
GM Aneirin |

GM Aneirin |

@Warhawk: At character creation I don't have anything down really. Anything Pathfinder official. Parade Armor works well. As for a shield with the Hylian Crest, I would just use a heavy steel shield or a light steel shield, whichever you prefer.
Funnily, the Hylian shield is a magical shield I'm statting out on the side!

![]() |

Here's Bump, the Kokiri Rogue (Unchained) :)
Bump
Background
A blooming spirit from the happy Kokiri Forest, Bump's greatest adventure was always try to climb the Great Deku Tree while laughing and playing with the old Earth spirit.
Bump lived several decades - centuries, maybe - trapped in his own curiosity, but too afraid to test the limits of the forest - Until the day he couldn't take it anymore. Hidden from all his friends, even his fairy, the happy Kokiri put his backpack on the shoulder and ran with his eyes closed. If he had to die, disappear, so be it. He didn't - and now, he found out an entire new world of adventures to explore.
Bump has a big smile always in his face. He uses all green clothes, that match his long green hair. He's short even for Kokiris, but the years he already lived outside the forest gave him a more "rugged" look.
Character Sheet
CG Small fey
Init +6; Senses low-light vision; Perception +5
--------------------
Defense
--------------------
AC 18, touch 15, flat-footed 14 (+3 armor, +4 Dex, +1 size)
hp 11 (1d8+3)
Fort +3, Ref +7, Will +2
DR 5/cold iron
--------------------
Offense
--------------------
Speed 40 ft.
Melee (M) shortsword +5 (1d4-1/19-20) or
2 x (M) shortsword +3/+3 (1d4-1/19-20)
Special Attacks sneak attack +1d6
--------------------
Statistics
--------------------
Str 8, Dex 19, Con 14, Int 8, Wis 12, Cha 14
Base Atk +0; CMB -2; CMD 12 (10 vs. dirty trick)
Feats Two-weapon Fighting, Weapon Finesse
Traits monster hunter, reactionary, spirit sense
Skills Acrobatics +7 (+11 to jump), Disable Device +10, Escape Artist +7, Perception +5 (+7 vs. surprise and to detect invisible or incorporeal creatures), Sleight of Hand +7, Stealth +11, Use Magic Device +6
Languages Common, Kokiri
SQ naive, trapfinding +1, treespeech
Other Gear studded leather, shortsword, shortsword, backpack, bedroll, caltrops, chalk (10), flint and steel, masterwork thieves' tools, trail rations (5), weapon cord, weapon cord, 88 gp
--------------------
Tracked Resources
--------------------
Spell-Like Ability, Lesser (Invisibility, 1/day) (Sp) - 0/1
Trail rations - 0/5
--------------------
Special Abilities
--------------------
Damage Reduction (5/cold iron) You have Damage Reduction against all except Cold Iron attacks.
Finesse Training Weapon Finesse at level 1, other benefits later on
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Monster Hunter +1 attack & damage against aberrations & magical beasts.
Naive -2 to AC vs. improvised weapons.
Sneak Attack +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
Treespeech (Ex) Can talk with plants as though under continual speak with plants spell.
Weapon cord Attached weapon can be recovered as a swift action.

GM Aneirin |

And racial feats are done! That was really hard to do, but I feel they work really well.
Can't wait to see some more submissions! So far we have the following:
Lia Vantas - Hylian Bard (Arcane Duelist) - Eager Performer
Darian - Sheikah Fighter (Swordlord) - Giant Killer
Bump - Kokiri Rogue (Unchained) - Monster Hunter

![]() |

@Aneirin, for the Fairy Companion, does it evolve with us? Like a druid companion type of thing (in terms of HP etc.)?
EDIT: This is confessedly my feat at level 3! In terms of story, I will pretend his Fairy "found him" after searching for a while when he left the Kokiri Forest.
@Galahad: Hey man! Maybe we will finally get to play together again, huh?

1st level Spelleater Barbarian |
This is Volkner's submission. I'm still finishing a bit of him, including his backstory, but this is the brunt of the crunch.
The main idea is that he's a Bloodrager who's bloodline stems from an ancesestor being tainted by Ganon's dark magic and it being passed down through the ages. His family was banished to the Gerudo desert which wasn't too kind to the refugee Hylians.

GM Aneirin |

Ooh, this is cool. I want to roll up a Zora. I'm kind of thinking Oracle, because it looks interesting. I see her as a follower of Nayru, but I want to use the waves mystery. (I am kind of new to actually building characters... so I may make some mistakes.)
If you have any questions, just ask. And I don't see why an Oracle who follows Nayru can't use the Waves mystery. After all, much knowledge and wisdom can come from the oceans.

Movin |
I'd like to pitch a Twili Arcanist if that is allowed.
Looking at the timeline it seems as though the portals to the shadowlands have been open for a bit, enough for a trade of products and interested people to flow back and fourth.
This partiuclar Twili would be enthused with the various races of Hyrule and be collecting a history of all of them. Trying to return names and faces to the old myths stories that the wars and trials created.
Plus collecting spells and stuff, but that is part and parcel for the class.
I'd also like to know if you'd be willing to let me select something else in place of the Twili's lesser spell resistance that would suit them. I find spell resistance on players to be mostly useless and only serves to make healing that player harder. Never mind it being one more thing that needs to be kept track of in combat.

GM Aneirin |

@Movin: While I agree that spell-resistance must be tracked, in groups I've played in I've never really experienced much of an issue. If you want, I can say that when a spell is beneficial to the player, you can lower the SR to 0 for a turn.
@Sania/Warhawk7: Nice job on the paladin! I'll be sure to add them to the list next update.

Warhawk7 |

If anyone wants to use my other ideas for a character, feel free to do so! Here they are for ease of reference:
- Hylian ranger (or hunter) with a wolf companion
- Kokiri treesinger druid
- Garudo magus
- Goron stonelord paladin
Two other character concepts I came up with were a Twili shadow caller (summoner archetype) and a Twili dusk stalker (ranger archetype). Both archetypes are fetchling specific, but fetchlings and Twili are close enough to work thematically (just like the Goron stonelord paladin).

Vincent Fleming |

If it is still early enough in the proceedings to join in I would like to toss my hat in as well. Currently (hehe, pun) I am looking at possibly playing a Zora. Always loved Princess Ruto and never felt she got enough story time.
Kinda Waffling a bit as I'm having a hard time with nailing down what I would play as far as role wise.
I did have a question, given that swim is based off strength and the weapons are all based on Strength. Would you be willing to adjust the Zora as +2 Str, +2 Int and possibly -2 to Dex or Con?

TaliaKirana |
Hmm. Why are picking names always so hard... especially when there are so few canonically named Zora. *kind of got lost on a wiki walk doing some research* I am kind of getting an idea for her appearance, at least, though I may take a few liberties to give her some distinctive patterns on her scales. (Considering she's a waves oracle, I kind of like the idea of her having darker blue wave-like markings on her face, arms, and legs.) I think if we're expanding this out for an RPG campaign, it's not unreasonable to think there would be a little more variation in Zora appearance than what shows up in the games.

Warhawk7 |

Hmm. Why are picking names always so hard... especially when there are so few canonically named Zora. *kind of got lost on a wiki walk doing some research* I am kind of getting an idea for her appearance, at least, though I may take a few liberties to give her some distinctive patterns on her scales. (Considering she's a waves oracle, I kind of like the idea of her having darker blue wave-like markings on her face, arms, and legs.) I think if we're expanding this out for an RPG campaign, it's not unreasonable to think there would be a little more variation in Zora appearance than what shows up in the games.
Google Zelda Name Generator and you should find something that has a bunch of generators for the Zelda races.

![]() |

Oh this looks like an amazing game! Color me interested!
After looking through the races and traits, I'd like to offer up a Sheikah Rogue. Yes, I know it's nothing original, but why mess with a good formula?
Will I be allowed to take the Unchained version? No biggie if not.
I'll have an official Alias made up in a little while.
Deshka, the Sheika Rogue
Abilities
Str 14
Dex 18
Con 12
Int 12 Additional Language: Rito
Wis 11
Cha 11
Feat:
(Unchained): Two Weapon Fighting
(Standard): Weapon Finesse
Traits:
Family Ties
Dirty Fighter (+1 damage when flanking)
Gear:
sword (short/cold iron); dagger (cold iron); chain shirt; outfit (explorer's); arrow, blunt (x5); arrows (20); dagger (x4); Backpack, Common [ Bedroll; Blanket; Flint and Steel; Rations (Trail/Per Day) (x14); Rope (Hemp/50 ft.); Torch (x2); ]; Composite Shortbow (+0)
When he was about 20, he heard from a friend of a friend of a friend that there was a new temple being opened in a nearby town. Of course, being the goodnatured soul he was, Deshka leaped at the opportunity to not be in his hometown and help out where he could.

GM Aneirin |

@Vincent Fleming: The Zora, I'm afraid, are finalized. Sorry.
@TaliaKirana: Based on the games, there is quite a bit of differentiation in the Zora race. Slight variations are to be expected like any race.
@ShubNiggurath's Cousin Al: Sounds hilarious! Can't wait to see it!
@SinBlade6/Deshka: Can't wait to see the final form on the character profile. I'll add you to the list once you finalize and set it up.
@Sarabian: It would be interesting to see, but I'd have to see how it plays out in the background so shoot me a draft by PM for review, okay?
I'll be posting an updated list shortly!

Vincent Fleming |

Tis fine, thought I would ask as it seemed an interesting quirk. Hmm hmm. I think I will be going the route of a Trident throwing Ranger with the Trapper/Wild Hunter archetypes.
I am leaning between Family Ties and Monster Hunter but kinda waffling at the moment on which.
Edit: Two questions, first...which map of Hyrule are we using. (There is a ton and I don't think very many really agree) And will we be using the Background Skills bit?

Vincent Fleming |

Ravo
Male Ranger (Trapper, Wild Hunter) 1
NG Medium Monstrous humanoid (Zora)
Worshiper of the Hero
Init +3
--------------------
Defense
--------------------
AC 19, touch 13, flat-footed 16 (+5 armor, +3 Dex, 1 Shield)
hp 11 (1d10+1)
Fort +2, Ref +5, Will -1
--------------------
Offense
--------------------
Speed 30/20 ft.
Melee Trident +2 1d8+1
Melee Claws x2 +2 1d4+1
--------------------
Statistics
--------------------
Str 13, Dex 16, Con 13, Int 16, Wis 8, Cha 12
Base Atk +1; CMB +2; CMD 15/12Fl
Feats Distance Thrower
Traits Monster Hunter, Armor Expert
Skills Climb +1, Disable Device +6, Handle Animal +5, Intimidate +5, Know Dungeon +7, Know Geography +7, Know Nature +7, Perception +3, Stealth +3, Survival +3
Languages Elven, Gerudo, Hylian, Kokiri, Zora
Combat Gear Trident x3, Scale Mail, Light Steel Shield
Other Gear Explorer's outfit, Adventurer's sash, Mwk Backpack, Bedroll, Flask, Mwk Thieves' Tools, Waterskin x2
--------------------
Special Abilities
--------------------
Amphibious
Animal Focus 1min/day
Armor Expert
Darkvision
Distance Thrower
Monster Hunter
Swimming 40
Track +1
Trapfinding +1
Water Sense
Wild Empathy +2
There are many truths in the world; evil will always exist, monsters will always prey upon the helpless, and there are those who make it their life's work to vanquish both. Ravo was one such man to dedicate his life.
Ravo was born to an ocean tribe in the Sea of Gamelon. His family was known for their valor and a few in the past had even served as part of the guard for the River Zora. They were an odd bunch, not willing to worry just for the sake of their own race but for those of their distant cousins and for the allies of their races.
He was taught at a young age how to fight and how to track. Monster roamed the world and it was their family's calling to defend those would could not defend themselves if they came upon them. Thus he lived a life in armor, a trident in one hand and a shield in the other. Hearing of the news of the burning of the temple of the Seven Maidens, Ravo took up his gear and headed out to seek out what evil may have perpetrated such an act upon the village that could be seen as a village born of the ideals of his family.
I feel like the background is a bit lacking and I may adjust it a bit more in the long run as it isn't as filled out as I would like it.
Description wise, Ravo would be a rather built for a Zora. Tall and lacking of the extra fat that would provide warmth and the like for his kin in the water. His coloring would be of the deeper shades of blue and he is of a serious temper, always willing to help out those he finds in need.
A bit goal wise, he will be of the combat style Sword and Shield more of a frontline fighter then not but able to do a bit of damage as a ranged till he can close width. He will likely use the Bull Animal Aspect most often. And pick up an animal companion at some point (Not sure what at the moment, we shall see what is in the area at the time. May just end up being a horse.)

Shub-Niggurath's cousin Al |

My character Bagoro is basically finished! I'm not entirely comfortable with his backstory right now, but his stats are done and the backstory is semi-passable.

Ieris |

Ravenfall here! I've finally finished my character, a young Hylian fortune teller and history buff! Here's all her information:
Female hylian arcanist 1
NG Medium humanoid (human)
Age: 20
Init +2; Senses low-light vision; Perception +2
--------------------
Defense
--------------------
AC 13, touch 13, flat-footed 10 (+2 Dex, +1 dodge)
hp 9 (1d6+3)
Fort +2, Ref +2, Will +3
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee light mace -1 (1d6-1)
Special Attacks arcane reservoir (1/4), arcanist exploit (ice missile), consume spells
Arcanist Spells Prepared (CL 1st; concentration +4)
. . 1st—identify, vanish[APG] (DC 14)
. . 0 (at will)—daze (DC 13), jolt[UM], light, prestidigitation
--------------------
Statistics
--------------------
Str 8, Dex 14, Con 14, Int 16, Wis 12, Cha 14
Base Atk +0; CMB -1; CMD 12
Feats Dodge, Fortune Teller[ISWG]
Traits charming, scholar of lore
Skills Acrobatics -1 (-5 to jump), Bluff +2 (+3 vs. characters who could be attracted to you), Diplomacy +2 (+3 vs. characters who could be attracted to you), Knowledge (arcana) +8, Knowledge (history) +8, Perception +2, Profession (fortune-teller) +5, Spellcraft +7, Use Magic Device +6
Languages Celestial, Common, Fey, Blin, Ancient Gerudo
Other Gear light mace, backpack, bedroll, belt pouch, flint and steel, fortune-teller's deck, quality, ink, black, inkpen, parchment (5), perfume, common (10), pot, scholar's outfit, scroll case, soap, spell component pouch, torch (10), trail rations (5), waterskin, 51 gp, 10 sp
--------------------
Special Abilities
--------------------
Arcane Reservoir +1 DC or CL (4/day) (Su) Pool of points fuel exploits, or can expend to add +1 CL or DC while cast spell.
Charming +1 Bluff/Diplomacy/save DC for a language-dependent spell vs. targets who could be sexually attracted to you.
Consume Spells (Su) As a move action, expend a spell slot to add its spell levels to arcane reservoir.
Fortune Teller Cast some divination spells at +1 caster level
Fortune-teller's deck, quality +1 to Profession: Fortune-Teller or Profession: Medium
Ice Missile (1d6+2 cold damage, DC 12) (Su) Use 1 reservoir, touch att deals cold dam & stagger 1 rd vs. foe in 30 ft (Fort part).
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
As she studied history, she also took an interest in magical learnings as well, and before long started to meld her love of magic and her love history and prophecy into a form of fortune telling. First for fun, and then for profit as a way to pay off debts and make her way in life, Ieris works a fortune teller when she isn't off studying or wishing she was exploring some ancient ruins. She makes a bit of a theater performance out of the act, dressing much like Gerudo fortune tellers and gypsies are said to, using charm and guile as much as actual divination - never out and out lying, but finding creative ways to augment her readings.
Now, as the Festival of the Hero approaches, she endeavors to set up shop for the event. What's a festival without a fortune teller, after all, to get people caught in the revelry and celebration of history and prophecy?
I can change or expand anything as needed, let me know if there's any problems or questions. Hope you like her!

Nadim Zant |

Nadim Zant was an accredited skeptic in the Twilight for many years, most notably and arguably to the discomfort of the Twilight Princess herself. Nadim Zant also, as a form of skepticism of his own prowess, took on the Goddess Din as his true master in place of the Twilight Princess in hopes that it would do a better job of protecting him from corruption should Ganondorf attempt the same thing on him as was put on the True Zant. Nadim Zant came to Hyrule with the Fires of Din in his veins granting him the power of Elemental Fire, the very personification of both his burning skepticism of all that is not black and white and his hate for the shame brought upon the Twili from Ganondorf and Zant's corruption of Hyrule.
Nadim Zant stands just over 5 feet with orange eyes and hair and skin close to the shade of Ganondorf himself. This similar appearance, and simple red robes adorned with the Symbol of Din instead of Twilight, was at first a reason for other Twili to fear and mock him, and, as a result, led to the oppressed Nadim Zant being extremely skeptical of his peers and their qualifications. Ironically, this also led to his extreme hate for the historic villains his appearance slightly resembles, and, as a result, has led to Nadim having an extremely strong code of ethics and morals that shamelessly leads him to impulsive decisions he justifies to ensure none of Zant or Ganondorf's corruption belongs in his heart or mind.
Working out the actual sorcerer kinks right now, but here is the background :)

GM Aneirin |

Arcane
~Bagoro - Goron Alchemist (Fire Bomber) - Scholar of Lore
~Lylt - Twili Magus (Kensai/Bladebound)
~Ieris - Hylian Arcanist - Scholar of Lore
~
Divine
~
Martial
~Darian - Sheikah Fighter (Swordlord) - Giant Killer
~Legalt of the Sands* - Hylian Bloodrager - None as of now
~Sania - Hylian Paladin (Sword of Valor) - Friends and Enemies
~Ravo - Zora Ranger (Trapper/Wild Hunter) - Monster Hunter
~
Skill
~Lia Vantas - Hylian Bard (Arcane Duelist) - Eager Performer
~Bump - Kokiri Rogue (Unchained) - Monster Hunter
~Deshka* - Sheikah Rogue - None in profile, but listed as Family Ties
~
So far some really good submissions, though I will be sending some of you some PMs shortly about tweaks that need done (nothing major, just some minor edits and such).
@Nadim Zant - Anything Paizo official is allowed within reason (I would doubt your character would blow every cent on ale and such). If you have any questions, just ask.

Nadim Zant |

Male Twili Sorcerer (Fire Elemental) 1
CG, Medium Size, Outsider
Deity: Din
Initiative: ???
--------------------
Defense
--------------------
AC 10, touch 10, flat-footed 10
HP 11 (d10+1)
Fort +3, Ref 0, Will +3
--------------------
Offense
--------------------
Speed 60 ft.
Simple Weapon: Spear (1d8)
Spells
0 (infinite cast) Acid Splash, Ray of Frost, Ghost Sound, Flare
1 (3 casts) Magic Missile, Summon Monster 1
--------------------
Statistics
--------------------
Str 8, Dex 10, Con 12, Int 16, Wis 16, Cha 16
Base Atk +2; CMB -1; CMD +9
Feats Shadowy Swiftness, Great Fortitude, Eschew Materials
Traits Friends and Enemies, Havoc of the Society (+1 on spells)
Skills Appraise +3 (Cha.), Bluff +3 (Cha.), Craft +7 (Int.), Fly, Intimidate +3 (Cha), Knowledge (arcana) +7 (Int.), Profession +7 (gambling)(Wis), Spellcraft +7, Use Magic Device +3 (Cha.), Knowledge (planes) +3 (Int.)
Languages Common, Twili (See Racial Traits)
Other Gear
Sorcerer’s Kit (backpack, bedroll, belt pouch, flint and steel, iron pot, mess kit, soap, torches (10), trail rations (5 days), water skin)
Gambler’s Kit
deck of cards, betting wheel, numbered cloths, colored wooden chips, and many other games of chance
Compass, Mirror, Ink, Inkpen, Parchment Sheets (50), Candle (30), Candle Stand
120 GP
--------------------
Special Abilities
--------------------
Bonus Feat: (Greater Fortitude)
Bloodline Power: Fire (+30ft. base speed)
Bloodline Arcana: Fire
Bloodline Power: Elemental Spell List, Bonus Daily Spell List
--------------------
Racial Abilities
--------------------
True Speech (Su)
Speak with Animals (Su)
From the day Nadim learned of Gannondorf and Zant he became an extreme skeptic and critic of his own people. In order to “purify” himself of ever possibly being tainted by Gannondorf as Zant was, Nadim rejected in his own mind a majority of the assumed authority given to the once fallen Twilight Princess. Nadim took the last name Zant as an arrogant and simultaneous smirk at Gannondorf and the Twilight Princess, replacing each with the Goddess Din. Nadim Zant dresses himself in simple red robes with the Insignia of Din upon them instead of the Twilight, and, as a follower of the Fire Goddess, fire razes and scorches through his very blood. Nadim carries with him a gambler’s kit in order to test and reveal the true character of his companions as to justify his always-ready skepticism. However, Nadim prides himself on taking a moral high ground to the extremes and, as a result, is a very generous House to both the winner and the loser despite his own game’s rules.
Nadim Zant now leaves the Twilight and enters Hyrule as the next step of spite against Gannondorf’s taint laid on the Twili people. Nadim hopes to find a final confirmation that his people have indeed repaid their mistake made with Zant, and, as a reminder of what is needed should they have failed and a testament token of the power Goddess Din he carries always his tiny mirror as a clue to what is necessary to seal away the next Monsters that may overcome Hyrule.

Warhawk7 |

Go for what feels right for your character, thematically if need be. For instance, Sania has parade armor. Are there better light (or medium) armors that I could have spent money on? Yes. Did anything else really fit a recently "graduated" Knight of Hyrule? Not really. Parade armor is nice because it can look like almost anything, especially nation/faction specific.
Speaking of which, I should probably write in what her outfit looks like...

GM Aneirin |

I'm going to help some folks real quick.
This link connects to the information about the abilities granted by each race.
You start with max GP for your class to be spent on equipment such as armor, weapons, etc. You need not spend all of it, and pick things out that fit your character concept.
If you have any other questions, please feel free to ask in thread or by PM to me.

GM Aneirin |

I'm sorry I'm not done yet. I forgot how much equipment picking boggles me. How do you know what the right armor is? Or what would make a good weapon? (This is Talia.) Yeah, I'm still woefully incomplete... because I'm terrified of picking something useless.
If you need any help, just ask. Is there anything in particular you have questions on?

![]() |

I submit for your consideration Bonsai the Inquisitor of the Great Deku Tree.

Nadim Zant |

Just so all the stuff is in one easy post for me.
Male Twili Sorcerer (Fire Elemental) 1
CG, Medium Size, Outsider
Deity: Din
Initiative: +0
--------------------
Defense
--------------------
AC 11, touch 11, flat-footed 10 (+1 Dex)
HP 7 (1d6+1)
Fort +13 Ref 0, Will +5
--------------------
Offense
--------------------
Speed 60 ft.
--------------------
Spells Known
--------------------
0 (infinite cast) Acid Splash, Ray of Frost, Ghost Sound, Flare
1 (3 casts) Magic Missile, Summon Monster I
--------------------
Attacks
--------------------
Melee - Spear, -1 Attack, 1d8-1 Damage, Piercing damage, x3 Critical, Special (bracing)
--------------------
Statistics
--------------------
Str 8, Dex 10, Con 12, Int 16, Wis 16, Cha 16
Base Atk +0; CMB -1; CMD +9
Feats Arcane Strike, Eschew Materials
Traits Friends and Enemies, Havoc of the Society (+1 to damage made on spells)
Skills Bluff +7, Knowledge (Arcana) +7, Knowledge (Planes) +7, Profession (gambler) +7, Spellcraft +7, UMD +7
Languages Hylian, Twili, Goron, Gerudo, Zora
Other Gear
Sorcerer’s Kit (backpack, bedroll, belt pouch, flint and steel, iron pot, mess kit, soap, torches (10), trail rations (5 days), water skin)
Gambler’s Kit
deck of cards, betting wheel, numbered cloths, colored wooden chips, and many other games of chance
Compass, Ink, Inkpen, Parchment Sheets (50), Candle (30), Candle Stand
6 GP, 5 SP, 9 CP
--------------------
Class Abilities
--------------------
Bloodline - Elemental (fire) (+30 base speed)
Bloodline Arcana: Whenever you cast a spell that deals energy damage, you can change the type of damage to match the type of your bloodline. This also changes the spell's type to match the type of your bloodline.
Elemental Ray (Sp): Starting at 1st level, you can unleash an elemental ray as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray deals 1d6 points of damage of your energy type + 1 for every two sorcerer levels you possess. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
Eschew Materials - The Sorcerer gains Eschew Materials as a bonus feat.
--------------------
Racial Abilities
--------------------
Illusion Resistance - Twili gain a +2 racial bonus on saving throws against illusion spells or effects.
Lesser Spell Resistance - Twili gain spell resistance equal to 6 + their character level. As a move action they may lower this to 0 until the start of their next turn.
Arcane Focus - gain a +2 racial bonus on concentration checks made to cast arcane spells defensively.
Lesser Spell-Like Ability (Twilight Haze) - Once per day the Twili may cast the spell Twilight Haze as a standard action. The caster level for the spell is equal to the Twili's total character level.
From the day Nadim learned of Gannondorf and Zant he became an extreme skeptic and critic of his own people. In order to “purify” himself of ever possibly being tainted by Gannondorf as Zant was, Nadim rejected in his own mind a majority of the assumed authority given to the once fallen Twilight Princess. Nadim took the last name Zant as an arrogant and simultaneous smirk at Gannondorf and the Twilight Princess, replacing each with the Goddess Din. Nadim Zant dresses himself in simple red robes with the Insignia of Din upon them instead of the Twilight, and, as a follower of the Fire Goddess, fire razes and scorches through his very blood. Nadim carries with him a gambler’s kit in order to test and reveal the true character of his companions as to justify his always-ready skepticism. However, Nadim prides himself on taking a moral high ground to the extremes and, as a result, is a very generous House to both the winner and the loser despite his own game’s rules.
Nadim Zant now leaves the Twilight and enters Hyrule as the next step of spite against Gannondorf’s taint laid on the Twili people. Nadim hopes to find a final confirmation that his people have indeed repaid their mistake made with Zant, and, as a reminder of what is needed should they have failed and a testament token of the power Goddess Din he carries always his tiny mirror as a clue to what is necessary to seal away the next Monsters that may overcome Hyrule.
Nadim Zant is of tannish skin, orange hair, and orange eyes and 5 feet tall with a striking resemblance to Gannondorf. Though this works against him when talking to his own people, his furrowed brow and features match his cynicism quite well when he presents his points of view.