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Dungeons & Dra.. Homebrew Campaigns PEACH: a race shamelessly stolen from a video game
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3 years ago  ::  Nov 01, 2010 - 11:03AM #1
HobbitGuy1420
Date Joined: Nov 10, 2005
Posts: 40

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.


Children of the Forest: While shifting, you ignore 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 uses these mechanics:


Deku Faerie                                      Familiar


A tiny globe of light glows beside you.  Deep within, you can barely make out a beautiful humanoid shape with gossamer wings.  “Hey!” She calls to you.  “Listen!”


Senses: low-light vision
Speed: fly 6 (hover)


Constant Benefits
You gain a +2 bonus to Monster Knowledge checks.  In addition, you may attempt to make Monster Knowledge checks untrained.
You can read & speak Hylian, if this language is used in your game.
The Deku Fairy radiates dim light in a radius of 2 squares.


Active Benefits
Fairy Speech: A Deku Fairy can speak any language you know, and it can converse with other creatures. When it speaks, you hear everything it says and hear everything spoken to it. You can dictate its answers if you so choose.


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


Faerie Guidance: You have the Faerie Guidancepower.

Faerie Guidance Kokiri Racial Power

Your fairy companion hovers by the enemy, pointing out weaknesses in its defenses.

Encounter
Minor Action Close Burst 1
Requirement: Your Faerie Companion must be in active mode, and the origin square of the burst is the Faerie Companion’s square
Target: One enemy in burst
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.


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.

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3 years ago  ::  Nov 01, 2010 - 11:52AM #2
Wizardmon
Date Joined: Dec 15, 2006
Posts: 1,938
Very amusing, and very good! My only suggestions are that you switch the location of the Target and Requirement lines (so that you read the requirement first - it just makes more sense to me that way) and that "basic" is spelt with an "i." Wink
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3 years ago  ::  Nov 01, 2010 - 12:00PM #3
HobbitGuy1420
Date Joined: Nov 10, 2005
Posts: 40
Whoops... *corrects*

So, no thoughts on balance?
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3 years ago  ::  Nov 01, 2010 - 2:44PM #4
Wizardmon
Date Joined: Dec 15, 2006
Posts: 1,938
No, seems mostly balanced to me. A familiar's benefits seems about as useful as any remaining racial features you may want to add, so that should be all good.

My only thought is that perhaps Guided Strike could grant combat advantage instead of an unnamed +2 attack bonus. It really depends on if you want Combat Advantage to stack with this power or not. If not, make the bonus instead Combat Advantage. If so, call the bonus a power bonus.
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3 years ago  ::  Nov 01, 2010 - 2:51PM #5
HobbitGuy1420
Date Joined: Nov 10, 2005
Posts: 40
Hrm... flavor-wise, I'd say it's a power bonus, rather than combat advantage.

What would you guys think of giving 'em Low-Light Vision?
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3 years ago  ::  Nov 02, 2010 - 9:24AM #6
HobbitGuy1420
Date Joined: Nov 10, 2005
Posts: 40
I've made some changes, expanded the writeup, and added the first two racial feats I could think of.  Not sure of the balance of feats yet, so if one or both of those needs to be Paragon or Epic, let me know.
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3 years ago  ::  Nov 03, 2010 - 7:10AM #7
HardSteelDragon
Date Joined: Jul 10, 2010
Posts: 64
I love it =D. The way you wrote it up it could be easily part of a D&D campaign world without any changes to the nature of the Kokiri. For balance I only think extra damage is a bit much, I mean, it would stack with Sneak attack and so on, dealing a lot of damage. I personally actually prefer the +2 POWER bonus than combat advantage because combat advantage might be exploitet by powers, but I am not sure.
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3 years ago  ::  Nov 03, 2010 - 7:18AM #8
HobbitGuy1420
Date Joined: Nov 10, 2005
Posts: 40
I don't feel the damage is overpowered, myself.  I compared this ability to the Dragonborn's Dragon Breath, which has the ability to deal up to 9d6 damage in a minor action at 1st level if you're lucky and your enemy's stupid.  This ability affects only a single enemy, meaning that it can only ever grant 1d6 at first level.  Plus, the extra damage needs an extra standard action (and successful attack roll) within a short time. 

I went with the power bonus to hit (with a Kokiri/Rogue racial feat changing it to combat advantage).
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3 years ago  ::  Nov 05, 2010 - 1:39PM #9
Shisgokken
Date Joined: May 20, 2010
Posts: 152
I like it.

I usually play diminuitive races with joy--halflings, goblins, kobolds, especially gnomes. So, this is right up my alley.

This race adds something to the available options the others don't: immortality. And even beyond that, eternal youth. (Warforged don't count because you don't get to experience human sensations and emotions.)

For someone who can live for so long, I wonder how difficult it would be to not become cynical or apathetic. Eventually everyone you know (aside from other kokiri, and maybe warforged) will grow old and die.

And the roleplaying possibilities are fantastic. I can imagine many a people not familir with kokiri would think you a prodigy or a sevant. How would they know you are really 784 years old?

Right off the bat, I could imagine an adventure based around a (non-kokiri) king obsessed with becoming immortal. He abducts kokiri to put them through tortuous experiments and imprisons them for observation. That brings back memories of The Dark Crystal, with the Skeksis stealing vitality from the podlings... ramblerambleramble

P.S. You have "Doti" twice under Female Names.


Life will knock you down. It is up to you whether to get back up.
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3 years ago  ::  Nov 05, 2010 - 1:56PM #10
HobbitGuy1420
Date Joined: Nov 10, 2005
Posts: 40
I imagine that that's part of the reason that, culturally, the vast majority of Kokiri never leave their villages: because leaving means interacting with others, and that means eventually losing them. 

I get the impression from the source material that most Kokiri retain a childlike worldview throughout their lives, even if it's the worldview of a remarkably perceptive and mature child.

A kokiri/warforged duo would have a *very* interesting dynamic, considering how they could, conceivably, keep one another company eternally. 
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