“have i gone mad?
im afraid so, but let me tell you something, the best people usualy are.”
― Lewis Carroll
Salutations and greetings my dears. I welcome you back to my
humble little gathering of curiosities. This week my great and powerful
Pincushion has like a red queen commanded me to another glorious theme.
This week we're stepping through the looking glass.
Now within the context of Pathfinder it's not great stretch
to have Wonderland as an extension of or linked to The First World. It's a land
of strange possibility and filled with the same sort of beautiful dangers that
make the fey such delicious foes.
Now, knowing of my particular predilections it seems obvious
that I have been tasked with presenting to you my take on the Mad Hatter.
An ever intriguing character, to say the least, and on that
we have seen a great deal of recently. Comic interpretations, television,
movies, Sci-fi original series all have had their respective seats at the tea
party. I find it interesting that they consistently either make him a reluctant
villain, or a reluctant hero.
Personally I think that the interesting point of this
character is not in the character but in his themes and circumstances. So it is
in that spirit that I grant you these two humble offerings...
The Mad Hat:
Aura moderate
transmutation; CL 8th
Slot head; Price 5,000 gp (+2), 17,000 gp
(+4), 37,000 gp (+6); Weight 1
lb.
The faint smell of mercury and tea always pervades this
finely crafted top hat. Mimics the effects of a headband of alluring charisma
as well as it’s other functions which manifest after the wearer has attuned
himself by donning the hat for at least sixteen hours in a twenty four hour
period. Once attuned the wearer will not willingly take the hat off, and the
weareer becomes aware of the hat’s ability to further improve their charisma.
Once a day, the attuned wearer can increase the Cha bonus by one step at the cost
of 1d3 Wis drain. Once the wearer gains a negative Wis mod they begin to act
erratically gaining a 25% chance of confusion in any stressful situation. Once
their mod reaches -2 it's a will save to willingly take the hat off. At -3 they can no longer tell friend from
foe. A CMB attack against the wearer's CMD can be used to remove the hat.
Requirements Craft Wondrous Item, eagle's splendor, confusion Cost 2,500 gp (+2), 8,500 gp (+4), 18,500 gp (+6)
The Red Tea Party
Haunt
30 feet
Notice: DC 20 (To see that the Tea in the cups is watered
blood)
Effect: A group of eccentric guests sit and drink tea and
talk of nonsense. The guest are actually 1d6 Ghosts bound to the haunt. All who
enter the Area must make a DC 18 Wil save to not drink the tea. All who drink
come under the effects of a confusion and rage spell. Once all effected have
drunk the Ghosts attack. Any slain during have their souls bound to the haunt
and return as guests the next time the haunt occurs.
Destruction: A creature wearing a Mad Hat must be
decapitated within the Haunts area.
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