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.
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.
NG Medium fey
Init +5; Senses low-light vision; Perception +14
Aura blinding beauty (30 ft., DC 21)
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
Speed 30 ft., swim 20 ft.
Melee mwk dagger +10 (1d4/19–20)
Special Attacks stunning glance, peacebond hex
Spell-Like Abilities (CL 8th)
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
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
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.
Sentient Iron Golem (Tin Woodsman)
Sentient Straw Golem (Scarecrow)
Dire Wolf (Toto)
Were Lion (No longer Cowardly)
The Wizard of Oz (see tomorrow)