#pathfinder level 0
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paperanddice · 2 months ago
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Alehouse drakes are small dragons, roughly the size of a large housecat, and are among the more friendly and genial of the drakes. Intelligent and lazy, they much prefer finding a comfortable bar, trading house, or coaching inn, and living in the rafters or cellar, justifying their presence by killing pests and throwing a fit if evicted. While not the most lethal of creatures, their small teeth and claws painful but hard pressed to kill quickly, they have enough magic and abilities that can make dealing with one a huge pain that few proprietors are willing to put up with the effort. Letting the drake have access to some of the ale and pull occasional pranks on customers is preferable to a truly furious drake unleashing all its fury on the building.
Despite their small size, alehouse drakes can live for an incredibly long time, often outlasting the owners of the tavern where they've established themselves. The oldest on record lived over 400 years, and younger ones in 200's are reasonably common. Given their generally laid back nature and affection for alcohol, these drakes can be incredible sources of information and gossip. A few drinks and you can hear about all the patrons in the bar for the past several decades, any private discussions the drake overheard, and the details of the secret tunnels in the basement leading to the old smuggler den.
Given its general features, this drake isn't meant to be the central star of a serious battle. Rather, they're a more comedic and social encounter based creature, or a twist to put on another fight going on. Any fight that takes place in a bar can feature an alehouse drake jumping in for one side or the other, or even just sowing chaos on both sides, depending on what seems more fun. More serious fights will likely drive the drake to side with whoever will preserve its home, but regular bar fights are spiced up by some sudden faux-drunk additions.
Inspired by the Tome of Beasts 1. This post came out a week ago on my Patreon. If you want to get access to all my monster conversions early, as well as access to my premade adventures and other material I’m working on, consider backing me there!
Pathfinder 2e
Alehouse Drake Creature 0 Tiny, Dragon Perception +5; darkvision Languages Common, Draconic Skills Acrobatics +5, Deception +5, Diplomacy +5, Alcohol Lore +4 Str -2, Dex +3, Con +4, Int +0, Wis +1, Cha +3 AC 15; Fort +8, Ref +5, Will +5; +2 status to all saves vs. poison HP 18; Immunities paralyzed, sleep Speed 40 feet, fly 80 feet Melee jaw +5 (finesse), Damage 1d6 piercing Melee claw +5 (agile, finesse), Damage 1d4 slashing Innate Occult Spells DC 13 ; 2nd calm, invisibility (×3), laughing fit; 1st charm, command, enfeeble; Discombobulating Touch [1 action] (attack, emotion, mental); Frequency 1/turn; Effect The alehouse drake makes a claw Strike. On a hit, it deals no damage and the target must attempt a DC 15 Will save. Critical Success The target gains a +2 status bonus to Dexterity based skill checks and attack rolls for 3 rounds. Success The target is unaffected Failure The target gains a +2 status bonus to Dexterity based skill checks and attack rolls and is confused for 1d4 rounds. Critical Failure The target gains a +2 status bonus to Dexterity based skill checks and attack rolls and is confused for 4 rounds. Intoxicating Breath [2 actions] (occult) The alehouse drake burps a cloud of alcohol vapors in a 15-foot cone. Each creature in that area must attempt a DC 16 Fortitude saving throw. If it fails, it is clumsy 1 and stupified 1 for 1 minute (also stunned 2 on a critical failure). The drake can't use Intoxicating Breath again for 1d4 rounds.
13th Age
Alehouse Drake Weakling 1st level spoiler [small dragon] Initiative: +6 Discombobulating Bite +5 vs. AC – 2 damage Natural 16+: The target gains a +2 bonus to attack and damage, and is also confused (easy save ends, 6+). While confused in this way, there’s a 50% chance each round that the enemy targets its enemies instead of its allies with the random attacks. C: Intoxicating Breath +5 vs. PD (1d3 nearby enemies in a group) – The target is dazed (save ends). Limited Use: 2/battle, never two turns in a row. The drake can regain one use of this attack by spending its action drinking an alcoholic beverage. R: Drunken Suggestion +5 vs. MD (one nearby enemy) – Effect dependent on the attack result. Natural 1-5: The target gains a +2 bonus to attack and damage until the end of its next turn. Natural 5-11 hit: The target loses its next move action. Natural 12-15 hit: The target is dazed until the end of its next turn. Natural 16-19 hit: The target is weakened until the end of its next turn. Natural 20: The target is stunned until the end of its next turn. Flight. Invisible Escape: The first time in a battle the alehouse drake is reduced to 0 hp, the drake turns itself invisible and flees the battle. If somehow prevented (truesight and intercepting it for example), it regains all its hp and fights to the death. AC 15 PD 16 MD 13 HP 18
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shaddy24 · 9 months ago
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Camazotz
Pathfinder 2e
Camazotz (Lord of Bats and Fire) 
Camazotz was once a simple nabasu demon with great ambition and drive. Among the many nabasu born, he fought his way to greater power, fulfilled his hunger, ascended to become a vrolikai, and then grew even more powerful. He became a nascent demon lord focused over bats and vampires, becoming more and more bat-like as he went, but it wasn’t until he managed to steal the fire aspect of another nascent demon lord that he managed to break through the threshold and become a true demon lord. He solidified his place in the Abyss in one fell swoop, claiming a section of it as his lair and quickly began spreading his following deeper into the material plane among primarily derro and goblins.
Once only found in darkness, his newfound connection with fire and light has bolstered his confidence, and he is becoming more confident in daylight; a confidence that is also spreading to his cults as he recruits more beings comfortable in the day.
Areas of Concern bats, blood drinking, fire Edicts feed on blood and aid creatures that do so, spread fire, proclaim your victories Anathema refuse your ambition, Divine Attribute Constitution or Wisdom
Devotee Benefits  Cleric Spells 1st: breathe fire, 4th: vapor form, 5th: moon frenzy Divine Font harm  Divine Skill Intimidation Domains ambition, darkness, destruction, fire, Favored Weapon dagger
Created even before his rise to true demon lord, skin bats are one of Camazotz's favorite creations. The flayed skin of a victim sacrificed in his name, fed into a vat of flesh, and granted horrible unlife, these creatures fly in great flocks in Camazotz's Abyssal realm, and he teaches their creation to his followers. They feed on the skin of other beings to replace the constantly rotting components of their own body, peeling it off in horrible strips and fusing it to themselves. They typically have an 8 foot wingspan, despite the relatively small size of their body, and over time its coloration shifts based on the color of the skin it feeds on.
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Skin Bat Creature 0 Rare, Small, Mindless, Undead Perception +7; darkvision Skills Acrobatics +5, Stealth +5 Str +1, Dex +3, Con +0, Int -4, Wis +1, Cha -2 AC 15; Fort +4, Ref +7, Will +5 HP 15 (negative healing); Immunities death effects, disease, mental, paralyzed, poison, unconscious Speed 10 feet, fly 40 feet Melee fangs +7 (finesse), Damage 1d4+1 plus attach and critical paralysis Attach [1 action] When a skin bat hits a target larger than itself, it attempts to attach it to that creature. It makes an Acrobatics check against the target's Reflex DC. This attempt neither applies nor counts towards the skin bat's multiple attack penalty. This is similar to grabbing the creature, but the skin bat moves with that creature rather than holding it in place. The skin bat is flat-footed while attached. If the skin bat is killed or pushed away while attached to a creature it has peeled skin from, that creature takes 1d4 persistent bleed damage. Escaping the attach or removing the skin bat in other ways doesn’t cause bleed damage. Critical Paralysis (incapacitation) On a critical hit with fangs, the target must attempt a DC 12 Fortitude saving throw. Critical Success The target is temporarily immune to Critical Paralysis for 1 hour. Success The target is unaffected. Failure The target is slowed 1 for 1d4 rounds. Critical Failure The target is paralyzed for 1d4 rounds. Peel Skin [1 action] (healing); Requirements The skin bat is attached to a creature. Effect The skin bat peels the skin from a creature it's attached to and incorporates it into its own body. This deals 1d4 damage and the skin bat regains Hit Points equal to the damage dealt. If it's at full health, it instead gains temporary Hit Points equal to that amount. A creature that has its skin peeled in this way is sickened and drained 1 until it receives healing (of any kind or amount).
13th Age
Camazotz is a newly minted ruler of a Hellhole, having usurped control from his weakening and decrepit predecessor. Formerly a very powerful bat demon, he inherited fire from the balor Hugotha when he devoured the balor's flesh and now wields it with a fascination that borders on reverence. The Hellhole, formerly decaying and falling in on itself now resurges with vitality and power, hordes of bat demons pouring forth in an unending tide to drown out the lax defenders who'd grown used to Hugotha's laziness. Perhaps this was the wish of the Diabolist, to replace a failing minion, or perhaps Camazotz has overturned her carefully laid out plan to limit the impact of any one particular Hellhole to ensure that her power isn't destroyed with all reality, but either way Camazotz prepares for a far greater invasion of the world.
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Camazotz Large 14th level troop [demon] Initiative: +19 Vulnerability: Cold Claws and Bites +19 vs. AC (3 attacks) - 70 damage plus 20 fire damage. Natural 16+: The target also takes a cumulative -1 penalty to melee attack rolls (maximum -4, hard save removes the penalty entirely). C: Life-Eating Fire +19 vs. PD (1d3+2 nearby enemies in a group) - 90 fire damage and the target only gains half the hit points from spending a recovery to heal (save ends). Natural Even Hit: The target loses one recovery. If it has no recoveries, it takes the usual penalty for using a recovery. Camazotz gains the use of the escalation die for 1 turn per recovery he eats this way. Limited Use: 1/battle, recharges whenever Camazotz reduces an enemy to 0 hit points. C: Wing Attack +19 vs. PD (1d2 nearby enemies) - The target pops free from Camazotz, takes 2d8 fire damage, and is hampered until the end of Camazotz’s next turn. Hit or Miss: Camazotz can move as a quick action. Quick Use: 1/round, as a quick action, when the escalation die is even. Bat Ears: Increase the DC to hide from or sneak past Camazotz silently by +5. Flight. Heat Mantle: At the start of each of Camazotz’s turns, each enemy engaged with him takes 3d6 fire damage. Summon Bats: As a quick action, Camazotz can summon 1d4 giant bat swarm mooks. They appear in the battle as a new mob, acting after the next 1d3+2 creatures have taken their turns. This ability recharges when the escalation die reaches 6 for the first time. He summons 2 additional mooks when the escalation die is 6, and the entire mob roll a d6 on the demonic ability table. Resist Fire and Lightning 18+. AC 30 PD 27 MD 26 HP 980
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Giant Bat Swarm  12th level mook [beast]  Initiative: +14 Vulnerability: Thunder Swarming Bites +18 vs. PD (1d3 nearby enemies) - 30 damage, and after the attack the giant bat swarm engages one of the targets. Natural Even Hit: The target is hampered until the end of its next turn. It can end this effect by attacking the swarm, or if the swarm drops to 0 hit points. No Opportunities: The giant bat swarm can’t make opportunity attacks, and enemies can’t make opportunity attacks against it. Swarming Resistance 18+: The giant bat swarm gains damage resistance against all damage from enemies the swarm didn’t attack during its last turn. AC 27 PD 27 MD 22 HP 100 (mook) Mook: Kill one giant bat swarm mook for every 100 damage you deal to the mob.
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sheppi-isometrics · 2 months ago
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⚔️ Dockhand enemy token on Patreon
Time to shiver your timbers cuz the helping hands in the dock are as strong as any basic zombie and skeleton. On par with a Wolf Skeleton battle❤️
All of the commoners and townsfolk have stats in case you get too cute with them (in Pf2e at least). If you wonder why I am having so much fun with the descriptions. YOU ARE ALWAYS IN DANGER!
🌟 Get access to more than 200 creatures, maps and assets by supporting us on Patreon! Complement your campaigns with hi-res monster tokens and start building the adventure of your dreams with our isometric and 2D assets 🏰!
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sovenasark · 6 months ago
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More Amor. Getting some of my thoughts on her down on paper before art fight >:3c
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silverstreamrpg · 1 year ago
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The collaborative map my new Pathfinder group made using The Quiet Year, vs. the redone version I made in Inkarnate!
I'm going to keep adjusting it and adding to it as we get into the game, but this was a lot of fun to do and create with my players!
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historical-alternatives · 1 year ago
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The premise is you're a young adult in a city inspired by 1920s Paris. You find out that a band that has been prohibited from performing in the city, Jackie Two-Tongue and the Dis Dandies, is performing a secret show, TONIGHT!
Through your sources you've found one of the meeting places to receive instruction to find the show.
There you find a shady looking fellow who asks you "You ever get your ears licked?" This is the code phrase you've heard of, so you answer "Every Sunday."
The Shady fellow smiles with too-sharp teeth and welcomes you, explaining that you have to wait for 3 more revelers before you can set out.
In time they arrive, one by one, and when the last gives the response, Shady laughs and says "excellent, here's your map, 4 torches" which he advises you light in sequence "and your passes."
For the next hour you and your 3 compatriots make your way through the dark catacombs, following the map, and getting to know each other.
Upon reaching the spot marked on your map, you find a grand ballroom with a underworld motif (fiery braziers, stalactites, and a black/red/gold color scheme). At the entryway stands a hulking bouncer resembling an orc with small horns and hair made of flickering flames.
He snaps "Passes!"
Upon showing your passes, he smiles wide, apologizes for the theatrics, and welcomes you to Club L'Infer.
Within are many identically dressed men and women, bustling about attending to the assembling crowd.
Upon the stage a man wearing red robes, the upper half of his face covered by a deep hood.
Speaking into a microphone, the man says that he is the Master of Ceremonies, and that the band will be starting in one half hour. Additionally, he encourages all in attendance to mingle and enjoy the available refreshments.
Over the next 30 minutes you meet and interact with the other attendees.
Suddenly, the Master of Ceremonies appears on stage to announce "Ladies, Gentlemen, and those unencumbered by such pleasantries, Club L'Infer presents to you, Jackie Two-Tongue and the Dis Dandies!"
From behind the curtain emerge the band looking like a group of incredibly fashionable horned persons carrying instruments.
They begin playing, and the crowd is eating it up.
The first song finishes to raucous applause. The singer, Jackie, thanks the audience and tells them the title of the song they just finished, revealing why he's called "Two-Tongue."
Announcing the title of the next song, Jackie counts the band in, but before they can get too far into the song a scream rings out.
Roll For Initiative.
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thecreaturecodex · 3 months ago
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Melixie
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Image © Paizo Publishing, presumably, accessed here
[The melixie is in the Bestiary 3, but doesn't have art in that source, being one of three monsters in a two-page spread. @abominationimperatrix found this art for me on a Ukranian Pathfinder blog, and it's definitely PF house style, which makes me wonder if it was posted by the artist somewhere. Anyway, melixies are cute and fun, and I would love to use them in a low level game sometime]
Melixie CR ½ CN Fey This tiny humanoid has the features of a bee—antennae, solid colored eyes without pupils, and chitin over its arms and legs. They buzz about on two pairs of translucent wings.
Melixies are fey creatures with the features of pollinating insects. Bees are the most common, but melixies resembling butterflies, moths, hoverflies and even beetles or thrips are not unheard of. They have an insatiable sweet tooth, and their diet is predominately sugar based. If a melixie can resist consuming their raw ingredients, they can use them to make tiny candies, baked goods and other deserts. Melixie confectionary is famous for both its variety and quality, and some discerning gourmets keep a melixie chef on hand for making treats that both taste great and are less filling.
Melixies believe in working hard, playing hard, and resting hard. They are willing to do even repetitive labor that other fey scoff at, as long as they are properly provisioned with sweets. Consuming a large portion (for their tiny bodies) grants them a burst of energy, allowing them to move exceptionally fast for a brief period before needing to rest and recover. Melixies often use this ability if they are in combat, letting them make hit and run attacks with their acid splashes and stingers (all melixies have a short retractable sting, regardless of the specific insect they resemble). Melixies get along well with arthropods of all kinds. Many melixies raise both regular bees for their honey and giant bees as guard dogs.
Melixie CR ½ XP 200 CN Tiny fey Init +4; Senses low-light vision, Perception +5
Defense AC 16, touch 16, flat-footed 12 (+2 size, +4 Dex) hp 11 (2d6+4) Fort +2, Ref +7, Will +3 DR 2/cold iron
Offense Speed 10 ft., fly 40 ft. (good) Melee sting +7 (1d6-1) Space 2 ½ ft.; Reach 0 ft. Spell-like Abilities CL 2nd, concentration +5 Constant—speak with arthropods At will—acid spray, dancing lights, ghost sound (DC 14) 1/day—ant haul
Statistics Str 9, Dex 19, Con 15, Int 14, Wis 10, Cha 16 Base Atk +1; CMB +3; CMD 12 Feats Weapon Finesse Skills Acrobatics +9 (-3 to jumping), Craft (confectionary) +7, Diplomacy +8, Escape Artist +9, Fly +17, Perception +5, Profession (beekeeping) +5, Stealth +17; Racial Modifiers +4 Craft (confectionary) Languages Common, Sylvan, speak with arthropods SQ sugar rush
Ecology Environment warm and temperate land Organization solitary, pair or hive (3-24) Treasure standard
Special Abilities Speak with Arthropods (Sp) This functions as speak with animals, only it can be used to communicate with vermin that are arthropods, such as spiders, insects, centipedes or crustaceans. This is the equivalent of a 1st level spell. Sugar Rush (Su) As a move action, a melixie can consume a large quantity of sugar, honey or other sweet substance (at least ½ a pound). When it does so, it can take an additional move action for the next 1d4+1 rounds. When this time elapses, the melixie is fatigued for 1 minute. A melixie cannot use its sugar rush ability when fatigued or exhausted.
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thepleasuregoblin · 4 months ago
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Objective Ranking of types of XP systems in ttrpgs
XP is a discreet resource spent on character improvements of the player's choice. Examples: Numenera/Cypher System, Warhammer RPGs, World of Darkness, Shadowrun (even though it's called karma in that one)
XP is primarily used to measure progress to next level, the threshold for next level can be different depending on the character, and can be reduced by the player spending it or by certain events taking it from the player character. XP value is not decreased by gaining a level. Examples: AD&D, Pathfinder 1e
XP is used exclusively to measure progress to next level, is assigned based on relative challenge, and has consistent thresholds to next level between characters. XP value is reset to 0 after gaining a level. Examples: Pathfinder 2e, Dungeon Crawl Classics (and some other OSRs)
XP is used exclusively to measure progress to next level, is based on an arbitrary measurement of the challenges (monsters) that award it, and XP thresholds are consistent between characters. XP values do not decrease after gaining a level. All of the flaws of method #2 (huge numbers, easily confused math) in service of nothing, using method #3 would make more sense in every conceivable way, but you, the designer, are convinced that the trappings of older games will satisfy grognards and the big numbers won't scare new players (wrong on both counts), because your game has to appeal to everyone simultaneously. Also you offer a hand-wavy alternative that puts all the work on the GM so if people don't want to use your shitty XP system the group can just offload the work on the GM like everything else in your game. Examples: d&d 5e pretty much exclusively
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vee-art-zone · 2 months ago
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Day 3 - What if Minecraft had Beavers?
River biomes that border heavily forested biomes would sometimes spawn with Beaver Dam structures, which would contain a pack of about 8-10 beavers within. Slowly they would migrate to land, take log blocks from trees, and try to place them in water, with an emphasis on joining up with other solid blocks (and log blocks especially) to create Dams blocking rivers. When Beavers in water spot a player, they will slap the water with their tail, alerting all other beavers to head inside their nest (they search for the nearest above-ground log block with a light level of 0 - aka the inside of their Dam structure - and pathfind to there). If a player in water breaks a log block in their presence (likely to be a part of their dam or nest), the beavers will become aggressive and attempt to attack. Beavers drop Hide when killed (a renamed version of Rabbit Hide that can be applied to many other animals) but otherwise are cuter alive :3 You can breed Beavers with sticks, but they only breed when they are safe in their nests. (again, dark, no sky access and on log blocks) Other fun beaver behaviors (Beav-haviors) include:
Waddling while holding Logs in their hands
Patting underwater log blocks with their tails, as if sealing cracks in their dam
Picking up and eating gnawed sticks, like Pandas with Bamboo.
Becoming distressed and running around frantically (as if hit) if they are too close to a Flowing Water block
I'm sure there's definitely a way for players to make wood farms with Beavers, although given they like to hang onto any logs they pick up, its a matter of getting to the logs before the beavers do. Beavers can level whole forests if left unchecked, but luckily the ecosystem will prevail with other animals...
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moons-and-dices · 5 months ago
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Open Pathfinder Campaign
HEY YOU YEAH YOU You ever wanted to play Pf2e but never were able to because your GM was too into DND or just because you didn't find anyone to GM it?
WELL! i have the fix to your issues
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I'm opening up Six (0/6) Seats on the Pathfinder 2e adventure path of Kingmaker, an adventure path focused on exploration and roleplay potential which has the players go from level 1 to 20. Exploring lands never before charted and raising a kingdom from nothing.
If that sounds up your alley, consider signing up!
This IS A paid campaign. I have been a GM for 7+ years and I can guarantee a professional-grade experience.
The campaign cost is 5 USD per player per session! And to alleviate any concerns, no player can buy items, etc. The cost is just so I can spend more time working on the campaign, weaving your characters into the narrative, and giving it a lot more time and care.
As for scheduling, once at least 4 seats are filled, we can start selecting a date that works for all players interested.
This campaign is extremely open and welcoming to anyone who hasn't tried PF2e before or is wanting to switch from 5e! Or anyone who wants a cool adventure to rock on. Both beginners AND veterans will have plenty of chance to play and enjoy it, so don't be afraid!
If you have interest in joining you can contact me via Tumblr or Via discord!
Discord: brightbluemoona
Payments can be done through Ko-fi or paypal.
If you can't join please Reblog that'd help a lot <3
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raeynbowboi · 7 months ago
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How to Play as Gardevoir in Pathfinder 2e
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Gardevoir is my favorite Pokemon, and has been since I saw Wally's on Victory Road, got jealous, and completely restarted the game to get a Ralts. I've found that Pathfinder is a lot more flexible than DnD, so I thought it'd be interesting to try building a Pokemon.
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ANCESTRY SEER ELF
I was tempted to make Gardevoir a Poppet or a Sprite. Poppets are tiny constructs in the form of dolls and toys, and the Gardevoir line is inspired by Anesama Ningyo paper dolls. However, Poppets are Small creatures, with Toy Poppets having the option to be Tiny. Sprites are the only playable Fey race in Pathfinder 2e, and the Ralts line are all Fairy-type Pokemon. However, all Sprites are Tiny, except the Pixie Sprite, which can be Small. The Ralts line is also inconsistent in size. Ralts is a Tiny creature being 1'04'', Kirlia is a Small creature being 2'07", and Gardevoir is a Medium sized creature being 5'03". There is no means in Pathfinder for a creature to grow in size permanently. So, why an Elf? Truthfully, it's because while Pathfinder has a lot of Ancestry options, at the same time, the actual number of options is limited. However, Elf does work for Gardevoir. They're tall, thin, and graceful like her. Seer Elves can detect magic around them. If you can talk your DM into ignoring the sizes allowed for Poppets and Sprites, then I would choose the Wishborn Poppets who can succeed against Emotion effects easier, or Draxie Sprites, who can telepathically communicate with anyone they touch.
VARIANT ANCESTRY FEY INFLUENCE
At level 5, any character of any race can choose Fey Influence for their racial feat, unlocking other fey racial feats as they level up. Fey Influence lets you take on features of an Anteater, Cat Sith, Cursed Bluebird, Dryad, Faun, Gremlin, Monarch, or Unicorn. While none of these really stand out as mapping well onto Gardevoir, she does have the horn on her chest, so you could go with the Unicorn. With Fey Influence, the Unicorn gains the ability to cast Heal, and at level 9 with Fey Ascension, the Unicorn makes Gardevoir Trained or Expert in Medicine, and grants her +2 to saves against Poison and Charms. If nothing else, this is another way to add Fey vibes to Gardevoir to fit her Fairy Type.
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STATS
STR +0 DEX +5 CON -1 INT +6 WIS +5 CHA +5
SKILLS
Trained: Acrobatics, Crafting, Deception, Intimidation, Shelyn Lore, Medicine, Nature, Occultism, Performance, Society, Stealth Expert: Medicine (Fey Influence) Master: Legendary: Arcana, Diplomacy, Religion
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PSYCHIC THE DISTANT GRASP EMOTIONAL ACCEPTANCE
There was no doubt which class Gardevoir had to be, she was a Psychic type first before she ever became a Fairy. Psychics also get access to the Occult Spell List, which is loaded with spells that deal with psionics, mental magic, emotion magic, shadow magic, and illusions, making it a very good fit for Gardevoir. The Emotional Acceptance Subconscious Mind means that Gardevoir's psionics manifest through control and expression of her emotional state, which felt fitting for her. Her horn senses the emotions of others, and her earlier stages are each known as The Feeling Pokemon and The Emotion Pokemon.
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CLOISTERED CLERIC Of SHELYN (Archetype) REPOSE, PROTECTION, or FAMILY DOMAIN
Shelyn is the Golarian goddess of love, a fitting choice for the Embrace Pokemon. Shelyn's Domains also fit Gardevoir well. Protection lets Gardevoir take damage for an ally and create a protective area. Repose lets Gardevoir steel her allies against Emotion spells, and later can create a soothing beacon where allies can cleanse themselves of negative emotion conditions. The Family Domain bolsters ally Wisdom Saving Throws, and moreso against Emotion spells. In addition, it can also attempt to remove a negative emotion condition. Later, the Family Domain can share their spell saving throw modifier with their allies to protect them against spells. All three domain options make Gardevoir an excellent guardian protecting her friends and allies. Unlike DnD where a Cleric can only embody one Domain, Clerics have class feats that let them invest in as many domains as they want to, provided their Deity grants access to those Domains. Each deity also adds 3 spells to the Divine Spell List that their Clerics can choose to prepare. Clerics of Shelyn get to add Dizzying Colors, Enthrall, and Creation to the Divine Spell List. Gardevoir must be Legendary in Religion to gain access to high level Divine spells through this archetype.
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FEY BLOODLINE SORCERER (Archetype)
Gardevoir is also a Fairy-type, and the Divine Spell List doesn't really add much in the way of Fey magic. Unlike Cleric and Psychic where the class has a set Spell List, the Sorcerer's Spell List changes depending on your Bloodline. The Fey Bloodline grants the Primal Spell List. Ordinarily, a Sorcerer gets granted spells like the Psychic, but when taken as an Archetype, these spells are not gained automatically. However, a Sorcerer Archetype can still choose spells from their Granted Spell List as though they were on the Primal Spell List. In addition to the Primal Spell List, the Fey Bloodline Sorcerer gets access to: Figment, Charm, Laughing Fit, Enthrall, Suggestion, Cloak of Colors, Mislead, Visions of Danger, Uncontrollable Dance, and Resplendent Mansion. Gardevoir must be Legendary in Nature to gain access to high level Primal spells. While I feel that Cleric better grants Gardevoir the types of spells she would use, Fey Bloodline does well to grant her the elemental coverage moves she can learn through TMs. So, I'll leave my recommended spell list if you choose Fey Bloodline instead of Cloistered Cleric.
C Frostbite, Vitality Lash 1 Heal, Chilling Spray 2 Entangling Flora, Mist 3 Moonlight Ray, Fireball 4 Radiant Beam, Petal Storm 5 Elemental Breath, Lightning Storm 6 Field of Life, Moonlight Ray(+3) 7 Eclipse Burst 8 Moonburst(+1)
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Psychic Spells Cleric Archetype Spells
C Phase Bolt, Telekinetic Projectile, Warp Step, Guidance, Shield 1 Kinetic Ram; Force Barrage, Soothe, Heal, Sanctuary 2 Telekinetic Maneuver; Empathic Link, Noise Blast, Clear Mind, Restoration 3 Levitate; Martyr's Intervention, Percussive Impact, Moonlight Ray, Protection(+2) 4 Fly; Chromatic Ray, Mirror's Misfortune, Cloak of Light, Radiant Beam 5 Telekinetic Haul; Repelling Pulse, Synaptic Pulse, Moonlight Ray(+2), Spiritual Torrent 6 Poltergeist's Fury; Scintillating Safeguard, Collective Transposition, Field of Life, Spirit Blast 7 Telekinetic Bombardment; Prismatic Spray, Shadow Raid, Eclipse Burst 8 Falling Sky; Scintillating Pattern, Spirit Song, Moonburst(+1) 9 Foresight; Phantasmagoria, Prismatic Sphere 10 Freeze Time, Gate
SIGNATURE SPELLS 1 Force Barrage 2 Noise Blast 3 Percussive Impact 4 Chromatic Ray 5 Repelling Pulse 6 Poltergeist's Fury 7 Telekinetic Bombardment 8 Spirit Song 9 Phantasmagoria
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FOCUS SPELLS
C Telekinetic Hand (Amped) C Telekinetic Projectile (Amped) C Telekinetic Rend C Vector Screen C Dancing Blade
10 Soothing Words (Family Domain) 10 Unity (Family Domain)
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INNATE SPELLS
Detect Magic Mindlink (Elves only)
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Conclusion
Ultimately, I come away satisfied with this build. It may not be able to do every single thing Gardevoir can do, but it feels appropriate to what Gardevoir is and the core of its design. It has a plethora of telekinetic abilities, it has options to include its Fairy typing, and it even works her protective nature into her abilities. This will be far from the last character I build in Pathfinder. So, who do you want to see next?
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paperanddice · 11 months ago
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Pubs, breweries, and wine cellars of all kinds may attract the attention of a small, alcoholic fey known as a clurichaun. Mean-spirited and rude, these former leprechauns have descended into pure debauchery, seeking to go deep into the drink at all hours, singing off-key drinking songs and tormenting hosts and guest alike. If the drunken fey can be kept satisfied however, it will act as an incredibly loyal and aggressive defender of its new home, driving off thieves, gremlins, and pests thoroughly.
They may be quite capable brawlers despite their two foot height, but they much prefer to use some magic to confuse and distract rivals, laughing and jeering at anyone who falls under their spell. Worst of all, once the spells wear off the target is left feeling hungover (no mechanical effect of that, fortunately for you). They are very unlikely to get into a fair fight on their own, instead usually jumping in during a raging brawl to cause chaos, and limiting actual battles to single targets they're confident in defeating.
Inspired by the Tome of Beasts 1. This post came out a week ago on my Patreon. If you want to get access to all my monster conversions early, as well as access to my premade adventures and other material I’m working on, consider backing me there!
Pathfinder 2e
Clurichaun Creature 0 Tiny Fey Perception +5; low-light vision Languages Common, Elvish, Sylvan Skills Acrobatics +5, Athletics +7, Intimidation +7, Stealth +5, Alcohol Lore +4 Str +1, Dex +1, Con +3, Int +0, Wis -1, Cha +3 Items bottle of alcohol (×3) AC 13; Fort +7, Ref +5, Will +3; +2 status to all saves vs. poison HP 20; Weaknesses cold iron 2 Liquid Courage When the clurichaun drinks any alcohol, it becomes immune to being frightened for 10 minutes. Speed 25 feet Melee fist +5 (agile, nonlethal), Damage 1d4+3 bludgeoning Melee bottle +5 (fatal d8), Damage 1d4+3 bludgeoning plus Shatter Ranged bottle +5 (fatal d8, thrown 10 feet), Damage 1d4+1 bludgeoning plus Shatter Primal Innate Spells DC 15, attack +7 ; 2nd calm emotions; 1st befuddle, charm, illusory object, item facade, mending (at will), purify food and drink, sleep; cantrips (1st) daze, ghost sound, puff of poison Shatter If the clurichaun scores a critical hit with a bottle Strike, the bottle shatters and gains the broken condition. The target takes 1 persistent bleed damage, and while the bottle has the broken condition it deals slashing damage instead of bludgeoning. The bottle can't be repaired.
13th Age
Clurichaun  Weakling 1st level troop [humanoid]  Initiative: +4 Liquor Bottle +6 vs. AC - 2 damage. Critical Hit: The target also takes 2 ongoing damage. Thrown Weapon: The clurichaun can make a liquor bottle attack as a ranged attack against a nearby enemy. R: Alcohol Fumes +6 vs. PD (one nearby enemy) - The target is dazed until the end of its next turn. Natural Attack Roll Higher Than the Target’s Wisdom: The target is confused instead of dazed. Limited Use: 1/battle, recharges if the clurichaun spends an action drinking alcohol. AC 15 PD 17 MD 11 HP 14
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vigilskeep · 7 months ago
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Which builds are u using for urself and the companions on wotr :0 ive been meaning to try out the game and ur posting gave me motivations
crpgbro on youtube has an insane number of build videos and while i have watched more than i’ve actually tried out, i’m immediately having so much fun with my druid that i won’t hesitate to recommend them. and just the sheer number gives you a lot of cool ideas to start from, including a couple variants for most companions
my only caveats would be that each build for the main character is designed for a particular mythic path, which if you’re not familiar, is a route your character takes throughout the game gaining the abilities of a mythic creature like an angel, demon, lich, trickster, etc. it’s a big part of the storytelling as well as the gameplay, so it doesn’t necessarily leave you the most rp versatility especially if you’re new to the game and don’t know what direction you’re going to want to head. the builds are also a little min-maxy so there’s an overall preference among the builds for, i don’t know, humans with the pickpocket background, and a lot of strength-based damage dealers no matter the class, and having access to an animal companion, etc. etc. just because certain things happen to do well in the game. which can feel restrictive, for character building
however he’s building for the stupidly high difficulties so if you’re a regular person playing normal or lower difficulty like me, tweaking it for what you want to play seems absolutely fine. i didn’t play a human for my druid so i totally lost out on a bonus feat that would’ve been really helpful for the first couple of levels and you know what? it was literally fine. and as far as i can tell the mythic paths will have a little something for everyone, even if the synergy isn’t perfect to get the Best Build Ever if you go off the road
but he’s not the only one, there are plenty of builds and build advice givers online if you just start looking. not as vast resources as for something a little less niche, but plenty. it helps the wild variety in the character creator feel a little less overwhelming!
if you don’t want to stick tightly to a build, the most important thing i’ve learned about pathfinder compared to the dnd system in bg3 is that in bg3, feats are a fun little occasional flavouring, whereas in pathfinder you get way more feats but the correct feats are fundamentally necessary to being a good caster or archer or dual wielder or whatever. so the important thing is figuring out the feats that are necessary for your play style. which is easy enough to figure out if you look at a few builds. and honestly i kind of like that because it feels... more real? like for example your archers need a bunch of highly specific skills to be functional in a fight, like a feat that stops them from having a penalty picking out a target who’s in the middle of a melee scrum, and nobody without those skills could just pick up a bow and do what they do. it feels more earned, somehow? but that’s just me putting more storytelling weight on it than there is as always haha
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sheppi-isometrics · 4 months ago
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📜New creature spreadsheet made for the Giant Maggot.
"Giant flies lay their eggs on the bodies of larger monsters or livestock. When they hatch, these eggs release squirming maggots the size of human children (ewww), ravenous young who voraciously consume any flesh in the immediate vicinity—typically starting with the body upon which they were born."
—Source: Archives of Nethys Remastered ∙ Bestiary 2 pg. 120
Animal/insects enemies are no joke. In the *that looks too realistic* and *what the hell does it do!?!?* sense. If you have any insect phobia, I recomment you to contact your nearest DM.
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grailfinders · 8 months ago
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Grailfinders #26: Boudica
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hey, remember that time we changed our username to pivot to pathfinder builds, completely breaking everyone’s saved links in the process and letting a spambot take our old name only to actually make like 2 dozen builds before stopping for almost a year?
yeah, good times.
anyways, we’re finally doing a pathfinder build again! we’re picking up right where we left off with Boudica, britain’s queen of victory! she’s a Ranger to ride well and hunt down romans even better, and we also dabble into Cavalier to grab the other horse for her chariot and Bastion to shield her allies from harm!
check out her build breakdown below the cut, or her character sheet over here!
next up: so no head?
Ancestry & Background
Boudica is a Versatile Human, giving her a boost in Constitution and Wisdom, as well as a free general feat to start off! with Ride, you don’t need to make animal handling checks to move your horse around while you ride on it. you’re a rider, you shouldn’t be falling off your mount. you’re also a Viking Shieldbearer, so you can Shield Block as a reaction to block incoming damage. it’s also more than a bit geographically inaccurate, but that’s never stopped us before.
you’re also a Noble, which is a step down from queen but we do what we can. this gives you free training in Society, as well as Genealogy Lore, because I don’t think heraldry was a thing when you were around. you also get a boost in Charisma and Strength, plus the Courtly Graces feat, so you can use society to make an impression on nobles instead of diplomacy. you’re not gonna be using that much, but maybe you’ll meet a non-roman noble on your travels.
at level five your Cooperative Nature boosts your Aid checks. at level nine you can give Group Aid, only spending a single action to help multiple people as long as it makes sense with what you’re actually doing to help. at level 13 you can Bounce Back once a day, preventing accumulation of wounded conditions from dropping to 0 HP. finally, at level 17 your Heroic Presence inspires Zealous Conviction, making it easier to command people as long as you don’t make them act completely out of character.
Class Levels
1. again, getting everything out of the way real quick- as a Ranger you are trained in Nature, Survival, Crafting, Diplomacy, Athletics, Plains Lore(or whatever type of land your character is supposed to hail from in-game, britain’s a big place it’s got range), all weapons, Unarmored, Light, and Medium Armor, your Class DC, Will Saves, and as you improve your intelligence Medicine and Religion. you’re also an expert in Perception, Fortitude, and Reflex.
your Key Ability is Strength, so that gives another boost and informs all save DCs you have as a ranger. you also get a level 1 Ability Boost to Strength, Dexterity, Constitution, and Wisdom. as a ranger, you can Hunt Prey as an action, targeting one poor sap in particular for a bonus to seek and track your prey. that alone isn’t special, but your Precision Hunter’s Edge adds an extra d8 of damage to your first hit on your prey each turn.
you also get an Animal Companion. hey, free horse! (the horse also hates romans, so it gets the benefits of your Hunter’s Prey and Hunter’s Edge too.)
technically you can use Warden Spells now, but this build doesn’t do that, so enjoy having less complications in your life.
2. you can now deliver a United Assault once per turn as an action, gaining extra damage on your attack depending on how many of your friends have ganged up on whatever you’re hitting. it’s like the whole party has bonus damage against romans now… and they’re just rolling really badly!
you’re also a Forager, because you can’t cook if you don’t have food. basically, you can always find food for yourself and up to four creatures. there’s more benefits at higher levels of survival, but FGO parties are three people at a time, so you’re fine.
finally, your Bastion Dedication sets you down the path of defense, giving you the Reactive Shield reaction. if you didn’t raise your shield before something tries to hit you, you can do so at the last second for a boost to AC.
3. you can now Pick up the Pace to hunt down the romans faster, increasing how much time your party can hustle while exploring.
your will saves and athletics checks also improve this level.
4. you can now Disrupt Prey as a reaction, so any romans trying to manipulate anything around you might get wacked on the hand and stop.
speaking of stopping, you don’t do that, because you’re an Express Rider! you can make a nature check to move 50% faster. no word on what percentage cooler this makes the horse, but I bet at least 20%.
you can also block and knock at the same time with Disarming Block! it’s exactly as the name implies- if you shield block someone, you can try to disarm them.
5. another Ability Boost, this one improving your Strength, Dexterity, Constitution, and Charisma. your Ranger Weapon Expertise makes you an expert with ranger weapons, yes, but it also gives you the critical specialization of all those weapons if you’re attacking your chosen prey! your Trackless Step makes it harder for any of those romans to find you though, as you’re always covering your tracks without slowing down.
all that, plus it’s high time you got trained in Cooking Lore. for cooking.
6. your horse is all grown up- now it’s a Mature Animal Companion. this means that now your horse can chase and attack enemies without you needing to spend an action to command it! it only gets one action per turn this way, but hay. fuck romans, all my horsies hate romans.
speaking of, you can make romans Say That Again! as a reaction if they crit fail demoralizing you or lying to you. this shoves them back and lets you roll intimidation on your initiative check!
you also have a Nimble Shield Hand, so you can interact with things while wielding a shield in one hand and a sword in the other! I’m sure you cook that way due to sprite limitations, but it’s a thing you can do now.
7. seventh level rangers get Evasion, which isn’t quite as awesome as D&D’s but it’s nice. you’re a master at reflex saves now, and all your successes are critical.
you’re also an Experienced Professional (and an expert Cook Lorist), so you gain twice as much money from failing to earn income cooking, and you prevent critical failures. you’re no beni-enma, but you’re pretty damn good at what you do.
your Vigilant Senses make you a master of perception, and your Weapon Specialization deals bonus damage based on how much you’ve trained with whatever you’re wielding.
8. you can now give a Warden’s Boon as an action, giving your hunt prey and hunter’s edge bonuses to an ally you choose for a round. your anti-roman damage buff’s party wide, but we’re still getting there!
also your Unmistakable Lore means you’ll never get a critical failure while recalling cooking knowledge. I’d advise not to cook with mushrooms before this level.
your bastion feat Reflexive Shield now adds a raised shield’s AC bonus to your reflex saves as well, and you can even shield block whatever made that save happen to boot! rangers are already great with reflex saves so this is just icing on the cake.
9. your Nature’s Edge gives you an advantage on attacking people in difficult terrain. I’d argue all of britain is difficult terrain these days, but that’s due to england being anti-human life rather than because of anything slowing you down.
you’re also an expert in your Class DC, and trained in Intimidation.
10. your next Ability Boost improves your Dexterity, Constitution, Intelligence, and Wisdom. you’re also a Hazard Finder now, so you get a little boost to perceiving traps and hazards, as well as to save against them. rome put you through a lot, so you had to survive all that crap too.
on a lighter note, you’re now a Seasoned chef, so you get a +1 bonus to crafting all food and drinks.
finally, you can Quick Shield Block, gaining a second reaction that can only be used for blocking with your shield. given how much your shield can block now, that’s well-appreciated.
11. as a Caravan Leader,  you’re able to hustle your group for much longer than before. you’re also a Juggernaut, so all your improved fortitude saves are critical on a success, and you’re an expert with Unarmored, Light, and Medium armor.
your Wild Stride lets you move through natural difficult terrain without issue, and your Intimidation improves too. this is because the british are terrifying.
12. at level twelve you can target Double Prey- as it sounds, you can target two creatures in the same action. unfortunately, there’s more than one roman in the world. fortunately, you can do something about that. you can also Rapid Mantel, pulling yourself up a ledge as soon as you grab it.
you also get the Cavalier Dedication this level, so now you have a second horse! yeah that’s it.
13. your survival is better now, and so is your skill with all weapons. not every level’s gonna be a book report.
14. remember double prey? now instead of two prey, how about two hunters? with Shared Prey, you can pick a single target and give your hunt prey and hunter’s edge bonuses to an ally as well as yourself! with this and your ranger companion, you now have three people all dealing extra roman damage! not three separate servants, but I told you we were getting there!
you can also make a Powerful Leap for Standard Anime Jumps, jumping up five feet or across by an additional five feet.
you also have a Mounted Shield, so while on your horse your raised shield and shield blocks will protect you and your mount! horses tend to not have a ton of HP, so this helps a lot.
15. one more Ability Boost improves your Strength, Constitution, Intelligence, and Wisdom, and you gain an Intimidating Prowess that transcends language. servants are stupid strong, and if I saw a woman crush a car like a tin can it really wouldn’t matter if she spoke english or not.
you also get a bunch of small improvements- Greater Weapon Specialization adds more damage to every weapon attack, Improved Evasion makes you a reflex legend and you can’t critically fail, Incredible Senses gives you legendary perception, and you have mastered Cooking Lore!
16. your Incredible Companion now becomes nimble or savage! I don’t think there’s any romans that resist nonmagical bludgeoning damage, but it never hurts to prepare. either way, they can Gallop by using two actions, increasing their speed.
speaking of, you can now lead your horse on a Trampling Carge for three actions, moving through smaller enemies and dealing damage to each one.
again, servants are really strong, so you’re a Hefty Hauler, letting you carry more stuff before getting encumbered.
17. you’re now a Masterful Hunter, improving your class DC again and giving you a bonus with ranged weapons we don’t care about. on the plus side you get an even bigger bonus to seeking your prey, and your once-per-turn damage bonus now applies to multiple attacks!
also- better athletics. have fun.
18. with the Masterful Companion feat, your horse now gets the full multi-strike damage boost of your Masterful Hunter bonus
you can also Quick Climb, just because I thought it looked cool. we’re running out of general skills, you see.
but we still have plenty of cool archetype stuff! with Shield Salvation, you can prevent a shield from breaking when you block damage with it! this works once per day per shield, but that’s still going to save you a lot in the long run.
19. you’re an Ancestral Paragon, giving you some Haughty Obstinacy so the romans can’t push you around. you critically succeed on saves against mental effects, and if someone fails to coerce you they critically fail instead!
your armor has become a Second Skin to you, so you can rest in it. feels a bit weird to get that this late in the build, but we gave you a level 12 feat at level 18, so who are we to judge?
you also get better with Society, and you can size up Swift Prey in an instant- you get a free action each turn if hunting prey is the first thing you do.
20. last level, last Ability Boost. this last one improves you Strength, Dexterity, Constitution, and Charisma. we can also finally buff the whole party properly with Triple Threat- you can mark three romans for yourself, two romans for yourself and an ally, or one roman for the whole party of three to beat up.
you get Wall Jump because again why not, and we finish the build with a Legendary Rider, giving you another free action each turn to command your horse.
Pros & Cons
Pros:
this build really maximizes the effectiveness of the ranger’s Hunt Prey ability, sneaking in as much bonus damage as we can by sharing our precision damage with just about everyone in the party. also, by sneaking shields into a class that usually doesn’t really use them, we improve the ranger’s defense by quite a bit, improving the longevity of Boudica and her horse.
Cons:
like a lot of build so far, playing to character completely removes any kind of ranged damage from the build, and in a game like pathfinder where positioning is important, not being able to attack at range can be a big issue. also, while you have plenty of defense, you have no way to repair your shields on your own, or regain HP in battle, so you’ll still lose that war of attrition.
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lilyblackdrawside · 8 months ago
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Custom Operator kit for
Patia
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Loopshooter Sniper 6-Star
Elite 2, Level 90 Stats 1984 HP 662 Atk 170 Def 0 Res 70s Redeploy Time 16 DP Cost 1 Block 1s Attack Interval
Trust Bonus +90 Atk
Potential Boni 2 Deployment Cost -1 3 Redeployment Cooldown -4s 4 Attack +26 5 Improves Second Talent 6 Deployment Cost -1
Talents
Talent 1 Flash Strike On deployment, inflict Silence and Slow on all enemies in range for 8 seconds.
Talent 2 Pathfinders’ Teachings Attacks split on hit, one half returning to Patia, the other bouncing to nearby enemies up to 4 times, dealing 10(12)% more damage per bounce.
Skills
Skill 1 Headshaker
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On-Attack Charge, Manual 10/8 SP, 2 Initial SP [Rank7/Mastery3]
Fires an attack that inflicts a shift force strong enough to minimally shift each target and deals 210/240% Atk damage. Can store 2 charges.
Skill 2 Sneaky Trick
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Per Second Charge, Manual 25/20 SP, 15 Initial SP, 18s Duration
Trigger effect of Talent 1. Gain +80/115% Atk and deal +90/125% more damage to enemies suffering from a status condition for the duration. Cannot use Normal Attack when the skill is not activated.
Skill 3 Eliminate the Blind Believers
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Per Second Charge, Manual 100/90 SP, 75/80 Initial SP, 30s Duration
Passive effect: Patia gains 1 SP whenever her attacks bounce to a new target.
Attacks can bounce between enemies that have already been hit. Projectile Speed increased by +200/250% Increases ATK to 280/300% when attacking.
Base Skills
Base Skill 1 Irritation When stationed in a Trading Post, for each Sankta stationed in a Trading Post, Morale consumed each hour +0.15 and order acquisition efficiency +25%.
Base Skill 2 Fowlbeasts of a feather When this Operator is assigned to a Dormitory, self Morale recovered +0.4 per hour for each other Liberi stationed in the same Dormitory.
Modules
Module 1: The closer the enemy, the higher the damage dealt. (up to an increase of 15%) Def +30 ATK +17
Level 2: Def +36 ATK + 21
Talent 1 [Flash Strike] -> On deployment, inflict Silence, Slow and Bind on all enemies in range for 8 seconds.
Level 3: Def +42 ATK +26
Talent 1 [Flash Strike] -> On deployment, inflict Silence, Slow, Bind and Stun on all enemies in range for 8 seconds.
Trials: - Perform a total of 80 attacks on enemies afflicted with Silence or Slow with Patia.
- Clear Intermezzo SN-6 and have Patia defeat 10 enemies.
Module 2: After deployment, gain Camouflage for 7s. ATK +20 Redeploy Time -3s
Level 2: ATK +26 Redeploy Time -6s
Talent 2 [Pathfinders’ Teachings] -> Attacks split on hit, one half returning to Patia, the other bouncing to nearby enemies up to 4 times, dealing 10(12)% more damage per bounce.
The final bounce also splits onto another extra enemy.
Level 3: ATK +32 Redeploy Time -10s
Talent 2 [Pathfinders’ Teachings] -> Attacks split on hit, one half returning to Patia, the other bouncing to nearby enemies up to 4 times, dealing 12(14)% more damage per bounce. The final bounce also splits onto another extra enemy.
Trials: - Bounce attacks onto 300 enemies with Patia.
- Clear Side Story GA-EX-6 with a 3-star rating; You must deploy your own Patia and only Liberi operators are allowed for the remaining units.
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