#pathfinder level 0
Explore tagged Tumblr posts
Text
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 Iâm 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 (Ă3), 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 â 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, thereâs 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) â 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) â 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
#pathfinder 2e#13th age#homebrew#my homebrew#monster#dragon#tome of beasts#pathfinder level 0#13th age level 1#long post
7 notes
¡
View notes
Text
Camazotz
Pathfinder 2e
Camazotz (Lord of Bats and Fire)Â
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 wasnât 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.
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 doesnât 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.
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 Camazotzâs 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 Camazotzâs 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
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 canât make opportunity attacks, and enemies canât make opportunity attacks against it. Swarming Resistance 18+: The giant bat swarm gains damage resistance against all damage from enemies the swarm didnât 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.
#pathfinder 2e#13th age#homebrew#my homebrew#monster#demon#undead#beast#pathfinder level 0#13th age level 14#13th age level 12#long post#tome of beasts
5 notes
¡
View notes
Text
![Tumblr media](https://64.media.tumblr.com/c82056b5cf9e781eab75c2d559ec3bc7/c152582ec53948f8-45/s540x810/2eda5c8245bb51823b680977184b0c76e3855678.jpg)
![Tumblr media](https://64.media.tumblr.com/ed8cdfa5539c6ed9a9c1abba3e0a9e7e/c152582ec53948f8-c9/s540x810/99133948d838dabe2663081981ac3ab7b3197efc.jpg)
âď¸ 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 battleâ¤ď¸
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!
đ 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 đ°!
#art#dnd#artists on tumblr#pathfinder#foundryvtt#dungeons and dragons#illustration#fantasy monster#isometric#halloween#neutral#npc#level 0#dockhand
10 notes
¡
View notes
Text
More Amor. Getting some of my thoughts on her down on paper before art fight >:3c
#sovenasart#artists on tumblr#art#digital art#d&d#pathfinder#dnd#dnd oc#drawing#digital drawing#Gunslinger#wizard#casting#cone of cold#gun#firearm#old firearm#arquebus#cane#artist#Did you know#Spellbooks in Pathfinder are supposed to have 100 pages?#And you can fit exactly#One spell level per page#(And 1 page for 0-level spells)#Long ass wizard books.#If you need more than that#You get multiple spellbooks I guess
5 notes
¡
View notes
Text
![Tumblr media](https://64.media.tumblr.com/2fc45aca2840de6c3229b1fc472f5cea/d093076b34296b7a-84/s540x810/f1bd7729a5b0243a7bb0fa5a739132a733884131.jpg)
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!
#The quiet year#pathfinder#map#ttrpg#world maps#island#fantasy world#pathfinder 2e#inkarnate#cartography#desert#level 0#session 0#collaborative#second edition#pf2#collaborative storytelling#maps
14 notes
¡
View notes
Text
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.
1 note
¡
View note
Text
Melixie
![Tumblr media](https://64.media.tumblr.com/67dda2c4ccec0dee311779cd67d2118e/5503b6d957871ac1-c3/s540x810/38b605f42c3d6264c9ae71441a386f6d5c924ddd.jpg)
Image Š 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 beeâantennae, 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 Constantâspeak with arthropods At willâacid spray, dancing lights, ghost sound (DC 14) 1/dayâant 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.
64 notes
¡
View notes
Text
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
61 notes
¡
View notes
Text
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...
#it was really fun to figure out how beavers would go from walking/swimming to standing upright#the head swivels downward but stays in the same orientation#its very cute to me. dont ask where their neck is.#mineblr#minecraft#minecraft mob idea#beaver
44 notes
¡
View notes
Text
Animal Conversion- Black Mamba
![Tumblr media](https://64.media.tumblr.com/fcd13537ef36c92b82ca8f9317113288/2f85763feb0fa8ac-94/s540x810/6eb66b17a0787911c8549603c08e0d01dc796393.jpg)
(photograph by Ronald Scott)
The way Challenge Ratings work in Pathfinder means that creature's general damage input and output roughly align. This is game design for an even battlefield, where you charge in against monsters and start whackin', but it fares poorly in representing one aspect of the real world; venomous animals, creatures which can be killed with anything from a jab from a pointy stick to an errant slap of the human hand, but which possess chemical weapons that can debilitate or even kill a human being. One of the most notorious of these is the black mamba, an african elapid related to cobras, coral snakes, and other notorious killers.
(Incidentally, if you search Black Mamba on google here in the hellscape that is 2024, you get a bunch of AI images of what people think black mambas should be- jet black cobras with angry eyes and powerful jaws. Isn't is more interesting, though, that the real deal looks so gray and unassuming- until they open their jet black mouths?)
This is a very old statblock, designed years ago as I wanted to approach the feel of these animals- a quiet hiding creature that could kill you if you step in the wrong direction. They are designed to be used more like traps than Monsters, and uhm. May need some playtesting. But I think it's an interesting bit of game design and would love your thoughts! I also included a fictional violet mamba for if you really hate your players.
This gray-black snake is particularly unassuming as it hides among the leaflitter
Misc- CR8 TN Tiny Animal HD8 Init:+8 Senses: Perception:+9, Blindsense 30ft Stats- Str:8(-1) Dex:18(+4) Con:13(+1) Int:2(-4) Wis:14(+2) Cha:3(-4) BAB:+6/+1 Space:5ft Reach:0ft Defense- HP:48 (8d8+8) AC:20 (+2 Size, +4 Dex, +4 Natural Armor) Fort:+8 Ref:+10 Will:+4 CMD:17 Offense- Bite +11(1d4-1 plus Black Mamba Venom, touch) CMB:+3 Speed:20ft Special Attacks: Deft Fangs Feats- Weapon Finesse, Weapon Focus (Bite), Ability Focus (Poison), Improved Initiative Skills- Stealth +19, Perception +9 Ecology- Environment- Forest (Hot) Languages- None Organization- Solitary Treasure- None Special Abilities- Black Mamba Venom- Bite- Injury, Fort DC21, Frequency 1/round for 10 rounds Effect 1d3 Con damage, Victim is Paralyzed Cure 2 successful saves in a row Deft Fangs- Black Mambas bite as a touch attack.
Black mambas are infamous for their venom, and with good reason; theyâre among the deadliest of all in nature. Not only is their venom powerful and fast acting, but it quickly paralyzes its victim, leaving them vulnerable to further assault.
Violet Mambas
Violet mambas are named not for a bright color but for the subtle magical iridescence that coats their scales; a small difference, but one that is critical to notice.
Violet mambas are variants of the black mamba. They are Magical Beasts. Do not recalculate their HD or skills. Those stricken with violet mamba venom gain SR20 against healing spells and spells that remove or cure poison or ability damage for as long as they are poisoned.
Black Mamba Companions
Starting Statistics: Size: Small Speed: 20ft Attack: Bite (1d4 plus black mamba poison) Ability Scores: Str 12(+1) Dex 14(+2) Con 12(+2) Int 2(-4) Wis 15(+2) Cha 10(+0) Special Qualities: Low-Light Vision, Scent, Blindsense 30ft, Black Mamba venom (Bite- Injury, 1/round for 5 rounds, 1d2 Con damage, save DC is HD based)
7th Level Advancement: Ability: Dex +2, Con +2 Special Qualities: Black Mamba venom (Bite- Injury, 1/round for 10 rounds, 1d2 Con damage, victim is staggered, save DC is HD based)
26 notes
¡
View notes
Text
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
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
#pf2e#dnd#ttrpg#5e#Campaign#Pf2e Campaign#pathfinder kingmaker#pf2e Kingmaker#Kingmaker Campaign#Dnd Campaign#Gm for hire#DM for Hire#Dungeon Master For Hire#LFG#Looking for Game#pf2e lfg#dnd lfg#5e lfg#please boost
51 notes
¡
View notes
Text
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 Iâm 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 (Ă3) 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 Targetâs 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
#pathfinder 2e#13th age#homebrew#my homebrew#monster#fey#pathfinder level 0#13th age level 1#long post#tome of beasts
8 notes
¡
View notes
Text
How to Play as Gardevoir in Pathfinder 2e
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.
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.
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
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.
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.
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)
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
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)
INNATE SPELLS
Detect Magic Mindlink (Elves only)
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?
#pathfinder#pathfinder 2e#pf2e#pf2#gardevoir#ralts#kirlia#pokemon#pokĂŠmon#hoenn#hoenn region#pokemon ruby and sapphire#pokemon emerald#mega gardevoir
40 notes
¡
View notes
Text
![Tumblr media](https://64.media.tumblr.com/4041ac0cb4c93c95b3d8cafd8b243608/fea99e935ede887f-d4/s540x810/75054081e566d2983c9bcef6576e7e82ac8aa9de.jpg)
đNew 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 vicinityâtypically starting with the body upon which they were born."
âSource: Archives of Nethys Remastered â 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.
#art#digital art#dnd#pathfinder#foundryvtt#roll20#dungeons and dragons#illustration#fantasy monster#isometric#level 0#maggots#animal#insect
10 notes
¡
View notes
Text
PF2e Character Concept â Archaeologist Rogue
Guess who this was inspired by? Since Iâve been talking about Jonathan Carnahan recently. Heh. Though this will be more loosely inspired than an actual attempt to create the character in Pathfinder. Weâre just going to take the idea of a charming and loyal pickpocket with some scholarly backing behind him, and go from there.
As for why PF2e, mostly for the archaeologist archetype, but also because Osirion is right there? Golarion has a straight-up Ancient Egypt analogue sitting pretty in northern Garund, so we might as well use it!
So. Our class is obviously going to be Rogue, and given that the main thing that Jonathan repeatedly does to the benefit all is pickpocket people, weâll be taking the Thief racket (Scoundrel is a possibility, if we wanted to lean more on the charming angle, but thievery usually works better for Jonathan, so weâll go Thief). And to hone in on that ⌠If we want a background that will give us the Pickpocket feat, we could go Street Urchin, but I rather like Hounded Thief from Guns & Gears. Because the premise of that background is that you stole a âunique item from a strange individualâ and now you have the creeping feeling that youâve drawn eyes because of it. So, for example, possibly we stole a mysterious strangely-shaped amulet from a strange person, and it might turn out that itâs the key to a magical tomb in the desert? Just spitballing here. Heh.
For ancestry ⌠Okay. If we want an ancestry that is smart, fast, well-travelled, loyal, communal, curious, and inveterate hoarders ⌠I mean. Heâs got to be a Ratfolk, no? That might sound cruel or on-the-nose, that the thief is a rat, but ysoki are loyal, love their families, love travel, and just enjoy collecting things. Like shiny things. But thatâs besides the point! *grins* Letâs go with the Desert Rat heritage, and say weâre actually from Osirion, or possibly Katapesh. For our languages, weâll take Common, Ysoki, and Ancient Osirion, because our little scholarly thief has always been interested in the ancient empire (and its mysterious treasure-filled tombs).
Our starting stats will be a +4 to Dexterity, a +2 to Constitution and Charisma, a +1 to Intelligence, and a +0 to Wisdom and Strength. Weâll primarily be levelling those first four, but at some point weâll try to boost our Wisdom for Perception in there.
For skills, weâll start with Stealth, Thievery and Underworld Lore, and then 7 more, plus 1 for our Int modifier, and 1 because we doubled up on Thievery between the Thief Racket and Hounded Thief. So weâre also going to take Deception, Intimidation, Diplomacy, Society, Survival, Acrobatics, Medicine and Crafting because theyâre handy, and then Lore: Ancient Osirion. Taking the Archaeologist dedication feat at Level 2 will auto-bump Society and Thievery to Expert, and weâll bring at the very least Stealth and Deception all the way up with them.
For feats, weâre definitely going to focus around stealth, theft and deception, stuff that will get us out of trouble if at all possible. Subtle Theft, Multilingual, Charming Liar, Fleeing Diversion, Slippery Prey, Swift Sneak, Kip Up, etc. Amusingly, there are a couple of feats, one a rogue feat (Mug, on attacking) and one an acrobatics/thievery skill feat (Tumbling Theft, on tumbling past), that let you rob enemies in combat, which is my favourite Jonathan move, so weâll definitely snag at least one of those. From the archaeologist archetype, I also definitely want Scholastic Identification, to let our boy decipher those important ancient arcane text at key moments. Heh. Also Magical Scholastics so he can cast Detect Magic and hopefully figure out if something is cursed before he picks it up.
So. We have a cheerfully light-fingered ratty rogue who grew up in the desert and fell in love with the romance of an ancient empire and the tombs buried under the sands. Nahan, a charming and loyal and ever-so-slightly greedy Ysoki Rogue, who got into some slight trouble when he stole a very particular object from a mysterious stranger.
#pf2e#character concepts#rogues#jonathan carnahan#or loosely inspired by same#love him#cheerfully lightfingered scholarly ratty rogue
7 notes
¡
View notes
Text
There's a lot that remains to be determined about the TTRPG I'm writing, but the basic concepts are set, so I'm going to talk about them a bit.
The fundamental mechanic uses a variation on "step dice" a la Savage Worlds or Kids on Bikes: the dice you roll depends on how skilled you are at a particular type of action, rolling a bigger die the more skilled you are. There are six total attributes, a la DnD or Pathfinder, and from among these you select a primary, a secondary, and a tertiary attribute. Your primary attribute gains a d20, your secondary attribute gains a d12, and your tertiary attribute gains a d10. The other three attributes have a d8. Each attribute die is then rolled alongside a d8 "base die"; thus, you are typically rolling two dice at once.
There are two things you're looking for when you roll your pair of dice. The first, predictably, is how big the total is. If you have Brawn as your primary attribute and you want to shove open a locked door, rolling your d20 and your d8, plus your Brawn score (which will start between 0 and 2), is likely to net you a sufficient result to meet the target number; if Brawn is an attribute with a d8, your 2d8 roll is way less likely to meet the target number. However, you're also looking for a match between the two dice. A match, no matter the total it results in, gives you a "fortune effect", allowing you to do something cool - maybe you step your result up a degree of success, or maybe your sword slash misses but you force your opponent to jump back 5 feet in the process of avoiding it.
I'm visualizing these mechanics in the top center of the character sheet like this (with a blank version and a few variations of completed level 1 versions):
![Tumblr media](https://64.media.tumblr.com/b2284ff498096a417b6a280fd418a244/985c56cd804c273f-b1/s540x810/bbf28add6e57c749f449f1f56fbe775ff13b7fb3.jpg)
![Tumblr media](https://64.media.tumblr.com/7ce26b48761832bcf60b3d9e3ab79f6e/985c56cd804c273f-b8/s540x810/02bcae09c57f351680adaedd03fe8d477e7697c0.jpg)
![Tumblr media](https://64.media.tumblr.com/99f87051fe3157861be692576fcea3a2/985c56cd804c273f-d1/s540x810/ab5f7b522261dc32449371e996c39a9efb31c6f8.jpg)
![Tumblr media](https://64.media.tumblr.com/f9ff11de89414671573828fadcaf8f19/985c56cd804c273f-26/s540x810/b788888e78c9ab0de8748d8ab221c9c130cc309f.jpg)
Now, the astute among you will notice that the lower your attribute die is, the more likely a match is. That is more than fine with me, for two reasons: one, your primary attribute will give you other ways to achieve fortune effects besides matches. But two, I want characters to care about more than just their best attribute. I want moments where a character with no investment in Agility to go ahead and roll 2d8 to swing their dagger, because in this situation the 12.5% chance of a match is their best chance to achieve a useful effect. And I want characters rolling their worst score against a monster's breath weapon or whatever to feel like they've got a fighting chance to get a good result.
The other thing these attribute distributions do is determine what kinds of "talents" your character can have. Talents are feats, in effect, and all but stand in for class features. Each attribute gives you some features (for example, an Agility-primary character is faster by default than anybody else), but for the most part your character's identity will be based on the Talents that you mix and match over the course of coming into their own as a hero - as a Paragon. Some Talents will only be available to those with a specific attribute as their primary, while others will be open to those with a "focus" on a given attribute (i.e. it's their primary, secondary, or tertiary), and many will be open to all characters.
Anyway, enough rambling for now. Like I said, there's far more yet to be nailed down (though there's also far more I haven't shared yet), and I've got a long road ahead. But also, as I keep reminding myself, I also have no deadlines. This is just for me, for now at least. And god game design is fun.
13 notes
¡
View notes