A personal note: I
apologize for how extremely late this article is. The day before I was
originally going to post this two weeks ago, I lost my job. The following two
weeks have been a bit crazy as I have been trying to sort out a new schedule and
figure things out.
Sincerely,
Tim
March Hare
by
Adam Frank and Tim Wallace
Sitting down to tea
next to the mad man with the hat is a cheery kharagosi. His sandy fur and long
ears are a stark contrast to his well-tailored suit. His communication is very
animated and he seems excited about everything. Suddenly from a now empty tea-pot
lazily floats a small mouse that moves to perch on the shoulder of the hare.
MARCH HARE CR
6
XP 2,400
CN Medium humanoid (kharagosi)
Init +7; Senses
low-light vision; Perception +0
--------------------
DEFENSE
--------------------
AC 14, touch 14, flat-footed 11 (+1 deflection, +3 Dex)
hp 40 (7d6+14)
Fort +4, Ref +6, Will +4
--------------------
OFFENSE
--------------------
Speed 40 ft., burrow 20 ft.
Melee mwk heavy mace +4 (1d8-1)
Special Attacks arcane reservoir (10/10), arcanist exploits
(arcane barrier, bloodline development, familiar, first-world face thief),
consume spells
Spell-Like Abilities (CL 7th; concentration +8)
1/day—comprehend
languages, detect magic, detect poison, read magic
Arcanist Spells Prepared (CL 7th;
concentration +10)
3rd (4/day)—explosive runes, illusory
script (DC 16)
2nd (5/day)—illusory maze (DC 15), pyrotechnics
(DC 15), whispering wind
1st (5/day)—animate rope, color spray
(DC 14), hypnotism (DC 14), mage armor, magic missile
0 (at will)—dancing lights, detect magic,
flare (DC 13), ghost sound (DC 13), light,
mage hand, prestidigitation
Bloodline Maestro
--------------------
STATISTICS
--------------------
Str 8, Dex 16, Con 12, Int 16, Wis 7, Cha 12
Base Atk +3; CMB
+2; CMD 16
Feats Alertness [B], Combat Casting, Eschew Materials,
Improved Familiar, Improved Initiative, Weapon Focus (heavy mace)
Skills Acrobatics +12 (+16 to jump), Knowledge
(arcana) +13, Knowledge (dungeoneering) +13, Knowledge (planes) +13, Perception
+0, Spellcraft +13, Survival +0
Languages Auran, Common, Common, Gnome, Sylvan
SQ beguiling voice, bloodline (maestro)
Combat Gear potion
of cure moderate wounds, scroll of animate rope, scroll of arcane disruption,
scroll of blur; Other Gear mwk
heavy mace, cloak of resistance +1, handy haversack, ring of protection +1, belt pouch, scroll box, travelling spellbook
(contains all 0-level spells; all prepared 1st-level spells plus charm person, floating disk, protection from
law; all prepared 2nd-level spells plus
flaming sphere, knock; all prepared 3rd-level spells plus lightning bolt, slow), 22 gp
--------------------
SPECIAL ABILITIES
--------------------
Arcane Barrier (Su) As a swift action, the arcanist can
expend 1 point from her arcane reservoir to create a barrier of magic that
protects her from harm. This barrier grants the arcanist 8 temporary hit
points, and lasts for 7 minutes or until all the temporary hit points have been
lost. Each additional time per day the arcanist uses this ability, the number
of arcane reservoir points she must spend to activate it increases by 1.
Arcane Reservoir Points from the arcane reservoir are used to
fuel many of the arcanist's powers. In addition, the arcanist can expend 1
point from her arcane reservoir as a free action whenever she casts an arcanist
spell. If she does, she can choose to increase the caster level by 1 or
increase the spell's DC by 1. She can expend no more than 1 point from her
reservoir on a given spell in this way.
Beguiling Voice (Ex) The March Hare can use the sound of his
voice to lull a target creature into taking no action. This ability acts as
the daze spell, except it is
language-dependent, has a duration of 1 round, and affects a living creature
whose Hit Dice do not exceed his sorcerer level. He can use this ability a
number of times per day equal to 3 + his Charisma modifier.
Bloodline Development (Maestro) The arcanist gains
maestro bloodline's beguiling voice bloodline power as though he were a
1st-level sorcerer. As a swift action,
the arcanist can expend 1 point from his arcane reservoir to bolster his latent
nature, allowing him to treat his arcanist level as his sorcerer level for the
purpose of using this ability, which lasts for a number of rounds equal to his
Charisma modifier (minimum 1).
Consume Spells (Su) Once per day, an arcanist can expend
an available arcanist spell slot as a move action, making it unavailable for
the rest of the day, just as if she had used it to cast a spell. She can use
this ability a number of times per day equal to her Charisma modifier (minimum
1). Doing this adds a number of points to her arcane reservoir equal to the
level of the spell slot consumed. She cannot consume cantrips (0 level spells)
in this way. Points gained in excess of the reservoir's maximum are lost.
Cursed (Sp) The March Hare has a permanent –6 penalty to
his Wisdom score (reflected in the statistics above) due to being the target of
a bestow curse spell.
Familiar Bonus The March Hare gains the Alertness feat while
your familiar is within arm's reach.
First-World Face Thief (Su) The arcanist can
expend 1 point from her arcane reservoir to assume an illusory disguise as disguise self. If she expends
2 points from her arcane reservoir instead of 1, the duration of the effect
increases to 10 minutes per level.
THE DORMOUSE (FAMILIAR)
CN Tiny magical beast
(air)
Init +3; Senses
darkvision 60 ft., low-light vision, scent; Perception +5
--------------------
DEFENSE
--------------------
AC 19, touch 15, flat-footed 16 (+3 Dex, +4 natural, +2
size)
hp 20 (3d10+3)
Fort +4, Ref +6, Will +4
Defensive Abilities wind blessed, wind form
--------------------
OFFENSE
--------------------
Speed 30 ft., fly 60 ft. (perfect)
Melee tail fan +8 (1d4-2/×3)
Ranged air blast +8 (2d6+3)
Space 2½ ft.; Reach 0 ft. (5 ft. with tail fan)
Psychic Magic (CL 3rd; concentration +7)
5 PE—alter
winds[APG] (1 PE, DC 15), gust of
wind (2 PE, DC 16), whispering wind
(2 PE)
Spell-Like Abilities (CL 3rd; concentration +4)
Constant—feather
fall
--------------------
STATISTICS
--------------------
Str 6, Dex 17, Con 12, Int 19, Wis 9, Cha 13
Base Atk +3; CMB
+4; CMD 12 (16 vs. trip)
Feats Point-Blank Shot, Precise Shot, Weapon Finesse[B]
Skills Acrobatics +13, Climb +9, Fly +21,
Perception +5, Perform (oratory) +4, Spellcraft +11, Stealth +17
Languages Auran, Common, Elven, Gnome, Sylvan
SQ basic aerokinesis, improved evasion
--------------------
SPECIAL ABILITIES
--------------------
Air Blast (Sp) A chuspiki can make a ranged attack with an
intense air blast, as the kineticist wild talent of the same name, using its
Hit Dice as its kineticist level.
Basic Aerokinesis (Sp) A chuspiki can use basic aerokinesis,
as the kineticist wild talent of the
same name.
Wind Blessed (Su) A chuspiki is treated as a Large creature
for the purposes of determining the effects wind has upon it.
Wind Form (Su) Three times per day as an immediate action,
a chuspiki can become insubstantial for 1 round. It gains DR 10/magic and
becomes immune to poison, sneak attacks, and critical hits. It can't attack or
use any of its spell-like abilities while in wind form, with the exception of
basic aerokinesis.
The
March Hare is a powerful kharagosi arcanist who was cursed with madness and
found his way to Wonderland with his chuspiki familiar, whom he calls the
Doormouse. He has sandy fur and a constant smile. The only thing he seems to
have saved from his traditionally skittish heritage is an inexhaustible amount
of energy. From a simple tea party to a pitched battle the March Hare is always
excited and raring to go.
He isn't overly combative and his friendship
with the Mad Hatter doesn't lead to much
fighting but he will fight to protect his chosen home of Wonderland and will,
if necessary fight to protect the Queen of Hearts whom the mad
kharagosi sees as a just and fair ruler. He has on more than one occasion
served as a juror or witness at one of the Queen's mock trials.
If it comes to combat the March Hare will do
his very best to fend off his enemies with his various magics and do what he
can to end the hostilities. He doesn't enjoy killing and will only do so as a
last resort but he does support his queen's various moods whatever they may be
to the utmost of his abilities.
The Doormouse seems to constantly be drowsy
as if under the effect of some drug or another. The normal skittishness of the
kharagosi his master lost seems to have found a sort of home in the chuspiki
and it tends to hide in various nooks or stay close to his master. He loves
poetry and is commonly heard quoting it.
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