Oz d20

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#1

grimgrin

Sep 03, 2004 23:16:17
[color=green]OZ d20[/color]
The Oz Books
By L. Frank Baum

Book 1: The Wonderful Wizard of Oz
Book 2: The Marvelous Land of Oz
Book 3: Ozma of Oz
Book 4: Dorothy and the Wizard in Oz
Book 5: The Road to Oz
Book 6: The Emerald City of Oz
Book 7: The Patchwork Girl of Oz
Book 8: Tik-Tok of Oz
Book 9: The Scarecrow of Oz
Book 10: Rinkitink in Oz
Book 11: The Lost Princess of Oz
Book 12: The Tin Woodman of Oz
Book 13: The Magic of Oz
Book 14: Glinda of Oz
http://www.ozclub.org

This is a conversion of the Oz series by Frank L. Baum to the d20 system. Each book will be described in chronological order and the major literary characters and location will be altered to d20 equivalents. My hope is that not only will people find this interesting, but will consider reading the books of the series beyond the “Wizard of Oz” which are true American classics. All of which can be downloaded for free at the above site. This campaign requires either Eberron or the D20 Modern book.

Roleplaying in Oz
The Land of Oz is the central confederation in the middle of a oval magical continent and scattering of satellite islands. Instead of a unified dimensional plane, the World of Oz is splintered into multiple planes of existence. Each of these patchwork dimensions has radically different laws of physics. Some areas prevent the characters from aging, others are completely composed of odd materials, and some are deadly to all life or destructive to foreign matter. A wide variety of life forms exist within this Oz, but many are limited to the borders of their pocket dimension. Some believe that Oz is an undiscovered continent on Earth protected from the outside world by invisibility and abjurations. Others believe that Oz lies in a pocket dimension that links to our dimension and occasionally opens to capture individuals and small groups and brings them into the World of Oz.

Player Characters
Oz uses the D20 Modern system of character creation. People can be born within Oz or sucked in from other planes. Many come from the modern world, but any technological equipment they have (such as guns, batteries, light bulbs, and computers) are limited to what they possess when they are transported to Oz. The core classes are the Strong, Fast, Tough, Smart, Dedicated, or Charismatic Hero. Starting Occupations are the educated, the professional, the blue collar laborer, and the mystically inclined. Any of the Advanced Classes are available from the Modern RPG, but magical classes are much more common than any "tech" dependent classes (such as the Gunslinger, Techie, or Daredevil).

The magic users in Oz are called witches if female and wizards if male. When using the D20 Modern rule book, the most common magic user is the Occultist since spoken incantations are very rare within Oz. Oz does not have the deities common to most D&D fantasy settings. Acolytes find their power from within rather than worship.

If Eberron is used as the base then "Artificiers" are the main type of magic users.

Almost all magic in Oz comes from the use of magical devices (i.e. Magic Belt, Magic Picture, Silver/Ruby Slippers, Crown of the Flying Monkeys, Powder of Life, etc.).

The demographics of Oz are extremely diverse. All races in existence are represented within the population of the Land of Oz. The most common are Munchkins, Winkies, Quadlings, and Gillikins which represent the four races of humankind within Oz. As humans, all four of these races start with the standard number of skill points for each "Hero Class" and two initial feats.
• Munchkin Characters: Small size, +2 DEX, -2 STR.
• Winkie Characters: +2 WIS, -2 CON, Starts with +2 bonus on any one Craft.
• Quadling Characters: +2 CHA, +2 INT, -2 STR.
• Gillikin Characters: +2 STR, +2 CON, -2 DEX, -2 WIS.

Animal Player Characters
Animal Characters are very common within Oz. Unlike mundane animals, “all” Oz animals can speak at least one language (English is the nearly universal language of Oz). To play as an animal, the basic animal’s CR is used as the player character’s level adjustment (Less than 1 is counted as +0). To find the racial attribute modifiers for the animal, use the listed typical attribute scores and subtract 10 if even or 11 if odd from the given attribute score and divide the result by half (round up to the nearest multiple of 2). This will provide both the bonuses and the penalties for each attribute. For intelligence, the animal character rolls the standard 3d6 even if it was born outside of Oz. Skill points are awarded according to the animal’s core class: it starts with no skill points at all. The only skill modifiers that apply are those describe as racial modifiers (usually limited to a specific terrain) and any “size” modifiers. Hit Dice is the same as a first level character of their core class (1d6, 1d8, 1d10, etc.). Animal characters start with all their natural animal abilities, but only gain feats according to their character class rather than the bonus feats awarded because of experience advancement available to humaniods. Since most animals lack hands, they can’t use weapons or many skills common to bipeds. Animals can take any of the core classes, but none of the advance classes that require hands.

EXAMPLE of a PC animal conversion:
Original Lion Attributes: STR 21, DEX 17, CON 15, WIS 12, CHA 6, Size: Large, CR: 3.
PC Hit Dice: As core class level
PC Size: Large
PC Attribute Modifiers: STR: +6, DEX: +4, CON: +2, WIS: +2, CHA: -2.
PC Skills: As core class level
PC Initial Abilities: +4 Balance/Hide/Move Silently (+12 Hide in grasslands). Pounce, Improved Grab, Rake, Scent. Size Penalties: -1 AC, -1 AB, -4 Hide.
PC Level Adjustment: +3 to the starting core class level.

[b]CONSTRUCT PC[/b]
Constuct Player Characters are much more common in Oz than in standard Dungeons & Dragons. A description and origin of each will be discuss in detail in later posts. Basically each is treated exactly the same as an animal character.

Geography
The Land of Oz is a square confederacy bounded on all four sides with impassible sandy wastelands. The country is divided into four countries and a central ruling city-state; to the south lies Quadling Country, to the north is Gillikin Country, Munkin Country is east, Winkie Country is west, and Emerald City lies in the center. Each country has a unique human population unrelated to the D&D archetypes.

Quadling Country has the greatest population of people within Oz and numerous odd townships exist in this country. They are also the most skilled in magic and academia. The ruler of Quadling Country is Glinda the Good Witch who is the most powerful magic user within Oz. Red is the favorite color of the Quadlings and their clothes and buildings are this color.

Gillikin Country is infested with dangerous beasts so most people live in underground, mountain tops, and dense forests. Their environment demands great strength and endurance from them. To survive and flourish in spite of the challenges of Gillikin Country, Gillikins prize hardiness more than agility or wisdom. Most of the people live within easily defended areas such as underground, defensible plateaus, and dense forests. Purple is their favorite color for their communities. The population of Gillikin Country is so sporadic that each community has its own ruler.

Munchkin Country is famous for its stability and regulated communities. Munchkins have a truly ordered society and any wanderers or adventurers among them are rare aberrations. Most munchkins are farmers or craftsman who live simple lives and rarely practice magic or warfare. Munchkins love the color blue and they have planted tremendous fields of lilacs and blue poppies along the well maintained yellow brick roads within their country. Munchkins live in tight groups so the occasional predator may lurk undiscovered for the rare traveller. The Ruler of Munkin country was the Wicked Witch of the East until a house fell on her.

Winkie Country is well known for their artisians. It is also has the largest mines in the Land of Oz. Many Winkies work as metalworkers, tinkers, and jewelers. Yellow is their favorite colors and huge fields of wheat are considered both a cash crop and blank canvas. Crop circle competitions are the pride and joy of Winkie farmers. The ruler of the Winkies was the Witched Witch of the West, but was usurped by the Nickel Plated Emperor (a.k.a. the Tin Woodsman).

There are four deadly wastelands each bordering one side of the square shape of the Land of Oz. The Great Sandy Waste borders the Quadling Country and it emites deadly gases that suffocate anyone that attempts to travel across it. The Impassible Desert lies north of Gillikin Country and radiates a heat so intense that only creatures immune to heat can walk upon its sands. The Shifting Sands is east of Munchkin Land and it is named for the constant sand storms that blow across it and quickly wear away even the strongest materials. The final desert lays west of the Winkies and is named the Deadly Desert since any living object that touches it turns to sand. It is very likely that these four deserts were created sometime in the past to protect the Land of Oz from invasion from the surrounding kingdoms and island nations of the continent.

Creatures
The creatures of Oz have some overlap with the creatures presented in Dungeons and Dragons. The only true exceptions are that classic dragons do not exist within Oz and the creatures of Greek mythology are entirely absent. As a rule of thumb, the weirder the creature the more likely it exists in Oz.
See McFARLANE'S MONSTERS SERIES 2: TWISTED LAND OF OZ

grimgrin

Sep 03, 2004 23:18:23
Wizard of Oz: Book 1
From now on I will be concentrating on Creature and Monster conversions based on character descriptions from Oz Books and Films. The exact nature of the campaign will be left up to any interested DM. Whether sugary sweet or a darker vision of Oz (See McFARLANE'S MONSTERS SERIES 2: TWISTED LAND OF OZ).


Death and Undeath in Oz

Since the return of Ozma to the throne, no one can truly die in Oz. If hacked into pieces, each piece would still possesses life and could be resuscitated by piecing the corpse back together. Resurrection and True Resurrection only apply to those cases which a body is so heavily damaged (such as fire or acid) that parts of the body are completely destroyed preventing meaningful function.

This property does not prevent character destruction such as being eaten, transformed, or disintegrated. It’s just impossible to die.

Additionally, certain areas of Oz provide immunity to ageing, such as Emerald City. This makes Emerald City an extremely desirable place to live and the wealthy and powerful strive to remain within its walls.

Because of these two factors, Undeath as described in DnD is impossible. The closest equivalent to the undead are Souled Constructs. Turn Undead class ability now applies to this type of creature.


Souled Construct

A souled construct is a special form of undead that reflects the spirit of a sentient creature inhabiting of a lifeless object or body.

In the case of the Scarecrow this was the spirit of the Silver Emperor (ROYAL BOOK OF OZ).

In the case of the Tin Woodsman, his body was gradually replaced by tin the he proceeded from a "Half-Golem" to his "Full Golem" status. The parts he left behind as well of those of the Tin Soldier were stitched together to form a sentient Flesh Golem named Chopfit (TINWOODSMAN OF OZ) who married the Tin Woodsman's former fiancé, Nimmie Amee.

Jack Pumpkinhead, the Saw Horse, the Gump, the Glass Cat, and the Patchwork Girl are sentient animated constructs created by the "Powder of Life" (LAND OF OZ). They are not true Souled Constructs, but instead Intelligent Magic Items.

[size=4]Wizard of Oz Creatures[/size]

STRAW GOLEM

The Straw Golem is the basis of the Scarecrow of Oz. It is invulnerable to physical trauma, but most energy attacks inflict full damage. It is treated as a Cold sub-type since it is immune to cold damage, but Fire inflicts double damage. It has no elemental link to the Cold Energy Plane. It is also vulnerable strong winds since it is very light in weight. Almost all straw golems have a humanoid form.

Straw Golem
Medium Construct (Cold)
Hit Dice: 1d10 (5pts)
Initiative: +0
Speed: 30ft
Armor Class:
Attacks: Slam: +1
Damage: Slam: 1d6+1 subdual.
Face/Reach: 5ft x5ft/5ft
Special Attacks: None
Special Qualities: Construct Traits, Darkvision: 60ft, Impervious to Cold and Physical Trauma, Lightweight, Vulnerable to Fire
Saving Throw: +0 Fort, +0 Ref, +0 Will
Abilities: STR: 12, DEX: 10, CON/INT: na, WIS: 10, CHA: 11.
Skills: None
Feats: None
Climate: Farm land
Organization: Solitary
CR: 1
Treasure: None
Alignment: Neutral
Advancement Range: 2 to 4 HD (Large), 5 to 16 HD (Huge)
ECL: +2 (require investment of intelligence into construct).


Description: The Straw Golem can be clothed, bundled straw, or a massive moving hay stack. Most are designed by farmers and rural mages to guard a farm or field. Often one will lurk as an ordinary scarecrow and attack from surprise when an unwary victim comes in range.

Special Qualties:
Construct Traits: The straw golem has all the invulnerabilities of all constructs plus it possesses Darkvision to 60ft.
Impervious to Cold and Physical Trauma: The straw golem is immune to cold, slashing, piercing, and bludgeoning attacks.
Lightweight: The straw golem is designed to resemble some type of creature. Since it is stuffed with dry straw it only weighs one tenth what the "meat" version would weigh. Unfortunately, the straw golem soaks up liquids like a sponge and if it is emersed in water it will increase so much in weight that its Speed will be reduced by half.
Vulnerable to Fire: Fire based attacks inflict double damage.

TIN GOLEM

The Tin Golem is the basis of the Tin Woodsmen as well as the Tin Soldier (TIN WOODSMAN OF OZ). It is impervious to magnets and electrical spells. But water of any kind will cause its joints to rust solid. "Cold" energy attacks will inflict double damage from frost fractures. Unlike iron, tin is a soft metal and provides no damage resistance.

Tin Golem
Medium Construct (Air)
Hit Dice: 1d10 (5 pts)
Initiative:+0
Speed: 30ft
Armor Class: 15 (+5 Nat.)
Attacks: Slam: +1
Damage: Slam: 1d6+1
Face/Reach: 5ft x5ft/5ft
Special Attacks: None
Special Qualities: Reflect Light, Rusting, Non-magnetic, Construct Traits
Saving Throw: +0 Fort, +0 Ref, +0 Will
Abilities: STR 12, DEX 10, CON.INT: na, WIS: 11, CHA: 10
Skills: None
Feats: None
Climate: Any
Organization: Solitary, or Squad (5 to 10)
CR: 1
Treasure: None
Alignment: Neutral
Advancement Range: 2 to 4 (Large), 5 to 16 HD (Huge)
ECL: +2 (requires investment of intelligence)


Description: Tin Golems are shiny silver unless rusted. They are usually crafted as workers or warriors and never painted. After the Tin Woodsman freed the Winkies from the Wicked Witch, he was given a magical "nickel plate" coating that prevented any future rusting.

Special Qualities:
Construct Traits: The golem has a common construct abilities.
Reflect Light: Any "light" based attack targeted at the Tin Golem will be reflected right back at the attacker. The attacker treats his "light" attack as if the attacker aimed it at himself.
Rusting: Contact with water forces a Fort save (DC=15 for a bucket or less, 30 for a lake or river) or the Tin Golem is paralyzed until it is oiled. Lubricating the joints of a Tin Golem with a pint of oil takes one full minute for every size level greater than "small".
Non-Magnetic: The golem is unaffected by magnetic forces that would affect the standard Iron Golem.


KALIDAH Template


The Kalidah is a mixture of three different animals. The often prey on travelers and helpless livestock. They are notoriously vicious and fearless. Any three animals can be used and only the most formidable attributes and abilities of the three animals are expressed. Many believe Kalidah are produced by magical experiments, other think they come from alternate dimensions.

Creating a Kalidah (Magical Beast)

Choose three animals as a base. The features of all three will be displayed by the Kalidah.
Use the highest number for each statistic (HD, Size, Init, Speed, AC, Attacks, Damage, Face/Reach, Fort, Ref, Will, STR, DEX, CON, INT, WIS, CHA).
Special Attacks: Pick one animal set for the Kalidah
Special Qualities: Pick one animal set for the Kalidah
Skills: Pick one animal for the set of skills of the Kalidah
Feats: Pick one animal for the set of Feats possessed by the Kalidah
Challenge Rating: The highest animal CR +1.
Alignment: Always Chaotic Evil.

EXAMPLE:
Tiger/Brown Bear/Boar Kalidah
Large Magical Animal
Hit Dice: 6d8+24 (51 hp)
Init: +3 (DEX)
Speed: 40ft
AC: 15 (-1 size, +3 DEX, +3 Nat.)
Attacks: 2 claws: +11, bite: +6 melee.
Damage: claw: 1d8+8, bite: 2d8 +4
Face/Reach: 5ft x10ft/5ft
Special Attacks: Pounce, Improved Grab, rake: 1d8+4
Special Qualities: Scent
Saves: Fort: +9, Ref: +7, Will: +3
Abilities: STR 27, DEX 17, CON 19, INT 2, WIS 13, CHA 6
Skills: Balance +7, Hide: +4, Jump: +5, Listen +5, Move Silently +11, Spot +5
Feats: None
Climate: Forest
Organization: Solitary or Pair
CR: 5
Treasure: None
Alignment: Chaotic Evil
Advancement: 7 to 10 HD (large)



DEADLY POPPIES

The Deadly Poppies are harmless except in areas they grow into huge fields. These plants are carnivorous since they put the people who enter their range in to a coma and slowly devour them over a period of years. Poppy fields slowly migrate over time but they are only dangerous to those who travel across them.

Deadly Poppies
Huge Plant
Hit Dice: 16d8 (72 hp)
Init: +0
Speed: None
Attacks: None
Damage: None
Face/Reach: 15ft x 15ft/ 10ft
Special Attacks: Soporific Pollen
Special Qualities: Fast Healing 5, Plant Traits
Saves: Fort +10, Ref +5, Will +5.
Abilities: NA
Skills: None
Climate: Any warm, sunny area
Organization: Colony of hundreds of flowers
CR: 6
Treasure: Standard
Alignment: Neutral
Advancement: 17 to 32 HD (Gargantuan), 33 to 66 HD (Colossal)


Description: The Poppies can be any color but often match the color of the country they are within (blue, yellow, purple, red, or emerald). They choke out all other plants and create a living carpet with their blossoms. They are often tended and cultivated by the Field Mouse Kindgoms that use the poppies as food, protection, and havest poppy syrup to coat their weapons. Poppy Syrup (Cost: 300gp, Injury poison, Initials Effect: -1d6 WIS, Secondary Effect: Sleep (6d10 minutes). DC Save: 18). The Mouse Kingdoms have their own magic to make them immune to “Sleep” spells/effects and allow them to harvest poppy syrup economically.

Special Attacks:
Sleep Pollen: Each round a living creature breathes within a poppy field’s reach, the creature must make a Fortitude save or fall unconscious (DC: 10 +HD of the field).

Special Qualities:
Fast Healing: The poppy field is hard to kill. The poppies will grow new stems and blossoms (5 hit points every round) unless the root system is also destroyed. Killing the root system means razing the ground in which the poppies grow. In game terms this means after all the hit points of the field are eliminated, the attacker must inflict the same amount on the poppy bed to kill all their roots. This can only be done with piercing weapons uprooting the plants or energy attacks that sterilize the ground (no “force” attacks).
Plant Traits: Deadly Poppies have all traits common to plant monsters.


FLYING MONKEYS

The Flying Monkeys were once much like other monkeys, but because the could fly they caused vast mischief and trouble for others. In revenge, a wizard bound them to the Golden Crown so now they have to obey three commands given to them from whoever wears the Golden Crown of the Flying Monkeys. After the death of the Wicked Witch, Dorothy gave the crown to the Flying Monkey King, freeing them from their curse.

Flying Monkey
Small Magical Beasts
Hit Dice: 1d10-1 (4 hp)
Initiative: +1 (DEX)
Speed: 20ft, fly: 40ft (clumsy)
AC: 12 (+1 size, +1 DEX)
Attacks: Bite: +1
Damage: Bite: 1d4+1
Face/Reach: 5ft x 5ft/5ft
Special Attacks: None
Special Qualities: None
Saves: Fort +2, Ref +2, Will +0
Abilities: STR 11, DEX 13, CON 8, INT 10, WIS 9, CHA 13
Skills: +4 Climb, +3 Spot, +3 Listen, +5 Tumble, +5 Escape Artist.
Feats: Flyby Attack
Climate: Any land
Organization: Solitary or Troop (5 to 15)
Challenge Rating: 1
Treasure: None
Alignment: Any
Advancement: By class
ECL: +2


Player Character:
Racial Modifiers: +2 DEX, +2 CHA, -2 CON, -2 WIS., Bonus Feat; Flyby Attack, Size: Small, Speed: 20ft, Flight Speed: 40ft (clumsy), ECL: +2 to any class level.


FIGHTING TREES

The Fighting Trees are the equivalent of Ropers Shambling Mounds, or Treants.

GIANT SPIDER

Same as a Colossal Spider Vermin.

CHINA PEOPLE

The China People are a group of creatures made of china that live in a pocket dimension where porcelain is alive. They are very brittle but possess great agility. The prefer to fight at a distance and avoid physical contact. In addition, China people have a natural affinity for magic and spell-like powers.

China People
Small Monstrous Humanoid
Hit Dice: 1d8-1 (3 hp)
Initiative: +1 (DEX)
Speed: 20ft
AC: 12 (+1 size, +1 DEX)
Attacks: Punch: +2 or spell.
Damage: Punch: 1d3 subdual, Ray of Frost Spell: 1d3.
Face/Reach: 5ft x 5ft/ 5ft.
Special Attacks: Natural Spells (Sp)
Special Qualities: Brittle (Ex).
Saving Throws: -1 Fort, +3 Reflex, +0 Will
Abilities: STR: 10, DEX 12, CON 8, INT 10, WIS 11, CHA 10.
Skills: Craft (china): 4, Move silently: 4
Feats: Point Blank Shot
Climate/Terrain: China Land
Organization: Solitary or Mob (10 to 40)
Challenge Rating: 1/2
Treasure: Standard
Alignment: Any
Advancement Range: By class
ECL: +0


Description: China people look like they are made of porcelain. Their skin is either pure white or black. Any color on their body comes from gilding or paint.

Natural Spells:
As a spell like ability, the character can cast the cantrips of Mage Hand, Mending, Ray of Frost as a first level sorcerer. Each of these spells are available once per day.

Special Qualities:
Brittle: The hard skin of the China People allow them to take half damage from slashing attacks but double damage from bludgeoning attacks.

Player Character
Racial Modifiers: +2 DEX, -2 CON, Brittle, Natural Spells, Size: Small, Favored Class: Sorcerer.


HAMMER-HEAD

Hammer-Heads have a dwarf like body with heavily wrinkled necks and perfectly flat topped head.

Hammer-Head
Medium Monstrous Humanoid
Hit Dice: 6d8+12
Initiative: +1 (+1 DEX)
Speed: 30ft
AC: 16 (+5 breastplate armor, +1 DEX)
Attacks: H. Mace: +14
Damage: H. Mace: 1d8+8
Face/Reach: 5ft x 5ft/5ft
Special Attacks: Head Smash
Special Qualities: None
Saving Throws: +2 Fort, +5 Ref, +5 Will
Abilities: STR 26, DEX 12, CON 14, INT 12, WIS 10, CHA 8.
Skills: +16 Climb, +7 Intimidate, +8 Sense Motive.
Feats: Power Attack, Improved Bull Rush.
Climate/Terrain: Any land (most live in Gillikin Country)
Organization: Solitary or Gang (3 to 10)
CR: 4
Treasure: Standard
Alignment: Any evil
Advancement: As class
ECL: +3


Description: With a stubby body and a perfectly flattened skull, the Hammer-Head usually smashes away at distant enemies by streching its rubbery neck.

Special Attacks:
Head Smash: The Hammer-Head treats his Head Smash attack just like a Bull Rush attack. Instead of running at his foe, the Hammer-Head can stretch out his neck to Bull Rush targets 30ft away. They prefer to fight on rocky ground so they can inflict falling damage by pushing others off ledges or down hills.
#3

grimgrin

Sep 10, 2004 18:55:56
[font=impact]Land Of Oz: Book 2[/font]

The Land of Oz is the second book of the series an introduces several characters.

Human Characters:

Ozma: Dedicated Hero, Arcane Arranger
Ozma becomes the ruler of Emerald City by restablishing the royal line (Heir of Pastoria).
She doesn't have any magical powers of her own, but she has acess to powerful magical objects. It is stated in later books that after she takes the throne, no one can die from natural causes. Destruction is still possible and well as death from magic.

Jellia Jamb: Charismatic Hero.
Brave Palace Maid that likes to play tricks.

Mombi: Smart Hero, Mage
An evil sorceress of Quadling Country. Most of her magic is based on creating illusions.

Army of Oz: Fast Hero, Gunslinger
The Army of Oz is a single man that quicker with his feet than his wits.
He carries a flintlock musket with him and has a long green beard.

Jinjur: Charismatic Hero
Leads an army of girls to capture Emerald City to rob it of its gems and run the country to "suit themselves" with fine new clothes.
The uniform of her army incorporated all five colors of Oz and the army was armed with knitting needles and good looks.

Glinda's Private Body Guard: Strong Hero, Soldier
Glinda has the only true professional standing army. They also are all women but are cappable of using the armor, spears, and swords they are equiped with.

Non-human Characters

The non-human characters involve objects animated by the Power of Life and enlarged insects.
The Powder of Life can be considered a potion that permanently casts "awaken" and "animate object" on what it is sprinkled on.
Jack Pumpkinhead, the Saw-horse, HM Woogle Bug TE, and the Gump are the major new creatures in this book.

Wood Golem

A wood golem is a construct that is made primarily of wood. It can be humaniod or beast like. Jack Pumpkinhead and the Saw-horse can be considered wood golems but they posses 3d6 mental attributes.

Wood Golem
Large Construct
CR: 4
Hit Dice: 4d10 (18 hp)
Initiative: -1
Speed: 30ft (40ft if four legged)
AC: 13 (SIZE -1, DEX -1, Nat +5)
BAB: +1
Attacks: Slam: +1
Damage: Slam: 1d8
Face/Reach: 5ft x 5ft or 10ft/ 5ft
Saving Throw: Fort +1, Ref +1, Will +1.
Abilities: STR 20, DEX 8, CON 0, INT -, WIS 10, CHA 8
Skill Points: None
Feats: None
Darkvision (Ex): 60ft
Special Qualities:
Construct Traits: A wood golem has all the immunities common to constructs.
Repairable: A wood golem can't heal its wounds but it can be repaired. A successfull Repair roll
(DC: 30) restores 1d10 hit points. Each check take one hour of work. Like any other construct if it
is reduced to zero hit points it is utterly destroyed.
Bouyant: Wood it naturally bouyant and provides a +10 bonus to any Swim checks.
Fire Vulnerability: Wood golems take double damage from "fire" attacks.

This represents a unintelligent wood golem created as a mere servant or slave.


Insectoid Template

The insectoid template is represents an insect that has become a monsterous humaniod. Any vermin that is "Small" or smaller can be altered this way. Only two limbs possess hands and only two limbs are used for standing. Any vestigial surplus limbs are helpful, but are only half as strong (1/2 STR) as their primary limbs. They inncur full Attack Bonus penalties if used in combat unless the insectoid has the proper "multi-" arm feats.
The Woogle Bug was "highly maginified" and "throughly educated" to become what it is.

Insectoid Template
CR= 1 + class level
Size= Change to Medium Humaniod (Vermin).
Hit Dice= The hit dice of the creature is solely determined by the Insectoids character class.
Initiative= Standard
Speed= 30ft as a biped, half any swim or fly speed.
AC= Standard (no natural armor)
BAB= By class
Natural Weapons=The insectoid has natural weapons of it's vermin type but equivalent to a medium sized creature.
Face/Reach= The creature walks as a medium biped (5ft x5ft/ 0ft reach)
Saving Throw= Determined by the characters class and attributes.
Abilities= Standard 3d6 for all.
Alignment= Any (But most are selfish/CN)

Skills= By class
Skill Bonuses= All insectoids have a natural +4 Climb Bonus from their extra limbs, spider insectoids gain a +4 to Hide and Move Silently in their webs. Some insectoids have an additional plus or minus 4 bonus to Hide depending if their camouflage matches or clashes with their enviroment.

Special Qualities=
1. Darkvision= 60ft
2. As intelligent humanoids they are no longer immune to mind effects but are still vulnerable to spells and attacks that target vermin.

ECL for player characters: +2 {or +4 if capable of flight or amphibious (live on land and underwater).
}



Jackdaws

The Jackdaws live in a nearby kingdom to Oz and steal shiny coins, jewelry, and gems.

Jackdaws
Tiny Animal
CR: 1/8 each
Hit Dice: 1/4 d8 (1hp)
Mas: 1 hp
Init: +4
Speed: 10ft (fly 40ft average)
AC: (size +2, DEX +4)
BAB: +0
Grapple: -
Primary Attack: (1d3- bite)
Full Attack: (1d3- bite, 1d2- 2 claw)
Fighting Space: 2.5ft x 2.5ft
Reach: 0ft
Special Qualities: None
Saves: Fort +0, Ref +0, Will +0
Abilities: STR 3, DEX 18, CON 11, INT 2, WIS 10, CHA 12.
Skills: +4 Spot, +4 Listen, +5 Intimidate.
Feats: None
Organization: Cluster: 1d6 or Flock: 4d20.
Treasure: Double any jewelry, gems, or coins

Jackdaw is very similar to crow. It delights in stealing shiny objects and group of jackdaws can amass a large fortune.
#4

zombiegleemax

Sep 20, 2004 23:13:15
This is wonderful!

I first became aquainted with the Oz books about 10 years ago, and have just started re-reading them after seeing your post a few days ago. I'd forgotten just how much I enjoyed them as a young fellow!

You've done an absolutely marvelous job with what you've posted thus far- I'm quite eager to see your future material concerning the other books in the series!

Kindest regards,

-Alex

PS: I'm slowly collecting material for a d20 gaming website that I hope to put together at some point- it'll be pretty much exclusively made up of d20 rules covering my favorite fantasy series; whether books, films or television series. I'd love to include your Oz material if at all possible (perhaps in PDF form?), and would of course give you full credit. Kindly let me know if you have any objections or stipulations concerning this.
#5

grimgrin

Sep 23, 2004 15:07:04
[b]Ozma of Oz: Book 3[/b]

Billinda: Billinda (formerly know as Bill) is a yellow chicken that was born outside of Oz. She defeated the Nome King with her eggs and had many chicks all of which she named after Dorothy.

Chicken
These statitistics cover all types of chickens as well as quail, turkeys, pheasants, geese, ducks, and penguins.

Chicken
Tiny Animal
CR: 1/4
Hit Dice: 1/4d8+1 (2 hp)
Initiative: +4
Speed: 10ft, Fly 20ft (clumsy)
AC: 16 (+2 size, +4 DEX)
BAB: +0
Attack: +2 melee (1d3 peck)
Full Att.: +2/-3 melee (Peck: 1d3, 2 Claw: 1d2)
Face/Reach: 2.5 by 2.5ft / 0ft
Special Qualities:
Rooster: Call terrorifies Aberrations (Will DC: 10 +HD of chicken): 1/day,
Hen: Lays eggs (1d3-1 per day), Sharp Eyes: +2 Spot.
Ground Fowl: Camoflauge: +4 Hide, Double ground speed.
Waterfowl: Bouyant: +10 Swim skill,
Penguin: Change "Fly" to "Swim" speed, Cold Resistance: 10.
Saves: +3 Fort, +6 Ref, +0 Will.
Attributes: STR 2, DEX 18, CON 12, INT 2, WIS 10, CHA 10.
Skills: Spot: +4, Listen: +4, Swim: +2, Hide: +12.
Feats: None
Advancement: Up to 1 HD (Tiny)


Lunch Box Trees
One of the more curious types of plants in Oz is a tree that grows entire meals intead of a simple fruit or nut. These are collectively known as "Lunch Box Trees". Some trees grow their meals in paper boxes while others grow metal pails. Some trees include beverages with their meals while others do not.

Tiktok
Tiktok is a clockwork construct which is covered by my clockwork construct template presented in my Wonderland thread.

Wheelers:
Wheelers are humanoids that have wheels instead of hands and feet. They travel in a hunchback crouch and use all four limbs to propel themselves. They are extremely territorial and prone to hooliganism.

Wheeler
Medium Humanoid
CR: 1/2
Hit Dice: 1d10
Initiative: +0
Speed: 50ft
AC: 12 (Leather armor: +2)
BAB: +0
Attack: +1 melee (1d6 non-leathal Slam)
Full Attack: +1 melee (1d6 non-leathal Slam)
Face/Reach: 5ft by 5ft/ 5ft
Special Qualities: None
Saves: +2 Fort
Attributes: STR: 11, DEX: 11, CON 10, INT 10, WIS 8, CHA 8.
Skills: +3 Spot, +3 Listen.
Feats: Armor Prof. (light), Brawl
Advancement: By character class.

PC Option:
Abilitiy Modifier: -2 WIS, -2 CHA
Speed: 50ft
Stability: +4 versus trip or bull rush
Bonus Feat: Choose either Armor Proficiency (light) or Brawl.
Bonus Language: Wheeler (spoken)
Level Adjustment: +0

The Wheeler favors the Fast Hero class. It starts with a natural speed of 50ft but loses the use of his hands preventing the aquisition many skills. It also has a natural penalty of -2 to its WIS and CHA attributes. The Wheeler has no level adjustment to his starting class level. Since a wheeler is not human it starts with less skill points (-4 and -1 pt per level)


Langwidere:
A variation on the Land of Oz "deathless" theme; this woman has beheaded her prettiest subjects and uses their heads in place of her own. She has an entire closet full of head that remain alive even though they are seperated from their bodies.

The Hungry Tiger
Similar to the Cowardly Lion, the Hungry Tiger feels that wish to eat fat babies condemn him as an evil creature even though his actions are perfectly proper.

The Great Green Carpet
This magical carpet allows people to cross the Deadly Desert by preventing their feet from touching the deadly sand as they walk along it.

Giant with a Hammer
It is an unusually large iron golem that repeatively pounds the ground in front of it with a giant hammer forming a deadly obsticle to travelers.

Nomes and the Nome King
They are little different than D&D Deep Gnomes (Svirfneblin) except that they are terrorified of eggs since a touch of an egg will negate their natural magical powers and agelessness.
#6

grimgrin

Sep 26, 2004 0:27:59
[font=Impact][color=green]Dorothy and the Wizard in Oz: Book 4[/color][/font]

This book describes Dorothy's third visit to Oz and reunited with the humbug Wizard (Smart Hero). Unlike most other Oz stories most of the events of this story take place underground beneath Oz after she is swallowed by an earthquake.

Dorothy Gale: Dedicated/Charismatic Hero

Jim the Horse: Tough Hero

Zeb the Farmhand: Strong Hero

The Pink Kitten: Fast Hero
Another example of the time dilation effect of Oz, Eureka never grows into a full grown cat. She was turned pink by a ray of light from the six multi-hued suns that shine over the Glass City.

The Glass City
The Glass City is populated by the Mangaboos, a race of plant people that resemble humans but have all the physical properties of a turnip or potato.

Mangaboo
Medium Plant (Humanoid)
CR: 1/2
Hit Dice: 1d8+1 (5 hp)
Init: -1
Speed: 30ft
AC: 9 (-1 DEX)
BAB: +0
Attack: +1 melee (Club: 1d6+1)
Full Attack: +1 melee (Club: 1d6+1)
Face/Reach: 5ft by 5ft/ 5ft
Special Qualities: Sprouting, Low-Light Vision, Plant Immunities.
Saves: +3 Fort, -1 Ref, +0 Will.
Attributes: STR 12, DEX 8, CON 12, INT 8, WIS 11, CHA 8
Skills: Only by class
Feats: Only by class
Advancement: By character class.

PC Option:
Attribute Modification: +2 STR, +2 CON, -2 DEX, -2 INT, -2 WIS.
Base Speed: 30ft
Low-Light Vision: All Mangaboos have low light vision.
Plant Immunities: Immune to sleep, paralysis, stunning, and mind affecting spells. They are also immune to critical hits and massive damage death and has not need to eat.
Special Qualities: Sprouting: A new crop of Mangaboos are grown from the corpse of a dead Mangaboo. The average lifespan of a Mangaboo is 5 to 6 yrs as a ripe adult individual before it starts to rot (Old: 5+ years, Venerable: 6+ years).


The Garden of Twining Vines:
This site used for executions is basically a nest of Assassin Vines (MM1).

The Valley of Voe
Eating the dama fruit that grows in this valley turns you invisible. No one can see you and you can't see yourself. The main threat in the valley are the invisible bears that devour any creatures they come across.

Voe Bear
Large Magical Beast
CR: 7
Hit Dice: 10d8+30 (85 hp)
Init: +1
Speed: 30ft
AC: 15 (-1 Size, +1 DEX, +5 Nat.)
BAB: +10
Attack: +15 melee (Bite: 1d8+5)
Full Attack: +15/+13/+13 (Bite: 1d8+5, 2 Claws: 1d6 +5)
Face/Reach: 10ft by 10ft/ 10ft.
Special Qualities: Invisible, Improved Grab, Scent.
Saves: +10 Fort, +8 Ref, +4 Will
Attributes: STR 20, DEX 12, CON 16, INT 10, WIS 13, CHA 8.
Skills: Climb +13, Swim +13, Spot +9, Listen +6
Feats: Multiattack, Power Attack, Cleave
Advancement: 11 to 15 HD (Huge)


Water Repellant Leaves:
A unique plant that grows in the Valley of Voe allows the one to walk across water if it is rubbed on the soles the a person's shoes.

The Spiral Stairway
A great stone staircase that runs like a giant pillar from the center of the Pyramid Mountain to the surface.

Cloud Fairies:
The Cloud Faires live opposite the Valley of Voe on the other side of the Pyramid Mountain in a land composed of flaming ocean of tar obscured by large banks of blue and grey clouds. Cloud Faires live between extremes of heat and cold, fire and fog.

Braided Man
A creator of impossible things. He is a likely supplier of portable holes, bags of wind, and invisible inks to adventurers, but only barters for his goods.

Wooden Gargoyles
Wooden Gargoyles (or Gurgles as Dorothy calls them) live in a pocket dimension called the Land of Night which is entirely composed of dead wood. The gargoyles are made of wood themselves and fly by magic on window shutter wings. They resemble stone gargolyes and are truely hideous. Like all wooden objects they are vulnerable to fire, but they also hate noise and are easily deafened by sonic attacks.
In appearance, all Gurgles are less that three feet tall and their head are too large for their bodies. The faces of each are different but each is made of splintery wood and all have a pair of wooden wings on their backs.

Wooden Gargoyle
Small Construct
CR: 4
Hit Dice: 8d10+5 (49 hp)
Init: +3
Speed: 20ft, Fly 60ft (poor)
AC: 14 (+1 size, +3 DEX)
BAB: +6
Attack: +7 melee (Claw: 1d4+1)
Full Attack: +7/+2/+2 (Slam: 1d6+1, 2 Claws: 1d4+1)
Face/Reach: 5ft by 5ft/ 5ft
Special Qualities: Vulnerable to Fire (Double Damage), Vulnerable to Sonics (-2 to save versus any sonic attack), DR: 10/+1, Darkvision: 60ft, Construct Traits.
Saves: +2 Fort, +5 Ref, +2 Will.
Attributes: STR: 12, DEX: 16, CON: 0, INT: 10, WIS: 10, CHA: 3.
Skills: None
Feats: None
Advancement: By class


Dragonettes
A nest of immature dragons.
#7

jack_daniel

Oct 07, 2004 10:45:41
Okay, this kicks a little arse! Let me try.

#5: The Road to Oz.

Toto: Tiny dog; Dedicated hero. Like all mundane animals who enter Oz, Toto is able to speak English while there; he simply prefers not to, if he can help it.

Button Bright: As he appears in The Road to Oz, I'd just use the d20 Modern rules for creating a "child" character, but over the course of Sky Island, The Sea Fairies, & The Scarecrow of Oz, his class would become Dedicated hero.

Shaggy Man: Charismatic Hero. The Shaggy Man is a wanderer who abstains money (because it makes people proud) and takes great pride in his shaggy beard and tattered clothes. He only wants people to like him, which they readily do, since the Shaggy Man owns a powerful magical artifact called the Love Magnet.

The Love Magnet: This object looks like an unnatractive, rusty horseshoe-magnet. Anyone who gazes upon it treats its owner as a dear and trusted friend, as if affected by the charm person spell.

Well, that's a start...
#8

grimgrin

Oct 14, 2004 18:27:43
Thanks for the compliments, I'm glad someone is interested in this thread. Your description of the main characters in this book is excellent Here is my take on Road to Oz (book 5).

[color=green]The Road to Oz: Book 5[/color]

Heros
Dorothy:
Dedicated Hero

Toto the Dog:
Tough Hero

Shaggy Man:
Charismatic Hero
The shaggy man in a new character named so because everything about him is shaggy.
+Love Magnet: The love magnet "charms" anyone who speaks with its owner. At the end of the book the magnet is hung over the main gate of Emerald City.

Button-Bright:
Button Bright is famous for getting lost and answers most questions with "Don't Know" in this book. As a child he has no Hero class, but if you view his laconic answers as witty you could label him as a "Smart Hero". The people of Foxville believed him quite clever so they gave him a fox's head to better display his fox-like brillance.
+Magic Umbrella: the magic umbrella is a device that will carry a person to any place they desire. It is a wonderous object that provides a the ability to "fly" (90ft) as the 3rd lvl DnD spell of the same name.

Polychrome the Rainbow's Daughter
She is a beautiful faerie and lives on mistcakes and dew drops. Unfortunately, she knows no magic.
+Fast Hero/Personality

Places of Interest
Foxville
This is a city of civilized foxes ruled by King Dox (Smart Hero/Mage)
Because they wish to desplay their superior morality and culture they dress as elaborately and prettily as possible.

Dunkiton
This is a city of intelligent donkeys ruled by Kik-a-bray (Dedicated Hero/Mystic). They wear clothes and defend their city with sonic attacks, but have little use for most tools since their hooves are so clumsy. They consider themselves the pintacle of civilization.
The donkey king also has magical powers and was so impressed with the shaggy man's use of big words he turned his head into a donkey's as a gift to him.
Another unique occupation of the donkeys is a special type of fortune-teller called a hoofist (the equivalent of a Glamourist).
+The Magic Staff: the key to the donkey kings power this staff can conjure and transmute.

The Truth Pond
The truth pond not only removes curses, transmutations, and geas, it also forces any creature that bathes in it to always tell the truth.

The Musicker:
The Musicker (a.k.a. Allegro da Capo) is a humanoid accordian that makes music with each breath. (Charismatic Hero most likely)

Scoodlers
Scoodlers are two-faced cannibals. One side of their thin bodies is all black and the other is all white. Because they have a face on both sides they are immune to flanking attacks.

Scoodlers
Medium Monsterous Humanoids
Hit Dice: 5d8 +10 (33 hp)
Init: +5
Speed: 30ft
AC: 15 (+1 DEX, +4 nat. armor)
BAB: +5
Attack: +6
Full Attack: +6
Dam.: Claws: 1d8+1
Space/Reach: 5ftx5ft/5ft
Special Qualities: Immune to flanking
Special Attacks: Throw Head
Saves: Fort +3, Ref +5, Will +4
Attributes: STR 12, DEX 12, CON 14, INT 10, WIS 11, CHA 6.
Skills: Climb: 8, Jump: 9, Tumble: 9, Spot: 5.
Feats: Blindfight, Improved Initiative
CR: 3
Advancement: By class

Description:
Throw Head (Ex): The scoodlers can throw their heads to either damage or knock down their enemies. If they chose to damage, then their head inflicts 2d6 bludgeoning damage plus any STR modifier. If the chose to knock down, then it is as if they atempted a "trip attack" on their opponent. Even while seperated from its body, the head can guide the scoodler unless the head can't see the rest of it's body. The range increment of the attack is 10 feet.


The Deadly Desert and the Sand Skimmer
To cross the Deadly Desert that destroys all living flesh that touches it, the Shaggy Man called in a favor and had a wooden sailing sled created to carry the party across the sand. This marvelous craft was built by Johnny Dooit who is as close to a "Techie" as exists in Oz. Johnny Dooit is likely a gnome, brownie, or small djinni and was summoned by the "love magnet".

Pumphead's Graveyard
As each of Jack Pumpkinhead's heads spoil he is obliged to bury it complete with a tombstone and carve himself a new head. For convenience, Jack lives in the center of a pumpkin field and resides inside a massive pumpkin that has been hallowed out.
#9

grimgrin

Oct 15, 2004 22:01:49
[size=6]Emerald City of Oz: Book 6[/size]

The plot of this book consists of the gnome king's attempt to conquer Emerald City to regain his Magic Belt. To do this, the Nome King raised a great army that marched through a hidden tunnel dug under the Deadly Desert leading directly to the heart of Emerald City.

Most of the Characters in this book have already been covered (ie Dorothy, Ozma, Nome King, etc.) so I won't reprint them here.

New Characters:
Uncle Henry and Aunt Emma:
Neither are heros, just simple farmers.

Guph: Strong Hero/Soldier
Guph is a truely evil nome that wants others to suffer in misery and resents the happiness and prosperity of others. He was put in charge of the Nome King's army because he was the only nome willing to lead the assault against Oz.

Chief Whimsie: Strong Hero/Street Warrior
The Chief is the leader of the whimsies

Grand Gallipoot:Strong Hero/Thrasher
The Grand Gallipoot is the ruler of the growleywogs.

The First and Foremost: Charismatic Hero/Glamourist
He is the ruler of the Phanfasms who reside on the dread Mount Phantastico. Each phanfasm is the equivalent of a Doppleganger (MM1) as they can assume any form they wish. Many phanfasms are skilled in illusion magic which they use to trick and trap the unwary. Their city is surrounded by a moat of lava spanned by a narrow stone bridge. In the lava moat swim scalet alligators.

Scarlet Aligator
Huge Magical Beast (Fire)
Hit Dice: 7d10+28 (67 hp)
Initiative: +1
Speed: 20 ft. (4 squares), swim 30 ft.
Armor Class:16 (–2 size, +1 Dex, +7 natural), touch 9, flat-footed 15
Base Attack/Grapple: +5/+21
Attack: Bite +11 melee (2d8+12) or tail slap +11 melee (1d12+12)
Full Attack: Bite +11 melee (2d8+12) or tail slap +11 melee (1d12+12)
Space/Reach: 15 ft./10 ft.
Special Attacks: Heat, Improved grab
Special Qualities: Hold breath, low-light vision
Saves: Fort +9, Ref +6, Will +3
Abilities: Str 27, Dex 12, Con 19, Int 10, Wis 12, Cha 2
Skills: Hide +5*, Listen +10, Spot +10, Swim +18
Feats: Alertness, Endurance, Skill Focus (Hide)
Environment: Volcanic areas
Organization: Solitary or colony (6–11)
Challenge Rating: 5
Advancement: 8–14 HD (Huge)

These bright red reptiles usually live in volcanos or lava pools and can be more than 20 feet long from tooth to tail.
Combat
Heat (Ex): The scales of the scarlet alligator inficts 5d10 fire damage to anything that touches the reptile.
Improved Grab (Ex): To use this ability, the alligator must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, the alligator establishes a hold on the opponent with its mouth and drags it into deep magma, attempting to pin it to the bottom.
Hold Breath (Ex): The scarlet alligator can hold its breath for a number of rounds equal to 4 x its Constitution score before it risks drowning.
Skills: A scarlet alligator has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. *A scarlet alligator gains a +4 racial bonus on Hide checks when in lava. Further, it can lie in lava with only its eyes and nostrils showing, gaining a +10 cover bonus on Hide checks.


Places of Interest
The Athletic College
The Athletic College only teaches sports since all knowledge is supplied by "education pills".
+Education Pill: This magic pill has the same effect as a potion. It provides a +10 to a specific Knowledge skill for one hour. Each pill taken requires a Fortitude save to swallow (DC:10 plus the number of pills x2 used in a 24hr period). Taking the same two pill will not provide a bonus greater than +10 to any single Knowledge skill.

City of the Cuttenclips
The cuttenclips are a group of magic paper dolls created by Miss Cuttenclip. These paper constructs live a high walled compound to protect them and their paper country from damaging breezes. Cuttenclips are even more fragile that China People because they are so small and made from such flimsy material. Miss Cuttenclip has a vast supply of magic paper (very similar to the magic oragami paper of OA) from which see can create any creature imaginable.

Paper Construct Template
CR= Reduce by half.
Size=Reduce size by three steps (i.e. Medium becomes Diminutive)
Hit Dice= Change HD to D4.
Speed= Reduce by half
AC/Defense= Halve any natural armor and apply changes form new size and DEX modifier.
BAB= Same
Damage= Change to the apporpriate damage for it's size.
Space/Reach=Change according to size
Special Qualities: Same plus Fire Vulnerability: Double Damage, -2 to resist Bull Rush or "wind" spells.
Saves: Same plus DEX Modifier change.
Attributes: Reduce STR by 8 points, Increase DEX by 8 points.
Skills: Same
Feats: Same
Advancement: Same but resize.


Rippling Lands
The Rippling Lands continually undulate making hills into valleys and valleys into hills. As a result, anyone crossing this area is reduced to half speed and tires twice as quickly. Also a Fort Save (DC: 15) must be made or the creature suffers motion sickness and has a -1 morale penalty for the next 6 hours.

Mountain of Phantastico
This is the home of the Phanfasms and is hostile to intruders. The mountain itself is surrounded by lava pools that are home to many fire creatures such as fire serpents, salamanders, and scarlet alligators. The windy peak on which the Phanfasms reside is covered with horrific carvings and wind stones that howl when the frigid air blows over and through them.

Fuddlecumjig
This is the home town of the fuddles. A fuddle is a creature that falls apart into small picture block pieces when surprised. When used in a d20 campaign, this seems more of a curse or hex than a specific creature or character class. So this is a spell I created to based on this idea:
Fuddle Hex
Transmutation
Level 9
Components: V, S.
Casting Time: 1 action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Fortitude
Spell Resistance: Yes

When you cast a Fuddle Hex on someone, he or she breaks apart into one inch puzzle pieces. Until all the pieces are put back together the character exists in a state of suspended animation. To solve the puzzle, a person must make an Intelligence check. For every person assisting the him, he gains a +2 to his check roll. The difficulty class of the puzzle is equal to the casters experience level plus his intelligence modifier plus any ranks in Craft (puzzles). The only way to prevent anyone from solving the puzzle is to scatter the pieces, since a side effect of the incantation prevents any puzzle piece from being destroyed.


Utensia
All the creature constructs of Utensia are utensials. These are best represented as "Animated Objects" of Small and less size.

Bunbury
All the creature constructs of Bunbury are edible breadstuffs.

Dough Golem
CR: 2
Large Construct
Hit Dice: 4d10+20 (42 hp)
Initiative: +0
Speed: 30ft
AC: 8 (-1 size, -1 DEX)
BAB: +3
Attack: Slam: +9
Full Attacks: 2 Slam: +9
Damage: Slam: 1d8+6
Space/Reach: 10ftx10ft/10ft
Special Attacks: Improved Grab, Swallow Whole
Special Qualities: Immune to bludgeoning attacks, Half damage from slashing and piercing attacks, Construct Immunities, Darkvision (60ft), Fast Healing 5.
Saves: Fort +1, Ref +0, Will +1
Attributes: STR 23, DEX 8, CON --, INT --, WIS 10, CHA 4
Skills: None
Feats: None
Advancement: 5 to 7 HD (Large), 8 to 14 HD (Huge)

The Dough Golem is a large white gooey biped. It is highly resistant to physical attacks and quickly heals from any wound.
Combat
Improved Grab (Ex): To use this ability, the golem must hit with its slam attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, the golem establishes a hold on the opponent with its mouth and drags it into deep water, attempting to pin it to the bottom.
Swallow Whole (Ex): A dough golem can try to swallow a grabbed opponent of a smaller size than itself by making an additional successful grapple check. Once inside, the opponent takes 1d8+6 points of crushing damage per round and may suffocate. Any character can hold his breath for a number of rounds equal to his CON score. After that, he must make a CON check (DC 10+1 for each previous check) each round or sustain 1d6 damage from oxygen deprivation. A swallowed creature can attempt to wiggle his way free from the mass by making a Escape Artist check (DC: HD of the golem) as a full round action. Once the creature exits, the hole self seals; another swallowed opponent must cut its own way out. A Large dough golem can hold 1 Medium, 2 Small, 4 Tiny, or 8 Diminutive or smaller opponents.


Bunnybury
Bunnybury is a city of intelligent albino rabbits.

Rigmarole Town
A town full of babblers.

Flutterbudget Center
A town full of nervous hysteriacs.

The Forbidden Fountain
Built in the palace courtyard of Emerald City, this fountain will cause anyone who drinks from it to forget everything he has ever known.

The Nome King's Invasion
When General Guph and the Nome King realized that their nome army was insuficient to conquer Emerald City, they allied themselves with several "Evil Powers" to augment their invasion strength.

Evil Powers

Whimsies

Whimsies are a Giant race with large and powerful bodies but extremely tiny door knob sized heads. To hide this physical flaw, the Whimsies construct emense pasteboard heads fastened to they bodies by a studded leather harnesses. Eye holes are placed in the neck of the mask while the rest of it is heavily decorated and garishly colored. Because of this physical defect, whimsies are moronic even compared to other giant races. They are very bitter and sensitive about their appearance, so the nomes were able to bribe them by promising them larger heads. The average height of a whimsie is 27 feet and weight is 7,000 pounds.

Whimsies
CR: 12
Huge Giant
Hit Dice: 14d8 +140 (203 hp)
Init: -2
Speed: 40ft
AC: 16 (-2 size, -2 DEX, +2 studded leather, +8 natural)
BAB: +10/+5
Attack: Falchion +20
Full Attack: Falchion +20/+15
Damage: Falchion (Gar.): 2d8+6
Space/Reach: 15ftx15ft/10ft
Special Attacks: Rock Throwing,
Special Qualities: Rock Catching, Spell Resistance 20.
Saves: Fort +19, Ref +2, Will +2.
Attributes: STR:32 , DEX: 6, CON: 30, INT: 3, WIS: 6, CHA: 8.
Skills: Climb +20, Swim +20, Jump +20, Craft (false head) +2
Feats: Power Attack, Cleave, Great Cleave, W. Focus: Falchion
Advancement: By class

Combat:
Rock Throwing (Ex): Adult giants are accomplished rock throwers and receive a +1 racial bonus on attack rolls when throwing rocks. A giant of at least Large size can hurl rocks weighing 40 to 50 pounds each (Small objects) up to five range increments. The size of the range increment varies with the giant’s variety. A Huge giant can
hurl rocks of 60 to 80 pounds (Medium objects).
Rock Catching (Ex): A giant of at least Large size can catch Small, Medium, or Large rocks (or projectiles of similar shape).
Once per round, a giant that would normally be hit by a rock can make a Reflex save to catch it as a free action. The DC is 15 for a Small rock, 20 for a Medium one, and 25 for a Large one. (If the projectile provides a magical bonus on attack rolls, the DC increases by that amount.) The giant must be ready for and aware of the attack in order to make a rock catching attempt.



Growleywogs

The Growleywogs are monsterous humanoids of pure muscle, bone, and tighly streched skin. They are no taller than ordinary humans, but they barrel chested and bulging with muscle. Their enormous strength isolates them and their sour dispositions gain them no friends. They are also very poor speakers a mumble and growl their words.

Growleywogs
CR: 12
Medium Monsterous Humanoids
Hit Dice: 16D8+96 (168 hp)
Init: +0
Speed: 30ft
AC: 14 ( +4 natural armor)
BAB: +16/+11/+6/+1
Attack: Maul: +29 melee attack or Claw: +28
Full Attack: Maul: +29/+24/+19/+14 or 2 Claw: +28
Damage: Maul: 1d10+18 (x3), Claw: 1d6 +12.
Space/Reach: 10ft x 10ft/10ft
Special Attacks: Rend: 2d6+18
Special Qualities: Damage Resistance 5/piercing
Saves: Fort: +11, Ref +10, Will +10
Attributes: STR 34, DEX 10, CON 22, INT 10, WIS 11, CHA 3
Skills: Intimidate +6, Climb +22 , Jump +22, Tumble +10, Balance +10.
Feats: Power Attack, Improved Bull Rush, Archaic Weapons Proficiency.
Advancement: By class

Combat
Rend (Ex): A growleywog that hits with both claw attacks automatically latches onto the target and inflicts and additional 2d6+18 slashing damage.
#10

grimgrin

Oct 20, 2004 3:59:01
Patchwork Girl of Oz: Book 7

The Main Characters

Unc Nunkie: Dedicated Hero
A man of few words and uncle to Ojo. He speaks so little he is nicknamed the Silent One. Early in the story he is accidentally turned into a marble statue and leave Ojo on his own. Unc Nunkie would be the King of Munchkins, but Ozma is acknowledged the sole ruler of all of Oz.

Ojo the Unlucky: Smart Hero
Not a builder, but a clever problem solver. He grew up in the lonesome Blue Forest of Munchkin Country.

The Crooked Magician (aka Dr. Pipt): Smart Hero/Mage
Maker of the Powder of Life and Wish Pills (both introduced in "LAND OF OZ". Both substances take years to create.
+Powder of Life: Gives life to inanimate objects and gives them mental attributes (3D6 each). Creating it requires continuously stirring four simmering kettles at the same time for six years until the contents are completely boiled away. The ingredients and incantations required to create the powder are a closely held secret of Dr. Pipt.
+Wish Pills: Wish pills will grant a "wish" to the person who swallow one, but they are extremely toxic and require a high fortitude save to safely digest (DC: 30). They are even harder to make than the powder of life and only three are known to exist.
+Liquid Brains: These potions are each distilations grants mental qualities (and the D20 skill equivalent) to a construct before it is animated. They are labeled Obedience ( ), Cleverness (Bluff or Decipher Script), Judgement (Gamble or Sense Motive), Courage (Concentration or Intimidation), Ingenuity (Craft or Repair), Amiability (Gather Information or Handle Animals), Learning (Knowledge (any)), Truth (Investigate or Research), Self Reliance (Treat Injury or Survival), and Poesy (Perform (any)). The manufacture of each is similar to the brewing of a 3rd level spell potion. Each potion will grant 4 skill points but the maximum amount used on any construct is 3 plus it's hit die total and can only be used before the construct is animated.
+Liquid of Petrifaction: If poured on an object, the liquid turns it to stone. The cure for this solution is a six-leaf clover, the left wing of a yellow butterfly, a gill of water from a pitch dark well, a drop of oil from a live man's body, and three hairs from the tip of a woozy's tail.

Patchwork Girl: Charismatic Hero Construct
The patchwork girl is construct maked from a patchwork quilt with button eyes, yarn hair, and strung pearl teeth. She is an intelligent rag golem that was created to act as a housework girl. During her manufacture, she was given an overdose of "Cleverness" which made her rebel against a life of slavery in Dr. Pipt's household.

[size=3]Rag Golem[/size]
A rag golem is a construct made of bundled cloth. It's body can be stiched cloth or a ragged mass. Both versions have the same qualities, but a carefully crafted rag golem will have more hit dice. Like most constructs any damage it suffers does not heal and must be repaired. A skill check on Profession (tailor or seamstress) for DC: 15, will restore 1d10 hit points per hour of work.
Rag Golem
CR: 1
Size: Medium
Hit Dice: 1d10 +10 (15 hp)
Initiative: +0
Speed: 30ft
AC: 10 (DEX +0)
BAB: +0
Attack: +2 slam, +0 ranged
Full Attack: +2 slam
Damage: Slam: 1d6 +2 nonleathal
Space/Reach: 5ftx5ft/5ft
Special Attacks: None
Special Qualities: Construct Traits, Darkvision 60ft, Stuffed, Sponge
Saves: Fort: +0, Ref +0, Will +0
Abilities: STR 14, DEX 10, CON --, INT --, WIS 10, CHA 10
Skills: Same but +5 Escape Artist (Racial Ability) and can't Swim
Feats: None
Advancement: By class (ECL: +1)

Special:
Stuffed (Ex): Bludgeoning attacks inflict half damage and fire attacks inflict double damage.
Sponge (Ex): A rag golem sucks up water (half speed in the rain, swaps, etc.) and will sink like a stone if it tries to swim.


Glass Cat: Fast Hero Construct
The glass cat is a vain construct that feels to dignified to chase mice. She has little pink brains you can watch work and a cold, hard, ruby heart.

[size=3]Glass Construct Template[/size]
A glass model is made of the imitated coporeal creature and then brought to life by magic (i.e. Powder of Life or incantation). Like most constructs, a glass construct must be repaired rather than healed. A craft (glass) check (DC: 15) will restore 1d10 hit points for every hour of glass soldering done.
Glass Construct
CR: Add +1 CR
Hit Dice: Convert to D10
Size: Same
Initiative: Same
Speed: Same
AC: Add an additional +5 to natural armor
BAB: Same
Attacks/Damage: No change
Space/Reach: No change
Special Attacks: Same
Special Qualities: Same plus Construct Immunities, Darkvision 60ft, Translucent: 20% miss chance, Immune to all Light based attacks.
Saves: Same
Abilities: Same, but no Constitution.
Skills: Same
Feats: Same
Advancement: Same (ECL: +2)


The Troublesome Phonograph
This record player was brought to life by the Powder of Life, but the poor condition of its recordings make it a nuisance to everyone.

Woozy: Tough Hero
A woozy is a four legged animal that looks as if it is made from leather covered cubes. There is only one known woozy in Oz. It is very thick skinned, it can shoot firey sparks from its eyes, and it's favorite food is honey-bees.
Woozy Player Character:
Size: Medium.
Attributes: +2 CON, -2 DEX.
Shoot Sparks (Su): As a standard action, the woozy can fire sparks from its eyes in a ranged touch attack (Inflicts 1d6+CON Modifer fire damage, Range Increment is 5ft).
Quadruped: Since the woozy has four legs and a tail it gains a +4 stability bonus to resist trip attacks, but lacks hands needed for most skills, holding objects, or using weapons.
ECL: +0


Places and Events of Interest:

The Wolf's Cabin:
Employing cunning illusions and enchantments, the wolf offers travellers shelter for the night, but the bed and food provide no rest or relief from hunger. Instead this cabin is bait for the wolf's nefarious activities.

The Foolish Owl and the Wise Donkey:
These animals offer advice to locals. Contrary to their titles, the donkey is not very wise, and the owl is not entirely foolish.

Garden of Man-Eating Plants
A row of these plants line both sides of the yellow brick road and prey apon creatures that travel along them. Ojo was captured by one, but was released by the Shaggy Man's music.

Man-Eating Plant (or Giant Fly Trap)
Huge Plant
CR: 7
Hit Dice: 10d8 +50 (95 hp)
Initiative: -2
Speed: None
AC: 12 (Size: -2, DEX: -2, Nat.: +6)
BAB: +7/+2
Grapple Modifier: +24
Attack: Slam: +16
Damage: Slam: 2d6 +9
Space/Reach: 15ftx15ft/10ft
Special Attacks: Improved Grab, Swallow Whole
Special Qualities: Plant Immunities, Blindsight 60ft, Low-light Vision.
Saves: Fort +12, Ref +1, Will +3
Attributes: STR 28, DEX 6, CON 20, INT --, WIS 10, CHA 1
Skills: +8 Hide amoung plants.
Feats: None
Advancement: 11-15 (Huge), 16-20 (Gargantuan).


Improved Grab (Ex): If the plant successfully strikes a creature, he can immediately attempt to start a grapple as a free action.
Swallow Whole (Ex): A Man-Eating Plant can try to swallow a grabbed opponent of a smaller size than itself by making a successful grapple check. Once inside, the opponent takes 2d6+9 points of crushing damage plus save vs. 1d4 Constitution damage (DC= 10 + CON MOD of the plant) per round from the plant pod. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 25 points of damage to the pod (AC 17). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. A Huge plant's interior can hold 1 Large, 4 Medium, 16 Small, 64 Tiny, or 256 Diminutive or smaller opponents.

Square Meal Pills:
Each pill takes the place of a day's ration.

Moving Yellow Brick Road:
A patch of the yellow brick road desinged to move under the victim's feet and prevent him or her from moving. This is a spell that creates the same effect.
Endless Road
Illusion (Glamer)
Level: 4
Components: V, S, M: pinch of gold dust
Casting Time: Attack Action
Range: Close: 25 +5ft/2 levels
Area: 20ft +10ft/level diameter.
Duration: 10 min per level
Saving Throw: Will Standard
Spell Resistance: Yes

This spell warps the perspective anyone that travels through it. The victims of this spell believe they are moving forward but are actually walking in circles. This spell affects all creatures within a 20ft diameter plus an additional 10ft per level.


The Giant Porcupine
Unlike mundane porcupines, this magical beast can throw its quils at it's enemies.
Giant Porcupine
Large Magical Beast
CR: 3
Hit Dice: 5d10
Initiative: +6
Speed: 30ft
AC: 13 (-1 size, +2 DEX, +2 nat. armor)
BAB: +5
Attacks: +7 ranged quills, +8 melee bite/claw.
Full Attacks: Bite +8 and 2 Claw +6 or Quills +7
Damage: Quills: 2d6+3, Bite: 1d8+3, Claw: 1d6+3,
Special Attacks: Quill Pelt
Special Qualities: Low-light Vision, Darkvision 60ft.
Saves: Fort +7, Ref +6, Will +2
Attributes: STR 16, DEX 14, CON 16, INT 10, WIS 12, CHA 6
Skills: Spot +8, Listen +8, Climb +8, Survival +6
Feats: Improved Initiative, Multiattack
Advancement: 6 to 7 (Large), 8 to 12 (Huge)

Special Attacks:
Quill Pelt (Ex): Any creature that strikes the giant porcupine bare handed inflicts 2d6 damage to itself.


Magic Gate: A illusionary gate that looks real but isn't.

The Tottenhot Tribe
A Tottenhot is a small humanoid with dusky brown skin and wirey, scarlet hair. They wear loincloths, heavy gold jewelry (such as bracelets, anklets, and pendant earrings), and body paint. Tottenhots hide in round black huts during the day because they are nocturnal creatures and hate the bright light. They are very fierce and aggressive and often attack creatures of much larger size, but are frail and have little tolerance for pain. Tottenhots are simple hunter-gatherers who possess few material goods and have little knowledge of modern technology.
Tottenhot Player Character:
Species Traits: ECL: +0
Size: Small humanoid
Speed: 20ft
Attributes: +2 STR, -2 CON
Darkvision: 60ft
Species Skill Bonuses: +2 Perform (Dance) and Survival
Feat Bonus: Archaic Weapon Proficiency
Light Sensitivity (Ex): Tottenhots take a -1 Attack Bonus penalty in sunlight or brightly lit areas.


The Captive Yoop:
Mr. Yoop is a pink velvet wearing "Hill Giant" (Height: 21ft, Weight: 1640 lbs.) imprisoned in a cave that the adventurers have to pass.

The Hopper and Horner Cave
Both of these humanoids live inside a mountain plateau in Quadling Country. They are constantly feuding and have a deep seated hostility to each other.

The Hoppers:
A hopper is a round fat humanoid that posses a single oversized leg rather than two. They dress elegantly and live in polished marble homes.
Hopper Player Character
Species Traits:
ECL: +0
Size: Medium
Speed: 30ft
Attributes: STR +2, DEX -2
Species Skill Bonus: +2 Balance and Jump
Feat Bonus: Brawl
Power Kick (Ex): This standard action attack inflicts double unarmed damage, but the hopper lies prone after the attack.


The Horners:
A Horner is a short round humanoid with a large horn grows from the center of its head and long donkey like ears. Horners generally have light brown skin and always dye their beards and topknots in three contrasting colors. The color pattern diplays their rank and bloodline. Horners wear white robes, walk bare footed, and live in drab grey domiciles that conceals its inner richness.
Horner Player Character
Species Traits:
ECL: +0
Size: Medium
Speed: 20ft
Attributes: WIS: -2, CHA +2
[u]Species Skill Bonus[/b]: +2 Listen and Intimidate
Feat Bonus: Athletic
Natural Weapon: The Horner's horn inflicts 1d6 damage.
Stocky: A Horner is +4 to resist any bull rush or trip attack.


The Trick River
The current of river randomly changes in direction. This can cause severe problems in a boat without sails or oars.
#11

zombiegleemax

Oct 27, 2004 23:04:49
i gotta admit..i'm both intruged and slighty miffed at the same time. congrats to you on what looks to be a totally excellent idea..you've realy done yer homework...the miffed part?...i've created almost the exact same thing...even down to the odd planer structure..but i lost it all during an unfortunate eviction...stacks of maps and stats...fluff and story..mountains of stuff i was gonna publish...all thrown away......well march on! and lemme know if ya need some help....i still got a few ideas stuffed away somewere
#12

grimgrin

Nov 29, 2004 12:39:24
Tik-tok of Oz (Book 8)

Main Characters:
Queen Ann Soforth: Dedicated/Charismatic Hero
Tik-tok: Tough Clockwork Construct Hero
Betsy Bobbin: Dedicated Hero
Hank the Mule: Strong/Tough Animal Hero
The Shaggy Man: Tough/Charismatic Hero
Ozga the Rose Princess: Charismatic Hero
Private Files: Smart Hero
Polychrome: Fast Hero

Places and Events of Interest
Ann's Army
The Queen of Oogaboo's restless spirit inspires her to attempt to conquer all of Oz. Unfortunately, similar to Ozma's army it suffers from an overabundance of officers.

Artifact Trees
Created by magic, these trees grow manufactured objects like loaves of bread, ice cream cones, clocks, nails, cakes, three course nuts, silk stockings, candy, glassware, and steel files. In the D20 universe, these trees are magical artifacts created by 10th level spell casters.

Item Creation Feat: Spawn Artifact Tree
Requirements:
10th level spell caster, Profession (Gardener) 12 ranks, Knowledge (Nature) 12 ranks, Knowledge (Arcana): 12 ranks.
Effect:
Instead of crafting a mundane object, the spell caster can attempt to create a tree that will grow a tree that will produce the object.

So to create a specific tree the caster must apply must succeed on with a Knowledge (Nature) and Knowledge (Arcana) check equal to the creation DC of the item. On each harvest, the tree will produce a crop of 1 Large item, 2 Medium, 4 Small, 8 Tiny, 16 Dimiutive, or 32 Fine items. The cost of creating the tree in gold pieces is 10 times the market cost of the item, for the required magical soil and rituals used to raise a proper seedling.

The time it takes to produce a proper magical hybrid is equal to the DC check in weeks minus the amount each knowledge check roll surpasses the creation check in days. For example, the two rolls required to breed a bullet tree (DC: 20) are 21 and 30; therefore, it takes 20 weeks minus 11 days to create a bullet tree seedling.


Examples

Book Tree
Book trees go books instead of fruits. Unlike normal books, once one of these books are read the words disappear from its pages.
Creation DC: 20 for light reading, 30 to 40 for technical books.
Creation Cost: 1000gp or 4000 to 6000gp.
Crop: 4 Small Books or 8 Tiny Dime Novels.

Gun Tree
On this tree grows a number of muskets and musket ball berries.
Creation DC: 30
Creation Cost: 6000gp for a flintlock musket.
Crop: One Large Flintlock Musket

Bullet Tree
This tree grows bullets like a oak grows acorns.
Creation DC: 20
Creation Cost: 10gp
Crop: 16 diminutive musket bullets.



Rak
The Rak is the first creature to challenge the Oogaboo Army. It can fly like a bat, swim like a fish, and run like a deer. Its belly burns like a furnace and it breathes out a cloud of smoke that hides it from its prey. The odor of salt and pepper distinguishes Rak breath from an ordinary cloud of smoke. Its eyes glow red as traffic lights.

Rak
Colossal Magical Beast
Hit Dice: 48d10+594 (858 hp)
Initiative: +7
Speed: 30 ft. (6 squares), Flight 60ft (average), Swim 20ft.
Armor Class: 15 (–8 size, +3 Dex, +10 natural), touch 5, flat-footed 32
Base Attack/Grapple: +48/+81
Attack: Bite +57 melee (4d8+17/18–20/x3)
Full Attack: Bite +57 melee (4d8+17/18–20/x3) and 2 horns +52 melee (1d10+8) and 2 claws +52 melee (1d12+8) and tail slap +52 melee (3d8+8)
Space/Reach: 30 ft. /20 ft.
Special Attacks: Augmented critical, frightful presence, improved grab, rush, wing flap
Special Qualities: Smoke Breath, damage reduction 15/+3, immunity to fire, poison, disease, energy drain, and ability damage, regeneration 40, scent, spell resistance 32
Saves: Fort +38, Ref +29, Will +20
Abilities: Str 45, Dex 16, Con 35, Int 3, Wis 14, Cha 14
Skills: Listen +17, Search +9, Spot +17, Survival +14 (+16 following tracks)
Feats: Alertness, Awesome Blow, Blindsight (60ft), Cleave, Combat Reflexes, Dodge, Great Cleave, Improved Bull Rush, Improved Initiative, Iron Will, Power Attack, Toughness (6)
Environment: Any
Organization: Solitary
Challenge Rating: 20
Treasure: None
Alignment: Always neutral
Advancement: 49+ HD (Colossal)
Level Adjustment: —

Special Attacks:
Wing Flap (Ex): As a standard action, the Rak can flap its wings and attempt to knock everyone within 10ft a ten foot radius prone. The Rak makes a single trip attack roll against everyone within 10ft of the Rak due to the shockwave.

Special Qualities:
Smoke Breath (Ex): The Rak constantly emits a cloud of smoky breath that conceal it from enemies and its prey. The cloud covers a 30ft radius and renders all creatures without blindsight blind.


Rose Kingdom
The Rose Kingdom is populated by intelligent plants of all sorts. Some live outside while others live in vast greenhouses. The humans that live in the Rose Kingdom toil in the fields and greenhouses of the land caring for its plant citizens.

Rose People
Small Monstrous Humanoid Plant
Hit Dice: 1d8+1 (5 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
Armor Class: 15 (+1 size, +1 Dex, +2 leather armor, +1 light shield), touch 12, flat-footed 14
Base Attack/Grapple: +1/–3
Attack: Thorns +2 melee (1d4) or javelin +3 ranged (1d4)
Full Attack: Thorns +2 melee (1d4) or javelin +3 ranged (1d4)
Space/Reach: 5 ft. /5 ft.
Special Attacks: Thorns
Special Qualities: Vulnerability: Cold (double damage)
Saves: Fort +3, Ref +1, Will –1
Abilities: Str 11, Dex 13, Con 12, Int 10, Wis 9, Cha 6
Skills: Hide +5, Listen +2, Profession (Herbalist): +3, Knowledge (Nature) +4, Spot +2
Feats: Alertness
Environment: Temperate plains and greenhouses
Organization: Bunch (4–9), bed (10–100 plus 100% noncombatants plus 1 3rd-level sergeant per 20 adults and 1 leader of 4th–6th level), patch (10–24 with topiary mounts), or garden (40–400 plus 100% noncombatants plus 1 3rd-level sergeant per 20 adults, 1 or 2 lieutenants of 4th or 5th level, 1 leader of 6th–8th level, 10–24 topiary animals, and 2–4 dire topiary animals)
Challenge Rating: 1/3
Treasure: Standard
Alignment: Usually lawful neutral
Advancement: By character class
Level Adjustment: +0

Special Attacks
Thorns (Ex): Roses have a natural weapon with their thorns. This weapon also automatically wounds any creature that attempts to grapple a Rose.


PC Option:
Favored Class: Monk
Size: Small Humanoid (Plant)
Speed: Standard (Land: 20ft)
Attribute Modifications: STR -2, DEX +2,
Immune to critical attacks and “Sleep” spells.
Racial Skills: +2 Knowledge (Nature) and +2 Profession (Herbalist).
Vulnerability: Cold (double damage), All abilities that target plants may affect this creature (Will save).
Special Attack: Thorns (Ex): Natural Weapon (1d4 piercing, Crit: x2). Can be used as a "martial arts" weapon.


Topiary Animals
These are bushes and hedges that have been pruned into the shape of animals. Rose people use these animals for mounts and beasts of burden. In fairylands such as Oz, these plants act like meat animals. Both normal and dire animals are common topiary sculptures. Topiary Animals are especially common in the Rose Kingdom.

Topiary Animal Template
Size and Type: Size remains the same but type changes to plant.
Hit Dice: Same
Initiative: Same
Speed: Same
Armor Class: Same
Base Attack/Grapple: Same
Attack: Same
Full Attack: Same
Space/Reach: Same
Special Attacks: Same
Special Qualities: Same plus Plant Immunities, Immune to Critical Attacks.
Saves: Same but apply the lack of a CON score.
Abilities: Same except no Constitution
Skills: Same
Feats: Same
Environment: Same
Organization: Same
Challenge Rating: Same
Treasure: Same
Alignment: Usually Neutral
Advancement: Same as base animals


The Great Hollow Tube
The Hollow Tube travels through the center of the earth. It connects opposite sides of the globe and was built by Hiergargo the Magician. Unfortunately, he traveled too quickly through his tube and shot free of the Earth’s Gravity. Tube travelers accelerate towards the center of the tube but decelerate as the travel to the up the opposite tube end. Tube travelers have to have sufficient entrance speed to prevent being stuck within the center of the tube. The tube is not dug perfectly straight but corkscrews so that travelers slide rather that free-fall.

Land of Kings and Queens

In this country all its citizens have achieved mastery in their specific area of magical interest. For example there is a Queen of Light, King of the Tube, and a King of Animals. They are ruled by a Private Citizen that is actually a powerful jinn as well as a spell caster.

Metal Forest
The Metal Forest is a special form of Artifact Trees. Each is made of gold and grows gemstones rather than fruit. These trees are unique to the Nome Kingdom and only gnomes know how to make them.
#13

zombiegleemax

Dec 04, 2004 7:13:25
I love it. But whe nyou are done are you gunna put it in PDF format for easy reading?

Keep up the good work
#14

zombiegleemax

Jan 04, 2005 19:18:50
I love it. But whe nyou are done are you gunna put it in PDF format for easy reading?

Keep up the good work

Ditto on what he said. I'd love to see this as a PDF - once you've completed work on rules for the remaining six books, of course.

Kindest regards, and keep up the good work!

-Alex
#15

schiz-02_dup

Jan 14, 2005 22:22:52
Grimgrin, I love this. I've thought about Oz as a campaign setting and was going to play a story teller game based on it, but now that I've found this...
#16

grimgrin

Jan 26, 2005 21:27:17
Thanks for the positive feedback!

Scarecrow of Oz: Book 9

New Characters:
Trot: Charismatic Hero
Trot is a little girl that has had many other magical adventures before she travelled to Oz by way of the Sea Cave. She once travelled with Cap'n Bill to the lair of the Sea Faeries. She also flew to Sky Island with the help of Button Bright's Magical Umbrella.

Captain Bill: Tough Hero/Dedicated Hero
Cap'n Bill knows a great deal about the ocean from his young life as a sailor. After he lost his leg, he moved ashore and has become a good friend and mentor Trot since both live in the same boarding house.

The Ork: Strong Monsterous Hero
The Ork is a unique creature that resembles a camel but possesses four bowl shaped wings and a tiny proppeler tail. Even though its wings look to small to suport it, the Ork is a strong flyer. Most Orks live on the island of Orkland.

Pessim: Dedicated Villian
Pessim is always pessimistic about every situation and has nothing good to say about anyone.

The Bumpy Man: Tough Hero/Acolyte
The bumpy man is covered with lumps that disfigure is face and body. He lives alone on a dormant volcano in the Land of Mo. He is called the Mountain Ear which semi-religious calling and acts as the custodian of the mountain and tries to prevent it from erupting or quaking. He is resistant to heat and is able to drink boiling liquids without injury.

King Krewl: Smart Villian
As is name implies, this king is a cruel ruler.

Googly-Goo: Dedicated Villian
He is obessed with marring the Princess Gloria and is extremely weathy.

Princess Gloria:
Extremely beautifull not not very heroic.

Blinkie the Wicked Witch: Smart Villian/Occultist
She is called Blinkie because she has only one eye. To prove her superiory to Cap'n Bill she turns him into a grasshopper, but even as an insect the captain retains his wooden leg.

Things and Places of Interest
Contraction and Expansion Berries:
These berries change whoever eats them by four class sizes. The lavender berries reduce a creature's size and the purple increase an individual's size. Cap'n Bill and Trot first reduced their size to "Fine" to escape Pessim's Island. They increased the size of three Mo birds in order to carry them across the deadly desert into Oz.

The Land of Mo
The Land of Mo is consists mostly of candy. The mountains are rock candy. The three main rivers are the Milk River, the Root Beer River, and the Maple Syrupt River. It rains lemonade, snows popcorn, and trees are covered by cotton candy.
Any ooze monsters in this country are likely to be puddings and jellies made of sugar, fruit juice, or taffy rather than protoplasm.

[size=3]Gape Jelly[/size]
Species Traits
Ooze: Gape Jelly has the traits and immunities common to oozes.
Sticky Goop (Ex): Any creature that takes damage from a gape jelly’s slam attack will lose mobility since the drying goop of the ooze will bind the victims limbs together if the victim fails a Reflex roll equal to the attack roll of the slam. The sticky goop reduces the victim’s mobility dealing 1d4 points of DEX damage for 1d4 rounds as it dries. The DEX penalty will remain until the goop is washed with at least 1 pint of water (or some other cleaning liquid).
Immunities (Ex): Gape jelly is immune to ballistic and piercing weapons.
Vulnerabilities (Ex): Gape jelly takes double damage from attacks that deal cold or water-based damage. Immersion in water deals 50 points of damage to the creature each round.

Gape Jelly: CR 15; Colossal ooze; HD 32d10+256 plus 40 (extra hit points); hp 472; Mas —; Init –2; Spd 10 ft.; Defense 6, touch 0, flat-footed 6 (–8 size, –2 Dex, +6 natural); BAB +24; Grap +53; Atk +37 melee (2d8+19 plus 1d6 acid, slam); Full Atk +37/+32/+27/+22 melee (2d8+19 plus 1d6 acid, slam); FS 30 ft. by 30 ft.; Reach 15 ft.; SQ ooze, sticky goop, immunities, vulnerabilities, blindsight 60 ft.; AL none; SV Fort +18, Ref +8, Will +5; AP 0; Rep +0; Str 44, Dex 6, Con 26, Int —, Wis 1, Cha 1.
Skills: None.
Feats: None.
Advancement: 33–56 HD (Colossal).


Jinxland
This country is ruled by King Krewl who usurped the throne from Princess Gloria. Unlike the rest of Oz, Jinxland possesses a large coven of wicked witches. The young witches are very beautiful but their leader Blinkie is very wizened and scarred.

Frozen Heart
This magical curse makes the victim unable to love or be loved. In game terms, anyone bestowed with this curse treats all friendly contacts as neutral and neutral as hostile because of their poor manners and lack of emotion.

Orkland
This island is the birthplace of the Ork race. They resemble hairless camels with four bird-like feet and a beak. They have four bowl-like wings on their back that allow for vertical movement. It also has a propeller like tail the moves it equally well through water as in the air.

ORK
Large Magical Beast
Hit Dice: 4d10+12 (34 hp)
Initiative: +2
Speed: 30 ft. (6 squares), swim 60ft (12 squares), fly 120 ft. (average)
Armor Class: 14 (–1 size, +2 Dex, +3 natural), touch 11, flat-footed 12
Base Attack/Grapple: +4/+12
Attack: claw +7 melee (1d6+4)
Full Attack: 2 claws +7 melee (1d6+4) and peck +2 melee (1d3+2)
Space/Reach: 5ftx10 ft./5 ft.
Special Attacks: —
Special Qualities: None
Saves: Fort +7, Ref +6, Will +4
Abilities: Str 18, Dex 15, Con 16, Int 10, Wis 13, Cha 13
Skills: Diplomacy +3, Listen +8, Sense Motive +9, Spot +8
Feats: Flyby Attack, Iron Will
Environment: Temperate forests
Organization: Solitary, pair, or herd (6–10)
Challenge Rating: 2
Treasure: None
Alignment: Usually chaotic good
Advancement: 5–8 HD (Large)
PC Option:
Level Adjustment: +4
Attribute Modification: +4 STR, +2 DEX, +2 CON, +2 CHA
#17

aquarius_alodar

Jan 29, 2005 10:14:43
http://www.ozclub.org
This is a conversion of the Oz series by Frank L. Baum to the d20 system. Each book will be described in chronological order and the major literary characters and location will be altered to d20 equivalents. My hope is that not only will people find this interesting, but will consider reading the books of the series beyond the “Wizard of Oz” which are true American classics. All of which can be downloaded for free at the above site. This campaign requires either Eberron or the D20 Modern book.

Roleplaying in Oz
The Land of Oz is the central confederation in the center of a oval magical continent and cloud of satellite islands. Instead of a unified plane, the World of Oz is splintered into multiple planes of existence. Each of these patchwork dimensions has radically different laws of physics. Some areas prevent the characters from aging, others are completely composed of odd materials, and some are deadly to all life. A wide variety of life forms exist within this Oz, but many are limited to the borders of their pocket dimension. Some believe that Oz is an undiscovered continent on Earth protected from the outside world by invisibility and abjurations. Others believe that Oz lies in a pocket dimension that links to our dimension and occasionally opens to capture individuals and small groups and brings them into the World of Oz.

Player Characters
Oz uses the D20 Modern system of character creation. People can be born within Oz or sucked in from other planes. Many come from the modern world, but any technological equipment they have (such as guns, batteries, light bulbs, and computers) are limited to what they possess when they are transported to Oz. The core classes are the Strong, Fast, Tough, Smart, Dedicated, or Charismatic Hero. Starting Occupations are the educated, the professional, the blue collar laborer, and the mystically inclined. Any of the Advanced Classes are available from the Modern RPG, but magical classes are much more common than any "tech" dependent classes (such as the Gunslinger, Techie, or Daredevil).

The magic users in Oz are called witches if female and wizards if male. When using the D20 Modern rule book, the most common magic user is the Occultist since spoken incantations are very rare within Oz. Oz does not have the deities common to most D&D fantasy settings. Acolytes find their power from within rather than worship.

If Eberron is used as the base then "Artificiers" are the main type of magic users.

Almost all magic in Oz comes from the use of magical devices (i.e. Magic Belt, Magic Picture, Silver/Ruby Slippers, Crown of the Flying Monkeys, Powder of Life, etc.).

The demographics of Oz are extremely diverse. All races in existence are represented within the population of the Land of Oz. The most common are Munchkins, Winkies, Quadlings, and Gillikins which represent the four races of humankind within Oz. As humans, all four of these races start with the standard number of skill points for each "Hero Class" and two initial feats.
• Munchkin Characters: Small size, +2 DEX, -2 STR.
• Winkie Characters: +2 WIS, -2 CON, Starts with +2 bonus on any one Craft.
• Quadling Characters: +2 CHA, +2 INT, -2 STR.
• Gillikin Characters: +2 STR, +2 CON, -2 DEX, -2 WIS.

Animal Player Characters
Animal Characters are very common within Oz. Unlike mundane animals, “all” Oz animals can speak at least one language (English is the nearly universal language of Oz). To play as an animal, the basic animal’s CR is used as the player character’s level adjustment (Less than 1 is counted as +0). Using the listed typical attribute scores, to find the racial modifier for the animal subtract 10 if even or 11 if odd from the given score. This will provide both the bonuses and the penalties for each attribute. For intelligence, the animal character rolls the standard 3d6 even if it was born outside of Oz. Skill points are awarded the according to the animal’s core class. The only skill modifiers that apply are those describe as racial modifiers (usually limited to a specific terrain) and any “size” modifiers. Hit Dice is the same as a first level character of their core class (1d6, 1d8, 1d10, etc.). Animal characters start with all their natural animal abilities, but only gain feats according to the class rather than the bonus feats awarded because of experience advancement available to humaniods. Since most animals lack hands, they can’t use weapons or many skills common to bipeds. Animals can take any of the core classes, but none of the advance classes that require hands.
EXAMPLE of a PC animal conversion:
Lion Attributes: STR 21, DEX 17, CON 15, WIS 12, CHA 6, Size: Large.
Hit Dice: As core class level
Initial Abilities: +4 Balance/Hide/Move Silently (+12 Hide in grasslands). Pounce, Improved Grab, Rake, Scent. Size Penalties: -1 AC, -1 AB, -4 Hide.
Level Adjustment: +3 to the starting core class level.

Constuct Player Characters are much more common in Oz than in standard Dungeons & Dragons. A description and origin of each will be discuss in detail in later posts. Basically each is treated exactly the same as an animal character.

Geography
The Land of Oz is a square confederacy bounded on all four sides with impassible sandy wastelands. The country is divided into four countries and a central ruling city-state; to the south lies Quadling Country, to the north is Gillikin Country, Munkin Country is east, Winkie Country is west, and Emerald City lies in the center. Each country has a unique human population unrelated to the D&D archetypes.

Quadling Country has the greatest population of people within Oz and numerous odd townships exist in this country. They are also the most skilled in magic and academia. The ruler of Quadling Country is Glinda the Good Witch who is the most powerful magic user within Oz. Red is the favorite color of the Quadlings and their clothes and buildings are this color.

Gillikin Country is infested with dangerous beasts so most people live in underground, mountain tops, and dense forests. Their environment demands great strength and endurance from them. To survive and flourish in spite of the challenges of Gillikin Country, Gillikins prize hardiness more than agility or wisdom. Most of the people live within easily defended areas such as underground, defensible plateaus, and dense forests. Purple is their favorite color for their communities. The population of Gillikin Country is so sporadic that each community has its own ruler.

Munchkin Country is famous for its stability and regulated communities. Munchkins have a truly ordered society and any wanderers or adventurers among them are rare aberrations. Most munchkins are farmers or craftsman who live simple lives and rarely practice magic or warfare. Munchkins love the color blue and they have planted tremendous fields of lilacs and blue poppies along the well maintained yellow brick roads within their country. Munchkins live in tight groups so the occasional predator may lurk undiscovered for the rare traveller. The Ruler of Munkin country was the Wicked Witch of the East until a house fell on her.

Winkie Country is well known for their artisians. It is also has the largest mines in the Land of Oz. Many Winkies work as metalworkers, tinkers, and jewelers. Yellow is their favorite colors and huge fields of wheat are considered both a cash crop and blank canvas. Crop circle competitions are the pride and joy of Winkie farmers. The ruler of the Winkies was the Witched Witch of the West, but was usurped by the Nickel Plated Emperor (a.k.a. the Tin Woodsman).

There are four deadly wastelands each bordering one side of the square shape of the Land of Oz. The Great Sandy Waste borders the Quadling Country and it emites deadly gases that suffocate anyone that attempts to travel across it. The Impassible Desert lies north of Gillikin Country and radiates a heat so intense that only creatures immune to heat can walk upon its sands. The Shifting Sands is east of Munchkin Land and it is named for the constant sand storms that blow across it and quickly wear away even the strongest materials. The final desert lays west of the Winkies and is named the Deadly Desert since any living object that touches it turns to sand. It is very likely that these four deserts were created sometime in the past to protect the Land of Oz from invasion from the surrounding kingdoms and island nations of the continent.

Creatures
The creatures of Oz have some overlap with the creatures presented in Dungeons and Dragons. The only true exceptions are that classic dragons do not exist within Oz and the creatures of Greek mythology are entirely absent. As a rule of thumb, the weirder the creature the more likely it exists in Oz.

Yes, I do indeed think that this is interesting. However,this is just a heads up: I have submitted an idea of my own for Oz here:http://boards1.wizards.com/showthread.php?t=341055 I hope you do not take offense.
#18

grimgrin

Mar 16, 2005 16:42:05
Rinkitink In Oz (Book 10)

People of Interest

King Rinkitink: He is as wide as his is tall, but possesses a merry disposition, Charismatic Hero
Prince Inga: Solemn and introspective little boy and heir to King Kitticut. Dedicated Hero
Zella: Daughter of a poor charcoal burner, Ordinary human.
Captain Buzzabub: Head of the Twin Island Navy, and made ruler of the Twin Islands after the flight of King Gos and Queen Cor. Strong Villain/Soldier
King Gos: Ruler of Regos; Fast Villain/Swashbuckler
Queen Cor: Ruler of Coregos; Smart Villainess/Mastermind
Bilbil the Goat: Works as a mount and companion for King Rinkitink, but is later found to be the polymorphed Prince Bobo of Boboland. Tough Hero
Kaliko the Gnome King: Made to forget most of his magic and his previous deeds by the waters of forgetfullness, he is not quite as wicked as he was but is still very cunning and spiteful. Smart Villain

Nikobob: A poor charcoal burner that finds Prince Inga’s lost shoes. Prince Inga attempted to name him King but he refuse for fear of losing the crown and with it his life. Ordinary human.


Places of Interest

Nonestic Ocean: This is the ocean that surounds the continent of Oz. Hundreds of island kingdoms are scattered upon its surface. Unlike most oceans, the its waters are deep purple but violet in its shallows.

Gilgad: Gilgad is a coastal country ruled by King Rinkitink that borders on the Nonestic Ocean. Between it and the Kingdom of Oz lies the Nome King's lands and the Impassible Desert.

Pingaree: Pingaree Island lies four day's of sailing north of Rinkitink. At the north end of this tropical emerald island, the land is a mile from shore to shore, but at the south end it is scarcely half a mile broad. The island is famous for its oyster beds the provide the largest and finest pearls in all of Oz. This has made the island residents extremely wealthy. Pingaree's major partner in the pearl trade is the Kingdom of Rinkitink. The royal family of Pingaree are King Kitticut, Queen Garee, and Prince Inga

Isle of Phreex: This island lies within a day's sail to the southwest of Pingaree.

Twin Islands: This islands lie north of Pingaree and are inhabited by two tribes that constantly fighting and engauge in acts of piracy through out the Nonestic Ocean. One island is called Regos and the other Coregos.

Regos: The island of Regos is ten miles wide and 40 miles long. It is populated by a warlike people called the "Goes" who are notorious pirates and slavers. The island is too rocky for farming, but it possesses large silver and gold mines. The Goes raid other isles to keep a constant supply of slaves to work these mines.

Coregos[/i}: Coregos is only half the size of Regos and possesses large fields suitable for planting. A log bridge connects the two islands.

Nome Kingdom: Once again the underground nome kingdom is involved in an evil plot. This time they attempt to aid King Gos and Queen Cor by holding Prince Inga's parents hostage. Two nomes act as sentries to defend the nome king's realm. The "Long Eared Hearer" can hear sounds miles away and the "Lookout" can see over hills and around corners with his unique eyes.

Three Trick Caverns This is actually a ritual punishment given to criminals. Each cavern possesses a deadly trap that the criminal must pass through. If the criminal passes through all three caverns he is aquited of all charges. The traps are regularly changed in order to prevent cheating the nome king of his entertainment. Additionally, different types of barriers are sometimes placed between each cavern to increase the difficulty of the test. In this book, the first trap that Prince Inga faced was a set of manacles that magically entrap the first person to enter the cave. The second trap was a giant waiting to ambush travellers, and the third was a field of burning coals that extended for the length of a 100ft cavern.

Objects and Creatures of Interest

Golden Thread:
This magic item resembles a ball of gold twine. When this wonderous magic item is thrown as a ranged touch attack, it has the same effect as a web spell on a 40ft diameter area. The golden thread "web" will last until it is given the command word to respin back into a ball. If the web is damaged (but not destroyed) it will regrow in 10 minutes.
Moderate conjuration; CL: 10th, Craft Wonderous Item, web spell, Weight: 1lb, Price: 40,000gp

Knife Room
This magical trap room is simply a group of daggers given the "dancing" ability and released into the nome king's throne room.

The Magic Pearls (Minor Artifact)
These magic pearls are each the size of a shooting marble. Each is a different color and each provides a different magical power. These three pearls were given to the rulers of Pinagree by the Mermaid Queen as a symbol of their pact with that undersea kingdom.
Minor Artifact: CL:20th, Weight: NA

Blue Pearl: Provides the possesser with a +8 to STR.

Rose Pearl: Casts the prismatic sphere spell at will.

White Pearl: Intelligent Item: Lawful neutral, INT 15, WIS 15, CHA 10, Communication: Speech (Common, Aquan, Draconic), 60ft darkvision, hearing. Item Ego: 11.
Powers: status at will, clairvoyance at will, locate creature at will. All these spells are CL: 20th.
Special Purpose: Defend merfolk.
Dedicated Powers: prying eyes at will (CL:20th)


Silver Boat (Minor Artifact)
This small rowboat is black is lined with mirror polished silver and can expand from rowboat size to a war galley. It is controlled by a single rower even at war galley size and possesses a silver canopy to protect its occupants from the sun. It is a Minor Artifact it is nearly indestructible.
Fairie Boat Magical Powers (CL:20th)
Unsinkable This boat will stay afloat even in the worse storms. The only way to sink it is to utterly destroy it. It magically travels at full speed no matter how heavily loaded.
Expandable: At row boat size this ship can carry 4 medium individuals. At war galley size it can carry 44 medium individuals plus a small cargo of 10 cubic feet.
Inexhaustible: The rower of the boat never tires from rowing, and the boat's supply of sea biscuits and fresh water is never depleted.
Dependable: The boat will always travel back to the owner when physically possible if he claps his hands three times. Once the boat is anchored only the owner of the boat can free it.


[b]Polymorph Curse[/b]: This power curse in greater than a normal polymorph. The transformed creature must be polymorph in steps rather than straight back to its original form to break the curse. In this book, the curse on Prince Bobo was broken by first transforming his goat form into a lamb, and then an ostrich, tottenhot, mifket, and finally into a human.
In Game Terms:


[b]Choggenmugger[/b]:

Gargantuan Magical Beast
Hit Dice: 16d10+112 (200 hp)
Initiative: –2
Speed: 20 ft. (4 squares), burrow 20 ft., swim 10 ft.
Armor Class: 19 (–4 size, –2 Dex, +15 natural), touch 4, flat-footed 19
Base Attack/Grapple: +16/+40
Attack: Tongue +10 ranged touch attack or Bite +25 melee (2d8+12)
Full Attack: Bite +25 melee (2d8+12) and 2 claw +20 melee (2d6+6 plus)
Space/Reach: 20 ft./15ft.
Special Attacks: Improved grab, swallow whole, disease.
Special Qualities: Blind-Sight 60 ft., Immune to disease.
Saves: Fort +17, Ref +8, Will +4
Abilities: Str 35, Dex 6, Con 25, Int 1, Wis 8, Cha 8
Skills: Listen +18, Swim +20
Feats: Awesome Blow, Cleave, Improved Bull Rush, Power Attack, Weapon Focus (bite), Weapon Focus (claw)
Environment: Any
Organization: Solitary
Challenge Rating: 12
Treasure: No coins, 50% goods (stone only), no items
Alignment: Always neutral
Advancement: 16–32 HD (Gargantuan); 33–48 HD (Colossal)
Level Adjustment:

A choggenmugger is an ancient menance that has existed since the world was made. Each year of its life the huge scales that covered its body grow thicker and harder, its jaws grow wider, its teeth grow sharper and its appetite grows keener. The choggenmugger will instantly attack anything eidible as it travels by sea, by land, and underground to find prey.

A choggenmugger is an asexual reptile with black grimy scales and yellow eyes. Its body closely resembles a colossal armadillo, but with four rows of sharp teeth that snap together to form its jaws. It also possesses a long red, protruding tongue useful draging food out of small openings. Every hundred years the chuggenmugger builds a nest in which she lays a dozen eggs which she guards for their year long gestation.

COMBAT
Improved Grab (Ex): To use this ability, a chuggenmugger must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can attempt to swallow the foe the following round.
Swallow Whole (Ex): A chuggenmugger can try to swallow a grabbed opponent of a smaller size than itself by making a successful grapple check. Once inside, the opponent takes 2d8+12 points of crushing damage plus 8 points of acid damage per round from the reptile's gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 25 points of damage to the gizzard (AC 17). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. A Gargantuan chuggenmugger's interior can hold 2 Large, 8 Medium, 32 Small, 128 Tiny, or 512 Diminutive or smaller opponents.
Tongue Snatch(Ex): The choggenmugger can also attempt to capture its prey with its long sticky tongue up to 30ft away. On a successfull touch attack, the tongue latches onto the opponent’s body. This attack inflicts no damage, but the tongue drags the struck opponent 10 feet closer each subsequent round (provoking no attack of opportunity) unless that creature breaks free, which requires a DC 30 Escape Artist check or a DC 25 Strength check. A chuggermugger can draw in a creature within 10 feet of itself and bite with a +4 attack bonus in the same round. The tongue has 20 hit points and can be attacked by making a successful sunder attempt. However, attacking a choggenmugger's tongue does not provoke an attack of opportunity. If the tongue is currently attached to a target, the roper takes a –4 penalty on its opposed attack roll to resist the sunder attempt. Severing the tongue deals no damage to choggenmugger, and tongue regenerates within 1d6 rounds.

Skills: A choggenmugger has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.


Royal Honey Bee Swarm

Diminutive Magical Animal (Swarm, Vermin)
Hit Dice: 9d8 (40 hp)
Initiative: +4
Speed: 5ft (1 square), Fly 30 ft. (perfect)
Armor Class: 18 (+4 natural armor, +4 Dex), touch 14, flat-footed 14
Base Attack/Grapple: +6/—
Attack: Swarm (2d6 plus poison)
Full Attack: Swarm (2d6 plus poison)
Space/Reach: 10 ft./0 ft.
Special Attacks: Distraction, poison
Special Qualities: Darkvision 60 ft., immune to weapon damage, swarm traits, vermin traits, hive mind.
Saves: Fort +6, Ref +7, Will +4
Abilities: Str 1, Dex 18, Con 10, Int 6, Wis 10, Cha 2
Skills: Craft (wax) +12 , Spot +4, Listen: +4
Feats: Weapon FinesseB
Environment: Temperate Forests and Plains
Organization: Solitary swarm, field (2–4 swarms), or plague (7–12 swarms)
Challenge Rating: 4
Treasure: Honey (1d10-1 vials, 50gp per vial)
Alignment: Always neutral
Advancement: None
Level Adjustment:

Royal honey bees differ from normal bees in abilities, but little in appearance. Royal honey bees posses a rudimentary intelligence when found in swarms. They also have an appreciation of beauty, and build wax scuptures and elaborate honey combs for their own enjoyment. To defend their hives, these bees often create wax concealed "pit traps" (Search DC: 20) as well as "wax reinforced" obstacles and barriers (hardness bonus: +2). The greatest treasure of these bees is their magical honey which restores 1d8hp per vial consumed or applied to the wound.

Combat
In order to attack, a single swarm moves into opponents’ spaces, which provokes an attack of opportunity. It can occupy the same space as a creature of any size, since it crawls all over its prey, but remains a creature with a 10-foot space. Swarms never make attacks of opportunity, but they can provoke attacks of opportunity.
Unlike other creatures with a 10-foot space, a swarm is shapeable. It can occupy any four contiguous squares, and it can squeeze through any space large enough to contain one of its component creatures.
Vulnerabilities of Swarms
Swarms are immune to physical attacks. However, they have a few special vulnerabilities listed here:
A lit torch swung as an improvised weapon deals 1d3 points of fire damage per hit.
A weapon with a special ability such as flaming or frost deals its full energy damage with each hit, even if the weapon’s normal damage can’t affect the swarm.
A lit lantern can be used as a thrown weapon, dealing 1d4 points of fire damage to all creatures in squares adjacent to where it breaks.

Distraction (Ex): Any living creature that begins its turn with a bee swarm in its space must succeed on a DC 13 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.
Poison (Ex): Injury, Fortitude DC 13, initial and secondary damage 1d4 DEX. The save DC is Constitution-based.
Hive Mind (Ex): Any royal honey bee swarm with at least 1 hit point per Hit Die (or 9 hit points, for a standard swarm) forms a hive mind, giving it an Intelligence of 6. When a swarm is reduced below this hit point threshold, it becomes mindless

Skills: A royal honey bee swarm has a +4 racial bonus on Listen and Spot checks and a +8 racial bonus on Craft (wax) checks, and use their DEX modifier rather than INT on their Craft (wax) skill checks.


[b][i]Forge Giant
[/b]

Large Giant (Fire)
Hit Dice: 14d8+70 (133 hp)
Initiative: –1
Speed: 40 ft. (8 squares)
Defense: 24 (–1 size, –1 Dex, +9 natural, +7 half plate) touch 8, flat-footed 21
Base Attack/Grapple: +10/+23
Attack: Greatclub +19 melee (2d8+13/x2) or slam +19 melee (1d4+9) or rock +9 ranged (2d6+9)
Full Attack: Large greatclub +19/+14 melee (2d8+13/x2) or 2 slams +19 melee (1d4+9) or rock +9 ranged (2d6+9)
Space/Reach: 10 ft./10 ft.
Special Attacks: Rock throwing, Fiery Eyes, Fiery Blows
Special Qualities: Immunity to fire/heat, low-light vision, rock catching, vulnerability to cold
Saves: Fort +14, Ref +3, Will +6
Abilities: Str 29, Dex 9, Con 21, Int 10, Wis 14, Cha 11
Skills: Climb +13, Craft (armorsmith) +10, Craft (weaponsmith) +10, Intimidate +10, Jump +17, Spot +6
Feats: Improved Overrun, Power Attack, Weapon Focus (Greatclub), Weapon Focus (Slam).
Environment: Volcanic mountains
Organization: Solitary, gang (2–5)
Challenge Rating: 9
Treasure: Standard
Alignment: Often lawful evil
Advancement: By character class
Level Adjustment: +4

A forge giant has light brown skin and bright red hair. Its eyes are twin flames that glow fiercely when the giant is angry, but make it a easier target in the dark. The often wear metal armor or simple loinclothes will working at the forge. This giant is highly skilled in the creation of armor and weapons and commonly manufacture weapons for themselves and other giants.

Combat
Most forge giants like to charge through their enemies and pound them as they pass. More difficult opponents will be pelted with rocks to soften them for the kill.

Special Attacks
Rock Throwing (Ex): The range increment is 120 feet for a forge giant’s thrown rocks.
Fiery Eyes (Su): The Giants eye are twin burning flames that illuminate a 10ft cone in front of the giant. This feature provides a +4 racial bonus to Intimidation skill checks, but give his opponents a +8 spot bonus to see the giant in darkened areas.
Fiery Blows (Su): If the giant wishes, it can ignite it's fists so that an additional +1d6 fire damage is inflicted with each unarmed "slam" attack. This ability can be used once per day for a number of rounds equal to the giant's CON modifier.

Skills: With its inherent affinity with fire, a forge giant gains a +4 racial bonus on Craft (armorsmith) and Craft (weaponsmith) skill checks when creating archaic weapons and armor.


[b]Forge Giant Characters [/b]
Many forge giants become acolytes, but others are strongly drawn to the martial artist or archaic weapon master advanced class. All Forge Giants practice fire worship of some sort.
#19

jack_daniel

Apr 06, 2005 17:41:45
A couple of quibbles: Dorothy's aunt is named Emily Gale, not Emma. And Oz isn't Harry Potter -- "witch" and "wizard" aren't gender-specific terms. Rather, they're ranks. A witch/warlock is apparently more powerful than a wizard/wizardess, which in turn is more powerful than a sorcerer/sorceress.

Mombi was not exactly a Witch, because the Good Witch who ruled that part of the Land of Oz had forbidden any other Witch to exist in her dominions. So Tip's guardian, however much she might aspire to working magic, realized it was unlawful to be more than a Sorceress, or at most a Wizardess.

"This child, who is from the crust of the earth, like yourself, called you a Wizard. Is not a Wizard something like a Sorcerer?"

"It's better," replied Oz, promptly. "One Wizard is worth three Sorcerers."

Of course, this is contradicted in most later books, wherein Glinda calls herself a sorceress, not a witch, and of course the Wizard of Oz had bluffed the Four Witches for years, making them think that he was more powerful than all of them combined; and he eventually becomes Glinda's equal (and Ozma's superior) at magic, but still calls himself the Wizard. Incidentally, statting those three characters is probably important, since they're all up there around level 20 (not counting whatever Fey hit dice Ozma might have).

Oscar Zoroaster Phadrig Isaac Norman Henkel Emmannuel Ambroise Diggs, The Wizard of Oz: Human Charismatic 2/Smart 1/Personality 3/Techie 1/Mage 10/Archmage 3.

Glinda, the Good Sorceress of the South: Human Smart 5/Mage 10/Archmage 5.

Ozma, Fairy Queen of Oz, Charismatic 5/Personality 7/Sorcerer 8 (using the sorcerer class from d20 Past).

As to Ozma's specific race, we know that she's the fairy daughter of Lurline (the fairy queen & powerful hamadryad who both enchanted Oz in the first place and currently rules the nymphs of the Forest of Burzee) and Pastoria, the last mortal king of Oz. It's never really clear whether Pastoria was her adoptive or biological father -- in the first case, Ozma would be a nymph; otherwise, she's a human with the half-fey template.
#20

aquarius_alodar

Apr 12, 2005 11:05:33
Ahem.

*tosses an RPGNow reference onto the table.*

Hoping this will help....
#21

grimgrin

Apr 26, 2005 22:00:29
The classification of magic users was stated in the early books, but I never put much stock in it. As I have stated before, magic in Oz is commonly inherent (fairy magic) or requires special tools and ingrediants. Magic objects are much more common than spoken spells.

The sorcerer advance class in d20 Past has a draconic theme that may not mesh well with the Oz enviroment, but that's up to the DM. The d20 Past suppliment can be very useful since it has a section on 19th century and early 20th century characters. The Oz books themselves were written at the turn of the century.

I think you have too many levels of Mage for the Wizard of Oz since he came to magic late in life and before then was a humbug.

I think Smart 3, Charismatic 3, Techie 5, Personality 5, Mage 4 would be more appropriate.

Half-Fey sounds correct for Ozma since she has a magical connection to her country, and I think it was stated that one of her ancestors was a fairy, but I am not confident in which book.
#22

grimgrin

Jul 09, 2005 13:42:06
Lost Princess of Oz: Book 11

People of Interest

Ozma: In this book, Ozma is kidnapped and all the most powerful magical artifacts of Oz are stolen in a single night. Search parties are formed by all her friends (Dorothy, Scarecrow, Nick Chopper, etc.) to search for her and the thief. Four groups are formed and each looks for her in one of the four different countries of the Land of Oz. She is rescued by Dorothy and her friends and restored to the throne.

Cayke the Cookie Cook: Cayke is famous for her diamond studded gold dishpan and her excellent cookies. It is Cayke's prized possession since with it she can make delicious cookies. Unknown to Cayke, her dishpan has other magical powers. It can be flown like a "magic carpent" by any one that utter the secret command word and sits in the golden tub.

The Frogman: The frogman possesses no special wisdom, but because he is a giant talking frog that walks upright as a man the Yips hold him in great esteem and often seek his advice. He was once a ordinary frog, but he feed upon the algae of a enchanted pool that transformed him into a medium sized humanoid and granted him enhanced intelligence.

[i]Frogs and Toads as player characters (OPTIONAL):[/i]
Hit Dice: By Class
Size: Medium
Attribute Modifiers: +2 Charisma and -2 Wisdom
Breathe Underwater (Ex): Amphibious creature
Webbed Toes and Fingers (Ex): +2 Swim checks, Swim is always a class skill.
Leapfrog (Ex): +2 to Jump checks, Jump is always a class skill
War Croak (Ex)(1/day the character attempts a +4 on a Bluff check on all creatures within 30ft as a "swift" action. The frogman inflates its throat sacks a emits a booming croak. This ability affects with an INT attribute and capable of hearing. The check is resisted by either a Sense Motive check or a Will check, whichever is higher. Victims who fail their roll gain a -1 morale penalty on all attack rolls and skill checks on their next action.
ECL: +0.

The Lavender Bear: The Lavender Bear is an intelligent toy bear that is an acomplished spellcaster. He is one of the few medium sized citizens of Bear Center. His main focus is illusions and the wealfare of the teddy bears of BEAR CENTER. The Lavender Bear is a Dedicated 8, Acolyte 8 character.

Plush Toy PC Option:
Type: Small Construct
Attribute Modification: No Constitution, Strength: -2, Charisma: -2. Stuffed toys are not very strong but they are extremely cute. If you are using point cost system to generate the character's attributes remove 10 points to represent the missing Constitution attribute.
Gang Up (Ex): For every two plush toys that are engauged in melee combat with the same foe, all the plush toys gain a circumstance +1 attack and damage bonus on that foe.
Bunching (Ex): Plush toys can harmlessly climb and scramble over each other. Up to three plush toys can occupy the same 5ft by 5ft square.
Candy Heart (Ex): Plush toys have an inate appeal to intelligent creatures. All plush toys possess a +2 bonus on Bluff, Gather Information, and Perform checks against foes with an INT attribute greater than 3.
Sewn-By-Hand (Ex): A plush toy can not heal and must be repaired by others. A Profession (Tailor) check, DC: 15, costs 1 gp, but repairs 5 hit points. A failed check repairs no damage.
Wash-By-Hand (Ex): Plush toys can not swim, but they can not drowned either. If thrown into a pool of water the teddy will sink to the bottom and must climb out of the pool if they can.
Construct Traits: Plush toys have all the attributes common to constructs including Darkvision: 60ft and an inability to use "POTIONS".
ECL: +0

Ugu the Shoemake: Ugu is the villian of the book. Once he was just a ordinary shoemaker, but he discovered in his attic the magic books of his ancestor. After studing the magical tomes of his great grandfather for years, he proclaimed himself the most powerful wizard in Herku. He now seeks to become the most powerfull magic user in Oz by stealing the magic of everyone else. His first theft was the diamond studded dishpan that he used to fly about Oz and steal the MAGIC PICTURE, the BOOK OF RECORDS, the WIZARD'S BAG OF TRICKS, and all of Glinda's magical tools. Unfortunately, he forgot Dorothy's MAGIC BELT which proved to be his undoing when dorothy turn him into a dove.

Dove of War
Large Magical Beast
Hit Dice: 4d10+4 (26 hp)
Initiative: +3
Speed: 10 ft. (2 squares), fly 80 ft. (average)
Armor Class: 15 (–1 size, +3 Dex, +3 natural), touch 12, flat-footed 12
Base Attack/Grapple: +4/+12
Attack: Claw +7 melee (1d6+4)
Full Attack: 2 claws +7 melee (1d8+4) and bite +2 melee (1d6+2)
Space/Reach: 10 ft./5 ft.
Special Attacks: Ferosity, Rage
Special Qualities: Low-light vision, evasion
Saves: Fort +5, Ref +7, Will +3
Abilities: Str 18, Dex 17, Con 12, Int 10, Wis 14, Cha 10
Skills: Knowledge (nature) +2, Listen +6, Sense Motive +4, Listen +15, Survival +3
Feats: Alertness, Flyby Attack
Environment: Temperate mountains
Organization: Solitary, pair, or eyrie (5–12)
Challenge Rating: 4
Treasure: None
Alignment: Usually neutral good
Advancement: 5–8 HD (Large); 9–12 HD (Huge)
Level Adjustment: +3 (cohort)
A typical war dove stands about 10 feet tall, has a wingspan of up to 20 feet, and resembles its smaller cousins closely except its size, red eyes, and grey or black plumage. It weighs about 500 pounds.
War Doves speak Common and Auran.
COMBAT
A war dove typically attacks from a great height, diving earthward at tremendous speed. When it cannot dive, it uses its powerful talons and slashing beak to strike at its target’s head and eyes.
A solitary war dove is typically hunting or patrolling in the vicinity of its nest and generally ignores creatures that do not appear threatening. A mated pair attacks in concert, making repeated diving attacks to drive away intruders, and fights to the death to defend their nest or hatchlings.
Evasion (Ex): With a successful Reflex save against an attack that allows a Reflex save for half damage, a war dove takes no damage.
Ferosity (Ex): A war dove is such a tenacious combatant that it continues to fight without penalty even while disabled or dying.
Rage (Ex): A war dove that takes damage will fly into a berserker range the following round and can not be controlled by its trainer. It will continue to rage until it or it's opponent is dead. It gains a +4 STR, +4 CON, and a -2 AC penalty. The dove can not end its rage voluntarily.
Skills: War Doves have a +4 racial bonus on Listen checks.
TRAINING A WAR DOVE
Although intelligent, a war dove requires training before it can bear a rider in combat. To be trained, a giant eagle must have a friendly attitude toward the trainer (this can be achieved through a successful Diplomacy check). Training a friendly war dove requires six weeks of work and a DC 25 Handle Animal check.
Riding a war dove requires an exotic saddle, but most owners use the war dove as a weapon rather than a mount. A war dove can fight while carrying a rider, but the rider cannot also attack unless he or she succeeds on a Ride check.
War Dove eggs are worth 2,500 gp apiece on the open market, while chicks are worth 4,000 gp each. Professional trainers charge 1,000 gp to rear or train a war dove.
Carrying Capacity: A light load for a war dove is up to 300 pounds; a medium load, 301–600 pounds; and a heavy load, 601–900 pounds.


Places of Interest

Yip Country: Within the Land of Oz exist various communities that seek to isolate themselves. Many of these communities have no desire or need to explore their surroundings and prefer to be left alone. The Yips live on a high plateau surrounded by a tangle of bramble bushes. In addition a great rift incircles this mesa and makes it nearly impossible for creatures that can not fly to enter or leave the land of the Yips.

Bear Center:
Bear Center is a small kingdom of animated teddy bears ruled by a sorcerer called the Big Lavender Bear. Any toy bear brought into bear center is automatically magically animated (i.e. "animate object" spell). Most of the teddy bears of bear center are small constructs that are fully bipedal and capable of holding and manipulating devices with their forepaws. The most unique bear within bear center is the mechanical pink bear that can answer any question asked of it other than the future. The pink bear is a magical artifact and is inanimate.

Rolling Prairie: The rolling prairie ripples like the ocean beneath the feet of travellers. It is not particularely dangerous but takes twice as long to cross as normal and can cause motion sickness.

Merry-Go-Round Mountains: The Merry-Go-Round Mountains are a series of spherical hills the rotate at extreme velocity. Fortunately these perticular mountains are made of rubber and once a creature leaps apon one they are ricocheted from hill to hill until they cross the entire range. The search party mearly has to conquer their own fear to pass through this barrier. IN A CAMPAIGN, these mountains can be a dangerous or even deadly obstacle that require a series of difficult skill checks (i.e. Jump, Tumbling, and Balance) or magical means (i.e. wish, levitation, teleportation, etc.) to cross.

The City of the Thi: The city of the thistle-eaters has both magical and mundane defenses. The city itself lies in the center of a TWISTING PLAIN. Anyone approaching the city must constantly adjust their course since the land twists beneath their feet. For example, if a traveler was walking north, he might suddenly find himself walking south without warning. One must have a landmark in sight or the traveller will become hopelessly lost when traveling across twisting lands. Additionally, the city is surround by vast fields of stickers that hamper anyone approaching the city on foot. The city is also surrounded by a vast wall that looks real but is actually an illusion.

The thistle-eaters themselves are very unusual in appearance. Their heads are shaped like diamonds and their bodies like hearts. All the hair they have is a little bunch at the tip top of their diamond-shaped heads and their eyes are very large and round and their noses and mouths very small. Their clothing is tight-fitting and of brilliant colors, being handsomely embroidered in quaint designs with gold or silver threads; but on their feet they wear sandals, with no stockings whatever.

The thistle-eaters call themselves Thists and are named for their ability to eat thistles without injuring themselves. The insides are gold lined and protect them from injury from poisons as well as the sharp points of a thistle bush. Thistle are the favorite food of Thists but they can eat any type of plant.

Thist PC option
Type: Humanoid
Size: Medium
Attribute Modification: +2 CON, +2 INT, -2 DEX, -2 WIS.
Skill Bonuses: +2 Survival, +2 Knowledge (nature), +2 Spot
Low-Light Vision (Ex): Thists have very good night vision.
Golden-Lining (Ex): The thistle-eaters possess a DR 3/adamantine versus any object they swallow. This enables them to ingest thistles, cacti, and thorn bushes; but Thists are also able to hide small metal objects and weapons inside their bodies such as coins, knives, needles, and shurikens. Only one object can be hidden this way and it require a full round action to store or retreave any object concealed this way.

City of Herku: The Herku are ruled by a dictator called the Vig, the Czarover of Herku. They were once a country of weaklings, but they discovered a secret elixir made from zosozo that made them stronger than giants. With this magical strength they enslaved an entire tribe of giants that wait on them hand and foot.

[b]Herku PC option[/b]:
Herku were once ordinary people, but they have be transformed by magic. The herku are humanoids that are little more than skin and bone and look as if they are ravaged by famine. They have a redish hear, deep brown eyes, and pale waxy skin. The repeated use of their strength elixir has granted the race great strength, but has weaken their natural constitutions and hampered their mobility.
Size:: Medium
Attribute Modifier +4 STR and -4 CON. No attribute can be zero or less when the character is generated.
Slow: The herku's Speed is reduced to 20ft due to their poor health.
Heavy Lifter (Ex): Herku weapons are oversized for a normal medium humanoid. They are one size level heavier and larger than ordinary human weapons. Fortunately, Herku do not suffer any penalty for wielding a weapon normally employed by "Large" humanoids. For example, a club built for a "medium" humanoid would inflict 1d6/x2, but the herku version would inflict 1d8/x2.
Giant Wrestling (Su): A herku is treat as one size level larger during all grappling checks.
ECL: +0

The Wickerwork Castle: Instead of stone, this castle is constructed from interwoven bands of steel. It's walls have the hardness of steel and twice the hit points of a ordinary masonry wall (hardness: 12, hit points:180 per 10ft x 10ft section). It is the home and laboratory of Ugu the Shoemaker. One of the cleverest traps inside the wickerwork castle was a vaulted ceiling room that flipped upside down when Ozma's search party entered it. Trapped at the peak of the ceiling, they could not escape since the floor level doors were high above their heads and out of reach.

The Truth Pond: Anyone that falls into the pond is cursed to ever afterward tell THE TRUTH.

The Ferryman: In the land of Oz, animals are able to freely converse with people. Once, long ago, the ferryman cut off the tail of a fox which had taunted him. He also stole some birds eggs from a nest to make an omelet with, and pulled a fish from the river and left it lying on the bank to gasp for lack of water until it died. So the Emperor of the Winkies -- who is the Tin Woodman and has a very
tender tin heart -- punished him by denying me any communication with beasts, birds or fish.

This sort of bad karma curse would be a good idea to inflict on players that antagonize the powerful of Oz. Getting the curse lifted could be the basis for an entire adventure.


[size=4]Objects of Interest[/size]

Diamond Studded Gold Dishpan: This dishpan provides its owner with a +10 bonus to all profession (cook) checks and can carry one medium sized passenger in flight.
Physical Attributes: 10lbs, hardness: 20, hit points: 40, flying speed: 210ft (average), Max Lift: 600lbs.
Moderate Transmutation: CL: 7th, Craft Wonderous Item, "fly", Profession (cook): 10 ranks.

Aerial Chariot: Glinda's white aerial chariot can carry five medium sized people (one driver, and four passengers), and is pulled by twenty milk-white swans. When this chariot is not in use it can be transformed into a string of pearls. While on board, the crew is enchanted by a "Protection from Evil" spell, and all weapons used by the passengers gain the "holy" special ability. The flying chariot can speed along at 80ft (good) per round or 30 mph. After 12 hours the chariot will revert to a necklace. The necklace can only be used for 12 hours every twenty four hour day.

The chariot and swans are made of pure light and are immune to damage. Therefore, it effects all creatures with 60ft with the same effect as a "Daylight" spell.

Strong Conjuration and Evocation: CL 13th, Craft Wonderous Items, Sunburst, Protection of Evil, Wind Walk.

Red Wagon: The red wagon is not a magical vehicle, but with the Sawhorse harnessed to it, the wagon can race along the yellow brick roads tirelessly.

Pink Bear: The pink bear will answer any question it is given when is wound up (full round action). Unfortunately the question must be well worded or the answer will likely be misleading or vague. The bear can not answer questions about the future and can only answer questions with 10 words or less before it winds down. The bear can only be used three times per day. The pink bear is a "major artifact" and is priceless to the people of BEAR CENTER.

Bejeweled Dragon Chariots of Thi: The people of Thi travel about their cities in enjeweled chariots drawn by mechanical golden dragons. This machine seems very menancing but is extremely slow and must be given commands through a mechanical music box held by the driver of the chariot. The BEJEWELED DRAGON template discribed below is a more menancing verision of this machine.

Bejeweled Dragon Template:
By taking a "base" dragon, any dragon can be turned into a mechanical dragon construct.
Hit Dice: Change to d10, but the creature only has 5.5 hp per hit die.
Speed: As base dragon
AC: As base dragon
Attacks: As base dragon
Damage: As base dragon
Special Attacks: Same as base dragon plus
Feeding the Furnace(Su): When a bejeweled dragon robs an opponent or loots a city, it can feed apon the stolen magical treasure, devouring its magical energies. For every 8 effective caster levels possessed by the item consumed by the Bejeweled Dragon, it gains one Hit Die. Feeding destroys the magic item completely. Bejeweled dragons often hunt the most powerful magic items in order to quickly gain additional hit dice.
Special Qualities: [i]Same as the base dragon plus[/i]
Construct Traits (Ex): Same as a standard construct
Sense Magic (Su): A constant ability with the same effect as the spell of the same name cast by sorcerer with a spellcasting level equal to the Bejeweled Dragon's HD total.
Saves:: Same as the base dragon minus any CON modifier.
Abilities: As base dragon, but the CON score no longer exists and any CHA is increased by +4.
Skills: Same as the base dragon minus any CON modifier.
Feats: Same as the base dragon

Climate/Terrain: The City of Thi is the only place in Oz with a functional Dragon-Factory.
Organization: Solitary, often used as a chariot mount by Thists
Treasure: The Bejeweled Dragon only has the gems and prescious metals that compose its body instead of the standard dragon hoarde.
Alignment: True Neutral
Advancement: NA


Herku Elixir: The Herku have perfected an extremely powerful potion that grants them extreme strength so they can dominate their giant slave labor force. The recipe for this elixir is a closely guarded sercet.
Herku Potion: Effect: +10 STR and Leathal Unarmed Attacks, Duration: 1d20 rounds. Effect of the potion is powerful but the duration of effect is unpredictable.

Golden Peach Pit: The magical prison created by Ugu the Shoemaker for Ozma.
#23

grimgrin

Nov 28, 2006 18:34:52
[font=impact][size=5]The Tin Woodman of Oz (Book 12)[/font][/size]

People of Interest:

Tin Woodsman (Dedicated/Strong Hero): Emperor of the Winkees. Souled Tin Golem

Scarecrow (Smart Hero): Former Ruler of Emerald City. Souled Straw Golem

Woot the Wanderer (Dedicated/Tough Hero): A fresh audience for the Tin Woodsman and Scarecrow who have grown bored with their own company. He inspires the Tin Woodsman to seek out his former sweet heart (Nimmie Amee).

Nimmie Amee (Charismatic Hero): "This munchkin girl, so fair that the sunsets
blushed when their rays fell upon her, lived with a
powerful witch who wore silver shoes and who had made
the poor child her slave. Nimmie Amee was obliged to
work from morning till night for the old Witch of the
East, scrubbing and sweeping her hut and cooking her
meals and washing her dishes."

Wicked Witch of the East (Smart/Occultist Villan): The Wicked Witch of the East wished to keep Nimmee Amee as her slave and so enchanted both the axe of the Tin Woodsman and the sword of the Tin Soldier to attack them when they attempted to use them.

Polychrome (Charismatic Hero): Polychrome is the fairie daughter of the Rainbow. In this book she was captured by Mrs. Yoop and trasformed into a canary-bird.

Jinjur (Charismatic/Dedicated Hero): Jinjur is the former leader of the girl army that conquered Emerald City until driven out by the armed female forces of Glinda the Good. Since then she has become a masterful painter and can create real objects with her magical paints.

Tommy Kwikstep (Fast Hero): Tommy was once a message runner but unfortunally once had one of his wishes granted. After a tiring day, he wished he had twenty legs so that he could deliver more packages and as a result has become a human centipede.
Multi-legged Creature (Template)
]Type: Change to Aberration
Hit Dice: Change to 1d8
Special Attacks: Gains "Trample" and adds +1d6 to trample damage per pair of extra legs.
Speed: +5ft to land speed per pair of legs added up a maximum of double its normal land speed.
Skills: +2 to Balance per pair of legs added.
CR: +1 for 2 to 6 extra legs, +2 for 8 to 12 extra legs, and +3 for 14 or more legs.

Captain Fyter (Strong Hero): Captain Fyter (aka The Tin Soldier) also fell in love with Nimmie Amee and was also cursed by the wicked witch of the east so that his sword would cut his limbs off when he drew it.

Ku-Klip (Smart Hero): Ku-Klip is the tin smith wizard that created both the Tin Woodsman and the Tin Soldier.

Chopfyt (Tough Hero): Chopfyt is a souled Flesh Golem made from the abadoned flesh parts of Nick Chopper and Captain Fyter.

Hip-po-gy-raf: This creature is one part hippopotamus and one part giraffe. In this book, it is used as a living draw bridge to cross a wide ravine.

Places of Interest

The Tin Castle of the Tin Woodsman: The castle and all the objects within it are made from tin and polished to a mirror brightness. Additionally, all the servants and guardians of the castle are clothed in tin armor and silver cloth sewn with tin discs.

Game Option: Tin Armor : Tin armor is a variation on metal armor. It is lighter and more flexible, but not as hard or durable. Tin armor has the same cost as steel armor. Its armor check is reduced by one but its armor bonus is also reduced by one. It weighs only 2/3 as much as steel armor. Reduce both the Hardness and Hit Points per inch of any steel object converted to tin by 2.

Mirror Coat: A mirror coat is a feature that can be added to armor or metal fortifications to make them more resistant to light attacks and gaze attacks. When subject to a light or gaze attack a target shielded by an object with mirror coat gains a +2 save bonus against all gaze attacks and light based attacks. +4 maximum bonus from mirror coated shield and armor. Cost: Adding mirror coat to a metal shield or armor adds +300 gp to the price. Mirror Coated metal walls or doors cost 300 gp per 5ft by 5ft (25 sq. feet) surface area covered.

Loonville: Loonville is a town in Gillikin Country populated by loons. Loons are round and balloon-like creatures;
round in body, round in legs and arms, round in hands and feet and round of head. The only exception to the roundness is a slight hollow on the top of each head,
making it saucer-shaped instead of dome-shaped. They
wear no clothes on their puffy bodies, nor have they any
hair. Their skins are all of a light gray color, and
their eyes were mere purple spots. Their noses are as
puffy as the rest of them. The move in a series of bounces and can be easily punctured.

Loonville is ruled by King Bal Loon. All of the people of Loonville have similar names such as "Panta Loon", "Sal Loon", "Clair De Loon", and "Tril Loon".
[size=2][b]Loon[/b][/size]

Medium Monsterous Humanoids
Hit Dice: 2d8 +10 (19 hp)
Initiative: –2
Speed: 40 ft. (6 squares) or fly 20 ft (poor).
Armor Class: 8 (–0 size, –2 Dex), touch 8, flat-footed 8.
Base Attack/Grapple:
Attack: Slam 1d4 non-leathal or Trip
Full Attack:
Space/Reach: 5ft x5 ft./5ft.
Special Attacks: Rebound Attack
Special Qualities: Blind-Sight 60 ft., Immune to bludgeoning, Vulnerability: Piercing
Saves:
Abilities: Str 20, Dex 6, Con 20, Int 8, Wis 10, Cha 8
Skills: Listen +6, Tumble +4, Swim +6
Feats: Combat Expertise, Improved Trip
Environment: Plains
Organization: Solitary or Troop (1-20)
Challenge Rating: 1
Treasure: Standard
Alignment: Any
Advancement: 3–7 HD (Medium); 8–12 HD (Large)
Level Adjustment:
+1
Combat
Rebound (Ex): A charging loon can attack more than one opponent. If a charging attack is successfull, the loon can make an additional charge at an adjacent victim with the same attack bonus minus five cummulative penalty per rebound. The loon can continue to rebound between adjacent opponents until it fails an attack roll.
Impervious to Bludgeoning: The loon take no damage from bludgeoning attacks.
Vulnerability: Piercing attacks inflict double damage to the loon.

Yoop Castle: Yoop Castle is a castle inhabited by magical giants (i.e. Ogre Mages). Mr Yoop was confind in a cage and starved in order to guard a path through the Gillikin mountains. Anyone who passed within reach he grabed and ate.

Mrs. Yoop herself is a Yookoohoo which is a magic-worker that specializes in transformations. She can alter her own form or that of others. Like most of the magic of Oz this power comes from a magical artifact, a lace apron. This artifact is similar to the "Gnome King's Magic Belt" but not as powerful. With her Magic Apron she transforms the Tin Woodsman into a Tin Owl, the Scarecrow into a straw stuffed teddy bear, and the boy into a green monkey. Their forms change but their creature type does not.
Mrs. Yoop's Magic Apron: Major Artifact. The lace apron allows Mrs Yoop to cast "Polymorph Any Object" as a 15th level sorcerer at will, but can tranform any object only once and living creatures can not be turned into non-living creatures and visa-versa.
The other major power of the Magic Apron is that the wearer can cast "Knock" as a 15th level sorcerer at will.

The Quarrelsome Dragons
Woot discovers a tribe of ancient dragons hibernating in an underground cave.

Jinjur's Ranch
A munchin candy ranch that raises cream puff and macaroon bushes and caramel fields.

Invisible Country: All the creatures that enter Invisible Country become invisible so monsters with blind-sight are a greater menance there.

Objects of Interest

Magic Glue: Magic Glue can repair mundane items, sundered magical items, and reattach severed organs. Cost: 300gp, Minor Transmutation: CL 6th, Craft Wonderous Items, Make Whole and Lesser Restoration.

New Cursed Item
Mutinous Weapon: This object can be any magical weapon. On the first round of combat, the user must make a Will save (20 DC) roll. If he fails, the first attack the weapon user makes is against himself. If the magical weapon is a dancing sword, then the weapon will attack the user for the full "dancing" duration if the d20 roll is failed. Cost: Unchanged.
#24

zombiegleemax

Nov 30, 2006 23:18:09
Wow nice work on Oz. You have really done your homework here and it shows.
Other than that all I want to do is play a flying Monkey Go Mojo Gp fly like the wind :P
#25

sword_war444

Dec 01, 2006 22:50:08
o yay Flying Monkeys realy cool thoguh
#26

zombiegleemax

Dec 04, 2006 9:53:49
THE WIZARD OF OZ???!!!! WHAT THE CRAP!?

But at the exact same time... interesting. I'm wondering if you guys can make a cool roleplaying setting form a series of children's novels. HMMMM....
#27

grimgrin

Dec 04, 2006 12:46:12
THX for the compliments! I have made a steampunk version of Alice in Wonderland. I call it Wonderland: Dark Reflections or my "Cabbages and Kings" campaign.

Flying Monkey PC: The +2 Level adjustment is caused by the ability to fly. If you want to represent the race in "racial levels" then go by the statistics listed below.

Flying Monkey Racial Character Class
To be a "flying monkey". the PC's first level must be as a flying monkey. Flying monkey would be it's favored class.
Starting Abilities: +2 DEX, +2 CHA, -2 CON, -2 WIS. Size: Small, Land Speed: 20ft.
The flying monkey’s class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Survival (Wis), and Tumble (Dex).

RACIAL
LEVEL.....HIT DICE...SKILL POINTS.......SPECIAL ABILITIES
1ST.......1D8........[4+INT MOD]X4......Glide: 40ft, Fly-By Attack Feat
2ND.......1D8........+4+INT MOD.........Fly (clumsy): 40ft.
3RD.......2D8........+4+INT MOD.........Climb Speed: 10ft
4TH.......2D8........+4+INT MOD.........Fly (poor): 40ft, Wingover Feat
5TH.......3D8........+4+INT MOD.........Climb Speed: 20ft
6TH.......3D8........+4+INT MOD.........Fly (average): 40ft, Hover
Racial Saving Throws: Same as the "rogue" core class
Racial BAB: Same as the "rogue" core class


Weapon and Armor Proficiencies: A flying monkey knows how to use all "simple" weapons. A flying monkey has no initial proficiency with shields or armor.

Special Abilities:
Glide: Gliding requires the flyer to start high above ground level. Every 20ft he moves horizontally he loses 5ft in altitude. If the flying monkey succeeds in a Tumble Check (DC: 10) and his wings are free, he take no damage from a fall from any altitude.
Fly-By Attack: When flying, the creature can take a move action (including a dive) and another standard action at any point during the move. The creature cannot take a second move action during a round when it makes a flyby attack
Climb: The flying monkey is a natural climber and gains an automatic +8 to all climb skill checks. He can take "10" on any climb skill check.
Wingover: A flying creature with this feat can change direction quickly once each round as a free action. This feat allows it to turn up to 180 degrees regardless of its maneuverability, in addition to any other turns it is normally allowed. A creature cannot gain altitude during a round when it executes a wingover, but it can dive.
The change of direction consumes 10 feet of flying movement.
Hover: When flying, the creature can halt its forward motion and hover in place as a move action. It can then fly in any direction, including straight down or straight up, at half speed, regardless of its maneuverability.
If a creature begins its turn hovering, it can hover in place for the turn and take a full-round action. A hovering creature cannot make wing attacks, but it can attack with all other limbs and appendages it could use in a full attack. The creature can instead use a breath weapon or cast a spell instead of making physical attacks, if it could normally do so.
If a creature of Large size or larger hovers within 20 feet of the ground in an area with lots of loose debris, the draft from its wings creates a hemispherical cloud with a radius of 60 feet. The winds so generated can snuff torches, small campfires, exposed lanterns, and other small, open flames of non-magical origin. Clear vision within the cloud is limited to 10 feet. Creatures have concealment at 15 to 20 feet (20% miss chance). At 25 feet or more, creatures have total concealment (50% miss chance, and opponents cannot use sight to locate the creature).
Those caught in the cloud must succeed on a Concentration check (DC 10 + 1/2 creature’s HD) to cast a spell.
#28

zombiegleemax

Dec 08, 2006 13:37:16
Name: Mojo
1st level Feat: Fly-by Attack
3rd level Feat: Hover
6th level Feat: Improved Natural Attack
Lots of rank in perform (dance)
Definate high Dex and Cha (got to be a lovable monkey after all)
#29

grimgrin

Feb 28, 2007 15:10:07
bump
#30

grimgrin

Mar 14, 2007 19:27:30
The Magic of Oz: Book 13

Synopsis: Dorothy, Trot, and the Wizard of Oz, together with the Hungry Tiger, the Cowardly Lion, and Cap'n Bill search for the perfect birthday present for Ozma. Meanwhile, Kiki Aru falls victim to the evil influence of Ruggedo the Nome and they create much magical chaos in Oz.


Characters of Note:

Hyups: The Hyups are a race of humanoids that live in Munchkin County. They are called the Hyups because the live high up on the top of Mount Munch in the crater of an extinct volcano. Hyups lack endurance, but they are very alert and stubborn. They are thinner than average humans, have bright red hair, blue eyes, and brown freckles covering their faces and limbs.
[size=4][b]Hyups[/b][/size]<br /> Medium Humanoid (Human)<br /> Attribute Modifications: -2 CON, +2 WIS<br /> [i]All other abilities are just like an average human.[/i]
#31

debihuman

Apr 06, 2007 21:54:02
This is absolutely my favorite thread. I applaud you on all the hard work. I see that you are up to the last book. Glinda of Oz is available as a .pdf file -- fairly inexpensive. It contains a lot of useful information.

Debby
#32

grimgrin

Apr 09, 2007 18:08:02
This is absolutely my favorite thread. I applaud you on all the hard work. I see that you are up to the last book. Glinda of Oz is available as a .pdf file -- fairly inexpensive. It contains a lot of useful information.

Debby

Thanks for the compliments. Finished off Book 13, Posted Above.
#33

grimgrin

Sep 22, 2007 17:25:49
Of all my setting threads, this one has drawn the fewest comments, but I thought was the most original. Is anyone interested in seeing my treatment of Book 14: "Glinda in Oz"? Is anyone interested in the author that attempted to continue the series, Ruth Plumly Thompson? Would anyone want me to convert my previous postings (Books 1 to 13) into a PDF?
#34

ravinray

Sep 22, 2007 18:13:39
Just wandered into this thread and found it awesome. I read only books 1 and 14 (personal copy), but remember when the entire set was available at our bookstores. Please, do Book 14. I want to see the skeropythrope. :D
#35

debihuman

Sep 24, 2007 6:48:32
I would love to see your version of Glinda of Oz. The one available as a .pdf file is sadly lacking in many ways. As for Ruth Plumly Thompson's books, I haven't read them but I've read the synopsis of the books.

Grimgrin, I've got a Word Document that I made of all your posts (and I took the liberty of doing some proofreading and editing while I was at it). I haven't made it public because I wanted you to see it first and I've been unable to contact you. It's a huge document 5.73 MB and it is 144 pages long. I've included synopis of every book (including the ones by Ms. Thompson) and some notes on other Oz books as well. And I added a bunch of graphics.

I've also statted out the cloud fairies in another thread on the Monsters board.

Here they are again:

Cloud Fairy
Small Fey
Hit Dice: 2d6 (7 hp)
Initiative: +1
Speed: 20 feet (4 squares)
Armor Class: 10
BAB/Grapple: +1/-5
Attack: Dagger+2 melee (1d3-1)
Full Attack: Dagger +2 melee (1d3-1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-like abilities
Special Qualities: Vulnerable to Cold, Low-light vision
Saves: Fort +0, Refl +3, Will+3
Abilities: Str 8, Dex 12, Con 10, Int 14, Wis 13, Cha 15
Skills: Balance+12, Jump+10, Knowledge (Planes) +11, Move Silently +12, Perform (Dance) +12, Tumble +12, Use Magic Devise +7
Feats: Acrobatic
Environment: Any Warm Atmosphere or Land
Organization: Solitary or group 2-6
Challenge Rating: 1
Treasure: Standard
Alignment: Any Good
Advancement: As per class
Level Adjustment: +1

A little girl, radiant and beautiful, shapely as a fairy and exquisitely dressed, was dancing gracefully in the middle of the lonely road, whirling slowly this way and that, her dainty feet twinkling in sprightly fashion. She was clad in flowing, fluffy robes of soft material like woven cobwebs, only it was colored in soft tintings of violet, rose, topaz, olive, azure, and white, mingled together most harmoniously in stripes which melted one into the other with soft blendings. Her hair was like spun gold and flowed around her in a cloud, no strand being fastened or confined by either pin or ornament or ribbon. Her eyes were violet and full of tears….

Cloud fairies are the fey attendants of the Rainbow King who lives in a cloud castle. Occasionally, they will slide down a rainbow to spend time in the land below. In order to return to the cloud castle, a cloud fairy must find and catch another rainbow for her return trip.

When a cloud fairy arrives on terra firma, she will frequently be surprised to find the land below to be chilly. As they live high in the atmosphere, they are used to the rays of the sun. A cloud fairy will dance to keep herself warm if she lacks proper attire.

Cloud faeries eat very little and mostly live on mist-cakes and dew. They speak Sylvan and Common.

Air Elemental Bloodline (Ex): Clouds fairies get a +2 bonus on Balance checks due to their connection to the elemental plane of Air.

Pass without a Trace (Su): Cloud fairies leave no tracks or markings upon the ground as if by a pass without trace spell and they receive a +2 enhancement bonus to move silently checks.

Spell-like Abilities (Sp): 3/day—color spray or fog cloud (DC 13), 1/day—gust of wind (DC 12).

Skills: Balance, Jump, Knowledge (Planes), Move Silently, Perform (Dance) and Tumble are class skills for cloud fairies.
#36

ravinray

Sep 24, 2007 19:10:07
What book do the cloud fairies appear in? Is it Book 5 with Polychrome, the Daughter of the Rainbow? They remind me of the mist maidens in Book 14.
#37

debihuman

Sep 24, 2007 21:22:56
What book do the cloud fairies appear in? Is it Book 5 with Polychrome, the Daughter of the Rainbow? They remind me of the mist maidens in Book 14.

Polychrome is one of the cloud fairies (although it seems from the book not all the cloud fairies are the Rainbow King's daughters) from "The Road to Oz" book 5. I suppose there is some correlation between the mist maidens and the cloud fairies. The Rain King is the brother of the Rainbow king so they could be cousins. Instead of having the air elemental bloodline, they would have the water elemental bloodline.

Trying to make the stats fit the character never is a perfect fit--especially since Oz has it's own rules regarding death and weapons which are rare (not surprising since these books were written for children).

Debby
#38

grimgrin

Oct 10, 2007 17:00:49
Debby, Please send me your Oz document by e-mail. I have sent you my email address in a private message on this site.

Glinda of Oz: Book 14
In which are related the Exciting Experiences of Princess<br /> Ozma of Oz, and Dorothy, in their hazardous journey<br /> to the home of the Flatheads, and to the Magic<br /> Isle of the Skeezers, and how they were<br /> rescued from dire peril by the<br /> sorcery of Glinda the<br /> Good
#39

grimgrin

Oct 23, 2007 13:37:08
Four years from start to finish, I have finally completed Oz d20 just in time for the 4.0 system restructuring. I hope you enjoy it. I slightly added a little to each Book entry with a minimal book synopis and a few adventure ideas for a game using the game material from that book. I also expanded the class descriptions for Oz PC's to incorporate all d20 Modern and Urban Arcana advanced classes. I also gave some ideas for using Oz as a setting for Future and Apocalyptic games. I hope you enjoy reading it as much as I did creating it.

Oz d20 PDF (3.5MB)
#40

debihuman

Oct 24, 2007 8:45:55
I've been enjoying the pdf. Excellent work. Thanks for adding my cloud fairy.

Debby
#41

dulsi

Apr 06, 2008 13:18:28
I downloaded the PDF. I'm not too familiar with d20 Modern but the Flying Monkey seems to have some problems. I didn't find the Snatch feat in d20 Modern SRD but the regular d20 feat doesn't seem like an appropriate ability. Assuming you could use snatch on someone which the "creature three or more sizes smaller" seems to make unlikely, the flying monkey would be able to fling people 1d6 x 10 feet. I'd be more inclined to just give them Improved Grab and have them move while grappling.

Your intelligent animal as PCs seem a little simplistic. Part of the CR is the amount of HD the creature has. By eliminating that but using the CR for the level adjust seems incorrect. I also dislike the idea of using a making Elephant and getting a 1 HD Huge creature. Granted I don't have a good suggestion for replacement rules.

I'm surprised by some of the changes you've make. The descriptions of the hammer-heads I've seen always list them as armless.

I did a Oz like setting for the latest [post=15528340]Master DM Competition[/post]. I tried to make it more adaptable to DnD games so I neglected some sillier elements. I have ideas for Loon conversion but only did the first book for the entry.
#42

grimgrin

Apr 06, 2008 18:29:32
I downloaded the PDF. I'm not too familiar with d20 Modern but the Flying Monkey seems to have some problems. I didn't find the Snatch feat in d20 Modern SRD but the regular d20 feat doesn't seem like an appropriate ability. Assuming you could use snatch on someone which the "creature three or more sizes smaller" seems to make unlikely, the flying monkey would be able to fling people 1d6 x 10 feet. I'd be more inclined to just give them Improved Grab and have them move while grappling.

Your intelligent animal as PCs seem a little simplistic. Part of the CR is the amount of HD the creature has. By eliminating that but using the CR for the level adjust seems incorrect. I also dislike the idea of using a making Elephant and getting a 1 HD Huge creature. Granted I don't have a good suggestion for replacement rules.

I'm surprised by some of the changes you've make. The descriptions of the hammer-heads I've seen always list them as armless.

I did a Oz like setting for the latest [post=15528340]Master DM Competition[/post]. I tried to make it more adaptable to DnD games so I neglected some sillier elements. I have ideas for Loon conversion but only did the first book for the entry.

I intended that Flying Monkeys have an ability similar to "Snatch" rather than exactly the same. To be specific:
MONKEY SNATCH [GENERAL]
Prerequisite: FLYING MONKEY.
Benefits: The flying monkey can choose to start a grapple when it hits with a claw or bite attack, as though it had the improved grab special attack. If the creature gets a hold on a creature of equal size or smaller, it can lift the victim into the air and drop him. Two monkeys can cooperate to pick up a "medium" creature, 4 for a "large" creature, and so on.

The flying monkey can drop a creature it has snatched as a free action or use a standard action to fling it aside. A flung creature travels 1d6 x 10 feet, and takes 1d6 points of damage per 10 feet traveled or the opponent takes falling damage, whichever is greater.

The intention of the Intelligent Animal template was to quickly enable the creation of a PC. Since the PC is gaining so many abilities and attribute bonuses, I felt that the original CR and a Level Adjustment for many animals was roughly equivalent so long as you deduced Hit Dice to class HD. Since the PC creature starts with the max class HP score (i.e. "12" for barbarian is equal to the average hit point total of a 3 HD animal) and most Large and Huge animals usually has a large CON bonus, the loss of some hit points didn't seem an illogical penalty. Its not a perfect system but its a simple conversion.
#43

grimgrin

Apr 09, 2008 11:17:33
Another idea I had for making anthropomorphic animals was a template for creating 0 ECL humanoids called "Beast Men".

Beast Men PDF File
#44

Kevin_Andrew_Murphy

May 09, 2008 15:54:37
Wonderful write-ups and very useful.

I just had an NPC villain with a flying monkey famliar, so wanted to get stats for it. Great to see a full write up for all the Oz books.

Any thoughts to do an expansion for Queen Zixi of Ix? Baum always thought it his best book, and Zixi has a cameo in one of the Oz books.
#45

grimgrin

May 14, 2008 13:55:18
Wonderful write-ups and very useful.

I just had an NPC villain with a flying monkey famliar, so wanted to get stats for it. Great to see a full write up for all the Oz books.

Any thoughts to do an expansion for Queen Zixi of Ix? Baum always thought it his best book, and Zixi has a cameo in one of the Oz books.

Thanks for the compliments, but to answer your question. First I have to find (or buy) a copy of "Queen Zixi of Ix".

I haven't read "Queen Zixi of Ix" so I can't convert it until I do. Looking it up on Wikipedia shows that someone still has the copywright on the book which means that using the material may cause offense if not legal action. Ix is also in "The Silver Princess of Oz" and I might slip it into that novel like I did with other magical countries outside Oz such as The Land of Eve and Nome Country visited in other books.

I have thought about continuing with the next books in the series (Royal Book of Oz, and so forth). The main stumbling block is that Ruth Plumly Thompson is not as skilled a writer as Baum (she certainly doesn't have the allegorical and political subtext of the original books) and the The Royal Book of Oz displays a viscious streak of Asian prejudice common to that time which is akward to work around since it is a major theme of the book. I'm not sure there is enough new material in her work to make for decent conversions, though I haven't read any of them recently. Also I want to see what will happen to these boards in the change over to 4.0 before I invest alot of energy into them. If I like 4.0, I may rewrite my "Oz" campaign to suit the new rule set.
#46

Kevin_Andrew_Murphy

May 14, 2008 18:42:05
Thanks for the compliments, but to answer your question. First I have to find (or buy) a copy of "Queen Zixi of Ix".

I haven't read "Queen Zixi of Ix" so I can't convert it until I do. Looking it up on Wikipedia shows that someone still has the copywright on the book which means that using the material may cause offense if not legal action. Ix is also in "The Silver Princess of Oz" and I might slip it into that novel like I did with other magical countries outside Oz such as The Land of Eve and Nome Country visited in other books.

I have thought about continuing with the next books in the series (Royal Book of Oz, and so forth). The main stumbling block is that Ruth Plumly Thompson is not as skilled a writer as Baum (she certainly doesn't have the allegorical and political subtext of the original books) and the The Royal Book of Oz displays a viscious streak of Asian prejudice common to that time which is akward to work around since it is a major theme of the book. I'm not sure there is enough new material in her work to make for decent conversions, though I haven't read any of them recently. Also I want to see what will happen to these boards in the change over to 4.0 before I invest alot of energy into them. If I like 4.0, I may rewrite my "Oz" campaign to suit the new rule set.

I wouldn't exactly trust wikipedia's assertion about the copyright, especially since the book is being reprinted by Dover, who makes its living specifically by reprinting old books to which the copyright has lapsed. But Dover does do nice reprints, so I wouldn't hesitate to pick up one of theirs or a used copy from someone else. The book was published in 1905.

Or you can read the full text online in dozens of sites. Here's one with Project Gutenberg (which only does public domain works, so you'd be safe with any adaptations) and has everything except the illustrations:

http://worldebooklibrary.com/eBooks/WorldeBookLibrary.com/zixixi.htm

I haven't read much of Ruth Plumly Thompson's works, but you might want to look at her "The Wishing Horse of Oz," which I think is a pretty darn good book all round. Of course that was published in 1935 so is still in copyright (1923 is the cutoff for public domain), but it's still worth reading.
#47

grimgrin

May 19, 2008 19:13:26
Queen Zixi of Ix

SYNOPSIS
For entertainment, the Fey Queen Lulea of the Burzee Forest and her maids create a magic cloak that grants a single wish to whoever wears it. She delivers the cloak to Fluff, the most miserable girl in the nearby Kingdom of Noland. By happenstance on the same day, her brother Bud is elected king by a bizarre law written to choose a new monarch of Noland. Princess Fluff is careless with her new magic cloak and many of her subjects use the cloak to grant themselves foolish wishes. Rumors of this amazing artifact reach Queen Zixi of Ix, who decides that she must possess the cloak at all costs. First she attempts to steal it by guile and then by force, but is defeated both times. Eventually she convinces herself that she has no need for the cloak and should be happy the way she is. Noland is soon invaded by Roly-Rogues, and Ix and Noland have to join forces to expell them. Queen Zixi cooks up a potion that seals the Roly-Rogues within their ball shells, and then the helpless creatures are rolled into the river to float down stream. King Bud regains his throne, Princess Fluff marries a foreign prince, and the magic cloak is confiscated by the Fey Queen Lulea.


CHARACTERS OF INTEREST
King Bud
King Bud is a young human boy that was suddenly elected to his throne and is too young and immature to exert the political power that he wields as King of Noland. He often uses his authority to pull pranks on others and to throw parties for himself.
Statistics: STRONG Hero.

Princess Fluff
Princess Fluff was extremely unhappy when her father died and she was forced to live with her Aunt Rivette. She is initially given the cloak by a faerie that takes pity on her. Fluff wishes that she was happy and forevermore is deliriously cheerful all the time.
Statistics: CHARISMATIC Heroine.

Aunt Rivette
Aunt Rivette is a laundry woman that adopts her brother’s children when their father dies. She make a foolish wish while wearing the “CLOAK OF WISHES” that grants her a pair of wings. She tends to use her wings to spy and spread gossip. Tough Heroine with a pair of silvery feathered wings.
WINGED FLIGHT
Transmutation
Level: Acolyte 4, Mage 3; Components: V, S, M; Casting Time: Attack action; Range: Touch; Targets: One; Duration: 1 minute per caster level; Saving Throw: None; Spell Resistance: No
This spell grants a corporeal creature a pair of wings that sprout from the shoulders of the target. The appearance of the wings will reflect the mind set of the spell caster (bat-like, angelic, paper, metallic). The target will instantly know how to fly and can remain in the air supporting its own carrying weight.
WINGED FLIGHT PROPERTIES
• Gain Flight with a maximum Speed equal to twice their normal land speed and “average” maneuverability.
• Can’t use backpacks, cloaks, robes, or any suit of armor heavier than “Light” and retain the ability to fly. Wings will not function when hampered (sticky, bound together, ripped, bent or broken plumage, iced, etc.)
• A medium load drops flight maneuverability by one step. A heavy load drops flight maneuverability by two steps.
• Sustained flight is treated as “running” and can not be maintained indefinitely without a CON check by living creatures.

Queen Zixi

Queen Zixi is the ruler of Ix. She long ago became a Revenant in her pursuit of Eternal Life but uses illusion and disguise to maintain her youthful appearance in front of her subjects.
[u]Revenant Elf Female Smart Hero 3 / Mage 10 / Archmage 1[/u]<br /> Strength 18 (+4)<br /> Dexterity 24 (+7)<br /> Constitution -- <br /> Intelligence 18 (+4)<br /> Wisdom 14 (+2)<br /> Charisma 20 (+5)<br /> <br /> Size: Medium<br /> Height: 4' 8"<br /> Weight: 125 lb<br /> Eyes: Dark Brown<br /> Hair: Blonde<br /> Skin: Light<br /> <br /> <br /> SMART Talents: Savant -- arcane lore, Trick<br /> Total Hit Points: 86 <br /> Speed: 40 feet [revenant] <br /> Armor Class: 28 = 10 + 7 [class] +7 [dexterity] +4 [revenant], Touch AC: 24, Flat-footed: 21<br /> Initiative modifier: +11 = +7 [dexterity] +4 [improved initiative] <br /> Fortitude save: +9 = 4 [base] +5 [charisma] <br /> Reflex save: +13 = 4 [base] +7 [dexterity] +2 [lightning reflexes] <br /> Will save: +13 = 11 [base] +2 [wisdom] <br /> Attack (handheld): +10/+5 = 6 [base] +4 [strength] <br /> Attack (missile): +13/+8 = 6 [base] +7 [dexterity] <br /> Grapple check: +10/+5 = 6 [base] +4 [strength] <br /> Reputation: +7 = 7 [base]<br /> Action points: 161 (lifetime) <br /> Rapier [1d6, crit 18-20, 3 lb, one-handed, piercing] <br /> Crossbow [1d10, crit 19-20, range incr 40 ft., 7 lb, piercing] <br /> No familiar <br /> Hedge Wizard (starting occupation) <br /> Concentration<br /> Decipher Script<br /> Knowledge (arcane lore)<br /> <br /> Feats: <br /> Archaic Weapons Proficiency <br /> Combat Reflexes <br /> Dodge <br /> Mobility <br /> Agile Riposte <br /> Improved Initiative <br /> Lightning Reflexes <br /> Point Blank Shot <br /> Quick Draw <br /> Quick Reload <br /> Run <br /> Simple Weapon Proficiency [free]<br /> Fleet of Foot <br /> Magical Affinity <br /> Spell Focus (Illusion) <br /> Greater Spell Focus (Illusion) <br /> Spellslinger (Mage) <br /> Extend Spell <br /> [u]Mutations: Brittle Bones, Vexing Voice, Unnatural Voice (unusually lyrical)[/u]<br /> [b]BRITTLE BONES [DRAWBACK][/b]<br /> Your bones weaken such that you can no longer withstand hard or sudden impacts.<br /> [b]MP Value:[/b] 4.<br /> [b]Drawbacks:[/b] Your massive damage threshold decreases by 3. In addition, you take an additional 1d6 points of damage from a fall.<br /> <br /> [b]VEXING VOICE [MAJOR][/b]<br /> You can vex another creature using the peculiar resonance of your voice.<br /> [b]MP Cost:[/b] 4.<br /> [b]Benefit:[/b] Select any living creature within 30 feet of you as the target; the creature must be able to hear your voice to be affected. Upon hearing your voice, the creature must make a successful Will save (DC 10 + one-half your level + your Charisma modifier) or be dazed for 1 round. A successful save negates the effect. This ability is a mind-affecting compulsion usable three times per day. Using this ability is a free action.<br /> <br /> Skill Name Key<br /> Ability Skill<br /> Modifier Ability<br /> Modifier Ranks Misc.<br /> Modifier<br /> Balance Dex* 15 = +7 +8 [revenant] <br /> Climb Str* 12 = +4 +8 [revenant] <br /> Concentration Con 18 = +0 +17 +1 [Hedge Wizard] <br /> Craft (Chemical) Int 21 = +4 +17 <br /> Decipher Script Int 22 = +4 +17 +1 [Hedge Wizard] <br /> Disable Device Int 21 = +4 +17 <br /> Disguise Cha 13 = +5 +8 <br /> Escape Artist Dex* 23 = +7 +8 +8 [revenant] <br /> Forgery Int 6 = +4 +2 <br /> Hide Dex* 15 = +7 +8 [revenant] <br /> Intimidate Cha 13 = +5 +8 [revenant] <br /> Jump Str* 16 = +4 +4 [speed 40] <br /> Knowledge (arcane lore) Int 24 = +4 +17 +1 [Hedge Wizard] +3 [savant] +8 [revenant] <br /> Knowledge (Civics) Int 21 = +4 +17 <br /> Listen Wis 12 = +2 +2 [elf] +8 [revenant] <br /> Move Silently Dex* 15 = +7 +8 [revenant] <br /> Research Int 11 = +4 +7 <br /> Search Int 6 = +4 +2 [elf] <br /> Sense Motive Wis 10 = +2 +8 [revenant] <br /> Spellcraft Int 25 = +4 +17 +2 [Knowledge, arcane] +2 [magical affinity] <br /> Spot Wis 12 = +2 +2 [elf] +8 [revenant] <br /> Tumble Dex* 15 = +7 +8 [revenant] <br /> Use Magic Device Cha 15 = +5 +8 +2 [magical affinity] <br /> * = check penalty for wearing armor <br /> Decipher Script &gt;=5 ranks gives +2 on use magic device checks involving scrolls.<br /> Spellcraft &gt;=5 ranks gives +2 on use magic device checks on scrolls.<br /> Use Magic Device &gt;=5 ranks gives +2 on spellcraft checks to decipher scrolls.<br /> SPELLS PER DAY<br /> Zero-level wizardly spells: 5 (4 +1 [spellslinger] ) per day <br /> First-level wizardly spells: 6 (4+1 [intelligence]) +1 [spellslinger] ) per day <br /> Second-level wizardly spells: 6 (4+1 [intelligence]) +1 [spellslinger] ) per day <br /> Third-level wizardly spells: 5 (3+1 [intelligence]) +1 [spellslinger] ) per day <br /> Fourth-level wizardly spells: 5 (3+1 [intelligence]) +1 [spellslinger] ) per day <br /> Fifth-level wizardly spells: 3 (2 +1 [spellslinger] ) per day <br /> <br /> SPELLBOOK<br /> 0: Daze, Detect Magical Aura, Haywire, Light, Mage Hand, Message, Prestidigitation, Read Magic, Resistance<br /> 1: Burning Hands, Cause Fear, Change Self, Comprehend Languages, Feather Fall, Hold Portal, Mage Armor, Sleep<br /> 2: Blur, Glitterdust, Invisiblity, Levitate, Magic Mouth, See Invisibility, Web<br /> 3: Displacement, Invisibility Sphere, Tongues, Water Breathing<br /> 4: Arcane Eye, Bestow Curse, Dimensional Door, Remove Curse<br /> 5: Passwall, Phantom Watchdog, Telekinesis<br /> <br /> <br /> [b]ELF RACIAL ABILITIES[/b]<br /> Low Light Vision <br /> Immune to sleep <br /> +2 on saves vs. charms <br /> +2 on listen, search, &amp; spot checks<br /> <br /> [b]REVENANT TEMPLATE[/b]<br /> See the Menace Manual for details. <br /> As undead, hit dice all become d12. <br /> Bonus feats already applied <br /> All speeds increase by +10.<br /> <br /> [b]MAGE ABILITIES [/b] <br /> Arcane Skills (level 1) <br /> Arcane Spells (level 1) <br /> Summon Familiar (level 1) <br /> Scribe Scroll (level 2) <br /> Brew Potion (level 3) <br /> Scribe Tattoo (level 4) <br /> Spell Mastery (level 5) <br /> Spells: Change Self, Feather Fall, Mage Armor, and Sleep<br /> Combat Casting (level 7) <br /> Spell Mastery (level 8) <br /> Spells: Blur, Glitterdust, See Invisibility, and Invisibility Sphere. <br /> Maximize Spell (level 10)<br /> <br /> [b]ARCHMAGE ABILITIES [/b] <br /> Total spellcasting (level 1) <br /> Queen Zixi's Languages: English, Sylvan, Infernal, Goblin, and Giant. <br /> Queen Zixi's Allegiance(s): Land of Ix<br /> <br /> If you are using the wealth system from the core rulebook, Personal Wealth equals 10.
#48

Kevin_Andrew_Murphy

May 19, 2008 22:12:49
Very cool write up. I hope you enjoyed the book as much as I did.

Small copyedit: Under Queen Zixi's listing, you have "Unnatural Voice" listed, but no explanation of what this is and what the effects are.

Otherwise great.
#49

debihuman

May 21, 2008 11:55:11
Zixi is a very nice addition.

Debby
#50

grimgrin

May 21, 2008 19:09:45
Very cool write up. I hope you enjoyed the book as much as I did.

Small copyedit: Under Queen Zixi's listing, you have "Unnatural Voice" listed, but no explanation of what this is and what the effects are.

Otherwise great.

Her unnatural voice sounds like a young woman's voice and contrasts strongly with her undead nature.
#51

grimgrin

Oct 24, 2008 18:11:40
Continuing Oz as a 4E campaign

Check here: http://forums.gleemax.com/showthread.php?p=17118886#post17118886