Post by king of hyrule on Aug 27, 2005 22:38:53 GMT -5
Deku
Taking their place amongst the other races of
Hyrule as merchants, diplomats, scholars, and
shaman, the Deku are not to be taken lightly.
With their ingenuity, ambition, and willingness to
take risks (even when said risks are less than
prudent) the Deku are quickly becoming a
prosperous people well known for their talent in
many areas of expertise.
Personality: Deku are a generally pragmatic
people known primarily for their stubborn and
obnoxious attitudes. They don't get along well
with others most of the time and have been
known to be quite the cowards. However, the
Deku are capable of forming lasting, nighunbreakable
bonds with their companions and
are known to be steadfast allies once their trust
has been gained.
Physical Description: The Deku are a small
race, similar in stature to the Kokiri. They range
in height from 2.5 to 3 feet tall and weight
anywhere from 10 to 25 lbs. Their stout bodies
are covered with rough skin which resembles the
bark of a tree. Their faces tend to be round and
sport a short tube-like mouth which the Deku
uses to communicate and to spit seeds at
predators. Sprouting from the Deku's head is a
growth of leaves and or flowers (in females)
which are used to absorb sunlight and provide
shade. The Deku's feet are club-like, with no
toes being apparent, and are used to absorb
water and nutrients from the ground upon which
the Deku treads. Deku's have no distinguishable
fingers, the thumb being the only separate
appendage on their hand. Deku are known for
being particularly hardy and enduring.
Relations: Deku get along well with the Gorons,
Kokiri, and Rito, but are fairly neutral where the
other races are concerned. However, Deku have
an almost unnatural hatred toward Moblins whom
21
they call "Treedeath," a name given to them
during the years of the first incarnation of
Ganondorf in which many thousands of acres of
forest were burned by his Moblin hordes.
Focus: Most Deku tend to be of the Shadow
focus, not straying too far into the blinding light
or the obscuring dark. Deku of the Shadow focus
tend to be pragmatic opportunists, looking out
for themselves most of the time and occasionally
pitching in where help is needed, provided that
there is some form of reward involved. Deku of
the Light focus are generally benevolent and
caring individuals who use common sense and
good judgment to navigate their way through the
moral quandaries of life. Deku of the Shadow
focus are not as rare as one would think, they
just choose to operate in the shadows. Deku of
the Shadow focus are generally scheming,
ambitious individuals with no care as to who gets
hurt so long as they achieve their goal.
Deku Lands: The Deku hold no kingdoms of
their own, instead they wander all lands freely.
The Deku are generally too individualistic to band
together in large groups for very long. Deku
tend to settle down in small villages of 20 to 70
individuals, most often in or around heavily
wooded areas. They respect no border laws or
boundaries of any kind when deciding where to
settle, they just do what seems natural.
Religion: Deku are probably one of the most
religions and superstitious of all of the races of
Hyrule. Every village has a shaman, usually a
magic user well-versed in Forest magic, who
hands down The Word. The Word being ancient
stories of the goddesses of old. The Deku
worship Farore almost exclusively, with followers
of Nayru being a minority and follows of Din
being all but unheard of. In ages past, those
found to be worshipping Din ("The Firebringer")
were cast out into the wilds to fend for
themselves. In recent ages this practice has
been curtailed and those found to be worshipping
Din are respected if not accepted. Follows of
Nayru are welcome but are considered an oddity
at best.
Aspect: The Deku have a strong affinity for
Forest magic of all kinds, which make sense
considering their favored habitat and the fact
that they are, basically, plants. Village shaman
practice Forest magic almost exclusively,
occasionally throwing in minor divinations from
Light and weather control spells from Water.
Predictably enough, Deku have an extremely
difficult time using Fire magic, although most
never even try. This comes in part due to their
plant natures (plants burn, after all), and their
natural connection to Forest magic which is
primarily opposed by Fire magic. However, that
is not to say that Deku cannot use Fire magic at
all, in fact one of the most noteworthy
Pyromancers of all times was a Deku.
Adventurers: Deku adventure for many reasons
but, more often than not, one thing drives their
wanderlust: Rupees. Deku are most often
looking for a quick profit when they take up
adventuring, but not all adventure simply for
profit. Some young Deku who are found to be
particularly restless and troublesome are sent out
into the world to learn a Life Lesson. This Life
Lesson usually requires the Deku to travel,
experience the world, and grow into the person
they are meant to be. Life Lessons typically last
2 to 5 years and are usually assigned when the
Deku turns 13 years of age.
Deku Racial Traits
• +2 Constitution –2 Wisdom, -2 Charisma:
Deku scrubs are hardy and tough (it’s all
in the bark, not the bite), but they are not
the wisest sticks in the woods nor the
most charming.
• Small: Dekus gain a +1 size bonus to
both Defense and on attack rolls and a +4
size bonus on Hide checks, but they must
use smaller weapons than medium-sized
creatures, and their lifting and carrying
limits are three-quarters those of
medium-sized creatures.
• Deku base speed is 30 ft.
• +1 racial bonus to Defense. You lose this
bonus anytime you would lose your
Dexterity bonus to Defense.
• Fire Vulnerability (Ex): Dekus take
double damage from fire-based attacks,
but no damage if an allowed save is
successful.
• Half Damage from Piercing (Ex):
Piercing weapons deal Dekus only half
damage (rounding up).
• Limited Plant Immunities (Ex): Deku
are immune to poison, sleep, paralysis,
stunning, and polymorph spells and spelllike
effects. They are not subject to critical
hits, but, unlike most plants, dekus are
vulnerable to mind-influencing effects and
are also considered humanoids for
purposes of such spells as charm person.
• Low-light Vision (Ex): Dekus can see
twice as far as normal in moonlight,
torchlight, candlelight and other similar
lighting conditions as normal. They retain
the ability to distinguish color and detail
under these conditions.
• Seed Shot (Ex): Dekus have a natural
unarmed ranged attack that deals 1d3
subdual damage, and is considered a
thrown weapon with a range increment of
15 feet. Deku may only use this ability
three times per day.
• Water Skipping (Ex): Dekus care very
little for deep water, but not as badly as
gorons do. In a pinch, they can actually
22
skip across the surface of calm water for
short periods (their light weight helps).
Dekus can move across a liquid surface at
a rate of 10 feet per round while making a
Balance check for every 20 feet they go in
addition to the checks that must be made
if the deku executes a turn of ninety
degrees or more. The DC for the initial 20
feet is 10; it increases by 2 for every
additional 20 feet or 90-degree turn they
execute. Moving this way is a full-round
action. Failure means that the Deku falls
into the water (normal rules for swimming
and drowning apply).
• -2 racial penalty on Swim checks on the
surface. On subsurface Swim checks, the
penalty is -4. When attempting to swim
upward, they receive a bonus of +2.
Dekus, with their wooden bodies, tend to
float and be awkward in the water unless
their task involves bobbing to the surface.
Ballast is recommended, but keep in mind
that dekus drown normally.
• +4 racial bonus on Hide checks while in
wooded areas: A deku’s hide textures and
plant-like appearance help them blend in
to natural surroundings.
• Automatic Languages: Deku and
Hylian.
• Bonus Languages: Any.
• Favored Class: Drifter. A multiclass
deku’s drifter class levels do not count
when determining if the character takes
an experience point penalty (see the
Player’s Handbook, page 60 for
multiclassing).
• Favored Aspect: Forest.
• Opposed Aspect: Fire.
Taking their place amongst the other races of
Hyrule as merchants, diplomats, scholars, and
shaman, the Deku are not to be taken lightly.
With their ingenuity, ambition, and willingness to
take risks (even when said risks are less than
prudent) the Deku are quickly becoming a
prosperous people well known for their talent in
many areas of expertise.
Personality: Deku are a generally pragmatic
people known primarily for their stubborn and
obnoxious attitudes. They don't get along well
with others most of the time and have been
known to be quite the cowards. However, the
Deku are capable of forming lasting, nighunbreakable
bonds with their companions and
are known to be steadfast allies once their trust
has been gained.
Physical Description: The Deku are a small
race, similar in stature to the Kokiri. They range
in height from 2.5 to 3 feet tall and weight
anywhere from 10 to 25 lbs. Their stout bodies
are covered with rough skin which resembles the
bark of a tree. Their faces tend to be round and
sport a short tube-like mouth which the Deku
uses to communicate and to spit seeds at
predators. Sprouting from the Deku's head is a
growth of leaves and or flowers (in females)
which are used to absorb sunlight and provide
shade. The Deku's feet are club-like, with no
toes being apparent, and are used to absorb
water and nutrients from the ground upon which
the Deku treads. Deku's have no distinguishable
fingers, the thumb being the only separate
appendage on their hand. Deku are known for
being particularly hardy and enduring.
Relations: Deku get along well with the Gorons,
Kokiri, and Rito, but are fairly neutral where the
other races are concerned. However, Deku have
an almost unnatural hatred toward Moblins whom
21
they call "Treedeath," a name given to them
during the years of the first incarnation of
Ganondorf in which many thousands of acres of
forest were burned by his Moblin hordes.
Focus: Most Deku tend to be of the Shadow
focus, not straying too far into the blinding light
or the obscuring dark. Deku of the Shadow focus
tend to be pragmatic opportunists, looking out
for themselves most of the time and occasionally
pitching in where help is needed, provided that
there is some form of reward involved. Deku of
the Light focus are generally benevolent and
caring individuals who use common sense and
good judgment to navigate their way through the
moral quandaries of life. Deku of the Shadow
focus are not as rare as one would think, they
just choose to operate in the shadows. Deku of
the Shadow focus are generally scheming,
ambitious individuals with no care as to who gets
hurt so long as they achieve their goal.
Deku Lands: The Deku hold no kingdoms of
their own, instead they wander all lands freely.
The Deku are generally too individualistic to band
together in large groups for very long. Deku
tend to settle down in small villages of 20 to 70
individuals, most often in or around heavily
wooded areas. They respect no border laws or
boundaries of any kind when deciding where to
settle, they just do what seems natural.
Religion: Deku are probably one of the most
religions and superstitious of all of the races of
Hyrule. Every village has a shaman, usually a
magic user well-versed in Forest magic, who
hands down The Word. The Word being ancient
stories of the goddesses of old. The Deku
worship Farore almost exclusively, with followers
of Nayru being a minority and follows of Din
being all but unheard of. In ages past, those
found to be worshipping Din ("The Firebringer")
were cast out into the wilds to fend for
themselves. In recent ages this practice has
been curtailed and those found to be worshipping
Din are respected if not accepted. Follows of
Nayru are welcome but are considered an oddity
at best.
Aspect: The Deku have a strong affinity for
Forest magic of all kinds, which make sense
considering their favored habitat and the fact
that they are, basically, plants. Village shaman
practice Forest magic almost exclusively,
occasionally throwing in minor divinations from
Light and weather control spells from Water.
Predictably enough, Deku have an extremely
difficult time using Fire magic, although most
never even try. This comes in part due to their
plant natures (plants burn, after all), and their
natural connection to Forest magic which is
primarily opposed by Fire magic. However, that
is not to say that Deku cannot use Fire magic at
all, in fact one of the most noteworthy
Pyromancers of all times was a Deku.
Adventurers: Deku adventure for many reasons
but, more often than not, one thing drives their
wanderlust: Rupees. Deku are most often
looking for a quick profit when they take up
adventuring, but not all adventure simply for
profit. Some young Deku who are found to be
particularly restless and troublesome are sent out
into the world to learn a Life Lesson. This Life
Lesson usually requires the Deku to travel,
experience the world, and grow into the person
they are meant to be. Life Lessons typically last
2 to 5 years and are usually assigned when the
Deku turns 13 years of age.
Deku Racial Traits
• +2 Constitution –2 Wisdom, -2 Charisma:
Deku scrubs are hardy and tough (it’s all
in the bark, not the bite), but they are not
the wisest sticks in the woods nor the
most charming.
• Small: Dekus gain a +1 size bonus to
both Defense and on attack rolls and a +4
size bonus on Hide checks, but they must
use smaller weapons than medium-sized
creatures, and their lifting and carrying
limits are three-quarters those of
medium-sized creatures.
• Deku base speed is 30 ft.
• +1 racial bonus to Defense. You lose this
bonus anytime you would lose your
Dexterity bonus to Defense.
• Fire Vulnerability (Ex): Dekus take
double damage from fire-based attacks,
but no damage if an allowed save is
successful.
• Half Damage from Piercing (Ex):
Piercing weapons deal Dekus only half
damage (rounding up).
• Limited Plant Immunities (Ex): Deku
are immune to poison, sleep, paralysis,
stunning, and polymorph spells and spelllike
effects. They are not subject to critical
hits, but, unlike most plants, dekus are
vulnerable to mind-influencing effects and
are also considered humanoids for
purposes of such spells as charm person.
• Low-light Vision (Ex): Dekus can see
twice as far as normal in moonlight,
torchlight, candlelight and other similar
lighting conditions as normal. They retain
the ability to distinguish color and detail
under these conditions.
• Seed Shot (Ex): Dekus have a natural
unarmed ranged attack that deals 1d3
subdual damage, and is considered a
thrown weapon with a range increment of
15 feet. Deku may only use this ability
three times per day.
• Water Skipping (Ex): Dekus care very
little for deep water, but not as badly as
gorons do. In a pinch, they can actually
22
skip across the surface of calm water for
short periods (their light weight helps).
Dekus can move across a liquid surface at
a rate of 10 feet per round while making a
Balance check for every 20 feet they go in
addition to the checks that must be made
if the deku executes a turn of ninety
degrees or more. The DC for the initial 20
feet is 10; it increases by 2 for every
additional 20 feet or 90-degree turn they
execute. Moving this way is a full-round
action. Failure means that the Deku falls
into the water (normal rules for swimming
and drowning apply).
• -2 racial penalty on Swim checks on the
surface. On subsurface Swim checks, the
penalty is -4. When attempting to swim
upward, they receive a bonus of +2.
Dekus, with their wooden bodies, tend to
float and be awkward in the water unless
their task involves bobbing to the surface.
Ballast is recommended, but keep in mind
that dekus drown normally.
• +4 racial bonus on Hide checks while in
wooded areas: A deku’s hide textures and
plant-like appearance help them blend in
to natural surroundings.
• Automatic Languages: Deku and
Hylian.
• Bonus Languages: Any.
• Favored Class: Drifter. A multiclass
deku’s drifter class levels do not count
when determining if the character takes
an experience point penalty (see the
Player’s Handbook, page 60 for
multiclassing).
• Favored Aspect: Forest.
• Opposed Aspect: Fire.