Tumgik
#pathfinder level -1
paperanddice · 1 year
Text
Tumblr media Tumblr media
Bone crabs are moderately large for crabs, but still relatively small creatures. Their shell is the color of aged bone, white with slight discolorations, letting them hide well among the loose bones they prefer for their home. Like a hermit crab, they will attempt to find a defensive shell, though they can also attempt to build their own, using a sticky mucous to bind together multiple bones into a rough shell. They are scavengers and occasional pack hunters, usually content to feed on dead bodies but in groups will bring down larger prey purposefully.
The most dangerous aspect of the bone crab is the white ghost shivers that nearly all are infected with. Immune to the effects of the disease themselves, they spread it to anyone who touches them. The disease is characterized by a mild chill that increases into a severe fever and terrifying hallucinations.
Tumblr media Tumblr media
Rarely, large scale deaths can cause the spirits of the fallen to band together into a mass undead. The bone swarm is one of the possible results of this event, the skeletons of many dead pulling free from their bodies to create a swirling mass of bone. Formed from mass graves, abandoned battlefields, or a herd of animals dying together of disease or panicked stampede over a cliff, they ravage the countryside for new life, hunting anything with bones to rip free and join their mass. The skulls mixed in with the swarm constantly wail their anguish, only silencing for occasional bouts of lucid conversation, or when they seek to hide and sneak up on potential prey.
Originally from the Tome of Beasts 1. This post came out a week ago on my Patreon. If you want to get access to all my monster conversions early, as well as access to my premade adventures and other material I’m working on, consider backing me there!
Pathfinder 2e
Bone Crab Creature -1 Small Animal Amphibious Perception +4 Skills Athletics +4 (+6 when making a Long Jump or High Jump), Stealth +5 Str +0, Dex +2, Con +2, Int -5, Wis +1, Cha -3 AC 14; Fort +5, Ref +3, Will +2 HP 8; Resistances bludgeoning 2 Toxic Flesh A creature that touches the bone crab or eats any of its flesh is exposed to white ghost shivers. Speed 20 feet, swim 10 feet Melee claw +5 (agile, finesse), Damage 1d6 slashing plus white ghost shivers White Ghost Shivers (disease, virulent); Saving Throw Fortitude DC 12; Stage 1 carrier with no ill effects (1 day): Stage 2 drained 1 (1 day); Stage 3 drained 2 and frightened 1. The creature cannot reduce its frightened condition below 1 while at this stage (1 day). While the creature is infected, any living creature that touches it or that it touches is also exposed to white ghost shivers.
Bone Swarm Creature 10 Large Undead Swarm Perception +18; darkvision Languages Common, Necril Skills Acrobatics +18, Athletics +20, Stealth +18 Str +6, Dex +4, Con +2, Int -1, Wis +2, Cha +5 AC 28; Fort +16, Ref +20, Will +18 HP 132 (negative healing); Immunities death effects, disease, paralyze, poison, precision, swarm mind, unconscious; Resistances bludgeoning 5, piercing 10, slashing 10; Weaknesses area damage 10, splash damage 10 Death's Embrace [reaction] Trigger The bone swarm is targeted by an attack and has a creature grabbed. Effect the bone swarm pushes the grabbed creature in front of the attack. The bone swarm gains the benefit of standard cover against the attack. If the attack is a critical failure, the attacker must make a new roll for the attack, targeting the grabbed creature. Speed 20 feet, fly 60 feet Swirling Bones [one action] Each enemy in the bone swarm's space takes 2d12+10 bludgeoning, piercing, or slashing damage (basic Reflex DC 28). If a target fails this save, the bone swarm can attempt to Grab that creature. It can have as many creatures grabbed as fit into its space.
13th Age
Bone Crab  0 level spoiler [beast]  Initiative: +2 Claws +5 vs. AC - 4 damage. Natural Roll Above Target’s Constitution: The target is weakened and doesn’t add the escalation die to its attack rolls (hard save ends, 16+). Water Breather. AC 17 PD 14 MD 9 HP 18
Bone Swarm  Large 5th level wrecker [undead]  Initiative: +9 Vulnerability: Holy Swirling Bones +10 vs. PD (1d4+1 nearby enemies) - 15 damage, and after the attack the bone swarm engages one of the targets. Natural Even Hit: The bone swarm can grab the target. It can carry grabbed creatures with it when it moves. While it has at least one creature grabbed, it gains a +2 bonus to AC and PD, and if an attack against AC or PD that targets the bone swarm rolls a natural odd miss, one creature grabbed by the bone swarm takes 10 damage of the type the attack would have dealt. Flier. No Opportunities: The bone swarm can’t make opportunity attacks, and enemies can’t make opportunity attacks against it. Swarming Resistance: Each turn, the bone swarm gains resist damage 18+ to all damage from attacks by enemies that the swarm did not attack that turn. AC 19 PD 19 MD 15 HP 152
17 notes · View notes
secretsimpleness · 8 months
Text
Tumblr media
I figured this out somewhere along the second-to-last act. Octavia, the Baroness / Pathfinder Kingmaker (c) Owlcat Games
187 notes · View notes
morrigan-sims · 8 months
Text
someone tagged my Areelu post as "bg3", which is very funny to me. BG3 wishes it had a "villain" character as interesting as Areelu. She's a genius, she's a monster, she's a goddess. She did what a literal demon lord couldn't do and tore open a rift in the worlds. She tortured an angel for centuries. She caused the apocalypse. She became a demon, but answers to no demon lord. She experimented on the Commander and made them into a supernatural entity, setting the entire events of the entire game in motion. She's pulling the strings, she's watching without intervening. Oh, and she can turn you into a god. She's FASCINATING.
Anyways, this is your sign to go play Pathfinder: Wrath of the Righteous. I honestly enjoyed several parts of it even more than BG3.
27 notes · View notes
sheppi-isometrics · 23 days
Text
Tumblr media Tumblr media
⚔️ Yellow Musk Creeper Zombier enemy tokens on Patreon
Don´t let it fool you, this zombie looking creature is a plant! thus it's not weak to vitality, but to fire!
🌟 Get access to more than 200 creatures, maps and assets by supporting us on Patreon! Complement your campaigns with hi-res monster tokens and start building the adventure of your dreams with our isometric and 2D assets 🏰!
9 notes · View notes
sovenasark · 3 months
Text
Tumblr media
More Amor. Getting some of my thoughts on her down on paper before art fight >:3c
5 notes · View notes
agender-pidgeon · 1 year
Text
Tumblr media
Tarot reading, anyone?
18 notes · View notes
lockersnap · 1 year
Photo
Tumblr media
My nagaji sorcerer again ‘cause she’s fun to draw. She’s been smarter lately; using positioning and not conserving spells. Though next spell level I think I’ll give her a battle form spell so she can punch things again.
22 notes · View notes
chialattea · 3 months
Text
Tumblr media Tumblr media Tumblr media
Some loose character designs for my friends and I’s newest DND campaign! We’re just three silly little guys,,,
2 notes · View notes
witchyeevee · 6 months
Text
mentally preparing myself to run Reign of Winter is A Trial
0 notes
saul-tortellini · 4 months
Text
Today, I wanna talk about one of the funniest spells ever to enter Pathfinder 2e
Tumblr media
Outcast's Curse is a level 4 spell that allows you to ruin the life of any one person who is not themselves a spellcaster.
On a simple Will Save failure, the victim is now permanently cursed to be considered abrasive and irritating by ALL CREATURES. Living or dead. This means you roll ALL charisma checks with disadvantage, and all social interactions start with the other creature dropping 1-2 attitude levels.
Your target is now hated by everything, and everyone, everywhere, forever.
"But wait, you can break the curse by counteracting it!"
You could. You just have to find a 4th level caster, who are exceptionally skilled and difficult to find, and then try to convince that automatically Unfriendly or Hostile caster to uncurse you
While you roll at disadvantage
Just to get your only chance at salvation to be merely indifferent about your wellbeing.
1K notes · View notes
mayasaura · 6 months
Text
Guessing Dungeon Meshi character classes, just for fun! Marcille is obviously a wizard, and Chilchuck is a rogue. Senshi seems to be a fighter with one (1) level in ranger, favored terrain: dungeon. Falin functions as a cleric, but in a system without divine patrons.
Laios..... Laios is a paladin, but he's a pathfinder paladin. A tank with some limited healing capability. All his points slam dunked into animal handling to compensate for his charisma modifier.
461 notes · View notes
paperanddice · 10 months
Text
Tumblr media Tumblr media Tumblr media Tumblr media
Individual clockwork beetles are more fancy accessories than weapons, intended to be companions to the wealthy. There are many designs of beetle, from incandescent ladybugs to majestic stag beetles, usually all averaging about the size of a house cat. Despite not being designed as weapons of war, they usually still have some defensive capabilities, letting them function as emergency protectors of their purchasers with razor sharp mandibles (or occasionally horns), and to facilitate this function they have small reservoirs built into them to allow them to carry venom. Many are unaware of this option, but those who do know usually surreptitiously purchase some venom in the case of emergency.
Rarely however, large numbers of these clockworks can go rogue. Sometimes this is by design, a creator building in some form of override switch or failsafe to take control of any of their beetles as needed. Other times it happens with a more careless creator who leaves bugs in the clockwork beetle's programming, causing them to go wild and bond with each other instead of their intended owner. In either case, a swarm of clockwork beetles has no proper goal or plan, simply flying about erratically and getting into conflicts with those who try and intercept it. Ideally, in such a situation the clockwork mechanisms running the swarm would wind down, but in the case of purposefully designed swarms (and some accidental ones) the beetles are capable of winding each other, prolonging the swarm indefinitely until either dismissed or destroyed.
Inspired by the Tome of Beasts 1. This post came out a week ago on my Patreon. If you want to get access to all my monster conversions early, as well as access to my premade adventures and other material I’m working on, consider backing me there!
Pathfinder 2e
Clockwork Beetle Creature -1 Uncommon Tiny Clockwork Construct Mindless Perception +4; low-light vision Skills Acrobatics +6, Stealth +6 Str -1, Dex +3, Con +0, Int -5, Wis +1, Cha -5 Wind Up 24 hours, DC 14 AC 14; Fort +5, Ref +6, Will +2 HP 6; Immunities death effects, disease, doomed, drained, fatigued, healing, mental, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious; Weaknesses electricity 2, orichalcum 2 Speed 25 feet, fly 45 feet Melee mandibles +6 (finesse), Damage 1d6-1 piercing Poison The clockwork beetle has an internal reservoir where it can store a single dose of poison. The beetle can fill the reservoir from an open container using 3 actions. When it hits with a mandibles Strike, it can choose to inject the target with the poison, draining the reservoir.
Clockwork Beetle Swarm Creature 3 Rare Large Clockwork Construct Mindless Swarm Perception +8; low-light vision Skills Acrobatics +10, Stealth +10 Str -1, Dex +3, Con +1, Int -5, Wis +1, Cha -5 AC 18; Fort +10, Ref +10, Will +6 HP 33; Immunities bleed, death effects, disease, doomed, drained, fatigued, healing, mental, necromancy, nonlethal attacks, paralyzed, poisoned, precision, sickened, swarm mind, unconscious; Resistances bludgeoning 2, piercing 6, slashing 6; Weaknesses area damage 5, splash damage 5 Speed 25 feet, fly 45 feet Swarming Mandibles [one action] Each enemy in the swarm's space takes 2d8 piercing damage (DC 17 basic Reflex save). Creatures that fail this save are exposed to Giant Centipede Venom. Giant Centipede Venom (poison); Saving Throw DC 17 Fortitude; Maximum Duration 6 rounds; Stage 1 1d6 poison damage (1 round); Stage 2 1d8 poison damage and flat-footed (1 round); Stage 3 1d12 poison damage, clumsy 1, and flat-footed (1 round)
13th Age
Clockwork Beetle  0th level mook troop [construct]  Initiative: +6 Vulnerability: Lightning Poisoned Mandibles +5 vs. AC - 1 damage. Natural Even Hit: The target also takes 3 poison damage. Flight. Inorganic Immunity: The clockwork beetle is immune to effects. It can’t be dazed, weakened, confused, made vulnerable, affected by ongoing damage, etc. AC 16 PD 14 MD 10 HP 5 (mook) Mook: Kill one clockwork beetle mook for every 5 damage dealt to the mob.
Clockwork Beetle Swarm  3rd level wrecker [construct]  Initiative: +9 Vulnerability: Lightning Swarming Bites +8 vs. PD (all engaged enemies) - 5 damage. Natural Even Hit: The target also takes 3 poison damage. Flight. Inorganic Immunity: The clockwork beetle swarm is immune to effects. It can’t be dazed, weakened, confused, made vulnerable, affected by ongoing damage, etc. No Opportunities: The clockwork beetle swarm can’t make opportunity attacks, and enemies can’t make opportunity attacks against it. Swarming Resistance 16+: Each turn, the clockwork beetle swarm gains resist damage 16+ to all damage from attacks by enemies the swarm didn’t attack that turn. AC 18 PD 17 MD 12 HP 48
17 notes · View notes
hiromicota · 2 years
Text
Earlier today, Paizo announced long awaited books for their Asian inspired continent Tian Xia. Unlike many other companies attempting projects that large, Paizo went out of their way to hire damn near every Asian TTRPG writer in the business.
 I’ve worked on ~100 books & games. I’m often the only Asian on a project. It’s rare to have more than 1 other Asian on a book with me.
The Tian Xia books?
There were like 40 of us! 😲
I’m really glad that Paizo took the time to do this right. 💚
Players are going to see what a difference that level of representation makes when they get their hands on Tian Xia & see the massive diversity of Asian cultures & experiences reflected in the books.
I’m not just talking about countries or ethnicities; there’s also different stories of identity — diasporic groups, immigrant experiences, people reconnecting with their heritage, refugees, people finding & making places of belonging, … The sheer breadth of Asian experiences and identities represented in Pathfinder’s Tian Xia team and in our books is astounding. 
This is why representation matters.
Tumblr media Tumblr media
2K notes · View notes
Fighters should have magic
I mean this shit 100% seriously BTW.
An impassioned rant about Fighters' place in modern campaigns.
There is certainly an argument to be made for sometimes not giving Fighters access to magic! In a low magic setting like Dark Sun (yes, I know the magic situation in that setting is more complicated than that), it makes perfect sense that Fighters wouldn't go anywhere near the stuff! In some of the more old school low fantasy focused DnD editions, or some OSR systems, it makes sense that magic would require years of practice for even the most basic of spells, and so Fighters wouldn't bother with it.
That is not, however, the bulk of modern campaigns. Be it DnD, or Pathfinder, or so many other fantasy heartbreakers out there nowadays, most campaigns are fantastical, filled with wonderous magic and queer tieflings and rogues who literally cloak themselves in shadows and jumping between planes to save the world and so much more!
In these campaigns, Fighters should know magic!
If your setting is even close to treating magic as commonplace, where having a level 1 wizard under the age of a billion fucking years old is considered within the realm of feasibility, than EVERYONE should have access to magic!
Any adventurer in such a setting who decided to start a life of wilderness exploration, and DIDN'T learn the spell Prestidigitation, is nothing short of monster bait. "Oh yes this spell that starts campfires and cleans my clothes and seasons my food and is THE MOST BASIC SPELL IN EXISTENCE certainly isn't worth my time!" - The words of someone about to get eaten by a coyote on their first night. Not even a fun magical creature, just a regular ass coyote because they are THAT unprepared. Even if it wasn't a cantrip and required 5 minutes of focus to cast, every adventurer should know this spell by heart.
But obviously, that isn't unique to just Fighters.
Fighters are focused on being masters of weaponry! They study the blade, learn it inside and out! They don't have time for magic... right?
No. They don't have time to learn SPELLS. That you could absolutely make an argument for. A fighter doesn't have to learn to shoot a fireball, because that's not how they fight. Not knowing magic that augments their fighting style, in a setting where magic is commonplace, is equivalent to that fighter going "Oh I'm too busy to learn to fight with weapons. I dont have time to learn to sharpen one properly." THAT IS ASININE. WHAT REASON DOES YOUR CHARACTER HAVE FOR IGNORING A SKILL DIRECTLY LINKED TO THEIR CHOSEN PROFESSION? Spells like True Strike are things a fighter would learn! But even if not spells, magical augmentation to their skill are something a Fighter would absolutely embrace! Anything that helps them further the effectiveness of their weapons should be fair game for their practice. Even if it worked like Paladins or Rangers where you typically just don't get the spells until higher levels.
And the games already reflect this! What do Fighters need to maintain damage pacing and ability as they grow stronger? That's right. Magic. In the form of Magic Weapons and Armor.
Magic armaments are considered commonplace in these settings, being handed out like candy. They are an expected part of character progression, and the games are balanced around the expectation that a fighter will be using them. So why, then, is the master of weapons and all they embody completely ignorant on the front of magical weapons?
Sure, a fighter might not be able to craft magic weapons. Not every fighter has to be a blacksmith. But much like how it should be expected that a fighter should be able to at least MAINTAIN their weapons, a fighter should absolutely be trained in the kinds of magic that are APPLIED to weapons. A fighter should be able to take a single glance at a weapon in a chest, and turn to the party and go "Hey this thing is cursed as fuck, don't touch it."
In worlds that are so fantastical and magical, it does not make sense to have a guy who's whole deal is knowing how to fight, and have him completely ignore A MASSIVE segment of fighting styles they will be going up against.
If your setting is magical, then your Fighters should be magical too, damnit!
288 notes · View notes
sheppi-isometrics · 1 month
Text
Tumblr media Tumblr media
⚔️ Barovian Zombie enemy tokens on Patreon
🌟 Get access to more than 200 creatures, maps and assets by supporting us on Patreon! Complement your campaigns with hi-res monster tokens and start building the adventure of your dreams with our isometric and 2D assets 🏰!
7 notes · View notes
thydungeongal · 16 days
Note
Can you explain what you mean by Lego block multiclassing? Do you prefer some other kind of multiclassing instead, or do you not like it conceptually?
Basically the D&D 3e/5e model of "every time your character levels up you pick another level of any class."
I dislike it for a number of reasons, including the sheer impossibility of balancing it (Lego block multiclassing hinges on the idea that for a level 19 Wizard, both the 20th level of Wizard and the 1st level of Fighter are worth the same, which, just on the face of it, is absurd), but also for thematic reasons. (it ends up diluting the purpose of classes to the point where they no longer mean anything in the fiction. In a game with classes I think it's 100% okay for the game basically enforce, on a mechanical level, characters adhering to a certain archetype.) And ultimately, if you want to build characters more granularly in a way where their advancement better reflects their experiences and ongoing training, there are games that do it better, without levels and classes even!
Ultimately, I have a few models of multiclassing I like: there's 4e's model of multiclassing via feats, which means that your character still keeps growing in power in their initial class but gets to pick a few things from their other class. (Pathfinder 2e has also pretty much adopted this model) There's also the 4e hybrid multiclassing method which I'm not as familiar with, but which hinges on basically picking your character's class features from two different classes. It still requires a bit of system mastery but basically means that your character will still be on par with other characters of their level in terms of power.
But also, I'm fond of AD&D style multiclassing, where you basically just pick all of your character's classes at level 1 (subject to some limitations) and then you just divide all of your XP gained equally between all of those classes. Older editions already have varying rates of character advancement built into them, so the idea that a character will lag "behind" a level or two is unremarkable, but the most important thing is that because XP requirements basically DOUBLE each level your character will always be able to catch up to other characters at some point.
AD&D style multiclassing is still kind of clunky in its own way, but it's still infinitely preferable to me than D&D 3e style multiclassing.
122 notes · View notes