So I'm planning a 4e campaign set in Hyrule, complete with custom races. The races are so far only partially complete, and I'm looking for advice on how to polish them off.
For this campaign, hylians are just renamed humans. Also, all races are size: medium, speed: 6, vision: normal, unless stated otherwise.
- I have yet to think of racial features for the Deku, so suggestions are greatly appreciated.
- Twili so far have only 1 racial feature and a racial power, suggestions here are appreciated too.
- Thinking of removing AC bonus from Zora racial power, thoughts?
Ability Scores: +2 Dexterity, +2 Constitution or +2 Wisdom
Size: Small, Speed: 7
Language: Hylian, Deku
Skill Bonuses: +2 Nature, +2 Stealth
Plant: You have the plant keyword. You do not sleep, and instead must spend 4 hours refraining from any strenuous activity to gain the benefits of an extended rest.
Swift Burrow: You have the Swift Burrow power.
Trigger: A creature attacks you
Effect: You gain superior cover until end next turn, or until you attack.
Ideas for racial features include: Water hop, deku leaf glide, resist falling damage, resist poison damage and/or bonus to poison/disease saving throws. Just having alot of trouble deciding.
Ability Scores: +2 Constitution, +2 Dexterity or +2 Intelligence
Language: Hylian, choice of one other
Skill Bonuses: +2 Endurance, +2 Acrobatics
Versatile Body: Choose Fortitude, Reflex or Will. You gain a +1 racial bonus to that defense.
Shifting Sands: When you are pushed, pulled or slid by an effect, you can shift 1 square as a free action after the effect resolves.
Desert Hardiness: You have one additional healing surge.
Born Survivor: You have the Born Survivor power.
Encounter . Healing
Requirement: You must be bloodied
Effect: You gain 1d10 temporary HP, and can make a saving throw against one effect afflicting you. (2d10 temp.HP at 11th level, 3d10 at 21st level)
Ability Scores: +2 Strength, +2 Constitution or +2 Charisma
Language: Hylian, Goric
Skill Bonuses: +2 Diplomacy, +2 Dungeoneering
Magma Dweller: Resist fire 5 + 1/2 level.
Stone Body: +2 AC against opportunity attacks.
Volvagia's Bane: You have proficiency with throwing hammers and warhammers.
Burning Heart: You have the Burning Heart power.
Attack: Highest Ability Score +4 vs. AC (+6 at 11th level, +8 at 21st)
Hit: 1d6 + Highest Ability Score fire damage.
Special: This power counts as a melee basic attack. When a power allows you to make a melee basic attack, you can use this power.
Ability Scores: +2 Dexterity, +2 Strength or +2 Constitution
Language: Hylian, Moblish
Skill Bonuses: +2 Perception, +2 Intimidate
Blood Fury: You gain a +1 racial bonus to attack rolls while bloodied.
Battle Hungry: You gain a +2 racial bonus to initiative
Vicious Retribution: You have the Vicious Retribution power.
Trigger: An enemy attacks you or an ally (probably change this to make the power's use more limited)
Effect: You either make a melee basic attack against the triggering enemy or charge it. If your attack hits, it deals an additional 1[W] damage. (2[W] at 11th level, 3[W] at 21st)
If this setup good, or should I add another racial feature?
Ability Scores: +2 Intelligence, +2 Wisdom
Vision: Low-light (darkvision?)
Language: Hylian, Twilit
Skill Bonuses: Undecided
Shadow Dweller: You have resist necrotic 5 + one-half your level.
Shadow Step: You have the Shadow Step power.
Encounter . Teleportation
Effect: Teleport up to your speed. You are insubstantial until the end of your next turn.
Still need at least 1 more feature for this race, any ideas?
Ability Scores: +2 Charisma, +2 Dexterity or +2 Intelligence
Speed: 6, swim speed 8
Languages: Hylian, Zoran
Skill Bonuses: +2 Acrobatics, +2 Arcana
Skin of the Eel: You have resist lightning 5 + one-half your level.
Shark's Fury: You have a +1 racial bonus to attacks against bloodied foes.
Aquatic: You are an aquatic creature. You can breathe normally in water and ignore rough water while swimming. You never need to make an Athletics check to swim.
Bio-Electric Shield: You have the Bio-Electric Shield Power.
Trigger: An enemy attacks you in melee
Effect: Until the start of your next turn, you get a +2 racial bonus to AC and when an enemy attacks you in melee, (including the triggering enemy) they take 5 lightning damage. (10 lightning damage at 11th level, 15 at 21st)
I also have finished builds for the Kokiri. Once all the races are done I'll post all my work on them, including racial feats.
I hope to have this set of races done soon, and any help is greatly appreciated.