#Flats under 1 Cr
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Find the Best Ready to Move Flats in Mohali Under 1 CR
Do you want to purchase your ideal house in a desirable area without going over your budget? One of the most popular places in North India for homebuyers to go these days is Mohali. Purchasing real estate in Mohali is a wise move because of the city's first-rate infrastructure, contemporary conveniences, and expanding employment prospects. You've come to the correct spot if you're looking for affordable, ready-to-move-in apartments in Mohali.
Why Opt for Mohali? Punjab's Mohali, a city that is growing quickly, provides the ideal fusion of urban living with scenic beauty. Mohali is a popular destination for families and investors due to its well-planned residential areas and convenient access to Chandigarh, Panchkula, and Zirakpur.
Ready to Move Flats in Mohali
Immediate possession is one of the main benefits of purchasing ready-to-move-in flats in Mohali. Simply fill out the necessary paperwork and move in without waiting for the construction to be finished. Families looking for a smooth adjustment to their new life would love these homes.
Premium ready-to-move-in apartments in well-known areas including Sector 66, 70, 117, Kharar, and Airport Road are listed on themohaliproperty.com. There are several possibilities catered to your lifestyle, whether you're searching for a luxury apartment, a two-bedroom apartment, or a three-bedroom apartment.
Flats Under 1 CR – Affordable Yet Luxurious
For most consumers, budget is a major consideration. For this reason, we have carefully selected a variety of apartments under 1 CR that don't sacrifice amenities, location, or quality. You receive everything you need at a price that suits your budget, including parks, gated communities, elevators, round-the-clock security, and parking.
These apartments are ideal for:
First-time purchasers of real estate
2. Professionals in the workforce
3. Families of modest to moderate size
4. Investors seeking rental income


Explore Property in Mohali with Us We make it simple for you to locate the property of your dreams in Mohali at themohaliproperty.com. To assist you in making an informed choice, our platform is updated frequently with verified listings, thorough property descriptions, photos, and virtual tours.
We also help you with:
Visits to properties
2. Legal and documentation assistance
3. Loan support
4. Deal closing and negotiation
Final Thoughts Our knowledgeable staff at themohaliproperty.com is available to help you at every stage, whether you're searching for apartments in Mohali that are ready to move into, have modern amenities, or are under 1 CR. Explore the top residential options available in Mohali by visiting our website right now.
#Flats under 1 Cr#rental properties#Property in Mohali#Ready to Move flats in Mohali#real estate#commercial land#apartments for sale#apartments
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Kolkata | Real Estate in Kolkata
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 Kolkata is known for its cultural heritage, vibrant festivals like Durga Puja, colonial architecture, and also for their rich and kolkata is a very beautiful city, and it gives very asthic vibes, and Kolkata real estate is buzzing with opportunities ranging from luxurious apartments and affordable options for first-time homebuyers. With a listing that caters to different budgets and preferences, buyers now have access to dynamic features both ready-to-move and under-construction properties. Whether you are looking to buy flat in Kolkata or scout for investment opportunities, the market provides a diverse range of options tailored to meet modern living standards.
The city's properties vary significantly in terms of size, configuration, and location. From expansive flats with over 2800 Sq.Ft of super built-up area in standalone buildings to compact 1 BHK residences, there is something to suit every taste and requirement. Key areas like Bangur, Ballygunge, Mukundapur, BT Road, and Tollygunge are witnessing heightened activity, which has been a magnet for both end-users and investors alike.
Featured Listings and Market Trends
Recent listings in Kolkata reflect a vibrant market with listings such as:
2800 Sq.Ft Flat for Resale in a Standalone Building, Bangur:Offered at ₹1.60 Cr, this 4+ BHK residential flat, which comes with 3 bathrooms and a ready-to-move-in status, highlights the premium end of the market.
4 Bhk Apartment in Ballygunge:With a super built-up area of 3448 Sq.Ft and priced at ₹5.70 Cr, this under-construction property underscores the trend of high-end development in one of Kolkata's most sought-after localities.
3 Bhk Apartment in Mukundapur:At an attractive price of ₹75.00 Lac for a 1265 Sq.Ft space, this ready-to-move-in property is an excellent choice for those seekingkolkata flat price 3bhkoptions in a competitive segment.
Various Listings Along BT Road and Other Prime Locations:From luxurious flats with premium finishes to economical options like 2 BHK flats with competitive pricing, the listings cater to a wide spectrum of buyers. For instance, properties under ₹50 lakhs, including some 3 bhk flats in kolkata within 50 lakhs, are increasingly becoming available, offering affordability without compromising on location and amenities.
Commercial and Office Spaces:The market is not limited to residential properties alone. Listings such as a 120 Sq.Ft. office space in Sodepur and various retail outlets signal a robust commercial real estate market that complements the residential segment.
This dynamic mix of property types and price ranges makes Kolkata an attractive destination for those who wish to invest in real estate. Buyers looking forkolkata property for sale are spoilt for choice as the market accommodates a range of preferences—from spacious family homes in suburban pockets to modern apartments in bustling urban centers.
Market Insights
Affordability Meets Quality:With competitive pricing in various segments, buyers can find attractive deals whether they are looking for luxury apartments or budget-friendly homes. The availability of 3 bhk flats in kolkata within 50 lakhs provides a great entry point for young professionals and small families.
Location is Key:The prominence of localities like Bangur, Ballygunge, and Mukundapur underscores the importance of location in real estate decisions. These areas are experiencing rapid development, improved infrastructure, and enhanced connectivity, which further boost property values.
Ready-to-Move vs. Under Construction:The market offers both ready-to-move properties and under-construction projects. Buyers have the flexibility to choose based on their immediate requirements and long-term plans. Ready-to-move options provide immediate occupancy, while under-construction properties might offer better customization options and potential for appreciation.
Conclusion
For investors and homebuyers alike, these trends underscore a promising future in Kolkata’s property market. Whether you are in search of a dream home to buy a flat in kolkata or scouting for lucrative investment opportunities in kolkata property for sale, the current listings provide a comprehensive snapshot of a market that is both resilient and evolving. FAQ
Q1: Are RERA approvals available for all the listed flats in Kolkata?Answer: No, not all flats listed come with RERA approval. While most under-construction properties like Orbit Tarang, Ambuja Utpalaa, and NPR Sanctuary are RERA-approved, some ready-to-move options, especially in Sodepur and Bangur, may not have RERA registration. It’s always best to verify before finalizing any deal.
Q2: What is the price range for residential flats in Kolkata?Answer: The price range varies widely depending on location, size, and project status. You can find 2 BHK flats starting from ₹19.00 Lac in Sodepur, going up to luxurious 4 BHK flats like the one in Ballygunge, priced at ₹5.70 Cr. Whether you're looking for budget homes or premium apartments, Kolkata offers options across all price points.
#kolkata property for sale#buy flat in kolkata#kolkata flat price 3bhk#3 bhk flats in kolkata within 50 lakhs#Property in Kolkata | Real Estate in Kolkata#Kolkata is known for its cultural heritage#vibrant festivals like Durga Puja#colonial architecture#and also for their rich and kolkata is a very beautiful city#and it gives very asthic vibes#and Kolkata real estate is buzzing with opportunities ranging from luxurious apartments and affordable options for first-time homebuyers. W#buyers now have access to dynamic features both ready-to-move and under-construction properties. Whether you are looking to buy flat in Kol#the market provides a diverse range of options tailored to meet modern living standards.#The city's properties vary significantly in terms of size#configuration#and location. From expansive flats with over 2800 Sq.Ft of super built-up area in standalone buildings to compact 1 BHK residences#there is something to suit every taste and requirement. Key areas like Bangur#Ballygunge#Mukundapur#BT Road#and Tollygunge are witnessing heightened activity#which has been a magnet for both end-users and investors alike.#Featured Listings and Market Trends#Recent listings in Kolkata reflect a vibrant market with listings such as:#2800 Sq.Ft Flat for Resale in a Standalone Building#Bangur:#Offered at ₹1.60 Cr#this 4+ BHK residential flat#which comes with 3 bathrooms and a ready-to-move-in status#highlights the premium end of the market.
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Raj Florenza by Raj Realty in Mira Road East
1 & 2 BHK – Luxury Property at Prime Location.
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Wing A and C are ready to move with OC. Wing B is under construction.
RAJ Florenza, a residential complex at Mira Road, a beautifully planned and executed offering by Raj Realty Group, with a bold striking facade on the outside and alluring serenity within this fortified bastion of modern pleasures and luxury hosts specious well-appointed 1-2 bhk apartments.

Raj Florenza Floor Plans

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Giant, Iron

"Iron Age" © Piotr Foksowicz, accessed at his ArtStation here
[This creature appears under the name "hephaeston" in the Basic D&D Creature Catalogue, a name which I kept as an endonym. Like a lot of the monsters from that book, the text is mostly mechanics and not a lot of flavor, allowing me some room to explore. This monster also acts as a worldbuilding fulcrum and a way to answer Watsonian questions. Who makes all those nice masterwork weapons and armor that Huge humanoids always seem to have? And who buys, sells, and trades magic items to monsters? And for those GMs who are sick of having the PCs always teleporting back to the nearest large city to go shopping, why not have them meet a 20 foot tall, iron-skinned merchant up on the mountain a mile or so away from the dungeon?]
Giant, Iron CR 16 LN Humanoid (giant) This giant humanoid has skin like cast iron and a steely gaze. He is muscular and top-heavy and carries a finely crafted sword.
Iron giants—they call themselves hephaestons—are giants with both a cultural and biological affinity for metal. Their skin is impregnated with iron, giving them immunity to fire and a hide tougher than the strongest manufactured armor. All hephaestons consider metalworking to be the finest of callings, and almost all of them devote their lives to making weapons, armor and other tools of warfare. These, they sell or trade to other giants. Iron giants are responsible for much of the fine craftsmanship of giant weapons and armor, and may be an economic hub for “monstrous” species. Iron giants do not care who they trade with, as long as they are not cheated and their handiwork not slighted. Doing either of these things is a sure way to earn the ire of an iron giant.
Iron giants are somewhat more creative combatants than the average giant. Although they rely on their enormous physical strength to deal damage as any giant does, iron giants have a number of spell-like abilities that allow them to manipulate metal objects, and foes with metal armor or weapons are likely to have them yanked around or ruined. An iron giant’s forge is a hazardous environment, full of white hot ovens, molten metal and all manner of sharp and heavy things, and the giant will use its environment to the fullest to disrupt tactics and debilitate enemies. Iron giants are much too mercenary to fight to the death over trifles, and value surrender as a tactic both accepting and offering their own.
Most hephaestons do not much care for company, and so live alone. A few might have slag or fire giants working for them as craftsmen, in which case the boss does not fraternize much with their employees. Marriages and childcare are treated more as matters of contract than with much affection—a young iron giant will usually be apprenticed to a third party rather than raised by their parents as soon as they can work a forge. Hephaestons vary dramatically in height, between eighteen and twenty five feet, and incorporate metal into their diets. Iron giants maintain that consuming a higher percentage of precious metals like gold, mithral, or adamantine is more likely to make them taller, but this appears to be just a superstition.
Iron Giant CR 16 XP 76,800 LN Huge giant (earth) Init +5; Senses low-light vision, Perception +25
Defense AC 30, touch 10, flat-footed 28 (-2 size, +1 Dex, +1 dodge, +20 natural) hp 237 (25d8+125) Fort +19, Ref +11, Will +12 DR 10/adamantine; Immune fire, mind-influencing effects; SR 22
Offense Speed 40 ft. Melee +1 longsword +27/+22/+17 (3d6+11/19-20), slam +21 (1d10+5 plus grab) or 2 slams +26 (1d10+10 plus grab) Ranged javelin +17 (2d6+10) Space 15 ft.; Reach 15 ft Special Attacks fling foe Spell-like Abilities CL 16th, concentration +20 At will—heat metal (DC 16), warp metal (DC 18) 3/day—heart of the metal, telekinesis (DC 19, metal objects or creatures only) 1/day—magnetic field (DC 21), wall of iron
Statistics Str 30, Dex 13, Con 21, Int 14, Wis 14, Cha 19 Base Atk +18; CMB +30 (+32 bull rush, +34 grapple); CMD 42 (44 vs. bull rush) Feats Alertness, Craft Magic Arms and Armor, Critical Focus, Dodge, Improved Bull Rush, Improved Critical (longsword), Improved Initiative, Improved Vital Strike, Iron Will, Lightning Reflexes, Power Attack, Staggering Critical, Vital Strike Skills Appraise +18, Craft (armor, weapons) +23 (+31 metal items), Knowledge (local) +18, Perception +25, Sense Motive +22; Racial Modifiers +8 Craft for metal items Languages Common, Giant, Undercommon SQ martial weapon proficiency, metal mastery
Ecology Environment any mountains and underground Organization solitary or pair Treasure double standard (Huge +1 longsword, 6 Huge javelins, other treasure)
Special Abilities Fling Foe (Ex) An iron giant can fling a grappled creature at least one size smaller than itself as an attack instead of maintaining the grapple. Treat this as a ranged attack with a thrown weapon with a range increment of 10 feet. A creature struck by a thrown creature takes 2d6 damage (adjusted for the thrown creature’s size) plus the iron giant’s Strength bonus, and the creature thrown takes the same damage plus an additional 1d6 for every 10 feet it traveled. Martial Weapon Proficiency (Ex) An iron giant is proficient in all martial weapons. Metal Mastery (Ex) An iron giant gains a +8 racial bonus on all Craft checks made to create metal items, and can create such items in half the usual time.
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i have other things to do but here we gooooo owl house fic recs:
Autism to Autism Communication by Polyhexian
"I understand sarcasm," Hunter said, sounding offended. He crossed his arms. "You didn't do the voice thing." Darius stared at him. "The what?" Hunter put his arms in the air and gave his hands a sarcastic little wave. "I GuEsS I'LL hAvE tO sToP cOmInG oVeR, tHeN," he said in the most over the top and comical parody of sarcasm that Darius had ever heard in his life.
everything by this author is great & this one is a joy and a delight!!
Extant Species by Polyhexian
She'd been called a monster more times than she could count, but she knew what a real monster looked like.
i'd happily rec a bunch of polyhexian's stuff but this lil vee & hunter fic was a highlight. especially enjoy the part where hunter's advising her on how best to go about murdering him. love that for them both!!
Owlet by Polyhexian
"Eda!" Hunter yelled as he shouldered open the door and Hooty cooed and rambled at him, "I need help with my potions homewooooooaaaat the HELL is that?!" Luz looked up from where she was sitting on the couch and reading what appeared to be a romance novel about werewolves. "What is what?" "That!" he yelled, pointing at the hulking behemoth curled up in the middle of the room in a massive pile of blankets, pillows, and stuffed animals. "Is that the owl beast?!"
& 1 more!! short n sweet n cute
With Clay and Star Scraps by SiryyGray
Hunter decided to do some research into Grimwalkers. First discovery: Grimwalkers were outlawed in every city under every rule as far back as the history books go. Second discovery: Grimwalkers have no natural means of death. Third discovery: there’s a caveat to that second one.
some absolutely brutal grimwalker content. SPOILERS: hunter can't outlive belos.
Intrusion by rayrock
'He drops something in. It moves and writhes, but it is clearly exhausted. “Eat,” is all he says, voice barely above a whisper. But it is a demand nonetheless, intimidating enough to send shivers down her spine. She hisses in protest once more. He tucks the notepad and pen into his cloak and pulls out a staff. It unfolds and glows a bright red. He does not say anything more. He is nearly always silent when she sees him.' Or: Vee and the Golden Guard’s relationship is complicated, but it is there
some more vee & hunter content for you
just a little bit left by prodigalDaughter
The first time Darius had seen the new Guard unmasked, the fury and betrayal had risen in him like floodwater, bubbling and steaming out of creeks and sewers. Creed had never told him he had a son. —— Hunter has discovered what he is, but he’s not the only one who has to grapple with assumptions made about his origins.
hey remember the other day when i was talking about 'what if darius thought hunter was the previous golden guard's son'! well here u go someone wrote that fic
Wild and Wandering Cries by PorcelanaRota
So his uncle goes flying into the wall directly above him and he is unable to dodge. And his uncle, who is now more palisman curse slime than he is flesh and blood, splatters on the wall, on the ground, on him. Hunter’s been in hundreds of life-or-death situations. He’s felt real and true and visceral fear that sank into his bones and marinated into terror more times than not. Still, nothing has ever left him so shocked and horrified and just flat-out scared that time has actually stopped.
belos splash zone? belos splash zone.
mistakes (the thrilling saga, in high definition) by quynnyah
"This," Amity says, "is not normal human behavior." (Or: Amity and Hunter volunteer to help Camila on a grocery trip. It goes about as well as expected.)
some banging amity & hunter in the human realm stuff for u
Notched by angelcloves
Belos removes the ear tag from his newest Grimwalker.
tiny wee fic giving a backstory for Hunter's notched ear. i rotate this concept in my brain all the time. absolutely twisted.
There is no open window, but the floors still creep by theprincessofdenial
On Tuesday, they eat Chinese. On Wednesday, Camila once again doesn’t have the time to cook, so pizza it is. On Thursday, she wants to make a proper dinner but there’s a hold up at the clinic, Luz knocks over a shelf, Willow has a wardrobe emergency, and then Amity’s cat goes missing. And Hunter beats Gus up so badly the boy ends up bleeding, so there’s also that.
hgnnnh i would rec this entire series if i could (it's 14 fics totally 200k total). its all so chewy i want to get my teeth into it and rrrrrrrrrr. ANYWAY this is my no 1 fav i've been back and re-read it about 7 times. love the Camila Noceda POV; the way it captures the chaos of all 6 kids in the house and makes it feel so real & vivid; the absolutely brutal Hunter characterisation. if ur a Hunter fan go read this right away.
Distance by theprincessofdenial
For the first minute, they all just stand there in silence and watch the airship slowly disappear beyond the horizon. Even though they’re supposed to react quickly, the cold still comes as a shock. It takes some time for the reality to settle in and for them to realize how useless everything they have brought is going to be when their marrow freezes. Hunter hears some of the Scouts inhaling sharply after they approach the ledge and look down. They turn around, unsure where to start, and they shuffle their feet in the snow (terrible decision, really, this way their boots are going to get wet even quicker). Hunter’s the first one to break the silence, and oh, he does it with style. He has been rehearsing that line for a week. “See you at the bottom, suckers!” he exclaims as he pulls out the staff and disappears in a flash of red light. (or: The Obligatory "Leave Everyone at the Top of the Mountain and See Who Makes It Back to the Bottom Alive" Fic. With a splash of Steve)
2nd rec from this series. exactly what it says on tin. *banging pots together* you like whump come get your whump i ADORE what this author does w Hunter. also Steve is there (whump for Steve!!)
A Potter's Field by theprincessofdenial
The view from the staircase is, well, not stunning, that’s definitely not the word. It’s just that “view” is supposed to be accompanied by “stunning,” and Luz can feel her brain coming to a screeching halt and refusing to process what they’re seeing. It's skeletons. Come on, they both knew it was going to be skeletons. The entire Isles know at this point. (Or: despite what the stories would have you believe, in the aftermath, there are things to deal with. Those things include ruined infrastructure, electing new leaders, and prosecuting those responsible for the old regime. And apparently, also Grimwalker mass graves.)
& third and final. unbelievably chewy post-canon fic. lets get into the reconstruction of the isles in full detail. goes hard as hell. will sit in my brain for a long time i think. cannot rec this enough.
and rats all for now!! i got a bunch more stuff in my 'marked for later' so watch this space
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cr 106 & 107
Glad I rewatched 106, because I really did miss a lot while I feeling a bit under the weather last week, so I missed most of the actual infiltration. The main thing I remembered from last week was going "wow this is really the monsterfucker campaign" after all the flirting at Nana Morri's, lol. It really does amuse me that the entire group is so into Morri and Ira while sending shade in the direction of the gods, who apparently just needed to be more capricious and weirder and less-trustworthy in order to trigger Bells Hells' monsterfucking desires. (did the ending of 107 confirm or refute this feeling? lol)
(side note: I do feel sad for Birdie and Ollie. Given Fearne's upbringing and relative isolation, I understand why she flat-out refuses to feel that Nana Morri is capable of ever doing anything wrong or bad, but man did Birdie and Ollie get screwed over by Nana Morri)
The initial battle was quite exciting but the secondary battle was even more so. I am so glad that Imogen pulled the trigger on that second fight ("I don't want Predathos to be free!") because giving the go-ahead for the Unseelie army to help Ludinus until the Sorrowlord decides it's time to betray Ludinus genuinely would be an actual betrayal of all of the people that they just spoke to in Vasselheim (including Keyleth). I think it was Marisha/Laudna who would pointed out that they would then be responsible for killing all of those people on both sides if they did something like that.
Also: Laudna has disintegrate! Wow!
Bells Hells finally got a sign from a god that was obvious enough that they noticed it, you guys! Big moment! It only took a temple being magically being rebuilt before their eyes. Also, so excited that we're getting more from the Arch Heart here. (and so so excited about our special guest, Abubakar!). They wanted to talk to a god.
Arch Heart is like, okay, no more time for being subtle. We're playing hardball. Also, they're a total prankster, which fits, given that they're the patron of all things fey.
Also Ashton getting this direct refutation of their belief that the gods would immediately smite them if they knew that the gods had found out that they knew the truth.
So two of the gods want to "let go" (leave Exandria, presumably) while the others want to stay. "Try convincing my family to leave their children." They believe that the only way they can get the others to leave is to scare the ever-loving fuck out of them.
Abubakar's Arch Heart remains very very charming. Also I do not trust them, lol. They basically want the same thing as Fearne's daddy, don't they? Just for a different reason.
Their argument is that BH should sacrifice one of their own (Imogen or Fearne) in order to scare the rest of the god family off Exandria so that they can have their family back. Or at least that's how it sounds. "Make sacrifices for the greater good" -- but what is the greater good. That's the question that Bells Hells has to answer here.
Orym being like "idk if I think you actually have that much influence over your siblings" lol.
Also, there are way too many ??? in the Arch Heart's plans for my personal taste, but we'll see what Bells Hells thinks, I guess.
Literally everyone's plan who wants to use Predathos to do anything:
Step 1: Free Predathos
Step 2: ????
Step 3: Profit!
I haven't found any of their arguments convincing, lol.
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Laios Statblock in PF1e
Laios Touden CR 13
Tallman inquisitor 1 / fighter (Lore Warden) 13 NG Medium human (tallman) Init +2; Senses Perception +21
DEFENSE AC 30, touch 14, flat-footed 28 (+13 armor, +1 Dex, +3 deflection, +3 natural) hp 126 (1d8 + 13d10 + 41) Fort +15 Ref +11 Will +13
OFFENSE Speed 20ft Melee Kensuke +26/+21/+16 (1d8+14/19-20) Special Attacks judgement 1/day, weapon training (heavy blades +2, light blades +1), know thy enemy Inquisitor Spells Known (CL 1st; concentration +3) 1st (2/day) -- cure light wounds, true strike Inquisitions Tactics
STATISTICS Str 22, Dex 16, Con 14, Int 18, Wis 18, Cha 10 Base Atk +13; CMB +25; CMD 38 Feats Cleave, Combat Expertise (Bonus), Greater Weapon Specialization (longsword),Heavy Armor Proficiency, Improved Vital Strike, Power Attack, Skill Focus (Knowledge [Arcana, Dungeoneering, Local, Nature, Religion, Planes]), Vital Strike, Weapon Focus (longsword), Weapon Specialization (longsword), Skills Acrobatics +12, Climb +18, Knowledge (Arcana, Dungeoneering, Local, Nature, Planes, Religion) +27 (+31 to identify a creature), Knowledge (Engineering) +8 (+12 to identify a creature), Knowledge (Nobility) +8, Perception +21, Languages Common, Elven, Dwarven Combat Gear fullplate, Kensuke (longsword), wooden holy symbol
SPECIAL ABILITIES
Hair’s Breadth (Ex): At 11th level, a lore warden can attempt an Acrobatics check as an immediate action to negate a confirmation role for a critical hit. The critical hit confirmation is negated (though the attack still hits and deals normal damage) if the Acrobatics check is greater than the opponent’s confirmation roll. This ability replaces armor training 3.
Know Thy Enemy (Ex): At 7th level, a lore warden can take a standard action to study a specific target in sight. He must make a Knowledge check to determine the target’s abilities and weaknesses as part of this standard action. If successful, the lore warden not only notes the appropriate abilities and weaknesses, as detailed under the Knowledge skill on page 100 of the Pathfinder RPG Core Rulebook, but also gains a +2 competence bonus on all attack rolls and weapon damage rolls made against that enemy. Note that this bonus on attack and damage rolls applies only to that specific creature. This bonus lasts for the duration of an encounter, or until the lore warden attempts a new Knowledge check to use this ability on a different target. This ability replaces armor training 2.
Here's a Laios Statblock, capped at level 14 since that's when an Arcanist can learn stone-to-flesh. It uses the ABP rules, bumped up to its equivalent for level 16 in order to account for the little-to-no-magic-items-itis that Dunmeshi has, as the alternate rule suggests.
Safe to say, he very much is pulling off Know Thy Enemy consistently, and if you want to increase his danger-level a bit, give him an extra level to make it a swift action.
I also screwed up in his armor in my initial post. It's some kind of plate armor, can't tell if it's halfplate or fullplate. So, we have to burn a feat. And yes, that's a good 6 feats dedicated solely to Skill Focuses. I haven't gotten around to statting Kensuke as a "magic" item yet, but he'd pretty much only be useful for an extra Perception roll.
(If I do more of them, I'll probably keep it so it's inline with the Dunmeshi universe. and call humanoids humans and humans tallmen.)
#d&d#pathfinder#dnd#dungeon meshi#dunmeshi#dungeons and dragons#delicious in dungeon#ttrpg#pf1e#character analysis#dunmeshi laios#laios touden#laios dungeon meshi#laios thorden#delicious in dungeon laios#laios dunmeshi#laios delicious in dungeon
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Static Orb - CR12 Elemental
I can't even hear myself think! Someone destroy that thing!

Artwork is official art from Last Epoch, copyright Eleventh Hour Games.
Static Orbs are elemental creatures from the quasi-elemental plane of lightning, but they don't naturally occur there. They're artificial creations of powerful air djinni wizards, who are just as prone to mad experiments as wizards on the prime material plane. These djinni are prone to selling these orbs to beings from other planes in exchange for what are, to them, more exotic forms of power.
Static orbs can be carried inside small metal spheres, and either released from the sphere by their master, or commanded to emerge under certain conditions. They have a registered master similar to a golem or a familiar.
Note that the static aura can affect its master, which can be a useful strategy for players fighting one of these things alongside its master.
Static Orb - CR 12
A crackling sphere of electricity not only drowns out all other sound, but numbs your other sensations as well, and fills your mind with static that seems to prevent you from even thinking.
XP 19,200 N Tiny outsider (electricity, elemental, extraplanar) Init +9 Senses blindsight 60 ft., darkvision 60 ft.; Perception +0
DEFENSE
AC 27, touch 27, flat-footed 18 (+6 deflection, +9 Dex, +2 size) hp 142 (15d10+60) Fort +13, Ref +22, Will +9 Defensive Abilities electric deflection, immaterial stability DR 10/magic and bludgeoning, or magic and slashing Immune electricity, elemental traits, mind-affecting effects Aura static aura (30 ft., DC 21)
OFFENSE
Speed fly 60 ft. (perfect) Melee touch +12 (8d8 electricity) Space 2 1/2 ft.; Reach 0 ft. Special Attacks electric burst
STATISTICS
Str 1, Dex 28, Con 18, Int —, Wis 11, Cha 1 Base Atk +15; CMB +8; CMD 33 Languages telepathy 200 ft. (with master only, receive messages only); comprehend languages (with master only) SQ no opportunity attacks
SPECIAL ABILITIES
Containment Orb (Ex) A static orb can be housed within a containment orb, a small metal sphere about 18 inches in diameter which is normally either carried by its master or left as a trap. While in a containment orb, a static orb can perceive its surroundings as well as if it were not housed in the orb, and can choose to emerge at any time, but will normally only do so under conditions given by its master.
As a static orb is mindless, the types of conditions it can be commanded to emerge under are limited to those it can readily perceive. For example, it can be commanded to emerge and attack in the presence of any creature other than its master, or based on the number or species of creatures present, or based on recognizing specific individuals that the static orb has seen before. However, it cannot be commanded to emerge based on a creature's alignment, class, intelligence score, etc.
While housed within its containment orb, a static orb can take 20 on Stealth checks to appear as a normal metal orb (typically for a total result of 37 on a Stealth check).
Electric Deflection (Su) A static orb gains a +6 deflection bonus to AC and a +4 resistance bonus to Reflex and Will saving throws. These bonuses are already included in its statistics.
Electric Burst (Ex) As a standard action, a static orb can shock all creatures and objects within a 30 ft. burst; it can choose to omit targets from this burst if it wishes, and typically omits its master. Targets take 8d6 electricity damage; a DC 21 Reflex save halves the damage. The save DC is Constitution-based.
Immaterial Stability (Ex) As a creature made of energy, a static orb cannot be forcibly moved by any physical means, although effects made of force energy can move it.
No Opportunity Attacks (Ex) A static orb cannot perform attacks of opportunity.
Static Aura (Su) A static orb constantly emits a static aura in up to a 30 ft. radius; it can choose to alter the radius of this aura to anywhere from 0 to 30 ft. as a free action at the start of its turn. Creatures that enter the aura or begin their turn in it, other than the static orb, must succeed at a DC 21 Will save or be subjected to the aura. A creature needs to make this save once per round that it is in the static aura. Once a creature fails its save, it automatically fails any further saving throws against the same static orb's static aura for 24 hours. The save DC is Constitution-based.
Creatures that are affected by the aura are silenced and deafened, take a -4 penalty to Intelligence, Wisdom and Charisma, and must succeed on a concentration check with a DC of 20 plus twice the spell level to cast any spell (in addition to the concentration check for being deafened). These penalties last for as long as they remain in the aura. A creature that leaves the aura and re-enters it is subjected to its effects again.
Telepathic Link to Master (Ex) A static orb has a master, like a familiar or construct does, and obeys its master absolutely. It has 200 ft. of telepathy with its master, and can understand its master both telepathically and verbally regardless of language. However, it cannot speak or send telepathic messages; only receive them.
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Pearlescentmoon aka Pearl Moo the Un-beelivable Postmaster.
CR 18 NG/NE Medium Humanoid Shapechanger.
XP 153,600 (if used as npc for encounter)Human Entothrope Werewasp(Bee variant)Vigilante (Splintersoul)17
Neutral Good/Evil Medium humanoid Shapechanger(Human, vermin)
Init +6; Senses Perception +27 Darkvision 60ft Low light vision
AC 29, touch 19, flat-footed 23 (+6 Dex, +4 Deflection, +9 Armor) (+2Natural armor in Hybrid/vermin form) Hp 165 (17d8+85) (17 temporary Hp while in Hybrid/Vermin form)
Fort +17, Ref +22, Will +16 (+1 in Fortitude and Reflexes while in Hybrid/vermin form)
Speed 30 ft, 20ft climb, 60ft flying(good) Melee Axes+20/15/10 1D6+2(+9d8 precision damage)Â
Only in hybrid/vermin form: 2 Natural attack+18 1d4+2 Sting+18 1d8+2 plus poison(DC24 1/round for 6 rounds 1d2 Dex cure 1 save) and curse of entothropy DC15 Ranged Crossbow +19 1D8+3(+9d8 precision damage)
Racial Bonus feat (Master crafter), +1 Skill point per level, Speed 30 ft, Change shape Hybrid/vermin form(+2 Natural armor+2Dex +2Con, DR 5/silver, 20ft climb, 60ft flying, Darkvision 60ft, Low light vision, Natural attacks, Curse of entothropy), Entothropic emphaty, Insect mind.
Traits Excellent penmanship, Empty mask.
Class features Splintered identity, Seamless guise, Vigilante specialization: Stalker(+9d8 precision damage), Social talents: Renown, Celebrity discount, Great renown, Social grace[Bluff, Intuition, Stealth], Safe house, Quick change, Sudden change, Surprising change, Vigilante talents: Lethal grace(natural attacks, axe), Evasive, Cunning feint, Blind spot, Hide in plain sight.
Str 10, Dex 22, Con 20, Int 14, Wis 10, Cha 24
Base Atk +12/7/2; CMB +18; CMD +28
Feats Strong personality, Extra vigilant feats: Strike the unseen, Vital punishment, Up close and personal, Combat skill(Improved vital strike, Greater vital strike), Shield of blades, Signature weapon(axe), Returning weapon.
Skills Acrobatics +16, Appraise +6, Bluff +17, Climb +8, Craft(Stone & Metal) +20, Diplomacy +11, Disguise +20, Disable device+20, Escape artist +12, Intimidate +20, Knowledge (Dungeon +6, Engineering +6, Local +6, Nobility +6), Linguistics +3, Perception +17, Perform(oratory) +11, Profession(Postwoman) +10, Ride +10, Sense motive +4, Sleight of hand +15, Spellcraft +19, Stealth +26, Survival +5, Swim +10, Use magic device +11.
Languages Common, Draconic, Elven, Orchis, Aquan, Infernal, Vermin empathy.
Combat gear Distance Cunning Light crossbow+1, 50+2 Bolts, Merciful huntsman axe+2, Silencing axe+2, Ring of protection+4, Shadow mithral chain shirt+5, Belt of physical might+4 (Dex, Con), Headband of mental prowess+4 (Int, Cha, Spellcraft), Cloak of resistance+4, Amulet of mighty fists+2, Burglar boots(minor), Gloves of reconnaissance, Coat of pockets, Courier’s secret pouch, Hat of disguises, Black marketeer’s bag, Bookmark of deception, Codex of conversation, Corset of the Vishkanya, 4 Potions of Cure critical wounds , Manual of quickness of action+2(Used), Tome of leadership and influence+2(Used), 6 Doses of Blue Whinnis, Vigilante’s kit, Postmaster’s outfit, Mwk thieves tools, 2 Cats(Nugget & Olive), 10GP, The crimson shroud(Artifact).
The crimson shroud: This artifact is a ring with many ruby shards poking from the golden surface and glows and eerily crimson during the nights of full moon creating a full red cloak to shield the user. During said nights, the holder of the ring becomes even more unhinged and powerful granting a +6 bonus on Natural armor Strength and Constitution (an effect similar to the barbarian rage but without any other effects). The user feels compelled to perform acts of violence for no reason or under some animalistic instinct but NEVER against other creatures of the same kin(like humans or other bee creatures). While the user cannot notice or remember the acts it has an instinct to prevent to remove the ring as it makes the user immune to fear and charms that would even “suggest” to remove it. Furthermore, the ring rewards those that performs act of violence (even under guise) by granting the holder a regenerative ability healing the individual by 2Hp each round and increasing by 1 for every victim or defeated target (to a maximum of 10) during the night. The ring is said to be made with the crystallized blood of a war god and the only way to destroy it is to find his corpse and deliver it. To remove it from the finger without harming the user, one must use a couple of Rings Gates to deliver the ring on the other side at 100 miles, then have it being pulled out using a DC25 Strength check.
Background PearlescentMoon simply known as Pearl or Mrs Moo is one of the many inhabitants of the land of Hermits where many buildings defy the laws of possibility and brings wonder to those who lay their eyes upon them. Pearl is known as one of the many that helped to build many of these wonders, especially for Grian. She is in her own right a great builder herself that loves to mix various styles and she is known to have recently created a postal service along with Ethoslab and Tangotek where she is the Postmaster. She is a friendly outgoing person, especially with the “Soup Group” composed of Geminitay and ImpulseSV. However, deep beneath some people remember another Pearl, a red one, one that predated, hunted, killed: the Scarlet Pearl. Very few remember the events that transpired during the events known as Double Life but one that stood was when Pearl fell into a different more “Scarlet”persona, one that spilled the blood of both friends and foes. For some unknown reasons(maybe for the best) Pearl thinks that the event was but a dream. Who knows, maybe the other hermits subdued her to make her forget the event and let her return to her “better self” or maybe something more macabre occurred, no one knows. However, while her work distract her form these dreams she keeps seeing them especially during the full moon. One night she was restless and could not sleep so she went for a walk, the night was clear and tranquil but her fear of seeing again those dreams was more real than ever. “Do you want to be free of those dreams? I can make it happen.” Said a voice. Pearl jolted but found no one she was alone. “If you want to discover your crimson self and surpass it come find me, if you can. A guiding light is however, mandatory.” And she noticed a crimson light coming from a small hole in the ground. Pearl heard whispers in her head and could not resist, her hand reached in and as it came out it was wearing a golden ring with rubies on it. As soon as that happened the world changed around her and she found herself in a new land close to a town in front of an abandoned postal office. Her memories wandered but could not remember much, however she remained under her instinct as postmaster and carried on her duty not knowing that the night would have called for her other self to spread and grow her hive using her sting and punishing the criminals around the land. The Crimson Pearl was reborn, albeit a little different.
Image made using Heroforge.
#minecraft#roleplay game#pathfinder#pathfinder roleplaying game#hermitcraft#heroforge#pearlescentmoon#pearlescentmoon double life#double life smp
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Re: Em Friedman, I personally always got the impression that they're just a big fan is Aabria cuz I think Aabria was one of their first guests(?) in their TTRPG class
And that's why to me all the coverage about Acofaf, WBN and now Burrows End reads with kind of a biased perspective
Like, I love WBN but as you said, it's not really doing anything innovative per se, and the whole coverage and hype about the Bear episode in Burrows End really made it anti-climactic when the episode aired
Idk, maybe I'm wrong, but a lot of the Actual Play coverage from Polygon (not just Em) seems kind of like D20 and WBN circlejerk while they're more than happy to throw CR under the bus
Oh interesting. Like, I do get that Actual Play is not a particularly massive community and I could see how someone who interviews players regularly might end up becoming close to them and generally that maintaining distance and journalistic integrity is uniquely difficult, but also like. Here's the thing. I know Critical Role is The 800 lb Gorilla in the actual play space; no one else is selling out Wembley Arena. I don't mind if they're not getting the same boosts from publications, because they don't really need it and people love an underdog and all that. It's still not great, that this bias exists, but Critical Role is much harder to keep up with because it is at this point 8 years of content to fully know what's going on in Campaign 3, whereas you could have someone binge watch ACOFAF in a long weekend.
What gets me is that it's not just fawning and biased. It's ignorant of the actual play genre and claiming things that are flat out untrue. "Critical Role isn't as good as Dimension 20" is an opinion. I don't agree with it but it's a valid position for someone to have, and even journalists are entitled to preferences. But like, again: TAZ Balance started at level 1, with the party obtaining a legendary and dangerous artifact at a low level, and it started in late 2014. NADDPod campaign 1 also started at level 1 and ran up to level 20, and it began in early 2018.
Longform D&D/Pathfinder are also not new. Both of the examples above ran over 60 episodes; NADDPod's first campaign was an even 100. Rusty Quill Gaming ran an impressive 218 over 8 years, though they tended to stick to about an hour long per episodes so it's closer to NADDPod in actual hours of gameplay. Obviously Critical Role, while unedited and not a podcast primarily, has had 100+ episode campaigns. All of these were also set in homebrew worlds, though TAZ was extremely loosely based on Forgotten Realms to start, and RQG was essentially a divergent history of our world. So what, precisely, other than the Children's Adventure, makes WBN different? Like...I know fandoms struggle to understand this but it does not do anyone a single fucking favor to act like well-executed but traditional formats (or solid but par for the course work) is radical and innovative genius! It doesn't make me say "wow, WBN is clearly groundbreaking." It makes me go "wow, Polygon's coverage is written by a fucking idiot who's unfamiliar with the landscape of actual play."
What gets me about the bear episode is that it was also, in my opinion, very well-executed and an interesting battle, but it was not like, any different from another battle map except that the production team did a really good job making it slightly gorier than the norm. That's it. And as for the twist...look, again, I'm reserving final judgment, but I keep thinking about this (regrettably it is from Orson Scott Card, who is both a homophobic asshole, and also wrote "How to Write Science Fiction and Fantasy" which was my introduction to Octavia Butler and genuinely informs my understanding of the genre to this day):
"If you are using a known foreign language, by the way, take the time and effort to get it right. Among your readers there will always be someone who speaks that language like a native. If you get it wrong, those readers lose faith in you - and rightly so. Wherever you can be truthful, you should be truthful; if your readers can see that you're acting by that credo, they'll trust you, and you'll deserve their trust. But if they catch you faking it, and doing it so carelessly that you can easily be caught, they'll figure that if the story wasn't worth much effort to you, it shouldn't be worth much to them, either. They may still like the story, but you have blunted the edge of their passion."
This is both what I'm worried might end up being true re: Burrow's End (except instead of a foreign language I speak like a native, it's How Radiation Works) but it's also true in that like...all of those longform campaigns? I've watched or listened to them in full. Acting like it's innovation to...do a thing that's been done by so many other prominent actual plays is not even reading to me as bias. It's reading to me as a combination of wildly misplaced priorities (genuinely I think between this and the ask meme I'm like "hmmm have we considered that we're asking a huge amount from a niche medium and acting like it is the responsibility of a bunch of actors with dice to constantly reinvent the artform in which they work and dismantle the kyriarchy and prevent us from getting into arguments with our friends, instead of, as WBN's own page says, play games to make stories out of sound?") and also just. Ignorance. This is a person who is talking about something they genuinely don't know about. Why should I listen? I mean the bias doesn't help, but really it's the ignorance that kills it.
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Real Estate Agent Salary: How Much Do Real Estate Agents Make?

Real estate can be a lucrative career, but how much do real estate agents actually earn? If you're considering becoming a real estate agent or just curious about the profession, this guide will break down the average salaries, commission structures, and factors that impact earnings.
How Real Estate Agents Make Money
Unlike traditional salaried jobs, most real estate agents earn money through commissions. When an agent helps buy or sell a property, they receive a percentage of the sale price as their payment. This means an agent’s earnings are largely performance-based.
Commission Structure
Real estate commissions typically range from 4% to 6% of the property’s sale price, with the amount split between the buyer’s agent and the seller’s agent. If a home sells for $300,000 at a 6% commission rate, that’s $18,000 in total commission, which is usually divided as follows:
50% to the buyer’s agent ($9,000)
50% to the seller’s agent ($9,000)
Brokers may take a portion of the agent's commission, reducing their take-home earnings.
Average Salary of a Real Estate Agent
The annual salary of a real estate agent varies based on experience, location, and work ethic. According to the U.S. Bureau of Labor Statistics (BLS):
Median Annual Salary (2024): Around $51,220
Top 10% Earners: Over $112,000 per year
Lowest 10% Earners: Under $25,000 per year
New agents often struggle in their first year as they build a client base, while experienced agents with strong networks can earn six figures or more.
Factors Affecting Real Estate Agent Salaries
1. Location
Real estate agents in high-demand markets earn significantly more. For instance, agents in New York City, Los Angeles, and San Francisco tend to make higher commissions due to expensive property values. In contrast, smaller towns and rural areas may offer lower commissions due to lower home prices.
2. Experience Level
Entry-Level Agents (0-2 Years): Typically earn between $30,000 and $50,000.
Mid-Career Agents (3-5 Years): Earn between $50,000 and $80,000.
Experienced Agents (5+ Years): Can earn over $100,000, especially if they have a solid referral base.
3. Number of Sales
A successful real estate agent closes multiple transactions per year. The more deals closed, the higher the earnings. Top-performing agents sell 30+ homes per year, while the average agent sells around 12 homes per year.
4. Brokerage Commission Split
New agents often work under a brokerage that takes a percentage of their earnings. Some common splits include:
50/50 split: Half goes to the agent, half to the brokerage.
70/30 split: Agent keeps 70%, brokerage gets 30%.
100% commission model: Agents pay a flat fee to the brokerage and keep the rest of the commission.
5. Specializations & Certifications
Agents who specialize in luxury homes, commercial properties, or investment properties tend to earn more. Additional certifications like Certified Residential Specialist (CRS) or Accredited Buyer’s Representative (ABR) can also increase credibility and income.
How to Increase Your Salary as a Real Estate Agent
1. Focus on High-Value Properties
Selling higher-priced homes leads to bigger commission checks. Targeting upscale neighborhoods or commercial properties can significantly boost earnings.
2. Build a Strong Network
Referrals and repeat clients are key to a steady income. Building relationships with past clients, mortgage lenders, and local businesses helps generate leads.
3. Leverage Online Marketing
Having a professional website, social media presence, and utilizing SEO-driven real estate blogs can attract buyers and sellers. Investing in digital marketing can help grow your client base.
4. Work With a High-Commission Brokerage
Choosing a brokerage with a better commission split means keeping more of your earnings. Some brokerages allow agents to keep 100% of their commissions in exchange for a monthly fee.
5. Become a Real Estate Broker
Experienced agents can become brokers, allowing them to earn from their own sales and from the agents working under them.
Final Thoughts
A real estate agent’s salary varies widely based on location, experience, and effort. While new agents may struggle in the beginning, those who stay dedicated and build strong networks can earn six figures or more. By specializing in high-value properties, leveraging online marketing, and working with the right brokerage, agents can maximize their earnings in this dynamic industry.
FAQs About Real Estate Agent Salaries
1. Do real estate agents get a base salary? Most agents work on commission, meaning they don’t receive a fixed salary. However, some brokerages offer a base salary plus commission.
2. Can real estate agents make six figures? Yes, top agents who close multiple high-value deals can easily earn over $100,000 per year.
3. How long does it take to start making money as a real estate agent? It can take 3-6 months to close the first deal. New agents often struggle at first but can build momentum with consistent effort.
4. What is the highest-paying real estate job? Luxury real estate agents, commercial real estate brokers, and real estate investors typically make the most money.
By optimizing your career strategy and staying committed, you can make real estate a highly rewarding profession. Are you ready to start your journey as a real estate agent?
#seo#seo services#search engine optimization#content creator#content#highlights#fiverr#upwork#linkedin#facebook#social media#tiktok#threads#social networks
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From ₹9,331 to ₹956: Bajaj Finance Stock Split & Bonus- Price Action, Dividend, and Intraday Trading Setup
Bajaj Finance shares witnessed a major reset in early trade on June 16, resuming trading at ₹956 apiece following a stock split and bonus issue adjustment—nearly 90% lower than the previous close of ₹9,331. This sharp drop reflects only a technical adjustment, not value erosion, and has caught the attention of retail investors and intraday trading enthusiasts seeking quick opportunities in the volatile session.
Despite the price adjustment, Bajaj Finance stock dipped a modest 0.7% in early trade, mirroring the broader market's cautious tone and a flat opening for the Nifty 50. For traders developing a short-term stock market strategy, this adjusted price level opens the door for fresh entries, especially for those focused on intraday trading setups in high-volume, high-visibility counters.
Bajaj Finance Stock Market Strategy (Post-Split and Bonus, June 2025)
Current Price: ₹956 (post 4:1 bonus and 1:2 split, June 16, 2025).
Long-Term Investment:
Buy: ₹950–₹975 (near support at ₹900).
Target: ₹1,100–₹1,150 (15–20% upside, 6–12 months).
Stop Loss: ₹850 (~11?low entry).
Action: Accumulate on dips to ₹900; monitor for close above ₹1,000.
Short-Term Trading:
Buy: ₹960–₹970 (on breakout above ₹965 with volume).
Target: ₹1,020–₹1,050 (6–9% upside, 1–4 weeks).
Stop Loss: ₹930 (~3?low entry).
Â
Risk Management:
Limit exposure: 2–3% (short-term), 5–10% (long-term).
Monitor Nifty 50 and NBFC sector trends.
Risks:Â Regulatory changes, rising rates, economic slowdown.
Technicals:
Support: ₹900, ₹850; Resistance: ₹1,000, ₹1,050.
RSI: Neutral (~50–55); await MACD bullish crossover.
Fundamentals:
Q4FY25: 17% YoY net profit (₹4,480 Cr), 26% AUM growth.
High P/E (32.74): “Buy” rating from 18/33 analysts.
Dividend: ₹56/share (adjusted); reinvest for long-term gains.
Background
The leading NBFC on April 29 had announced a bonus issue of shares in the ratio of 4:1. This would mean that the eligible shareholders will receive 4 bonus shares for every single Bajaj Finance share they own. Additionally, the company also announced a stock split in the ratio of 1:2.
The NBFC had last announced a share split in 2016, dividing the shares in 1:5 ratio at that time.
A Bajaj Finance shareholder who already owned 10 shares of the company as on the record date June 16 would get an additional 40 shares after the bonus issue in the ratio of 4:1 and will subsequently have a total of 50 shares of the company. Those buying shares on June 16 will not be eligible for the bonus shares.
These 50 shares will then split into 100 shares after the stock split takes effect in the ratio of 1:2. Hence, the shareholder who had 10 shares as on the record date, will have 100 shares of the company after the bonus issue and stock split.
Along with the stock split and bonus issue, Bajaj Finance had also announced a final dividend of Rs 44 per equity share and a special dividend of Rs 12 per equity share. This took the total dividend announced by the firm to Rs 56 per share during FY25.
The company had set the record date to determine the eligibility of the shareholders set to receive the final dividend on May 30, and said that it will be paid on or around July 28. The record date for the special interim dividend had been set on May 9 and the firm said that it will be paid to the eligible shareholders on or around May 26.
Bajaj Finance Q4FY25 Results
The NBFC had released its results for the January-March quarter of FY25 on April 29. Bajaj Finance's net profit rose 17 percent year-on-year to Rs 4,480 crore.
Bajaj Finance's assets under management grew 26 percent during the quarter, helped by strong demand for credit, while new loan bookings jumped 36 percent from a year ago.
Net interest income increased by 22 percent in Q4FY25 to Rs 9,807 crore from Rs 8,013 crore in Q4FY24.Â
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Investment in the securities market is subject to market risks.
#best bank nifty tips provider#best bank nifty option tips#accurate stock tips#share market advisory#ideal strategies#trading tips#ipo news#stock tips advisor#ipo alert#stock cash market tips
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D&D to PF1e Conversion: Gorbel
A simple and straightforward conversion from me, just as a cool exercise - the infamous Gorbel from earlier D&D versions. I think this creature makes for a pretty cool low-level threat, and despite its relative lack of options, can be rather challenging if set up correctly.
Again, as always, tell me where I can improve. XD
GORBEL

Artist unknown, (c) Wizards of the Coast
This balloon-like beast floats a few feet off the ground. Several sinuous stalks, each capped with an unblinking eye, emerge from the top of its body, and a pair of stubby clawed arms dangle under a drooling mouth filled with jagged teeth.
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GORBELÂ Â Â Â Â Â CR 1
XP 400
N Small Aberration
Init +1; Senses all-around vision, darkvision 60 ft.; Perception +8
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DEFENSE
AC 13, touch 12, flat-footed 12 (+1 Dex, +1 natural, +1 size)
hp 16 (3d8+3)
Fort +2, Ref +4, Will +3;
Damage Reduction 3/piercing or slashing
Weakness explosive
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OFFENSE
Speed 20 ft., fly 20 ft. (poor)
Melee 2 claws +3 (1d4 plus grab), bite +3 (1d6, grabbed opponents only)
Special Attacks explosion, grab
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STATISTICS
Str 10, Dex 13, Con 12, Int 1, Wis 11, Cha 6
Base Atk +2; CMB +1 (+5 grapple); CMD 12 (cannot be tripped)
Feats Lightning Reflexes, Weapon Focus (claw)
Skills Fly +3, Perception +8, Stealth +9; Racial Modifiers +4 Perception
Special Qualities naturally buoyant
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ECOLOGY
Environment any underground
Organization solitary, pair or pack (3-8)
Treasure incidental
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SPECIAL ABILITIES
Explosive (Ex): A gorbel brought to 0 or less hp by an attack that deals piercing, slashing or fire damage must succeed at a Fortitude saving throw (DC 10 + half the damage taken) or die immediately and explode, dealing 2d4 fire damage to all creatures in a 5 foot radius. All such creatures take half damage if they succeed at a Reflex saving throw (DC 12). The save DC is Constitution-based. A gorbel that is outright killed by the damage taken does not get a saving throw against this effect.
Naturally Buoyant (Ex): A gorbel's body is naturally buoyant. This buoyancy allows it to fly at a speed of 20 ft. with poor maneuvrability and grants it a permanent feather fall effect (as the spell) with personal range.
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Gorbels are subterranean hunters and predators that superficially resemble the dreaded beholder. Sages are uncertain whether they are a case of divergent evolution, a degeneration of a beholder line driven to feral behavior, or the primitive stock from which all beholderkin ended up evolving. Beholders reject any alleged relationship with their dull-witted cousins, and bringing up the resemblances between the two races in front of a beholder is unwise at best.
Unlike beholders, gorbels live in packs, though no real hierarchy has been observed among them as of yet. They simply attack ad try to eat anything that moves, or might have moved in the last few hours. A gorbel is an ambush predator, and mostly hunts by silently drifting down towards their target, then latching onto their victim with their claws, and bringing their hideous mouths to bear. Gorbel packs are known to cooperate to take down bigger prey, and are usually found in terrains that can provide cover for them, such as stalaticte-filled caverns, in order to offset their slowness.
A gorbel has no skeletal structure, its body being mainly composed of flesh, cartilage and hot gases that allow it to float in midair. These gases are a double-edged weapon for a gorbel, though. If exposed to air, the gases may ignite and cause a gorbel to burst in a fiery explosion. Entire packs of gorbels have been killed when a well-placed arrow set off a chain reaction in the group.
Gorbels are around 3 ft. in diameter, and weigh very little even for their contained size.         Â
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Raj Heritage 2 by Raj Realty in Mira Road East






Description
Raj Heritage 2 by Raj Realty Mira Road Mumbai
Raj Heritage 2 Residential projects in Mumbai offering Apartments for sale in Mira Road East. The property offers 1, 2 & 3BHK Apartments meticulously planned that guarantee a hassle-free lifestyle. As per the area plan it is set in 1.4 Acres and has 238 units in the size range 426.00 sq.ft. - 761.00 sq.ft. Possession date is March 2026. Raj Heritage 2 offers prices suitable for both luxurious and affordable Apartments in Mumbai. Raj Heritage 2 is located Mira Road East. This is considered as best Apartments for sale in Mumbai and best Apartments for sale in Mira Road East. The floor plan of Raj Heritage 2 enables the best utilization of the space with spacious balconies, standard kitchen size and high-quality fixtures.
Raj Heritage 2 sample flat is ready to view at the site. Project has one type of car parking facility i.e. Basement Car Parking
Carpet Area & Floor Plan Raj Heritage 2 project has 1BHK, 2BHK, 3BHK premium residences with - 1BHK - 412 sqft 2BHK - (574 to 599) sqft 3BHK - (747 to 831) sqft Raj Heritage 2 Mira Road Mumb Maintenance - Raj Heritage 2 Mumbai Project maintenance varies with the configuration and the carpet area which are as follows- 1BHK - Rs 2800 per month 2BHK - Rs (4000 - 4200) per month 3BHK - Rs (5200 - 5800) per month
1 BHK Floor Plan, Raj Heritage 2, Raj Realty Mira Road East
2 BHK Floor Plan, Raj Heritage 2, Raj Realty Mira Road East
2 BHK Floor Plan, Raj Heritage 2, Raj Realty Mira Road East
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Swordkeeper
Image © Paizo Publishing, accessed at Archives of Nethys here
[First new monster of 2025! Which is kind of a shame, because January is almost over. But I have been doing some writing. I'm hoping to get a regular posting schedule going from now on, of twice a week. Key word is hoping]
Swordkeeper CR 10 N Construct This vaguely humanoid construct is made of metal and stone, with four arms and stout legs. Its head is shaped like a helmet and set atop a wide torso. Inside its chest is a blade, chained in place and surrounded with crackling energy.
Swordkeepers are constructs created as both a display case and security system. Each swordkeeper has a component where a weapon can be placed, and the swordkeeper can create force projections of that weapon to use in combat itself. One handed weapons are commonly placed in swordkeepers, the better for the creature to use all four of its arms, but swordkeepers dual-wielding two-handed weapons are not unheard of. Despite the name, a swordkeeper can be used to store axes, hammers, and even polearms. Most swordkeepers store +2 weapons or those of similar levels of enhancement, but even a mundane weapon may be kept in a swordkeeper if it is of particularly significance.
Although they are not sapient, swordkeepers are capable of surprisingly sophisticated tactics, the result of their magical construction. They can respond to changing battlefield conditions by switching from melee to ranged combat, use their raise guard ability to fight defensively if enemies are capable of injuring them, and create a temporary colossal echo to crush massed enemies. Most swordkeepers are given instructions to fight to the death, but some will stand down if badly injured, activate alarms, or even intentionally surrender their central weapons under particular circumstances.
Construction A swordkeeper’s central chamber requires rare crystals for its construction, worth 3000 gp.
Swordkeeper CL 13th; Price 63,000 gp Requirements Craft Construct, geas/quest, mage’s sword, shield, transformation; Skill Craft (metalworking) or Craft (stoneworking) DC 16; Price 38,000 gp
Swordkeeper CR 10 XP 9,600 N Large construct Init +5; Senses darkvision 60 ft., Perception +2
Defense AC 23, touch 14, flat-footed 18 (-1 size, +5 Dex, +9 natural) hp 107 (14d10+30) Fort +4, Ref +9, Will +6 DR 10/adamantine; Immune construct traits Defensive Abilities raise guard
Offense Speed 20 ft. Melee +1 keen longsword +21/+16/+11 (1d8+8/17-20 plus 1d8 force), 3 +1 keen longswords +21 (1d8+4/17-20 plus 1d8 force) Ranged 4 +1 keen longswords +19 (1d8+8/17-20 plus 1d8 force) Space 10 ft.; Reach 10 ft. Special Attacks colossal echo, project echoblade
Statistics Str 25, Dex 20, Con -, Int -, Wis 15, Cha 1 Base Atk +14; CMB +22; CMD 37 Feats Combat Reflexes (B), Improved Vital Strike (B) SQ central weapon,multiweapon mastery, undersized weaponry
Ecology Environment any land and underground Organization solitary, pair or armory (3-6) Treasure double standard (+1 keen longsword)
Special Abilities Central Weapon (Ex/Su) A swordkeeper’s torso houses a single weapon sized for a Medium creature. When the swordkeeper is operational, the chamber can be opened with four Disable Device checks (DC 35), each made as a full round action. A creature that fails this check by 5 or more takes 6d6 points of force damage (Reflex DC 19 halves). If the swordkeeper is grappled, prone or stunned, the DCs of both the Disable Device check and the Reflex save are reduced by 2. If the swordkeeper’s weapon is removed, its echoblades vanish, and it cannot use its colossal echo or project echoblade abilities. The save DC is Wisdom based. Colossal Echo (Su) As a standard action once every 1d4 rounds, a swordkeeper can create a giant force weapon shaped like its central weapon. All creatures in a 30 foot line take 10d8 points of force damage (Reflex DC 19 half). The save DC is Wisdom based. Multiweapon Mastery (Ex) A swordkeeper does not take penalties to attack rolls when fighting with multiple weapons. Project Echoblade (Su) As a swift action, a swordkeeper can create a replica of its central weapon in one of its hands. This weapon acts as its central weapon, including duplicating its magical properties, except that it deals an extra 1d8 force damage and gains the thrown property (range increment 30 ft.). A swordkeeper can have as many as four echoblades at once; echoblades disappear one round after they leave a swordkeeper’s grasp. Raise Guard (Ex) On any round when a swordkeeper makes a full attack action, it can choose not to attack with a echoblade in order to gain a +1 shield bonus to AC (maximum +3). This does not work in conjunction with Vital Strike or similar feats.
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Journal Entry 1 - Myr
Originally created as one-minded servants of Memnarch to serve without question. For a long time there method of creation was lost as both Myr Sentinels and other dangerous constructs, guarded the Myr Creation sites.
However, thanks to the newly opened Omenpaths, and more than a little stealth focused magic, I have successfully infiltrated several of those facilities, and today I shall share the creation of the five basic myr constructs.
Through an advanced creation process, including but not limited too a turbine and an incubator, the metal that Myr are crafted from, allows them to manipulate different types of Mana. Iron myr wield red mana, silver wields blue, and so on and so forth.
This mana manipulation makes them incredible useful as familiars to spellcasters, as they allow additional spellcasting versatility, albeit very limited.

Under the cut are the thoughts behind, and the stat blocks for the five mana myr: Copper, Gold, Iron, Lead, and Silver. This is for the Pathfinder 1st Edition rule system.
There were two things I wanted to highlight, in the design of the basic Myr creatures.
The attributes of their different metals
Their connection to a specific-coloured mana.
For the first one, Materials, I used pathfinders Ultimate Equipment section “Special Materials” It looked at Bronze which is says also works for Copper, I used Gold, I looked to Bestiary 1’s Animated Object for creatures made of a “common metal” for iron, I used UE’s Alchemical silver for the silver myr, and lead armor, lead blades, and other things for Lead – including Lead’s Wikipedia article.
And After all of that, I found Green Ronin Publishings “metal clad creature” page on d20pfsrd, which makes special rules for creatures clad in all of the specific materials for myr.
So that was a real Brian David Gilbert on Fire Emblem Archtypes, wasted time moment (its a reference, if you know you know).
Regarding to the price of creating a Myr, I compared it to a small creature from players handbook (gnomes) and after that 50 lbs of raw material felt appropriate, using the prices for the different trade goods. Unfortunately Lead doesn’t have a canon price under the different tables for Trade Goods. However, Bestiary 5’s Lead Golem says 10.000 pounds of lead costs 7500 gp. Meaning that the price of 1 pound of lead is 7 sp and 5 cp.
So, I changed my way of thinking and did this instead. I created a “Default Myr” which the different metal clads templates from Green Ronin could then be put onto.
This “Default Myr” is created based on the rules for new types of Constructs in Ultimate Magic, stating that Dex is low to average, it has no Con or int core, average wisdom and charisma 1. I also decided that they are Small creatures, and the used the bestiary 1 rules for base stats according to size, stating that Strength is 6 and Dexterity 12.
Ultimate Magic also states that they should stick fairly close to the Monsters Statistics by CR table in Bestiary 1 (table 1-1).
Default Myr – Cr 1/2
XP 200 N Small Construct (Myr) Init +1; Senses darkvision 60 ft., Low-light vision; Perception +1 AC 13, touch 12, flat-footed 12 (+1 dex, +1 natural, +1 size) Hp 15 (1d10+10) Fort +0, Refl +1, Will +1 Defensive Abilities Hardness 5; Immune Construct trait Speed 30 ft. Melee Slam +0 (1d3-2) Str 6, Dex 12, Con -, Int -, Wis 13, Cha 1 Base Atk +1, CMB -2, CMD 9 Skills: Each myr receives 2 skill ranks per HD, limited to skills that use Strength or Dexterity, and it cannot have more skill ranks in skills that use int, wis, or cha, than the highest among the ones who create it (meaning one can be the main creator with 2 ranks in Craft Weapons, and use an assistant with 6 ranks, to allow the Myr to have up to 6 ranks in that skill) Note that a Myr cannot have more skill ranks in a skill than it has HD (as all creatures) and it has no class skills. SQ Metal-Clad, Mana Aspect
Copper-Clad Myr
Challenge Rating: +2 Armor Class: increase its Natural Armor bonus with 3. Defensive Abilities: Light Fortification (25%) Damage Resistance: Fire 10. Weaknesses: Vulnerability to Electricity Speed Reduce speed by 10 ft. Attacks: If it has no natural attack, the Copper-Clad creature gains a Primary Slam attack. If the creature gains a slam attack from this template, it treats that attack as if it were 2 sizes larger. Skills: The Copper-Clad creature takes a -4 penalty on Acrobatics, Climb, Escape Artist, Sleight of Hand, Stealth, and Swim Checks. It also gains a +4 bonus on one Craft skill of the creators choice. Ability Scores: +2 wisdom, -2 Charisma (can’t be reduced below 1)
Gold-Clad Myr
Challenge Rating: +1 Armor Class: increase its Natural Armor Bonus by 2. Defensive Abilities: Light Fortification (25%) Damage Resistances: Fire 10. Weaknesses: Vulnerability to Electricity Speed Reduced speed by 10 ft. Attacks: If it has no natural attack, the Gold-Clad creature gains a Primary Slam attack. If the creature gains a slam attack from this template, it treats that attack as if it were 2 sizes larger. Skills: The Gold-Clad creature takes a -4 penalty on Acrobatics, Climb, Escape Artist, Sleight of Hand, Stealth, and Swim Checks. It also gains a +4 bonus on any one Profession skill of the creator’s choice. Ability Scores: -6 Dexterity, +2 Intelligence (if it has an intelligence score), -2 Wisdom (minimum 1), +6 Charisma
Iron-Clad Myr
Challenge Rating +3 Armor Class: Increase its Natural Armor Bonus by 6 Defensive Abilities: Heavy Fortification (75%) Damage Resistances: Fire 15 Weaknesses Vulnerability to Electricity, Rust Vulnerability Rust Vulnerability (Ex): Creature counts as ferrous for the purpose of rusting attacks such as Rusting Grasp. Speed Reduced speed by 10 ft. Attacks: If it has no natural attack, the Gold-Clad creature gains a Primary Slam attack. If the creature gains a slam attack from this template, it treats that attack as if it were 2 sizes larger. Special Abilities: Iron Limbs (Ex): An iron-clad creature’s natural attacks and grapple deal damage as Cold Iron weapons, overcoming damage reduction just as a Cold iron weapon would. Skills: The Gold-Clad creature takes a -4 penalty on Acrobatics, Climb, Escape Artist, Sleight of Hand, Stealth, and Swim Checks. Ability Scores: +2 Strength, -4 Dexterity (minimum 1), +2 Constitution (if it has a constitution score), and -2 Wisdom (minimum 1).
Lead-Clad Myr
Challenge Rating: +1 Armor Class: increase its natural armor bonus with 3 Defensive Abilities: Fortification (25%), Divination Immunity Divination Immunity (Ex): A lead-clad creature is immune to divination spells and effects cast to derive information about it. Detect Magic, Detect Poison, Detect thoughts, and Detect Alignment spells fail to reveal any information about the lead-clad creature or the objects it carries. Furthermore, a lead-clad creature is invisible and inaudible to scrying, arcane eyes, and clairaudience/clairvoyance. Lead-clad creatures and their equipment cannot be located by discern location, nor can locate object find objects they carry. Damage Resistances Electricity 5 Speed Reduce speed by 10 ft. Attacks: If it has no natural attack, the Copper-Clad creature gains a Primary Slam attack. If the creature gains a slam attack from this template, it treats that attack as if it were 2 sizes larger. Special Abilities: Virulent Poison (Ex): If the metal-clad creature possesses a natural poison attack, its DC increases by 1. Skills: The Gold-Clad creature takes a -4 penalty on Acrobatics, Climb, Escape Artist, Sleight of Hand, Stealth, and Swim Checks. It also gains a +4 bonus on Survival Checks made to avoid getting lost. Ability Scores: -6 dexterity (minimum 1), +4 constitution (if it has a constitution score), -2 intelligence (if it has an intelligence score, minimum 1), -2 wisdom (if it has an wisdom score, minimum 1), -2 charisma (if it has an charisma score, minimum 1).
That’s the Myr Material part out of the way, but what about the spell part? Instead of looking through hundreds of spells to find which ones exemplify the colours that the Myr use, I opted to go an easier route and effectively give them all a fitting cleric domain or sorcerer bloodline. This grants them a limited amount of spells per day, as well as a spell-like ability.
Each Coloured Mana Aspect has three sub-Aspects, depending on things the colour embodies.
Colour aspects grant the Myr the following: A spell-like ability that can be used 3 times per day modified by its Wisdom Modifier (minimum of 3 times per day). Additionally, it grants a spell that it can use once per day as a spell-like ability. Additionally, for any spells that mimic spells, and uses Caster Level, the Myr uses its HD as such.
White Mana Aspect
Requirements Gold-clad creature with the Myr subtype.
White mana embodies Community, Order, and Protection.
Aspect of Community
Healing Touch (Sp): The Myr can touch a creature as a standard action, and heal it for 1d4+1 hit points. This ability can restore HP to both living creatures and constructs, but not undead.
Bless (Sp): Once per day, as a spell-like ability, the Myr can cast Bless using its Wisdom as its spellcasting ability.
Aspect of Order
Prohibition (Su): As a standard action, the Myr can command a creature within 30 ft. of it to refrain from committing a particular action (including any referenced in the spell Forbid Action). If the creature performs the named action before the beginning of your next turn, it takes 1d6 points of damage, and the effect ends
Protection from Chaos (Sp): Once per day, as a spell-like ability, the Myr can cast Protection From Chaos using its Wisdom as its spellcasting ability.
Aspect of Protection
Protective Touch (Su): As a standard action, the Myr can touch a creature and grant it a +2 bonus to AC and CMD for 1 minute. If it uses this ability again, any current previous uses immediately ends. It cannot use this ability on itself.
Shield (Sp): Once per day, as a spell-like ability, the Myr can cast Shield using its Wisdom as its spellcasting ability.
Blue Mana Aspect
Requirements Silver-clad creature with the Myr subtype.
Blue mana embodies Knowledge, Artifice, and Illusions
Aspect of Artifice
Artificers Touch (Sp): The Myr can cast Mending, not at-will but a limited number of times per day. Unlike the normal use of this spell, it can be used to repair other constructs for 1d6 hit points.
Crafter’s Fortune (Sp): Once per day, as a spell-like ability, the Myr can cast Crafter’s Fortune using its Wisdom as its spellcasting ability.
Aspect of Illusion
Blinding Ray (Sp): As a standard action, the myr can make a ranged touch attack against a foe within 30 ft. Creatures with HD 1 are blinded for 1 round, creatures with more HD are dazzled for 1 round instead.
Color Spray (Sp): Once per day, as a spell-like ability, the Myr can cast Color Spray using its Wisdom as its spellcasting ability.
Aspect of Knowledge
Recall (Su): With a touch the Myr can cause a creature to recall a bit of forgotten information, allowing it to retry any Knowledge skill check it has made within the past minute, gaining an insight bonus equal to the Myr’s Wisdom modifier (minimum +0).
Know the Enemy (Sp): Once per day, as a spell-like ability, the Myr can cast Know the Enemy using its Wisdom as its spellcasting ability.
Black Mana Aspect
Requirements Lead-clad creature with the Myr subtype.
Black mana embodies Ambition, Death, and Power
Aspect of Ambition
Self-Realization (Su): The Myr gains a +1 bonus on saving throws against Polymorph, petrification, and transmutation effects. Additionally, the first time each day the Myr succeeds its saving throw against such an effect, it gains 1d6 temporary hit points and a +2 bonus on attack rolls and saving throws for 1 minute.
Bane (Sp): Once per day, as a spell-like ability, the Myr can cast Bane using its Wisdom as its spellcasting ability.
Aspect of Death
Decaying Touch (Sp): When the Myr hits a creature with a touch attack or natural weapon attack, it can spend a use of this power to deal 1d6 necrotic damage to that creature.
Cause Fear (Sp): Once per day, as a spell-like ability, the Myr can cast Cause Fear using its Wisdom as its spellcasting ability.
Aspect of Power
Power Surge (Su): As a standard action the Myr can grant itself a +2 insight bonus on attack rolls, AC, CMD, and Saving Throws until the end of its next turn.
Enlargement (Sp): Once per day, the Myr can temporarily and magically increase in size, gaining benenfits as if it was a humanoid creature that had Enlarge Person cast on it.
Red Mana Aspect
Requirements Iron-clad creature with the Myr subtype.
Red mana embodies Fire, Lightning, and Freedom
Aspect of Fire
Fire Bolt (Sp): As a standard action, the Myr can unleash a bolt of fire against a foe within 30 ft. as a ranged touch attack. If it hits, this deals 1d6 fire damage.
Burning Hands (Sp): Once per day, as a spell-like ability, the Myr can cast Burning Hands using its Wisdom as its spellcasting ability.
Aspect of Freedom
Liberation (Su): As a free action, the Myr can ignore all impediments to movement and mobility, as if affected by Freedom of Movement.
Sanctuary (Sp): Once per day, as a spell-like ability, the Myr can cast Sanctuary using its Wisdom as its spellcasting ability.
Aspect of Lightning
Lightning Arc (Sp): As a standard action, the Myr can unleash an arc of lightning against a foe within 30 ft. as a ranged touch attack. If it hits, this deals 1d6 electricity damage.
Shocking Grasp (Sp): Once per day, as a spell-like ability, the Myr can cast Shocking Grasp using its Wisdom as its spellcasting ability.
Green Mana Aspect
Requirements Copper-clad creature with the Myr subtype.
Green mana embodies Nature, Animals, and Growth
Aspect of Animals
Hawk’s Eyes (Su): Unlike other Aspect powers, this is not used per day but instead always active. The Myr gains a +2 bonus on initiative checks and Perception checks.
Magic Fang (Sp): Once per day, as a spell-like ability, the Myr can cast Magic Fang using its Wisdom as its spellcasting ability.
Aspect of Growth
Oversized Fists (Su): As a swift action, the Myr can the next natural attack it makes that hits, to deal damage as if the Myr was 1 size category larger.
Enlargement (Sp): Once per day, the Myr can temporarily and magically increase in size, gaining benenfits as if it was a humanoid creature that had Enlarge Person cast on it.
Aspect of Nature
Thorn Thicket (Su): As a standard action, the Myr can cause the ground in a 5-foot radius burst centered on it to sprout twisting thorn vines. Any creature moving through it must travel half speed or take 1 bleed damage; if activated in an area with numerous plants (grass, weeds, trees, etc) the area also becomes difficult terrain. This lasts for 1 minute, after which the vines crumble to dust.
Thorn Javelin (Sp): Once per day, as a spell-like ability, the Myr can cast Thorn Javelin using its Wisdom as its spellcasting ability.
Final Note; I really hope that the tumblr post format didn't completely butcher this, hopefully it's readable. At some point I'll likely make a new post with the actual stat blocks for the five Myr.
And I hope you enjoy this.
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