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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 05, 2010 - 1:57PM #11
Shisgokken
Date Joined: May 20, 2010
Posts: 152
I thought Kokiri died if they left the forest.
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3 years ago  ::  Nov 05, 2010 - 2:01PM #12
HobbitGuy1420
Date Joined: Nov 10, 2005
Posts: 40

Nov 5, 2010 -- 1:57PM, Shisgokken wrote:

I thought Kokiri died if they left the forest.


They were shown outside the forest in the ending cinematic (in Lon Lon Ranch, I think?); this means that they potentially *could* leave after all. 

And besides, even if they couldn't in Zelda, they might be able to in ZelDnD.

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3 years ago  ::  Nov 05, 2010 - 3:50PM #13
greatfrito
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Date Joined: Jun 27, 2004
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I usually skip homebrew races, but this thing?



It's great!  Good work, and good call - the race looks good from a game standpont, and the kokiri are actually unique enough to really have a place to fit in a lot of games.
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3 years ago  ::  Nov 06, 2010 - 10:10AM #14
Damon_Tor
Date Joined: Jun 20, 2009
Posts: 3,590
I'd suggest you limit the familair options to one, which you define.  Mostly for simplicity: it's always a bear for me to comb through all the available familars anyway.  The traits of the kokiri's fairies don't seem to differ much.
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3 years ago  ::  Nov 06, 2010 - 4:31PM #15
Alitain
Date Joined: Oct 26, 2008
Posts: 1,999

Nov 6, 2010 -- 10:10AM, Damon_Tor wrote:

I'd suggest you limit the familair options to one, which you define.  Mostly for simplicity: it's always a bear for me to comb through all the available familars anyway.  The traits of the kokiri's fairies don't seem to differ much.




I'm with Damon_Tor on that.  I love familiars for the potential for fun, their quirks are the best thing that Wizards has come up with for D&D in my opinion...anyway!  You list a bunch of familiars but all you're doing is giving them potential stats, the looks are the same.

Either just pick one or two that are different.  Or just homebrew and little light ball fairy, it's actually not hard to homebrew familiars if you keep them simply.

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3 years ago  ::  Nov 10, 2010 - 1:27PM #16
HobbitGuy1420
Date Joined: Nov 10, 2005
Posts: 40
Hrm.  Makes sense.  Which would you suggest?  Looking through the Familiar list, the three that seem most appropriate right now are the Coure Attendant, Muse Sprite, and Moon Wisp.  Those seem appropriate? 

Or if you think I should just create a statblock for 'em out of hand, what would you suggest?
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3 years ago  ::  Nov 10, 2010 - 2:26PM #17
greatfrito
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Well, homebrewing your own would have the benefit of making this more usable without cross-referencing.  I, for one, don't even know where to look for the Coure Attendant, Muse Sprite, or Moon Wisp.  I would suggest at the very least to include an option from Arcane Power, but having looked at those, none of them really fit all that well.

So, personally, I'd rather you just put together a whole unique familiar for them - even if it winds up sharing qualities with a few other familiar options.
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No, I'm not going to wait for you to tell me when it's okay to start expressing my concerns (unless you are WotC).

(And no, my comments on this forum are not of the same tone or quality as my actual survey feedback.)

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3 years ago  ::  Nov 12, 2010 - 10:30AM #18
HobbitGuy1420
Date Joined: Nov 10, 2005
Posts: 40
How's this look so far?  Don't have my books with me, so I can't recall if it's already possible to make monster knowledge checks untrained - if it is, remove that bit.  I imagine these Fairies rarely working for non-Deku spellcasters, but it happens sometimes.


Deku Fairy                                      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.

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3 years ago  ::  Nov 14, 2010 - 11:30PM #19
shinobicow
Date Joined: May 8, 2007
Posts: 394

Nov 1, 2010 -- 11:03AM, HobbitGuy1420 wrote:

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

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

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.

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.


I think the faerie familiar should have its own mechanics and its own traits rather than simply being any familiar available.

I live and work in Japan, near Mt. Fuji, teaching English to High Schoolers.  In my spare time I also happen to be a husband, a father, and an Otaku.  I run a biweekly DnD game on Sundays and blog about it every other day of the week at http://thedumpstat.blogspot.com

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3 years ago  ::  Nov 15, 2010 - 7:40AM #20
HobbitGuy1420
Date Joined: Nov 10, 2005
Posts: 40
Read through the rest of the thread - I've created a custom familiar for 'em.  I'm working to update the first post with it now.
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