Sunday, June 1, 2025
April + May Festivities
Thursday, May 1, 2025
365 Films in 365 Days — May 1: Star Wars Episode I: The Phantom Menace
This series is dedicated to matching memorable movies with the signature day each year upon which I could watch them forever. It may seem sacrilegious to debut this film before the original, but it makes the most sense thematically, and recent reevaluations of this movie and its sequels have shown that its legacy is worthy of the saga and enhances its overall appeal. May marks the month of Star Wars Day and this movie's original release, and so it must be:
Star Wars Episode I: The Phantom Menace (1999, Lucasfilm/20th Century Fox, George Lucas)
Ep I opens with all the pomp and circumstance of a Shakespearean play. With crosswise swords and words. The strange austere nature of the Jedi's arrival to the Naboo system, sent on behalf of the Chancellor of the Galactic Republic to settle a trade dispute, is soon after ruined when the Trade Federation, who is performing a blockade of Naboo in protest of the planet's refusal to do crooked business, resolves to have them killed on the word of a hooded holographic figure with a sinister voice. This all advances past the viewer with pulpy, high adventure vibes, as the performances by Neeson and McGregor as Qui-Gon Jinn and Obi-Wan Kenobi suggest they are above any of the dangers. This instills us with a confidence in our heroes, grounds the villains without making the outcome a foregone conclusion, and establishes some early stakes. The first twenty minutes of the movie play out like a solid episode of a limited series. There are three brief action scenes demonstrating the Jedi's abilities, several scene changes from ship bays to forest floors to underwater cities to decadent palace courtyards, and a daring rescue and escape that sends us into our first plot point. It's a breakneck pace, but it's primary intention is to bring all the major players together and give them reason to land on Tatooine, a core location important throughout the saga.Friday, April 18, 2025
365 Films in 365 Days — April 18: The Passion of the Christ
This series is dedicated to matching memorable movies with the signature day each year upon which I could watch them forever. This next movie is so good and yet so jarring that I always swallow hard when preparing myself to watch it. It's Good Friday, so I can do none other than:
The Passion of the Christ (2004, Icon/Newmarket Films, Mel Gibson)
The opening of the Passion is rich with dark beauty and menace. The music has a dark sensuality to it, and the performances are raw and theatrical. Jim Caviezel's Christ is the modern template, and productions like The Chosen have definitely benefitted from his portrayal. It simultaneously goes to places no other actor has gone to before and sets itself apart by not inviting imitation. The whole movie plays out that way. Simultaneously setting itself apart and provoking reactions that no other film might dare to emulate. It's indicative of the life Jesus lived—wholly unique and unimpeachable by human standards.Go to next! Go to last!
Thursday, April 3, 2025
Wednesday, March 5, 2025
Monday, February 24, 2025
Friday, January 31, 2025
Wednesday, January 29, 2025
King of Atlantis
AQUAMAN, KING ORIN (Atlantean name), ARTHUR CURRY (human name)
Male Unique Half-Atlantean Legendary Strong Hero 3/Fast Hero 2/Tough Hero 3/Charismatic Hero 2/Helix Warrior* 8; CR 22; LA +6
Medium Humanoid (aquatic, mutant) (height 6’ 1”, weight 325 lb.); Age late 30s
* See Future
Experience ~280k
Languages Atlantean, English
Defense 27, touch 26, flat-footed 24; Defensive Martial Arts, Dodge (+3 Dex, +13 class, +1 gear)
hp 253 (18 HD); Mas 29; DR 12/— (DR 22 vs depth pressure)
Fort +18 (+2 vs poisons, diseases, radiation; +4 vs. hot/cold environments, suffocation/drowning/depth pressure), Ref +11, Will +8
Action Points 14
Melee unarmed strike +27/+22/+17 (1d6+12 lethal/nonlethal, 20) or
Melee unarmed strike +25/+20/+15 (1d6+12) and
Melee unarmed strike +25 (1d6+6, two-weapon) or
Melee +1 keen harpoon hand +27/+22/+17 (1d10+13 piercing, 19-20) or
Melee +3 trident of Neptune +30/+25/+20 (2d6+15 piercing, 20)
Melee by weapon +26/+21/+16 or
Ranged +1 keen harpoon hand +19 (1d10+13 piercing, 19-20, 60 ft.) or
Ranged +3 trident of Neptune +22 (2d6+15 piercing, 20, 20 ft.)
Ranged by weapon +18/+13/+8
Space 5 ft. by 5 ft.; Reach 5 ft.
Base Atk +15; Grp +26 (+8 under water)
Atk Options 2d6 base unarmed damage under water (–2 on atk/Def), Coordinate, Power Attack, Two-Weapon Fighting
Abilities Str 32 (18), Dex 16, Con 26 (18), Int 12, Wis 15, Cha 14
'(-)' indicate original ability scores.
Allegiances good, Atlantis, justice, the ocean, chaos, the Justice League; Rep +5; San 70
Feats Animal Affinity, Archaic Weapons Proficiency, Armor Proficiency (light), Athletic, Brawl, Combat Martial Arts, Defensive Martial Arts, Dodge, Endurance, Far Shot, Improved Damage Threshold**, Mobility, Power Attack, Simple Weapons Proficiency, Tough Plus (x2**; Cold/Electricity Resistance, Robust, Second Wind [11 hp, 5/day]), Two-Weapon Fighting, Ultra Immune System, Weapon Focus (trident)**
** Bonus feats acquired from the Legend template.
Skills (core) Balance +5, Climb +15, Concentration +10, Diplomacy +5 (+10 toward aquatic animals w/spell-like ability), Gather Information +5 (+10 toward aquatic animals w/spell-like ability), Handle Animal +10 (+10 toward aquatic animals w/spell-like ability), Hide +5***, Intimidate +8, Jump +12***, Knowledge (arcane lore) +5, Knowledge (current events) +3, Knowledge (history) +4, Knowledge (tactics) +4, Listen +5, Move Silently +5***, Navigate +7, Read/Write Atlantean, Read/Write English, Ride +10 (+10 toward aquatic animals w/spell-like ability), Sense Motive +5, Speak Atlantean, Speak English, Spot +4, Survival +7, Swim +13***, Tumble +5***
Skills (house) Athletics +19*** (+2 on Climb, +2 on Swim), Control +12, Handle Animal +10 (+10 toward aquatic animals w/spell-like ability), Gather Information +5 (+10 toward aquatic animals w/spell-like ability), Knowledge (arcane lore) +5, Knowledge (current events) +3, Knowledge (history) +4, Knowledge (tactics) +4, Perceive +10, Persuade +11 (+10 on Diplomacy toward aquatic animals w/spell-like ability), Read/Write Atlantean, Read/Write English, Ride +10 (+10 toward aquatic animals w/spell-like ability), Speak Atlantean, Speak English, Sneak +8***, Survival +7, Tumble +5***
*** –1 armor check
Note: Swim has a –4 due to gear weight.
Talents (Strong Hero) Extreme Effort, Melee Smash
Talents (Fast Hero) Increased Speed
Note: Aquaman elected to apply this increase to his swim speed.
Talents (Tough Hero) DR 2/—
Talents (Charismatic Hero) Coordinate
Talents (Helix Warrior) Darkvision (120 ft.), Haul (Str 4 pts higher for carrying cap), Light Sleeper (Listen checks take no penalty while asleep), Strong as an Ox (carrying capacity as large creature), Superior Conditioning (condition durations lessened), Survivor (add extra d6 on action point roll)
Note: As a member of the Justice League, Aquaman’s Strong as an Ox ability also allows him to wield weapons as if he were a Large creature. This is his membership perk.
Starting Occupation (core) Adventurer (Intimidate, Knowledge [arcane lore] as permanent class skills; Archaic Weapons Proficiency)
Starting Occupation (house) Adventurer (Knowledge [arcane lore], Persuade as permanent class skills; Archaic Weapons Proficiency)
Possessions (carried weight 23 lb.) +3 trident of Neptune (large-sized weapon, see below; 8 lb.), +1 harpoon hand (see below; 7 lb.), Atlantean pauldron & bracer (worn on the right shoulder and arm, grants the protection of a light steel shield; –1 armor check penalty; 6 lb.), scaled & finned leggings (grant +4 on swim checks; 2 lb.)
Wealth Bonus +27 (most kept in deep sea treasure troves and Atlantean vaults)
ATLANTEAN
Species Traits
Atlanteans are a subset of humanity that adapted to live under the waves in a quasi-extra dimensional space called Atlantis (a megacity located on Earth). They possess a number of special adaptations and superhuman qualities that set them apart from normal humans. Some of these abilities are due to their unique heritage, while others are a result of the high science/magic nature of their home. All Atlanteans share the following traits, which are all supernatural in nature unless otherwise noted.
Atlanteans speak their native tongue of Atlantean, though many of them learn to speak the native tongues of the land-dwellers closest to their borders.
Type: While humanoids, Atlanteans all have the “aquatic” subtype also.
Ability Modifiers: Atlanteans receive racial bonuses of +8 to Strength and +6 to Constitution.
Size: Medium. As medium-size creatures, Atlanteans have no special modifiers due to their size.
Speed: Atlantean speed is 30 feet on land. In water, their base swim speed is 150 feet with a good maneuverability.
Damage Reduction: Atlanteans are particularly hardy and receive DR 5/—. This DR is 10 against depth pressures when under water.
Water Breathing (Ex): Atlanteans can breathe water as a fish would (with neck gills). They can also adjust to breathing air (through their noses), but this often requires succeeding on DC 15 Fortitude save (during which they begin the first round of suffocating) that they must retry every round until they’ve succeeded or passed out due to lack of oxygen.
Xenophobia: Atlanteans are inherently xenophobic toward outsiders and land-dwellers, hampering their ability to reason or get-along with others outside their own. Atlanteans suffer a –5 circumstance penalty on any interaction Cha-based checks they make toward outsiders. Furthermore, when Atlanteans first encounter any outsiders by surprise, they must succeed on a DC 20 Will save or succumb to the cowering condition unless they opt to instead immediately attack the target of their surprise.
Challenge Rating: +2.
Level Adjustment: +3.
MUTANT ATLANTEAN “Hybrid Vigor” (Template)
Template Traits
The only known mutant strand in the Atlantean line is made when a highborn, pureblood Atlantean mates with a land-dweller. “Hybrid vigor” is a unique term used to describe those special Atlanteans that enjoy mixed bloodlines. It describes their ability or more vigorous nature that often surpasses standard Atlantean powers (due to them being overly homogenous for generations upon generations). Of them, only Arthur Curry, called Aquaman by the outside world, is well-known.
All hybrid vigor traits are extraordinary in nature unless otherwise noted.
Challenge Rating: +2.
Level Adjustment: +2.
Type: His type gains the “mutant” subtype, which may change what other effects and spells will interact with him, etc.
Special Qualities: Arthur retains all of his special qualities and gains the additional special qualities listed below.
Movement/Speed: His swim speed increases to 300 feet per move action (that's a maximum of 240 squares at character scale/24 squares at chase scale, which is about 136 miles per hour, when moving at 4x speed).
However, upon spending an action point Arthur can move at much greater speeds—10x or even 50x that of the maximum above—though for progressively shortened periods of time (days or even hours). These speeds are useful for traversing intercontinental distances by waterway (permitting travel from London to Hong Kong in little less than an hour-and-a-half). Moving at these incredible speeds is a full-round action.
Communicate with Sea Creatures (Sp): As the spell speak with animals, except the effect is limited only to living creatures of the aquatic subtype, the duration is 1 min per day per point of Constitution modifier (8 min/day; this time need not be used all at once), the means is telepathic (no sound) with a range of 100 feet per point of Con mod (800 ft max), and it provides an empathic link to those same aquatic creatures which grants an added +10 bonus on Diplomacy, Gather Information, Handle Animal, and Ride checks. This ability requires a standard action to initiate and concentration to continue while conversing. The effect permits Arthur to establish and maintain relations with aquatic creatures, and even encourage favors, but it does not charm or otherwise control those animals.
Damage Reduction: His DR is doubled for both the base (10/—) and against depth pressures (DR 20).
Water Breathing (Ex): As standard Atlantean, except Arthur can transition to air breathing without a Fort save.
Xenoplatonic: Arthur was never raised xenophobic, and because of his dual heritage tends to favor and champion embracing both worlds.
Allegiances: Loyalty to Atlantis may be included but is not required. In fact, due to their inherent xenophobia, many “true” Atlanteans may even regard any being of hybrid vigor as a “half-breed” or “mongrel.”
Ability Scores: His hybrid vigor also grants Arthur an added +4 to Strength.
Advancement: By character class.
NEW FX Item Trident of Neptune
This oversized (large) trident is made of rare green-gold Nth metal and imbued by the ancient god Neptune with magics sacred to the protection of Atlantis and its peoples. Nth metal behaves as cold iron would for hardness and hit point characteristics, ignores the damage reduction and disrupts the spellcasting (forcing a Concentration check) of fey, fiend, or native outsider creatures within 30 ft of it, grants the possessor immunity to cold and depth pressure damage, and permits them to extend those same protections and their water breathing ability to anyone they hold or take by the hand, and the trident’s metal also slows the possessor’s aging process to 1/2 what it would be normally. As the trident has traditionally been used to identify the rightful king of Atlantis, it is also an important mark of ancestry and rulership, and thus grants the possessor advantage on any Cha-based interaction checks with subjects and loyalists of Atlantis. It is a +3 enchanted weapon, and when under water also grants the wielder advantage on critical hit confirmations and checks or saves to inflict/prevent weapon loss or damage with or against it.
Type: Weapon (magic); Caster Level: 10th; Purchase DC: — (34); Weight: 8 lb.
NEW FX Item Arthur’s Golden Harpoon Hand
This is a refined version of the improvised harpoon hand Arthur had made for himself after the loss of his left hand at the wrist. It is made from the same green-gold Nth metal as the trident of Neptune, but lacks the added enchantments and rulership bearing. It is a +1 magic weapon with the keen quality.
Type: Weapon (magic); Caster Level: 9th; Purchase DC: — (28); Weight: 7 lb.
Tuesday, January 21, 2025
365 Films in 365 Days — January 21: The Thing
This series is dedicated to matching memorable movies with the signature day each year upon which I could watch them forever. January 21st is about one month into winter. For those who hate winter, that places the date deep enough in the season to be ready for it to end (in the northern hemisphere, anyway), but not deep enough to hope that it actually will. This movie, too, is set in the earlier half of winter (ironically in the southern hemisphere given my premise), with the ultimate realization that too much of it remains for there to be any hope of surviving the ordeal. And since I'm unlikely to watch it south of the equator, I yield unto you this day:
The Thing (1982, Universal Pictures, John Carpenter)
The original The Thing from Another World (1951) is quite a watchable gem of old school B&W cinema. It's very talky and fast and plays like a lot of vehicles of that sort from the era, but I can still watch it and enjoy it after seeing Carpenter's take. That said, this is definitely one of those times when the remake outpaces the original in almost every way. The plot, mystery, acting, effects, and ending all surpass the original without insult or injury. Admirable.
The ending is rather bleak. But appropriately so. It doesn't cheat right up till the end. I'm not sure I can conceive of a better ending. If you showed them "paddling to shore" like Brody and Hooper at the end of Jaws, it would sort of rob your imagination of anything better, besides aping that classic too much.
January 21 — 10 of 365 logged