Races:

Each player chooses a race before play begins.  This will determine how the player distributes their skill scores and how they will play their character (what classes they will be able to get, etc.).  No character can be a cleric.

The Gorons:

The Goron race is a peaceful race of rock munching mountain people. They appear humanoid and are a little shorter than the average human. They range from about 5' to 5'5" and are substantially bulkier than the average person. A Goron would typically weigh from about 250 to upwards of 300 pounds. This weight is due to their immense amount of muscle and their tough, rocklike hide. 

Goron Attributes:

Strength +4 
Wisdom and Intelligence -2

Gorons are naturally strong due to their environment of the mountains and their diet of rocks.
Since the Gorons live a simple and secluded life, they are charming but not so smart. 

Goron Special Abilities:

Gorons have a tough hide that is from their continuous intake of local varieties of minerals. 
The more that a Goron eats then the stronger they become due to the required lifting of their food (known as rocks). So the stronger a Goron is, then the tougher they are. Hence Gorons get to add their Strength bonus to their armor class like a monk does to wisdom. Gorons do not lose this bonus when equipping armor and it is not subject to a “max” such as Dexterity when equipping armor.

Due to the nature of their habitats, Gorons are very good at distinguishing different minerals, so all Gorons have a natural +2 on appraise checks when related to gems and minerals or stone worked items and +5 to all Knowledge checks related to metalworking.

Seeing that the Gorons live in and around the Death Mountain Volcano.  Because of this they gain a heat resistance of 5.

Gorons also have the ability to roll to get around.  Because of this, Gorons get 5x their base speed when rolling.

Gorons can’t be sorcerers, wizards, or bards.

Speed:  8m walking

Gorons are typically neutral, but can be any alignment they want.

The Zoras:

The Zora are an aquatic race of Hyrule dwellers. They live in Zora’s Domain (Rightly named due to its inhabitants of course) which is slightly hidden from the rest of Hyrule. They live under their King and his advisor Lord Jabu Jabu. 

Zora Attributes:

+2 Dexterity and Wisdom
-2 Constitution
The Zora are nimble and quick whether in or out of the water. 
But since they spend most of their lives in the water and their environment doesn’t change much, they aren’t so tough and suffer a -2 on constitution. 

Zora Special Abilities:

Since the Zora are an aquatic race, they get a +7 bonus to swim checks.
Another bonus from their underwater habitation is that they have water breathing. A Zora can breath both in and out of the water normally. Their gills are located behind their ears, so they suffer all breathing penalties just as a normal character.
Due to the cold winters in the water, Zora’s have a cold resistance of 5. Once a week a Zora must at least spend 1 hour in water to replenish yourself.
Zoras automatically get the feats Acrobatic & Athletic.
Zoras can’t be barbarians or paladins.

Speed: 12m

Zora can be any alignment they want.

The Hylians:

Hylians appear to be an average human, which in most instances they are. Their ears are pointed much like an elf. Hylians are the dominate race in Hyrule, and they exhibited a naturally extraordinary ability of telepathy and Hylian warriors were the most courageous soldiers to cross the land.  Hylians are treated as humans for the purposes of awarding bonus feats and skill points.

Hylian Attributes:

+3 Intelligence

Hylian Special Abilities:

In most cases a Hylian has all of the same statistics as a human player character, except that 75% of them have telepathy with other Hylians in a 2 mile radius, and those who don’t have this ability are immune to all fear effects.  To decide, the player will roll a d20.  The player must roll a 6 or higher to get the Telepathy feat.

Hylians are wise and crafty and they can be any alignment so it is possible that a Hylian character can find an evil Hylian characters hidden location etc. 

The telepathy works only with other Hylians and requires a concentration check to read the mind of another Hylian who makes a Will save against this or can automatically fail if the character chooses to.  Also all special creatures can have the telepathy as well. For example: Brom, a Hylian Paladin can read the thoughts of his “special mount” (a horse for this example) But the horse cannot read his mind because it doesn’t have telepathy. So even though Brom can read his horses mind, he cannot read the mind of his Goron companion Darius.

Hylians get twice their normal starting money.

Hylians can be any class (except for clerics of course).

Speed: 10m

Hylians are typically neutral class aligned, but can be any alignment they want.

The Gerudo:

The Gerudo are a race of female warriors who live in the desert. They are skilled in fighting and the protection of their spirit temple and the expanses of the desert. On rare occasions Gerudo will leave the desert to explore the world. It is also fabled that in the time of chaos, the Gerudo will be the ones to protect the righteous. 

Female Attributes:

+2 Strength and +2 Dexterity
-2 Wisdom and -2 Charisma 

Due to their intense training, Gerudo are strong and fast because of it.
Their passion for battle and discipline for war leave little time for manners and religion except fanatical teachings of prophecy.

All Gerudo females are Lawful Neutral and will not willingly commit an evil deed.
A Gerudo female cannot be a druid, wizard, sorcerer, bard, or barbarian.

Female Special abilities:
Gerudo women automatically have the feats: Blind fight, two weapon fighting and weapon finesse: scimitar and weapon focus: scimitar, and Weapon Block.
But Gerudo females do not get a feat for their first level.  They still receive a bonus feats from their class though.
Gerudo females lose 4 skill points when they start and 1 every level thereafter. 

Female Speed: 11m

Once every hundred years, a Gerudo male is born.  To accurately represent this, if the player wishes, he/she may be given the chance to be male.  This will be done by rolling a d20.  If the player rolls a 1 on a d20, he/she will be male.  Males are very different from their female counterparts.

Gerudo Males can have any alignment.

Male Attributes:

+3 to Strength & Dexterity
-4 to all checks using Charisma as a modifier except for sorcerer’s spells (the player does not get to add their Charisma modifier to checks using Charisma; this does not apply to any spells they may cast)

Male Special Abilities:

Gerudo Males automatically get the feats Improved Unarmed Strike, Deflect Arrows, Power Attack, Combat Expertise, Armor Proficiency: Light, and Toughness.
Gerudo Males do not get a feat for their first level.
Gerudo Males lose 6 skill points when they start and 2 every level thereafter.  
Gerudo Males can’t be druids, monks, or paladins.
They also get a bonus of +4 to intimidate checks.
In addition, Gerudo males may use a special set of spells that they learn as they gain levels.  These spells are listed on the spells page.  Only Gerudo males may use these spells.

Male Speed:  8m

The Kokiri:

The Kokiri are forest dwelling beings who live in the Kokiri Forest.  They were formerly under the watchful eye of the Great Deku Tree but are now watched by the Great Deku Tree Sprout, who is not yet full grown.  All of the Kokiri are accompanied by a fairy.  This fairy guides the Kokiri throughout their lives, giving advice as they need it.  The Kokiri who stay in the forest their entire lives (as is traditional) don’t grow up.  They grow until they are nearly 10 years old.  They stop growing at this point.  They live forever if they stay in the forest.  However, if they step outside of the forest, they will begin to grow, and will then live a life span comparable to a Hylian.  The Kokiri will not be as tall as an average Hylian and will only grow to an average height of 4’.  This growing process is unchangeable.  Kokiri are normally very charming and happy individuals who have a very broad knowledge of the forest.

Kokiri Attributes:

+2 to Intelligence, Wisdom, & Charisma
-5 to Strength
Kokiri are very intelligent, wise, and easy to get along with, but their size does not afford them much strength.

Small: Kokiri are small so they get all the bonuses from being a small character

Kokiri Special Abilities:
Kokiri automatically get the Run & Alertness feats.
Kokiris can’t be fighters, paladins, barbarians, or rangers.

Fairy Spirit: Kokiri when at the right age get a guardian spirit that is their guide through life. This spirit speaks in a language that only the Kokiri can understand and other members of the forest can understand as well. Other players can learn this fairy language as well over time.  No player can choose this language as a starting language. Fairies can guide the Kokiri in every day tasks as well as tell them of danger. The fairy is typically friendly to all and has a pleasant demeanor. Fairies are born from the forest temple. There are fabled greater fairies but they are not given to Kokiri… that would be silly.

Speed: 6m

Kokiri are Chaotic Good.

The Sheikah:

The Sheikah are the sworn protectors of the Royal Family of Hyrule.  They are the most mysterious of all races in Hyrule.  Of course, the most prominent Sheikah is Impa, personal protector of the Princess Zelda and founder of Kakariko Village.  The Sheikahs are the shadow people, well versed in various arcane knowledge of the Triforce.  They are also the keepers of the Shadow Temple.  They hide in the shadows and are very rarely seen by anyone.

Sheikan Attributes:

+2 to Dexterity, Wisdom
-2 to Constitution

Sheikan Special Abilities:

Sheikahs automatically get the Acrobatic, Agile, Alertness, Athletic, Combat Reflexes, Dodge, Lightning Reflexes, Run, & Stealthy feats.
Sheikahs get +8 to all Move Silently & Hide checks. 
Sheikahs get +2 to all Jump, Balance & Survival checks.
Sheikahs can only be a Sheikah initiate (they can’t be any other classes).

Speed: 12m

Most Sheikans are Lawful Good.