Showing posts with label Wizard of Oz. Show all posts
Showing posts with label Wizard of Oz. Show all posts

Thursday, September 12, 2013

Jeff crunch: Ignore the man behind the curtain



article by Jeff Harris



Oscar Diggs “The Great and Powerful Oz”
male human rogue 5/stage magician 5
Description: The great and powerful Oz is in reality a dashing and transient stage magician and huckster.  Dressed as usual in a well tailored black suite and top hat Oscar Diggs is not the picture of the all powerful wizard most people expect.

Oscar Diggs “The Great and Powerful Oz” CR 9
CG Medium humanoid
Init +4; Perception +21
===== Defense =====
AC 19, touch 13, flat-footed 19; (armor +3, deflection +2, Dex +2, misc +1, natural +1 )
hp 48 (10d8+4)
Fort 4, Ref 7, Will 5
Defensive Abilities evasion, uncanny dodge, trap sense +1
===== Offense =====
Spd 30 ft.
Melee MW Sword Cane Pistol +9/+4 (1d6/18-20x2)
Ranged MW Sword Cane Pistol +9 (1d4/20x3)
Special Attacks bombs 5/day 4d6+2 damage, sneak attack +3d6.
===== Tactics =====
Before Combat Oscar prefers to have already setup one or more of his stage magician “spells” to better control the outcome of any battle.
During Combat Oscar would rather not entered melee combat if at all possible, and will commonly continue to use his “spells” to throw off enemies or protect his allies.  Oscar will only use his sword cane pistol as a last resort.
Morale Oscar is braver than he appears, and if the good folk of Oz are threatened, he will fight to the death.
===== Statistics =====
Str 10, Dex 14, Con 10, Int 14, Wis 14, Cha 18
Base Atk +6/+1; CMB +6  CMD 18
Feats weapon finesse, skill focus (bluff), skill focus (sleight of hand), skill focus (diplomacy), dodge, skill focus (stealth)   
Skills Acrobatics +8, Appraise +6, Bluff +25, Climb +5, Craft (alchemy) +18, Diplomacy +16, Disable Device +9, Disguise +12, Escape Artist +8, Knowledge (local) +7, Linguistics +7, Perception +21, Perform (oratory) +14, Sense Motive +14, Sleight of Hand +22, Stealth +17, Swim +4, Use Magic Device +13
Languages Common, Halfling, Auran
SQ canny observer, charmer, convincing liar (Bluff), explosive performance, grand exit, grand finale, greater tools of the trade, reactionary, silver tongued, smoke and mirrors, trapfinding, the hand is quicker than the eye, tools of the trade, true showman
Combat Gear Black tail coat of resistance +1, MW sword cane pistol, ring of protection +2, black top hat of natural armor +1, bracers of armor +3, large prism, small prism, 4 small mirrors, 2 large mirrors, 10 smoke pellets, 10 ft. of thin silk cord, 10 small eye hooks, bellows, bulls eye lantern, simple rotary drum slide projector, small hand fan, thieves tool kit, disguise kit.





Stage Magician
The stage magician can be many things, a kind old man who entertains children, a clever woman who’s astounding magic tricks awe a crowd, or a conniving huckster who uses his show to cover pick pocketing and other illegal activities for his own benefit.  These are just a few of the types of people that are stage magicians.  Stage magicians use alchemy, props, and optical illusions in place of real magic to delight patrons or escape danger.  While true spell casting can enhance a stage magician’s show, many of its practitioners are not casters themselves.  Stage magicians know that flash powder, strange musical devices, mirrors, and other gadgets can be just as powerful as the magic of wizards or the extracts of alchemists.  Regardless stage magicians make a living using their minds and their showmanship, whether as performers or adventurers, the stage magician makes the impossible possible and people believe just what they want them to believe.

Role: The abilities of a stage magician are best put to use either earning coin from stage shows and street side performances or in an adventuring group, stage magicians excel at keeping enemies off balance, confused, and reacting to the false threats and dangers they produce.  Because of their social nature stage magicians often also function as the party face or negotiator.  Less honorable stage magicians also can excel at larceny and as conmen.

Alignment: Stage magicians can be of any alignment, although since most hail from backgrounds as rogues or bards, they tend to eschew lawful behavior. Lawful stage magicians are rare but tend towards legitimate showman rather than scoundrel conmen.

Hit Die: d8.

Requirements

To qualify to become a stage magician, a character must fulfill all the following criteria.
Base Attack Bonus: +3.
Skills: Acrobatics 2 ranks, Bluff 4 ranks, Perform 4 ranks, Sleight of Hand 4 ranks, and Use Magic Device 2 ranks.
Feats: Skill Focus (Bluff), Skill Focus (Sleight of Hand).
Special: Must have performed a stage show that earned at least 30 or more gold, or defeated an enemy using only trickery and miss direction.

Class Skills

The stage magician's class skills (and the key ability for each skill) are Acrobatics (Dex), Bluff (Cha), Craft (alchemy) (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Perception (Wis), Perform (Cha), Sense Motive (Wis), Sleight of Hand (Dex), and Use Magic Device (Cha).
Skill Ranks at Each Level: 6 + Int modifier.

Table: Stage Magician

Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
1st
+0
+0
+0
+1
Smoke and Mirrors, Tools of the Trade, The Hand is Quicker than the Eye, Silver Tongued
2nd
+1
+1
+1
+1
Grand Exit
3rd
+2
+1
+1
+2
True Showman
4th
+3
+1
+1
+2
Greater Tools of the Trade, Explosive Performance
5th
+3
+2
+2
+3
Grand Finale

Class Features
All of the following are features of the stage magician prestige class.

Weapon and Armor Proficiency: Stage magicians are proficient with the club, crossbow (hand, light, or heavy), dagger (any type), dart, fire arms (one handed only), mace, morningstar, quarterstaff, rapier, sap, and short sword. Stage magicians are proficient with light armor but not with shields.

Smoke and Mirrors (Ex): Visual deception and manipulation is the stock in trade of the stage magician.  By using their many tools and props stage magicians can mimic the effects of spells.  However these effects are not magic, and thus cannot be dispelled or manipulated with meta magic feats.  As the stage magician gains levels the number and power of “spells” that they can mimic increases.  Included with the spell are the alchemical or other items needed to produce the effect.  Each of these effects requires the stage magician to make a sleight of hand check, opposed by a perception check by the target or targets of the effect.  If the target fails their perception roll against the stage magician’s sleight of hand, then they believe the affect to be real, and suffer the effects of the “spell”, if any.  If any of the “spell” affects are able to be maintained with a concentration check, the stage magician may substitute his Bluff skill, also rather than using a concentration check to avoid “spell” interruption, a stage magician may substitute his Sleigh of Hand skill.

Level 1: Breeze (small hand fan, thin silk cord, and eye hooks), Ghost Sound (reed pipes, bellows) Mage Hand (thin silk cord, eye hooks), Open/Close (thin silk cord, eye hooks)

Level 2: Color Spray (bulls eye lantern, prism) Illusion of Calm (bulls eye lantern, large mirror) Silent Image (bulls eye lantern, small mirrors), Ventriloquism (small sounding horn)

Level 3: Ghostly Disguise (phosphorescent gel, disguise kit), Haunting Mists (smoke pellet, phosphorescent gel), Magic Mouth (bull’s eye lantern, small mirrors), Mirror Image (bull’s eye lantern, small mirror, simple rotary drum slide projector)

Level 4: Displacement (large mirror, large prism) Major Image (bull eye lantern, small mirrors, various items that provide the desired smells and other physical affects) Invisibility Sphere (large mirrors, large prism)

Level 5: Illusionary Wall (bull’s eye lantern, large mirrors), Rainbow Pattern (bull’s eye lantern, prism, and small mirror), Simulacrum, Lesser (bull’s eye lantern, large mirror, and faux version of desired simulacrum)

Tools of the Trade (Ex): A stage magician is adept at the use of alchemical props in their shows and schemes.  Because of this familiarity the stage magician adds their class level in this class to the DC’s of any saves a target must make when they employ alchemical items.  Conversely the stage magician also adds their class level in this class to any saving throws made to resist the affects of an alchemical item used against them.

The Hand is Quicker than the Eye (Ex): Because fast hands and fast wits are part and parcel of the stage magician, they add their level in this class to their Sleight of Hand skill as a miscellaneous bonus.

Silver Tongued (Ex): A stage magician is also a master at manipulating people’s emotions and perceptions through words, whether to enhance the drama of their show, or throw off an angry mark.  Because of this the stage magician adds their level in this class to their Bluff and Diplomacy skills as a miscellaneous bonus.

Grand Exit (Ex): The stage magician is often, in the case of the less reputable sort, called upon to make a hasty exit.  As long as the stage magician has access to at least one smoke pellet, they may employ it to escape pursuers or angry crowds.  While using the grand exit ability the stage magician is considered to be under the affects of the expeditious retreat spell, however this affect ends if the stage magician takes any action other than fleeing.

True Showman (Ex): The stage magician learns through practice what crowds like and what they do not, when to bluster and when to run.  Because of their hands on experience, the stage magician has an uncanny knack for getting things right.  The stage magician using this ability may re-roll any social skill check, and must take the second result, even if it is lower.  This ability can be used a number of times per day equal to 3+ the stage magicians charisma modifier.

Greater Tools of the Trade (Ex): The stage magician through years of practice gains an almost supernatural affinity with their alchemical tools, both in their use and their make.  This ability provides the stage magician with a +4 bonus on all Craft (alchemy) checks and allows the stage magician to create alchemical items even without the proper tools at his disposal.

Explosive Performance (Ex):  Sometimes silver tongues and smoke pellets are not enough to get the stage magician out of whatever trouble he has stirred up, and because of this more aggressive action is sometimes needed.  This ability allows the stage magician to create an alchemists bombs.  The affective level of these bombs is calculated by the number of levels in this class, and adds ½ for each class level the stage magician has in classes other than this one.  The effects and restrictions of these bombs are the same as those of an alchemist.  The stage magician may create a number of bombs per day equal to 3+ the stage magician’s intelligence modifier.  If the stage magician happens to have levels in alchemist as well, the bombs gained from this class are separate from those of his alchemist class levels, but can be modified by the use of extracts and alchemist special abilities.

Grand Finale (Ex): Stage magicians know that leaving them wanting more this the mark of a great performer. Once per day the stage magician may use this ability to influence those watching his performance.  When using grand finale with any stage magician “spell” or with a perform check one of several additional affects can be added.  Those that fail their perception checks against this performance are under either the affects of charm person or fear.  The stage magician must chose which affect the performance will have before any rolls are made.  The affects of this ability, whether charm person or fear, are exactly the same as the spells of the same name, and the class level of the stage magician is used as the caster level of the effects for duration, targets, etc.
From the editor...
Did we leave you wanting more? I for one feel there's still allot of Oz to cover. Ruby slippers, I the directional watchtower witch should be a prestige class, tick tock and a whole range and world of characters form the later books. Frank Baum had an amazing imagination and we can spend allot of time there in later weeks. For now this ends Oz week a recession review will be printed tomorrow and next week we are going with a shakesphere classic....

Wednesday, September 11, 2013

Mishelved: Wizard of Oz


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.

Nymph *Good Witch 3/Mystic Theurge 9
CR 18
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
Blinding Beauty (Su)
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.
Inspiration (Su)
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.
Spells (Su)
A nymph casts spells as a 7th-level druid, but cannot swap out prepared spells to cast summon spells.
Stunning Glance (Su)
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.
Unearthly Grace (Su)
A nymph adds her Charisma modifier as a racial bonus on all her saving throws, and as a deflection bonus to her Armor Class.
Wild Empathy (Su)
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)
 

Monday, September 9, 2013

Monster Mondays: Flying Monkeys

This week the wizards of flying pincushion pay hommage to "the" wizard... you know the one... Frank Baum's The Wizard of Oz. Frank Baum wrote 14 books and we will address the later books becaus ewho doesn't love tick tock, but that will be for another week. Today we start with the book everyone has seen the movie version of, and if you haven't go see it now.




Flying Monkey
CR 6

XP 1,600
N Medium magical beast
Init
+2; Senses low-light vision, scent; Perception +13

DEFENSE

AC 22, touch 19, flat-footed 16; (+4 Dex, +1 natural, +2 shield, +5 deflection)
hp
65 (7d12+14)
Fort
+7, Ref +9, Will +5

OFFENSE

Speed 30 ft., climb 30 ft., Fly(good)  60 ft
Melee
MW short sword +13/+8 (1d6+1) or Net +12 vs touch AC success equals either grapple or entangle effect
Space
10 ft.; Reach 10 ft.

STATISTICS

Str 13, Dex 19, Con 14, Int 8, Wis 16, Cha 7
Base
Atk +7/+2; CMB +2; CMD 16
Feats
Weapon Focus (short sword), exotic weapon proficiency (snatch net), Fly by attack, Weapon Finesse
Skills
Acrobatics +11, Climb +20, Fly +30, Perception +13, Swim +8

EQUIPMENT

Monkey bellhop cap (constant ant haul effect), Vest of protection +5, MW shortsword, bracers of swimming, 1 Net, bag of stones (2d6), +1 steel buckler

TACTICS

Flying Monkeys always attack in packs of 3 or more. The first 1 or 2 drop nets and attempt to use them to lift foes up then drop them form 50 ft or more. The others use fly by attack to hit and more out of counter attack. Elite Flying Monkeys uses halberds and reach with their fly by attack.