Showing posts with label Alice in Wonderland. Show all posts
Showing posts with label Alice in Wonderland. Show all posts

Thursday, September 5, 2013

Dear Gorm: Jacked of Hearts

by Jeff Harris
 
Dear Gorm,

I hesitate to write this for fear my Queen may see it, but I need the wisdom one can only find in the earth bound races. I serve a fickle and wicked queen who calls for beheadings when a subject displeases her. I’d raise my hand against her but then I’d turn to the white court which is no better.

I have considered feeding her drugged tea and cakes to calm her wayward emotions, but I fear being caught or captured. I see the same reservations in the eyes of my peers but I fear being a ringleader or ig branded a traitor.

Is it better to flee? Should I take violent action? Should I bide my time and hope an opportunity for change presents itself?

Sincerely,

Jacked of Hearts
 
Dear Jacked of Hearts,
Lad, I can hear the fear in your words, plainer than even your writing to me about it.  And in that fear is your problem and your weakness.  If you truly mean to rise against your unjust queen, then you need to swallow that fear, for fear is the death of courage.  By your own tongue you name her wicked and fickle, but at the same time you quiver and cower in her shadow.
Thus lad, what you need to do is step out of that shadow, and strengthen your heart with resolve.  If wicked your queen be, and then let that wickedness fuel your righteous fury.  If fickle she is, then thrown down your oaths to her and fight for meaning, if not freedom.   Sure as her headsman harvests his grim cop, you will be needing to do some harvesting of your own.  Cull the honorable from the craven, the valorous from the meek.  Do not run from battle with your queen, nor her dark servants, nor bide your time for each tick of the watch is another death.   Nor is your plan to drug your queen an answer, for it is naught but the act of a coward.  As long as fear runs in your veins, then the blood will run from the gibbet.  To resist this evil you need to purge your heart of fear lad, for fear is the commodity that your queen rules with.
Lead by example, throw off your chains and rise against, let your queens subjects see your courage, for hope is a candle that once lit cannot be extinguished, it only grows hotter and brighter.  If you would be free of your tyrant, then you must be the spark that lights the candle, a light against the darkness within and without.  If I’m not mistaken a Jack is a lord, and now is the time for a rightful lord to stand firm. 
                                                                                                                      Rise and hold fast,
                                                                                                             Gorm “Gormie” Mountainchewer

Wednesday, September 4, 2013

Mishelved: Alice in Wonderland


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

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.

Young Adult Half Fey Red Dragon Bard 4
CR 18
XP 25,600
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 willdetect magic, pyrotechnics (DC 14)
Racial Spells Known (CL 5th; concentration +7)
2nd (5/day)resist energy, see invisibility
1st (7/day)alarm, magic missile, shield, true strike
0 (at will)arcane mark, bleed, light,
magehand, message, read magic
Bard Spells Known (CL 5th; concentration +7)
2nd (2/day)allegro, hold person, silence
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
Spell like abilities (CL 15th; concentration +17)
(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 16
Base 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
Change Shape (Su)
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.
Evasion (Ex)
A fey creature gains evasion, as the rogue ability of the same name.
Vanish (Su)
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.
Smoke Vision (Ex)
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



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.)

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.

Type: The cardknight's type remains fey. Do not recalculate class Hit Dice, BAB, or saves.

Armor Class: The card knight gains an AC bonus based on their enhanced armor proficiency, normally a cardknight wears chain mail or better.

Hit Dice: Change all racial Hit Dice to d10s. Class Hit Dice are unaffected.

Defensive Abilities:

The cardknight gains the following abilities.

Defend Your Queen

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.

Special Qualities: A cardknight gains the following.

Tabard of the Deck (Su)

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.  

Tuesday, September 3, 2013

Going Gonzo with John: Tea with a side of Madness

by John Belliston

“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 Itemeagle'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.

Monday, September 2, 2013

Monster Mondays: White Rabbit

by Frank Gori



from American Magee's Alice

March Hare

This creature resembles a cross between a large white hare and a small man.I carries a short sword in one hand and is examining a pocket watch in the other.
Were-Rabbit Ninja 4/Fighter 1

XP 4,800
TN Small fey
Init
+7; Senses low-light vision, scent; Perception +15
DEFENSE
AC 23, touch 19, flat-footed 12 (+7 Dex  , +1 dodge, +3 natural, +1 size, armor +1)
hp
42 (4d6+3d8+14)
Fort
+6, Ref +16, Will +10
Defensive Abilities
evasion, improved evasion, natural invisibility, supernatural speed, uncanny dodge; DR 5/all
Weaknesses
slow susceptibility
 
OFFENSE 
Speed 120 ft., Burrow 60 ft., Climb 20 ft.
Melee
+2 cold iron short sword +15 (1d4+2/19–20) and bite +13 (1d3/20) 

Ranged mw shortbow +14 (1d4 +poison and or sneak)
Special Attacks
sneak attack +3d6  
Spell-Like Abilities (CL 6th; concentration +8)
1/day—dancing lights, flare (DC 12), levitate, shatter (DC 14), ventriloquism (DC 13)
STATISTICS
Str 10, Dex 24, Con 15, Int 15, Wis 17, Cha 16
Base Atk
+5; CMB +0; CMD 18
Feats
Crane Style, Crane Wing, Deflect Arrows, Dodge, Improved Unarmed Strike, Mobility, Spring Attack, Weapon Finesse 
Skills
Acrobatics +18 (+50 jump), Bluff +10, Craft (traps) +9, Disable Device +14, Disguise +7, Escape Artist +18, Perception +14, Sense Motive +10, Sleight of hand +12, Spellcraft +6, Stealth +21, Survival +8, Use Magic Device +12
Languages
Aklo, Common, Sylvan
SQ
poison use, ki pool 4 points
TACTICS
March uses haste before combat when possible and opens combat with a volley of poisoned arrows. When facing a group he prefers taking out any obvious spellcasters as he is confident in his crane wing and deflect arrows defenses against more mundane attacks. Since silver and cold iron cannot be combined he effectively has DR 5 all.
After firing four poisoned arrows he will close in melee using his movement, invisibility, and spring attack to catch folk flat footed and gain extra damage from his sneak attacks. Between mobility, crane wing, and his acrobatics he is unconcerned with attacks of opportunity.
If cornered he’ll try use ki for extra attacks if he thinks he can win, if he doesn’t like the odds and has been reduced to 15 hit points or less he will attempt to jump away and then go to using his burrow or climb speed.
SPECIAL ABILITIES
Natural Invisibility (Su)
A quickling is invisible when motionless. It loses this invisibility and remains visible for 1 round in any round in which it takes an action other than a free action.
Supernatural Speed (Su)
A quickling moves with incredible speed. Save for when it remains motionless (at which point it is invisible), the quickling’s shape blurs and shimmers with this speed, granting it concealment (20% miss chance). In addition, this ability grants the quickling evasion and uncanny dodge (as the rogue abilities of the same names).
Curse of Lycanthropy (Su)
A natural lycanthrope's bite attack in animal or hybrid form infects a humanoid target with lycanthropy (Fortitude DC 15 negates). If the victim's size is not within one size category of the lycanthrope, this ability has no effect.
Lycanthropic Empathy (Ex)
In any form, natural lycanthropes can communicate and empathize with animals related to their animal form. They can use Diplomacy to alter such an animal's attitude, and when so doing gain a +4 racial bonus on the check. Afflicted lycanthropes only gain this ability in animal or hybrid form.
No Trace (Ex)
At 3rd level, a ninja learns to cover her tracks, remain hidden, and conceal her presence. The DC to track a ninja using the Survival skill increases by +1. In addition, her training gives her a +1 insight bonus on Disguise skill checks and on opposed Stealth checks whenever she is stationary and does not take any action for at least 1 round. Every three levels thereafter, the increase to Survival DCs and the bonuses on Disguise and opposed Stealth checks increase by 1.
Slow Susceptibility (Ex)
A quickling that succumbs to a slow effect loses its supernatural speed ability and is sickened as long as the effect persists. This sickened condition persists for 1 round after the slow effect ends.

ECOLOGY

Environment temperate forests
Organization
solitary or with the occasional merc band
Treasure
NPC gear (blue whinnis poison [4 doses], +2 cold iron Small short sword, alluring pocketwatch of punctuality, Cloak of resistance +2, slippers of spiderclimb, mw studded leather armor, mw shortbow)

Legends say the March Hare once witnessed a fey lord doing something terrible and the quickling tried to use that knowledge to blackmail said lord. The lord destroyed the quickling and cursed that when it reformed (as fey do when they are killed in the first world) it would do so with the curse of lycanthropy. Having a twisted sense of humor the lord killed a rabbit and used its essence to merge with the quickling thus March Hare was born.

The quickling doesn’t remember anything from before becoming a were rabbit but his nature is less cruel and more controlled then his peers. He has been used as an assassin and herald for various powerful fey over the years, most recently the Red Queen who controls a fey realm called wonderland.

She bought his service with a magical watch that not only keeps time but demands timeliness.

Alluring Pocketwatch of Punctuality
Aura moderate transmutation; CL 5th
Slot none; Price 16,000 gp; Weight 1 lb.
Description
A diamond studded platinum pocketwatch with a glass hourglass filled with mercury. The wearer of this fine timepiece gains a +4 bonus to Charisma and a hyper awareness of the time. The wearer may cast haste, expedious retreat, and dimension door once a day. If the wearer makes any time commitments they must make a fortitude save everey minute they are late or become sickened.
Construction
Requirements craft wonderous item, dimension door, eagle's splendore, expedious retreat, haste; Cost 8,000 gp