As posted in the Zelda DnD 4.0 thread.
I could also use some suggestions on racial feats to give these guys.
Kokiri
Tiny but ancient children of the forest.
RACIAL TRAITS
Average Height: 3'4" - 4'9”
Average Weight: 55 – 70
Ability scores: +2 Wisdom, +2 Charisma or +2 Dexterity
Size: Small
Speed: 6 squares.
Vision: Low-Light
Languages: Common, Elven, Hylian (if used in your game)
Skill Bonuses: +2 Nature, +2 Stealth.
Deku’s Endurance: You gain a +1 to your Fortitude defense.
Children of the Forest: You can shift through difficult terrain, as long as that terrain is caused by trees, underbrush, or other plants.
Fey Origin: You are considered a fey creature for the purpose of effects that relate to creature origin.
Faerie Companion: You are accompanied by a Faerie companion, who helps you on your quests. This grants you the Arcane Familiar feat for free, regardless of class prerequisites. Your Faerie Companion can use the mechanics for any Familiar from this list:
Bat (Arcane Power), Dragonling (Arcane Power), Owl (Arcane Power), Raven (Arcane Power), Muse Sprite (Dragon 382), Coure Attendant (Dragon 390), Moon Wisp (Dragon 382), Arcane Eye (Dragon 374), Arcane Wisp (Dragon 374), Chaos Shard (Dragon 374), Parrot (Dragon 374), Scout Homunculus (Dragon 374), Gallant Hawk (Dragon 382), Least Air Elemental (Dragon 382), White-Eyed Crow (Dragon 382), Fiddling Grig (Dragon 390).
Regardless of the type of Familiar chosen, the form of the Fairy Companion is the same - that of a tiny, glowing fairy with gossamer wings. You may take other Familiar feats to improve your Fairy Companion, even if you do not meet arcane class prerequisites
Guiding Faerie: You have the Guiding Faerie power.
| Guiding Faerie |
Kokiri Racial Power
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Your fairy companion hovers by the enemy, pointing out weaknesses in its defenses.
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| Encounter |
| Minor Action |
Personal |
| Requirement: Your Faerie Companion must be in active mode. |
| Target: One creature adjacent to your Faerie Companion |
Effect: You and all allies gain a +2 power bonus to attack the enemy until the end of your next turn. Also, your next attack against the enemy before the end of your next turn deals an extra +1d6 damage. 11th: +2d6 damage. 21st: +3d6 damage. |
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Play a Kokiri if you want...
* to be shy and retiring with those you don’t know, but childlike and friendly with those you do.
* to travel with a Faerie companion that can guide the attacks of you and your allies.
* to be a member of a race that favors the bard, monk, ranger, and cleric classes.
PHYSICAL QUALITIES
Kokiri have the appearance of small children of human, half-elven, elven, or Hylian stock. Their skin ranges in color from very pale to darkly tanned, with some Kokiri showing a greenish tint to their skin. Their hair is most often straight, and may be blonde, light brown, red, or even green. Much like elves and Hylians, Kokiri have long, pointed ears. Eyes can be green, blue or brown, with some Kokiri having eyes so dark they appear black. Kokiri can’t grow facial hair and have little body hair.
Kokiri do not reproduce as other races do, instead appearing as babies in hollows at the base of the village’s sacred tree. Young Kokiri reach full physical maturity by twelve years of age. Kokiri who have reached full physical maturity do not age, and can live for centuries or even millenia unless killed. Kokiri do not die of old age, instead fading back into the forests from which they came.
PLAYING A KOKIRI
Kokiri gather in villages throughout the Feywild and the natural world. These villages most often appear in remote, unspoiled forests where the shy Kokiri can remain untroubled by intruders. Many Kokiri spend their whole lives within the forests without meeting members of another race.
Each Kokiri village is based around a Treant, which the Kokiri see as an avatar or descendant of the Great Deku Tree (the creator and patron deity of their race). These sacred Treants only rarely move, and usually serve as rulers, advisors, and guides to the childlike Kokiri in times of crisis. On most matters, the Kokiri tend to themselves, often governing themselves with a small council or a single “boss.”
Items of Kokiri craftsmanship are rarely made of metal; instead, the Kokiri prefer to work with natural materials such as wood, leather, wool, and plant fibers in order to create their goods. These items sometimes seem to be roughly made, but there is always a simple, rustic beauty, even to the roughest work.
Kokiri are, as a whole, a shy and secretive race. Few of them leave their forest villages, and many believe that doing so will cause them to fade away before their time. Many Kokiri are frightened and distrustful of the world outside their village, and even Kokiri from other villages are sometimes shunned or ostracized for the differences between them. Members of other races rarely find Kokiri villages, and those who do are usually driven away by the use of clever tricks. Despite these tendencies, Kokiri are essentially kind-hearted, and it’s not unheard of for a village to take pity on a wounded traveler, leaving food where he can find it and salving his wounds while he sleeps.
Kokiri Characteristics: Headstrong, nervous, clever, childlike, kind-hearted, contemplative
Male Names: Mido, Fado, Somi, Tido, Rēmi, Domi, Faso, Miso, Laso
Female Names: Tila, Doti, Sola, Mifa, Lati, Doti, Fami, Mirē, Dorē, Dofa
Racial Feats:
Expert Guidance:
The extra damage dice granted by your Guiding Faerie power are d8s, instead of d6s
Chosen of the Forest:
You gain the Forest Walk ability. In addition, when in difficult terrain caused by trees, underbrush, or other plants you may make a Stealth check to become hidden with only cover or concealment, rather than supreme cover or total concealment
Distracting Faerie:
Prerequisites: Kokiri, Rogue, Sneak attack class feature.
Rather than granting a power bonus to hit, your Faerie Guidance power causes the target enemy to grant combat advantage. In addition, you may deal the extra damage granted by your Sneak Attack class ability to the target of your Faerie Guidance, even if you have already used it this round.