#pf2e light
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dndspellgifs · 2 years ago
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Moonlight Ray
3rd level evocation
Divine, Primal
(pathfinder 2e)
we are all going to be ookay some day i promise
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stingray blast
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big-cheesy-productions · 1 year ago
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Last session ended with me swallowing an eldritch cult scroll that drives people mad into an extra-dimensional space in my mouth, this session ended with me holding a piece of the key to probably the end of the world in my t*ddies.
Ttrpgs are fun
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cat-of-starlight · 1 year ago
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Hey, followers!!
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Ok so I know that I mentioned this EARLIER, but yea, my brainrot for Dante is so strong that I'm making an AU version of them for a TTRPG (Specifically, I'm making them for a Pathfinder 2e campaign)
So ye! Behold Them!! I'm making them as the "Oracle" class -Specifically "Mystery of Life" (Because gang. holy shit. its as close as I can get to how their power works- They're the group healer but they're SO CURSED and the curse hurts themselves to do some of the cool heals. Just like canon fr)
They still have amnesia, of course, but I will be giving this version a vague backstory of their own (Not like I could even steal the irl canon anyway because they don't know it, but yea!)
(Some better outfit pics, because I gave them two :3 ) (They deserve to get to wear whatever they want honestly)
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(Outfit 1 Credit / Outfit 2 Credit - I did buy and use them both, so I wanted to actually credit the outfits as well - DID edit the first one to match their normal colors, but yea!)
I'm not fandom tagging this, lmao, everything is crazy enough in there rn- but! Followers (and other people scrolling through) feel free to ask about them!! They're my ultimate blorbo rn and I even if the CANON one has to be miserable, at least I can play a version of them that GETS the happiness they deserve, even if it takes a bit <3)
*Edit note: Lmao I've already talked to some of the other players and they've kinda collectively adopted this Dante as the party's mascot- Big "We've only known them for 2 min but if anything happened to them we'd kill everyone and then ourselves" vibes One wants to be the group tank and once we inevitably finish battles with my poor character on like. 2 HP because spells like Life Link are a thing, she's just gonna throw their scrawny ass over her shoulder after battles- Even if the sinners continue to be mean to canon Dante, at least this version can have their Found Family™
Oh and the DM is the only other person in the group who's played Limbus, so extra conspiring to make this backstory hurt <3
Note: Do not repost my art anywhere (If in doubt, ask me)
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catgirlforeskin · 7 months ago
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"even the most gentle suggestions that trying out other games could be good." ^ .... ?? "We should round up everyone who still likes DnD 5e and hold their faces down into hot coals until the smell of charred melting flesh suffocates our noses! Who’s with me!" "an rpg so alien to the design philosophy of DnD that hearing it makes cr fans’ heads explode into tf2 gore giblets" & you keep saying that you'd give people a list of other ttrpg's to play... and you don't. you just shit on stuff and whine. i don't even like dnd anymore because all the manuals are "big" but insubstantial and wizards of the coast are greedy and making the game worse.. but it doesn't mean you have to be rude to the people who still enjoy it.
You’re right, we don’t have to be rude to people who still enjoy 5e. We have to kill them
I’ve had several posts about other systems to play, usually as answers to asks I’ve gotten, if tumblr search worked better you could look on my blog quite easily. But for posterity’s sake…
Crunchier games:
-most similar to DnD 5e: Pathfinder 2e. All rules free online, extremely popular
-faster, high stakes cinematic combat with more flexibility in setting: Mythras
-apocalyptic survival exploration with good gun-based combat: Twilight 2000 4e. Easily reskinned for other settings that keep the same thematic core
-people will get mad if I don’t mention Lancer, it’s a mech game, I just think it’s okay personally.
Pf2e and Lancer are combat as sport while mythras and t2000 are more combat as war (explainer here)
Lighter Games:
-OSR: Old School Renaissance, this is a school of RPGs based on original DnD and adventuring with fragile characters defined by gear instead of abilities who should always fight dirty and creatively, trying to outwit opponents instead of engaging head-on. Mausritter and Dragonbane are my current favs, but there’s hundreds of games in this genre of all different kinds of themes. Favors GM rulings over written rules⭐️Great for people who already play 5e in a much more freeform style⭐️
-PbtA: Powered by the Apocalypse, a school of RPGs based on Apocalypse World. Strong mechanical support for collaboratively making your story at the table. ⭐️Great for people who prefer roleplay and narrative⭐️. People often recommend Dungeon World because it’s similar to old dnd, personally I just think it’s okay. Current fav is The Sword, the Crown, and the Unspeakable Power for Game of Thrones feeling stories, Fellowship is good for LotR style fantasy. Hundreds of games in this genre and the subgenre Forged in the Dark (FitD) for games based on Blades in the Dark. Current fav is Rebel Crown.
Closing thoughts:
-Umm suck me off :)
-Free League Publishing makes a ton of rpgs and pretty much all of them are good, I highly recommend anything they do. FIST is a fun osr and pbta hybrid. Riddle of Steel and its successors are cool rpgs trying to simulate real sword fights unfortunately mostly made by reactionary dipshits. There’s tons of unique rules light stuff outside of OSR or PbtA design space as well, go on the various rpg subreddits, go to rpg blogs, go to itch.io and explore. r/rpg is a great resource and I’ve learned about so many good systems from it.
-I hope this one shows up when searching my blog for rpg posts in the future so silly people don’t go “you never recommend games you’re just a HATER!” I love to hate but it’s slightly more fun to play good rpgs with friends than it is to be a hater online. Oh my god I didn’t even mention GMless games, good lord uhhh check out Quiet Year and The Zone okay love you all bye bye I want 100 5e player scalps xoxo
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dndspellgifs · 2 years ago
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Inner Radiance Torrent
1st level necromancy
Divine, Occult
(pathfinder 2e)
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ESTROGEN BLAST
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thecreaturecodex · 5 months ago
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Skull Peeler
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Image © Paizo Publishing, accessed at Archives of Nethys here
[The skull peeler from PF2e's Bestiary 3 is a monster I wanted to like, but enough stuff bugged me about it that the version published isn't my favorite. For one thing, it supposedly is a specialist on sauropod dinosaurs, but as a CR 6 versus a CR 10 (at least) seems a little steep. It's described as being explicitly a "naturally evolved creature", but a mammal with insect wings doesn't strike me as something that can be claimed to be naturalistic, even for fantasy world evolution. Lastly, the slow speed and the excellent camouflage make me think it was originally intended to be a sloth monster, and got changed to a monkey monster at some point in development. I have made a number of tweaks to the mechanics and flavor text alike in order to bring it to my admittedly persnickety standards.]
Skull Peeler CR 6 N Magical Beast This creature looks like a monkey except for its translucent butterfly wings. Its forelimbs have oversized claws, and it has a long tongue studded with razor blades.
Skull peelers look cute, but their behavior is anything but. Skull peelers are predators of the canopy, feeding on birds, monkeys, lizards and browsing megafauna. A skull peeler will attack a giraffe, elephant or even sauropod dinosaur from ambush, tearing into its face and neck with razor sharp claws and a bladed tongue. Even if the prey survives the initial assault, it often bleeds to death from the creature’s supernaturally anticoagulant saliva. The skull peeler then lives up to its name, tearing off its victim’s head to eat the fleshy cheeks and the fatty brain. Skull peelers can go a long time between meals, and rarely descend to the forest floor to feed on the rest of the corpse. Scavengers and kleptoparasites tend to feed well in areas inhabited by a skull peeler.
Skull peelers are native to the First World, but have escaped onto the Material Plane through portals and the intervention of mortals and fey alike. Fey creatures and gnomes can often coax a skull peeler to remain in a particular area, but otherwise they are undomesticable, being semi-sapient in their own right. The combination of adorable appearance and vicious temper makes them popular as trophies and guardians by crime lords or rulers of a crueler bent. Skull peelers are notorious escape artists, however, and are adept at escaping into the wild and taking up residence in unexpected habitats.
Skull Peeler CR 6 XP 2,400 N Small magical beast (extraplanar) Init +8; Senses low-light vision, Perception +8
Defense AC 19, touch 15, flat-footed 15 (+1 size, +4 Dex, +4 natural) hp 66 (7d10+32) Fort +9, Ref +10, Will +5
Offense Speed 20 ft., climb 15 ft., fly 15 ft. (average) Melee 2 claws +13 (1d4+5), tongue +13 (2d4+5 plus bleed) Space 5 ft.; Reach 5 ft. (10 ft. with tongue) Special Attacks anticoagulant, bleed (1d4), giantslayer, sneak attack +1d6
Statistics Str 20, Dex 19, Con 16, Int 5, Wis 16, Cha 13 Base Atk +7; CMB +11; CMD 25 (29 vs. trip) Feats Acrobatic, Improved Initiative, Stealthy, Toughness Skills Acrobatics +10 (+6 jumping), Climb +17, Escape Artist +7, Fly +12, Perception +8, Stealth +13 (+17 in vegetation); Racial Modifiers +4 Stealth in vegetation Languages Sylvan (cannot speak) SQ fragrant, freeze (vegetation)
Ecology Environment warm and temperate forests (First World) Organization solitary or pair Treasure incidental
Special Abilities Anticoagulant (Su) Bleed dealt by a skull peeler requires a DC 21 Heal check to stop with mundane methods. Anyone using a healing spell to stop the bleed must succeed a DC 16 caster level check or the bleed persists. Fragrant (Ex) A skull peeler smells like vegetation as well as looking like vegetation. Creatures with the scent special ability must succeed a Perception check against the skull peeler’s Stealth check -10 to recognize the presence of a creature within their scent radius. Giantslayer (Ex) A skull peeler deals an extra +1d6 points of damage with its sneak attack for every size category larger the creature is than the skull peeler. Tongue (Ex) The tongue of a skull peeler is treated as a primary natural weapon that deals slashing damage.
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honourablejester · 4 months ago
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Still on the subject of Starfinder 2e, though, the playtest rulebook had this fantastic art of a rockstar-looking borai:
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Which. Undead rockstar lashunta. Noice.
They also have a magic item in the equipment section called the Diva’s Microphone, which is an ‘ostentatious crystal microphone is embellished with glimmering jewels and delicate lights that pulse in time to music’, and which amplifies your voice out to 500ft and grants +1 to performance. It also lets you cast the sonic scream spell. You can get levelled versions that increase the bonus and the level of the spell.
So. You know. I now kind of want to make a borai envoy with the ‘in the spotlight’ leadership style and the icon background and give her this item and basically make an undead Macross-style spaceship idol singer?
Also, sidenote, I enjoy how they made the borai a versatile lineage. That is one PF2e style conversion that I appreciate. Imma put borai on a dwarf. Also ysoki. What does a mostly-undead barathu look like? Thoughts!
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cy-cyborg-draws · 6 months ago
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Migli is one of my favourite TTRPG characters ive ever played, so with art fight coming up, i decided to redo her character art. I first played her as a Dragonborn Wild Magic Sorcerer in a d&d 5e game, then again in a few pathfinder/PF2e games as an unusually large kobold witch with a wild magic curse
Migli wasn't born, she was created as part of an experiment to create a dragonborn with abilities based off the purple chromatic dragons (deep dragons). However, the magic used to create her went wrong, leaving her with a normal electric breath weapon, and now any time she uses her magic, it will often become wild. Every time it did, more of her scales peeled back to reveal what appears to be a starry void (though these spots feel like liquid to the touch), and the more of this void that covered her, the more chance her magic would go wild.
This is where her familiar, smiley, comes in. She doesn't know it's real name, it refuses to tell her, all she knows is that he gives her a way to regulate her powers and keep the void spots at bay. Now the void spots only grow after extended use of her magic, and so long as a smiley is around, they begin to shrink once she is able to rest. It says that it is not doing this to help her, that it gains something from this, but what that is, she doesn't know.
Migli doesn't use a prosthetic for her arm, but she can cast a spell Smiley taught her called "void-hand" which functions similarly to the mage-hand spell (though this counts towards her spell usage for the day, so she doesn't use it often).
[ID 1: an illustration of migli, a purple, anthropomorphic dragon with one arm, covered in blue "spots" filled with a starry pattern and holding a staff with a hook at one end and a blade on the other. She is wearing a reddish-brown dress, and has torn bandage on her tail and right arm. Over the stump of her left arm is a smokey fog, with the same starry pattern as the spots. Coiled around her staff is a black snake with a creepy smile, and the same starry spots on it's back /end ID 1]
[ID 2: the same illustration of migli without any lighting or shading, and without their smokey arm. In the background is the silhouette of a human woman, showing migli only comes up to the average woman's shoulder. To the left, is migli's colour pallet, to the right is a close up of the snake. /end ID 2]
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keplercryptids · 8 months ago
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Hi! I'd love your advice/thoughts if you have the time: a friend is interested in trying ttrpgs. Theyre, uh, scifi/fantasy-curious? (such a normie & I love them for it) They love strategy games and stories but are a little nervous about the freeform/rp elements. I'd really like to NOT use 5e as the intro game but having a lot of trouble thinking of another good option for someone who has zero sff/ttrpg background.. (I love reading about your new campaign 🥰) thank you!
hi! there's a bunch of possibilities and almost certainly your friend will need to try out multiple things to find something they really vibe with, but! here are some suggestions. i tried to include a wide variety in terms of mechanics, vibes, genre etc.
Savage Worlds. this system is setting-neutral so it can be as SFF (or not!) as you like. it has some mechanical crunch but not nearly as much as, say, d&d or pathfinder so it's likely easier for beginners to pick up. easy to prepare encounters on the gm side and character creation is super customizable.
Fiasco. this is a gm-less oneshot-style game that i think does a great job of dropping players into narrative roleplay with JUST enough guidance from the rules. the game is designed to simulate a caper gone wrong. all players share narrative control, which can be intimidating for newbies, but is also great practice of doing that kind of thing.
Shadowdark, for a dungeon-delving OSR style game. i haven't gotten the chance to play this myself but I've read through the rulebook and hope to run some games someday. the rules are not as complicated as d&d, but still provide great structure and opportunity for strategy. there's also a cool real-time element of tracking light sources (each torch only lasts for one IRL hour) which is fun. i feel like it's a good introduction to old-school style ttrpgs with a modern twist.
systems like Powered by the Apocalypse (i.e. Monster of the Week) and Forged in the Dark (i.e. Blades in the Dark, Scum and Villainy) are narrative-driven and fiction-focused games that are often recommended for beginner players. IMO, these kinds of games really push players (and GMs!) to approach games entirely from the fiction side of things, which can be challenging, especially if your friend isn't comfortable with that kind of thing yet. i did want to suggest them though because they might be the flavor of game your friend would enjoy, and there's a ton of varied genres within these systems.
and finally, if you're looking for a mechanically crunchy game similar to d&d that's better than d&d, Pathfinder 2e is your friend. it's high fantasy and rules heavy, so it may not be the vibe, but if your friend is looking for strategy, combat, and tons of character options, pf2e is great. (and, importantly, all the rules are free online!)
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pathfuckery · 11 months ago
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Hey ya'll, I've decided to start slowly sharing the maps I make for my sessions so other people can get use out of it too! It's nothing too fancy. Everything I share will be things I've mocked up in Dungeondraft, a fantastic program I highly recommend if you make maps for your VTT. This first one is a small vampire manor. Secret doors are not marked, but can be easily placed in multiple locations.
I've not added lighting on this particular map, as it varies based on the time of day!
I'll try to post one or two of these a month as I go through past maps and clean them up a bit, and everything will be accessible from this shared file!
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leidensygdom · 9 months ago
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I've seen you posting about what I think is a DnD campaign, and I'm wondering what software the screenshots are from?
It is a DnD campaign, even if an odd one!!
We use FoundryVTT, which is an absolute godsend. It's a Virtual TableTop (like roll20), with a few differences:
It's single payment. $50, but it goes on sale, and it's very lenient with the license (one person gets it, the whole group can use it to DM as they'd wish! they don't really care)
No subscriptions or extra payments after that. You get the entire software with all of its utilities for that.
It's self-hosted (think like Minecraft servers) but it's easy to set up and it's wonderful since you don't need to worry about storage
It comes with just all sort of functionalities out of the box and it's far much more fleshed out than roll20. There's a lot of integrated TTRPG systems in it already (including 5e, Pf2e, Blades in the Dark, Call of Cthulhu, etc), which update constantly
The software itself is also actively updated and they add more functionalities constantly- It's already VERY good, but they keep expanding it!
A very important one, but it allows modding and has a very active modding community, so if there's a functionality the base software doesn't have, chances are that someone already did it. for example, the healthbar or the turn markers are mods
Honestly the devs are pretty cool too and I appreciate the work they do
For some of the cool functionalities it has that I really use (most of which roll20 doesn't have)
It's just really well optimized and they actively work on optimizing it further with every update!
This one is very important to me, but it allows animations natively, which I use quite a bit for animated tokens. There's people who have done animated spell effects and such too. It supports webm, which are much better than gifs
Overall a LOT of visual customization. You can set lights in the scene with lots of animation, filters, there's a mod to add weather and particle effects, you can have forehead tiles (basically stuff that is over the character), etc.
The sheet and inventory management system is so much better than roll20! you can drag and drop features, classes, spells, all that sort of stuff. Pf2e's module is particularly well done and you can just drag about everything and get a sheet ready in no time
it has a delightful vision system with integrated walls, fog of war and so on (yknow, that thing that roll20 has behind a paywall, but better)
integrated rulers and templates too!
and of course just endless customization with mods
a really nice system for journals, player notes, handouts, etc
fairly specific but you can make both lootable chests and interactive shops for your players with a mod and I LOVE that
I could fawn ALL day about how much I love this software. I ran my campaign in roll20 for two years and the amount of wrestling I had to do with it was infuriating! I really recommend FVTT to pretty much anyone. It can be a bit overwhelming at first since it's a bit harder (given how much functionality it has), but once you get used to it, it's hard to go back to other stuff tbh
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lesbianalanwake · 1 year ago
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Did some Pathfinder builds for Remedy characters, which I've done before, but there's been a PF2e remaster and I wanted to do it for Saga too, so.... Saga as a psychic, Alan as an oracle, and Jesse as a summoner, up to level 5.
Saga Anderson, Psychic 5
Ancestry: Human, Heritage: Aphorite Aphorites were first forged by axiomites, the primary inhabitants of the Eternal City of Axis, the plane of pure law. The original aphorites served as liaisons between their lawful progenitors and frustratingly unpredictable mortal allies. Marrying the logical thought processes of conformity to law and the gift of self-determination, early aphorites spread across the Material Plane to serve as Axis's proxies and enact its will. Over time, their appearances and personalities grew to resemble their mortal comrades as they were increasingly born among mortals. Aphorites still exhibit Axis's touch in their metallic skin coated in crystalline dust, aptitude for logic, strength in artisanship, and propensity for order and cooperation. But despite these links to their purpose-built origins, contemporary aphorites are undoubtedly their own masters. Background: Detective You solved crimes as a police inspector or took jobs for wealthy clients as a private investigator. You might have become an adventurer as part of your next big mystery, but likely it was due to the consequences or aftermath of a prior case.
Attributes: Strength +1, Dexterity +2, Constitution +1, Intelligence +3, Wisdom +2, Charisma +4 Perception: +9; Low-Light Vision, Darkvision Skills: Acrobatics +9, Athletics +8, Deception +11, Diplomacy +11, Intimidation +11, Lore: Underworld +12, Medicine +9, Nature +9, Occultism +10, Society +10, Survival +9
AC: 19 (Unarmored); Fortitude: +8, Reflex: +11, Will: +11 HP: 43; Resistances: Mental 2 Speed: 25 ft. Ranged Weapon: Jezail, Air Repeater, Crossbow
Class: Psychic The mind can perceive truths hidden to fine-tuned instruments, house more secrets than any tome, and move objects and hearts more deftly than any lever. By delving into both the conscious and subconscious aspects of your inner self, you have awoken to the might of psychic magic, allowing you to cast spells not through incantations or gestures but by the power of your will alone. While the thin line between your mind and reality means that a single errant thought could have unintended consequences for yourself and your companions, you know that anything is possible, if you can imagine it. Conscious Mind: The Infinite Eye Conscious Mind Spells: Sure Strike, Augury, Organsight Psi Cantrips: Detect Magic, Guidance, Glimpse Weakness The true strength of the mind lies in the knowledge it contains, with each new observation contributing to the totality of its experiences. To grow your experiences—and with them, your power—you devote yourself to observing as much as possible, casting your senses through space and time with clairvoyance and precognition. Subconscious Mind: Emotional Acceptance Psyche Actions: Restore The Mind The mind's truths come not in learned words or mathematical formulas but in deeper feelings and sensations. Emotions unlock the door to your power—you might consider your heart the source of your strength, or you might find that the infinite complexity felt in a moment expresses your power more efficiently than any string of mystic words ever could. Your thought components are emotions. You might summon the sense of freedom to buoy you through the air or let fear grip your heart even as you plant it in another's mind. Emotion components tend to impart abstract or vivid effects to your visual and auditory spell manifestations as well as more intangible flashes of emotion, such as swirls of joyous color or a sense of growing melancholy.
Other Psychic Features Clarity of Focus, Precognitive Reflexes, Signature Spells, Unleash Psyche, Counter Thought, Mental Buffer
Occult Spells 3rd: Hypercognition 2nd: Clear Mind, Umbral Mindtheft 1st: Object Reading, Runic Weapon Cantrips: Infectious Enthusiasm, Read The Air, Wash Your Luck
Aphorite Feats: Lemma of Vision, Internal Cohesion General Feats: Weapon Proficiency Skill Feats: Cognitive Crossover, Eyes of the City, Streetwise
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Alan Wake, Oracle 5
Ancestry: Human, Heritage: Versatile Background: Artist Your art is your greatest passion, whatever form it takes. Adventuring might help you find inspiration, or simply be a way to survive until you become a world-famous artist.
Attributes: Strength +1, Dexterity +1, Constitution +2, Intelligence +3, Wisdom +2, Charisma +4 Perception: +9; Low-Light Vision Skills: Acrobatics +1, Arcana +10, Athletics +1, Crafting +12, Intimidation +11, Lore: Art +10, Nature +9, Occultism +12, Religion +9, Society +10, Stealth +8, Survival +9
AC: 18 (Unarmored); Fortitude: +9, Reflex: +8, Will: +11 HP: 58; Resistances: Physical 4 Speed: 25 ft. Ranged Weapon: Dragon Mouth Pistol, Double-Barreled Musket Melee Weapon: Stiletto Pen
Class: Oracle Your conduit to divine power eschews the traditional channels of prayer and servitude—you instead glean divine truths that extend beyond any single deity. You understand the great mysteries of the universe embodied in overarching concepts that transcend good and evil or chaos and law, whether because you perceive the common ground across multiple deities or circumvent their power entirely. You explore one of these mysteries and draw upon its power to cast miraculous spells, but that power comes with a terrible price: a curse that grows stronger the more you draw upon it. Your abilities are a double-edged sword, which you might uphold as an instrument of the divine or view as a curse from the gods. Mystery: Cosmos Celestial bodies great and small exert influence on you, giving you sublime cosmic power. Perhaps you see the glittering stars as a divine blessing, or perhaps you feel drawn to the infinitely dark spaces between. You might uphold deities like Desna, Sarenrae, or the deific lovers Shizuru and Tsukiyo who represent the sun and the moon—or you might draw power from dark entities from beyond the stars, like certain Outer Gods, or destructive gods of the night like Zon-Kuthon or the rat goddess Lao Shu Po. Mystery Benefit: Your body is as much an astronomical one as it is physical. You gain resistance equal to 2 + half your level against all physical damage. Mystery Cantrip: Dancing Lights; Revelation Spell: Spray of Stars Mystery Domain: Darkness; Domain Spell: Cloak of Shadow
Oracular Curse: Curse of the Sky's Call You have your head in the clouds—and not just figuratively. Your body is drawn toward the heavens, making you lighter and less substantial than you should be. Your eyes glow with starry light, and your hair and clothing float and drift around you. Minor Curse: Your unnatural lightness makes it hard to keep your footing and interact with other physical objects. You are enfeebled 1 and take a –2 penalty to saves and DCs against Grapple, Shove, and other forms of forced movement. Moderate Curse: Your body is drawn further skyward. You are enfeebled 2, and the penalty from your minor curse increases to –3. You are treated as one size smaller for wind effects. You gain a +2 status bonus against Trip attempts, you only take half as much damage from falls, and you gain the effects of the Powerful Leap and Quick Jump skill feats. You weigh only half as much, and your Bulk, should someone need to carry you, is also half as much. Major Curse: As your body rises, you float just above the ground beneath you. You become enfeebled 4, and the penalty from your minor curse increases to –4. You can walk on liquids as if they were solid; you gain the effects of the Cloud Jump skill feat; and you don't leave tracks, trigger weight-sensitive pressure plates, or otherwise connect with the ground below you.
Other Oracle Features Domain Acumen (Additional Domain: Moon, Domain Spell: Moonbeam), Glean Lore, Revelation Spells, Signature Spells
Divine Spells 3rd: Holy Light, Scrying Ripples 2nd: Radiant Field, Fear the Sun 1st: Breadcrumbs, Command, Bane Cantrips: Illuminate, Light, Message, Void Warp, Divine Lance
Human Feats: Gloomseer, Haughty Obstinacy General Feats: Fast Recovery, Weapon Proficiency Skill Feats: Arcane Sense, Magical Crafting, Specialty Crafting
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Jesse Faden, Summoner 5
Ancestry: Human, Heritage: Versatile Background: Otherworldly Mission You're called to serve a specific purpose—your deity told you so, and so it must be true. Maybe you grew up knowing all along, or maybe it came to you one day in a vision, clear as a bell and twice as loud. You have some task that only you can accomplish. You mission might be as dangerous as killing a deadly tyrant or as simple as opening a particular door on a particular day. Once per adventure, you can ask the voice you believe to be a deity for orders and get some kind of instruction—you never get any kind of explanation, simply a command to go somewhere or do something. Following those commands isn't always safe, but it's usually interesting.
Attributes: Strength +1, Dexterity +3, Constitution +1, Intelligence +2, Wisdom +2, Charisma +4 Perception: +11 (+2 initiative) Skills: Acrobatics +10, Arcana +9, Athletics +8, Crafting +9, Intimidation +11, Occultism +11, Religion +9, Society +9, Stealth +10, Survival +9
AC: 20 (Unarmored); Fortitude: +10, Reflex: +10, Will: +11 HP: 63; Speed: 30 ft. Ranged Weapon: Pepperbox
Class: Summoner You can magically beckon a powerful being called an eidolon to your side, serving as the mortal conduit that anchors it to the world. Whether your eidolon is a friend, a servant, or even a personal god, your connection to it marks you as extraordinary, shaping the course of your life dramatically. Focus Spells: Boost Eidolon, Evolution Surge Eidolon Type: Construct; Tradition: Arcane, Home Plane: Astral Plane Evolution Feat: Energy Heart; Energy Type: Sonic Your eidolon is a mental construct based on an astral thoughtform and given physical presence and life by its connection to you, its shape limited only by your imagination. Your eidolon's appearance and physical form vary based on your shared vision for its construction, from clockworks to stuffed dolls and everything between, and it's not uncommon for that appearance to change greatly as your construct gains evolutions. Because it arises from an astral entity, your construct is no mindless servitor, but a fully thinking being with its own ideas, goals, and even emotions. These entities are extremely diverse; while many construct eidolons come from a powerful symbiotic connection with astral denizens, just as many arise from the forgotten memories of ancient empires and craftworks drifting across the Silver Sea of the Astral Plane.
Other Summoner Features Act Together, Link Spells, Manifest Eidolon, Share Senses, Shared Vigilance, Unlimited Signature Spells, Meld Into Eidolon, Defend Summoner
Arcane Spells 3rd: Levitate, Haste 2nd: Telekinetic Maneuver, Dancing Shield, Fleet Step (Heightened +1) Cantrips: Telekinetic Projectile, Phase Bolt, Read Aura, Warp Step, Telekinetic Hand
Human Feats: Clever Improviser, General Training General Feats: Fleet, Incredible Initiative, Untrained Improvisation, Weapon Proficiency Skill Feats: Skill Training (Athletics), Streetwise
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I didn't do archetypes or multiclasses to keep it simple, but in the absence of 2e mythic adventures and origins (though they will be arriving soon), and since these babies are Very Special, I'd probably use it as a limited secondary leveling-up system with a bit more power (instead of archetype feats replacing class feats or alternating classes one level at at time).
Example:
If I did a multiclass for Saga, it would be Interrogation Investigator, and probably the Psychic Duelist archetype. Also, godlings are from 1e, but if the shoe fits....
If I did a multiclass for Alan, it would be Enigma Bard (less "people person" charisma and more "force of personality" charisma), and maybe with the Shadowdancer archetype as well (less "you choose the shadows" and more "the shadows choose you"). Or maybe even the Curse Maelstrom archetype...
If I did a multiclass for Jesse, it would be Spellshot Gunslinger, and then the Pactbinder or Living Vessel archetype (or both!) for sure.
Also: I need to finish QB for real before I do Jack, but I think he'd be another Oracle, for the Time Mystery, and Chronoskimmer or Time Mage for an archetype. Which means it's Oops All Charisma Classes so far.
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literalliterature · 10 months ago
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God help me but I have a new OC. She is my first long-term PF2e character and is a Ganzi and I think the chaos magic means she gets to be fantasy radioactive. And I am of course not normal about her. <3
[ID: A drawing showing a bust of a young woman, who is casting magic in the form of a neon green ball of light with particles shooting off and around it. Half of her body is dark-skinned, while the other half is purple and slightly melty. She has a light purple eye on one side of her face and two green eyes on the other, one of which has an extra pupil. Her hair is textured and black with a couple of green streaks. Her hand has 6 fingers; the opposite arm is gel-like, and her bones can be seen through it. She wears a hot pink vest with a fur lining and a black choker with a yellow tag on it that has the radioactivity symbol. She grins intensely. End ID.]
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spoondoodles · 8 months ago
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You don't have to believe every single thought That tumbles through your head Just 'cause it sounds like you talking... - Turn Out The Lights by The Crane Wives My minotaur aasimar I played in two different oneshots (one in dnd5e, the other in pf2e) who I love very, very much. He's just a big lad, a nice boy with many, many angelic spirits in his head. Young, dumb and ready to help you out! I tried v. v. hard with this piece I spent like 10-15 hours on it altogether aaaaaaa
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commandervamiris · 2 months ago
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Pathfinder 2nd Edition; Abomination Vaults, a retrospective
Over the past 18 months, my gaming group has been playing through the Pathfinder 2nd Edition (pf2e) adventure path, Abomination Vaults.
Spoilers ahead. TLDR: 6/10- a solid dungeon crawling adventure that wasn't right for my group. An interesting cast of enemies that you fight in tight rooms.
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We started with six players, three players brand new to pathfinder, and three who played for about year. We lost one of these new players after the first floor (they did not vibe with the system).
Abomination Vaults is a love letter to old school dungeon crawls; I've only played a little Advanced Dungeons and Dragons but comparisons are clear. Small spaces, enemies in side by side rooms that ignore sounds of violence, and reams of undead.
There's so much undead.
Okay, okay. The story. Spoilers.
~500 years ago, a powerful sorceror called Belcorra Haruvex built a spooky lighthouse called the Gauntlight. A group of adventurers called the Roseguard went to investigate it, and in the ensuing battle, she was slain, along with one adventurers, Otari Ilvashti.
In his memory, the Roseguard created a fort to keep watch over the Gauntlight. This fort they called Otari, after their fallen ally and friend.
500 years later and Otari is a bustling lumber port town, but a local occultist suspects something strange is going on at the Ruins of Gauntlight Keep.
Spoilers now~
She's right. Belcorra is back, but now she's a mcfucking ghost and she's fucking pissed.
The players first see her on the first floor, or well, they see her blood. A nasty hazard that if I had run as written would have had possibly been a party wipe.
A side note, my players were a level ahead- we aren't interested in meat grinder games, and everyone enjoys getting attatched to their characters.
This blood, ghost thing still nearly wiped then.
I think Belcorra is one of the stronger elements of the Abomination Vaults, and a good thing too. She's the main antagonist, and whilst the players know of her, they don't meet with her until the seventh floor. That's where she shines, harrassing the party and giving the Dungeon Master (DM) a reason to have her know what the players characters can do.
Mechanically, she's a little underwhelming, but I think the final fight was a success.
There are two enemy types that come up more than others:
Undead; skeletons, ghasts, ghosts and shadows. A classic and generally they're fine. It's a good mix and they don't really out stay their welcome. Theirs enough variety that you rarely feel overwhelmed. (One exception, the ghast floor. My players bumbled into multiple groups at once and it became a slog.)
Will-o-wisps; I love will-o-wisps. Funky little murder ghost lights but! Aha! In pathfinder, they're not undead, they're air elementals. My players hated them. Well, my spellcasting players hated them. Spell immunity sucks and from the first time they run into some flickering lights to the final floor where they face dread wisps, my players hated them.
I loved the use of will-o-wisps and I do blame my players for resting on their laurels and leaving the wisps to the fighter- only to be able to do nothing (or so they thought) when they had to fight packs of them.
Another comment relates to how cramped the dungeon is. Five players was too many. Five players, with a summoner and an animal companion was way too much.
There was one room that was the most egregious; H32.
H32 is called the "Inhabited Shed". It is a 10 foot by 10 foot room with a single door on the north wall.
This room is not empty.
In this room, there is a fleshwarped xulgath called a Ghonhatine- a hulking behemoth that is mechanically a large creature.
A large creature has the size of 10 feet by 10 feet.
In this 10x10 room there is a 10x10 creature.
Now, in hindsight, this is very funny. Creatures aren't 10x10 cubes, but its hard not to have that visual image. But, it is emblematic of the tight combat maps that the players will be facing in.
Overall, I don't think I liked Abomination Vaults. It's not any fault of the book, the book is fine. It's flawed, and after playing Extinction Curse, Abomination Vaults was at least cohesive. But it's role play opportunities are sparse, and I had to make links and things for my players (using the Troubles in Otari) but it was work I was hoping to avoid after moving from running Dungeons and Dragons 5th Edition.
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catgirlforeskin · 6 months ago
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I am trying to convince my friends to play pathfinder 2e instead of dnd 5e with me. They are so scared of learning new rules. Do you have any ideas on how to convince them?
(Ask instead of dm so that other people could chime in maybe)
If you are the gm, easiest way is just going “hey, I don’t want to play 5e anymore, it’s a system that makes the gm do all the heavy lifting, I want to play something similar but with a more functional ruleset, I’m going to run the pathfinder 2 beginner box next week so we can all learn the system together.
My very intelligent and sexy tumblr mutuals all say that, though the system looks daunting at first, it’s easier to learn and play than DnD 5e due to its intuitive, consistent rules”
If they’re insistent about not wanting to learn, you can suggest something lighter like Dragonbane or Mausritter for extremely light, and if they go “ohhh well I don’t want something light” then you go “okay well if you don’t want light then you have to learn” and circle back to pf2e
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