#Antonio Demico
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Antonio Demico
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Werewolf Cassidy by Antonio Demico
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It was my first DnD character eveeeer, using Dragon Stew, a 5e supplement by Antonio Demico. I was going to play a non binary orphan which I don't even remember the class??? It wasn't really important at the moment, we were focused on the story (but I have their character sheet somewhere). But more importantly, they owned a tea shop named "Spring's Sun" and they were well known in their city for their kindness and support (more or less like the main character of Becky Chambers' Psalm for the Wild-Built now that I think of it, even if Haru's creation is older). One day, a Barkling entered the tea shop and died there, leaving his Tea-Dragon to Haru, and a list with crossed names, Haru's one being the last of them. But to have the Dragon as a familiar, they had to know their name, so their quest was to find the people the Barkling went to see before them, to understand what happened and who they were. I was so HYPED for this campaign but we didn't find the time. Maybe one day 🤞
I’m sure I’m not the only one who has a list of characters I’ve never been able to play or who I got to play once before the campaign was canceled.
What are some of your favorite characters that you never got to play?
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The "Ascended" Spidersonas
For the third volume of Spider-Verse comics that came out in 2019, the concept of the "Spidersona" that was popularized by the release of the animated film Into the Spider-Verse was acknowledged by way of integrating three different Spidersonas each issue into the comic multiverse through short character profiles at the end of each issue. The former half of these 18 characters would even show up in the final issue of the run in person, with Sun-Spider getting some particularly special treatment afterwards.
Spidersona hero names are bolded and real names (if avaliable) are in parentheses.
Issue 1
Spider-Requiem (Polymnia Swan) of Earth-98117: Created by Cotton Valent from Thailand, Ms. Swan, named after the Greek Muse of Dance, hides her scarred face with her mask and uses her webs to control handmade puppets in combat.
Spinster of Earth-93191: Made by Antonio Demico of France with a design inspired by both the French Revolution and the original Madame Web, the Spinster can generate webs from her prehensile hair which she can then use to spy on conversation like a
V of Earth-43890: As written by V-0-3 from Poland, V is a robotic Spider who lives in Kyoto in the year 2177 who fights crime both physically and digitally, being able to connect herself to the internet to stop cybercrimes.
Issue 2
Spidair of Earth-91202: As written by Dice Shimi of France, Spidair was bitten by a spider from a space laborabtory and possesses thick skin that protects him from extreme temperature immunity as well as the ability to glow brightly to blind enemies.
Sea-Spider of Earth-19192: Being able to breathe underwater and wielding a hook and grappling pistols, the sona provided by the UK's James Gifford is a Spanish nobleman who sails the seas aboard his ship the Aracne.
Spider-Sting of Earth-38418: As explained by Tori Apiradee, Spider-Sting's powers are more acidic in nature, with webs that can erode concrete and bricks.
Issue 3
Sun-Spider (Charlotte "Charlie" Webber) of Earth-20023: Considered the breakout hit of these sonas, Dayna Broder's Sun-Spider has Ehlers-Danlos syndrome, which makes her hyper-flexible at the cost of needing to use crutches and a wheelchair for stability. She has received her own dedicated story in Edge of the Spider-Verse as well as a vocal cameo in Across the Spider-Verse.
Garden-Spider (Petunia Parker) of Earth-71925: After being shrunken down in size, Petunia tends to her garden, swinging from the flowers like they were skyscrapers to fight against villainous insects like the Aphid. Her creator is Alyssa Ragni of the US.
White Widow (Venice Doadi) of Earth-23233: Carly Henson describes this sona as coming from a future timeline, possessing the ability to secrete toxins from her bare skin, which she coats both her webs and clawed fingers with.
#spider-requiem#polymnia swan#spinster#v (spidersona)#spidair#sea-spider#spider-sting#sun-spider#charlotte webber#garden-spider#petunia parker#white widow#venice doadi#spidersona#spider-verse#spider-man#marvel
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Aegisite (Race)
(Zaara by ITBluebeadTI)
(This is mostly an original race, as opposed to a straight conversion, but it does take inspiration; specifically, from Antonio Demico's very interesting Aasimar rules, where they are redefined as Guardian Angels. If you haven't heard of Pointy Hat, it's a youtube channel where he evaluates elements of DnD 5e and provides his own homebrew fix. I don't agree with all of his perspectives, but they're always interesting and serve as good food for thought for another homebrewer.)
As the different planes of existence overlap with the material plane and its inhabitants come into contacts with mortals, native outsiders are born. Most of these come from the elemental planes, or from the celestial or fiendish planes; the Dimension of Time, however, rarely makes contact with the material plane. But not never.
Aegisites are a type of native outsider born from contact with the Dimension of Time. They are born with a destiny; to protect, with their life, another intelligent being. Knowledge of this charge, and the knowledge of their duty, are part of an aegisite's mind from birth, although they may not understand it until older. Aegisites are almost always born in relative proximity, a close age, and to a similar race to their charge. The way this charge is decided is unknown, but those protected by an aegisite tend to become historically important, whether through strength, politics, or thought. This is not always the case, though, and some aegisites spend their lives protecting a perfectly mundane and forgettable mortal.
The nature of the bond between aegisite and charge is unknown; it is suspected that fate convenes to bring them together, but some aegisites rebel against this destiny. Others embrace it, and many fall in love with their charge, although questions of choice and fate do arise. There are rumors that those who avoid protecting their charge are fated to suffer, destiny punishing them for their refusal, but this is not a certainty, and it is one some aegisites are willing to risk. What is known, however, is that once an aegisite's charge dies, the aegisite is soon to follow.
Physically, aegisites are united by clouded white eyes that resemble cataracts, although they can generally see just as well as mortals. Other than that, aegisites resemble whatever race they are born from.
Ability Scores: Aegisites get +2 to Constitution and Wisdom Type: Aegisites are Outsiders with the Native subtype. Size: Aegisites are typically medium, getting no size modifiers. Languages: Aegisites begin play knowing Common or the language of the race they are born to. Aegisites with high intelligence can choose from Common, Draconic, Celestial, Sylvan, and Elven. Charge: Aegisities, when born, have a specific being chosen as a charge. When using the Aid Another action to aid their charge, they get a +2 racial bonus. Swift Aid: Aegisites natural urge to protect lets them help others almost as fast as they can think. They can use the Aid Another action to aid in combat as a swift action. Weapon Proficiency: Aegisites are proficient with light and heavy shields. Heartbeat: Aegisites with Charisma 11 or higher gain Status and Stabilize as spell-like abilities useable 3/day,
#soylent original#monsters and races#playable races#guardian angel#pointy hat#destiny#doomed by the narrative
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Pointy Hat's Scion Subclass is Not Great
Antonio Demico a.k.a. Pointy Hat released a new youtube video titled 'Are D&D Fighters Boring?' (at time I start writing this) under an hour ago on his YouTube channel. As with a lot of his videos, he also released something mechanical to go alongside it, this time a fighter subclass. While I haven't had time to watch through the video yet I have read through the subclass and have some thoughts.
To be clear, critique isn't intended as a reflection at all of the YoutTube video, of the Pointy Hat YouTube in general, or on any other content that he's released through it, I've found myself thoroughly enjoying the vast majority of his content, I just have spesific gripes with this subclass spesifically.
So lets take it point by point, what exactly his this subclass I keep talking about?
Description
Antonio's Scion subclass for the fighter (link here) grants characters a Mythic Arm, a magical weapon that evolves with the user, and that can be customised with the look the user unlocks through their journey.
Features
Mythic Arm as a feature already starts to show some of the cracks within the subclass, the first paragraph dicusses that you aquire a mythic arm and that it must be a weapon that you're proficient with. On it's own this would be fine, but there's a slight problem in that it doesn't mention how you get the mythic arm. I understand that this is intended to be part of the narrative, that it could be something passed generation to generation, or something you stole, but whatever the case, as this item is so core to your subclass, not having a way of getting it back should you lose it isn't ideal. Other options that rely on items have ways to let you re-create them (e.g. artillerist artificer) or to re-summon them to you (pact of the blade), but in this case, if you lose your mystic arm, it's gone for good.
The second part of this feature is also not great, on a first glance, an extra 1d8 damage of a damage type of your choice sounds great, but when you read closer it becomes clear it's not all it's crackedd up to be. This extra damage type is chosen at level 3, and cannot be changed at any point, thematically this makes some sense, but mechanically isn't ideal at all, damage types like fire drop off a bit at later levels, and others like poison aren't really ever good, but if you pick something, you're stuck with it. Also the extra damage is only on the extra turn granted by action surge, action surge which you only get once per short rest. I believe this is intended to encourage fighters to use action surge, in reality this encourages fighters to only use action surge to attack, and doesnt' even encourage that well.
When you really break all of this feature down, what you're left with is 'you can potentially deal 1d8 extra damage once per short rest'. It doesnt' even explicitly count as a magic weapon on it's own which is really stange to me.
Weilding Legend as a feature is at least a bit more interesting than Mythic Arm, but reading that first paragraph.... that's just more discriptions of the arm itself. Why isn't that first paragraph part of the Mythic Arm feature? The TL:DR is that your weapon can't break, have it's shape altered (we'll come back to this), and you can't be disarmed if you're conscious. So you can be disarmed if you're unconscious. So people could still just take the weapon away (and with it all your subclass features) and you'd have no way to get it back...
The second paragraph is mostly fine at least, you can absorb enchantments onto your Mythic Arm. It's unclear however if you can stack enchantments, e.g. could I absorb the enchantments of both a flame tounge weapon and a +1 weapon for a +1 flame tounge Mythic Arm? If so, can I absorb two different enchantments that require attunement, and would I need to attune to the Mythic Arm twice? It's also implied but not outright stated (where it likely should be) that the original weapon loses it's enchantment.
Again this is a fine feature, but it needs clearing up a bit, and half of it should be part of a different feature. In my experience DMs usually give weapons that players can use anyway, so while this is nice to have, it's more a ribbon than anything, mostly there so the mythic arm can be magical.
One of a Kind is fine, I don't really have much more to say about it to be honest, possibly a little boring, but 7th level fighter features usually are.
What is this? Why is this? I was already bashing Mythic Arms for just giving you 1d8 (now 2d8) potential extra damage (if you hit), this takes that and increases that total potential damage by a grand total of..... 2 points per short rest. sure it scales, but I don't think I need to explain why this isn't a good feature. If I do though, I'll have a maths breakdown at the end of this post.
Finally we get to the first feature that made me actually somewhat interested in this class, but it's coming on too late in my opinion, and I've still got a few nitpicks. Firstly, this should absolutely let you change the Mythic Arm on a short rest. Your core subclass feature keys off a short rest resource, this should be encouraging more of that, it's definitly not broken if it does let you change on one. Secondly, much more pedantically, but remember how I mentioned previously coming back to the Mythic Arms not being able to change shape? How exactly are you making a dagger into a reach weapon without changing it's shape?
And finally Mythic Scion. Honestly, this kind of works. Almost an auto-hit on enemies when you action surge (though again I still have a problem only encouraging action surge to attack). Builds off other features being tied to action surge so encourages the core subclass gameplay loop, neatly designed, and it's strong, it's just a shame what it's building off isnt' great.
Edit: Another problem with this has come to my attention since writing this. It's very much assumed that, like Mythic Arms, this only applies to the extra attacks gained from action surge, but as written that's not what it says. As written any attacks after you use action surge benefit from this. Not on the same turn, just any attacks, forever. Obviously this is a rediculous way to read the feature and no-one would play it like that, but it should be clearer from the text of the feature itself.
The Maths
Earlier I promised some maths, so here it is, earlier I commented on 1d8 extra damage on action surge not being all that great, so here I'm going to prove it.
I'm going to be doing a theoretical damage output of two characters at various important levels, both characters will be longsword/shield fighters with the dueling fighting style. This will be a four round average, both characters using action surge when possible. Feats and magic items won't be taken into account.
Level 3
Avg DPS: Scion: 32.79 Champion: 30.74
Level 5
Avg DPS: Scion: 72.11 Champion: 68.05
Level 10
Avg DPS: Scion: 79.84 Champion: 74.51
Level 11
Avg DPS: Scion: 119.76 Champion: 111.77
Level 17
Avg DPS: Scion: 152.98 Champion: 138.09
As you can see while the difference broadens somewhat at levels go up, and surely would more past 18th level with Scion's Capstone, until then, the difference is at best only that of about 15 points, when it starts it's much lower being only a difference of 2.02.
On paper that looks better, but there's multiple other factors that have to be taken into consideration. Champion is one of the worse subclasses for fighter, scion's extra damage can vary a lot in usefulness depending on the type of enemy that's being fought (especially as it can't be changed), unless you're using action surge to attack you have basically no subclass features, if you lose your weapon you have literally no subclass features, etc.
Conclusion
I see what the subclass was going for, but I dont' think tying all features to either a 1/SR resource, or a weapon you have no way of getting back if you lose are great ideas, let alone doing both. A bit more polish definitely needs to be taken to clarify some features, and I think the tie to action surge is really holding this back, or at teh very least more things should lean into that short rest recharge to encourage players to take them and get more action surges.
I don't know why I wrote all this, I just had a lot of thougths and needed to get them off my chest, if you've read this far, thank you so much for listening to my ramble, I hope it was interesting? And if you're read this far and your name happens to be Antonio Demico, uh, hi, holy shit, I love your videos, I hope this is good feedback?? Idk?
#dnd homebrew#homebrew#d&d#5e homebrew#dnd#dnd5e#dnd 5e#dungeons and dragons#pointy hat#dnd with a twist#homebrew review#I guess#It's super late#I need to go to bed tbh
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"I'm not a massive fan of the word 'plot hole.' It's one of those words that used to mean something, and now it doesn't because it has permieated the wider word sphere and (getting more annoyed) everything that isn't explained to the audience like they are five is 'a plot hole.' Which (said with extreme sarcasm)...I love this...I love this so much...I love when in movies people explain everything to me because people can't just ASSUME THINGS NOW. It...it's so fun."
- Antonio Demico AKA Pointy Hat summing up my frustrations at anyone who throws around the word ‘plot hole’ when an explanation is easy to put together if you THINK FOR TWO SECONDS!!!
#writing#people like this are the reason why bad exposition dumps exist#god forbid treating your audience like adults#film#television#anime#comics#manga#video games#x men 97#blue area of the moon
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Village Necromancer - A Solo TTRPG Liveblog
Back when I was posting all of my journaling game playthroughs on Twitter, the first one I did was Village Witch by Eliot Silvarian. Today I'm playing a re-flavoring of that system called Village Necromancer by SmallTownCreepy. As a fresh-faced graduate of Atropos University, you are charged to set up a necromantic practice for your year-long residency. Will you succeed and find a place to call home? Or will you have to start anew next year? Only time will tell.
CW: This game has themes of death and dying.
How to Play
For this game, you'll need a d6 and a tarot deck.
The gameplay is divided into seasons, which each last 13 weeks. For each week, a tarot card is pulled from the deck for an event-based writing prompt. I will also be playing with the optional roll to roll a d6 to determine the outcome of the event (1-3: bad outcome, 4-6: good outcome). At the middle or end of the season, your necromancer can decide if they want to move villages or continue their practice where they are. Gameplay ends when you have gone through all 4 seasons, after which you move to the ending questions and decide whether or not your residency was a success.
Character Creation
Now it's time to build out our necromancer using some guiding prompts:
Name - Cordyceps, but he goes by Cordy
Pronouns - he/him
Appearance - he's just a little mushroom guy! Think of a mini-myconid from D&D or a mushroom veggieling if you're familiar with the Dragon Stew 5e supplement by Antonio Demico.
Clothing - Unlike what you would expect from a typical necromancer, Cordy likes to dress in warm colors like oranges, reds, and yellows.
Why a necromancer? - Being a necromancer runs in Cordy's mycelium. His family has always had an affinity for reanimating the dead, so Cordy is pursuing a family tradition.
What are your code of ethics? - Cordy does no harm to living creatures. He's a good boy who tries his best to help others.
What are your favorite necromantic spells? - Cordy loves to reanimate corpses with his own lil shroomy twist. You can tell which bodies he has revived based on the mushrooms sprouting on them.
World/Village/Residence Creation
Now time to flesh out our world! For the setting, I've chosen high fantasy.
After rolling a d6 to determine what kind of village we start out in, I got The Grasslands, where funeral pyres are common.
Now to answer some more prompts to define our residence within village. The prompts are kinda long, so I'll just bullet point my responses to the questions:
Cordy resides within the local cemetery, which is mostly made up of the graves of poor farmers.
Instead of having a traditional home, he likes to burrow into the soil to create a living space under the dirt (think of Rabbit's hole from Winnie the Pooh). He has spaced it a respectful distance away from the graves.
Cordy keeps a little garden of herbs and produce to share with the locals.
Meadowfield is your standard farming village. The houses are sparse among the rolling fields of crops, minus a small town center where your farmer's market takes place.
There is a dilapidated church not far from the cemetery that most of the villagers religiously attend.
Meadowfield is informally governed by a council of the farmers with the most land. The council is facilitated by the local priest, Rhys.
The villagers of Meadowfield, being a very religious and superstitious sort, are initially apprehensive towards Cordy's arrival.
The first person Cordy meets is Burke, and older gentleman who comes to the cemetary often to pay respects to his deceased wife, Mabel.
Season #1: Spring
More opening questions to start off the first season! The questions are once again a little too long to write them down word for word, but my responses will give you a general idea of the prompts:
Meadowfield has begun planting its spring crops, particularly potatoes, parsnips, green beans, cauliflower, and kale.
Meadowfield is made up of hardworking, dilligent people. Unfortunately this means they give themselves little time to celebrate the season of rebirth and renewal.
They're also so busy tending to their crops that they hardly ever take time to honor their dead. Most often, the deceased are cremated and their ashes are spread over the crops in hopes that they'll nuture the soil. You do, however, have some people that insist that their loved ones are buried in a traditional manner (much like Burke).
Cordy plans to show the people of Meadowfield that instead of working themselves to death while allowing themselves no pleasures, they should celebrate life while they still draw breath.
As far as the literal seeds he is planting, he is currently nurturing some strawberry and rhubarb plants for potential jams and pies.
Cordy is naive and stubborn enough to believe that he doesn't have to sacrifice anything in pursuit of his goals.
Now we can dive into the events for Spring! Let's hope we get some successful rolls!
Spring #1:
Event - A man cursed with immortality seeks your aid.
Dice result - 1 (fail)
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While there was no door to Cordy's residence, he could feel large footsteps rumbling through the ground. He emerged from the ground to find a large, ancient tree person hovering above his home.
The arboreal creature entreated the small fungal necromancer for his aid. They had traveled from a faraway forest because they had heard rumors that there was a practitioner of death in Meadowfield. Their request perhaps went outside of the parameters of Cordy's usual practice: they had lived for far too long and wished to pass on and create a fertile environment for their little seedlings to grow.
Cordy was conflicted. While he had promised to never trifle with the living, the tree person's begging tugged on his heartstrings. The mushroom boy wanted nothing more than to help a troubled soul in need, so he agreed to lend a hand.
Cordy was initially stumped as how to carry out this plan, but then an idea popped into his head. While his spores normally reanimated the dead, why couldn't they also fulfill the mushroom's natural purpose to decompose?
Cordy drew from the power of the mycelium to channel his spell spores. With a puff, they drifted over towards the tree creature. Cordy's chest puffed up with pride as he watched the mushrooms began to sprout from the bark as the tree person let out a contented sigh. But suddenly, the sigh turned into an agonized yell.
"It burns," the wooden creature cried, attempting to peel their own bark off of themself.
Before Cordy could reverse the spell, it was already too late. His spores had turned into a painful infestation, spreading rapidly. There was nothing the fledgling necromancer could do.
The tree person contorted into a painful, angular position and let out once last pained moan, their face forever frozen in a grimace. Their body had rotted from the inside out. They would never be able to properly provide for their sprouts now.
Cordy's first instinct was to dispose of the body within flames. But he couldn't bring himself to do so. Instead, the poor creature's dark, twisted frame would hang over the entrance to Cordy's abode for days to come, reminding the necromancer of his failure and his re-commitment to his code of ethics.
Spring #2:
Event - You hear an unsettling rumor in the village. What is it? Who is involved? Is the rumor true?
Dice result - 6 (pass)
-----------------------
One day, as Cordy was walking around the farmer's market to grab supplies, he heard two spinsters gossiping loudly as he walked by.
"Well I heard that Silas is intending to buy out the graveyard to expand his farm"
"Oh heavens, what are they going to do with all of those bodies?"
"Dig them up, I suppose. Probably light the pyres, you know."
"Oh poor Burke, he'll be so heartbroken..."
As the two woman chattered on, Cordy felt his mycelium grow cold. There was no way that could be. Where would he live and practice? Worse, how would his friend Burke be able to visit Mabel if she was no longer resting there? He had to get to the bottom of this rumor to see if it was true.
It was easy to find Silas' farm, as it was the most expansive in Meadowfield. Cordy hurriedly made his way to the farmer's homestead and knocked on his door. As Silas came out to greet him, the little mushroom lad began to barrage him with questions and pleas to not tear the graveyard down. With a chuckle and a sympathetic smile, Silas assuaged the necromancer's fears.
"I can see why you're worried, but not to worry, kiddo. I would never disrespect those folks like that. Your cemetery is safe. Ya know, I'm actually thinkin' of buyin' a plot over yonder by..."
As Silas began to ramble about his plans to increase his fields, Cordy breathed an internal sigh of relief. That would be the last time he believed such wild gossip.
Spring #3:
Event - A day of stillness, quiet, and self care. Do you gain a new perspective?
Dice result - 5 (pass)
------------------------
Business was virtually nonexistent for the recent necromancer graduate. The villagers were still wary of Cordy and his "dark arts." It gave Cordy lots of time to tidy up his home and tend to his crops.
Eventually, he started running out of things to do. He had to find alternate ways to keep himself entertained. Sometimes, he would go through the cemetery and read the headstones, imagining what the lives of the deceased buried beneath must've been like. Sometimes, he would go into town just to people watch. Eventually, even these activities began to grow stale.
It was another slow day in the graveyard when Cordy decided to do something he had never done before: settle somewhere quiet and practice meditating. He sat under a nearby shady tree and closed his eyes, feeling the spring breeze rustle his mushroom caps. He tried to empty his mind of all thoughts, but he couldn't help but drift back to thinking about the denizens of Meadowfield.
He had spent so much time these past three weeks trying to advertise his services to the people of the village, but all he had been met with was polite declines or outright disdain. He had hit a wall. How could he ever win over the hearts of the people of Meadowfield?
A revelation came to him: he couldn't brute force his way into swaying the hearts and minds of the villagers. He would have to slowly ingratiate himself into their community. He had to meet them at their level. Perhaps he could win them over by sharing his crops and the fare he could create from them? He could set up at the farmers market and converse with the local farmers. If they were less afraid of him, maybe they would be more likely to come to him in the future.
He would have to sacrifice his time and patience, yes. This would be the things he allowed to die to serve as compost for his plans. From this, he hoped something beautiful would grow.
Spring #4:
Event - Another Necromancer shows up in town and questions your skills
Dice result - 3 (fail)
---------------------
As Cordy was tending to his patch of crops, he was alerted by the appearance of arcane runes appearing on the ground nearby. He watched as a fiery portal opened up and a familiar figure emerged. It was Nespira, a red-skinned tiefling who also practiced the necromantic arts. Like Cordy, she was a recent graduate--top of the class, actually. What she was doing here, Cordy had no idea. It wasn't like they were particularly close.
"Ah, I had heard that their was another Atropos student who had set up a practice here," she said, her eyes sweeping the graveyard with a disdainful expression, "Meadowfield, huh? Hm. Certainly a choice."
As for Nespira, she explained that she had set up shop in Metropolia. The name was familiar to Cordy. He had never been, but he had heard it was the largest city in the land. According to Nespira, business had been booming for her.
"And what about you, Cordyceps? How many customers have you had so far?"
Cordy sheepishly held up a single finger, causing the tiefling necromancer to let out a haughty laugh.
"Oh that's a shame" Nespira said, feigning pity, "but I suppose it can't be helped. "
Her gaze then landed on the gnarled tree body that stood watch over Cordy's residence. She took a moment to study it before recognition spread across her face.
"So this must've been your only customer. A pity. Seems like you couldn't get the decomposition right. And such a simple spell too."
Nespira extended a single finger, necrotic energy swirling around it. Before Cordy could protest, a beam shot from her index finger. As it hit her target, the deceased tree creature slowly began to melt into a pile of black ichor. The mushroom boy's heart sank.
Nespira then chanted under her breath before another doorway of flames opened up before her. As she partially stepped through the portal, she turned and looked back at Cordy.
"Cheer up, Cordyceps. You can always try your residency again next year...if they don't call you back to the university, of course. You could certainly use the practice."
With a wink, the transportation spell closed behind her. All of the tears Cordy had been holding back began to spill onto his face. He would prove Nespira wrong. He had to.
Spring #5:
Event - You are visited by a village official. Is everything alright?
Dice result - 3 (fail)
----------------------
Cordy was in the process of backing a strawberry rhubarb pie to bring to the farmer's market when he felt a foot tapping gently near the opening to his home. Cordy tunneled up through the tunnel to find Rhys, the local priest of the old church.
"Hiya, Rhys!" Cordy said with a bow. "What can I do for ya? I got a pie in the oven if you wanna stay around for tea."
The clergyman's solemn expression did not shift. He bowed his head gently, his eyes looking at the ground rather than making contact with the mushroom lad's.
"Thank you for the kind gesture. However, I'm afraid I must decline. I am here strictly on business. The news is...not pleasant. I will keep it brief."
"The people of Meadowfield feel...uncomfortable with the presence of a necromancer in our community," Rhys continued. "The farmers put it to a vote and...well...I'm afraid I must ask you to leave our village."
Cordy felt like he had been hit in the chest with a ton of bricks. He tried to keep his composure, but he could feel his bottom lip quivering while holding back tears.
"I'm sorry for the short notice, but the villagers requested that you leave by tomorrow morning. If you will excuse me, I will give you time to gather up your belongings. Good luck on your journey, Cordy."
The priest departed, leaving Cordy alone. Cordy descended into his abode, sniffling as he began to pack up his things. As he was almost ready to depart, a timer dinged. His pie was ready. Cordy released the fire magic that was baking his dessert while he slowly removed it from its resting place, looking down at the lattice pattern he had placed on the crust with care.
Carefully, he wrapped up the baked good. Afterwards, he jotted a quick note. He emerged from his dirt hole and walked over to Mabel's headstone, setting the items down. He wanted to leave a gift and explanation for his departure to first and only friend in this town, Burke. He knew he would be by tomorrow to bring flowers to her grave, right on schedule.
With the last of his things packed, Cordy slung his bag over his shoulders and began walking down the dirt path. It was time to start over once again.
Village/Residence Creation #2
Because Cordy has been kicked out of Meadowfield after his unsuccessful tenure there, it's time to roll up and build out a new village. Here are the main points:
The village of Neverglades resides within a swamp, complete with bog mummies.
There is no official graveyard in Neverglades. The dead are given something akin to a Viking funeral: wrapped bodies are floated on a small boat and are torched by fire magic.
Instead, Cordy lives in a house on chicken feet stilts, much like the other denizens of Neverglades. The huts can travel across the murky marsh with ease, meaning neighbors can go directly to each other without ever touching the ground below.
Cordy's home is small and sparse, but he has a hammock he can hang from the tree branches so he can relax and enjoy some quiet time in the humid outdoors.
This place is more up Cordy's alley than Meadowfield. The villagers all have a quirky vibe that the budding necromancer can relate to. They are also not fearful of the dark arts.
The shops of Neverglades are run out usually more stationary huts by their residents. They are not in a centralized location, so one has to remember where each shop is and travel to them separately.
There is no unified body of worship. The denizens of Neverglades are more spiritual, preferring to commune with nature.
The village is ruled by an ancient hag known only as "The Mother"
Neverglades celebrates Cordy's arrival, as their last necromancer recently passed on.
The first person Cordy meets is actually The Mother, as she was the one to give him her blessing to move into the community.
Season #2: Summer
Opening questions answered to start the second season:
The citizens of Neverglades deal with the hot weather by taking frequent plunges into the water. It's not the most sanitary or safe, but it's the only way to beat the heat.
Neverglades hosts a huge celebration for the summer solstice.
Cordy is working hard this summer. Haunted by the failures of spring, he wants to prove that he has a place in his new community.
The cards for last season have been shuffled back into the deck. Let's see how summer plays out!
Summer #1:
Event - A villager hires you to reanimate their dying business
Dice result - 5 (pass)
----------------------
Cordy was unpacking the last of his belongings when he heard the creaking of another hut sidling up next to his. He scurried over to his front porch to spy a wild-haired, heavily pierced girl waving him down. She introduced herself as Chana and began to bemoan her plight.
She was the oldest creator and salesman of shrunken heads in Neverglades. What was perhaps an odd and even terrifying practice outside of the bog was commonplace here. As such, competition had begun to pop up, diluting the market. Chana expressed that if things didn't turn around soon for her, she would have to close up shop. She pleaded with the necromancer to help her get a leg up on her competitors any way he could.
Cordy pondered on how to help the girl. After all, he didn't possess any business acumen. But then, a quite literal idea popped into his head: why not reanimate a dying business by...well...reanimating the dead?
Cordy dug deep into his mycelium to create spell spores to overtake one of the shrunken heads. As mushrooms began to sprout through the eye sockets, the head gasped and cried out in a comically squeaky and indignant voice,
"Heya bud, what's the big idea?!"
Chana laughed long and hard. She asked if Cordy to create more of these, to which the necromancer agreed. Once he finished his task, Chana was beaming.
"Business is gonna be BOOMING after this! Thanks mister! I owe ya one!"
As she lept across the gap from Cordy's residence to her own, she waved heartily as her hut began to dislodge from the mire and trod away.
"If ya ever need anything, ya can rely on Chana! Ya hear that? Chana's got your back!"
At last, Cordy had successfully serviced his first customer.
Summer #2:
Event - You are woken by the sound of someone digging their own grave
Dice result - 3 (fail)
----------------------
It was shortly before sunrise before Cordy slowly awoke to a strange sound: the wet sloshing and slopping of mud. He sleepily stumbled out to his front porch to investigate the source.
Down in the swamp below, there was a giant, humanoid creature made of mud. They were digging through the water, tossing muck and mire behind them. Cordy hailed the mud mound.
"Lookin' for somethin'?" the tiny necromancer called down below, "How can I help ya?"
The creature of slop shook their head, pointing to the hole that was slowly filling in with mud once more.
"It is my time. I feel the earth calling me back. Please, leave me to my work."
"But wait!" Cordy cried out. "I can help you! Are you sick? Injured? I can help! If you pass on, I can bring you back!"
Once again, the humanoid shook their head, muck sloughing off the side of them as they did so.
"I have no need for your magics.," they rumbled. The earth....she beckons me. To her I must return. I beg of you, leave me to my duty."
Cordy began to stammer out protest, but the creature ignored it. Once they had cleared away a sizeable portion of the bottom of the bog, their body began to relax. They slowly began melting into the bog.
"Goodbye....goodbye....I am going home."
That day, Cordy sat in solitude for a long time, attempting to process what had occurred in front of him. He left with this lesson: no matter how tragic, the wishes of the living in regards to their demise were something to be respected and honored.
Summer #3:
Event - A young couple of star-crossed lovers want to fake their deaths to escape their families.
Dice result - 5 (pass)
-----------------------
It was the dead of night when Cordy was awoken by the sound of someone calling out for him. Rubbing the sleep out of his eyes, he stumbled towards the front porch to see what the fuss was about. The voice cried out once more, causing Cordy to turn his attention below. There he spotted a boat with a young man and woman inside, waving him down.
The couple introduced themselves as Julius and Ramona. They explained their plight: Julius was a noble and Ramona was a commoner from a kingdom not too far from Neverglades. After being told they could never be together, the lovers escaped and hatched a plan. They beseeched the necromancer for his aid: help them fake their deaths so they could slip away into anonymity. They left an obvious trail to the swamp so the search party would be able to find their decoys. Because of this, they didn't have much time and needed urgent assistance.
Cordy immediately got to work. He reached forth, calling forth mycelium to rapidly grow and expand into two roughly humanoid shapes. The gnarled forms looked almost like decayed corpses. Cordy explained that they should leave their top layer of clothing and possessions behind to aid the illusion before allowing the boat to float away. He offered to take them to the edge of the swamp via his movable home so they could make their escape. The couple gladly agreed, carrying out the next steps of the plan. Once the reached the clearing, they hurriedly thanked the necromancer before hopping off and running off into the distance hand-in hand.
Summer #4:
Event - You receive a bad omen. What form does it take? What do you think it’s warning you about? Does it come true?
Dice result - 5 (pass)
------------------------
The omen was so subtle at first that Cordy didn't notice it. While his chicken-footed home trekked its way through the bog one day, Cordy spied a large tree taken with rot. Although the main body of the plant was no longer alive, green baby branches still dotted the large branches. The mushroom lad thought nothing of it.
The second omen was more obvious. While laying in his hammock tied to the treetops the next day, he spotted a deceased bird, still shielding her eggs even in death. Feeling pity for the poor babies, the necromancer used his magic to revive the mother.
Bad luck comes in threes, and this was no exception. The day after, Cordy was sweeping his porch when he spotted a gruesome sight: a mother gator floating belly up in the water with her babies feasting upon her flesh. This time, Cordy couldn't bring himself to use his necromancy upon the corpse--they were already too far gone.
The puzzle pieces clicked together in Cordy's brain. All of these dead creatures had one thing in common: they were providers. Mothers.
The Mother.
She must be in danger.
Cordy quickly rushed through the mire to make it to The Mother's hut. When he arrived, he found her on her bed. She looked so sickly and frail--she was definitely nearing the end. Neverglades could not survive without her. Cordy had to act fast. He had no time to grab a medic.
The mushroom boy conjured up some healing spores and sprinkled them all over the dying leader. With a gasp, her eyes shot open. She slowly raised herself from the bed.
"My child," The Mother croaked, "You have done us a great service this day. We thank you. Neverglades thanks you."
Summer #5:
Event - A sleeping sickness strikes the village. Those suffering look like they have died but recover in a few days…if they haven’t been buried or cremated already.
Dice result - 1 (fail)
---------------------
Cordy was riding the high of last week's miracle. He was hailed a hero throughout the village and a celebration was held in his honor. He was so caught up in it all that the next tragedy flew under his radar.
It was only one or two people at first--a gentle snooze into a deep slumber, a deep slumber into nothing at all. Then it spread. Rapidly. Half of Neverglades was overtaken with what appeared a sleeping death. Chana, the shrunken head saleswoman who Cordy had become pals with, had been afflicted as well. The village made the difficult decision to dispose of the bodies before the plague spread to the remaining members.
Cordy pleaded with The Mother to try to let him perform his magic. He would be able to save these people. However, the hag could not be swayed.
"This is the only way to protect those we have left, my child."
Bodies were quickly being wrapped, placed on boats, and being prepared for the symbolic burnings. As people were distracted, Cordy nervously scuttled around to try and find Chana. If he could save her, perhaps the village would believe him.
His search took him some time, but at last, he was able to unwrap and find Chana. As he was preparing to perform a resurrection ritual, he heard her let out a yawn. Her eyes slowly blinked open, and she looked up at him with a confused expression.
"Oh hey little buddy, whatcha doin' here?"
Cordy's mycelium ran cold. These weren't deaths. These were victims of a sleeping sickness. A curable disease.
As Cordy ran to report his findings, he discovered that he was too late to save some of the villagers. Bodies were already being burned. Even though he acted as fast as he could, it wasn't enough.
Upon learning the truth, the denizens of Neverglades began working on reviving the remaining victims. Children were reunited with parents. Lovers reunited with lovers. However, what should've been a joyous occasion was solemn and morose. The smoke hung heavy in the air.
Summer #6:
Event - You find roadkill/dead animal that is fresh enough to reanimate.
Dice result - 5 (pass)
------------------------
It was a quiet week. No one came by Cordy's residence, nor did Cordy reach out to anyone. He and Neverglades were still reeling from the recent losses.
The only thing Cordy did that week was revive a small animal that he found. It was basic necromantic practice--the very first thing he learned to do at the university. It wasn't much, but it was enough to remind him of her purpose. He was a necromancer. He could save lives.
Summer #7:
Event - You see or are informed that there is a ghost nearby. It's the specter of a highwayman. Do you investigate?
Dice result - 3 (fail)
-----------------------
"Hey Corrrrrdy!"
The small mushroom boy heard a familiar cry outside of his hut. Across the way, he spied Chana, waving him down wildly. It was in the middle of the night--what could she possibly want at this hour?
"I saw a ghoooooost! You wanna come check it out?"
Normally, Cordy would excitedly agree to the proposition. He loved a good old-fashioned spooky adventure. However, he was still haunted by all of the deaths from two weeks ago. Ghosts only served to remind him of his failures.
It broke his heart to see Chana so crestfallen after he turned down his plans. As her home trudged away, Cordy crawled back into bed. Sleep did not come easily to him that night.
Summer #8:
Event - A messenger on a skeleton horse brings you a small package.
Dice result - 6 (pass)
-----------------------
A loud, mournful neigh was not what Cordy expected to hear in the middle of the swamp. It was accompanied by the sound of a splashing gallop. Cordy had to check out the ruckus.
Outside of his abode, he saw a skeletal horse pull up to a stop right next to his home.
"Delivery!" the messenger called out.
Cordy lowered the ladder for the deliveryman. After climbing up and handing off the package, the courier saddled back up and rode off.
Cordy recognized the handwriting on the outside of the package--his mother's. He excitedly tore into the mail. Inside was a heartwarming note congratulating him on being almost halfway through his residency. His family was so proud of him and couldn't wait for him to return to visit soon. Also attached was a bag of Cordy's favorite mushroom tea.
As he brewed and drank in the earthy, umami flavor of the tea, nostalgia rushed over him. It was nice to hear from family and be reminded of home. He hoped that he could continue to make them proud.
Summer #9:
Event - You catch kids sneaking around at night
Dice result - 2 (fail)
----------------------
Night had fallen, and Cordy was preparing for bed. Just as he was about to tuck in, he swore he heard the faintest hint of giggling. He grabbed a lantern and went outside to investigate the noise.
He scanned the horizon and couldn't find anything. But then, giggling once more. He peered down before and found what appeared to be three small figures playing in between the chicken legs of his residence.
Cordy excitedly waved down to them and asked them if they would like some tea. Startled, the children looked up at him with large eyes. They began screaming and running away.
Their fear was a painful reminder of what it was like living in Meadowfield.
Summer #10:
Event - There’s trouble in the village due to a misunderstanding. Do you get involved?
Dice result - 2 (fail)
----------------------
Despite calling Neverglades his home, Cordy lived on the outskirts of the tiny town. As such, gossip hardly ever made it to his doorstep. But this time, he heard the news of unrest in the village. From what he could gather, a disagreement had broken out between The Mother and another member of the village.
Although Cordy was normally the type to poke his nose into business that wasn't his, he did not feel his usual drive to help. He was still thinking about the burning bodies. The fearful children. How could he show his face in the village right now? Instead, he decided to continue to huddle up in his home. He would wait for all of this to blow over.
Summer #11:
Event - You find buried treasure. Is it the usual of gold or something more unusual?
Dice Result - 3 (fail)
-----------------------
Cordy was foraging for cattails in the swamp--he had heard from one of the locals that the roots were particularly delicious this time of year. He was trudging through the muck when he felt his toe stub against something hard. After muttering some curses under his breath, Cordy began to dig through the mud to figure out what it was.
His eyes sparkled with delight as he pulled out what appeared to be a chest. Buried treasure! What secrets were hidden inside?
Cordy pried open the treasure chest and peeked inside. Nothing a couple of silvers and coppers. Boring. Cordy returned the chest to where it belonged and continued about his business.
Summer #12:
Event - You discover a berry hedge near your residence. Are they edible or poisonous? How do you know?
Dice result - 2 (fail)
---------------------
After collecting and cooking up cattails successfully, Cordy had developed a newfound appreciation for the art of foraging. He wanted to continue pursuing this new hobby. Besides, it gave him the excuse to stay out of the village. His guilt still prevented him from stepping foot there.
While exploring, Cordy discovered a berry bush near the edge of the swamp. The small mushroom's mouth watered at the thought of biting into one of the delicious, juicy fruits. Cordy happily plucked a few berries from the shrub. As he returned home, he thought of all the ways he could utilize them in his cooking before just deciding on eating them raw. Along his walk, he popped a couple into his mouth.
However, once he returned to his home, he felt his stomach churn. He began to feel lightheaded. Uh-oh. Perhaps he should've investigated the berries further before eating them. It seemed as though he had unwittingly poisoned himself.
Luckily, he could conjure up a few healing spores to cure his ailment, but he still spent the rest of the day sulking in bed.
Summer #13:
Event - You are challenged to a game of chance. Do you make a wager? Use your D6 to see how you do in three rounds.
Dice result - 1 (fail)
---------------------
As the end of the summer season drew near, Cordy pondered what his next move would be. He was officially halfway through his residency. Was Neverglades where he wanted to plant his roots? He felt his heart twinge. He didn't want to leave--this place had been so accepting towards him, and he felt like he did some good work here. However, he was still shaken by the sleeping sickness incident. Cordy was conflicted.
As he was wrestling with his thoughts, he once again heard the familar, chipper voice of Chana hailing him. Stepping out onto his porch, he found her and another individual who he hadn't met before.
Chana introduced the mysterious figure as Jack. According to her, Jack was an expert card player, so she figured they could all get together to play a game or two.
Although Cordy didn't want to participate, he felt bad for blowing Chana off for the past few weeks. Therefore, he agreed to play.
"So whatcha betting?" Jack asked with a sly smile.
Cordy was a little taken aback. He didn't realize they were playing with wagers.
"Oh...uh...I'll just play for fun," he offered with an embarrassed smile.
But in his mind, he decided to make a bet with himself: win this hand, and he'll stay in the Neverglades. Overcome the guilt he had been wrestling with and stay with his friends. Lose, and he'll pack up and start over. It was all or nothing.
As he pushed all of his makeshift tokens into the pot, Cordy bit his lip nervously. It all came down to this.
The card was flipped and revealed: total bust. Round lost.
Although Cordy was wracked with sadness at his lost, he knew the fates had spoken.
It was time for his tenure in the Neverglades to come to a close.
Village/Residence Creation #3
Although I'm heartbroken that Cordy will no longer continue living in the Neverglades, I feel like with the way the dice rolled this season, it makes sense for the story. So that means it's time to hit the drawing board and create another village. Here are the highlights of our new place of residence:
Sirensong is a stormy seaside town on a rocky cove, where water burials are common.
Cordy lives in an cave right on the shore, rumored to be a former thieves' hideout. Although it is not a graveyard, it is littered with bones from creatures and people alike.
The furnishments are minimal. No garden like he had in Meadowfield. No wraparound porch like he had in Neverglades.
Sirensong has a somber air about it. The mood of the villagers matches the dour weather and surroundings.
The buildings in Siresong are made from driftwood from ships that have crashed along its shores.
Because it is a port town, there is an open air bazaar with many traders selling wares from across the ocean. It is the most lively aspect of the town.
There is a temple on the highest point of the village overlooking the sea. Religion is not a joyous custom in Sirensong. The denizens worship the sea fearfully, appeasing it with gifts and sacrifices.
The mayor of the village is Robert Morrow, a stern retired sailor. Villagers whisper that he lost his whole crew at sea, turning him into the solemn man he is today.
The citizens are apathetic towards Cordy's arrival. Like the tide, visitors come and go, never staying for long. They are not optimistic that he will remain.
The first person Cordy meets is Marcus, one of the market vendors who tries to maintain an upbeat attitude in the overwhelmingly morose atmosphere of Sirensong.
Season #3: Fall
Here are the opening questions answered for this season:
The sea offers little in return this season. The villagers have no harvest to celebrate.
In an effort to quell the ocean's displeasure, the people of Sirensong give up what little possessions they have to the waves. Even the dead are offered up, with the people hoping that providing the wildlife nourishment will increase nature's bounty.
Much like Sirensong, Cordy's harvest is nonexistent. He has sacrificed a place he loved and called home to move to this gloomy town.
Time to reshuffle and start the events for this season!
Fall #1:
Event - You are offered a new path in life by a strange hooded figure. Do you take them up on it?
Dice result - 4 (success)
--------------------------
Cordy had not expected to receive any visitors yet. He had yet to advertise his services, as he was still in the process of unpacking and setting up shop. However, a visitor came to him unannounced. Cordy only spotted them out of the periphery of his vision. Their footsteps made no sound and they said nothing to reveal their presence. Cordy was also silent in response, eying the nondescript person up and down. Who was this? What did they want with him?
The cloaked figure extended a bony hand and called out in a raspy voice.
"Young necromancer, I offer you a new path. The true path. Give up your foolish magicks. Offer yourself to the sea. She will reward you generously in her depths. Come, take my hand. I will show you the way to enlightment."
But Cordy stood his ground and shook his head. He knew his purpose in life, and it was not sacrifice himself to the waves. He still had so much to give this village--to show them the joy of life.
Although he could not read the visitor's face, Cordy felt their aura darken. The hand retracted coldly.
"Very well...you will see the truth soon enough."
Cordy blinked and the figure vanished. A chill ran down the necromancer's spine. A foreboding welcome to Sirensong--hopefully this would not set the tone for his time here.
Fall #2:
Event - You have a dream of the location of a magical artifact. What is it? Where is it? Do you retrieve it?
Result - 1 (fail)
-----------------
As sleep took Cordy this evening, he received a dream. More accurately, a vision. Swirling out of the fog of his mind was the image of an amulet with a glowing, azure-tinted jewel. The vision flashed again and he saw a grotto containing piles upon piles of abandoned treasure, the necklace laying in its midst.
He felt himself awake, although not entirely. He felt himself rise from bed as he felt a tug towards the back of the cavern. His mind was no longer control of his body--he was sleepwalking.
He lurched along, entering unexplored reaches of his cavernous home. After walking what felt like hours through the labyrinthine passages, he arrived at the destination he saw in his dream. Although there was mountains of untold riches--enough for Cordy to live comfortably for the rest of the days--he ignored them entirely. His purpose was singular: find the amulet. He kneeled at the pile of treasure and began to dig methodically through the gold and trinkets until the necklace was in his clutches.
Another compulsion overtook him: he must place the necklace around his neck. As he did so, he pulled the jeweled centerpiece close to his ear. His mind was filled again--this time with quiet, muffled singing.
Oh, how the song was so beautiful--but oh so distant. Too distant. The enthralled mushroom boy simply had to get closer.
He began to make his way back from whence he came--that's where the enchanting tune seemed to be coming from. As he did so, the melody began to gradually grow louder. He exited the mouth of the cave, and the singing swelled into a crescendo. But still, it was not enough. He needed to be even nearer. And there was only one way to do so: go into the sea.
And so, he walked. The waves lapped around his ankles. Then, his knees were submerged. He continued, the water now coming up to his waist. Although logic pleaded with him to turn back, the cries were drowned out by the enrapturing melody. The saltwater now came up his chin. Forward. Forward. He must press forward. Finally, the top of his head descended into the deep.
The night passes silently. Dawn approaches, but Cordy does not emerge. The poor boy had succumbed to the Jewel of the Siren's Song.
The tide comes and goes in Sirensong, and life continues on.
Ending
While we haven't reached the end of the seasons, I feel like I should cut the game here. Although I am sad for Cordy's misfortune--the dice and cards seemed to be working against him the whole game--it feels narratively appropriately for his story to end here. However, endings are only temporary for necromancers, right?
The game does have some wrap-up questions, however, I am opting to skip them for this conclusion. Curious about what they are? Looks like you'll have to check out the game for yourself ;)
Final Thoughts
I was worried that this game would have been too similar to my experience playing Village Witch, however, the flavor was unique enough to separate the two games. I'm glad I opted to use the dice roll rule--it really helped me shape how I answered each prompt. Next time I play, I'll try not to be so morbid and make it through all of the seasons (because yes, I'll definitely want to play this game again).
I know this is a long one, but thanks for reading! I hope to be back soon with another solo game to explore.
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Pathfinder Gillman Race Conversion to 5e
Today is another entry for Kraken Week. Before, I did the boggard and turned it into a proper Pathfinder 1e playable race. This time I decided to do something 5e related and convert a playable race from Pathfinder with sea lore into 5e race to go along with the triton, grung, and other aquatic races.
For those who didn't see my previous entry, this week (July 1st to July 7th) is Kraken Week. It’s what will hopefully be an annual TTRPG event that was created and hosted by Point Hat and Ginny Di, and YouTubers come together and do videos on the kraken and other sea and water-based creatures. It’s going to be their version of Shark Week, but not just about sharks. It’s been encouraged for others to join in as well. Unfortunately, I’m not a YouTuber, so I’m going to be doing this via this Tumblr blog.
The artist is for the logo is Antonio Demico, aka Pointy Hat himself.
The gillman race I'm using as a base can be found in Pathfinder 1e's Inner Sea World Guide, among other books.
Image is courtesy of the Archives of Nethys.
They are the creation of aboleths kidnapping and fleshwarping humans, and have a second name, Azarketi, because of their Azlant origin. Aboleths manipulated them for centuries, making them susceptible to aboleth influence, and eventually abandoning them, allowing the gillmen to finally experience freedom, but still unable to fully break away from the torturous manipulations of their creators.
Much like the grung, gillmen still require to be immersed in water for a short period of time or suffer from the ramifications. Unlike a satyr or yuan-ti who have a full resistance to magic and other effects (or just magic resistance in the case of the Monsters of the Multiverse updates), a gillman is only able to resist enchantment and illusion spells, unless those spells are cast by an aboleth. Overall, the conversion might seem strong, but some of the abilities are niche or limited in overall scope. That said, if the race never comes up against an aboleth, there's no concerns, but the same could be said about a satyr that never goes up against a mage, or at least very rarely does. And even then, spell attacks ignore that.
Overall, it's about as strong as an aasimar. At least in accordance to racial ability point breakdowns found online.
Also, if you're using the ability score and language rules from Tasha's Cauldron, feel free to ignore the listed scores and languages presented here. They are merely a suggestion based on the original gillman race.
Gillman/Azarketi
As a gillman, you gain the following traits.
Ability Score Increase. Your Constitution score increases by 2 and your Charisma score increases by 1.
Age. Gillmen age at much the same rate as humans, reaching adulthood at the age of 20. They live much longer than humans, however, often exceeding 160 years.
Alignment. Gillmen tend to lean more towards true neutrality.
Creature Type. You are a Humanoid.
Size. Your size is Medium.
Speed. Your base walking speed is 30 feet, and you have a swimming speed equal to your walking speed.
Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Amphibious. You can breathe air and water.
Cold Resistance. Adapted to the frigid ocean depths, you have resistance to cold damage.
Limited Magic Resistance. You have advantage on saving throws against spells from the enchantment and illusion schools.
Poison Adept. You have advantage on saving throws you make to avoid or end the poisoned condition on yourself.
Taskmaster. You have proficiency in your choice of Animal Handling, Persuasion, or Perception.
Aboleth Vulnerability. You have disadvantage on saving throws against enchantment and illusion spells and abilities used by aboleths.
Water Dependency. If you fail to immerse yourself in water for at least 1 hour during a day, you suffer 1 level of exhaustion at the end of that day. You can recover from this exhaustion only through magic or by immersing yourself in water for at least 1 hour.
Languages. You can speak, read, and write Common and Aboleth.
With that, this concludes my contributions to this year's Kraken Week. Hopefully this happens again next year, and I can participate yet again.
As always, if you like what I do, whether it’s monster conversions, adventure path add-ons, or race builds, I have a Ko-Fi page (linked) for those who would like to support me monetarily, especially now that I’m racking up medical bills. There is no pressure or obligation to do so. A like and/or a share would also be appreciated just as much. It lets people know I exist out there.
I hope everyone is staying safe and healthy.
#d&d#dungeons and dragons#dnd#pathfinder#dungeons & dragons#d20#roleplaying game#ttrpg#pathfinder 1e#pathfinder rpg#dnd 5e#dnd 5e homebrew#d&d 5e#dungeons and dragons 5e#dnd5e#kraken week#ginny di#pointy hat#gillman#race#race guide#advanced races#bestiary#pathfinder roleplaying game#custom bestiary#custom
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Yo ! I need more people to know about Antonio Demico !
This dude create content on youtube for D&D 5e and he is hella creative. His videos started with "D&D with a twist" where he just make a rambling resume of a D&D element and gave a new interpretation and some free content. And now he is making a whole serie where he imagines litches for every class in D&D and let me tell you this is AWESOME.
Go check him out :D
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I have such a crush on Antonio Demico (aka Pointy Hat)
Wtf why is he so cute and nerdy?
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I just love this one ! She looks so cool :)
Hey, @redtallin, do you know about Antonio Demico's videos about D&D ? I would love to see what you can do with his concepts about tieffelins.
A tiefling Wizard named Aislinn! Loving all the tieflings lately!
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Moiwah by Antonio Demico
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youtube
SPOOKY SONG JUST DROPPED :D With a lot of haaaanndddssss Music composed by: Command Creative Studios Art by: Antonio Demico
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#lil nas x#hades game#call me by your name#montero (cmbyn)#montero#montero call me by your name#hades
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Review: Spider-Verse #1 (of 6)
Spider-Verse #1 is fun with some brilliant art #comics #comicbooks #ncbd #newcomicbookday
Miles Morales is drawn into the Spider-Verse to help save the multiverse!
Story: Jed MacKay Art: Juan Frigeri, Stacey Lee, Arthur Adams, James Harren, Dike Ruan, Sheldon Vella, Cotton Valent Color: Carlos Lopez, Federico Blee, Dave Stewart, Carlos Lopez, Antonio Demico Letterer: Joe Sabino
Get your copy in comic shops now!…
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#antonio demico#arthur adams#carlos lopez#comic books#Comics#cotton valent#dave stewart#dike ruan#featured#federico blee#james harren#jed mackay#joe sabino#juan frigeri#marvel#sheldon vella#spider-verse#stacey lee#video
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