Deku (Pathfinder Race)

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Deku[edit]

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.

Physical Description[edit]

The Deku are a small race, similar to the stature of the Kokiri, though usually slightly shorter and much lighter. They range in height from 2 ½ to 3 feet tall and weight anywhere from 10 to 25 pounds. Their stout bodies are covered with rough skin which resembles the bark of a tree. Their faces vaguely resemble that of a Hylian, with smoothly round heads and hollow-looking eyes that contain yellow or white lights that are assumed to be their pupils. Sprouting from the Deku’s head is a growth of leaves (males) or flowers (females) which are used to absorb sunlight for sustenance and provide shade. The Deku’s feet are club-like with no apparent toes, and are capable of absorbing nutrients from the ground upon which the Deku treads. Deku are known for being particularly hardy and enduring.

Society[edit]

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.

Relations[edit]

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, nigh-unbreakable bonds with their companions and are known to be steadfast allies once their trust has been gained.

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 they call “Treedeath,” a name given to them during the years of the first incarnation of Ganon, in which many thousands of acres of forest were burned by his Moblin hordes.

Alignment and Religion[edit]

Deku are probably one of the most religious and superstitious of all the races of Hyrule. Every village has a shaman, usually a magic user well-versed in Wild 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 followers of Din being all but unheard of. In ages past, those found to be worshipping Din, the “Fire Witch” were cast out into the wilds to fend for themselves. In recent ages, this practice has been curtailed and those found worshipping Din are respected if not accepted. Followers of Nayru are welcome, but considered an oddity at best.

Adventurers[edit]

Deku adventure for many reason 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 Deku they are meant to be. Life Lessons typically last 2 to 5 years and are usually assigned when the Deku turns 13 years old.

Deku Racial Traits[edit]

  • +2 Constitution, +2 Wisdom, -2 Charisma: Deku are hardy, tough, and often much more insightful than they appear in first impressions, but their quick tempers and loner attitudes don’t make them the most charming sticks in the forest.
  •  :
  • Small: Deku’s are small creatures and gain a +1 size bonus to AC, a +1 size bonus to attack rolls, a -1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 bonus to Stealth checks.
  • Normal base land speed: 20 feet
  • Low-Light Vision: Deku can see twice as far as Hylians in areas of dim light.
  • Natural Armor: Deku’s hard, wood-like skin gives them a natural defense against attacks against predators and enemy combatants. They gain a +1 natural armor bonus to AC. They also gain DR 5/slashing and bludgeoning.
  • Fire Vulnerability: Although a Deku’s wooden shell provides them with added protection against natural attacks and man-made weapons, it also leaves them susceptible to fire. Any attack that deals fire damage does 50% more damage.
  • Limited Plant Immunities: Deku are almost as much plant as they are humanoid. And much like their plant cousins, they are immune to paralysis, poison, polymorph, sleep effects, and stunning. Unlike plants, however, they are subject to critical hits, are vulnerable to mind-influencing effects, require sleep, and are considered humanoid for the purposes of spells such as charm person.
  • Floatation: Deku’s wooden bodies tend to make swimming in water awkward and difficult, but their remarkably light weight makes floating on its surface seamlessly easy. They suffer a -2 penalty on Swim checks on the surface of water, a -4 penalty on subsurface Swim checks, and +2 bonus when swimming towards the surface. They also do not need to make Swim checks in order to avoid sinking, however they can still drown normally.
  • Camouflage: Deku’s hide textures and plant-like appearance help them blend into natural surroundings. They gain a +4 bonus to Stealth checks while in a wooded environment.
  • Automatic Languages: Deku begin play speaking Hylian and Deku. Deku with high intelligence can choose from the following bonus languages: Goron, Tokay, Kokiri, Fairy, and Rito.

Vital Statistics[edit]

Table: Random Starting Ages
Adulthood Simple1 Moderate2 Complex3
years + + +
  1. This category includes barbarians, oracles, rogues, and sorcerers.
  2. This category includes bards, cavaliers, fighters, gunslingers, paladins, rangers, summoners, and witches.
  3. This category includes alchemists, clerics, druids, inquisitors, magi, monks, and wizards.
Table: Aging Effects
Middle Age1 Old2 Venerable3 Maximum Age
years years years + years
  1. At middle age, −1 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
  2. At old age, −2 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
  3. At venerable age, −3 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
Table: Random Height and Weight
Gender Base Height Height Modifier Base Weight Weight Modifier
Male ' " + lb. × () lb.
Female ' " + lb. × () lb.

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