Showing posts with label Paizo. Show all posts
Showing posts with label Paizo. Show all posts

Tuesday, October 27, 2015

Questions About Class: the Inquisitor



Welcome back readers! Here is another entry in our Questions about Class series, this time focusing on the inquisitor. As you may (or may not) know, Flying Pincushion Games is about to release its next book, Into the Breach: The Inquisitor.  So we thought it was a good time that I, Kiel Howell, sit down with fellow Pincushioneer Jeffery Harris to talk about the class.

KH: First of all, thank you for taking the time to sit down and answer these questions!

JH: My pleasure Kiel, thank you for taking the time to lay down some excellent questions about the inquisitor class!

KH: Can you give the readers a little about yourself and your role at The Flying Pincushion?

JH: Well sure, I am of course Jeff Harris, co-owner, CFO, sometimes editor and lead designer here at The Flying Pincushion.  I have been gaming for more than 24 years, but have only been in the industry officially for about two and a half years.  I am married to a lovely wife and live in a house with as many cats as there are core classes.

KH: So what exactly is an inquisitor? Is it someone who tortures folks for religious reasons (ala Torquemada and the Spanish Inquisition)?

JH: The Spanish Inquisition is likely the default, go to, idea that many folk have.  Thankfully the inquisitor in Pathfinder need not fall into this trope.  While they can be zealous religious fanatics, there is an infinite variety of ways to see the class.  From skilled detectives of the many goods, to vengeance sworn monster hunters.  With the right inspiration and  careful building/character design, inquisitors can be nearly anything the player can brain storm up a story for.

KH: Why does this stand as a whole class to you? Would it have been better as an archetype of the Paladin or perhaps a type of Cleric?  Personally I think the inquisitor stands up very well as a class of its own.  

JH: While a paladin could be a zealous hound of the faith, their paladin code would restrict them from accomplishing any dirty or nasty deeds that need doing.  Conversely clerics seem to (as a class) trade much of their ability to be a skilled character out for their powerful magic and domain powers.  That is not to say a cleric cannot be a skilled character, as a class it is simply not their main focus.  Thus the inquisitor seems to fall somewhere in between, with more divine power than a paladin in terms of spells, but less combat ability, and far more skill breadth than a cleric, but with less divine magic.  Overall the class seems to have a little bit of both paladin and cleric, merged with the practical mindset and broad skills set of rogues.

KH: What exactly are judgments and what are they supposed to represent?

JH: As far as I can tell, a judgment is meant to represent an inquisitor calling down divine justice (or vengeance) against their foes or providing divine reward to themselves or allies.  In general I suspect judgments are the physical manifestation of the inquisitors faith in his or her god, and the rewards for said service.

KH: Some of the abilities seem a little out of place, like Monster Lore and Slayer, what are your thoughts on the cohesiveness of the class?

JH:  To me this is an issue stemming from what fantasy settings commonly employ.  Because it is not just humans that populate the world, it makes perfect sense (in the context of say, Golarion) that inquisitors would have to deal with monsters and non-human foes as part of their gods church.  Slayer, while mechanically sound, perhaps suffers from a less than perfect name for the ability.  To recap the questions, I am fine with Monster Lore and Slayer, I see them as just extension of placing a real world influenced class into a fantasy setting, and its adaptation to that move.

KH: This class seems to suffer from lone wolf syndrome, in that there are abilities that allow the inquisitor to treat allies as if they possessed (without receiving the bonuses from) any teamwork feat she possesses, so she can effectively act alone. Does this work? Is it going against the flavor of the class?

JH:  The “lone wolf” issue is one that I also see as a bit of a problem.  From a theme perspective, the “lone heretic hunter” works nicely, but Pathfinder and table-top RPG’s in general are not solo games, and more than ever now in Pathfinder teamwork is a must.  So, from a game perspective, the thematic power of solo tactics is less than ideal.  It can be worked around, and worked with, but it does leave a bit of a bitter taste in the rest of the parties mouths when only Bob Lone Wolf the inquisitor benefits from his Teamwork feats and everyone else is just a placeholder.  That said, if the players decide to more heavily invest in Teamwork feats, the pain can be mitigated somewhat.

KH: The way the class itself reads, there isn’t much flexibility for what type of character you can play...

JH: I personally feel that while this is true, the build of a class does not prevent interesting and unique inquisitor characters.  I tend to feel that if the chassis is a bit limited, which here one could indeed say that, then it is HOW the inquisitor progresses, and how the player RP’s their character that will make them stand out.  The same issue could be said of a fighter, but there are many levels of detail available (nearly limitless really) beyond just what the inquisitor class ability table provides that can and does make inquisitor characters interesting and unique.  I feel behind every inquisitor is a great story of WHAT made them into what they are, and given the class focus and flavour, those stories can indeed be amazing.  I dare say that is just as valid, perhaps more, than flexibility that is built into the class design. The option of taking specific inquisitions can help support a detailed and interesting inquisitor, and provide more support for their detailed backstory and personality elements (more about that in a later question though.)

KH: The inquisitor gets spells from both the cleric list and the sorcerer/wizard list (such as true strike), yet they are obviously a divine inspired class. What’s the deal?

JH: I suspect this is another of those issues that comes from the mechanics aspect of the game rather than fluff or source material.  In order to provide a list of spells that fits with the class theme it would seem that both lists were scoured and then combined into the mongrel spell list the inquisitor uses.  As I do this often when working on archetypes and class design, I can’t really fault Paizo for doing so, and overall feel the spells are appropriate, even if in the back of my mind I know that they are not all divine in origin.

KH: Should the inquisitor be a d8 hitpoint class or should they be more of a d10?

JH: Given the scope of their class skills, spells, judgments, and other abilities, I feel a d10 would be going too far. Having a d8 for hit die suites me just fine, I might well think differently with d10’s, which also tends to come along with a full BAB class.  So nope, I think they (inquisitors) have the correct HD for what they are and for balance purposes.

KH: What would you change about the base class if you were given free reign?

JH: Solo tactics is my pet peeve, I would want more teamwork focus, rather than benefits for the inquisitor only.  Heretics are dangerous, one would think that friends would be a good thing in the battle against them.

KH: Have you ever had to ban or have you seen the class banned at a table?

JH: I have never banned the inquisitor, though I freely admit nearly none of my players tend to favour the inquisitor class.  I suspect that somewhere someone has banned it, but given that I do not see endless ban this class threads either on Paizo’s forums, or in PFS, I would think its banning is rare in general.

KH: What is your advice for building a successful inquisitor?

JH: While I could go through lots of game mechanics and discuss how to make a deadly awesome murder-hobo inquisitor, in my personal opinion, the best way to make a successful inquisitor is build something that is at least mechanically sound, then FOCUS very hard on roleplay and character motivation/personality.  Because this class has mechanics that to me scream, “there is a really good story behind why I can do this”, it deserves to have those aspects played up.  I dare say that it is the intangibles that make inquisitors memorable at the table.  I suggest picking an inquisition rather than a domain and then writing a hell of a story about the why your inquisitor has said inquisition.

KH: Thank you for taking the time to have this chat, Jeff!

JH: As always, it was my pleasure Kiel, it was a fine set of questions you wrote for this installment of “Questions About Class.”  I hope we have shed a bit of light on a class that is often in the shadows.

Wednesday, May 7, 2014

Perception Checks: Looking for Reviews of Into the Breach: the Oracle


The staff here at the Pincushion works night and day to produce quality gaming products.  Having recently relaunched under our own brand (previous volumes were with d20pfsrd)  means that even more we need your input to produce the highest possible quality writing. Our readers our the most important element of our brand.

However to do this the writers and staff needs YOU! Do you like our fluff? Does our crunch satisfy? What else would you like to see? Your chance to influence what kind of products a 3PP provides is here. How?  Simple, just write an honest review and post it to the site where you bought our product.

I promise you that your time will not be waste, as we read EVERY review our work gets.  Bottom line is your thoughts, comments, concerns, and likes spelled out in the review shape our writing and our process here at the Flying Pincushion.

If you have read Into the Breach: the Oracle, we welcome your feedback.  Also, the first five people who comment here on our blog, with the promise of a review of our new book and including a valid email, will receive a coupon code for FREE copy of Into the Breach: the Oracle to review.

Cheers,
The Flying Pincushion Staff

Wednesday, September 18, 2013

Mishelved: Hamlet

From Lit to Battleboard legit

By Frank Gori
 

Hamlet is an amazing piece of literature but hard to write two game centered articles about. I also gave a couple ideas away. Do I make an undead Ophellia that lures unsuspecting men into a watery grave? It’s been done. Oh I could make Yorick’s skull into a weird undead talking skull like Bob from the Dresden Files but then everyone would be like, that’s not Yorick that’s Bob. I could play with making a more powerful poison or make an archetype around Hamlet pretending to be insane, but all that is filler.

While there’s little in way of supernatural elements to tap, Hamlet has allot to teach a GM about consequences and timing. Shakesphere is a master at setting the scene and escalation. Every action has a reaction which in turns sets further actions into motion until the bloody crescendo at the end.

The thing to take from Hamlet is a cheat sheet of plot hooks and twists that haven’t become tropes in fantasy fiction, here’s a list of 5 great story hooks you can borrow, after all Shakespeare borrowed from Marlow form time to time!

-The inconvenient possibly evil relative- One of the PCs gets a wedding invitation from a parent, or uncle, or cousin. All seems well except for little red flags that seem to crop up time and again. Is this person a villain? Should you intervene against your family with not enough proof? Is this person really genuine and your time adventuring has made you hyper-vigilant?

-Waiting in the wings- Your PC has saved a beautiful impressionable young woman. She finds the PC attractive and offers herself. IF the PC takes her up on that is the PC ready to marry her? Will the PC simply use and discard her? What if she doesn’t accept being cast aside? OR becomes pregnant? Then there’s her blowhard father.

-The Long Con- Defeating a foe beyond your PCs requires a deception. The deception is supposed to be short term but circumstances change making it a matter of weeks or months (this can be a montage style scene) a will save is needed because the lines of who the PCs are have been blurred.

-The Traitors henchmen- Give your PCs henchmen early, let them become increasingly useful but remember that eventually you have a card to play. Nothing is ever free and at some point when it is convenient change sides with them.

-Accidental Bystander- Using illusion or paranoia put your PCs in the position to accidentally kill an innocent. Do they spend the gold to raise the dead man? A relative wishes revenge, do they flee or fight?

Tuesday, September 17, 2013

Going Gonzo with John: Play within a Play

by John Belliston




Hamlet is arguable the most well know piece of theatre in the modern era. Given my natural theatrical proclivities I was most interested when our dear Pincushion announced that our next subject would be our dear Danish Prince. I wasn’t quite sure at first what direction to travel in as the obvious was so deeply enticing. There is a prevalence of death and undeath in that play that with just a little redirection could be a most profound gaming experience.

However my thoughts are forever on the strange and absurd and that was just too obvious for me. Nevermind the fine job others would do with that theme.

No, no. I would walk on paths less travelled and instead play with the “Play within the Play”.

For those unfamiliar with the play. There is a point when Hamlet hires a troupe of actors to perform a piece that is filled with the same details of his Uncle’s crimes. It is in his Uncle’s reactions that he finds guilt and eventually vengeance.

So how will one put this forth into the context of our favorite hobby?

A haunt.

Obviously.

 

The Play (CR 6)

XP 2,400

Alignment and Aura: LE (30’ by 30’ stage in the round)

Notice: DC 18 Linguistics or Knowledge (History) check to recognize the lines from the play being whispered in their ears.

Weakness: tricked by invisibility

Trigger: Proximity, Advanced Version triggered by Character with a secret.

HP: 12 Reset: 24 hours

Effect: All caught within the haunt who fail a DC 19) will save begin to act out a scene from an ancient play about a savage murder. After being attacked a new will save is allowed to break the effect. One effected character (selected at random) will attack each other effected creature until they are all dead or make their will saves. If however there is a character with a secret the haunt will always choose that character. The play itself will become a playing out of the details of their secret and they will feel compelled to silence the others caught in the haunt violently.

Destruction: Burn a script and theatrical mask in the middle of the haunt while it is active.

Friday, September 13, 2013

Recession Reviews: Kingmaker 1-3


Recession Reviews: Kingmaker 1-3

Times are hard. While the cost of a gaming book beats any trip to the theatre, our loved ones don’t gaming dollars? Who balances enough crunch with the fluff to allow the frugal GM to recycle, after all the best games are the ones you can play over and over again without losing interest.

Normally we’ll not being doing half an AP all at once, and any who wish to review something in this format should email me a request at theflyingpincushion@gmail.com

Book 1 Stolen Land:

Written by: Tim Hitchcock

Page count: 98 counting the inside covers

Throw Away pages: 21 ( forward, advertisements, and a story not directly useful to the adventure)

Golden Pages: 36 (reusable npcs, spells, reusable maps, monsters)

Cover price: $19.99

Price per page: $0.20

Modified price per page: $0.18 = Cover price/pages + golden pages – throw away pages= modified price per page

Crunch to Fluff Ratio: 4.66 to 1

Our Rating out of 10: 6.5 while you can reuse allot, this is also before allot of alternate classes and suppliments and the challenge rating system tends to undersell what a PC can do.

Description (minor spoilers): This is an exploration grind, but in the right homebrew hands much can be adapted to a fairy tale type campaign or a political campaign if you use the gazetteer on Brevoy. This was really good when it came out, it has suffered a bit with age.

Book 2 Rivers Run Red:

Written by: Rob McCreary

Page count: 98 counting the inside covers

Throw Away pages: 23 (forward, advertisements, gazetteer on a god that actually becomes less compelling as you read more about him and a story not directly useful to the adventure)

Golden Pages: 47 (reusable npcs, spells, reusable maps, monsters, extremely useful kingdom building system that while problematic provides a base foundation for several variant systems)

Cover price: $19.99

Price per page: $0.20

Modified price per page: $0.16 = Cover price/pages + golden pages – throw away pages= modified price per page

Crunch to Fluff Ratio: 4.26 to 1

Our Rating out of 10: 8 (Very reusable, more so if you check in at kingmaker forum or buy supplements to kingdom building rules.)

Description (minor spoilers): The PCs found a kingdom and face some smaller threats. The original story is ok, what DM_Dudemeister did to this is generally considered superior and rightfully so. There are problems with this, but ultimately it’s a foundation any campaign can adapt and learn from and could be a well treasured tome for the homebrewing DM. Also Trollhounds…

Book 3 The Varnhold Vanishing:

Written by: Greg A. Vaughan

Page count: 98 counting the inside covers

Throw Away pages: 29 (covers, forward, advertisements, an wasteful gazetteer on iobaria which never relates back into the story and isn’t functional enough for a DM to make relevant and a story not directly useful to the adventure)

Golden Pages: 38 (reusable npcs, spells, reusable maps, monsters, new items, extra story hooks)

Cover price: $19.99

Price per page: $0.20

Modified price per page: $0.18 = Cover price/pages + golden pages – throw away pages= modified price per page

Crunch to Fluff Ratio: 3.37 to 1

Our Rating out of 10: 5.5 Gives you a method to nerf liches, but there’s some filler here despite restricting the authors space with wasteful story pages and perhaps the least useful gazetteer I’ve come across for a campaign. There’s allot to love but its also hard to adapt and reuse, especially the generic spriggans in the beginning.

Description (minor spoilers): Our heroes sort of save an undersized colony and stop a lich. They also make friends with centaur allies. This was my favorite villain and my favorite core idea for a story. Running it changed my opinion somewhat as the story is a bit sparse and there’s tons about kingmaker that logically do not jibe. This has also aged poorly. That said by far and away my favorite villain in the AP.

Kingmaker comes with an asterisk. If you use it as an outline for a heavy homebrew and you make use of the reams of fan content on the boards it will be your best campaign. If you don’t allot will not make sense and fall flat. Great AP if you have the time to work it and are willing to color outside the lines quite a bit.

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)