Author Topic: Races of Nintendo  (Read 2837 times)

Offline Prime32

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Races of Nintendo
« on: February 12, 2012, 06:37:33 PM »
Inspired by this thread.

Offline Prime32

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Re: Races of Nintendo
« Reply #1 on: February 12, 2012, 07:07:49 PM »
GORON



Gorons are large, Neutral Good humanoids with rock-like skin, who live in mountain caverns and survive on rock, metal and lava. Goron society is meritocratic, with tribes being ruled by the strongest and wisest. Even a non-Goron may ascend to a position of leadership if he displays qualities admired by the Gorons, but conversely they tend to look down on outsiders who have not proven their worth.
Most Gorons worship Kord and a pantheon of ancestors, though tribes with connections to dwarf cities have been known to pray to Moradin.

GORON RACIAL TRAITS
  • +4 Strength, +2 Constitution, -2 Dexterity, -2 Charisma: Gorons possess great physical strength, but tend to be clumsy and lazy.
  • Giant (Earth): Gorons are not subject to spells or effects that affect humanoids only, such as charm person or dominate person.
  • Medium: As Medium creatures, gorons have no special bonuses or penalties due to their size.
  • Goron base land speed is 20 feet.
  • Racial Hit Dice: A goron begins with two levels of giant, which provide 2d8 Hit Dice, a base attack bonus of +1, and base saving throw bonuses of Fort +3, Ref +0, and Will +0.
  • Racial Skills: A goron's giant levels give it skill points equal to 5 × (2 + Int modifier, minimum 1). Its class skills are Balance, Craft, Intimidate, Knowledge (geography), Profession (miner), Search and Survival. Gorons have a +2 racial bonus on Craft and Profession (miner) checks.
  • Racial Feats: A goron's giant levels give it one feat.
  • Resistance to fire 10
  • Fire Magic: Gorons with levels in spellcasting classes may learn and cast spells with the [Fire] descriptor as if they were one level lower. The spell is still treated as its original level for determining level-based effects. Eg. a goron wizard 3 could learn fireball and cast it from a 2nd-level slot, but it would have the saving throw DC of a 3rd-level spell.
  • Low-Light Vision (Ex): A goron can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.
  • Great Endurance (Ex): A goron's effective Constitution score is doubled for determining how long he can perform a physical action that extends over a period of time, such as running, swimming, or holding his breath. This does not grant a bonus on Constitution checks.
  • Like a Stone (Ex): Gorons take a -8 penalty on Swim checks.
  • Powerful Build (Ex): 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.
  • Defensive Curl (Ex): As a move action, a goron can curl into a ball. While in this state he gains +20ft land speed and the Trample special attack, but he can take only move, run and trample actions, as well as swift actions to return to his normal stance (he may also initiate martial rushes, if they are used). If he gains the ability to attack in this state, he may attack only with his racial slam attack.
    In any round where the goron takes no actions while in this state, he gains DR 8/adamantine +1 per character level and anyone observing him must succeed on a DC 20 Spot check or mistake him for a boulder.
  • +3 natural armor bonus.
  • Slam: Gorons possess a slam as a primary natural weapon, dealing 1d6 damage plus 11/2 times their Strength modifier.
  • Automatic languages: Common. Bonus languages: Draconic, Giant, Ignan, Undercommon
  • Favored Class: Crusader. A goron crusader may choose to replace one of his available schools with Desert Wind.
    If you are not using Tome of Battle, substitute Barbarian.
NEW FEATS

Burning Fist [Fighter, Racial]
Prerequisites: Goron race, Cha 11
Benefit: Your racial slam attack deals an additional 1d6 points of fire damage.
Special: You may treat this feat as Weapon Focus (slam) for the purposes of prerequisites.
Special: A fighter may select this feat as one of his fighter bonus feats.

Growth [Racial]
Prerequisites: Goron race, character level 3rd, Str or Con 17
Benefit: You gain the Powerful Build special ability. If you already possess Powerful Build, you instead lose it and grow in size by one size category. Your ability scores and natural armor are not modified by this size increase.
Special: You may select this feat multiple times. Its effects stack. Each time after the first increases the minimum level requirement by 3 and the ability score requirement by 2.

Natural Weapon Training [Fighter]
Prerequisites: Natural weapon
Benefit: Select one natural weapon you possess. You may treat that weapon as an unarmed strike, allowing you to use it as part of a full attack or flurry of blows. When you use the weapon in this manner you may not make extra attacks with it in addition to your normal attack routine.
Normal: You may attack once per round with each natural weapon you possess. As part of a full attack you may attack with each one at a -5 penalty after your attacks with manufactured weapons.
Special: You may select this feat multiple times, choosing a different natural weapon each time.
Special: You may treat this feat as Improved Unarmed Strike for the purposes of prerequisites.
Special: A monk may select this feat as one of his monk bonus feats. A monk with this feat may use the base damage of his unarmed strike if higher than that of the natural weapon.
Special: A fighter may select this feat as one of his fighter bonus feats.

Rock 'n' Roll [Fighter, Racial]
You have mastered the use of your ball form for combat.
Prerequisites: Goron race
Benefit: While using Trample as part of Defensive Curl, you may trample a number of targets per round equal to your normal attacks per round. In addition you may take the charge action while using Defensive Curl, as well as initiate maneuvers which incorporate a charge.
Special: You may treat this feat as Improved Overrun for the purposes of prerequisites.
Special: A fighter may select this feat as one of his fighter bonus feats.

Spikes [Racial]
Your rocky back grows spikes which improve your traction.
Prerequisites: Goron race
Benefit: While using Defensive Curl you gain a +4 bonus on Balance checks, you may run through difficult terrain, and your slam attacks deal bludgeoning and piercing damage.
« Last Edit: February 12, 2012, 07:48:48 PM by Prime32 »

Offline Prime32

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Re: Races of Nintendo
« Reply #2 on: February 13, 2012, 10:57:19 AM »
ZORA



-

ZORA RACIAL TRAITS
  • +2 Dexterity, -2 Constitution: Zora are nimble but frail.
  • Monstrous Humanoid (Aquatic): Zora are not subject to spells or effects that affect humanoids only, such as charm person or dominate person.
  • Medium: As Medium creatures, zora have no special bonuses or penalties due to their size.
  • Zora base land speed is 30 feet. In addition, they possess a swim speed of 50 feet.
  • Resistance to electricity 5
  • Amphibious (Ex): Zora can breathe both air and water.
  • Vulnerability to Fire (Ex): Zora take +50% damage from fire.
  • Superior Low-Light Vision (Ex): A zora can see three times as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.
  • Master Swimmer (Ex): A zora may apply his Dexterity modifier to Swim checks in place of his Strength modifier, as well as on Jump checks made to jump from the water.
  • +1 natural armor bonus.
  • Arm Fins: Zora possess a pair of fins as primary natural weapons, dealing 1d4 slashing damage plus their Strength modifier.
  • Skills: A zora has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
  • Automatic languages: Common. Bonus languages: Abyssal, Aquan, Elven, Halfling
  • Favored Class: Monk.
NEW FEATS

Electric Aura [Fighter, Racial]
Prerequisites: Zora race, Cha 11
Benefit: As a swift action you may charge your body with energy. For 1 round you may deliver 1d6 points of electricity damage as a melee touch attack. During this time, any creature who attacks you in melee with a natural weapon or handheld metallic weapon takes this damage automatically.
Special: A fighter may select this feat as one of his fighter bonus feats.

Fin Boomerang [Fighter, Racial]
Prerequisites: Zora race, Wis 11
Benefit: Your arm fins can be detached and thrown, with a range increment of 30ft and no penalty for attacking underwater. Your fins normally return to you at the end of the round, as with a returning weapon, but if destroyed they can be restored by a regenerate spell or by spending 1 hour immersed in water. While a fin is missing, you take a -2 penalty on Swim checks.
Special: You may treat this feat as Weapon Focus (fin) for the purposes of prerequisites.
Special: A fighter may select this feat as one of his fighter bonus feats.

Fin Shield [Fighter, Racial]
Prerequisites: Zora race
Benefit: You may give up your attacks with one arm in order to gain a +2 shield bonus to AC, as if carrying a heavy shield. This benefit lasts for 1 round. You do not take any of the normal penalties associated with using a shield.
Special: If your arm fin has an enhancement bonus, it is applied to the shield bonus granted. I.e. a +2 fin could be used as a +2 heavy shield.
Special: You may treat this feat as Combat Expertise for the purposes of prerequisites.
Special: A fighter may select this feat as one of his fighter bonus feats.
« Last Edit: February 13, 2012, 11:13:16 AM by Prime32 »

Offline Prime32

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Re: Races of Nintendo
« Reply #3 on: February 13, 2012, 07:24:32 PM »
DEKU SCRUB



-

DEKU SCRUB RACIAL TRAITS
  • -4 Strength, -2 Constitution: Deku scrubs are physically weak.
  • Plant: Deku scrubs are immune to critical hits, poison, sleep effects, paralysis, polymorph, and stunning. Unlike most plants, however, they are not immune to mind-affecting effects.
  • Small: +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, -4 penalty on grapple checks, lifting and carrying limits ¾ those of Medium characters.
  • Deku scrub base land speed is 30 feet.
  • Vulnerability to Fire (Ex): Deku scrubs take +50% damage from fire.
  • Low-Light Vision (Ex): A deku scrub can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.
  • Slight Build (Ex): The physical stature of deku scrubs lets them function in many ways as if they were one size category smaller. Whenever a deku scrub is subject to a size modifier or special size modifier for an opposed check (such as Hide), the scrub is treated as one size smaller if doing so is advantageous to the character. A deku scrub is also considered to be one size smaller when "squeezing" through a restrictive space. A deku scrub can use weapons designed for a creature one size smaller without penalty. However, the space and reach of a scrub remain those of a creature of their actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject's size category.
  • Spit (Ex): A deku scrub can spit seeds, allowing him to attack as if wielding a masterwork light crossbow which cannot be disarmed and leaves both his hands free. Treat this as a natural weapon or a manufactured weapon, whichever is more convenient.
  • Hop (Ex): A deku scrub can move across water, quicksand, and similar surfaces as if they were solid ground, but each square counts as 2 squares of movement and he cannot run. If he ends his movement on a non-solid surface, he sinks. The deku scrub must be aware of the terrain in question and choose to cross it in this manner - this ability is not automatic. This ability does not function while the deku scrub carries a medium or heavy load.
  • Hover (Ex): A deku scrub can use flowers to slow his fall, as the feather fall spell. While falling he can move up to 30ft in any horizontal direction as a move action.
    When a deku scrub reaches 5 Hit Dice, he becomes able to fly at a speed of 30 feet (good maneuverability). A deku scrub can't fly while carrying a medium or heavy load or while fatigued or exhausted. Deku scrubs can safely fly for a number of rounds equal to their Constitution modifier (minimum 1 round). They can exert themselves to fly for up to twice as long, but then they're fatigued at the end of the flight. Deku scrubs are likewise fatigued after spending a total of more than 10 minutes per day flying. Because scrubs can adjust their falls before, after, and between rounds of actual flight, they can remain aloft for extended periods (even if they can only use flight for 1 round at a time without becoming fatigued).
    When they reach 10 Hit Dice, deku scrubs have enough stamina and prowess to fly for longer periods. They can fly at a speed of 30 feet (good maneuverability), and flying requires no more exertion than walking or running.
  • Skills: Deku scrubs have a +2 racial bonus on Appraise and Profession checks.
  • Automatic languages: Common. Bonus languages: Elven, Gnome, Halfling, Sylvan
  • Favored Class: Rogue.
NEW FEATS

Bubble Blast [Fighter, Racial]
Prerequisites: Deku Scrub race
Benefit: As a standard action you may spit a blob of energy which deals 1d6 damage per two character levels as a ranged touch attack against a target within 60ft. If you perform this attack as a full-round action you instead deal 1d6 damage per character level.
Special: A fighter may select this feat as one of his fighter bonus feats.

Dazing Spit [Fighter, Racial]
Prerequisites: Deku Scrub race, base attack bonus +4
Benefit: Any creature that takes damage from your Spit attack must succeed on a Fortitude save (DC 10 + damage dealt) or become dazed for 1 round. A creature that succeeds on its save is immune to this effect for 1 round (but not to the spit of other scrubs).
Special: A fighter may select this feat as one of his fighter bonus feats.
« Last Edit: February 13, 2012, 09:10:30 PM by Prime32 »

Offline Prime32

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Re: Races of Nintendo
« Reply #4 on: February 14, 2012, 06:03:19 AM »
KOKIRI



Kokiri are Chaotic Good forest spirits in the form of human children, who serve the Great Deku Tree.

KOKIRI RACIAL TRAITS
  • -2 Strength, +2 Dexterity: Kokiri have abilities similar to halflings.
  • Fey: Kokiri are not subject to spells or effects that affect humanoids only, such as charm person or dominate person.
  • Small: +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, -4 penalty on grapple checks, lifting and carrying limits ¾ those of Medium characters.
  • Kokiri base land speed is 30 feet.
  • Low-Light Vision (Ex): A kokiri can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.
  • Fairy Companion: Each Kokiri is accompanied by a Diminutive fairy (stats below). While his fairy is adjacent, he gains the benefits of the Alertness feat. Like a familiar, the fairy uses the better of its own or its master's skill ranks, base attack bonus, base saving throws and effective HD, and has hit points equal to half its master's.
  • Forest Bond: Each day a kokiri spends outside of a forest, it must make a Will save (DC = 10 + number of days since last visit) or take 2 points of Charisma damage.
  • Skills: Kokiri have a +2 racial bonus on Hide and Listen checks.
  • Automatic languages: Common. Bonus languages: Elven, Gnome, Halfling, Sylvan
  • Favored Class: Rogue.
FAIRY COMPANIONS

Fairy
Diminutive Fey
Hit Dice:1/2d6 (1hp)
Initiative:+3
Speed:Fly 30ft (good) (6 squares)
Armor Class:17 (+4 size, +3 Dex), touch 17, flat-footed 14
Base Attack/Grapple:+0/-16
Attack:
Full Attack:
Space/Reach:1 ft./0 ft.
Special Attacks:Cure, Faerie Fire
Special Qualities:Breathless, Glow, Improved evasion, Low-light vision, Resistance to fire and cold 5
Saves:Fort +0, Ref +5, Will +3
Abilities:Str 1, Dex 17, Con 10, Int 13, Wis 12, Cha 14
Skills:Hide +9, Knowledge (arcana) +5, Knowledge (dungeoneering) +5, Knowledge (local) +5, Knowledge (nature) +5, Knowledge (religion) +5, Knowledge (the planes) +5, Listen +5, Move Silently +3, Search +0, Spot +5
Feats:Alertness, MobilityB
Environment:Temperate forests
Organization:Solitary
Challenge Rating:Included with master
Treasure:None
Alignment:Usually chaotic good
Advancement:None

Breathless (Ex): A fairy does not need to breathe.

Cure (Sp): Once per day, a fairy can restore 1d8 hit points per two HD (minimum 1d8) to a willing adjacent creature.

Faerie Fire (Sp): As an immediate action, a fairy can produce a faerie fire effect on an adjacent creature for 1 round.

Glow (Ex): Fairies glow with the brightness of a candle, inflicting a -6 penalty on Hide checks. This ability cannot be suppressed.

Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a fairy takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.

NEW FEATS

Fairy Assist [Fighter, Racial]
Prerequisites: Kokiri race
Benefit: Your fairy inflicts a -2 penalty on AC and saving throws to all enemies adjacent to it.
Special: A fighter may select this feat as one of his fighter bonus feats.
« Last Edit: February 14, 2012, 05:58:56 PM by Prime32 »

Offline MisterBananas

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Re: Races of Nintendo
« Reply #5 on: February 25, 2012, 12:52:33 AM »
I take it these are from the Zelda d20 homebrew? I've got a copy of it somewhere. Going to contribute as soon as I find that old Mario d20 pdf. (Will edit this post with relevant data.)

Offline sirpercival

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Re: Races of Nintendo
« Reply #6 on: March 07, 2012, 07:05:08 PM »
Why isn't this in homebrew?
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Offline PlzBreakMyCampaign

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Re: Races of Nintendo
« Reply #7 on: March 10, 2012, 01:05:59 PM »
There is no consistency to all the various forums at minmax. As best I can tell this forum should be a subforum of homebrew but with the theme of interpreting other sources.