From Lit to battle board legit
By Frank Gori and Jeff Harris
“Why, sometimes I've believed as many as six impossible
things before breakfast.”
― Lewis Carroll
― Lewis Carroll
In many ways reality is subjective. If something exists only
for you and only when you are alone does it make a difference if it is real or
not? Your perceptions are your realities.
In Pathfinder I sometimes find the First world of the fey
flat. It has largely been left undefined but like the rest of that setting by
trying to capture everything they have homogenized the world a little too much
for my liking.
Consider a moment having two fey realms, one of nightmares
ruled by the Queen of Hearts/The Red Queen based on a horror infused Wonderland
setting. The other ruled by Glenda Good Witch/The White Queen and based on
Baum’s Oz.
Light and Dark,Winter and Summer have been explored before
as Fey concepts. I’d propose the battle line be drawn by dream and nightmare. A
little of each lies within the other, and we’ll save flying monkeys for next
week but join me for a tour of the most frightening place to be the court of
the Queen of nightmares, or it’ll be off with your head!
The Queen of Hearts
A bloated pale red haired heavily made up woman in Royal finery and
jeweled rings and amulets, wears a bored expression as you enter.
CE Huge dragon (fairy) Init +6; Senses dragon senses, smoke vision; Perception +20 Aura frightful presence (150 ft., DC 19)
DEFENSE
AC 27, touch 10, flat-footed 26 (+17 natural, -2 size, +2 dex)hp 172 (15d12+75) Fort +14, Ref +11, Will +13 DR 5/magic, DR 10/cold iron; Immune fire, paralysis, sleep; SR 24 Weaknesses Vulnerability to cold
OFFENSE
Speed 40 ft., fly 200 ft. (poor)Melee bite +21 (2d8+12), 2 claws +21 (2d6+8), 2 wings +19 (1d8+3), tail slap +19 (2d6+12) Space 15 ft.; Reach 10 ft. (15 ft. with bite) Special Attacks breath weapon (50-ft. cone, DC 22, 10d10 fire), crush (Small creatures, DC 22, 2d8+13) Spell-Like Abilities (CL 15th; concentration +17)
At will—detect magic, pyrotechnics
(DC 14)
Racial Spells Known (CL 5th;
concentration +7)
2nd (5/day)—resist energy, see invisibility
Bard Spells Known (CL 5th; concentration +7)1st (7/day)—alarm, magic missile, shield, true strike 0 (at will)—arcane mark, bleed, light, magehand, message, read magic
2nd (2/day)—allegro, hold person, silence
Spell like abilities (CL 15th;
concentration +17)1st (4/day)—ear piercing scream, lock gaze, unnatural lust, unseen servant 0 (at will)—daze, detect magic, ghost sound, lullaby, , summon instrument, unwitting ally
(3/day)—dancing lights
(1/day)—confusion, deep slumber, entangle, fairy fire, feeblemind, glitterdust, Major Image, Mislead, Project Image
Tactics
Luckily the Red
Queen rarely bothers to intervene in a fight. She expects within her court that
her redcap knights will deal with intruders or generally any that annoy her.
If they are having a hard time she will casting as support, should any dare
touch her or attempt an intimidate check she changes to a dragon and ruins
your day.
STATISTICS
Str 27, Dex 14, Con 21, Int 16, Wis 15, Cha
16Base Atk +15; CMB +25; CMD 37 (41 vs. trip) Feats Cleave, Improved Initiative, Improved Iron Will, Improved Vital Strike, Iron Will, Multiattack, Power Attack, Vital Strike Skills Appraise +21, Bluff +21, Diplomacy +21, Fly +12, Intimidate +21, Knowledge (arcana) +21, Perception +20, Sense Motive +20, Spellcraft +21, Stealth +12 Languages Common, Draconic, Orc, Slyvan, Elf
SPECIAL
ABILITIES
A fey creature can change shape into a single form. Possible forms
include a normal specimen of its base creature, a humanoid creature within
one size category, or an animal within
one size category. In all cases, the fey creature appears as the same
individual of its alternate form each time it changes shape. The type of polymorph spell used should be chosen as
appropriate based on the alternate form, such as alter self for taking humanoid form. This ability can be selected
more than once, granting an additional form each time.
A fey creature gains evasion, as the rogue ability of the same name.
As a swift action, a fey creature can vanish for 1 round as if
affected by invisibility. It can use this ability for 1 round per day
per Hit Die.
A very young red dragon can see perfectly in smoky conditions (such as
those created by pyrotechnics). |
ECOLOGY
Equipment Royal Outfit of free action, Royal scepter that acts as a greater rod
of quicken, ring of the ram, wand of create pit
Treasure triple
Treasure triple
Her Court:
10 Redcaps with the card knight template (see below)
A standard fire giant serves as her knight or jack also with the Cardknight Template
A reskinned Marilith as her king (the extra arms hide under his robe until combat!
A mated pair of perytons as her pets (she enjoys watching them rip out hearts and feed.)
10 Redcaps with the card knight template (see below)
A standard fire giant serves as her knight or jack also with the Cardknight Template
A reskinned Marilith as her king (the extra arms hide under his robe until combat!
A mated pair of perytons as her pets (she enjoys watching them rip out hearts and feed.)
Wearing a White rose in the Red Queen’s court adds +4 to any
intimidation check and allows the wearer to acts as though they have the
dazzling display feat even if they do not qualify.
Card Knight (CR +2)
The
card knight is a champion among the fey, both feared and respected by the
subjects of their respective queens.
They can be of any fey type, and becoming a card knight means that the
particular fey is sworn to either the red queen of Wonderland or the white
queen of Oz. With this template comes
both fealty and responsibility to one of the two fey rulers mentioned. Whether red or white, a card knight is the
bearer of his or her queen’s honor and the enforcer of her will.
Creating
a Cardknight
"cardknight” is an acquired
template that can be applied only to fey creatures of at least two hit die or
greater (referred
to hereafter as the base creature). All
card knights were once normal fey, but through their oaths of fealty and the power
of their respective realms, they have become more than they once were.
CR:
Same as base creature +2.
Alignment: Any lawful, a cardknight will mirror his or her liege on
the good/evil alignment axis.
Armor Class: The card knight gains an AC bonus based on their enhanced
armor proficiency, normally a cardknight wears chain mail or better.
Defensive Abilities:
The cardknight gains the following
abilities.
Once a day per two hit die the
cardknight posses he or she may, as a free action that can be taken even if it
is not the cardknight's turn, voluntarily take damage for their queen. As long as the cardknight is adjacent to
their liege, they take the full damage from the attack rather than the original
target. This ability does not work if
used on any creature other than the fey queen the cardknight is sworn to serve.
Suite Yourself
Each cardknight chooses one of the
four traditional card suites, clubs, diamonds, hearts, or spades when the
template is first applied, and one set this choice cannot be changed. Each suite provides a special benefit to the
cardknight.
Spades: A cardknight with the spades suite gains a
burrow speed equal to half their land speed, this movement type is modified by
armor penalties, if any.
Clubs: A
cardknight with the clubs suite gains DR 5/piercing and slashing.
Hearts: A
cardknight with the hearts suite gains the benefits of the light fortification
armor property, this is an ability of the cardknight himself and not his armor,
thus it need not be magical, and the ability functions even if the cardknight
is not wearing armor.
Diamonds: A
cardknight with the diamond suite gains the ability to ignore the hardness of
items or structures as if their weapons were made of diamond. This does not grant the cardknight’s weapon
any special bonuses (such as the improved sunder feat) or any type of damage bonus.
Attacks: A cardknight gains no additional attack types from this
template beyond the normal attack types of the base creature.
Special Attacks: A cardknight gains the following special attacks. Save DCs
are equal to 10 + 1/2 the cardknight's HD + the cardknight's Charisma modifier unless otherwise noted.
Challenge (Ex)
Once per day, a cardknight can challenge a foe to combat. As a swift action, the cardknight chooses one target within sight to challenge. The cardknight’s melee attacks deal extra damage whenever the attacks are made against the target of his challenge. This extra damage is equal to the cardknight’s hit dice. The cardknight can use this ability once per day at two hit dice, plus one additional time per day for every three hit dice beyond two, to a maximum of seven times per day at 19 hit dice.
Challenging a foe requires much of the cardknight’s concentration. The cardknight takes a –2 penalty to his Armor Class, except against attacks made by the target of his challenge.
Each cardknight receives a special
tabard when they first gain this template.
The tabard itself is always decorated with a number from one to ten;
this number is equal to the moral bonus the tabard provides. The tabard bares the colors and heraldry of
the queen he or she serves. Beyond
announcing to the world who the cardknight serves, the tabard allows the
cardknight to bolster his or her queen’s soldiers. Once per day the card knight may call upon
his tabard to provide a moral bonus equal to half of the card knights hit dice
to all allies within 60 ft. on attack rolls and saves vs. fear. This bonus remains in effect for one round
per hit dice, and will end if the cardknight is rendered unconscious or moves
more than 60 ft. from a given ally.
Ability Scores: Cardknights gain +4 strength and +4 constitution and -2
dexterity.
Skills: Cardknights gain a +4 to the perception, intimidate, and
sense motive skills. Additionally
intimidate is considered a class skill for a cardknight.
Feats: A card knight gains armor proficiency light, medium, and
heavy if they do not posses them normally.
They also gain proficiency with all shields if they did not posses this
feat prior to the addition of the template.
Card knights also gain weapon proficiency martial if they did not posses
it before the addition of the template.
No comments:
Post a Comment