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| Races of Hyrule The playable type that is! |
| Prelude: Herein Lies the first test of playable races for the conversion. The races are planned to be for more of a power session. They WILL NOT WORK with normal D&D races. A Kokiri Sorceror is far more powerful than a Human Sorceror. It's going to work like this for all instances. We have included several different formats of the file so that is will be simple to download a compatible format. If you have any feedback let us know, we want the characters to be balanced with the other Hyrule characters, they are NOT meant to be balanced with regular D&D characters or any other characters. Just want to be sure we're clear on this. Also, if you see a feat that you have never seen before, don't worry, you don't need to call 911. Every new feat will be explained in our feats section (currently in development). |
| 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 they will act like, what classes they will be able to take, etc.) For starters, no character can be a cleric, at least in our game. In the time period of Ocarina of Time/Majora's Mask, the main clerics are the sages of the temples (Rauru is an example, so is Zelda). Because of this, it really doesn't make any sense to have new players running around as clerics since religion doesn't play a huge part in the Zelda games (other than worshippers of the Triforce, it's gods, and perhaps the Zora worshipping Lord Jabu-Jabu). If you choose to run your campaign during a different time period (say, around the original Zelda game), then perhaps clerics would be a more feasible option for you. The Gorons: The Goron race is a peaceful one, full of rock munching mountain people. They appear humanoid and are a bit shorter than the average human. They range from about 5' to 5'5" and are substantially bulkier than the average person, weighing an average of 250 pounds with some gorons eclipsing 300 pounds. This weight is due to their immense amount of muscle and their tough, rocklike hide. Goron Attributes: +4 Strength +2 Charisma -2 Wisdom & Intelligence Gorons are naturally strong due to the environment they live in and their diet of rocks. They live a simple and secluded life though, so while charming, they are not so smart. Goron Special Abilities: Gorons have a tough hide that is from their continuous intake of local varieties of minerals. Gorons become stronger as they eat because they must lift their food (heavy rocks). These rocks then form their hide, so the stronger a Goron is, the tougher they are. Because of this, Gorons get to add their Strength bonus to their armor class like a monk does to wisdom. Gorons do not lose this bonus when equpping armor and it is not subject to a "max" such as Dexterity when equpping armor. Because of their tough hide, they also get a feat in Toughness. +2 to Appraise checks when related to gems, minerals, and stone worked items: Due to the nature of their habitats, Gorons are very good at distinguishing different minerals. +5 bonus to Knowledge checks in the field of metalworking Heat Resistance of 25: Gorons live in and around the Death Mountain Volcano and they have found that the heat of the volcano can be used to craft wondrous items. While most Gorons aren't great metalcrafters (only a few have mastered it, Biggoron being the best Goron metal worker), they all know a good weapon when they see one. They are also resistant to high heat due to their living near the volcano. Gorons can also walk on lava and can gain other resistances to heat damage at the DM's discretion. Gorons also have the ability to roll to get around. Because of this, Gorons get 5x their base speed when rolling (rolling counts as running for Gorons; Gorons can't take the Run feat). Gorons can also use their roll as an attack! Here are the specs for the Goron Roll Attack: Counts as melee Must be at least 5m away from target to use Add in all regular attack modifiers Damage: 1d6 x Strength modifier This attack provokes an attack of oppurtunity All Gorons get this attack at 5th level The Target, if hit, must make a Fort save to not be knocked down by the attack. This is based on the strength modifier. If 0 or less, the save is 5, 1 - 2; 10; 3 - 4; 15, and 5+; 20. Gorons can't be sorcerers, wizards, or bards. Speed: 8m Gorons are typically Neutral Good, but they can be any alignment they want. The Zoras: The Zoras are an aquatic race of Hyrule dwellers. They live in Zora's Domain (named for its inhabitants of course) in a location that is slightly hidden from the rest of Hyrule. In fact, only Zoras can access the entrances (one in Hyrule Field where travelers must prove their connection to the royal family, the other in Lake Hylia that is underwater and very hard to dive to). They live under their King and their divine deity Lord Jabu-Jabu (the King's most trusted advisor). Zora Attributes: +2 Dexterity and Wisdom -2 Constitution Zoras are generally quick and nimble whether in or out of water. They aren't the toughest race around though. Zora Special Abilities: +7 to Swim checks : Zoras live most of their lives underwater and become good swimmers quickly. Another bonus from their underwater habitation is water breathing. A Zora can breathe both in and out of the water normally. Their gills are located behind their ears. They suffer all normal breathing penalties that a normal character would (for breathing toxic gas, for example). Cold Resistance of 25: Due to the cold winters in the water, Zoras develop cold resistance at an early age. Zoras are also immune to water attacks. Once a week, Zoras must spend at least 1 hour in the water. Even though they can function on land just as well as they do in water, they are still an aquatic race and they can die from underexposure to water. For each 30 minutes over a week that a Zora is out of water, they take 1 damage to their Constitution. Zoras automatically get the feats Acrobatic & Athletic. Zoras can't be barbarians or paladins Speed: 12m Zoras can't be Chaotic. The Hylians: The Hylians are the dominate race in Hyrule. They are the size of regular humans and are identical to them except for the fact that Hylians have pointed ears (much like elves). Hylians have the natural ability to telepathically contact each other, although most Hylians do not know this. Hylians are perhaps the most well rounded race in Hyrule. Regular Hylian guards are bested only by the Gerudo Warriors of the desert, and Elite Hylian guards can hold their own with just about anyone. Hylians are very craft and adaptable. They learn new skills very quickly. Treat Hylians 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. However, Hylians are blessed with telepathy! All Hylians get the Telepathy feat automatically. They also get the Master Telepathy Feat at level 10. To see exactly how Telepathy works, see the feats page. Hylians get twice their normal starting money. Hylians can be any class (except for clerics in the Ocarina of Time/Majora's Mask time period). Speed: 10m Hylians are typically Neutrally aligned, but can have any alignment they want. |