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#aphorite
incalotlarts · 10 months
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Needed to do some personal art bc drawing has been hard lately, so have a couple of cuties 💞
Thorn (pink tiefling) is mine, and Tyrna belongs to @dbughouse
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Edgewatch Detective (Pathfinder Second Edition Archetype)
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(art by Windmaker on DeviantArt)
When Pathfinder announced the Agents of Edgewatch AP, folks living in the US were understandably concerned given recent events in the world.
Thankfully, I can say that the adventure has the party focused on ending corruption and insidious manipulative forces, playing as officers of the law that are truly interested in serving the people. At least, that is the assumption.
Whether you can look past the thematic roots of the Adventure, it did give us a simple archetype to add various peace officer-themed abilities to the character’s arsenal, making it useful for most if not all characters in the party in that AP and potentially beyond in other games with a similar theme or characters.
If you are looking to play a detective character regardless of class, this one may just appeal to you.
 For their basic dedication, these detectives learn the basics of either understanding the local culture or underhanded methods, all the better to catch thieves. What’s more, they learn how to track their quarry.
While they cannot magically sense alignment on their own, they do develop a knack for reading others, getting a judge of their character.
They also can learn a minor sense of magic, helping them detect magical contraband, the presence of illusions or enchantments, and more. They can even focus it to gain more information, but doing so strains them.
Sometimes, one needs to apply pressure to get information, and these detectives know how to do just that, only the strong-willed being able to resist their scrutiny.
A simple archetype, but one that provides some useful abilities to characters in a law enforcement position. You might even offer it as a free archetype if the campaign revolves around it. Beyond that, the archetype isn’t so intrusive that it will affect your build, and pretty much every class can take it with no problem, though those with magical or supernatural powers might find some of the abilities superfluous or paling in comparison to those they can get on their own.
 As one might imagine, this archetype is meant to be used with the assumption that the character has some civil authority attached to it. Exactly what the character chooses to do with it is up to them. They might be corrupt, or they might adhere to a strict moral code. Whether the organization they are a part of also reflects their ways is another story.
  One might expect an android aphorite detective to be very by the books in their approach, and in most cases, this is true of investigator Truly. However, recently something has changed about their demeanor, making them increasingly more and more erratic. Could it be some sort of glitch, or trauma from a recent case?
 The party notices they are being tailed as they go about their business in a new city. If they manage to catch the person in the act, they claim to be an officer of the law, investigating them as potential buyers for a local drug ring. Whether they planned on planting evidence on them or were legitimately seeking information has yet to be seen.
 Corruption stains the offices of the law, and the party’s team are the only ones willing to stand up to the establishment. They have to be careful though, exposing individual rackets and conspiracies within one at a time, such as a group of prosecutors that use flickerwisps to warp the perception of key witnesses to make them useless to the defense in trials.
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sebthedreamsmith · 2 years
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Rose Gold Phi, their next form
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morphimus · 1 year
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"Spare me the details guys, I already believe in your innocence. Why? It's just part of my job description." - Zugos Ittula, Iber City Barrister
Lawyer NPC from a Pathfinder game I run. He helped the party sue a guy for tricking them into killing an innocent person.
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the-grove · 2 years
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The final version of our Pathfinder Character Tiphanie Dupont. Created by @misfit-toy and @roxyscave initially, we all have had our part in developing her and playing as her. Art was done by @pastelpapercut on Twitter and here.
Some facts about her. (But feel free to ask questions about her)
Tiphanie is a Human Aphorite. Aphorites are to the plane of law as Tieflings are to the planes of evil and Aasimars to the planes of good. But just like how you can have evil aasimars, and good tieflings, you can have chaotic Aphorites. Tiphanie is very much like chaotic aphorite.
-Tiphanie is less defined by her class and more so by her skills and interests. She originally started off as a fighter, but we rebuilt her to be a rogue, and we are planning to rebuild her again as a Thaumaturge when that class comes out. She was just as likely to try and reason or talk smack with abilities as such as Bon Mot and Evangelize as she was to try and smack her enemies with her Morningstar. She also dabbled in magic via a variety of archetypes. Being able to cast Cantrips such as Shield from her Sorcerer Dedication, or use Lay On Hands and Liberating Step from her Champion dedication agve her quite the versatility. She was a lover of stories and the magic in the small and mundane. Growing up she hid from her family in the Occult sections of libraries.
- She suffers from chronic pain, especially in her joints. It is undiagnosed. I'm spite of this she has gain a love of sewing and lockpicking. That being said her symptoms due often cause her to take a break from such activities.
-She is autistic and doenst quite always pick up on tone. Has difficulty controlling her volume, and Stimson often via arm flapping, penguin stomps( are systems term for staying in one place and excitedly tapping ones feet), and many other ways.
-Tiphanie's family was abusive and controlling. Believing her connection to the plane of law would be a blessing they put her in a strict lifestyle, training her to be the perfect child and eventually the perfect bride. She grew up believing the lie she was exclusively destined to be a bride and wife and any other potential was not for her. And after years of conditioning she genuinely believed she would be happy in that life.
- When the man she was to be married left her at the Altar so that he can run off with someone else. She had a very public meltdown due to the betrayal and the immediate gossiping that took places. She trashed the venue and ran off. She went home, stole several of her family heirlooms and ran away to live a life away from the expectations and abuse.
- Tiphamie Is a system, and while none of the headmates have developed names of their own. They are somewhat aware of each other. It is something she does not bring up often however.
-Aphorites often have features of rare metals and gems. This manifests for tiohanie as literal Sapphires for eyes, a skin made of metal that looks like Rose Gold, Golden coils for hair and lips that are permanent the color of rubies. When she channels the small amount of shadow magic she knows her eyes transform into Obsidian.
- She is 5'4" inches and she used to be quite skinny. But she has since started living in a comfortable home, discovered it was okay for her to love women, and be comfortable in her own skin. Being in a safe environment where her emotional and physical needs are met, she has started to gain weight and has grown a bit chubby. Her love of sweets has probably helped.
If you have any questions about her please feel free to ask.
-Princess
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safelynte · 3 months
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She. Luzia - Drifter / Gunslinger She likes traveling the world and collecting funny weapons. Her Aphorite heritage makes her eyes shimmer noticably.
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Pixel art done in Aseprite. Though it's pretty high-res relative to what I usually do.
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lesbianalanwake · 5 months
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Did some Pathfinder builds for Remedy characters, which I've done before, but there's been a PF2e remaster and I wanted to do it for Saga too, so.... Saga as a psychic, Alan as an oracle, and Jesse as a summoner, up to level 5.
Saga Anderson, Psychic 5
Ancestry: Human, Heritage: Aphorite Aphorites were first forged by axiomites, the primary inhabitants of the Eternal City of Axis, the plane of pure law. The original aphorites served as liaisons between their lawful progenitors and frustratingly unpredictable mortal allies. Marrying the logical thought processes of conformity to law and the gift of self-determination, early aphorites spread across the Material Plane to serve as Axis's proxies and enact its will. Over time, their appearances and personalities grew to resemble their mortal comrades as they were increasingly born among mortals. Aphorites still exhibit Axis's touch in their metallic skin coated in crystalline dust, aptitude for logic, strength in artisanship, and propensity for order and cooperation. But despite these links to their purpose-built origins, contemporary aphorites are undoubtedly their own masters. Background: Detective You solved crimes as a police inspector or took jobs for wealthy clients as a private investigator. You might have become an adventurer as part of your next big mystery, but likely it was due to the consequences or aftermath of a prior case.
Attributes: Strength +1, Dexterity +2, Constitution +1, Intelligence +3, Wisdom +2, Charisma +4 Perception: +9; Low-Light Vision, Darkvision Skills: Acrobatics +9, Athletics +8, Deception +11, Diplomacy +11, Intimidation +11, Lore: Underworld +12, Medicine +9, Nature +9, Occultism +10, Society +10, Survival +9
AC: 19 (Unarmored); Fortitude: +8, Reflex: +11, Will: +11 HP: 43; Resistances: Mental 2 Speed: 25 ft. Ranged Weapon: Jezail, Air Repeater, Crossbow
Class: Psychic The mind can perceive truths hidden to fine-tuned instruments, house more secrets than any tome, and move objects and hearts more deftly than any lever. By delving into both the conscious and subconscious aspects of your inner self, you have awoken to the might of psychic magic, allowing you to cast spells not through incantations or gestures but by the power of your will alone. While the thin line between your mind and reality means that a single errant thought could have unintended consequences for yourself and your companions, you know that anything is possible, if you can imagine it. Conscious Mind: The Infinite Eye Conscious Mind Spells: Sure Strike, Augury, Organsight Psi Cantrips: Detect Magic, Guidance, Glimpse Weakness The true strength of the mind lies in the knowledge it contains, with each new observation contributing to the totality of its experiences. To grow your experiences—and with them, your power—you devote yourself to observing as much as possible, casting your senses through space and time with clairvoyance and precognition. Subconscious Mind: Emotional Acceptance Psyche Actions: Restore The Mind The mind's truths come not in learned words or mathematical formulas but in deeper feelings and sensations. Emotions unlock the door to your power—you might consider your heart the source of your strength, or you might find that the infinite complexity felt in a moment expresses your power more efficiently than any string of mystic words ever could. Your thought components are emotions. You might summon the sense of freedom to buoy you through the air or let fear grip your heart even as you plant it in another's mind. Emotion components tend to impart abstract or vivid effects to your visual and auditory spell manifestations as well as more intangible flashes of emotion, such as swirls of joyous color or a sense of growing melancholy.
Other Psychic Features Clarity of Focus, Precognitive Reflexes, Signature Spells, Unleash Psyche, Counter Thought, Mental Buffer
Occult Spells 3rd: Hypercognition 2nd: Clear Mind, Umbral Mindtheft 1st: Object Reading, Runic Weapon Cantrips: Infectious Enthusiasm, Read The Air, Wash Your Luck
Aphorite Feats: Lemma of Vision, Internal Cohesion General Feats: Weapon Proficiency Skill Feats: Cognitive Crossover, Eyes of the City, Streetwise
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Alan Wake, Oracle 5
Ancestry: Human, Heritage: Versatile Background: Artist Your art is your greatest passion, whatever form it takes. Adventuring might help you find inspiration, or simply be a way to survive until you become a world-famous artist.
Attributes: Strength +1, Dexterity +1, Constitution +2, Intelligence +3, Wisdom +2, Charisma +4 Perception: +9; Low-Light Vision Skills: Acrobatics +1, Arcana +10, Athletics +1, Crafting +12, Intimidation +11, Lore: Art +10, Nature +9, Occultism +12, Religion +9, Society +10, Stealth +8, Survival +9
AC: 18 (Unarmored); Fortitude: +9, Reflex: +8, Will: +11 HP: 58; Resistances: Physical 4 Speed: 25 ft. Ranged Weapon: Dragon Mouth Pistol, Double-Barreled Musket Melee Weapon: Stiletto Pen
Class: Oracle Your conduit to divine power eschews the traditional channels of prayer and servitude—you instead glean divine truths that extend beyond any single deity. You understand the great mysteries of the universe embodied in overarching concepts that transcend good and evil or chaos and law, whether because you perceive the common ground across multiple deities or circumvent their power entirely. You explore one of these mysteries and draw upon its power to cast miraculous spells, but that power comes with a terrible price: a curse that grows stronger the more you draw upon it. Your abilities are a double-edged sword, which you might uphold as an instrument of the divine or view as a curse from the gods. Mystery: Cosmos Celestial bodies great and small exert influence on you, giving you sublime cosmic power. Perhaps you see the glittering stars as a divine blessing, or perhaps you feel drawn to the infinitely dark spaces between. You might uphold deities like Desna, Sarenrae, or the deific lovers Shizuru and Tsukiyo who represent the sun and the moon—or you might draw power from dark entities from beyond the stars, like certain Outer Gods, or destructive gods of the night like Zon-Kuthon or the rat goddess Lao Shu Po. Mystery Benefit: Your body is as much an astronomical one as it is physical. You gain resistance equal to 2 + half your level against all physical damage. Mystery Cantrip: Dancing Lights; Revelation Spell: Spray of Stars Mystery Domain: Darkness; Domain Spell: Cloak of Shadow
Oracular Curse: Curse of the Sky's Call You have your head in the clouds—and not just figuratively. Your body is drawn toward the heavens, making you lighter and less substantial than you should be. Your eyes glow with starry light, and your hair and clothing float and drift around you. Minor Curse: Your unnatural lightness makes it hard to keep your footing and interact with other physical objects. You are enfeebled 1 and take a –2 penalty to saves and DCs against Grapple, Shove, and other forms of forced movement. Moderate Curse: Your body is drawn further skyward. You are enfeebled 2, and the penalty from your minor curse increases to –3. You are treated as one size smaller for wind effects. You gain a +2 status bonus against Trip attempts, you only take half as much damage from falls, and you gain the effects of the Powerful Leap and Quick Jump skill feats. You weigh only half as much, and your Bulk, should someone need to carry you, is also half as much. Major Curse: As your body rises, you float just above the ground beneath you. You become enfeebled 4, and the penalty from your minor curse increases to –4. You can walk on liquids as if they were solid; you gain the effects of the Cloud Jump skill feat; and you don't leave tracks, trigger weight-sensitive pressure plates, or otherwise connect with the ground below you.
Other Oracle Features Domain Acumen (Additional Domain: Moon, Domain Spell: Moonbeam), Glean Lore, Revelation Spells, Signature Spells
Divine Spells 3rd: Holy Light, Scrying Ripples 2nd: Radiant Field, Fear the Sun 1st: Breadcrumbs, Command, Bane Cantrips: Illuminate, Light, Message, Void Warp, Divine Lance
Human Feats: Gloomseer, Haughty Obstinacy General Feats: Fast Recovery, Weapon Proficiency Skill Feats: Arcane Sense, Magical Crafting, Specialty Crafting
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Jesse Faden, Summoner 5
Ancestry: Human, Heritage: Versatile Background: Otherworldly Mission You're called to serve a specific purpose—your deity told you so, and so it must be true. Maybe you grew up knowing all along, or maybe it came to you one day in a vision, clear as a bell and twice as loud. You have some task that only you can accomplish. You mission might be as dangerous as killing a deadly tyrant or as simple as opening a particular door on a particular day. Once per adventure, you can ask the voice you believe to be a deity for orders and get some kind of instruction—you never get any kind of explanation, simply a command to go somewhere or do something. Following those commands isn't always safe, but it's usually interesting.
Attributes: Strength +1, Dexterity +3, Constitution +1, Intelligence +2, Wisdom +2, Charisma +4 Perception: +11 (+2 initiative) Skills: Acrobatics +10, Arcana +9, Athletics +8, Crafting +9, Intimidation +11, Occultism +11, Religion +9, Society +9, Stealth +10, Survival +9
AC: 20 (Unarmored); Fortitude: +10, Reflex: +10, Will: +11 HP: 63; Speed: 30 ft. Ranged Weapon: Pepperbox
Class: Summoner You can magically beckon a powerful being called an eidolon to your side, serving as the mortal conduit that anchors it to the world. Whether your eidolon is a friend, a servant, or even a personal god, your connection to it marks you as extraordinary, shaping the course of your life dramatically. Focus Spells: Boost Eidolon, Evolution Surge Eidolon Type: Construct; Tradition: Arcane, Home Plane: Astral Plane Evolution Feat: Energy Heart; Energy Type: Sonic Your eidolon is a mental construct based on an astral thoughtform and given physical presence and life by its connection to you, its shape limited only by your imagination. Your eidolon's appearance and physical form vary based on your shared vision for its construction, from clockworks to stuffed dolls and everything between, and it's not uncommon for that appearance to change greatly as your construct gains evolutions. Because it arises from an astral entity, your construct is no mindless servitor, but a fully thinking being with its own ideas, goals, and even emotions. These entities are extremely diverse; while many construct eidolons come from a powerful symbiotic connection with astral denizens, just as many arise from the forgotten memories of ancient empires and craftworks drifting across the Silver Sea of the Astral Plane.
Other Summoner Features Act Together, Link Spells, Manifest Eidolon, Share Senses, Shared Vigilance, Unlimited Signature Spells, Meld Into Eidolon, Defend Summoner
Arcane Spells 3rd: Levitate, Haste 2nd: Telekinetic Maneuver, Dancing Shield, Fleet Step (Heightened +1) Cantrips: Telekinetic Projectile, Phase Bolt, Read Aura, Warp Step, Telekinetic Hand
Human Feats: Clever Improviser, General Training General Feats: Fleet, Incredible Initiative, Untrained Improvisation, Weapon Proficiency Skill Feats: Skill Training (Athletics), Streetwise
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I didn't do archetypes or multiclasses to keep it simple, but in the absence of 2e mythic adventures and origins (though they will be arriving soon), and since these babies are Very Special, I'd probably use it as a limited secondary leveling-up system with a bit more power (instead of archetype feats replacing class feats or alternating classes one level at at time).
Example:
If I did a multiclass for Saga, it would be Interrogation Investigator, and probably the Psychic Duelist archetype. Also, godlings are from 1e, but if the shoe fits....
If I did a multiclass for Alan, it would be Enigma Bard (less "people person" charisma and more "force of personality" charisma), and maybe with the Shadowdancer archetype as well (less "you choose the shadows" and more "the shadows choose you"). Or maybe even the Curse Maelstrom archetype...
If I did a multiclass for Jesse, it would be Spellshot Gunslinger, and then the Pactbinder or Living Vessel archetype (or both!) for sure.
Also: I need to finish QB for real before I do Jack, but I think he'd be another Oracle, for the Time Mystery, and Chronoskimmer or Time Mage for an archetype. Which means it's Oops All Charisma Classes so far.
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rollforperception · 2 years
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Oct 8th - Aphorite Dragon Summoner, and their Construct Eidolon
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princemick-archive · 2 years
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definitely aphrodite because she loves love and when she saw how in love michael and corinna were she just like... gave them a magical baby mick through the powers of a godly threesome or something
PLEASE THIS IS SO PERFECT. I can for sure imagine Aphrodite jsut going 'hm, yes, these two humans. they deserve it let me have fun w them'
also mick is for sure aphorite's kid and is the cabin leader and so kind and everyone asks him for advice but also if you touch his hair he will glare you to death.
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roxyscave · 3 months
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doctor: Ah you see Ms. Dupont your little Tiphanie is an Aphorite, a being connected to the plane of law and order. She should grow up to be a perfect well behaved little girl. Me, Tiphanie Dupont: And You see I took that as a personal challenge.
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Class Feature Friday: Demonic Bloodline (Pathfinder 2nd Edition Sorcerer Bloodline)
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(art by Sinan Mohammed on Artstation)
 Coming back to the 2nd edition sorcerer, we have yet another bloodline that was renamed in the transition from 1st to 2nd editions, namely going from Abyssal to Demonic, but we’ll have a look and see how the new bloodline differs from the old.
Probably the most common of the fiendish bloodlines (not only due to the, ah, indulgent nature of demons, but also the fact they tend to corrupt everything around them), the demonic bloodline is a perfect poster child of why someone would be ostracized for developing strange magical powers early in life. After all, sorcerous power is already a strange and exotic thing that sets someone apart from their peers, but if people find out it’s sourced from a fundamentally monstrous and evil source, their reactions and assumptions tend to be less than positive.
Of course, such reactions do nothing to help the situation, but it is up to the sorcerer to decide what to do with the gifts their powers have granted them, much like how tieflings and other monstrous heritages must ultimately choose to decide to rise above the stigma, or embrace it, becoming an agent of dark forces.
Like other bloodlines, those of demonic taint also tend to manifest physical traits influenced by their blood. Things like horns, a spade tail, vestigial wings, and the like, but also potentially more monstrous traits like fangs, Abyssal runes, and the like, or even those tied to specific demonic species, such as phantom flames like that of a balor, a disturbingly salacious beauty like a succubus or incubus, and so on.
In any case, the demonic bloodline offers plenty of monstrous powers at a sorcerer’s fingertips.
 The demonic bloodline is of course divine in nature, but while it is certainly possible for them to heal, the spells they are naturally geared for are of a more violent and imposing nature, ranging from causing fear and slowness to enlarging themselves or allies to destructive acts like disintegration, unleashing divine wrath, infecting foes with fiendish diseases, and even crushing the life from foes with sheer divine fury. Additionally, classic spells like divine decree and divine aura appear as well.
The focus spells of this bloodline reflect the horror of demonic power, such as the ability to twist their own mouths into a devouring maw, conjuring a morass of toxic, fiend-tainted sludge, and even invoking a burst of tainted elements and matter of a random nature, showering foes in front of them with destructive power.
The corruptive nature of their bloodline magics can elicit either submission or fear in those they target, causing the prey to lower their defenses slightly or fear the caster that much more.
Of course, there are a handful of sorcerer feats that are useful to these demonic mages, such as Ancestral Blood Magic, Blessed Blood, Dangerous Sorcery, Entreat Your Forebears, Divine Evolution, Detonating Spell, Diverting Vortex, Energetic Resonance, Steady Spellcasting, Soulsight, Energy Ward, Overwhelming Energy, Signature Spell Expansion, Blood Component Substitution, Greater Spiritual Evolution, Consume Spell, Greater Vital Evolution, Terraforming Spell, and Bloodline Mutation. Of course, other feats may suit your build better.
Naturally, this bloodline lends itself quite well toward a mixed close to mid-range combat build, so I would recommend a build focused on equal parts blasting and buffing, with a minor in healing from your divine spell list, so that you can keep yourself in the fight.
 Demons in Pathfinder are heavily associated with sin as a concept, to the point where various types of these fiends are directly associated with a type of sin, whether it be one of the classic Catholic Seven Deadlies, or something more specific. With that in mind, the bloodline spells of this bloodline all have themes of three of those sins, being gluttony, sloth, and wrath. With that in mind, I could easily see someone reflavoring these abilities to match other sins if the nature of one’s demonic bloodline are different, or else perhaps homebrewing new ones to match the sins that are most appropriate to the character, regardless of whether they embrace that aspect of themselves or not.
  The iruxi nation of Haglax has long stood as a pinnacle of order and rule of law, where reptilian aphorites walk alongside their mortal kin in peace and harmony. It is easy to imagine, then, the ripples that are created when an iruxi youth begins displaying sorcerous powers of a distinctly demonic nature, sparking much controversy and discussion about what must be done about the situation.
 On the world of Nuro, the creatures known as brain collectors rule almost virtually unopposed, harvesting brains to fuel their abilities as they venture across the stars. However, there is still hope for freedom, and a hero can arise from an unlikely, and sometimes unnerving source, such as a young woman with a demonic birthmark and strangely cold eyes.
 All his life, Kolbas has been hated and rejected for his tiefling nature, more so because of the mystical power he also inherited. There are many times when he has wanted to lash out and embrace his own hatred, but something always held him back. He stands on the brink now, and a fateful encounter with a group of heroes might set him on the road to redemption, or down the path of vengeance.
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sebthedreamsmith · 2 years
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My Aphorite Psychic for Pathfinder 2e, Phi. Part of my friends amazing homebrew world where they are a Living Vessel for the Chromatic and Metallic dragon gods. Who are also the Primal Deities of the Mind Essence
They are heading to a fancy party on Monday so I had to have em buy a fancy new magic robe
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kouwolf · 2 years
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Continuation to my Spelljammer scenario! :D
This is Sarse the second planet closest to the sun, Sarse’s orbit always follow the same cicle, so one side of the planet is eternally facing the sun and is a gigantic desert.
In this side of the planet live the strongest nations in Sarse, the imperium of the Aphorite and Ganzi heir to the chaos and law. In their magestic cities live others races like the kobold, gnolls, beastkin and others.
The other side of Sarse is a enormous fungus forest and is in eternal darkness, there live the Fetchelings, Azarketi and Duskwalker, the masters of this strange forest, others live in there like goblinoids, undine, leshy, shisk and others.
Sarse is a relatively safe planet for humanoids but it was some dangerous citizens like dragons, aberrations, elemental, fungus and more. 
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spectercollector · 2 years
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Annette Dominic, halfling ganzi air elemental sorcerer/fighter
Behold! FE3H characters modeled as level-20 characters in Pathfinder 2nd edition! I spent way too much time on these, so please marvel. All the character art is sourced in the document. If you are familiar with D&D 5e, you'll recognize most of this. I've done 6 characters so far and would like to do them all, eventually. You can find PDFs of the character sheets in the link below.
• Race: halfling (the lucky feats and flavor seemed to fit!)
• Heritage: ganzi (so if tiefling is Evil, aasimar is Good, aphorite is Law, then ganzi is Chaos.)
• Background: student of magic (she already went to the school of sorcery!)
• Class: sorcerer, elemental air (mostly just lots of air spells and metamagic)
• Archetype: fighter (replaces some sorcerer abilities with fighter abilities, allowing her to hit hard with her special hammer!)
• Highlights: (1) she does singing :D I could have made her a bard but I wanted to stick more toward her spell damaging options. (2) while her main thing will still be spells, she can manage herself in melee pretty well. There's a lot of movement options so she can dart in and out of the fight while casting spells and hitting things.
• Equipment: normal armor, a cool shield, a very cool hammer that casts fireball sometimes, some healing items.
• Remarkable stats: 246 HP, 40 AC
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weareplanarchampion · 2 years
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Hey there Tumblr, long time no see.We here at Planar Champion inc. love hearing about all the many sorts of planetouched, sooooo......... send me asks telling me about your planetouched PCs?
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rperboni · 2 years
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PATHFINDERS - The Aphorite Summoner
Like the Ganzi and Duskwalkers, the Aphorites are unique concepts of the Pathfinder scenario, being also linked to the Monitors, more specifically to the Aeons, entities representing the concepts of Law without moral judgment of Good or Evil. The first Aphorites were forged by the Axiomites, humanoids reborn from mortal souls in the Eternal City of the Axis, the opposite plane of the Maelstrom's endless chaos, serving as emissaries between their lawful masters and their mortal allies. Over time, the Aphorites, once all alike in appearance, became enamored with the free will of the Material Plane, becoming another of the Outer Sphere's influences among mortals, maintaining their Axis legacy in their metallic-toned skin, for sometimes covered dancing runes or crystalline dust around them.
For my friend's character, who is a wonderful artist by the way, I chose to make her an Aphorite Summoner and, since she loves animals in general, I gave her eidolon, the outsider creature that accompanies summoners, the Dragon aspect , inspiring its appearance in a Piasa, a creature from the mythology of the Iroquois peoples, with a well-known engraving by the Mississippi River, but with the colors closer to a harpy eagle, one of my favorite birds and perhaps the most powerful of the birds of prey. In the physical aspect of the Aphorites, I found that the golden runes blend well with the metallic skin which, despite not being very obvious here, has a similar tone to white gold, a metallic alloy between gold and metals such as palladium and silver.
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