Showing posts with label Fey. Show all posts
Showing posts with label Fey. Show all posts

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)
 

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.