From Lit to
Battleboard legit
By Frank Gori
Few things make me smile like The Wizard of Oz. The
version we grew up with from 1939 was a remake of a 1910 silent film and it
managed to make the world seem magical again just for a bit. The world would
descend into war that year shifting everyone’s focus until well into 1945. I
like to think that it was for this reason that we didn’t see adaptations of the
12 or so other books Frank Baum wrote in the land of Oz. I also like to think
that Frank Baum would approve of his work being enjoyed and reimagined a bit by
a group of gamers, that maybe if gaming existed he would have sat at a table
and rolled some dice like you or me.
We’ve already explored Flying Monkeys, and the Tin Woodsman.
Tomorrow Jeff will deliver The Wizard himself, this more based on the recent
movie prequel. Today I bring you the Good Witch Queen as a counter part to last
week’s Queen of hearts. I’m mixing Wonderland and Oz as a fantasy version of
the War of Roses with two fairy queens. Since I am not a fan of epic levels I’m
keeping it CR 18 though further levels are easy enough to add.
Nymph
A delicate figure rises from the Emerald throne, her long ears tapering
to points above her head, her beauty painful in its perfection but warm and
genuine.
XP 25,600
NG Medium fey Init +5; Senses low-light vision; Perception +14 Aura blinding beauty (30 ft., DC 21)
DEFENSE
AC 23, touch 23, flat-footed 17 (+7 deflection, +5
Dex, +1 dodge)
hp 153 (20d6+84) Fort +17, Ref +22, Will +25 DR 10/cold iron
OFFENSE
Speed 30 ft., swim 20 ft.
Melee mwk dagger +10 (1d4/19–20) Special Attacks stunning glance, peacebond hex Spell-Like Abilities (CL 8th) 1/day—dimension door Druidic Spells Prepared (CL 16th) 8th—summon nature's ally VIII, Sunburst, Whirlwind 7th—changestaff, creeping doom, heal, true seeing
6th—bear’s endurance mass, eagle aerie, find the path, transport
via plants
5th—atonement, awaken, call lightning storm, death ward, hallow
4th—airwalk, ball lightning, command plants, flamestrike, summon
nature's ally IV
3rd—burst of nettles, call lightning (DC 16), cure moderate wounds, water breathing 2nd—barkskin, flame blade, resist energy, tar ball, tree shape 1st—charm animal (DC 14), endure elements, entangle (DC 14), obscuring mist, produce flame, remove sickness 0—create water, detect magic, guidance, light, stabilize
Witch Spells Prepared (CL 12th)
6th—symbol of persuasion, raise dead, legend lore
5th—baleful polymorph, cure critical wounds, dominate person,
feeblemind
4th—charm monster, mass daze, lesser geas, ice storm 3rd—clairvoyance, deep slumber, dispel magic, fly, hostile levitation 2nd—alter self, burning gaze, detect thoughts, false life, glitter dust 1st—bungle, charm person, ear piercing scream, mage armor, web bolt 0—dancing lights, daze, mending, message, spark
STATISTICS
Str 10, Dex 21, Con 18, Int 20,
Wis 20, Cha 25
Base Atk +9/+3; CMB +14; CMD 27 Feats Agile Maneuvers, Combat Casting, Dodge, Weapon Finesse, Weapon Focus (staff), Dazzling Display, Improved Initiative, Piercing Spell, Skill Focus (Intimidate), Skill Focus (Diplomacy), Eldritch Heritage (Sylvan) Skills Diplomacy +34, Bluff +26, Disguise +26, Intimidation +26, Escape Artist +16, Handle Animal +28, Heal +26, Knowledge (nature) +16, Perception +16, Sense Motive +16, Stealth +16, Swim +19, Gear: Wears a crown that has a constant tongues effect that also acts as a headband of vast intelligence +4, a string of pearls that are actually pearls of power (1 1st level, 2 2nd level, 2 3rd level, 1 4th-8th level), a ring of protection +4, earrings that act as a ring of shielding, and a +5 quarterstaff that can hold one spell of 4th level or lower from the druid list SQ inspiration, unearthly grace, wild empathy +21
SPECIAL
ABILITIES
This ability affects all humanoids within 30 feet of a nymph. Those
who look directly at a nymph must succeed on a DC 21 Fortitude save or be
blinded permanently. A nymph can suppress or resume this ability as a free
action. The save DC is Charisma-based.
A nymph can choose an intelligent creature to inspire and serve as a
muse by giving that creature some token of her affection (typically a lock of
her hair). As long as the nymph retains her favor for this creature and as
long as the creature carries the nymph's token, the creature gains a +4
insight bonus on all Will saving throws, Craft checks, and Perform checks.
A bard who has a nymph for a muse in this way can use his bardic performance
for an additional number of rounds per day equal to his nymph muse's Charisma
modifier. The nymph retains a link to her token and its carrier as if she had
cast a status spell on the carrier. The nymph can end this
effect at any time as a free action. A single nymph may only inspire one
creature at a time in this manner.
A nymph casts spells as a 7th-level druid, but cannot swap out
prepared spells to cast summon spells.
As a standard action, a nymph can stun a creature within 30 feet with
a look. The target must succeed on a DC 21 Fortitude save or be stunned for
2d4 rounds. The save DC is Charisma-based.
A nymph adds her Charisma modifier as a racial bonus on all her saving
throws, and as a deflection bonus to her Armor Class.
This works like the druid's wild empathy class feature, except the
nymph has a +6 racial bonus on the check. The nymph's effective druid level
is equal to her HD for determining her total modifer to the check.
|
*Good Patron- all
patron spells are same as cleric with good domain.
She as an animal
companion equal to a 9th level Druid she has chosen a Wolf and calls
it Toto.
Court:
Sentient Iron Golem (Tin Woodsman)
Sentient Straw Golem (Scarecrow)
Dire Wolf (Toto)
Were Lion (No longer Cowardly)
The Wizard of Oz (see tomorrow)
Unless you are planning to not include Dorothy, I'd suggest letting Dorothy have Toto as a companion. As an alternative, I'd suggest a giant swan. At one point in the stories, she was described as riding in a chariot pulled by swans. You could probably get away with using Dire Eagle stats.
ReplyDeleteHer gear list doesn't include the Magic Book of Records. That was such a big part of her power in the books, so it's notable to see it left out.
Thanks for the comment Douglass. When it comes to a Blog time and word count are ever constraining factors. For instance I considered doing the Feild of poppies as a sentient giant carnivorous plant that creates hallucinary terrain for monster monday but most people are more familiar with the movie version so I went with Flying monkeys.
ReplyDelete4 post between 500-1500 words is really all I think we can afford to explore a topic before it gets a little stale for the casual reader. I intent to get back to Oz in later weeks and explore tick tock for instance. Another topic I'd consider is watchtower witches (North, South, East, West) as a prestige class.
Dorthy in the first story is just a girl with remarkable luck, she later comes into her own and this is a pathfinder interpretation of a fay realm.