Races for Video Game-inspired campaign setting (PEACH)

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I am currently creating a setting for our next campaign, and for that I need to make several races. They ones I will post here are mostly, if not all of them, based off of races in video games, because all of the players were avid video gamers long before we got into DnD.

Here is a list of races I intend to create for the setting:
- Goron
- Zora
- Korok
- Twili
- Laguz
- Elves (Night and Blood)
- Gnoblin (Gnome-goblins hybrids, I intend to do away with goblins, gnomes and dwarves)
- Koopa (think Bowser)
- Saiyan
- Namekian


Other races we will use but are already created, either official or other people's homebrew:
- Humans
- Planetouched
- Elves (Dark and High)
- Lilty (by Stado)
- Selkie (by Stado)
- Chozo (by Prime32)
- Draenei (by Shedeo)
- Kender
- Moogle (by Whatsyurname529)
- Necroi (basically Necropolitans)


I will always post the mechanics first and the fluff later. This is so that I can take comments on the balance earlier on.
I decided to do the Zelda races first, because I love the series and the originality the races have.

This posts contains Gorons, Zora and Koroks.




Goron
—+6 Str, -4 Dex, +8 Con, -2 Int, -2 Wis; Gorons are incredibly strong and tough; in fact, most adult gorons are stronger than most of the other humanoids, orcs and minotaurs included. However, they are far from agile, and their senses are a little dull.
—Medium Monstrous Humanoid (Earth)
—Base speed: 20 ft.; Gorons are quite slow on their feet.
—Fire Acclimated: Gorons have fire resistance 15; they are accustomed to enduring high temperatures due to having lived in volcanic areas for as long as they can remember.
—Cold Vulnerability: Because they are so acclimated to hot areas, gorons are weak to cold and take 50% more damage from cold-based spells and effects.
—Powerful Build: The physical stature of gorons lets them function in many ways as if they were one size category larger.
Whenever a goron is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the goron is treated as one size larger if doing so is advantageous to him.
A goron is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect him. A goron can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category.
—Hard-Rocked: A goron’s body is made up of really tough minerals, which can have its advantages. For one, they can eat rocks to fulfill their hunger, and they also have a +5 natural armour bonus. Their strong mineral bodies also grant them the ability to ignore 10 points of hardness whenever striking an object with their natural weapons.
—Rock and Roll: A goron can curl up into a ball and roll over the ground as a means of attack or quicker transportation. While curled up, a goron gains a +4 shield bonus, losing any shield bonus he already possessed from objects, but keeping the bonus from magic items, spells and powers, and this bonus in fact stacks with that. He also gains a +4 bonus to Hide, but only when not moving.
A goron can roll over the ground while in ball form, and he has a movement speed of 10 ft while in ball form. If he makes a full-round action to move in a straight line, this movement speed increases to 20 ft. in the next round, and if he uses another full-round action to move in a straight line, his movement speed increases to 60 ft. on the round after that. The goron must be moving into the same direction at all times, and may move 5 ft to the left or right for every 15 feet that he moves forward and still gain the movement speed increases. If the goron moves more than 5 ft to the left or right per 15 feet that he moves forward, he will not gain the movement speed increases in the round after that.
If a goron hits a creature while rolling, treat it as a bull-rush attempt that allows no attack of opportunity and on which the goron has a +4 bonus. On a successful attempt, the goron may deal damage equal 2d6+1½ times the goron’s Str modifier. He deals another 1d6 damage for every 10 ft that he pushes the creature back.
—Truly Massive: Because a goron is so massive, they have a +4 bonus to resist bulrush and trip attempts, but they automatically fail all swim checks. A goron also has two slam attacks that deal 1d6+Str mod damage.
—Material Man: Because a goron is made out of minerals, they do not need to breathe.
—Gorons have a +2 bonus on Appraise and Craft checks related to metal and stone.
—Code of Honour: Gorons value honour, and they all adhere to a code that pretty much functions as the only universal law to them:
1. Brotherhood above all. Gorons address pretty much anyone they respect with ‘brother’, including all gorons (minus the ones who broke the code) and friends, even if they are female.
2. Agreements are forever. Gorons will never willingly break an agreement. Their word is binding, and when they promise something, they mean it.
3. Fight like a man. Or a rock. Gorons do not flee in the face of danger.. While they do not welcome death as some insane bands of warriors sometimes claim, they do not shun it. They also fight honourably, without the use of underhanded tactics (although they will not prevent others from fighting dishonourably and might even take part in a dishonourable tactic if they can reason that it somehow does not break their code).
4. Respect the stronger and the elder. Especially if they are both. Gorons respect those who are stronger than them and those who are older than them. They will always regard one who has defeated them in an honourable one-on-one fight (or wrestling match) as a ‘brother’.
—Automatic Languages: Common, Terran [Goron]
—Bonus Languages: Elven, Dwarven, Gnome, Goblin, Undercommon.
—Favoured Class: Monk
—LA: +3

The rocks around you begin to move. They unfurl to reveal large creatures with arms and legs and broad faces, their skin having a rocky structure and stony spikes protruding from the edges of their faces as if it were hair. One of them reveals a large sword as they start coming for you.





Zora
—+2 Str, +6 Dex, -2 Con, +2 Cha; Zora are very agile and generally are pleasant to be around if they are not angry. However, they are slightly less tough than other races and tend to be less intelligent.
—Medium Monstrous Humanoid (Aquatic)
—Base speed of 30 ft, swim speed of 40 ft.
—Low-light vision.
—Amphibious: The Zora can breathe air as easily as they can breathe water.
—Bioluminescence: Whenever a zora is underwater, they shed light like a candle.
—Bioelectricity: A zora can create a field of electricity around themselves. It takes a standard action to use and has a range of 5 ft. that deals 1d6 points of damage per 2 HD the zora has. Creatures get a Reflex save with a DC of 10 + ½ zora’s HD + zora’s Con mod for half damage.
—Fire and Cold Vulnerability: Zoras are not acclimated to hot areas and their aquatic-adapted physique makes them vulnerable to cold. Zoras take 50% more damage from fire- and cold-based spells and effects.
—Fin blade: A zora can increase the size of their arm-fins a little and make them sharper. They can function as natural weapons that deal 1d8 points of damage.
—Great Swimmers: Zoras have a +8 bonus on Swim checks, they may use their Dex modifier instead of their Str modifier on Swim checks, and they may take 10 on Swim checks.
—+1 natural armour. A zora’s scales provides them with a little bit of protection.
—Automatic Languages: Common, Aquan [Zora]
—Bonus Languages: Goron, Sylvan, Elven, Halfling.
—Favoured Class: Duskblade
—LA: +2

The man nods at you and introduces himself as a being called a 'Zora'. Looking over him he appears quite humanoid, except that his head has a fin attached and frill-like fins flow from his arms and legs. His toes and fingers are webbed and save for his stomach area he is mostly coloured with a bluish tinge.



Feat: Zola Defiance
You have defied the laws of the zora and left their society forever.
Prerequisites: Zora, BAB +3, evil alignment, must have cut all ties with zora society
Benefit: You gain a line-shaped breath weapon with a range of 30 ft that deals 1d6 points of fire damage for every 2 HD you possess. A Reflex save (DC 10 + ½ zora’s HD + zora’s Con mod) halves the damage. Also, if you ever encounter a Zora who does not possess this feat, they will take risks to harm you.





Korok
—-6 Str, +6 Dex, -4 Con, +2 Wis, +2 Cha; Korok.
—Tiny Fey
—Base speed of 20 ft, fly speed of 30 ft. (poor)
—Low-light vision.
—+2 natural armour. A korok’s plantlike body grants it some protection against attacks.
—Racial Hit Dice: A korok starts out with 2 levels of Fey, granting it 2d6 HD, as well as (6 + Int mod) x 5 skill points and one feat.
—Spell-like Abilities: At will–speak with plants, 3/day–entangle.
—Automatic Languages: Sylvan
—Bonus Languages: Common, Terran, Halfling, Auran, Timber.
—Favoured Class: Bard
Here is the fluff for the gorons. I haven't filled in the history because that is likely going to be extensive and campaign-specific. After this I don't think a lot of fluff is going to come in for a while, perhaps in little pieces. I am going to focus on the Laguz next.




History: To come.

Personality: Gorons are honourable and tend to be headstrong. They have a keen eye for detail on tools and have a love for the arts and the crafting of sculptures, arms and stonework architecture. Gorons also have a great liking for song, music and dance, and they have invented several unique dances, including a variety of breakdancing and a merry-looking disco-ish style. The kinds of music they favour differs per patriarchy. Some like the sound of ‘green’ music, merry-sounding and involving a lot of wind instruments, while others prefer music as hard as themselves, and there are quite a few great Goron bards around, who are mostly True Neutral.

Physical Description: Gorons appear large and broad, with thick arms and large bellies. Their heads are roughly shaped like a somewhat flattened ball. Their eyes are large and coloured in very dark brown and black tones, whilst their skin is like the colour of rock – often a beige hue – and it about feels like that to the touch. Gorons are known to grow what appears much like hair, but is probably more like a sort of hair-resembling growth similar to stalactites and stalagmites. In fact, their physique often makes some humanoids ridicule them because they resemble less hairy gorillas.
Gorons often tattoo their bodies, although only very minorly, and only to remember great deeds they’ve done or to denote a high and respectable position. Goron elders especially have at least a few tattoos on their bodies, and some tattoo themselves wholly. Gorons mostly wear little clothing, mostly just a loincloth and perhaps bracers and anklets in their native territories, but if they go to areas much colder, they will dress appropriately, and if they go to other lands – for a reason such as to sell their goods there – they will put on some clothes (although far from overdressing) to prevent from offending anyone.

Alignment: Nearly all Gorons are Lawful, but they can be of any alignment on the Good-Evil axis. Most Gorons are Neutral in that aspect, however, and most of the remaining ones are Good.

Relations: Gorons usually have good relations with non-evil races that live near them, as long as they aren’t zealots of Good or Chaos. They tolerate evil races as long as they are not in harm’s way and aren’t bothered by the other, and they have been known to commence in trade with some Lawful Evil races such as goblins. They often have especially good relations with a kingdom or fiefdom if the leader has been officially recognized by the Goron patriarch as a brother.

Religion: Gorons aren’t really known for their piety, but they venerate ancestors as well as a few gods of earth and volcanoes, though most worship the forces rather than the gods who govern them. Goron clerics typically choose Earth and Fire domains, though a lot go for Strength and some for Knowledge.

Names: The names of a Goron patriarch always starts with ‘Dar’. It is unknown why exactly, but it is assumed that when a Goron assumes leadership he puts ‘Dar’ in front of his already existing name, or assumes a new name starting with ‘Dar’. With Goron elders this seems much the case at least, as all of them possess the title of ‘Gor’ and are addressed as ‘Gor [name]’. Gorons also often name their children after heroes, including members of other races who were recognized as brothers.

Language: Gorons speak a dialect of Terran, just as many other creatures of the earth, but they know Common as well.

Adventurers: There aren’t a lot of Goron who venture out of Goron territory, but the ones that do are often ones who enjoy travel and adventure the most – although all Goron have at least a slight love for that. Most Goron who adventure are merchants of some kind, of have been that at one point. Others were sent on missions by their patriarch and the adventuring just kinda stuck with them.
Update: Laguz. Unless noted beastform does not alter size. While in beastform a laguz cannot cast spells, and objects and clothing worn merges with their bodies. They can thus no longer use weapons or shields in beastform and lose armour bonuses granted by armour. They still recieve the bonuses granted by magic items. Changing into beastform or laguz form is a standard action, and a laguz has no limit on the amount of uses and can stay in beastform indefinately.




Dragon Laguz
—+2 Str, +2 Con, +2 Int, +2 Wis, +2 Cha
—Medium Humanoid (laguz, dragonblood, shapechanger)
—Base speed of 30 ft
—Darkvision out to 60 ft and low-light vision in both forms
—Beastform: Large size, +6 Str, +2 Con.
—Natural Weapons: In beastform, a dragon laguz gains two claw attacks that deal 1d4 slashing damage and a bite attack that deals 1d6 piercing and slashing damage.
—Breath of the Dragon (Su): While in beastform, the dragon laguz has a breath weapon she can use every 1d4 turns. The dragon laguz’ breath weapon is either a line with a range of 5 feet per HD, or a cone with a range of 5 feet per 2 HD. They must choose what kind of breath weapon they have when they reach adulthood, either a line or a cone, and what kind of damage it deals. One that deals acid, cold, electricity, fire or sonic damage deals 1d6 points of damage for every 2 HD the dragon laguz possesses. One that deals force or light damage deals 1d4 points of damage for every 2 HD the dragon laguz possesses, and force affects ethereal creatures and light deals d8s in damage rather than d4s to undead and creatures particularly vulnerable to light.
—Wings (Ex): While in beastform, the dragon laguz possesses a pair of powerful wings. She can use these wings to propel her in her jumps, granting her a +10 racial bonus on Jump checks, and she can use them to glide 20 ft forward for every 5 ft descended. In beastform a dragon laguz takes only 1d6 of falling damage as their wings automatically unfold while falling (though they can close them consciously). When they reach 5 HD they can fly at a speed of 30 ft with average maneuverability. This increases to 60 ft at 7 HD and the maneuverability increases to good at 9 HD. A beastform dragon laguz can’t fly while carrying a medium or heavy load or while fatigued or exhausted.
—Racial Hit Dice: 2d8, gives (2+Int)x5 skill points, one feat and saves of Fort+3, Ref+3 and Will+3.
—Automatic Languages: Draconic, Laguz
—Bonus Languages: Common, Ignan, Terran.
—Favoured Class: Sorcerer
—LA: +2





Tiger Laguz
—+2 Dex, +2 Wis, -2 Cha
—Medium Humanoid (laguz, shapechanger)
—Base speed of 30 ft
—Low-light vision and scent in both forms
—Beastform: Medium size, +2 Str, +2 Dex, +4 Con. +10 ft movement speed.
—Natural Weapons: In both forms, a tiger laguz has two claw attacks that deal 1d4 slashing damage. In beastform a tiger laguz gains a bite attack that deals 1d6 slashing and piercing damage.
—Racial Hit Dice: 2d8, gives (2+Int)x5 skill points, one feat and saves of Fort+1, Ref+3 and Will+3.
—+2 racial bonus to Hide, increases to +4 when in beastform and in tall grass
—Automatic Languages: Laguz
—Bonus Languages: Common, Sylvan, Halfling.
—Favoured Class: Barbarian
—LA: +1




Lion Laguz
—+2 Str, +2 Wis, -2 Cha
—Medium Humanoid (laguz, shapechanger)
—Base speed of 30 ft
—Low-light vision and scent in both forms
—Beastform: Medium size, +2 Str, +2 Dex, +4 Con. +10 ft movement speed.
—Natural Weapons: In both forms, a lion laguz has two claw attacks that deal 1d4 slashing damage. In beastform a lion laguz gains a bite attack that deals 1d6 slashing and piercing damage.
—Racial Hit Dice: 2d8, gives (2+Int)x5 skill points, one feat and saves of Fort+3, Ref+3 and Will+1.
—+2 racial bonus to Intimidate
—Automatic Languages: Laguz
—Bonus Languages: Orc, Goblin, Gnome, Giant.
—Favoured Class: Barbarian
—LA: +1




Cat Laguz
—-2 Str, +4 Dex, -2 Con, +2 Wis
—Medium Humanoid (laguz, shapechanger)
—Base speed of 30 ft
—Low-light vision and scent in both forms
—Beastform: Medium size, +2 Str, +4 Dex, +2 Con. +10 ft movement speed.
—Natural Weapons: In both forms, a cat laguz has two claw attacks that deal 1d3 slashing damage. In beastform a cat laguz gains a bite attack that deals 1d4 slashing and piercing damage.
—Sleight Build: In both forms a cat laguz has sleight build, which grants it all the benefits of Small size without being Small.
—+4 racial bonus to Move Silently
—Automatic Languages: Laguz
—Bonus Languages: Common, Terran.
—Favoured Class: Rogue
—LA: +1




Wolf Laguz
—-2 Str, +2 Con, +2 Int, +2 Wis
—Medium Humanoid (laguz, shapechanger)
—Base speed of 30 ft
—Low-light vision and scent in both forms
—Beastform: Medium size, +4 Str, +2 Dex, +2 Con. +10 ft movement speed.
—Natural Weapons: In both forms, a wolf laguz has two claw attacks that deal 1d4 slashing damage. In beastform a wolf laguz gains a bite attack that deals 1d6 slashing and piercing damage.
—+2 racial bonus to Survival
—Wolf laguz gain Track as a bonus feat.
—Automatic Languages: Laguz
—Bonus Languages: Common, Elven, Sylvan.
—Favoured Class: Ranger
—LA: +1




Raven Laguz
—-2 Str, +2 Dex, -2 Con, +2 Int, +2 Cha
—Medium Humanoid (laguz, shapechanger)
—Base speed of 20 ft
—Low-light vision in both forms
—Beastform: Small size, +4 Dex, +2 Wis.
—Natural Weapons: In beastform, a raven laguz gains a beak attack that deals 1d4 piercing damage.
—Gliding (Ex): A raven laguz can glide downwards by unfolding their wings. They can move 20 ft forward for every 5 ft they descend. They can glide in both forms. They can also use their wings to propel them in their jumps, giving them a +10 racial bonus on Jump checks.
—Flight (Ex): While in beastform, a raven laguz of 3 HD or higher can fly at a speed of 60 ft with good maneuverability. A raven laguz of 1 or 2 HD can glide but not fly.
—Sleight Build: In both forms a cat laguz has sleight build, which grants it all the benefits of Small size without being Small.
—+2 racial bonus on Appraise checks; Speak Language is always a class skill
—Automatic Languages: Laguz
—Bonus Languages: Common, Draconic, Infernal, Elven, Dwarven, Celestial.
—Favoured Class: Rogue
—LA: +1




Hawk Laguz
—+2 Str, +2 Dex, +2 Wis, -2 Cha
—Medium Humanoid (laguz, shapechanger)
—Base speed of 30 ft
—Low-light vision in both forms
—Beastform: Small size, +4 Dex, +2 Con.
—Natural Weapons: In beastform, a hawk laguz gains a beak attack that deals 1d4 piercing damage.
—Gliding (Ex): A hawk laguz can glide downwards by unfolding their wings. They can move 20 ft forward for every 5 ft they descend. They can glide in both forms. They can also use their wings to propel them in their jumps, giving them a +10 racial bonus on Jump checks.
—Flight (Ex): While in beastform, a hawk laguz of 3 HD or higher can fly at a speed of 60 ft with average maneuverability. A hawk laguz of 1 or 2 HD can glide but not fly.
—+4 racial bonus on Spot checks, increases to +8 in beastform
—Automatic Languages: Laguz
—Bonus Languages: Common, Auran.
—Favoured Class: Ranger
—LA: +1



Feat: Acute Listener
You denied yourself keen sight in exchange for keen hearing.
Prerequisites: Hawk Laguz, 1st level
Benefits: Your racial bonus on Spot checks lessens to +2 and does not increase in beastform. You gain a +4 racial bonus on Listen checks that improves to +8 in beastform.




Heron Laguz
—+2 Dex, -2 Con, +2 Int, +2 Wis, +4 Cha
—Medium Humanoid (laguz, shapechanger)
—Base speed of 30 ft
—Low-light vision in both forms
—Beastform: +4 Dex, +2 Con, +2 Wis.
—Natural Weapons: In beastform, a heron laguz gains a beak attack that deals 1d4 piercing damage.
—Gliding (Ex): A heron laguz can glide downwards by unfolding their wings. They can move 20 ft forward for every 5 ft they descend. They can glide in both forms. They can also use their wings to propel them in their jumps, giving them a +10 racial bonus on Jump checks.
—Flight (Ex): While in beastform, a heron laguz of 3 HD or higher can fly at a speed of 60 ft with average maneuverability. A heron laguz of 1 or 2 HD can glide but not fly.
—+2 racial bonus on Diplomacy checks
—Because of their wealthiness, swan laguz may start out with up to 600 gold more.
—Automatic Languages: Common, Laguz
—Bonus Languages: Elven, Auran.
—Favoured Class: Bard
—LA: +2
Aren't these from Fire Emblem by any chance ?
Laguz yes, the others I'm pretty sure aren't.
Resident Piggles Zombie piggy is eatin' your sigs om nom nom (>*o*)>
MTG Card
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I forget who put it out, but there's a WoW setting for D20... If you can find it, it'll at least be a pretty good starting point for statting out Night and Blood Elves in your campaign...

Show

I am the Magic Man.

(Pay no attention to the man behind the curtain.)

 

I am the Lawnmower Man.

(I AM GOD HERE!)

 

I am the Skull God.

(Koo Koo Ka Choo)

 

There are reasons they call me Mad...

Blood Elves get a +4 racial bonus when using Ride checks with a Chocobo.
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Replies! =D

Yes, the Laguz are from Fire Emblem. The others aren't. The Blood and Night Elves and the Draenei are from World of Warcraft (or just any Warcraft really). Lilty, Selkie and Moogle are from Final Fantasy. Goron, Zora, Korok, Rito and Twili are from The Legend of Zelda. Koopa are from the Mario games. Saiyans and Nameks are from Dragon Ball Z.

Thanks for the tip, Mad Jack. I'll see if I can find the WoW RPG info on its elves.

And pigknight, that actually sounds like a good suggestion for the setting I'm using. I actually recently found an Avatar D20 file with stats for an Ostrich-Horse that could easily be refluffed into being a Chocobo.
Replies! =D

Yes, the Laguz are from Fire Emblem. The others aren't. The Blood and Night Elves and the Draenei are from World of Warcraft (or just any Warcraft really). Lilty, Selkie and Moogle are from Final Fantasy. Goron, Zora, Korok, Rito and Twili are from The Legend of Zelda. Koopa are from the Mario games. Saiyans and Nameks are from Dragon Ball Z.

I knew all about the rest, it's just that I never cleary heard how those wild shaping characters in Fire Emblem were called, that's all.

About the cat laguz, would it be more appropriate for them to be as Medium Humanoids and then have their beast forms change size to Small ? I don't think Lethe is as small as an halfling, more like a human. Oh, how about adding the shagechanger subtype ?
Blood elves get bonuses to Ride with Chocobo because have you seen their mounts?
Resident Piggles Zombie piggy is eatin' your sigs om nom nom (>*o*)>
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Front: PigKnight, One Line Poster (3W) Legendary Creature - Boar Knight Vigilance When this creature dies, return him to play and transform him. (2/3) >(5/3)< Back: (Black)ZombiePiggles, Eater of Tomato Sauce Legendary Creature - Boar Knight Zombie Trample, Intimidate B: Regenerate this creature. When this creature is the target of a white spell, transform this creature. (5/3)

IMAGE(http://www.nodiatis.com/pub/15.jpg)

About the cat laguz, would it be more appropriate for them to be as Medium Humanoids and then have their beast forms change size to Small ? I don't think Lethe is as small as an halfling, more like a human. Oh, how about adding the shagechanger subtype ?

I don't really see them as halfling-size. Halflings are around 2 feet 5. Cat Laguz are more like 4-5 feet, IMO. If you would stick thoroughly with the 4 ft seperation barrier between Small and Medium sizes, then yes, they'd be Medium. But there are races of 7 feet tall that are Large size and races that are nearly 9 feet tall that are Medium.

And the shapechanger subtype is a good idea. Thanks.
I would remove the acceleration component of the goron ball. Instead treat it as a fly speed, with manueverability, with up counting for hills. Feats could increase manueverability. It would also add a sort of powerful charge, something like +4 to hit, -2 AC, +2d8 damage.
I don't really see them as halfling-size. Halflings are around 2 feet 5. Cat Laguz are more like 4-5 feet, IMO. If you would stick thoroughly with the 4 ft seperation barrier between Small and Medium sizes, then yes, they'd be Medium. But there are races of 7 feet tall that are Large size and races that are nearly 9 feet tall that are Medium.

You could always add the slight build trait to the cat and raven laguz if somebody wants to keep them as Medium creatures but with characteristics from being Small.

How about describing the beast form trait a bit more ? How long does it take to change ? How many times can it do so ? What's the damage for natural weapons ? and so on, and so on...

In short, does it work like the druid's wild shape ability or the druid's shapeshift alternate ability ?
You could always add the slight build trait to the cat and raven laguz if somebody wants to keep them as Medium creatures but with characteristics from being Small.

The problem is, I don't know what sleight build grants. Sure, it says "creature is treated as one size category smaller if beneficial in an opposed check", but what does it mean by "opposed check"? Grapple and Trip attempts, probably, are opposed checks, but are attack rolls (attack vs. AC) and Hide and Spot or Move Silently and Listen?

How about describing the beast form trait a bit more ? How long does it take to change ? How many times can it do so ? What's the damage for natural weapons ? and so on, and so on...

In short, does it work like the druid's wild shape ability or the druid's shapeshift alternate ability ?

I initially thought of describing the beastform ability as the druid's wild shape, but decided against that due to fear of misunderstandings (Cat Laguz, for instance, don't change into a cat as it is statted in the MM). I did forget to put in natural weapons, however. I'll put those in.
The problem is, I don't know what sleight build grants. Sure, it says "creature is treated as one size category smaller if beneficial in an opposed check", but what does it mean by "opposed check"? Grapple and Trip attempts, probably, are opposed checks, but are attack rolls (attack vs. AC) and Hide and Spot or Move Silently and Listen?

Small creatures gain some bonuses due to their size, like a +4 to Hide checks. I think Small creatures also gain a bonus to escape a grapple a.k.a. an opposed check. So in other words, a Medium creature with slight build gains the best of both size category bonuses. It's like Powerful Build but that the bonuses apply to different checks.

- Powerful Build allows you to wield larger weapons, while Slight Build allows to wield smaller weapons
- Powerful Build grants you a +4 bonus (as Large) to resist bull rush, trip and disarm, while Slight Build grants you a +4 bonus (as Small) to escape grapples, squeeze through tight spaces and Hide checks.

See my point ?
Small creatures gain some bonuses due to their size, like a +4 to Hide checks. I think Small creatures also gain a bonus to escape a grapple a.k.a. an opposed check. So in other words, a Medium creature with slight build gains the best of both size category bonuses. It's like Powerful Build but that the bonuses apply to different checks.

- Powerful Build allows you to wield larger weapons, while Slight Build allows to wield smaller weapons
- Powerful Build grants you a +4 bonus (as Large) to resist bull rush, trip and disarm, while Slight Build grants you a +4 bonus (as Small) to escape grapples, squeeze through tight spaces and Hide checks.

See my point ?

Alright, yes, I see your point. I kind of was confused about what it allowed. I knew that Powerful Build gave bonuses on Grapple and Trip and allowed you to wield bigger weapons, but I did not know about the rest. Thanks.
Alright, yes, I see your point. I kind of was confused about what it allowed. I knew that Powerful Build gave bonuses on Grapple and Trip and allowed you to wield bigger weapons, but I did not know about the rest. Thanks.

No problem, and here's a tip: if you see other rules with size scaling, such as creatures smaller than Medium gain a benefit, slight build grants that benefit, whether it's from a skill, a feat, a spell or even a PrC prerequisite. Likewise, the same is true if you take Powerful Build.

Slight build is a good ability, yet too bad it wasn't printed elsewhere.

Too bad we can't come up with other subraces like fishes, bears and reptiles, the laguz (what's the plural form for this word anyway) are interesting characters indeed.
Well, I once had an idea for a similar race that had "bear" and "fish" subraces, but that was before I thought of the laguz. Besides, with the Zora also there, I wouldn't actually want a fish laguz.
Well, we can keep our fingers crossed for a future Fire Emblem.

Oh, BTW, for the dragon laguz, can you separate the abilities a bit more ? It would appear you put the gliding and flight info with the breath weapon entry.

Thanks in advance.
I see you guys want to stat out the twilis from LoZ: Twilight Princess.

How about these traits for starters:

- Medium Humanoid (twili, extraplanar) (assuming the Twilight Realm is a plane)
- Low-Light Vision
- Darkvision 60 ft.
- Shadow Walk as a spell-like ability, or Hide in Plain Sight
- Light vulnerability (as in +50% damage)/weakness (like a wraith)/blindness
- +1 DC with shadow or darkness spells

How's that ?

Note: I'm proposing stats for the twilis in their original form, not the monstrous ones like the one you fight neither Midna's cursed form; I'm talking the human-shaped ones here.
The Twilight Realm is the Plane of Shadow, seriously it was basically copy-paste.
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Don't worry about the Twili, I actually have had them finished already, just as with the Rito.

And yes, Twilight Realm = Plane of Shadow.

I'll post them when I get the chance. Right now I have to study for finals.
We'll be waiting.
Bump !

Why did they merged boards anyway...
Finally finals are finished. So I can present to you, the Twili and the Rito! Added monster-like descriptions after the mechanics to fluff it up a little, else it would get perhaps a bit too boring.




Rito
—+2 Dex, +2 Wis.
—Medium Humanoid (rito)
—Base speed of 30 ft, fly speed 60 ft (average) (only after the Ritual of Valoo)
—Keen sight: Rito have a +4 bonus on Spot checks and +2 on Knowledge (geography).
—Ritual of Valoo: Rito do not possess wings during their childhood. Once they near adulthood they become candidates for the Ritual of Valoo, where they travel up Dragon Roost Mountain to meet with the dragon Valoo (celestial advanced half-red dragon great wyrm gold dragon) who gives them one of his scales. This is used in a magic ritual by Rito elders that grant them their wings. The Ritual of Valoo may only be performed by Rito who have reached 5 HD.
—Automatic Languages: Common, Chozo
—Bonus Languages: Sylvan, Celestial, Auran, Auqan
—Favoured Class: Ranger
—LA: +1

Before you stands a strange creature, a little over five feet tall, with a large beak-like nose and it's body covered in brown and white feathers, and it's dressed in simple clothing decorated with some colourful embroidery on it in the shape of a dragon. As it raises it's arm to greet you, you notice that a large feathered wing is attached to it's upper arm, and it's hands are tipped with small claws. A moment later you have passed by the creature, but the feeling of it's bright and sharp eyes piercing you still fill your mind.





Twili
—+2 Dex, -2 Con, +2 Cha
—Medium Humanoid (twili, extraplanar)
—Base speed of 30 ft
—Darkvision out to 60 ft
—+1 deflection bonus to AC.
—SLAs: 1/day—shadow walk.
—+4 bonus on all Hide checks.
—Darkness Aptitude: Twili are apt with darkness and the magic that it holds. The DCs for shadow and darkness spells increases by 1.
—Light Vulnerability: Twili take an extra 50% damage from light spells.
—Automatic Languages: Common, Twilit
—Bonus Languages: Giant, Terran, Auran, Ignan, Aquan.
—Favoured Class: Sorcerer

As you step out of the portal and enter the great realm of shadows and eternal twilight, you look around and notice that there are people here, too. However, they are quite different from the ones you usually see. Their bodies are coloured in patches of the purest white and darkest black and their eyes are pools of a golden orange. They do not seem hostile, but rather appear to go out your way. However, there is one amongst them that appears to not shy away from you. The creature appears female and unlike the others she has long hair the same colour as her eyes flowing from her head and she is dressed in a simple gown, although she has a regal bearing and an enthralling gaze.
Nice, really nice !
Nice, really nice !

Thanks! :D
Thanks! :D

You're welcomed.

Huh... something is wrong with the dragon laguz, think you can rearrange the text as follow ?

Dragon Laguz
—+2 Str, +2 Con, +2 Int, +2 Wis, +2 Cha
—Medium Humanoid (laguz, dragonblood, shapechanger)
—Base speed of 30 ft
—Darkvision out to 60 ft and low-light vision in both forms
—Beastform: Large size, +6 Str, +2 Con.
—Natural Weapons: In beastform, a dragon laguz gains two claw attacks that deal 1d4 slashing damage and a bite attack that deals 1d6 piercing and slashing damage.
—Breath of the Dragon (Su): While in beastform, the dragon laguz has a breath weapon she can use every 1d4 turns. The dragon laguz’ breath weapon is either a line with a range of 5 feet per HD, or a cone with a range of 5 feet per 2 HD. They must choose what kind of breath weapon they have when they reach adulthood, either a line or a cone, and what kind of damage it deals. One that deals acid, cold, electricity, fire or sonic damage deals 1d6 points of damage for every 2 HD the dragon laguz possesses. One that deals force or light damage deals 1d4 points of damage for every 2 HD the dragon laguz possesses, and force affects ethereal creatures and light deals d8s in damage rather than d4s to undead and creatures particularly vulnerable to light.
— Wings (Ex): While in beastform, the dragon laguz possesses a pair of powerful wings. She can use these wings to propel her in her jumps, granting her a +10 racial bonus on Jump checks, and she can use them to glide 20 ft forward for every 5 ft descended. In beastform a dragon laguz takes only 1d6 of falling damage as their wings automatically unfold while falling (though they can close them consciously). When they reach 5 HD they can fly at a speed of 30 ft with average maneuverability. This increases to 60 ft at 7 HD and the maneuverability increases to good at 9 HD. A beastform dragon laguz can’t fly while carrying a medium or heavy load or while fatigued or exhausted.
—Racial Hit Dice: 2d8, gives (2+Int)x5 skill points, one feat and saves of Fort+3, Ref+3 and Will+3.
—Automatic Languages: Draconic, Laguz
—Bonus Languages: Common, Ignan, Terran.
—Favoured Class: Sorcerer
—LA: +2

Empasis mine, not much, but it helps a lot.
Thanks for reminding me, I edited that in.

I think I'll make other little fluffy descriptions for the Laguz and Zora just like I did with the Rito and Twili. I already put one up for the Gorons in their entry.
Update on the Laguz. Unless noted beastform does not alter size. While in beastform a laguz cannot cast spells, and objects and clothing worn merges with their bodies. They can thus no longer use weapons or shields in beastform and lose armour bonuses granted by armour. They still recieve the bonuses granted by magic items. Changing into beastform or laguz form is a standard action, and a laguz has no limit on the amount of uses and can stay in beastform indefinately.

The following race is totally custom, as there has never been an official bunny laguz race in the Fire Emblem series. However, I just couldn't resist. And otherwise, I would probably have made Final Fantasy's Viera into a race. Fluffy description (no pun intended) soon to follow.




Bunny Laguz
—-2 Str, +2 Dex, +2 Cha
—Small Humanoid (laguz, shapechanger)
—Base speed of 30 ft
—Low-light vision and scent in both forms
—Beastform: Small size, -4 Str, +4 Dex, -2 Con. +10 movement speed.
—Natural Weapons: In both forms, a bunny laguz has a bite attack that deals 1d4 slashing and piercing damage.
—+2 racial bonus to Perform and Diplomacy.
—Automatic Languages: Laguz
—Bonus Languages: Common, Elven, Sylvan.
—Favoured Class: Bard
Cool. This is also a casting of Bump Thread, F.Y.I.
ResidentDie-hard 3.x supporter! 12833.png I don't resent 4E. I just see its players as... misguided by its oversimplicity. I DO resent the original marketing for it, though.
Cool. This is also a casting of Bump Thread, F.Y.I.

Heh, nice joke.

Right now I'm thinking I need to re-do the Laguz, perhaps, to have them work more similarly and all with racial HD and with LA closer to one another, with only the Dragons rising up with a few racial HD.
Possibly. F.Y.I. that spell came from the 1001 Silly Spells thread. They've got some cool spells there, and some not so cool spells, but whatever. Also, I'm just going to shamelessly let everyone here know about my Unconventional Weapons thread, over in Equipment, Skills, and Feats. I started with the gunblade, and others have posted ideas of their own there, too.
ResidentDie-hard 3.x supporter! 12833.png I don't resent 4E. I just see its players as... misguided by its oversimplicity. I DO resent the original marketing for it, though.
A couple of things about the zelda races.

First, I was recently planning on also building these races and am quite glad that it has already been done and I don't need to anymore.

Second, I wish to bring to your attention a particular ability that the zoras need but are lacking. I took it from some frog-like aquatic humanoids, I think they're called the Kuo-ta or something like that in MM1.

"Amphibious (Ex): Although Zoras breathe by means of gills, they can survive indefinitely on land."

without this ability, the zoras are stuck either living their entire lives underwater, or they need to come up for air every so often like whales and dolphins.

also, I can understand the vulnerability to heat but they should be resistant to cold because their natural environment, the ocean, is actually quite cold.
A couple of things about the zelda races.

First, I was recently planning on also building these races and am quite glad that it has already been done and I don't need to anymore.

Second, I wish to bring to your attention a particular ability that the zoras need but are lacking. I took it from some frog-like aquatic humanoids, I think they're called the Kuo-ta or something like that in MM1.

"Amphibious (Ex): Although Zoras breathe by means of gills, they can survive indefinitely on land."

without this ability, the zoras are stuck either living their entire lives underwater, or they need to come up for air every so often like whales and dolphins.

Actually, the Zora as I put them up here don't need it because of the Water subtype. It allows them to breathe both air and water. (Though I suppose switching it to Aquatic subtype and adding the Amphibious quality might perhaps be better.)

also, I can understand the vulnerability to heat but they should be resistant to cold because their natural environment, the ocean, is actually quite cold.

I gave them both fire and cold vulnerability because that's basically what the Zora Tunic gives you. Furthermore, whilst there are cold oceans, there are also warm oceans, and I think that Zora are more made for the warmer areas than the cold ones.
Actually, the Zora as I put them up here don't need it because of the Water subtype. It allows them to breathe both air and water. (Though I suppose switching it to Aquatic subtype and adding the Amphibious quality might perhaps be better.)

I can honestly say that I have never heard of a "Water" subtype except perhaps when dealing with various types of elementals

one more thing that I forgot before:

The "Korok" are basically the deku scrubs that link has to start the game out as right?

if so, then I just thought I would give you my ideas regarding recreating them. My original idea with regard to the deku scrubs was to make them basically demi-dryads.

Dryads are to trees
as Deku scrubs are to really big flowers.

and also, why are they tiny (the size of a cat) and not small (the size of a child)?

these later questions are dependent upon the "Koroks" being synonymous to the deku scrubs, if they're not, then no need to bother
I just double checked in the monster manual 1 and here are the entries for Earth Subtype, Water Subtype, and Aquatic Subtype.

Earth Subtype: This subtype usually is used for elementals and
outsiders with a connection to the Elemental Plane of Earth. Earth
creatures usually have burrow speeds, and most earth creatures
can burrow through solid rock.

Water Subtype: This subtype usually is used for elementals
and outsiders with a connection to the Elemental Plane of Water.
Creatures with the water subtype always have swim speeds and
can move in water without making Swim checks. A water creature
can breathe underwater and usually can breathe air as well.

Aquatic Subtype: These creatures always have swim speeds
and thus can move in water without making Swim checks. An
aquatic creature can breathe underwater. It cannot also breathe air
unless it has the amphibious special quality.
these later questions are dependent upon the "Koroks" being synonymous to the deku scrubs, if they're not, then no need to bother

The Korok actually come from The Wind Waker, where they are explained as descendants of Ocarina of Time's Kokiri. ;)

Yeah, I think I'll chance that Water subtype to the Aquatic subtype and give the Zora the Amphibious quality. For the Goron I'll keep the Earth subtype, as that just fits for them. They seem to be somewhat elemental-like (I mean, they are made out of minerals).
Bump Thread
ResidentDie-hard 3.x supporter! 12833.png I don't resent 4E. I just see its players as... misguided by its oversimplicity. I DO resent the original marketing for it, though.