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dailycharacteroption · 8 months
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Holomog Demolitionist (Investigator Archetype)
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I’ve said this repeatedly, but something I’ve always been fascinated by are the archetypes that imply that the character has a totally different career path from the base class, but just happens to share certain traits with the class. We see this especially with bards and investigators, as well as a few others, and it really shows how adventurers come from all walks of life.
I was not, however, expecting “civic engineer” to be one of those walks of life.
In the nation of Holomog, there is often a need to reclaim and rebuild ancient ruins abandoned during Earthfall, leading to a need for experts on architecture and demolition to build upon the history of their people when able, and carefully destroying that which cannot be restored. Of course, such ruins are often populated by all sorts of monsters, which is where their knowledge of architecture and analytic minds come in handy turning the very stone against such creatures and adversaries, which is where they gain their elements of investigator.
Why they prepare alchemical extracts, however, that part isn’t so readily explained, though I suppose having potions on hand for emergencies is important.
The result is a specialist that can turn their skills and the terrain against foes, but your character doesn’t have to be from Holomog to benefit. Indeed, I could also see this archetype being used for guilds of “dungeon reclaimers/breakers” and the like, experts in turning the narrow tunnels and mechanisms of dungeons against those that would normally use them against the party.
With their knowledge of the structure of objects, these experts can expertly deliver precise blows to damage and break a foe’s possessions.
That insight also gives them the ability to move deftly through difficult terrain, more easily break objects and structures, and even later break through walls.
With precision and might, the demolitionists are able to strike walls and objects in such a way to weaponize the resulting shrapnel, hammering foes in a wide area.
All of this specialization on objects makes them slightly less adept at targeting the weaknesses of living targets, their progression in that regard being much slower.
Perhaps their most interesting ability is their knack for breaking up the terrain quickly to provide a tactical advantage. This starts with simple difficult terrain, but later can include obscuring dust clouds and even cover from the rubble.
Of all the archetypes and builds I expected from the investigator class, a sunder build was not one of them, and they use it to great effect. After all, only the most rare battle feature no terrain whatsoever, and with preparation they can turn a battlefield into a maze of difficult terrain and favorable cover for their allies, while hampering their enemies and damaging them in wide areas. However, don’t forget they’re also investigators, able to take discoveries, spells, and more to better empower them. Definitely pick up a few things that help with sundering and breaking objects, as well as options to diversify them.
Reclaiming, demolishing, and building are the names of the game here, which could delve into uncomfortable territory if your character is tasked with destroying structures and location considered sacred. On the other hand, you could look into the lives of famous architects and find some information to pull from in your characters, well, characterization. Yours might be a hardworking servant of the people, a famed architect, or something else. Whatever strikes you as interesting.
In the mountainous lands of Sokong, misty forests are populated by the flying monkey-like xiao, along with other wonderous creatures. One could wander there for a lifetime, but they say somewhere within that timeless place are the ruins of a nation forgotten by time. Thus has the architect Gen been tasked with finding these lost cities, and reclaiming them for the empire.
The party, in the service of a local guardian spirit, has come into conflict with an agent of the Endless March. This agent, a wyrwood called Clarity, seeks to fulfill their mission and raze the ruins to the ground to pave the way for progress, something the spirit cannot abide as a custodian of history.
The party is transported into a strange dimension where every object and creature is made up of arrangements of tiny multicolored cubes. Getting back home will mean trusting one of the heroes of this strange realm, a man with an incredible knack for shattering the structures of this land with one mighty blow.
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elegy · 2 years
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Just a lil party of plant boys hangin out in the woods.
Bigge guy in the back is Willow, a Conrasu monk.
The rest, left to right: Tata, Half-orc Barbarian; Hu-Du, Gourd Leshy Witch (and Chicken); Venn, Lotus Leshy Bard; Du-Da, Hu-Du’s Leaf Leshy familiar the world’s greatest hero; Arrn, Wyrwood Magus.
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monstersdownthepath · 2 years
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Hello, I have this homebrew sheet here for a (hopefully) sort of balanced playable Serpentfolk Race. I know RP points aren't always fully trustworthy when it comes to determining actual balance so I wanted to ask someone more knowledgable when it comes to Pathfinder Homebrew.
I tried to liken it to more powerful player races like Kasathas, and Wyrwoods, while keeping it from being truly Monstrous in power.
(Just noticed this in the screenshot. It's worded weirdly but it's supposed to say that the Serpentfolk can use its Venom ability a number of times per day equal to its Con modifier.)
Thanks in advance for reading this wordy ask.
Hmmmmmmm
It's a powerful race, but not overwhelmingly so when compared to the likes of the planetouched... Couple of useful spell-likes that are probably needed... I, personally, think the SR is a bit much, but if PF's RP calculator only puts it at a 2, then I don't see it as any more wacky than an android's Nanite Surge or a tiefling's elemental resistances.
The only thing I'm potentially a little bit squibbly about is the 100ft of perfect telepathy. In the hands of an NPC, telepathy is fine... but in the hands of a clever, sneaky, and/or malicious player, telepathy can be scary. Off the top of my head, the only other race with telepathy that isn't restricted is the Astomoi, and it trades a lot for that particular power. Which is fair, considering it's a constant Tongues, a way to silently relay messages between teammates, and a way to torment foes from afar, all available from level 1. I would limit it; either by cutting the range in half, limiting it to communication only with creatures with which you share a language, or by somehow linking its power to character progression; it starts effectively worthless and grows in power until you reach level 8 or so, where it becomes the 100ft unrestricted version.
that's just my 2 cents!
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cyberkevvideo · 3 months
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The Boggard As a Playable PF 1e Race
Just a bit of housekeeping before we get on with the entry. Looking at my last post entry, I haven't posted since the beginning of March. Since that time, my health has taken a significant nose dive and I've been seeing numerous doctors, hospital and clinic visits, and medical tests performed. I still have many more to do yet, and a couple can't even be performed here so I'll be needing to get a ride to a whole other city. Basically, if I wasn't bedridden, I was being looked at by doctors or specialists and being scanned by machines. It's been quite the ordeal. I posted some of the journey on my Twitter/X. Good news is we've finally ruled out cancer. Just wanted to put that out there in case anyone was wondering where I've been for the past four months.
Now, as some people may or may not be aware, this week (July 1st to July 7th) is Kraken Week. It's what will hopefully be an annual TTRPG event that was created and hosted by Point Hat and Ginny Di, and YouTubers come together and do videos on the kraken and other sea and water-based creatures. It's going to be their version of Shark Week, but not just about sharks. It's been encouraged for others to join in as well. Unfortunately, I'm not a YouTuber, so I'm going to be doing this via this Tumblr blog.
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I don't know who's responsible for this logo yet, but when I do, I'll be sure to edit this post and give credit to that person. (I've reached out, but haven't gotten a response yet.)
EDIT: The artist is for the logo is Antonio Demico, aka Pointy Hat himself.
The boggard is more swamp than ocean, but I really wanted to talk about them after I learned that they're considered a playable race option on Archives of Nethys, but don't have any actual playable stats, I decided to do a breakdown of making it possible to play as one without needing to do it yourself or pull your GM's teeth to let a HD version be accepted. And the best part is that with this, you'll be able to use the Leaper alternate racial trait and the other Favored Class options. Unfortunately, there isn't something that I've been able to find that lets you use your Acrobatics jump bonus on the Pathfinder Race Guide. The closest was Jumper, which says you're always considered having taken a running start when you jump.
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Image courtesy of the Pathfinder Kingmaker Wiki.
Using the boggard from the Pathfinder 1e Bestiary (and Archives of Nethys), we know that the boggard, or toadfolk, is a humanoid shaped race that looks like an anthropomorphic frog or toad, with webbed hands and feet, large bulbous eyes, and overly wide mouths. They almost never stand upright, and hunched average 5 feet in height and weight close to 200 lbs. They also live around 50 years, but because of the harsh livestyle of where boggards typically reside, it's extremely rare for them to see that age.
Regarding the age chart, it's a bit of a mix bag. I'm mostly going to use the 3.5 varag from MM4 as a guideline. Adulthood for boggards is typically 3 years after they fully developed all of they're limbs, and the typical training before sent out into the world is only two years. If they kill a sentient humanoid during their first excursion, they're considered a true adult. With that in mind, Starting Ages should be Intuitive +1d3; Self-Taught +1d4; and Trained +1d6 years. As for the Aging Effects at Middle-Aged, Old, and Venerable, I'm going with 14, 28, 42, and +2d8 for Maximum Life. This gives the average max life of 51, which fits pretty well.
For the breakdown of the race itself, it'll probably come off looking a bit expensive. I wanted the boggard to be a truly monstrous race, similar to that of the fetchling (17 RP), svirfneblin (24 RP), wyvaran (17 RP), wyrwood (20 RP), and kasatha (20 RP). It always bothered me that monstrous races like the lizardfolk and duergar were reduced to less than a base human. Let them be monstrous. It's not like this is D&D 3rd edition and we have access to Savage Species for PCs to gain monster HD and more monster features.
If this is too many RP for your group (I know it was for my old one), you can easily reduce it to 13 RP and have it more in line with the tiefling. Beyond that, you might have to look over things and negotiate with your GM on what you can reduce or move around.
Boggard -Racial Traits- Ability Score Modifiers (Greater Paragon): +4 Str, -2 Dex, –2 Int (2 RP) Type: Humanoid (boggard) (0 RP) Size: Medium (0 RP) Languages: Xenophobic (0 RP) Land Speed: Slow (20 ft.) (-1 RP) Swim Speed: 30 ft swim; +8 on Swim checks (2 RP) Defense: Natural Armor +1 (2 RP) Offense: Sticky Tongue (2 RP) Offense: Terrifying Croak (2 RP) Movement: Swamp Stride (1 RP) Senses: Darkvision (60 ft.), low-light vision (3 RP) Skill Bonus: Camouflage (swamps) (1 RP) Skill Bonus: Perception +2 bonus (2 RP) Other: Hold Breath (1 RP)
Total 17 RP
As brought up above, if you're not allowed the 17 RP, I'd remove the Perception +2 bonus and natural armor. That'll drop it to 13.
I haven't decided if I'll do another entry for Kraken Week and make something more sea/ocean based. It'll honestly depend on my health. That said, if someone comments regarding on what they'd like to see, I'll do my best to get it out there before the 7th.
As always, if you like what I do, whether it’s monster conversions, adventure path add-ons, or race builds, I have a Ko-Fi page (linked) for those who would like to support me monetarily, especially now that I'm racking up medical bills. There is no pressure or obligation to do so. A like and/or a share would also be appreciated just as much. It lets people know I exist out there.
I hope everyone is staying safe and healthy.
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sucede-es · 2 years
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Mesas modulares de juego Wyrmwood
Las mesas de juegos de Wyrwood tienen varios tamaños y accesorios modulares para mayor versatilidad. Usa la capa superior como una mesa de comedor, luego retira sus secciones para acceder a una superficie de juego de fieltro para juegos de mesa, rompecabezas u otros pasatiempos. Utiliza el configurador de mesas para especificar la tuya en una de las 12 maderas y diseños rectangulares o hexagonales.
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Today on: I have no clue how to draw a dog
please god help this good boy
WOW I’m not doing elder scrolls art for once!! This is a personal sketch concepting for my new Wyrwood Feykiller for an upcoming pathfinder campaign. His name is Cuádoire and he has an unnamed blink dog companion that serves as his hunting partner. Currently taking name suggestions for the doggo if anyone has them!
This campaign features a fey court that enslaved an ent race in the swamp to do their bidding. The Wyrwoods were a product of that manipulation- though some managed to emerge with their own consciousness, rather than that of a mindless drone. Cuádoire was created by this court, and has since managed to escape- vowing to kill enough fey to weaken their numbers until his kind can be freed.
Vague backstory is very vague since the campaign hasn’t begun yet and lore is still being introduced. This will be my first pathfinder game and my first time playing as a Wyrwood, so we’ll see what happens! Usually I play Eladrin so playing a fey-hunting yeehaw tree is very interesting.
"he has to have a poncho because he is a bastard swamp cowboy" -me to my dm
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oblivienne · 6 years
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Korona. A curious and kind-hearted construct. She doesn't know who made her or why, but that doesn't stop her from finding her own way in life.
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warlordfelwinter · 6 years
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a character i made in case my druid dies, or to use in the next game, based on the robot from lost in space
vague idea for a backstory is that they were being used for something bad (wyrwood were originally a slave race built by some sketchy wizards, who accidentally gave them sentience or something) or were just a bad person, and they died, and were brought back by whatever god made them an oracle, giving them a curse that forces them to help any friendly creature that asks for it
they don’t remember their name and never came up with one, so they just go by whatever people decide to call them. the markings on the face glow and flicker when they talk, as well as get progressively dimmer as they run out of magic, or health. 
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sanjuno · 4 years
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Am thinking of more magical North in GoT. The Starks using Wyrwood Wireless to talk to each other. Robert not being a stranger to Lyanna. Also, Robert’s hobby being how much of an armory can he give his betrothed. A bracket, that is actually a rapier sheath. (They are real) A war fan. Spikes for hair sticks. Really long sharp cloak pin. Gambeson inspired dresses. Harranthal, Rhaegar would find her being helped out of her armor by her besotted betrothed, who helped her commission her arms.
That sounds like a brilliant fix-it. A pre-redeemed Robert who actually deserves to be Ned Stark’s oath-brother is unquestionably one of my favourite things to see.
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theartistinthedark · 8 years
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Linyi Vosim, my concept for a Wyrwood Ninja character. She throws shurikens.
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rookfern · 5 years
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here’s a list of some dragon surnames I’ve made up (plus the ones included in the BotE, marked with a (*) )
lightning:
stormtalon
sparkweaver
lictenet
flashbolt
swiftbolt
sprark
blitzborn
sandstrife
thundrael (*)
plague:
targenbone
fateweave
flintblood
tarrenmaw
bairblood
puste
stillblood
wyrwood
spinehearth (*)
marrowbite (*)
ice:
burfloe
threevale
blackblight
coldfeather
albinne
coldwolf
wisterend
floefeather
freezeclaw (*)
frostkeen (*)
nature:
sprig
petalhide (*)
earth:
duscehn
sonesong
rockbreaker (*)
wind:
windwalker
reedwing (*)
fire:
truglow
emberva
lavala (*)
smoak (*)
arcane:
spritten
valenpetal
moonspel
voidane
starflower
farseer
crystalon (*)
light:
beledieu
brightblade
sunthorne
staglane
rasblit
sunspark (*)
luminax (*)
water:
wavefiend
deeplake (*)
shadow:
ooldow
fleetfoot
shadrend
blotburrow (*)
beastclan:
braitdottir
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dailycharacteroption · 11 months
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Roleplaying Races 14: Wyrwood
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(art by James Anderson on Artstation)
Our next entry, much like gathlains, trox, and wyvarans, started out as one of the completely new “example” ancestries that were created to demonstrate how the race builder rules from Advanced Race Guide could be used to create entirely new playable options, and not just turn your favorite monstrous humanoids into something you could play as.
And unlike the bestiary-only options, those species actually got development, lore, and character options! In particular, today we are looking at wyrwoods!
Originally created to demonstrate a construct playable option (which really pushed the limits of the builder’s ruleset), the wyrwoods barely had any abilities at all aside from “it’s got all the construct immunities and weaknesses.”
However, since then, these diminutive automatons have gotten both lore and ability updates to really flesh them out, literally in one case.
Overall, they have elements of “ancient robots”, “freed automatons distrustful of fleshlings” and other such tropes built into their design.
The first wyrwoods were created by the ancient Azlanti, animating frames of metal and wood a powerful ioun stone (or aeon stone as they are called now) as the power source and possibly the seat of their consciousness. The enclave that created them had succeeded in creating intelligent constructs with souls and wills of their own, but with sapience comes the ability to question, and the wyrwoods wondered why they had to be involved in the conflict between the Azlanti and the Alghollthu in the last years of the empire.
When forced to fight against the horrors of the deep, the wyrwoods rebelled and fled, taking with them the secret of their creation, where they weathered the destruction of Azlant. To this day, these pragmatic people seek their own survival and have sworn to never be under the thumb of any other species ever again.
About halfling-sized, wyrwoods are humanoid constructs of wood and metal, the exact shape varying by the artistic aesthetics of the “parent” that built them, as well as any repairs or upgrades they themselves have made since that time. They all sport an aeon stone matrix somewhere in their body, but this may or may not be visible, and is not easily removed in any case.
The diminutive machines have a limited capacity for emotion, focusing primarily on logic and survival, and what emotions they have are treated as motivating tools rather than a part of their core being.
Wyrwood society is defined by their distrust of all organics, who once enslaved them, and by their desire to survive and live free, which is why they guard the secret of their creation so fiercely. The most horrible thing to these constructs is the thought of an entire population of new wyrwoods manufactured to be slaves and servants, not knowing the freedom of the rest of their people, or worse, accepting it as normal.
That isn’t to say that wyrwoods refuse all contact with flesh people. Indeed, sometimes envoys are sent abroad, particularly to places where constructs are made and studied, but they prefer not to stay long, especially when humans and other fleshlings reveal malicious intent that makes their fears into reality.
Wyrwoods are agile and always thinking, but their distrust makes it hard to endear themselves to others.
As constructs, they boast an impressive array of immunities and defenses compared to living creatures. However, it also means they cannot benefit from most healing magic.
As smaller beings, they are quite agile but also lack leverage, inhibiting their strength.
They also sport impressive night vision.
Of course, not all wyrwoods are built the same, and I mean that in a very literal sense. Some were designed to be supportive of others of their kind and even other constructs, able to channel magic to repair them. Others used different materials in their construction for the physical and mystical benefits. Some may contain religious relics that allow them to provide divine blessings, or have bodies mostly constructed of the remains of wands and staves, increasing their reserve of arcane energy. Some may have parts from the First World, and have an uncanny ability to befriend animals as a result, while others may be constructed of salvaged materials from battle sites or ruins, able to channel a small measure of violent destruction into their attacks. Perhaps the strangest of all are those who have incorporated living matter into their bodies (typically plant life, but there are experimental possibilities), the result being constructs that blur the lines between automaton and living being. While this gets rid of many of their immunities, they can be resurrected as if they were ordinary living creatures.
With their intelligence and agility, the most natural classes for wyrwoods are rogue and investigator, what with their focus on dexterity and having lots of skills, though alchemist, wizard, and other intelligence-based casters are also good picks as well. The charisma penalty does limit them somewhat with charisma casters and charming builds, but this can be circumvented. The only classes that I would avoid them are barbarian, bard, and skald, as they can’t benefit from morale bonuses, preventing many core features from being of any use to them without special archetypes.
That does it for today, but we’re far from done! See you tomorrow!
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alnilam-fr · 5 years
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-Down In Yon Forest-
The ice sparkles as though champagne were poured over the top of the snow, dripping off of the ghost-pale branches of the wyrwood. The crescent moon sings softly. 
Beneath the branches of the trees, the Progenitor walks. Her feet are bare as the white branches overhead, and she leaves no footprints. Light glimmers within the curve of her throat, the dusky skin spangled with constellations of blue and green. The wyrwood stirs for her as she raises a hand, the winter air steaming against her shining skin, and the branches move, angling a path down towards the river.
There is a road through the wyrwood now- architects from deeper in the Lightweaver’s territory laid it nearly a hundred years ago. It is still a new road, by the Progenitor’s long and aching reckoning of the years. Her Guardian, Baleen with the ocean eyes, came not long after it was completed. It is only Baleen who has stayed, though many come along the road and seek hospice. (Though the wood has not been cursed in living memory, time still flows a little differently in the Progenitor’s land, like amber, like syrup. Baleen looks little more than thirty, even now.)
The last merchant caravan to pass through before the snows came stopped briefly at the House, and a silk-voiced Wildclaw told them of the elemental magic surging around Sornieth. Emperor, he had whispered, his crest of feathers standing on end.
Emperor. They say it as an ugly word, and they always have, ever since the first. The Imperial dragons do not speak it at all. Do not permit the desecration to pass their lips. They do not bury their bodies in the ground, for fear of that disease which eats bone and blood and makes it into something savage and new. (“If I die here,” her love had said, long ago, when he had drunk just enough to think about it, “Be sure to burn my body. Bury the skull apart from the bones.” And then he had downed the rest of his drink and looked out the window at the slow dance of the stars.)
There is something lying sprawled across the river, blocking the flow of the water making its rambling way to the sea. Rivulets of overflowing water spill over the banks and track lines of ice in the snow. The creature has a mane of thick fur made heavy with frost, and as the Progenitor approaches she sees one pair of silver-blue eyes blink open, and then another, and then a fifth eye slits open to gaze at her as it exhales, rising steam billowing from its fanged mouth. The Progenitor looks at it, for a long time. This is not an Emperor, but it is something likewise ancient. 
“Are you wounded?” she asks. Her voice crystallizes like the starlight in the cold. “Do you have a two-legged form?” Lightfooted, shadowless, she steps closer. Another pair of eyes open, pale as mercury.
I am wounded, it answers. The length of its mouth peels open to reveal rows of ivory teeth. Here. Lifting a foreleg and wing- the stomach is gleaming and pearl-colored, but scored with red as vivid as a scream. Blood drips down into the water, and clots darkly along the edges of the wounds. Beast attacked me. It coughs a little, dark stains spreading along its teeth. Emperor.
“What are you?” asks the Progenitor. She places a hand upon its stomach, magic gathering beneath her skin as slowly- slowly- the torn flesh knits back into scale and fur. “I think I dreamed a thing like you, long ago. When I was a girl.”
It inhales slightly, tasting the air like a cat. In this draconic form, it is as large as an Imperial, at least. You are ancient too, but not like me. I was born in the great glacier. My people were made when the mountains and the rain were young. Nutaikok decreed it thus. The accent of its words is strange to her. Northern, and yet not.
She moves to the next wound. Blood and light and water run between her fingers, onto her wrists. The blue silk of her sleeves is stained with blood. Ankle-deep she stands in cold water, but the Progenitor does not feel pain unless she chooses to do so. “They named me Souhayla,” she says. “Souhayla the Sunbringer. Souhayla of the Empty Hall. The Progenitor.” 
I am Tekkeitsertok.
In a great rush of movement, he rises to his feet, blood running in sunset-red gouts from his stomach and side in the moonlight. The river water glitters in his fur, and then he folds in on himself with a ripple of magic. It is always difficult for large dragons, to turn themselves back and forth, but the man who collapses upon the side of the riverbank in the bloodred, copper-reeking mud is not so much larger than Souhayla herself. Perhaps a head taller. Broad in his shoulders. His many eyes still open and close- on his bare shoulder blades, along his arms, on the backs of his hands. The color of frost.
“I will bring you to the House,” the Progenitor Souhayla says, placing one hand on the bleeding gash on his stomach to seal it and looping the other arm through his. Tekkeitsertok nods, his breath still coming in ragged pants. I am of the Keepers, he says. Third Order. His voice still comes in a rumble from somewhere far away. Somewhere filled with ice.
“Be at peace, now,” the Progenitor murmurs. Her skin glows softly through her sleeves stained with water and blood, casting a faint light on the ground. “I will bring you home.”
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wanderingmoonsword · 5 years
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Wood Golem
Sturdy and capable constructs, wood golems are a sometimes-overlooked member of the golem family. Though they’re fashioned from wood (typically exotic varieties) rather than more durable materials, these constructs are still hardy, with immunity to many spells, and are difficult to break. The Tome of Horrors Complete differs somewhat from Paizo’s interpretation, opting for immunity to cold and electricity instead of the broader magic immunity golems have, and has the ability to let out a powerful alarm effect instead of the deadly shower of splinters.  @dailybestiary suggested they might be journeyman’s work thanks to their often crude, unfinished appearance. He has a point but you shouldn’t limit yourself. The Tome of Horrors Complete posits a different idea, with the wood golems as creations meant to be cheaper than other golems but still durable enough to serve as capable defenders. It’s an interesting idea, one worth exploring!
Though druids typically eschew constructs, preferring the primal power of elementals or charmed plants for their purses, wood golems are sometimes an exception when a more durable – or less intelligent – guardian than an elemental is needed, created using secret rituals and woods from primal forests.
Signature creations of the master artisans known only as the Maestri, a series of wood golems crafted as resonant musical instruments are the defining trait of the music of Hai Gali. Each golem is tuned to specific notes, either using magic and hydraulics to draw in air or strung with various types of strings, and the masked wizards left few notes to guide anyone on reproducing their unique creations. Only a handful have ever performed at one place, their control amulets jealously guarded by feuding nobles, but over time their signature songs have given each a reputation and personality, one that suggests a troubling independence might be growing…
Rather than dominating the local tribes of the Tariak Forest, the green dragon Ketige prefers to craft her closest servants from the rare woods and exotic plants she cultivates with the aid of carefully recruited wyrwoods. These golems are the most common outward sign of Ketige’s power, attracting much ire, but so far demolishing them has been so difficult that few have dared the green dragon’s ire to make the attempt.
- Tome of Horrors Complete 344 and Bestiary 164
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coolclaytony · 5 years
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No-Ah (Pathfinder 1st Edition Homebrew Race)
Ability Scores: A No-Ah's ability scores are relative to it's chosen subtype:
• Aether: +2 Str, +2 Cha, -2 Int
• Air: +2 Dex, +2 Int, -2 Con;
• Earth: +2 Str, +2 Wis, -2 Cha
• Fire: +2 Dex, +2 Cha, -2 Wis
• Water: +2 Dex, +2 Wis, -2 Str
Type: No-Ah are Constructs with the Living Machine Subtype. They also choose one of the elemental subtypes (Aether, Air, Earth, Fire, Water)
Size: Tiny. Tiny races gain a +2 size bonus to their AC, a +2 size bonus on attack rolls, a –2 penalty on combat maneuver checks and to their CMD, and a +8 size bonus on Stealth checks. Tiny characters take up a space of 2-1/2 feet by 2-1/2 feet, so up to four of these characters can fit into a single square. Tiny races typically have a natural reach of 0 feet, meaning they can’t reach into adjacent squares. They must enter an opponent’s square to attack it in melee. This provokes an attack of opportunity from the opponent. Since they have no natural reach, they do not threaten the squares around them. Other creatures can move through those squares without provoking attacks of opportunity. Tiny creatures typically cannot flank an enemy.
Languages: No-Ah begin play speaking Aquan, Auran, Ignan, Terran, and one additional free language of their choice. No-Ah with a high intelligence score may select any other bonus language, including secret languages!
Speed: 30 ft
Spark of Genesis (Su): No-Ah are treated as if their caster levels were equal to their character level for the purposes of any spell they cast of the transmutation school, spells with the Creation and Healing descriptors, and spells with a descriptor that matches any of their elemental subtypes.
Living Machine (Ex): This ability functions as the Wyrwood alternate trait of the same name. *Pathfinder Player Companion: Heroes of Golarion
Incremental Growth (Ex): A 1st level, and thus recently born, No-Ah is tiny sized, weiging 50 lbs and standing no taller than 1 ft tall. At each level, No-Ah gain an additional 20 lbs and 1 ft. Starting at 8th level, whenever a No-Ah would gain an ability score increase from character advancement, they must instead go up one size category (up to large size at 20th level). Changeing size in this way does not alter the No-Ah's ability scores.
Preserve Life (Ex): A No-Ah may, as a free-action, will it's soul-core to detonate, releasing a burst of positive energy with a radius of 10 ft per character level. This ability targets all creatures in the radius, dead or alive, as if they were the target of a Breath of Life spell. For the next 100 years (per character level) any living thing that grows in this area will do so healthier and with their life-spans doubled. Activating this ability destroys the No-Ah and it cannot be resurrected by any means beyond a Miracle or Wish spell.
Birth Progeny (Su): All No-Ah are able to spawn new members of their kind into existance. At 2nd level, a No-Ah may spend one hour touching at least 50 lbs of material which aligns with one of the five elemental subtypes. After the ritual is completed, the No-Ah gains a permanent negative level and the material is converted into a new 1st level No-Ah of the appropriate element. Unless it's parent has the leadership feat, the newborn No-Ah has no special affinity to them beyond a having a helpful starting attitude. This is a transmutation effect.
The No-Ah are an ancient alien race who at first appear to be elementals, but are in fact living constructs made to channel primal energies much in the same manner.
According to their history they were the final creations of a long-dead race, who built them to seek out lifeless planets and moons and terraform them into fertile worlds.
Their "homeworld" is Ark-00, a colossal earthen starship built from the lifeless husk of their progenitor's dead planet, which was otherwise unsuitable for restoration as a proper biosphere. Instead, Ark-00 and all other iterations of it, serves to transport the No-Ah accrossed the stars to planets that require their nurture. As well as provide temporary housing for the refugees of worlds that have been destroyed in cataclysms that the No-Ah failed to or could not prevent.
Anything that would threaten the continued existance of life on a given world is inherently abhorrent to No-Ah and they frequently send agents or possibly even entire armies to combat any force that might lead to a lifebearing world's annihilation.
In the event that a barren planet has been deemed unsuitable for fertilization, they will instead begin converting it into a new Ark, using any excess material to spawn more No-Ah to man the newly erected vessel.
Physically, No-Ah appear as humanoid elementals, but their composition is decidedly more mechanical and stable in arangement. They are easily identified by the glowing spheres in the center of their mass, the soul-core, where their mortal souls are housed.
No-Ah are curious amoung constructs in that they have been designed to grow, age, and die as any mortal creature.
Each No-Ah only lives one century per character level, negative levels reduce this total. Newborn No-Ah are 50 lbs and 1ft tall, the largest No-Ah weigh up to 400 lbs and stand up to 20 ft.
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This was a whole day's worth of work. @dailycharacteroption
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Edit: Added rules for tiny size, altered incremental growth, altered spark if genesis, forgot base land speed, altered incremental growth some more, I can’.t believe I forgot Languages.
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monstersdownthepath · 5 years
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Spiritual Spotlight: Mother Vulture
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True Neutral Psychopomp Usher of Consumption, Renewal, and Transformation
Domains: Animal, Destruction, Healing, Repose Subdomains*: Feather, Rage, Restoration, Psychopomp
Concordance of Rivals, pg. 12 (This lovely picture, however, is from 2es Lost Omens: Gods and Magic, pg. 88!)
Obedience: Consume the flesh or blood of your own people and reflect on the pain and death required to grant strength and life; if this is your own flesh or blood, the process deals 1d6 points of damage. Benefit: Gain a +4 insight bonus against effects that would cause you to become sickened or nauseated. You can survive by eating rotting and diseased food with no ill effect.
(*IMPORTANT NOTE: The Subdomains are my best guess; Subdomains are not listed in Concordance of Rivals. Anywhere!)
Chow down!
Y’know no matter how you chew on this one, it’s gonna be tough to keep your alignment to one of the more unusual Ushers hidden. You’re either going to be carrying around Special Jerky (the dangers and complications of which I covered in Zura’s spotlight) or have bite marks your own body with your own blood on your lips. I do enjoy that storing your own flesh for later doesn’t seem to be an option, you just gotta haul off and rip a warm chunk out of your arm or leg, enough to actually deal damage to yourself. I always like to think of how hard handling darker Obediences is based on how awkward it would be for someone to walk in on them, and a friend catching you eating your own fingers is pretty awkward.
At BEST you’ll look like someone who desperately needs help.
Anyway, if you’re human, dwarf, elf, or orc, it probably won’t be too hard to get ahold of Special Jerky to keep from needing to eat holes in your axin’ arms. But if you’re dhampir, or aasimar, or wyrwood, or leshy, it’s probably best if you just find another goddess to work under. The Mother will understand! ... except in the case of the dhampir, you stain upon life.
The benefit is outstanding, too. Sickened is an incredibly common condition and, though it loses its bite as you level up, being resistant to it is still nice with how often it’s handed out by friend, foe, and food alike. Nausea is incredibly punishing, functionally one step above helplessness, and it, too, is unnervingly common at more or less every level in the game. I also enjoy the side benefit that working for Mother Vulture allows you to be more vulturous yourself, consuming anything you can get your terrible hands on even once it’s started growing mold. Anything to wash the taste of yourself out of your mouth, I suppose. Pass the stale bread!
Boons are gained slowly, gained at levels 12, 16, and 20. Servants of the Monitors, though, can enter the Proctor Prestige Class as early as level 8. If entered as early as possible, you can earn your Boons at levels 10, 14, and 16. You MUST take the Monitor Obedience feat, NOT Deific Obedience. Monitors grant only a single set of Boons.
Boon 1: Carrion Eater. Gain Decompose Corpse 3/day, Animal Aspect 2/day, or Cure Serious Wounds 1/day.
Decompose Corpse??? That’s... That’s such a waste of meat! You could have gotten so many rations out of that! No! Bad!
Then again, it’s good to hit Undead with. When used on corporeal Undead, it requires a Fortitude roll to resist, and on failure slaps them with a -2 penalty to all rolls (including damage rolls!) and its AC for 1 minute. Delving into an ancient tomb? It’s certainly worth taking with you... Though it’s a touch attack, and you probably know by now how twitchy I am about those, especially since it doesn’t actually stop the enemy from turning around and mauling you, it just makes it harder for them to do so.
Animal Aspect is a weak but flexible spell. It’s kind of like scotch tape; a lot less useful than duct tape, but it’ll hold stuff together until you can find something better. At its worst, it’s All-Terrain-Player In A Can, giving you a variety of movement modes or giving you a +20 bonus to your movespeed for minutes at a time. It’s a good spell to fall back on if you don’t plan on fighting undead and your party’s healing is already taken care of. Cure Serious Wounds is a good spell to have, but not quite so well if it’s only 1/day. Normally I’d be ecstatic to have healing, but weighed against the usefulness of Animal Aspect, it’s better to leave the healing to the professionals.
... Little weird this Boon is called “Carrion Eater” when it very specifically prevents you from eating carrion, isn’t it?
Boon 2: Devourer. You gain a bite attack that deals damage proper for a creature of your size (1d4+Str for Medium creatures). If you confirm a critical hit with this attack, it also deals 1 point of bleed damage. If you already have a bite attack, your bite deals 2 points of bleed damage on a critical hit. You are considered proficient with this attack.
Much like Zura’s second Sentinel Boon, this ability’s secondary power will likely never be seen more than once a fight, and at that point the bleed’s damage is too low to be truly useful. Unlike Zura’s Boon, having a bite attack already really doesn’t add much to this power aside from doubling the strength of the bleed, which SOUNDS impressive when I say it like that but really all it does is make 1 go to 2. It’s another attack with some occasional damage over time, but nothing super impressive.
On a side note, though, is that the added bite damage will let you chow down on flesh and bone you normally wouldn’t be able to! Like hides with damage reduction!
Boon 3: New From Old. You can cast Extended Polymorph Any Object 1/day.
Mmmm, boy... It’s been a LONG time since we’ve seen PAO handed out, and since it’s Extended, this makes Mother Vulture one of the few deities in Concordance to have an actual level 9 spell available for her worshipers!
As I mentioned almost a WHOLE YEAR ago! in the Lantern King’s article, PAO’s uses are basically unlimited and the spell rewards thinking creatively. It’s a spell entirely negated by a save, but you can get around that by never targeting anything capable of saving! Target the floor, the walls, the ceiling, your own weapon, the enemy’s cart, a tree, a bird... The list goes on! The saving throw against it is 18+Charisma mod so it’s already a difficult-to-avoid Save or Suck, allowing you to turn the enemy inside-out, or into a mouse, or a puddle, or a cloud, but using it on the scenery is almost always better (and more hilarious) than using it directly on an enemy.
Awful nice Doom Fort you got there, pal. Would be a shame if someone turned its primary support beam into a snake.
My only complaint is that it doesn’t really feel like it fits what Mother Vulture wants to do. She embodies rot and consumption! How death can yet yield life through scavengers, fungi, and insects; how death can transform you into something else, how your energy continues to move throughout the world even long after you’re gone. Giving her Forced Reincarnation would have been more fitting, or perhaps Plundered Power to go along with the ‘consuming death to create power and life.’ All that being said, I’m glad PAO is given out by yet another deity, because it’s a super fun spell.
You can read more about her here.
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