to survive in high pressure environments makes them sturdy, however they tend not to socialize much with other races.
Medium: Zora have no bonuses or penalties due to their size.
Amphibious: Zora gain a +8 racial bonus to swim checks, have a 30 feet swim speed, a 30 feet movement speed, and are able to breath underwater. If they wear medium armor their swim speed is reduced to 20 feet, and if they wear heavy armor they lose their swim speed (having to swim like a Hylian does) and cannot take 10 on swim checks that a swim speed usually allows.
Natural Attack: Zoras are proficient in and can use their fins as bladed weapons. They count as light one handed weapons and deal 1d6 damage 19-20 x2 critical. They also can treat the Zora Fin Blades as martial weapons.
Water-bound: Zoras typically don't like to be out of water. While out of water they must drink twice the amount of water a Hylian would need to stay hydrated.
Electric Resistance: Zoras are used to channeling Electricity through their bodies. They gain 5 resistance to Electricity damage which increases to 10 resistance at 10 hit die.
Electric Channeling: Zoras are able to channel electricity through their spells. When casting a spell that deals Electricity damage add 1 point of damage per damage die of the spell.
Electric Shield: Zoras store electrical energy within them and can surround themselves in an electrical shield. As a swift action a Zora can create this visible electric field, granting themselves a +2 deflection bonus for the duration of the ability. All that touch the Zora receive (Level/2)d4 damage. If an opponent is grappling the Zora they must make another grapple check at a -5 penalty to continue the grapple and still take the electricity damage. This ability lasts for a number of rounds equal to the Zora's Constitution modifier and a Zora may only do this 1 time per day at first level and an additional time per day every 5 levels (to a maximum of 5 times a day at 20th level). Every time the Electrical shield hurts an opponent the damage is reduced by half for the next person to touch the Zora.
Zoran Racial Feat: Zoran Lightning Mastery
You can channel your electrical field into your weapon.
Prerequisite: Zora
Benefit: While using the Electrical Shield the Zora can channel the electricity into a metallic melee weapon, dealing the electricity damage on a successful melee or ranged attack (If the ranged attack has a metallic arrowhead). Using this ability counts as having 'touched' an opponent whether the attack is successful or not, and therefore the damage is reduced by half for the next strike. Any ranged attack that misses is considered discharged, meaning that the arrowhead will not shock the next person to pick it up. During the round you use this ability you lose the +2 Deflection Bonus.
Gorons are the old and proud race of rock-like creatures that dwell deep inside mountains. They are naturally peaceful and steady like the element they resemble, however they are also very strong and dedicated as well. They currently live alongside the Dwarves and the two help keep each other strong.
Physical Description: Gororns are a tall and bulky race, typically with large and long arms that seem at odds with their more stubby shorter legs. Their skin is mostly varying shades of brown or gray, with the look and feel of rock or gravel. While most their skin is supple despite the texture their back is a stiff slightly curved and shell-like. When they curl up to roll they can protect their softer underbelly and roll with their strong backs to take the beating of the road.
Goron Racial Traits
+2 [To either Strength or Constitution], +2 Wisdom, -2 Dexterity: Gorons are strong and tough as the rocks they resemble and are wise, however they are somewhat slow and their short legs make them not usually nimble.
Medium: Gorons have no bonuses or penalties due to their size
Natural Camouflage: Gorons strongly resemble rocks, so much so that Gorons typically roll up into the shape of a rock to avoid suspicion. They gain a +4 racial bonus on Stealth checks while in mountainous or rocky terrain, which goes up to +6 when rolled up pretending to be a rock.
Darkvision: Gorons can see in the dark up to 60 feet.
Slow and Steady: Gorons have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Tough as Rock: A Goron has naturally tough skin, granting them a +2 Natural Armor bonus
Sink like a Rock: Gorons cannot swim well, their density makes them often sink to the bottom of water sources, accounting for a large amount of natural deaths among Gorons. All swim checks are made with a -4 penalty.
Eat Rocks: Gorons can eat rocks and minerals for sustenance. Typical rocks sustain a Goron like a common or poor meal would, however rarer minerals such as quartz, marble, granite fill them like a well meal and rare or precious gems are like candy to them. Gorons do not eat metals.
Roll Attack (Ex): When Gorons charge they typically roll into a tight ball and roll at their target, using their great weight and rocky back to slam into their enemies. When charging the Goron can use a slam attack that deals twice your unarmed strike damage (You count as proficient in it for this attack only). Alternatively they can uncurl at the last moment of their charge, using the momentum to add to their melee attack damage. Roll weapon damage twice for that attack (Not adding in magical damage, strength bonus, or other damage add-ins for this attack). This stacks with vital strike. Also, Gorons gain a +2 bonus to their bull rush attempt or overrun attempt when charging with a roll.
Weapon Familiarity: Gorons are proficient with all hammers and treat any weapon with the word "Goron" in it as a martial weapon.
Langauges: Gorons begin play speaking Common and Goron (Dwarven language but with an Accent). Gorons with high Intelligence scores can choose from the following: Giant, Undercommon, Gnome, and Terran.
Goron Racial Feat: Rolling Spikes
You become much more deadly as you roll.
Prerequisite: Goron
Benefit: The Slam damage of your roll attack becomes one Die size larger (IE: d4 -> d6 -> d8 -> d10 ->d12) as you gain the supernatural ability to grow earthen spikes from your back as you roll. In addition you can charge up to three times your movement speed. Damage counts as slashing and bludgeoning when using this ability. If using a weapon during a rolling charge the spikes propel you faster dealing +2 damage to your charging attack.
Physical Description: Gororns are a tall and bulky race, typically with large and long arms that seem at odds with their more stubby shorter legs. Their skin is mostly varying shades of brown or gray, with the look and feel of rock or gravel. While most their skin is supple despite the texture their back is a stiff slightly curved and shell-like. When they curl up to roll they can protect their softer underbelly and roll with their strong backs to take the beating of the road.
Goron Racial Traits
+2 [To either Strength or Constitution], +2 Wisdom, -2 Dexterity: Gorons are strong and tough as the rocks they resemble and are wise, however they are somewhat slow and their short legs make them not usually nimble.
Medium: Gorons have no bonuses or penalties due to their size
Natural Camouflage: Gorons strongly resemble rocks, so much so that Gorons typically roll up into the shape of a rock to avoid suspicion. They gain a +4 racial bonus on Stealth checks while in mountainous or rocky terrain, which goes up to +6 when rolled up pretending to be a rock.
Darkvision: Gorons can see in the dark up to 60 feet.
Slow and Steady: Gorons have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Tough as Rock: A Goron has naturally tough skin, granting them a +2 Natural Armor bonus
Sink like a Rock: Gorons cannot swim well, their density makes them often sink to the bottom of water sources, accounting for a large amount of natural deaths among Gorons. All swim checks are made with a -4 penalty.
Eat Rocks: Gorons can eat rocks and minerals for sustenance. Typical rocks sustain a Goron like a common or poor meal would, however rarer minerals such as quartz, marble, granite fill them like a well meal and rare or precious gems are like candy to them. Gorons do not eat metals.
Roll Attack (Ex): When Gorons charge they typically roll into a tight ball and roll at their target, using their great weight and rocky back to slam into their enemies. When charging the Goron can use a slam attack that deals twice your unarmed strike damage (You count as proficient in it for this attack only). Alternatively they can uncurl at the last moment of their charge, using the momentum to add to their melee attack damage. Roll weapon damage twice for that attack (Not adding in magical damage, strength bonus, or other damage add-ins for this attack). This stacks with vital strike. Also, Gorons gain a +2 bonus to their bull rush attempt or overrun attempt when charging with a roll.
Weapon Familiarity: Gorons are proficient with all hammers and treat any weapon with the word "Goron" in it as a martial weapon.
Langauges: Gorons begin play speaking Common and Goron (Dwarven language but with an Accent). Gorons with high Intelligence scores can choose from the following: Giant, Undercommon, Gnome, and Terran.
Goron Racial Feat: Rolling Spikes
You become much more deadly as you roll.
Prerequisite: Goron
Benefit: The Slam damage of your roll attack becomes one Die size larger (IE: d4 -> d6 -> d8 -> d10 ->d12) as you gain the supernatural ability to grow earthen spikes from your back as you roll. In addition you can charge up to three times your movement speed. Damage counts as slashing and bludgeoning when using this ability. If using a weapon during a rolling charge the spikes propel you faster dealing +2 damage to your charging attack.
Gerudo are a wise and sturdy race who live in the desert. They are made up of entirely a female population with the exception of when a male heir is born once every 100 years. The Females typically live 250-300 years while the males live to a maximum age of 100 years.
Physical Description: Gerudo are lithe and posses a graceful physique. Their skin tone ranges from Light to Dark Olive colored, suitable for living in the sands and their eyes are typically of similar color to humans. Gerudo clothing is mostly made up of silk, and breathable cloths, vibrantly colored.
Gerudo Racial Traits
+2 [To either Charisma or Intelligence], +2 Dexterity, -2 Wisdom: Gerudo are nimble and quick thinking with a fiery passion, however they typically are haughty and overconfident until they gain the Wisdom that comes with age.
Medium: Gerudo have no bonuses or pentalties due to their size.
Always Female: Gerudo are always female. When another race mates with a Gerudo the children are always female.
Nimble: Gerudo are very light on their feet and naturally perceptive so they gain +2 Racial skill bonuses to Perception and Stealth Checks.
Skilled Riders: Gerudo are a people who prize horses and are known as skilled in mounted combat. They gain a +2 racial bonus on ride checks.
Desert Fortitude: A Gerudo becomes strong from living in the desert. Once per day when they must make a fortitude save they can roll twice and take the better Result.
Force of Will: Gerudo never give up or give in due to a firey passion that burns within them. Due to this they are staggered at hit points of 0 through -5 and fall unconscious at -6. In addition they only die when they take an additional 5 hit points damage past their negative Constitution modifier.
Sword-trained: Gerudo are trained from birth in swordplay, and as a result are automatically proficient with sword-like weapons, however exotic sword-like weapons are considered martial weapons instead of being automatically proficient.
Gerudo Racial Feat: Gerudo Defensive Training
Gerudo make some of the best guardswomen due to their incredible reflexes and innate dodging ability.
Prerequisite: Gerudo
Benefit: Choose one type of favored enemy from the Ranger list. You gain a +2 dodge bonus to AC against that enemy at any time you would not be denied your dexterity bonus. You may take this feat multiple times and it applies to a new favored enemy.
Physical Description: Gerudo are lithe and posses a graceful physique. Their skin tone ranges from Light to Dark Olive colored, suitable for living in the sands and their eyes are typically of similar color to humans. Gerudo clothing is mostly made up of silk, and breathable cloths, vibrantly colored.
Gerudo Racial Traits
+2 [To either Charisma or Intelligence], +2 Dexterity, -2 Wisdom: Gerudo are nimble and quick thinking with a fiery passion, however they typically are haughty and overconfident until they gain the Wisdom that comes with age.
Medium: Gerudo have no bonuses or pentalties due to their size.
Always Female: Gerudo are always female. When another race mates with a Gerudo the children are always female.
Nimble: Gerudo are very light on their feet and naturally perceptive so they gain +2 Racial skill bonuses to Perception and Stealth Checks.
Skilled Riders: Gerudo are a people who prize horses and are known as skilled in mounted combat. They gain a +2 racial bonus on ride checks.
Desert Fortitude: A Gerudo becomes strong from living in the desert. Once per day when they must make a fortitude save they can roll twice and take the better Result.
Force of Will: Gerudo never give up or give in due to a firey passion that burns within them. Due to this they are staggered at hit points of 0 through -5 and fall unconscious at -6. In addition they only die when they take an additional 5 hit points damage past their negative Constitution modifier.
Sword-trained: Gerudo are trained from birth in swordplay, and as a result are automatically proficient with sword-like weapons, however exotic sword-like weapons are considered martial weapons instead of being automatically proficient.
Gerudo Racial Feat: Gerudo Defensive Training
Gerudo make some of the best guardswomen due to their incredible reflexes and innate dodging ability.
Prerequisite: Gerudo
Benefit: Choose one type of favored enemy from the Ranger list. You gain a +2 dodge bonus to AC against that enemy at any time you would not be denied your dexterity bonus. You may take this feat multiple times and it applies to a new favored enemy.
Though Midna destroyed the Twilight Mirror, there are other means of getting between the Twilight Realm and Hyrule. Twili are one of the least common races, though. For the sake of this RP, I'm giving them a slightly asiatic culture, so if you're looking to play a Samurai or a Ninja they're a fairly good choice
Use Fetchling stats: http://www.d20pfsrd.com/races/other-races/featured-races/arg-fetchling/
Use Fetchling stats: http://www.d20pfsrd.com/races/other-races/featured-races/arg-fetchling/
Moblins are three allied races of large pig creatures. They're very warlike and often evil-though there are exceptions. They almost universally believe in a might-makes-right philosophy, and when evil comes to Hyrule they have a consistent tendency to jump on the bandwagon to become their minions.
For Moblins, use Orc stats. For Bokoblins, use Half-Orc stats. For Bulblins, use Goblin stats
For Moblins, use Orc stats. For Bokoblins, use Half-Orc stats. For Bulblins, use Goblin stats
Deities:
Din: Fire, War, Law
Farore: Glory, Wind, Travel
Nayru: Knowledge, Healing, Magic
Majora: Insanity, Chaos, Death
Demise: War, Destruction, Strength
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