The Alexandrian

ALICE IN WONDERLAND: I found Burton’s decision to film a sequel while advertising it entirely as an adaptation to be brilliant, disorienting, and surreal — much like the film itself. It also gave Burton the freedom to make Tim Burton’s Alice in Wonderland, which, ultimately, is what I wanted to see. The Alice in Wonderland story has achieved the status of modern myth, in my opinion, and that makes it fair game for creators looking to express their own vision through its form.

SHREK FOREVER AFTER: I found the original Shrek to be a merely passable film with a charm that was largely negated by its creators scrawling “I HATE DISNEY” over it in large, crude letters. On the other hand, Shrek 2 capitalized on the strengths of the original, resulting in a film that was superior to it in every way and exceedingly enjoyable in its own right. On the third hand, Shrek 3 was so incredibly bad that I literally can’t remember anything about it. And on the increasingly improbable fourth hand, I enjoyed Shrek 4 quite a bit. It was a well made and funny film. Not as good as Shrek 2, but as good as Shrek would have been if it wasn’t for Dreamworks settling personal grudges.

HOW TO TRAIN YOUR DRAGON: On the other hand, this is the movie that makes it clear that Dreamworks Animation is on the right track. It’s tight and it’s fun. You know how awesome you always thought dragonriding would be? How to Train Your Dragon shows it to you.

TOY STORY 3: Pixar once again proves that they are masters of subtle, powerful, profound, and joyous storytelling. I think you could make a very strong case that this is now the best trilogy of films ever made.

(The question now isn’t, “Will there be a fourth?” The record-breaking box office assures us that there will be. The question is, “Can they find a new story to tell?” It seems to me that the films have exhausted the potential experiences of a toy, but I’m willing to be pleasantly surprised.)

Movie Week – Iron Man 2

July 1st, 2010

Iron Man 2

Successful superhero film franchises have tended to follow the same pattern since Superman 2: The first movie is a tightly-focused origin story with a thematically cohesive script, strong arcs of character development, and a satisfying totality. Then the second movie, bred out of the success and excitement of the first film, throws it all away by trying to cram everything cool about the hero into a single film — you end up with a smorgasboard of villains, a half dozen half-finished character arcs, and a completely unfocused grab-bag of special effects.

The Dark Knight made itself the major exception to this trend by relentlessly paring itself down into a thematically, dramatically, and cinematically cohesive and focused whole. The result is the best superhero movie ever made, and I’m hoping the example it set will improve future superhero franchises (in a genre where copy-cat approaches seem ridiculously popular). (Ironically, Batman Begins is the film that suffered from the “we need to cram everything cool from the comic book into one movie!” problem as it groped its way towards rebooting the franchise.)

At first glance it seems as if Iron Man 2 doesn’t learn the lesson The Dark Knight has to teach. It seems plagued with all the symptoms of superhero sequel-itis: Lots of villains. Lots of different plot threads. Lots of sound and fury.

But upon reflection, I think this is because Iron Man 2 is pursuing a separate solution to the same problem.

Most superhero movies pursue a conflict structure of Man vs. Man (a natural consequence of the superhero vs. supervillain archetype). This is why the “let’s have eight different super-villains!” sequels generally don’t work: They’re eight different movies all competing for the same screen time.

And if you attempt to analyze Iron Man 2 through that lens, it seems to fall prey to the same problem: In looking for a Man vs. Man conflict, the eye is inexorably drawn towards Whiplash. And the “Whiplash as antagonist” story is deeply flawed: Stark think he’s dead less than halfway through the film and isn’t disllusioned until the final act. Which means that for most of the film, there isn’t a Whiplash vs. Iron Man conflict.

But the movie works because it isn’t Iron Man vs. Whiplash; or Iron Man vs. Justin Hammer; or Iron Man vs. Senator Stern; or Iron Man vs. War Machine; or Iron Man vs. Poisonous Palladium.

Instead, the film’s structure is Tony Stark (Man) vs. World.

The difference in structure is subtle, but it makes all the difference in the world.

Which isn’t to say that the film’s narrative structure is flawless. The movie has particular problems when it’s being saddled with handling exposition for the upcoming Marvel films. And although the novelty of seeing this kind of tight cross-continuity being brought to film is kind of exciting, I suspect the value of this novelty will quickly wear thin (much like it’s worn thin in the comic books themselves).

At the moment, I would say that Iron Man 2 isn’t quite as good as Iron Man. But it’s a pretty close match. And given the high quality of Iron Man, that’s entirely to Iron Man 2‘s credit.

Today’s lycanthropic template actually comes about because my first idea for sample werewolves could be summed up in two words: “Giant Werewolves”. But when I poked around at the idea for a bit, I realized that it was kind of unsatisfying for giant werewolf hybrids to shrink down into perfectly ordinary wolves. Clearly dire werewolves were called for.

Remember, these templates are designed to streamline and simplify the process of creating lycanthropes for 3.5:

(1) Create a stat block for the base creature.

(2) Apply the lycanthrope template in order to create the stat block for the humanoid form.

(3) Apply the hybrid template to the humanoid form in order to create the stat block for the hybrid form.

(4) Apply the animal form template to the humanoid form in order to create the stat block for the animal form

DIRE WEREWOLF TEMPLATES

DIRE WEREWOLF TEMPLATE
Apply this template to the base creature to create the werewolf’s humanoid form. This template can be added to any humanoid or giant.

Size and Type: Creature gains the “shapechanger” subtype.
Hit Dice and Hit Points: Add 6d8 hit die to the base creature.
Armor Class: +2 bonus to natural armor.
Base Attack: +4 BAB

Special Qualities: alternate form, low-light vision, lycanthropic empathy, scent

Base Save Bonuses: Fort +5, Ref +5, Will +5
Abilities: Wis +2, may gain an ability score increase due to additional hit dice
Skills: +2 racial bonus on Hide, Listen, Move Silently, and Spot checks. Gains (2 + Int modifier) x 6 skill points, treating Hide, Listen, Move Silently, Spot, and Survival as class skills.
Feats: Alertness, Run, Track, Weapon Focus (bite)

Challenge Rating: +4

DIRE WEREWOLF HYBRID TEMPLATE
Apply this template to the werewolf’s humanoid form to create the stat block for its hybrid form.

Size and Type: Large or the size of the base creature, whichever is larger.
Armor Class: +5 natural armor (if better than the humanoid form’s natural armor)
Attacks: Gains 2 claw attacks and 1 bite as a secondary attack (-5 penalty).

Hybrid Size
Claw
Bite
Small
1d3
1d4
Medium
1d4
1d6
Large
1d6
2d6
Huge
2d4
2d6

Special Attacks: curse of lycanthropy (Fort DC 15); cannot cast spells with verbal components
Special Qualities: DR 5/silver for afflicted lycanthropes; DR 10/silver for natural lycanthropes

Abilities: Str +14, Dex +4, Con +6

DIRE WEREWOLF ANIMAL FORM TEMPLATE
Apply this template to the werewolf’s humanoid form to create the stat block for its animal form.

Size and Type: Large
Speed: 50 ft.
Armor Class: +3 natural armor
Attacks: Replace all base attacks with a bite attack (1d8 and lycanthropy)

Special Attacks: curse of lycanthropy (Fort DC 15); cannot cast spells with verbal, somatic, or material components
Special Qualities: DR 5/silver for afflicted lycanthropes; DR 10/silver for natural lycanthropes

Abilities: Str +14, Dex +4, Con +6
Skills: +4 racial bonus on Survival checks when tracking by scent

TOTEM GIANTS

The clans of the totem giants can trace their blood back to Uru-Rukk, the Wolf Father. Their religious practices revolve around blood-bonding, ancestral offerings, and trance-rituals designed to evoke past life experiences passed through their bloodlines. The coming of age ritual for a wolf-giant involves the donning of their grandfather’s pelt (which may require the youngster to hunt and kill the old wolf… if they can).


HILL GIANT DIRE WEREWOLF – GIANT FORM (CR 11) – CE Large Giant (shapechanger)

DETECTION – low-light vision, Listen +8, Spot +11; Init -1; Languages Giant

DEFENSESAC 22 (-1 size, -1 Dex, +11 natural, +3 hide armor), touch 8, flat-footed 22; hp 153 (18d8+72); Special rock catching

ACTIONSSpd 30 ft. (base 40 ft.); Melee greatclub +20 (2d8+10) or 2 slams +19 (1d4+7); Ranged rock +12 (2d6+7); Space 10 ft.; Reach 10 ft.; Base Atk +13; Grapple +20; SA rock throwing; Combat Feats Cleave, Improved Bull Rush, Improved Sunder, Power Attack, Run, Weapon Focus (greatclub)

SQ alternate form, low-light vision, lycanthropic empathy, rock catching, scent

STR 25, DEX 8, CON 19, INT 6, WIS 12, CHA 7
FORT +17, REF +8, WILL +10

FEATS: Alertness, Cleave, Improved Bull Rush, Improved Sunder, Power Attack, Run, Track*, Weapon Focus (bite), Weapon Focus (greatclub)

SKILLS: Climb +7, Jump +7, Hide +3, Listen +8, Move Silently +4, Spot +11

 


HILL GIANT DIRE WEREWOLF – HYBRID FORM (CR 11) – CE Large Giant (shapechanger)

DETECTION – low-light vision, Listen +8, Spot +11; Init -1; Languages Giant

DEFENSESAC 23 (-1 size, +1 Dex, +11 natural, +3 hide armor), touch 9, flat-footed 22; hp 207 (18d8+126); DR 10/silver; Special rock catching

ACTIONSSpd 30 ft. (base 40 ft.); Melee 2 claws +26 (1d6+14) and bite +22 (2d6+14 and lycanthropy); Ranged rock +15 (2d6+14); Space 10 ft.; Reach 10 ft.; Base Atk +13; Grapple +27; SA curse of lycanthropy, rock throwing; Combat Feats Cleave, Improved Bull Rush, Improved Sunder, Power Attack, Run, Weapon Focus (greatclub)

SQ alternate form, low-light vision, lycanthropic empathy, rock catching, scent

STR 39, DEX 12, CON 25, INT 6, WIS 12, CHA 7
FORT +20, REF +10, WILL +10

FEATS: Alertness, Cleave, Improved Bull Rush, Improved Sunder, Power Attack, Run, Track*, Weapon Focus (bite), Weapon Focus (greatclub)

SKILLS: Climb +14, Jump +14, Hide +5, Listen +8, Move Silently +6, Spot +11

 


HILL GIANT DIRE WEREWOLF – DIRE WOLF FORM (CR 11) – CE Large Giant (shapechanger)

DETECTION – low-light vision, Listen +8, Spot +11; Init -1; Languages Giant

DEFENSESAC 13 (+1 size, -1 Dex, +3 natural), touch 10, flat-footed 12; hp 207 (18d8+126); DR 10/silver; Special rock catching

ACTIONSSpd 50 ft.; Melee bite +28 (1d8+14 and lycanthropy); Ranged +12; Space 10 ft.; Reach 10 ft.; Base Atk +13; Grapple +27; SA curse of lycanthropy, trip; Combat Feats Cleave, Improved Bull Rush, Improved Sunder, Power Attack, Run, Weapon Focus (greatclub)

SQ alternate form, low-light vision, lycanthropic empathy, rock catching, scent

STR 39, DEX 12, CON 25, INT 6, WIS 12, CHA 7
FORT +20, REF +9, WILL +10

FEATS: Alertness, Cleave, Improved Bull Rush, Improved Sunder, Power Attack, Run, Track*, Weapon Focus (bite), Weapon Focus (greatclub)

SKILLS: Climb +14, Jump +14, Hide +5, Listen +8, Move Silently +6, Spot +11


Alternate Form (Su): Switch forms as a standard action.
Curse of Lycanthropy (Su): Fort DC 15
Lycanthropic Empathy (Ex): Communicate with wolves and dire wolves; +4 bonus on Charisma-based checks against them.
Rock Catching (Ex): Reflex save as free action to catch Small (DC 15), Medium (DC 20), or Large (DC 25) rocks (or similar projectiles).
Rock Throwing (Ex): Up to 5 range increments of 120 ft. +1 racial bonus to throw rocks.
Scent (Ex): Detect presence within 30 feet (60 feet upwind, 15 feet downwind). Strong scents at double that range; overpowering at triple. Detect direction as move action. Pinpoint within 5 feet.
*Skills: In dire wolf form, gains +4 racial bonus on Survival checks when tracking by scent.

Clash of the Titans

It’s very important, when hiring a screenwriter, to make sure that they aren’t suffering from a terminal case of ADHD.

Perseus: I will do this without the help of the gods!
Some Guy: Our comrades are dying because you won’t let the gods help!
Perseus: It’s important that we show that humans can stand on their own!

That’s a paraphrase, but it’s straight from the film. And while one could argue whether or not Perseus is right, it’s certainly an interesting premise to build a film around.

Unfortunately, the screenwriter forgot the film he was writing. Because as soon as all of Perseus’ comrades have died, Perseus decides to start accepting help from the gods. Apparently Perseus is okay with sacrificing other people for his ideals, but if he has to make the sacrifice himself? Forget it.

And it would be one thing if Perseus was forced to make the hard and deliberate choice to abandon his conviction. Or, in fact, if the film had shown him making any kind of choice whatsoever. But that’s not what happens: Instead he just kind of shrugs his shoulders and changes his tune. Heck, even that’s an exageration: He, along with the film, simply forgets that there was ever any sort of “fight the gods” plot happening.

Then, just to make things a little more half-assed, at the end of the film Zeus revives Perseus’ girlfriend so that they can live happily ever after. All of the other poor schmucks who died because Perseus was a dick? Perseus doesn’t care.

Because Perseus is a dick.

The rest of the script is just kind of a fractal variation on this core failure of logic and character arc. On the plus side, the special effects are pretty cool.

Lithographie de la Legende rustique de George Sand, 1858, Paris

Figthing with HTML code has chewed up some of the time I was planning to spend on lycanthropic templates, so I’m a day behind on my lycanthropes, but we’ll get to all of them before we’re done. Today we’re looking at the grand-daddy of them all: Werewolves.

As a reminder, these templates are designed to streamline and simplify the process of creating lycanthropes for 3.5:

(1) Create a stat block for the base creature.

(2) Apply the lycanthrope template in order to create the stat block for the humanoid form.

(3) Apply the hybrid template to the humanoid form in order to create the stat block for the hybrid form.

(4) Apply the animal form template to the humanoid form in order to create the stat block for the animal form.

WEREWOLF TEMPLATES

WEREWOLF TEMPLATE
Apply this template to the base creature to create the werewolf’s humanoid form. This template can be added to any humanoid or giant.

Size and Type: Creature gains the “shapechanger” subtype.
Hit Dice and Hit Points: Add 2d8 hit die to the base creature.
Armor Class: +2 bonus to natural armor.
Base Attack: +1 BAB

Special Qualities: alternate form, lycanthropic empathy, low-light vision, scent

Base Save Bonuses: Fort +3, Ref +3
Abilities: Wis +2, may gain an ability score increase due to additional hit dice
Skills: Gains (2 + Int modifier) skill points, treating Hide, Listen, Move Silently, Spot, and Survival as class skills.
Feats: Track, Weapon Focus (bite)

Challenge Rating: +2

WEREWOLF HYBRID TEMPLATE
Apply this template to the werewolf’s humanoid form to create the stat block for its hybrid form.

Size and Type: Medium or the size of the base creature, whichever is larger.
Armor Class: +4 natural armor (if better than the humanoid form’s natural armor)
Attacks: Gains 2 claw attacks and 1 bite as a secondary attack (-5 penalty).

Hybrid Size
Claw
Bite
Small
1d3
1d4
Medium
1d4
1d6
Large
1d6
2d6
Huge
2d4
2d6

Special Attacks: curse of lycanthropy (Fort DC 15); cannot cast spells with verbal components
Special Qualities: DR 5/silver for afflicted lycanthropes; DR 10/silver for natural lycanthropes

Abilities: Str +2, Dex +4, Con +4

WEREWOLF ANIMAL FORM TEMPLATE
Apply this template to the werewolf’s humanoid form to create the stat block for its animal form.

Size and Type: Medium
Speed: 50 ft.
Armor Class: +4 natural armor
Attacks: Replace all attacks with a bite attack (1d6 and lycanthropy)

Special Attacks: Replace base creature’s special attacks with trip and curse of lycanthropy (Fort DC 15); cannot cast spells with verbal, somatic, or material components
Special Qualities: DR 5/silver for afflicted lycanthropes; DR 10/silver for natural lycanthropes

Abilities: Str +2, Dex +4, Con +4
Skills: +4 racial bonus on Survival checks when tracking by scent.

THE SPIDER WEIRD OF HOLLOW’S DEEP

Werewolves are a dime a dozen, so I wanted to do something truly unusual to showcase the templates. In doing so I’ve technically broken the rules by applying a lycanthropic template to a magical beast. But if you don’t tell anybody, I won’t.

The Spider Weird is a horrific creature which haunts the dark woods around the village of Hollow’s Deep. It usually leaves the villagers alone, preferring to hunt the game animals of the forest. But upon occasion — when the villagers rile its anger or perhaps when the blood moon rises — the Spider Weird will inflict a reign of terror.

The Spider Weird is an aranea which was infected with lycanthropy while in its spider-humanoid form. The mixture of its natural shapechanging abilities and the lycanthropic curse allow it to assume four shapes: A monstrous spider, a black-eyed elf, a spider-wolf hybrid, and a wolf.


SPIDER WEIRD – MONSTROUS SPIDER (CR 6) – N Medium Magical Beast (Shapechanger)

DETECTION – darkvision 60 ft., low-light vision, Listen +7, Spot +7; Init +7; Languages Common, Sylvan

DEFENSESAC 16 (+3 Dex, +3 natural), touch 13, flat-footed 13; hp 35 (3d10+2d8+10)

ACTIONSSpd 50 ft., climb 25 ft.; Melee bite +8 (1d6 and poison); Ranged web +7; Space 5 ft.; Reach 5 ft.; Base Atk +4; Grapple +4; SA poison, spells, web

SQ change shape, darkvision 60 ft., low-light vision, lycanthropic empathy, scent

STR 11, DEX 16, CON 14, INT 14, WIS 15, CHA 14
FORT +8, REF +9, WILL +5

FEATS: Improved Initiative, Iron Will*, Track, Weapon Finesse, Weapon Focus (bite)

SKILLS: Climb +14, Concentration +8, Escape Artist +5, Hide +11, Jump +13*, Listen +7*, Spot +7*


SPIDER WEIRD – ELF FORM (CR 6) – N Medium Magical Beast (Shapechanger)

DETECTION – darkvision 60 ft., low-light vision, Listen +7, Spot +7; Init +7; Languages Common, Sylvan

DEFENSESAC 20 (+3 Dex, +3 natural, +4 masterwork chain shirt), touch 13, flat-footed 17; hp 35 (3d10+2d8+10)

ACTIONSSpd 50 ft., climb 25 ft.; Melee +1 rapier +7 (1d6 and poison, 18-20/x2); Ranged +7; Space 5 ft.; Reach 5 ft.; Base Atk +4; Grapple +4; SA spells

SQ change shape, darkvision 60 ft., low-light vision, lycanthropic empathy, scent

STR 11, DEX 16, CON 14, INT 14, WIS 15, CHA 14
FORT +8, REF +9, WILL +5

FEATS: Improved Initiative, Iron Will*, Track, Weapon Finesse, Weapon Focus (bite)

SKILLS: Climb +13, Concentration +8, Escape Artist +4, Hide +11, Jump +12*, Listen +7*, Spot +7*

POSSESSIONS: +1 rapier, masterwork chain shirt


SPIDER WEIRD – SPIDER-WOLF HYBRID (CR 6) – N Medium Magical Beast (Shapechanger)

DETECTION – darkvision 60 ft., low-light vision, Listen +7, Spot +7; Init +9; Languages Common, Sylvan

DEFENSESAC 23 (+5 Dex, +4 natural, +4 masterwork chain shirt), touch 15, flat-footed 18; hp 45 (3d10+2d8+20); DR 5/silver

ACTIONSSpd 50 ft., climb 25 ft.; Melee 2 claws +9 (1d4+1) or +1 rapier +9 (1d6+1, 18-20/x2) and bite +10 (1d6+1 and lycanthropy, poison); Ranged web +9; Space 5 ft.; Reach 5 ft.; Base Atk +4; Grapple +5; SA curse of lycanthropy, poison, spells, web

SQ change shape, darkvision 60 ft., low-light vision, lycanthropic empathy, scent

STR 13, DEX 20, CON 18, INT 14, WIS 15, CHA 14

FORT +10, REF +11, WILL +5

FEATS: Improved Initiative, Iron Will*, Track, Weapon Finesse, Weapon Focus (bite)

SKILLS: Climb +14, Concentration +10, Escape Artist +6, Hide +12, Jump +13*, Listen +7*, Spot +7*

POSSESSIONS: +1 rapier, masterwork chain shirt


SPIDER WEIRD – WOLF FORM (CR 6) – N Medium Magical Beast (Shapechanger)

DETECTION – darkvision 60 ft., low-light vision, Listen +7, Spot +7; Init +9; Languages Common, Sylvan

DEFENSESAC 19 (+5 Dex, +4 natural), touch 15, flat-footed 14; hp 45 (3d10+2d8+20); DR 5/silver

ACTIONSSpd 50 ft; Melee bite +10 (1d6+1 and lycanthropy); Ranged +9; Space 5 ft.; Reach 5 ft.; Base Atk +4; Grapple +5; SA curse of lycanthropy, trip

SQ change shape, darkvision 60 ft., low-light vision, lycanthropic empathy, scent

STR 13, DEX 20, CON 18, INT 14, WIS 15, CHA 14
FORT +10, REF +11, WILL +5

FEATS: Improved Initiative, Iron Will*, Track, Weapon Finesse, Weapon Focus (bite)

SKILLS: Climb +15, Concentration +10, Escape Artist +7, Hide +13, Jump +14*, Listen +7*, Spot +7*

Sorcerer Spells Known (CL 3)
1st (6/day, DC 13)—mage armor, silent image, sleep
0th (6/day, DC 12)—daze, detect magic, ghost sound, light, resistance


Change Shape (Su): Switch forms as a standard action.
Curse of Lycanthropy (Su): Fort DC 15
Lycanthropic Empathy (Ex): Communicate with wolves and dire wolves; +4 bonus on Charisma-based checks against them.
Poison – Spider or Elf (Ex): Injury, Fort DC 14, 1d6 Str/2d6 Str
Poison – Hybrid (Ex): Injury, Fort DC 16, 1d6 Str/2d6 Str
Scent (Ex): Detect presence within 30 feet (60 feet upwind, 15 feet downwind). Strong scents at double that range; overpowering at triple. Detect direction as move action. Pinpoint within 5 feet.
Web (Ex): 6/day, range 50 ft., range increment 10 ft. cts like net, anchors target in place. Effective against Large or smaller creatures.
*Skills: Can always choose to take 10 on Climb checks. In wolf form, gain +4 bonus to Survival checks made while tracking with scent.


In order to create the stat blocks for these forms, I:

(1) Prepped stat blocks of a normal aranea’s monstrous spider and humanoid forms. (I added armor and weapons to the latter.)

(2) To create the Spider Weird’s monstrous spider form, I applied the base werewolf template to the aranea’s monstrous spider stat block.

(3) To create the Spider Weird’s elf form, I applied the base werewolf template to the aranea’s humanoid stat block.

(4) To create the Spider Weird’s spider-wolf hybrid form, I applied the werewolf hybrid template to the Spider Weird’s monstrous spider form and then added the weapons and armor from its humanoid stat block.

(5) Finally, to create the Spider Weird’s wolf form I applied the werewolf animal form template to the Spider Weird’s monstrous spider stat block.

Without these werewolf templates I honestly would have never even considered trying to create the Spider Weird. Way too complicated. With the templates it took about 30 minutes to put the four stat blocks together. (I spent more time fussing with the HTML and CSS to make this page look half-way decent.)

This material is covered by the Open Gaming License.

Archives

Recent Posts

Recent Comments

Copyright © The Alexandrian. All rights reserved.