Sunday, November 29, 2009

VG Meet Dnd: The Golden Goddesses of Zelda

*The Legend of Zelda and all official images are property of Nintendo


As you may have already seen Mariah has started statting out races from the Legend of Zelda game series. I've decided to jump in on the fun from time to time and my first contribution is a write-up of the three Golden Goddesses. While these deities can be worshiped by anyone, they work best with the Zelda races, like the Hylian or the Rito. Below you'll find a write up for each god, as well as as a write up for the pantheon as a whole. Each entry also includes a new Channel Divinity feat, complete with power card, and a list of domains (introduced in Divine Power) that fit each entry.

The Golden Goddess
Good
The Golden Goddesses are a group of three related deities collectively representing Hyrule, but focusing on the virtues most important to that culture-courage, wisdom, and power. In Hyrule the Golden Goddesses are the most worshiped deities. They are worshiped by a variety of races and professions-human farmers, hylian nobles, and zora musicians to name a few. Almost everyone offers prayers to the Golden Goddesses as a collective group, only offering prayers to an individual sister when they need help with something specific. For example, a judge might offer up a prayer to Nayru before a trial, and a warrior might ask for the guidance of Din during a battle. As a whole, the Golden Goddesses exhort their followers to:
  • Do not resist the current of destiny, to refuse its call is to deny yourself our greatest gift.
  • Strive for balance in life. Courage, wisdom, and power are nothing alone, but together can make wishes come true.
  • Do not abuse the gifts of the goddesses, to do so is to inspire retribution.
Golden Touch [Divinity]
Prerequisite: Channel Divinity class feature, must worship the Golden Goddesses
Benefit: You gain the Channel Divinity power Golden Touch


Domains: Creation, Fate, Protection

Din
Unalinged
One of the Golden Goddesses, Din represents the the virtue of power. With her might she created the earth and through her comes the dance of seasons. Like her sisters Farore and Nayru she is worshiped throughout Hyrule, however the vast majority of her worshipers are either warriors or goron. In iconography Din is alternatively shown as either a hylian or a gerudo woman with both palms open with small flames rising up from her open palms. Surprisingly in some pictures she also has a snake curled about her neck ready to strike. She encourages her worshipers to:
  • Achieve and maintain physical perfection.
  • Test your prowess in contests and in battle. May the strongest prevail.
  • Respect Fire, it is an invaluable tool and a powerful weapon.
Din's Fire [Divinity]
Prerequisite: Channel Divinity class feature, must worship Din
Benefit: You gain the Channel Divinity power Din's Fire



Domains: Earth, Strength, Sun

Farore
Good
One of the Golden Goddesses, Farore exemplifies the virtue of courage. She is the creator of life and the patron deity of Hyrule's staunchest defenders. Like her sisters Din and Nayru, she is worshiped throughout Hyrule, mostly though by the various fae creatures such as the kokiri. In images she is most often portrayed as a hylian woman with long flowing green hair. She espouses her followers to:
  • Act with valor in all things.
  • Nurture and respect life.
  • Watch for and defend against tyranny in all its forms.
Farore's Wind [Divinity]
Prerequisite: Channel Divinity class feature, must worship Farore
Benefit: You gain the Channel Divinity power Farore's Wind



Domains: Freedom, Life, Luck

Nayru
Lawful Good
One of the Golden Goddesses, Nayru represents the virtue of wisdom. As her final act before leaving this realm she gave forth the body of law. Like her sisters Din and Farore, she is worshiped throughout Hyrule, mostly by soldiers, nobility, and others who protect civilization. In art she is often portrayed as a hylian woman with long blue hair, with a single shock turned upward towards the sky. Her faithful should:
  • Understand and follow the law.
  • Bring the light of civiliation to the shadows of the world.
  • Study the past and the present, in this way you can foresee what is to come.
Nayru's Love [Divinity]
Prerequisite: Channel Divinity class feature, must worship Nayru
Benefit: You gain the Channel Divinity power Nayru's Love



Domains: Civilization, Justice, Knowledge

Tuesday, November 24, 2009

Design a Holiday Dungeon Contest

*Photo by Luigi Diamanti


The guys over at Dungeon's Master are running a pretty nifty contest for the Holiday Season. To enter, create a holiday themed dungeon and send it in. The entries will all be collected into an e-book that Dungeon's Master will post for free download on their site next year, and the winner of the contest will have his pick of three really neat titles coming up for the 4th edition of Dungeons and Dragons. All in all it seems like a really cool contest and I can't wait to see what people come up with. To learn more, and hopefully enter the contest, check out their explanation of the contest here.

Thursday, November 12, 2009

4th Edition Dnd Races of Zelda: Rito


Rito

RACIAL TRAITS
Average Height: 5'4" - 6'0"
Average Weight: 140-200 lb.

Ability Scores: +2 Dexterity, + 2 Charisma
Size: Medium
Speed: 6 squares
Vision: Low-light

Languages: Hylian [Common]
Skill Bonuses: +2 Acrobatics, +2 Perception
Light on your Feet: You can shift in difficult terrain
Aerial Acrobat:
You gain a + 1 bonus to your Reflex Defense
Rito Flight: You can use Rito Flight as an encounter power










Play a rito if you want...
◆ To be able to take to the sky above your foes
◆ To be a member of a close knit tribe that reveres a powerful dragon
◆ To be a member of a race that favors the bard, sorcerer, and rogue classes

Physical Qualities:
Ritos are very bird-like in appearance, and are believed to have evolved to their current state from another race. Their most prominent features are their large yellow beaks where a human's nose might be and an expansive set of wings under their arms. These wings fold and tuck neatly when not in use and are usually off-white with brown at the tips of the feathers. All Rito have red eyes and can have pale to tan skin, and white, brown or red hair, though white is the most common. They also have very small pointed feet like those of a bird, with small but still capable talons. Rito often wear lose, colorful robes which do not constrict their movement or flight. They wear few other adornments other than a belt and a bag to carry things while in flight. White, reds, golds and browns are popular colors in their garb and homes.

Playing a Rito:
The Rito live outside of the cities in mountainous terrain and can convert caves or low cliffs into suitable dwellings. Young Rito are called fledglings before they have gained the ability to fly. When they are ready, a fledgling will undertake the journey to the lair of the Rito patron exarc, the sky spirit Valoo. Once there Valoo bestows upon the fledgling one of his scales, which enables them to grow wings and fly. This is the Rito's most time-honored tradition and to refuse to go to Valoo, either from fear or inability, brings great shame to a Rito. Most Rito can only fly a short distance before becoming fatigued, but some more experienced and older Rito can fly over long distances and even carry other small humanoids for a short time. The Rito follow a tribal leader who is generally appointed by bloodline but they do not follow many strict laws other than cultural traditions. Rito are very competitive and will devise games to challenge themselves mentally and physically and compare their relative strengths.

Rito histories speak of a time when the race was flightless and had to use ropes and other tools to navigate the dangerous mountain terrain. Then the Rito found the sky spirit Valoo, who appeared as a gigantic and fearsome red dragon. Valoo granted the Rito his magical scales so that they may take to the skies like himself. Thus, the Rito are extremely grateful and reverent towards Valoo and would never think to disrespect him. The tribe will appoint a young female to serve as Valoo's attendant, to ensure that all sacred rites are performed perfectly. Traditionally the attendant will spend most of her time near Valoo and play the harp to calm his easily tripped temper.

While they do not live with other races, Rito enjoy traveling and have a penchant for becoming messengers due to their ability to cover vast distances quickly and without many provisions. Rito may seem aloof at first, but they quickly warm up to others who are friendly towards them and will welcome them into their homes. Many Rito are trained in combat from a young age, as they find it is best to always be prepared for any kind of attack. A good portion of the tribe will serve as guards to protect the Chieftan, the fledglings and the entrance to Valoo's lair. Even in small numbers the Rito are very capable at defending themselves and their homes because of their constant competition with each other to become better warriors.

*"Skett and Akoot" Original art by Hillary Esdaile, check out her website and deviantart page!

Rito Characteristics: carefree, loyal, competitive, perfectionist, traditional, outgoing, reverent

Example Rito Names:
Male: Akoot, Basht, Hoskit, Ilari, Koboli, Namali, Pashli, Skett
Female: Beroke, Dakapo, Eliji, Harmonee, Kadenz, Kapela, Oktev, Opari

Examples of Rito in the Legend of Zelda: Medli, Komali, Quill, Rito Chieftan

Background and History in the Points of Light Campaign Setting:
No one remembers what the Rito were like before the great dragon Valoo settled in their region, but what is known is that rather than rely on dragonborn or kobolds for protection and company, Valoo elevated a fledgling race into what is now the modern Rito. For the gift of flight, and his ultimate protection from the dangers of the world outside their mountainous homes, the Rito care for and faithfully serve the dragon Valoo. When other races were striving to build and maintain vast empires, the Rito sought only to exist, in peace with themselves and the land around them. Recently however, with darkness pushing in on the boundaries of their land some Rito have begun to leave their ancestral homes. Envoys for peace and travelers seeking to unite the various points of light, the path these Rito travel may just end up protecting their home and traditions, but forging a pact that will ensure the safety of various humanoids and their homes.

Rito Lands in Points of Light Campaign Setting:
Most Rito live in a mountain range dominated by an impressive volcano. They create homes in hallowed out bedrock and caves in the mountains. They use the surrounding lands around their home for harvest and consider it as much their home as the rocky croppings from which they keep their vigil. While non Rito are welcome in Rito territory they may find various portions of their lands inaccessable without the ability to fly or an impressive skill at climbing.

For more information about the Rito: http://zelda.wikia.com/wiki/Rito

The Legend of Zelda and all official images are property of Nintendo

Tuesday, November 10, 2009

Paizo Announces Playtest Schedule for New Classes


Paizo announced today a schedule that will allow all you faithful Pathfinder players out there a chance to try out and give feedback on the forthcoming Advanced Player's Guide classes. They will be releasing two classes at a time starting with the Cavalier and Oracle classes in only four days. They are even making rules to use these new beta classes in their awesome organized play venture Pathfinder Society.

To check out the official announcement (and here the news from the horses mouth) please stop by their blog.

Of course Dungeon Brew will be taking apart each of these classes and letting you wonderful members of the Gamer Nation know exactly what the they have to offer.

Wednesday, October 28, 2009

Dungeon Brew Reviews: Undeafetable

When perusing your Pathfinder Core Book for feats there may be something you notice is missing:

Class Feats

That's right, for the most part the book is devoid of feats that alter, enhance, or play off of Class Features. Back when WotC supported 3.5 some of my favorite books were the Complete series. So I was a little sad that the book didn't have any neat little feats I could take that would make me say...a more unique cleric.

Enter LPJ Design's new line of products Undeafetable, short 2-4 page pdfs chock full of interesting and for the most part out of the box balanced feats for your class. Each product contains a plethora of feats for a single core class.

The Good
Most of the feats are balanced nicely, and add extra utility to a classes' defining features rather than replacing them or adding their own. The layout is simple and friendly, with feats laid out alphabetically on two collumn rows, and the black typeset is easily readable against the white background, which I find to be extremely important in pdf products.

The Evil
Remember what I said I said earlier about these feats enhancing abilities classes already have? Well, not all of them follow the formula. For instance there is a cleric feat that tramples over the schtick of the barbarian, allowing a cleric to rage. As if rekindling the 3.5 cleric's ability to steal the spotlight away from other classes wasn't enough, the ability isn't written in a concise manner, and raises some issues about how often you can use it.

Bang For Your Buck
Most of the Undeafetables are .99 cents, with three of them (for no known reason) being $1.25. However, if you get the bundles, you can get six beautiful pdfs for $5, a great deal considering that each pdf contains about 20 feats. These feats run the gamut, and you will find use in them no matter what level you play at.

The Final Verdict
All in all, I am very pleased with the product. I am looking forward to the rest of them. If they do well enough, I'm hoping they will do a series of racial feats. So cross your fingers and show your support for this great line of products.

Sunday, October 25, 2009

4th Edition Dnd Races of Zelda: Hylian

Over the following weeks I will be posting descriptions and racial traits for the most famous and best loved races in the Zelda Universe. I'll start today with the most obvious and famous: the Hylians, a race that is distinctive and apart from humans. More races will follow (including Gorons, Zora, Shiekah, Gerudo and many others!) as well as sample characters to match various campaigns in the Zelda Timeline. For now, you can simply insert these races to flavor your current 4th edition campaign and add more options for your players without buying additional supplements. Enjoy!



Hylian

RACIAL TRAITS
Average Height: 5'8" - 6'4"
Average Weight: 135-220 lb

Ability Scores: +2 Wisdom, + 2 Charisma
Size: Medium
Speed: 6 Squares
Vision: Normal

Languages: Hylian [Common]
Skill Bonuses: +2 Insight, +2 Religion
Goddesses' Protection: You have resistance radiant equal to 5 + 1/2 your level
Chosen People: You gain a +2 bonus to death saving throws
Alleviating Strike: You can use alleviating strike as an encounter power








Hylians are known as "the chosen people" of Hyrule. With their divine gifts, they excel at magic and leadership. This tends to make them very proud and many believe that humans are jealous of their favored status.

Play a Hylian if you want...
  • To have a proud heritage and strong connection with the gods
  • To have a burning ambition and strong belief in your own destiny
  • To be a member of a race that favors the cleric, paladin, invoker and avenger classes
Physical Qualities:
Hylians look very much like Humans except that they have protruding pointed ears as their main identifying feature. It is said they have longer ears so that they can hear the voices of the gods. Hylians tend to be taller and slimmer than the average human, with well defined bone structure and exceptional grace. Hylians also tend towards fair skin, blonde or red hair and blue eyes but can have any of the colors of the Human spectrum in addition to some rare members having unnatural shades such as purple or blue hair.

Hylians wear simple clothing with bright elaborate embroidery often displaying sacred and historically significant images. Regal blues, purples and pinks are common. Females wear an abundance of intricate gold jewelry with the triforce, the symbol of their godessess being most prominent.

Playing a Hylian:
Hylians tend to live in cities near the centers of power and are often in charge of local affairs or at the very least involved. They live simply and practically but that does not mean that they don't enjoy the finer things in life without being gaudy. Hylians can have a wide variety of professions but they excel at artistry and crafting. Due to their natural affinity with handling animals they also tend to raise and breed them and horses are an especially important part of their lives.

Hylians believe that they were particularly created by the three Goddesses which they worship: Din, Farore and Nayru. Each chooses one of the three Goddesses and the virtue she embodies (Power, Courage and Wisdom respectively) from a young age as a paragon to guide them. Hylians who venerate Din seek power in different forms whether it be physical, magical or political. They are very driven and will constantly try to increase their power for good or ill. Strong willed Hylians tend to choose Farore and try to live their lives without fear. They will charge into battle and refuse to yield no matter the odds and believe that with Courage they can accomplish their goals. Scholarly and intelligent Hylians honor Nayru as well as nobles, guards and leaders because she is said to have created the rule of law and reason. These individuals use their wisdom to lead, explore magical arts, heal the sick, and adventure to discover truth. Nothing will stop them in their quest for greater knowledge and they constantly seek to educate those around them.

Because of their belief in themselves as a chosen race of the Gods, Hylians tend to think lesser of the other races but that does not necessarily mean that they hate or subjugate them. Few Hylians take to outright xenophobia and most of them behave friendly and charitably to others, if perhaps too self-important. They live and work most often with Humans, being the closest to them physically, but they will adventure with most any of the traditionally benevolent races happily (Eladrin, Elves, Halflings, Dwarves, Gorons etc.) and are suspicious of the more violent and rare species (Dragonborn, Tieflings, Gerudo, Orcs, Moblins etc.)

Hylian Characteristics: proud, diplomatic, devout, valorous, charismatic, intuitive, idealist

Example Hylian Names
Hylians use simple one or two syllable names which are often passed down or significant in meaning
Male:
Auru, Fyer, Grog, Kafei, Mesa, Orca, Sakon, Shad
Female:
Agitha, Aryll, Astrid, Marin, Telma, Tetra

Examples of Hylians in the Legend of Zelda: Link, Zelda, Malon, King Daphnes Nohansen Hyrule, Anju

Background and History in the Points of Light Campaign Setting:
Around the campfires of the world and the hearths of city taverns stories are told of the magical kingdom of Hyrule. The land of Hyrule was both beautiful and bountiful, and blessed with peace. But of course, that peace would one day be shattered. A powerful villain arose and against his power the Hyrulian kingdom could not stand. Finally the Goddesses had to intervene, and buried the villain underneath a torrent of water, so much that the great kingdom of Hyrule sank beneath the waves.

Few Hylians alive truly remember what it was like to live in Hyrule, having had so many generations pass since the nation fell, but they do remember the glory of it. Filled with pride over their history, there is a saying that Hyrule will always exist in the hearts of her people.

Hylian Lands in Points of Light Campaign Setting:
Hylians have no land in the Points of Light, and are a rare sight in the vales. They often share lands with humans, although there exists the rare Hylian village or city district. These Hylian areas are filled with majestic architecture and fine craftsmanship in an attempt to pay homage to their glorious past, but they are an exception rather than the norm.

For more information about Hylians check out: http://zelda.wikia.com/wiki/Hylian
For more information about the Goddesses: http://www.zeldawiki.org/Goddesses

The Legend of Zelda and all official images are property of Nintendo

Darus; Imperial Spy and Dark Side Adept

*Photography by JD Hancock, be sure to check out his great Stormtrooper pictures.


[Below you'll find a fully realized NPC for Star Wars Saga Edition. Although he was made for Rebellion or Dark Times campaigns, I've included some tips for running him in both the Legacy and Knights of the Old Republic eras as well.]

The Protective Brother

Born in the undercity on the planet of Coruscant shortly before the Clone Wars Darus Boon lived the life of a scavenger with his younger sister Lilat. Darus and his sister lived in the polluted and dangerous undercity as orphans, scurrying about in the dark, desperately trying to survive and fervently dreaming of life on the surface.

This all changed when a group of stormtrooper cadets wandered into the undercity looking for sport. What they found was a ten year old Lilat and her teenaged brother. Comments were issued and refused, and taunts were thrown at the children. Finally a stormtrooper went too far and attempted to strike the girl.

Darus erupted with fury, literally.Pouring from his body came a bombardment of force lightning, slamming into the stormtroopers and killing all but two before they could escape the twisting tunnels of the undercity.

Their report made its way directly to the Emperor, who ordered a new group into the undercity, to find the boy and deliver a message.

A Golden Ticket

When the soldiers found the boy he was ready for them, dropping from the shadowed pipes behind them and killing two with his new found Force powers. The commander of the unit quickly called for repreive, and delivered his message.

"The emperor would like to raise you, care for you and your sister, and teach you the depths of your abilities." Thus Darus threw in his lot with the Empire, and began his path as a Dark Side Adept and spy.

With the knowledge that his sister was safe on the surface of Coruscant, Darus was free to ive into the total abandon of the Dark Side of the Force. He endured rigorous tests and though he would never ascend to the leve of a Sith Warrior his path was still valuable to the Emperor. As a force empowered spy Darus is capable of uncovering and relaying information to the Empire that a normal being would never be able to attain. And with the Bothans firmly aligned with the Rebel scum the Empire needs spies now more than ever.

Using Darus in Your Campaign

As written Darus makes a great spy for the Galactic Empire. If the heroes play as Rebels, Smugglers, or other "undesirables" Darus can come in with a helpful hand and secretly relay any intel he gathers on the PCs back to the Empire. In fact, it isn't too far out of the scope of possibilty for Darus to set the PCs up, just so he can come in looking like the hero. Alternatively, Darus can easily use his imperial connections to get rare items for the party, earning their trust, all the while never discovering just how he gets his goods.

Obviously this assumes that you are running a game in either the Force Unleashed or Rebellion eras, but with only a few minor changes he can easily work in a Knights of the Old Republic (KOTOR) or Legacy of the Force campaign.

In KOTOR his home planet is Taris, and he reports to the Sith stationed on Korriban, possibly even serving under Darth Malak or one of the three Sith Lords who procede him. In a Legacy of the Force campaign he works under the new sith Empire, and could be spying on the Alliance or even the Emperor in exile Roan Fel.

Darus
Medium Human scout 1/noble 3
Destiny 1; Force 5; Dark Side 10
Init +2; Senses Perception +10
Languages Basic

Defenses Ref 16 (flat-footed 16), Fort 14, Will 16
hp 40; Threshold 14

Speed 6 squares
Ranged blaster pistol +2 (3d4+2) or
Ranged blaster carbine +2 (3d8+2)
Base Atk +2; Grp +1
Special Actions Shake It Off
Force Powers Known (Use the Force +10); Force grip, Force lightning, mind trick, negate energy

Abilities Str 8, Dex 12, Con 13, Int 10, Wis 16, Cha 16
Talents Connections, Improved Stealth, Spontaneous Skill
Feats Force Sensitivity, Force Training, Skill Training (Deception), Skill Training (Persuasion), Weapon Proficiency (pistols, rifles, simple weapons)
Skills Deception +10, Endurance +8, Perception +10, Persuasion +10, Stealth +7, Survival +10, Use the Force +10
Possessions hold-out blaster pistol, blaster carbine encrypted comlink, personal holoprojector, utility belt