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Dice Zelda: Pathfinder (Character Sheets)

Protagonist

One Thousand Club
Hey, Listen!

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.


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.

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:
  • 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.
Languages: Kokiri begin play speaking Common and Kokiri. Kokiri with high Intelligence scores can choose from the following: Draconic, Elven, Sylvan, Gnoman, and Goblin.
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.

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.

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.

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/


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


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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Lamedon
(Click the link above for the sheet)
2014-01-27-630543.png


"I am no girl, nor child. Watch your tongue lest you lose it."

Background:

A wandering child from the forest, even amongst his people he was an oddity, housing a fiery anger within that ill befitted his soft face and gaze. He loved to hunt, to fight, and above all fish, the realm of magic was not one he cared for, even if his natural propensity towards the magic gifted to him from the world would say otherwise. Instead of spells and such he focused on the bow and axe, instead of playing with the others he stayed alone in the woods, hiding and hunting, foraging and above all else, fishing.

Fishing was his true love, the silent battle between the fisherman and the fish, the struggle, the silent time to ponder and wait for the fish to bite his line. he was not popular in the village, but was not unpopular as well, he brought much needed materials from the wood and remained thankful for it's blessings. But his eyes turned to the outside world over time, wanting nothing more than to go out and see what was beyond, new territory to explore, new people to meet, new fish to catch.

His friends spoke of the frightening things beyond, and his fairy Tiki advised against it, but he is a brave kokiri and it is his destiny to make this world, and all of it's fish, his own.

By this point, he had spent some time in the world yonder, most people assume he is but a little girl, most if not all get reminded quickly that he was not either. He finds it more often then not hard to find work when most see you as but a weak kid...

But at least the fishing is good.​
 
i don't think the inventory information is showing prprly, but here is what i have
(edit) fixe mostly. got the proper weapon stats... not sure about the full inventory)
 

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Here's my character:

Ace
Male Human Alchemist 1 | Gunslinger 1 | [Lawful Good]
DESCRIPTION
Age 20
Looks Black hair, ______ eyes
Height/Weight 5'9" tall, _____lbs. (Medium)
Homeland Lanayru
Deity Nayru
Campaign Hyrule
Representing Matthew
STRENGTH
10 (+0)
HIT POINTS
HP 19
Current HP
DEXTERITY
14 (+2)
CONSTITUTION
12 (+1)
INTELLIGENCE
14 (+2)
WISDOM
14 (+2)
CHARISMA
13 (+1)
Initiative +2 = 2 [Dex]
Action Points (Lifetime) 6
SKILLS
SKILL Total + Ability Mod. + Ranks + Misc.
Acrobatics* +2 = DEX 2+0+0
Appraise +2 = INT 2+0+0
Bluff +1 = CHA 1+0+0
Climb* +0 = STR 0+0+0
Craft Bullets +7 = INT 2+2+3
Craft +6 = INT 2+1+3
Craft +2 = INT 2+0+0
Diplomacy +3 = CHA 1+2+0
Disable Device*† +2 = DEX 2+0+0
Disguise +1 = CHA 1+0+0
Escape Artist* +2 = DEX 2+0+0
Fly* +2 = DEX 2+0+0
Handle Animal† +1 = CHA 1+0+0
Heal +2 = WIS 2+0+0
Intimidate +1 = CHA 1+0+0
K (Arcana)† +2 = INT 2+0+0
K (Dungeoneering)† +4 = INT 2+2+0
K (Engineering)† +7 = INT 2+2+3
K (Geography)† +2 = INT 2+0+0
K (History)† +2 = INT 2+0+0
K (Local)† +2 = INT 2+0+0
K (Nature)† +2 = INT 2+0+0
K (Nobility)† +2 = INT 2+0+0
K (Planes)† +2 = INT 2+0+0
K (Religion)† +2 = INT 2+0+0
Linguistics† +2 = INT 2+0+0
Perception +7 = WIS 2+2+3
Perform +1 = CHA 1+0+0
Perform +1 = CHA 1+0+0
Profession† +2 = WIS 2+0+0
Profession† +2 = WIS 2+0+0
Ride +2 = DEX 2+0+0
Sense Motive +2 = WIS 2+0+0
Sleight of Hand*† +2 = DEX 2+0+0
Spellcraft† +2 = INT 2+0+0
Stealth* +4 = DEX 2+2+0
Survival +2 = WIS 2+0+0
Swim* +0 = STR 0+0+0
Use Magic Device† +5 = CHA 1+1+3


* Armor Check Penalty -2
Trained Only

EQUIPMENT
Battered Musket
Bayonet
Chain Shirt
Scimitar
100 Bullets
Alchemy Lab
580 GP

NOTES

Base Speed [ 30 (6 sq.) ]

AC [16] = 10 +4 [Chain Shirt] +2 [Dex]
Touch AC [12] Flat-Footed [14]

BASE ATTACK BONUS +1
Basic Melee Attack +1
Basic Ranged Attack +3

Weapon
Attack Bonus
Critical
Battered Musket x4
B&P 40 1 1d12
Type
Range
Ammo
Damage

FORTITUDE SAVE +5 = 4 [base] +1 [Con]
REFLEX SAVE +6 = 4 [base] +2 [Dex]
WILL SAVE +2 = 0 [base] +2 [Wis]

CMB +1 = 1 [BAB] +0 [Str] +0 [size]
CMD +13 = 10 +1 [BAB] +0 [Str] +2 [Dex] +0 [size]
FEATS
Deadly Aim
Rapid Reload

TRAITS
Reactionary
Pragmatic Activator
CARRYING CAPACITY
Light Load: 33lbs.
Medium Load: 66lbs.
Heavy Load: 100lbs.
Lift Over Head: 100lbs.
Lift Off Ground: 200lbs.
Push or Drag: 500lbs.
LANGUAGES
Common
2 Bonus Languages (Int)
Alchemist Extracts Per Day
Level 1
1 + 1 [Int]
SPECIAL ABILITIES
Human
Bonus Feat: One extra feat at 1st level
Skilled: +1 skill rank per level
Bonus Languages: Any (except secret languages)

Alchemist
Alchemy
Bomb 1d6
Martial Weapon Proficiency
Mutagen
Throw Anything

Gunslinger
Deeds
Grit
Gunsmith


EXPERIENCE POINTS 0


Backstory: Ace is actually a nick-name, but it's the one he goes by. He grew up a very curious and creative boy, interested in engineering and alchemy. He had spent much of his time trying to invent gizmos of varying practicality. He developed a fascination with fireworks, cannons, and bombs sometime during his adolescence. He had a reputation for being eccentric and something of a pyromaniac, but to be fair he's never caused serious harm with his actions.
When he turned 17, he constructed a minaturized cannon: The Musket. He's far from the first to come up with this idea, but he's hoping to expand the technology beyond its current status as an impractical curiosity. Not because he likes violence, but he thinks it'd be best if the "good guys" got their hands on this tech first.
 
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i was holding back on the backstory. what timeline/situation is this? i didn't want to say somethibg like 'she's been following the royal familys orders' and it turns out the family is collapsed x3
 
i was holding back on the backstory. what timeline/situation is this? i didn't want to say somethibg like 'she's been following the royal familys orders' and it turns out the family is collapsed x3

This takes place a few centuries after Twilight Princess. The Royal Family still exists, though Hyrule is becoming politically unstable.
 
hmmm. would it be proper to say that the shekiah are becoming their own seperate faction, as oppose to serving the family?
 
alright, made a short bio then, left it open as to exactly what missions sh does.
 

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    Honest Emine

    Emine, a surprisingly honorable sort of Gerudo, has always been the honest sort. She does not say things she does not mean, and she dares not use duplicitous means to achieve her goals. Showing the capacity to understand and learn magic (not surprising, as her mother is the magical adviser to the king), she quickly gained the respect of her (rather cowardly) king. When things continued to become unstable all around Hyrule and even in the Gerudo desert, it was decided that seeking an alliance with the Kingdom of Hyrule and perhaps even the Zoras would be beneficial in these times of need. So, to show the other Kingdoms the best face of the Gerudo, they sent Honest Emine to serve as such a face.


Just buying stuff is left.
 
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Yeah, it's quite a bit of Rupees to start with. I'd almost be tempted to lower it, but I'm also wanting to play a very cost-heavy class, so it all works out in the end :p

Anyways, if you don't know what to spend money on, I'd suggest just saving money.
 
when in doubt, healing potions. Cure light is 50 reds(50 gold) a piece and are real handy in an emergency. I grabbed 4 of em myself, having your own supply will only benefit you.
 
Crocodile Crocodile BTW, want your character to have a mask that changes the race of the wearer temporarily?

EDIT: Eh, actually maybe later.
 
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https://www.myth-weavers.com/sheet.html#id=1135760

l2-elf-female2_zpsftkkxweb.jpg


Aria is a hylian woman from Castletown. She's a member of an old family, though not nobility. Her family is somewhat well known in the area, and most of her family is respected. She spent most of her life as one would expect with her parents and brother.

When she was little, Aria loved the stories of old heros that her parents told them, she loved learning more about them. After a while, she expanded her learning to that of languages, as the more languages she knew the more stories she could learn. She loved the books, but it was more than a yearning for information that kept her there.

Ever since she was little, Aria had been cursed- and blessed. The ghosts of her anscestors haunted her, playing tricks, and making old things happen around her. She'd grown used to it, but was always afraid that others would hate her for it. The ghosts weren't always trouble, though sometimes they helped her and as she grew older, she learned to ask them for favours.

While her brother learned to fight, Aria studied and learned- about history, and people. When her brother left to join the city guard, Aria left her books to find a husband- her parents had started growing concerned that their daughter showed no interest in such things

She never found a husband, but she did learn more about people. She learned how to read them, and how to talk to them. They liked her, and she learned to use that.

Aria is quiet, and sweet, but can be very manipulative when she needs to be- though most would not believe it. When, she left Castle town, Aria told her parents she'd return and marry, but first she wanted to see the world and learn all she could from it.
 
IMG_6709.JPG Kemei

A fairly young Kokiri, Kemei emerged as Hylians began pushing into the Kokiri forest in an effort of exploration. At times this was not a problem; after all, the woods were incredibly difficult to navigate in the first place and few made it too far. However as time wore on determined explorers would make it into the forest, few of which had any desire to make sure they respected the dense woodland as they should.
When Kemei came about, she was with her fairy, Reon. She was an appropriately childish Kokiri, impulsive and cheerful, and often ignored the advice of her more mature and considerate fairy. She usually regretted doing so.
It was not long before she began following the strangers and explorers as they wandered her world. The more she was out in the thickets and swamps, the more often she was in the company of animals, and the more she understood them. There was always an innate connection that was forged by more than proximity, but had Kemei stayed in Kokiri village away from the wilds of the Lost Woods, she would never have awakened this natural familiarity. She may as well have been one of the animals and over time, as she watched and learned and compared these explorers who blundered through her home, leaving coals and remnants of camps in their wake, she determined that her village and the forest were not safe.
Kemei set to keeping the Hylians at bay. In doing so she stayed away from Kokiri village, often finding herself in the swamps and deep places of the forest. It was among these swamps she met and bonded with Tangle, a large female skultula. She began using the spider's venom to drive off the hylians, staying out of sight and turning them away from the village. Over time she became more proficient in doing just that, though less welcoming of their non-Kokiri visitors.

https://www.myth-weavers.com/sheet.html#id=1137102
 

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