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#Pathfinder Living
marthashlyn3 · 5 months
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<<< Carbon Dioxide Blend. 🅾️➕🎶🤍🩵💚🎃😘🤠🤓🌺🗽✨🔔✨>>>>.⏩️⏭️➿➰〰️➖©️🟡🟤🟠🔴✝️SDAθλh.
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🔄
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starlightsylph · 2 months
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Taking a quick break from my boop madness to post some art of my gal Lemon! She's a highborn elf who ran away from home after her draconic sorcery manifested, and is being a bit of a chaos agent for the dragon her bloodline is aligned with. She and her pals took down a corrupt local lord and now she's a puppet-governor until their noble benefactor can find a useful replacement! :D
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kaiserouo · 3 months
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this is basically how pathfiner's inner side is to me
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iwoszareba · 1 year
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shhh!! let him focus
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crows-of-buckets · 3 months
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Pov you and your boyfriend were sucking face in the war room and then your hair got tangled in his horns and you've been trying to untangle them for five minutes and he's almost dropped you five times and then the Local Little Shit™ comes in and starts pointing and laughing
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alienturnipp · 8 months
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Sketching my Queen and my Commander for the Pathfinder games :"3
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statsbot · 4 months
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Living Armor (Dunmeshi)
Below are three statblocks for Living Armors in the style of Dungeon Meshi - colonial mollusks living in between the plates of suits of armor.
AD&D/OSR
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Pathfinder
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D&D 5e
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Full text under the Read More
AD&D/OSR:
In the shadowed corners of forsaken ruins and rust-eaten dungeons, the clatter of metal hints at a menace unlike any other. Behold the colonial mollusks, a curious form of life that thrives unseen within the hollows of abandoned armor. Individually, they are but soft-bodied creatures, seeking refuge within iron shells. Yet together, they achieve a bizarre unity of purpose, moving the armor as if it were their own body. The elder colonies, more ambitious and adorned, shift into grander armaments, echoing the vanity of hermit crabs in their endless quest for the perfect shell. With clusters of their kind nestled in helms to serve as scouts and sentries, they seem nothing more than empty suits of armor, save for the rare, ghastly glimpse of a tentacle through a visor. Woe betide the unwary adventurer who trespasses during their mating season, for the living armor, normally docile, turns fiercely protective of its nascent brood. STATBLOCK Living Armor (Colonial Mollusk)
Armor Class: 2 (due to the hard metal armor)
Hit Points: 5d8 (individual mollusks within have 1 hp each, but damaging them requires piercing the armor)
Movement: 20' (6')
Attack: 1 weapon attack (by weapon type, typically 1d8 for a sword)
Damage: By weapon type
Special Attacks: None
Special Defenses: Regeneration – Any "killed" armor piece regenerates in 3d4 rounds as mollusks pull it back together. True death only comes if all mollusks are killed or armor is completely destroyed.
Magic Resistance: Standard
Size: M (6'+ tall)
Alignment: Neutral
Intelligence: Animal (cluster intelligence when acting as a colony)
Pathfinder:
In the derelict halls of forgotten crypts, adventurers whisper of armor that moves of its own volition, clanking and grinding with the eerie echo of non-life. Yet, within these metallic shells are not spirits nor necromantic energies, but a clever congregation of colonial mollusks, thriving unseen. The Mollusk Armor, as it's known by those few who've peered beneath its guise, is an ecology unto itself—a symbiotic assembly of creatures that have found unity in animating the empty husks of warriors long gone. The eldest of these colonies sport grotesque, calcareous growths, a grim heraldry only nature could craft.
STATBLOCK Mollusk Armor N Medium vermin (colony) Init +0; Senses darkvision 60 ft.; Perception +0
DEFENSE AC 20, touch 10, flat-footed 20 (+10 natural, armor varies) hp 45 (7d8+14) Fort +7, Ref +2, Will +2 Defensive Abilities: Armor Reformation, All-Around Vision; DR 5/slashing; Immune mind-affecting effects
OFFENSE Speed 20 ft. Melee Weapon Attack (e.g., longsword) +8 (1d8+3/19-20), Slam +3 (1d6+1) Space 5 ft.; Reach 5 ft.
STATISTICS Str 16, Dex 10, Con 14, Int —, Wis 10, Cha 1 Base Atk +5; CMB +8; CMD 18
SPECIAL ABILITIES Armor Reformation (Ex): When a Mollusk Armor is reduced to 0 hit points, the mollusks within quickly retreat and begin reassembling their protective shell. After 1d4+1 rounds, the Mollusk Armor re-forms with half its maximum hit points. Destroying the armor or exposing the mollusks to salt water prevents this reformation. All-Around Vision (Ex): The colony's mollusks are well-distributed within the armor, especially in the helmet, giving the Mollusk Armor a 360-degree field of vision. This makes it immune to flanking and sneak attacks.
D&D 5e:
In the twisted corridors of an abandoned citadel, a clanking sound echoes with a rhythm as precise as clockwork. A suit of armor, ornate and bearing the scars of many battles, patrols the area. But within this iron carapace, a colony of intelligent mollusks lurks, controlling the metal shell as one. These creatures, resembling nautiluses with their soft bodies and tentacles, have bound together, forming a collective consciousness that animates the armor. Their helmet-cluster acts as the brain, with the visor serving as their all-seeing eyes. The older the colony, the more grand the armor they command, sometimes adorned with intimidating spikes or gilded edges. Beware the mating season, for during these desperate times they will fiercely attack anyone who ventures too close to their hidden brood. STATBLOCKLiving Armor ColonyMedium swarm of Tiny monstrosities (colonial mollusks), unaligned
Armor Class: 18 (plate armor)
Hit Points: 60 (8d8 + 24)
Speed: 25 ft.
| STR | DEX | CON | INT | WIS | CHA | |------|-----|-----|-----|-----|-----| | 16 (+3)| 11 (+0)| 16 (+3)| 3 (-4)| 10 (+0)| 1 (-5)|
Skills: Perception +2
Damage Immunities: poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons
Condition Immunities: charmed, frightened, paralyzed, petrified, poisoned
Senses: blindsight 60 ft. (blind beyond this radius), passive Perception 12
Languages: —
Challenge: 5 (1,800 XP)
Traits
Regeneration. The Living Armor regains 10 hit points at the start of its turn. If the Living Armor takes fire damage, this trait doesn't function at the start of the Living Armor's next turn. The Living Armor dies only if it starts its turn with 0 hit points and doesn't regenerate.
Mollusk Vulnerability. When exposed to fire damage, the Living Armor has disadvantage on all saving throws and its Regeneration trait is suppressed for 1d4 rounds.
Immutable Form. The Living Armor is immune to any spell or effect that would alter its form. False Appearance. While the Living Armor remains motionless, it is indistinguishable from a normal suit of armor.
Shell Game. If a piece of the Living Armor is removed or destroyed, the mollusks inside can use their action to reassemble or replace the piece, restoring the Living Armor to its full hit points.
Actions
Multiattack. The Living Armor makes two melee attacks.
Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 2) slashing damage, or 9 (1d10 + 2) slashing damage if used with two hands.
Shield Bash. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 6 (1d8 + 2) bludgeoning damage, and the target must succeed on a DC 12 Strength saving throw or be knocked prone.
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Leafshifter (Shifter Archetype)
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(art by BangBooDoragon on DeviantArt)
Mimicry is a common adaptation among life across the planet. If you’re soft and vulnerable, mimic something that your predators fear. If you’re fearsome and scary, mimic something harmless to draw other creatures in, and so on.
This extends even to plant life, with many plants finding way to mimic animals or other plant species. Many flowers have parts that mimic pollinating insects to draw the real deal in, or mimicking other plants to avoid being eaten by those that fear the toxins of others, and so on.
With that in mind, the ghorans, a plant species that hyper-evolved a humanoid form and behaviors to convince humans to stop exploiting them as a food source, have a conceptual link to not just this concept, but the shifter class as well.
Today’s subject, the leafshifter, is one of two archetypes that cause the shifter to take on plant forms instead of animals. The other, the verdant shifter, we have already covered, but while the verdant shifter specializes in actually shapeshifting into plant monsters, the leafshifter instead shapeshifters into forms that blur the lines between animal and plant. Like living topiaries, their animal forms are composed of plant matter, gaining the benefits of the form on a macro scale, and the benefits of plant physiology on the micro scale.
Now, this archetype naturally meant for ghorans first, but as always, I’m of the opinion that unless a so-called “racial archetype” (or perhaps ancestral archetype is more appropriate now) specifically requires a certain trait to function, there isn’t any reason why other ancestries can’t take part too.
Regardless of how you handle it, however, these shifters present an interesting way to blend mimicry with the true nature of the plant beneath for surprising customizability.
Rather than grow claws, the basic weapon morph of these shapeshifting warriors is to harden their limbs like bramble-covered tree branches.
While they gain aspects like any shifter, they do not gain the normal minor form associated with that aspect. Instead, they gain a planty aspect of their choice, representing the base plant species that they take on the form of, which is later reshaped into an animal-like form when they invoke the major form. These minor forms can include an assassin vine’s grappling, the punishing thorns of brambles, the climbing skill of a creeper vine, the camouflage of a giant flytrap, the toxin resilience of a mushroom, the immovability of the oak, the senses of the giant shrieker mushroom, the lightweight airy nature of the spore, and even the buoyant aquatic mobility of the water lily.
Essentially, as these shifters grow in power, they get to pick and choose their minor aspects to go with their more familiar animal forms. You might recognize the names of those minor aspects as being the same as the plant focus abilities of the plant master archetype for hunters, which makes sense with how the core shifter aspects of the base shifter work. Regardless, these aspects provide lots of mobility options as well as close combat options, so this archetype might be useful indeed for the shifter as a whole. Beyond that, you can pretty much build them however you like.
Even though they don’t necessarily HAVE to be ghorans, the angle of mimicry is a very strong tie for that people, especially since in the Lost Omens setting, they hail from a land where their species was once engineered as a food source, and those of the mystic arts already hold so much political and social power over those that do not. If you can’t beat them directly, fool them. Of course, not every mage requires such deception, and not every ghoran lives in such a situation, but the concept is there, especially since ghorans live with the constant shadow of knowing that some may view them as nothing but chattel.
The iron mining and smelting town of Jusso has had it’s fair share of troubles with the local ghoran population, who take offense at the pollution wrought by their industry. However, when a scanderig wanders out of a pocket of elemental earth deep in the mine, the two forces must set aside their differences to bring down this forgefiend, with combined might of steel and bestial plantlike forms.
It is impossible to say for certain, but some have speculated that the leafshifter technique has a connection with the curious plant monsters known as living topiaries. The ghoran inventors of the technique are quick to dismiss such suggestions, though some would say they are hiding something.
The Jinoge clan of adaro have developed a fascination for the kelp forests surrounding their territory. Such places are prefect for setting up ambushes, especially during their sacred thunderstorm hunts. Some have even learned to tap into the sargassum and take on predatory aquatic shapes composed of kelp and sea grasses.
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enddaysengine · 4 months
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I am not good at self-promotion. I’m struggling with grief. I will be okay, but right now I’m not.
I appreciate everyone who listens to/interacts with me no matter where it is. If you’ve got it in you to follow the Patreon, even for free, it would help.
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proffbon · 5 months
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When life doesn't give you artistic talent, you make the power of your imagination everyone else's problem.
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thewingedbaron · 4 months
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Sunset
Arueshalae shifted, spreading her wings a little further to fully encompass herself and her companion. The sunset was just beginning, an explosion of warm oranges and yellows painted the sky in a way only the hands of gods could. She could feel her love’s questioning gaze upon her as she held on a little harder when the sun dipped.
“Mortals have a saying…” She began slowly, choosing her words as carefully as she could. “That all good things must come to an end…” The rest of the question died on her lips.
Her love’s brow furrowed in thought. “Perhaps,” they replied. The former Knight-Commander lifted a hand toward the sunset, as if to capture its beauty upon their fingers. There, in the center of their palm, they summoned a small mass of blue sparks. The mass shifted, and before Arueshalae’s eyes became a familiar pearlescent butterfly.
“Your powers!” She gasped. “I thought you gave them up!”
Her companion chuckled, a beautiful sound that blossomed warmth in her chest. “I did.” They replied. “But it seems even the gods, themselves, could not pry me from your side.”
“What does it mean.” Arueshalae asked, taking their hand in her own as she could tease the answers from the creases and scars on their palm.
“I don’t know.” They replied, pressing a kiss into her hair. “I suppose we’ll find out together. No matter what it means, I have the sense that I won’t be going anywhere for a long, long time.”
Arueshalae smiled and kissed her love softly. the sun dipped lower, immersing itself in beautiful strokes of purple and blue. The once demon didn’t see the sun as it disappeared behind the horizon. There was something more beautiful than the sunset, and she beheld it in her arms.
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marthashlyn3 · 5 months
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Growth. Love. Balance.
More adulting. Alignment.
Sticks through a flow.
Hope for a better tomorrow.
Flow with me.
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soldier-poet-king · 10 months
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Tattoo session officially booked for Sept 2!!! Had the hour long in person consult this morning, artist was super sweet and seemed genuinely really excited to do the project. It's a full day (8 hr) session so it's not the cheapest, but not unreasonable given artist experience, selected style, HEALTH AND SAFETY STUFF, time spent on design, etc
Like I am so fuckin nervous and almost threw up this morning but the artist was SO kind and lovely and non judgemental, of this goes well I'll want her to do my whole half sleeve tbh
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the-mighty-nappa · 4 months
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The end of the best TTRPG campaign i've been a part of is coming up in the next few weeks and because of events my character is not going to survive the final fight so they're taking their final week of downtime to bond more with the entire party and write letters addressed to each of them for afterwards. I am fucking FAILIONG at holding back my tears for the first time in regards to a campaign story and the actions of my character and it's fucking killing me. I could not be happier to have been a part of my friends schizophrenic nightmare that he's been running stuff for on and off for the past decade and I can not wait to see the next arc for Kalter.
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dragonologist-phd · 3 months
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All These Games We Play
Chapters: 1/1 Fandom: Pathfinder: Wrath of the Righteous (Video Game) Rating: Explicit Warnings: No Archive Warnings Apply Relationships: Anevia/Irabeth Tirabade Characters: Anevia (Pathfinder: Wrath of the Righteous), Irabeth Tirabade Additional Tags: Roleplay, Teasing, Oral Sex, Strap-Ons, Romance, Femslash February 2024
"I steal somethin', she catches me- it just adds spice to our relationship."
My last piece for Femslash Feb! Ngl, this one was almost wholly inspired by this line in the Inevitable Ezcess DLC:
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Anevia couldn’t say for sure where the idea first came from. Maybe it had always been there in the back of her mind; maybe watching Irabeth climb up through the ranks of her order had stirred it up anew. All she knew for sure was that it’d been rattling around in her head for a good while, and it was just a matter of time before she finally brought it up.
She did so on one of their rare lazy evenings, when she and her wife were comfortable in bed. Irabeth was sitting against the headboard, reading through a few reports (honestly, the woman never stopped), and Anevia was watching her as the daydreams quietly played out in her head.
“You ever think about where we’d be in another life?” she asked at last, and Irabeth looked up in surprise.
“What do you mean?”
“I mean…” Anevia chewed at her lip, trying to think of how best to start this off. “It’s kind of a wonder I ended up a soldier, isn’t it? I could’ve easily landed on the other side of the law.”
Irabeth tilted her head, still looking confused. “You think there’s a world out there where we’re outlaws?”
“I’m the outlaw,” Anevia clarified with a laugh. She reached over and plucked the reports from Irabeth’s hands, waving them tauntingly before setting them to the side. “I’ve got the sticky fingers, the roguish charm. But you’re a paladin in every life, Beth, there’s no denying that.”
“What does that mean?”
“Just that somewhere out in the universe, there may be a world where you’re still Captain Irabeth Tirabade of the Eagle Watch…and I’m one of the Captain’s most wanted.” Anevia moved as she spoke, pushing the bedsheets aside so she could straddle her wife’s lap.
Understanding was starting to dawn on Irabeth’s face now. “I see…you think in this version of the world, I chase you down and bring you in. Is that it?”
Anevia grinned and leaned in closer. “I think you try.”
Interest sparked in Irabeth’s eyes at that, and Anevia’s hopes leapt at that response. She edged closer, her lips teasing at Irabeth’s with the faint promise of a kiss- and then she pulled back. The conversation was going just as she hoped; she wanted now to see how far she could take it.
“Beth…do you wanna try something with me tonight?”
continue on ao3
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mdwop · 11 months
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Hey, you up there, have you ever wanted to play Pathfinder 2, or want to play it moooore? Well, my newest friend, have I got a deal for you! The Living World server Kelek is currently recruiting players and Game Masters to join them in a post-apocalypse city where you can undertake dangerous missions, find incredible loot, and uncover the secrets of the cataclysm. We are playing in foundry vtt in Pathfinder 2, and are primarily a USA and European based server using the free archetype, and proficiency without level variant rules. If you want to know more about the world, you can check out our wiki: https://wiki.indiactive.net/index.php/Main_Page Or head straight to the discord: https://discord.gg/kelek to get right into the action! Feel free to direct message me, as I am one of the gm's for the server, and can answer any more questions you have before joining if you're anxious or worried in anyway. We try to make the experience as comfortable as possible, so please feel free to reach out about any accommodations you would need as well.
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