|
Enderrin's page
RPG Superstar 7 Season Star Voter. Pathfinder Maps Subscriber; Pathfinder Roleplaying Game Superscriber. Organized Play Member. 100 posts. 1 review. No lists. No wishlists. 2 Organized Play characters.
|
1 person marked this as a favorite.
|
Pathfinder Maps Subscriber; Pathfinder Roleplaying Game Superscriber
Keovar wrote: When you wish to use an interactive PDF, such as many adventure path maps, what viewer do you use?
As far as I've seen, Firefox can only display the default view with the interactive elements static. I hate the idea of an ongoing subscription for Acrobat, and I'm trying to avoid Chrome for security reasons. All of the free readers I've tried are as limited as Firefox.
Related to that, what is your method for pulling a map out of a PDF to use on a simple VTT like Owlbear Rodeo?
I use Foxit PDF Read on the PC and mobile devices.
1 person marked this as a favorite.
|
Pathfinder Maps Subscriber; Pathfinder Roleplaying Game Superscriber
My homebrew dates back to the first Forgotten Realms grey box and is essentially a continent beyond the Trackless Sea far to the west of Evermeet. This is a version of the Forgotten Realms where Maztica, the Spellplague and the various edition cataclysms never happened.
I have used D&D (2e, 3e, 3.5e, 4e), PF1 and PF2 to tell stories there. I frequently reskin Pathfinder and D&D material to fit the setting.
I love the Golarion setting, but as a devout home brewer I do prefer to see setting material left out of core rulebooks.
Pathfinder Maps Subscriber; Pathfinder Roleplaying Game Superscriber
Raychael wrote: Hi Matt! Not sure what happened there, but added Malevolence to your order and resent the confirmation email. Please let me know if there's anything else I can do for you! Cheers Raychael. Great service as usual.
Matt
Pathfinder Maps Subscriber; Pathfinder Roleplaying Game Superscriber
Please can you take a look at my subscription order. It appears to be missing the Pathfinder Adventure Malevolence for which I have a subscription.
Many thanks.
Matt
2 people marked this as a favorite.
|
Pathfinder Maps Subscriber; Pathfinder Roleplaying Game Superscriber
CorvusMask wrote: Wouldn't mind gunslinger getting name change just so its easier to smuggle it past "NO GUNS, BAN" folk xD
There is bit of problem with that though that any of those names sound like it should be usable with bows as well ^^; Because current version of gunslinger doesn't get expert bow proficiency since they seem to be about the "mechanical" ranged weapons. Though that might obviously change by release for all we know
And if you changed name to just "slinger" then all sling fans would be disappointed :'D
I'm all in favour of a different name and broadening the class to include a thrown weapon expert - Hurling daggers and axes with deadly accuracy.
Pathfinder Maps Subscriber; Pathfinder Roleplaying Game Superscriber
Set wrote: Very cool. It's been awhile since I was obsessed with the Realms, I don't even know who this Javanar is, and sneaky, sneaky Ralishaz, sliding over from Greyhawk! :)
If there was one Realms deity I'd poach completely for Golarion, it would be Auril (who'd perhaps have ties to the fey Eldest, and a small priesthood composed of gnomes, humans and a few elves and 1/2 elves), who would serve as a divine patron to the winter witches of Irrisen, but be mostly unknown out of that land.
It's neat how some gods are covering needed archetypes and feel similar (Abadar/Waukeen - merchant god, Torm/Iomedae - righteous crusader god, Kelemvore/Pharasma - aloof death god) while others are more unique to a setting like Helm or Lamashtu.
Over the years I have converted and hacked a lot of D&D and Pathfinder adventures. I have a conversion table for most gods, locations, and names to make it easier to convert Golarion material consistently.
I do love the idea that the same god can be represented differently in different cultures across a multitude of realities and have many different names. Hence Kelasma (also known as Kel, Kelem, Kelemvor, Ju-dug, Pharas and Pharasma).
Ralishaz fills the role of the mad god, insane, chaotic. Pretty much Heath Ledger's Joker.
Javanar is one of mine. I needed a counter balance to Azuth. He is probably just an aspect of Velsharoon. Banar is another one of mine and in retrospect I should probably just make him an aspect of Azuth.
Its interesting you mention Lamashtu. As a god she is very unique, and relegating her to an exarch or demon lord never felt like the right thing to do. This happens a lot when I use Golarion material and is a testament to Paizo's setting. Oddly, and I can't recall my reasoning at the time, I substituted Baphomet for Lamashtu.
1 person marked this as a favorite.
|
Pathfinder Maps Subscriber; Pathfinder Roleplaying Game Superscriber
This is my list of converted Realms deities using the Gods and Magic extended format. Like everything else in this forum this is a work in progress and specific to my own needs (so may differ slightly from other conversions). Link to Deities List
Akadi (Misha, Teylas)
The Lady of Air, Lady of the Winds, Queen of Air
(Greater Deity)
Symbol: White cloud on blue background
Alignment: N
Portfolio: Elemental air, Flying creatures, Movement, Speed
Worshipers: Animal breeders, air elemental archons, rangers, rogues, sailors
Divine Font: harm or heal
Divine Ability: Charisma or Dexterity
Divine Skill: Nature
Domains: Air, Cold, Lightning, Trickery
Alternate Domains: Knowledge or Travel
Cleric Spells: 1st Gust of Wind, 2nd Summon Elemental, 3rd Wall of Wind, 4th Clairvoyance, 5th Elemental Form
Favored Weapon: “Whirlwind” (heavy flail)
Titles & Factions: Whispers, The Enlightened, The Roar, Azure Guard
Garb: Light blue, grey or white clothing.
Ariel
Red Lady, Red Knight, Red Lord, Lady of Strategy, Grandmaster of the Lanceboard, Crimson General
(Exarch)
Symbol: Red knight chess piece with stars for eyes
Alignment: LN
Portfolio: Strategy, tactics, planning
Worshipers: Fighters, gamesters, monks, strategists, tacticians
Divine Font: harm or heal
Divine Ability: Wisdom or Strength
Divine Skill: Athletics
Domains: Knowledge, Might, Toil, Zeal
Alternate Domains: Ambition or Cities
Cleric Spells: 1st True Strike, 2nd Dismantle, 3rd Hypercognition, 4th Slow, 5th Synaptic Pulse
Favored Weapon: “Checkmate” (longsword)
Titles & Factions: Red Fellowship
Garb: Armor or red clothes and cloaks.
Asmodeus
The Prince of Darkness, Supreme Master of the Nine Hells, Lord of Nessus, The Lord of the Ninth, The Cloven, Old Hoof and Horn, Lord of Lies, The Archfiend, The Raging Fiend, Prince of Evil
(Greater Deity)
Symbol: Three inverted triangles arranged in a long triangle
Alignment: LE
Portfolio: Contracts, pride, slavery, tyranny, order
Worshipers: Diabolists, lawyers, slavers, those who seek rulership or discipline
Divine Font: harm
Divine Ability: Intelligence or Strength
Divine Skill: Deception
Domains: Confidence, Fire, Trickery, Tyranny
Alternate Domains: Duty or Glyph
Cleric Spells: 1st Charm, 2nd ?, 3rd ?, 4th Suggestion, 5th Mislead
Favored Weapon: “Ruby Rod” (mace)
Titles & Factions: Vassal
Garb: Red and black robes.
Auril
Frostmaiden, Icedawn, the Cold Goddess
(Lesser Deity)
Symbol: A white snowflake on a grey diamond (a heraldic lozenge) with a white border
Alignment: NE
Portfolio: Cold, winter
Worshipers: Druids, elemental archons (air or water), frost giants, inhabitants of cold climates, rangers
Divine Font: harm
Divine Ability: Constitution or Strength
Divine Skill: Survival
Domains: Air, Cold, Destruction, Water
Alternate Domains: Fear or Might
Cleric Spells: 1st Chilling Spray, 2nd Paralyze, 3rd Unseasonable Squall, 4th Ice Storm, 5th Wall of Ice
Favored Weapon: “Icemaiden's Caress” (battleaxe)
Titles & Factions: Embracers
Garb: Icy white robes or clothes often with blue trim, furs and boots. Blue or white body paint during rituals.
Azuth
The High One, Patron of Mages, Lord of Spells
(Lesser Deity)
Symbol: Human left hand pointing upward outlined in blue fire
Alignment: LN
Portfolio: Wizards, mages, spellcasters in general, monks
Worshipers: Philosophers, sages, sorcerers, wizards
Divine Font: harm or heal
Divine Ability: Intelligence or Wisdom
Divine Skill: Arcana
Domains: Cities, Creation, Knowledge, Magic
Alternate Domains: Change or Duty
Cleric Spells: 1st Magic Armor, 2nd Animated Assault, 3rd Lightning Bolt, 4th Creation 5th Chromatic Wall, 6th Scrying,
Favored Weapon: “The Old Staff” (quarterstaff)
Titles & Factions: Enlightened, Magistrati, Gloom Wardens, Spell Savants
Garb: Elaborate shimmering grey or practical dull-coloured clothing accented by absurdly high collars, large hats, and stoles bearing arcane symbols
Banar
The Slayer
(Exarch)
Symbol: A closed book surrounded by an aura. Holy symbols are usually made from platinum.
Alignment: CG
Portfolio: God of unfound magic, alchemy and magical experiments. Patron of adventuring arcanists
Worshipers: Wizards
Divine Font: harm or heal
Divine Ability: Intelligence or Wisdom
Divine Skill: Crafting
Domains: Creation, Glyph, Knowledge, Magic
Alternate Domains: Change or Vigil
Cleric Spells: 1st Summon Construct, 2nd Expeditious Excavation, 3rd Lightning Bolt, 4th Creation, 5th Telekinetic Haul, 6th Scrying
Favored Weapon: "Slayers staff" (quarterstaff)
Titles & Factions: Searcher
Garb: The clerics of Banar usually dress in faded grey robes. Many take levels as Wizards
Bane
The Black Lord, the Black Hand, the Lord of Darkness
(Greater Deity)
Symbol: Green rays squeezed forth from a black fist
Alignment: LE
Portfolio: Strife, hatred, tyranny, fear
Worshipers: Conquerors, evil fighters and monks, tyrants, wizards
Divine Font: harm
Divine Ability: Charisma or Strength
Divine Skill: Intimidation
Domains: Might, Pain, Trickery, Tyranny
Alternate Domains: Ambition or Destruction
Cleric Spells: 1st Fear, 2nd Dismantle, 3rd Enthrall, 4th Detect Scrying 5th Crushing Despair, 6th Dominate
Favored Weapon: “The Black Hand of Bane” (a black gauntlet and morningstar)
Titles & Factions: Dark Hands
Garb: Clerics of Bane often wear blackened armor or black and red clothing
Baphomet
Father of Monsters, The Prince of Beasts, Demon Lord of Minotaur's, Horned King, Lord of the Labyrinth
(Exarch / Demon Lord)
Symbol: Horned bestial mask
Alignment: CE
Portfolio: Aberrance, Madness, Monsters, Nightmares, Chaos, Hatred, Rage
Worshipers: Gnolls, medusas, harpies, goblins, minotaur's, hidden human cults, the insane, bugbears, deros, lamias, morlocks, ogres, outcasts
Divine Font: harm
Divine Ability: Constitution or Strength
Divine Skill: Survival
Domains: Indulgence, Might, Nightmares, Secrecy
Alternate Domains: Change or Trickery
Cleric Spells: 1st Magic Fang, 2nd Animal Form, 3rd Animal Vision, 4th Nightmare, 5th Grisly Growths
Favored Weapon: “Lords Horn” (glaive)
Titles & Factions: Cultist
Garb: Red and yellow robes.
Beshaba
The Maid of Misfortune, Lady Doom
(Intermediate Deity)
Symbol: Black antlers on a red field
Alignment: CE
Portfolio: Random mischief, misfortune, bad luck, accidents
Worshipers: Assassins, auspicians, capricious individuals, gamblers, rogues, sadists
Divine Font: harm
Divine Ability: Charisma or Dexterity
Divine Skill: Deception
Domains: Fate, Luck, Nightmares, Trickery
Alternate Domains: Passion or Sorrow
Cleric Spells: 1st Ill Omen, 2nd Paranoia, 3rd Dream Message, 4th Glibness, 5th Synesthesia, 6th Mislead
Favored Weapon: “Ill Fortune” (barbed scourge)
Titles & Factions: Doom Bringers, Doommasters, Black Fingers, Wormlucks
Garb: Black, mauve and white robes and clothes sometimes with white wigs. Worm Lucks were red over armor and have wild white hair.
Bhaal
Lord of Murder
(Lesser Deity)
Symbol: Skull surrounded by a ring of blood droplets
Alignment: LE
Portfolio: God of assassination, murder, violence.
Worshipers: Murderers, assassins, tyrants, warlords, torturers, sadists
Divine Font: harm
Divine Ability: Dexterity or Intelligence
Divine Skill: Stealth
Domains: Darkness, Death, Pain, Trickery
Alternate Domains: Decay or Tyranny
Cleric Spells: 1st Grim Tendrils, 2nd Spectral Hand, 3rd Vampiric Touch, 4th Enervation, 5th Shadow Blast
Favored Weapon: Dagger
Titles & Factions: Death Bringers, Deathstalkers
Garb: Clerics of Bhaal often wear leather armor and purple hooded cloaks with skull clasps and a gauze veil
Chauntea (Chatuna, Bhalla, Jannath)
The Great Mother, the Grain Goddess, Earthmother
(Greater Deity)
Symbol: Blooming rose on a sunburst wreath of golden grain
Alignment: NG
Portfolio: Agriculture, plants cultivated by humans, farmers, gardeners, summer
Worshipers: Peasants and indentured servants, druids, farmers, gardeners
Divine Font: heal
Divine Ability: Constitution or Wisdom
Divine Skill: Nature
Domains: Earth, Family, Nature, Protection
Alternate Domains: Sun or Toil
Cleric Spells: 1st Ant Haul, 2nd Entangle 3rd Wall of Thorns, 4th Speak with Plants. 5th Control Water
Favored Weapon: A shock of grain (scythe)
Titles & Factions: Nurturers, Pastorals, True Shapers
Garb: Unassuming, practical clothing of forest green, white and yellow with a brown cloak.
Deneir
Lord of all Glyphs and Images, The Scribe of Oghma, The First Scribe
(Lesser Deity)
Symbol: Lit candle above an open eye
Alignment: NG
Portfolio: Glyphs, literacy, scribes, pictorial & literary art, cartography
Worshipers: Artists, scribes, scholars
Divine Font: heal
Divine Ability: Intelligence or Wisdom
Divine Skill: Society
Domains: Glyph, Knowledge, Protection, Truth
Alternate Domains: Toil or Vigil
Cleric Spells: 1st Message Rune, 2nd Magic Mouth 3rd Secret Page, 4th Forgotten Lines 5th Secret Chest
Favored Weapon: "Whirling Glyph" (dagger)
Titles & Factions: Glyphscribes
Garb: Brown, tan, cream, white or orange robes.
Eldath
Goddess of Singing Waters, Mother Guardian of Groves, the Green Goddess
(Lesser Deity)
Symbol: Waterfall plunging into a still pond
Alignment: NG
Portfolio: Quiet places, springs, pools, peace, waterfalls
Worshipers: Druids, pacifists, rangers
Divine Font: heal
Divine Ability: Dexterity or Wisdom
Divine Skill: Nature
Domains: Family, Nature, Protection, Water
Alternate Domains: Family or Perfection
Cleric Spells: 1st Pass Without Trace, 2nd Animal Messenger, 3rd Non-detection, 4th Hallucinatory Terrain, 5th Control Water, 6th Tangling Creepers
Favored Weapon: Net
Titles & Factions: The Gentle
Garb: Simple green and blue robes decorated with water-coloured (blue, green, translucent, and opalescent) semiprecious gems and embroidery in water patterns
Gond
Wonderbringer, Lord of All Smiths
(Intermediate Deity)
Symbol: A toothed metal, bone, or wood cog with four spokes
Alignment: N
Portfolio: Artifice, craft, construction and smithwork
Worshipers: Blacksmiths, crafters, engineers, gnomes, inventors, woodworkers, alchemists
Divine Font: harm or heal
Divine Ability: Intelligence or Strength
Divine Skill: Crafting
Domains: Creation, Earth, Fire, Knowledge
Alternate Domains: Ambition or Toil
Cleric Spells: 1st Temporary Tool, 2nd Enlarge, 3rd Hypercognition, 4th Creation, 5th Dreaming Potential
Favored Weapon: “Craftmaster” (warhammer)
Titles & Factions: Artificers
Garb: Saffron ceremonial vestments with a crimson collar and stole. Leather sash dotted with small tools, buckles, locks, hooks and hooks over the right shoulder ending in a large pouch. Sunhats and belts of large, linked metal medallions.
Gwaeron (Salon)
Master of Tracking, Tracker who Never Goes Astray, The Mouth of Meielikki, The Archer, Trueshot
(Intermediate Deity)
Symbol: Paw print with a five-pointed star in its centre or three parallel golden arrows all facing up.
Alignment: NG
Portfolio: Trackers, rangers, archers, fletchers, bowyers, and those who hunt by the bow
Worshipers: Rangers, hunters, archers, game-keepers, soldiers
Divine Font: heal
Divine Ability: Dexterity or Strength
Divine Skill: Survival
Domains: Freedom, Nature, Travel, Zeal
Alternate Domains: Air or Perfection
Cleric Spells: 1st True Strike, 2nd Shape Wood, 3rd Wall of Thorns, 4th Speak with Plants, 5th Treestride
Favored Weapon: "Flameheart" (greatsword) or "Far Horizon" (longbow)
Titles & Factions: Browncloak
Garb: Clerics of Salon usually wear forest greens with a brown cloak.
Helm (Surakmana)
The Watcher, the Vigilant One
(Intermediate Deity)
Symbol: Staring eye with blue pupil on the front of upright war gauntlet
Alignment: LN
Portfolio: Guardians, protectors, protection
Worshipers: Explorers, fighters, guards, mercenaries, paladins
Divine Font: heal
Divine Ability: Constitution or Wisdom
Divine Skill: Society
Domains: Cities, Duty, Might, Protection
Alternate Domains: Family or Zeal
Cleric Spells: 1st Anticipate Peril, 2nd See Invisibility, 3rd Nondetection, 4th Resilient Sphere, 5th Cloak of Colors
Favored Weapon: “Ever Watchful” (bastard sword)
Titles & Factions: The Watchful, Vigilators
Garb: Spotless shining armor, open faced helms, red cloaks and tabard of steely grey. Many take levels of fighter or paladin
Grumbar (Etugen, Grome)
Earthlord, Boss of Earth, Gnarly One, King of the Land Below the Roots
(Greater Deity)
Symbol: Mountains on purple
Alignment: N
Portfolio: Elemental earth, Solidity, Changelessness, Oaths
Worshipers: Elemental archons of earth, fighters, monks, rangers
Divine Font: harm or heal
Divine Ability: Constitution or Strength
Divine Skill: Survival
Domains: Duty, Earth, Time, Toil
Alternate Domains: Nature or Vigil
Cleric Spells: 1st Earthbind, 2nd Summon Elemental, 3rd Meld into Stone, 4th Stoneskin, 5th Elemental Form
Favored Weapon: “Stony Fist” (warhammer)
Titles & Factions: Holds
Garb: Earth coloured clothing.
Hoar (Assuran)
The Doombringer, Lord of Three Thunders, Poet of Justice
(Exarch)
Symbol: Black-gloved hand holding a coin with a two-faced head
Alignment: LN
Portfolio: Revenge, retribution, poetic justice
Worshipers: Assassins, fighters, rogues, seekers of retribution
Divine Font: harm
Divine Ability: Strength or Wisdom
Divine Skill: Society
Domains: Duty, Fate, Pain, Travel
Alternate Domains: Truth or Zeal
Cleric Spells: 1st Agitate, 2nd Paranoia, 3rd Hypercognition, 4th Glibness, 5th Crushing Despair
Favored Weapon: “Retribution's Sting” (javelin)
Titles & Factions: The Vengeful
Garb: Blues and black cloths or leathers
Ilmater
The Crying God, The Broken God
(Intermediate Deity)
Symbol: Hands bound at the wrist with red cord
Alignment: LG
Portfolio: Endurance, suffering, martyrdom, perseverance
Worshipers: The lame, the oppressed, the poor, monks, paladins, serfs, slaves
Divine Font: heal
Divine Ability: Strength or Wisdom
Divine Skill: Medicine
Domains: Family, Healing, Might, Perfection
Alternate Domains: Freedom or Sun
Cleric Spells: 1st Endure, 2nd False Life, 3rd Non Detection, 4th Telepathy, 5th Shadow Siphon
Favored Weapon: Unarmed strike.
Titles & Factions: The Adorned, Painbearers, Sanctars
Garb: Solid grey tunic, tabard, and trousers, or grey robes. Grey or red skullcaps.
Istishia (Straasha)
The Water Lord, King of Water Elementals, God-King of the Undines
(Greater Deity)
Symbol: Cresting wave
Alignment: N
Portfolio: Elemental Water, Purification
Worshipers: Elemental archons of water, bards, sailors, travellers
Divine Font: harm or heal
Divine Ability: Strength or Wisdom
Divine Skill: Survival
Domains: Change, Nature, Repose, Water
Alternate Domains: Lightning or Moon
Cleric Spells: 1st Hydraulic Push, 2nd Summon Elemental, 3rd Aqueous Orb, 4th Hydraulic Torrent, 5th Elemental Form
Favored Weapon: “Wave” (warhammer)
Titles & Factions: Tides
Garb: Blues and green coloured clothing.
Javanar
The Blackspell
(Exarch)
Symbol: A black book with an icicle on one page and a flame on the other
Alignment: NE
Portfolio: Patron of evil mages and Veskian wizard slayers. Patron of necromantic magic.
Worshipers: Veskian wizards and mages, necromancers
Divine Font: harm
Divine Ability: Intelligence or Wisdom
Divine Skill: Deception
Domains: Death, Destruction, Knowledge, Magic
Alternate Domains: Ambition or Glyph
Cleric Spells: 1st Grim Tendrils, 2nd Spectral Hand, 3rd Paralyze, 4th Seal Fate, 5th Black Tentacles
Favored Weapon: Black wood staff shod with iron.
Titles & Factions: Blackspells
Garb: Clerics of Javanar often wear dull black, grey or regal purple robes. Many take levels as wizards.
Kelasma (Kel, Kelem, Kelemvor, Ju-dug, Pharas, Pharasma)
Goddess of Birth and Death, Lady of Graves, Lord of the Dead, Judge of the Damned
(Greater Deity)
Symbol: A blue swirl or a set of golden scale on a gray field
Alignment: N
Portfolio: Birth, death, the dead, souls, fate, prophecy, the eternal cycle
Worshipers: Undead hunters, midwives, morticians, mourners, grave-diggers, physicians, pregnant people, prophets, scholars, those close to death or engaged in deadly ventures
Divine Font: heal
Divine Ability: Constitution or Wisdom
Divine Skill: Medicine
Domains: Death, Fate, Healing, Knowledge
Alternate Domains: Repose, Souls, Time or Vigil
Cleric Spells: 1st Mind Link, 2nd Spectral Hand, 3rd Ghostly Weapon, 4th Phantasmal Killer, 5th Telepathic Bond
Favored Weapon: “Fatal Touch” (bastard sword) or "Midwives Knife" (dagger)
Titles & Factions: Father/Mother, Grave-hunter
Garb: Blue, black or purple robes or clothing often with red, or silver edging or piping.
Kossuth (Kakatal)
The Lord of Flames, The Firelord, The Tyrant-King, Tyrant Among Fire
(Greater Deity)
Symbol: A twining red flame
Alignment: N
Portfolio: Elemental fire, Purification through fire
Worshipers: Druid, elemental archons of fire, fire creatures
Divine Font: harm or heal
Divine Ability: Charisma or Intelligence
Divine Skill: Intimidation
Domains: Change, Destruction, Fire, Pain
Alternate Domains: Ambition or Toil
Cleric Spells: 1st Burning Hands, 2nd Summon Elemental, 3rd Fireball, 4th Fire Shield, 5th Elemental Form
Favored Weapon: “Tendril of Flame” (spiked chain)
Titles & Factions: Disciple of the Phoenix, Disciple of the Salamander, Sisters of the Purifying Flame
Garb: Red, orange and yellow clothing.
Lathander
The Morninglord
(Greater Deity)
Symbol: Sunrise made of rose, red, and yellow gems
Alignment: NG
Portfolio: Spring, dawn, athletics, birth, renewal, creativity, youth, vitality, self-perfection and athletics
Worshipers: Aristocrats, artists, athletes, merchants, monks, the young
Divine Font: heal
Divine Ability: Charisma or Strength
Divine Skill: Athletics
Domains: Freedom, Might, Protection, Sun
Alternate Domains: Cities or Confidence
Cleric Spells: 1st Fleet Step, 2nd Enthrall, 3rd Fireball, 4th Fire Shield, 5th Chromatic Wall
Favored Weapon: “Dawnspeaker” (light or heavy mace)
Titles & Factions: The Awakened, Dawnbringers, Dawngreeters, Dawnlords, Morninglord
Garb: Vestments of white and yellow, blue garments edged in silver and gold or armor detailed in silver and gold
Leira
Lady of Mists, Guardian of Liars, Mistshadow, Lady of Deception
(Lesser Deity)
Symbol: Point-down triangle containing a swirl of mist
Alignment: CN
Portfolio: Goddess of deception, illusion, liars, mist, and shadow
Worshipers: Illusionists, politicians, unscrupulous criminals
Divine Font: harm or heal
Divine Ability: Charisma or Wisdom
Divine Skill: Deception
Domains: Delerium, Magic, Secrecy, Trickery
Alternate Domains: Freedom or Glyph
Cleric Spells: 1st Illusory Disguise, 2nd Misdirection, 3rd Invisibility Sphere, 4th Glibness 5th Illusory Scene
Favored Weapon: Dagger
Titles & Factions: The Mistcallers, Mistshadows
Garb: Clerics of Leira wear silver masks and often disguised themselves to deceive those around them. Many take levels in illusionist or rogue
Lliira
Joybringer, Mistress of Revels, Our Lady of Joy
(Lesser Deity)
Symbol: Triangle of three six-pointed stars
Alignment: CG
Portfolio: Joy, happiness, contentment, dance, freedom, release, festivals
Worshipers: Bards, dancers, entertainers, poets, revellers, singers
Divine Font: heal
Divine Ability: Charisma or Dexterity
Divine Skill: Performance
Domains: Freedom, Indulgence, Passion, Trickery
Alternate Domains: Family or Travel
Cleric Spells: 1st Jump, 2nd Glitterdust, 3rd Levitate, 4th Veil, 5th Illusory Scene
Favored Weapon: "Sparkle" Shuriken
Titles & Factions: Joydancers, Scarlet Mumers
Garb: Loose fitting yellow dresses and white robes for ceremonies. A wide variety of costumes and dresses.
Loviatar
Maiden of Pain, the Willing Whip, Patroness of Torturers
(Lesser Deity)
Symbol: A nine stranded whip, the ends bloody and barbed
Alignment: LE
Portfolio: Pain, hurt, agony, torment, suffering, torture
Worshipers: Beguilers, torturers, evil warriors, the depraved
Divine Font: harm
Divine Ability: Constitution or Wisdom
Divine Skill: Intimidation
Domains: Ambition, Might, Pain, Passion
Alternate Domains: Destruction or Void
Cleric Spells: 1st Phantom Pain, 2nd Acid Arrow, 3rd Wall of Thorns, 4th Glibness, 5th Blister
Favored Weapon: “Painbringer” (whip)
Titles & Factions: Inflictors, Lashers
Garb: Scant leather or chain armor. Many take levels in fighter specialising in the whip, sorcerer, or enchanter
Malar
The Beastlord, the Black-Blooded One
(Lesser Deity)
Symbol: Bestial claw with brown fur and curving bloody talons
Alignment: CE
Portfolio: Bloodlust, evil lycanthropes, hunters, marauding beasts and monsters, stalking
Worshipers: Hunters, evil lycanthropes, sentient carnivores, rangers, druids
Divine Font: harm
Divine Ability: Dexterity or Strength
Divine Skill: Survival
Domains: Change, Might, Moon, Nature
Alternate Domains: Freedom or Trickery
Cleric Spells: 1st Fear, 2nd Animal Form, 3rd Animal Vision, 4th Bestial Curse, 5th Moon Frenzy
Favored Weapon: A beast’s claw (claw bracer)
Titles & Factions: Bloodhunters
Garb: Animal skin helm and cloak. Many take levels in barbarian, ranger or druid
Mask
Master of All Thieves, Lord of Shadows
(Lesser Deity)
Symbol: Black velvet mask tinged with red
Alignment: NE
Portfolio: Thieves, thievery and shadows
Worshipers: Assassins, beggars, criminals, rogues, shades, shadowdancers
Divine Font: harm
Divine Ability: Charisma or Dexterity
Divine Skill: Thievery
Domains: Ambition, Darkness, Luck, Trickery
Alternate Domains: Secrecy or Wealth
Cleric Spells: 1st Illusory Disguise, 2nd Invisibility 3rd Non Detection, 4th Phantasmal Killer 5th Passwall
Favored Weapon: “Stealthwhisper” (longsword)
Titles & Factions: Darkfingers
Garb: Tunics, trousers and a black mask or gauze worn under a long hooded grey cloak. Many take levels of rogue or assassin
Mielikki
Our Lady of the Forest, the Forest Queen
(Intermediate Deity)
Symbol: Golden-horned, blue-eyed unicorn’s head facing left
Alignment: NG
Portfolio: Autumn, forests, forest creatures, rangers, dryads
Worshipers: Druids, fey creatures, foresters, rangers
Divine Font: heal
Divine Ability: Dexterity, Constitution
Divine Skill: Survival
Domains: Earth, Freedom, Nature, Travel
Alternate Domains: Moon or Trickery
Cleric Spells: 1st Summon Animal, 2nd Barkskin, 3rd Animal Vision, 4th Spike Stones, 5th Tree Stride
Favored Weapon: “The Hornblade” (scimitar)
Titles & Factions: Forestarms, Needles
Garb: Trousers, brown boots, a short cape, and a tabard that is long-sleeved in the winter and short in the summer. Colours vary with the season. Many take levels of ranger and druid
Milil
Lord of Song, the One True Hand of All-Wise Oghma
(Lesser Deity)
Symbol: Five-stringed harp made of silver leaves
Alignment: NG
Portfolio: Poetry, song, eloquence
Worshipers: Adventurers, bards, entertainers
Divine Font: heal
Divine Ability: Charisma or Dexterity
Divine Skill: Performance
Domains: Creation, Family, Knowledge, Passion
Alternate Domains: Cities or Repose
Cleric Spells: 1st Ventriloquism, 2nd Telekinetic Maneuver 3rd Enthrall, 4th Suggestion 5th Tongues
Favored Weapon: “Sharptongue” (rapier)
Titles & Factions: Sorlyn
Garb: Flamboyant colourful garb, never robes, or expensive costumes.
Myrkul
The Reaper, Lord of Bones, Lord of the Dead
(Greater Deity)
Symbol: White human skull
Alignment: NE
Portfolio: God of corruption, the dead, death, old age
Worshipers: Nihilists, death cults, grave-diggers, intelligent undead
Divine Font: harm
Divine Ability: Constitution or Wisdom
Divine Skill: Intimidation
Domains: Darkness, Death, Pain, Undeath
Alternate Domains: Destruction or Pain
Cleric Spells: 1st Fear, 2nd Feast of Ashes, 3rd Vampiric Touch, 4th Phantasmal Killer, 5th Abyssal Plague
Favored Weapon: Scythe
Titles & Factions: The Anointed, Grinning Anointed
Garb: Clerics of Myrkul wear long hooded robes often black, grey or ashen in colour, sometimes with a skull mask.
Mystra
The Lady of Mysteries, the Mother of All Magic
(Greater Deity)
Symbol: Circle of seven blue-white stars with red mist flowing from the centre
Alignment: NG
Portfolio: Magic, spells, the Weave
Worshipers: Elves, half-elves, incantatrixes, mystic wanderers, sorcerers, spelldancers, arcanists, wizards
Divine Font: harm or heal
Divine Ability: Intelligence or Charisma
Divine Skill: Arcana
Domains: Creation, Knowledge, Magic, Perfection
Alternate Domains: Glyph or Secrecy
Cleric Spells: 1st: Magic Missile, 2nd: Magic mouth, 3rd: Levitate, 4th: Globe of Invulnerability, 5th: Prying Eye, 6th: Wall of Force, 7th: Warp Mind, 8th: Maze, 9th: Disjunction
Favored Weapon: Seven whirling stars (shuriken)
Titles & Factions: Servants
Garb: Simple blue robes, sometimes trimmed with white or silver thread, accented by a cloak of deep blue
Oghma
The Lord of Knowledge, Binder of What is Known
(Greater Deity)
Symbol: Blank scroll
Alignment: N
Portfolio: Knowledge, invention, inspiration, bards
Worshipers: Artists, bards, cartographers, inventors, lore masters, sage, scholars, scribes, wizards
Divine Font: harm or heal
Divine Ability: Intelligence or Wisdom
Divine Skill: Lore (any one)
Domains: Knowledge, Luck, Travel, Trickery
Alternate Domains: Protection or Truth
Cleric Spells: 1st Share Lore, 2nd Magic Mouth, 3rd Hypercognition, 4th Clairvoyance, 5th Tongues
Favored Weapon: “Mortal Strike” (longsword)
Titles & Factions: Keepers, Namers
Garb: Practical travellers garb and light armor often worn with a breastplate and knee length boots
Ralishaz (Cyr, Cyric, Cyruk)
The Mad God, Prince of Lies, Prince of Strife, the Dark Sun, the Black Sun, Lord of Insanity, The Unlooked For, The Fatal
(Greater Deity)
Symbol: Three bones or a white jawless skull on black or purple sunburst
Alignment: CE
Portfolio: Madness, insanity, murder, lies, intrigue, deception, strife
Worshipers: The insane, maniacs, anarchists, power hungry individuals, murders, killers, liars, slavers, blood thirsty brigands, assassins
Divine Font: harm
Divine Ability: Dexterity or Intelligence
Divine Skill: Deception
Domains: Ambition, Destruction, Secrecy, Trickery
Alternate Domains: Darkness or Delirium
Cleric Spells: 1st Illusory Disguise, 2nd Hideous Laughter, 3rd Enthrall, 4th Glibness, 5th Synesthesia
Favored Weapon: “Razor's Edge” (longsword)
Titles & Factions: Blackguards
Garb: Black or dark purple robes trimmed with silver
Savras (Akbasi)
The All-Seeing, He of the Third Eye, Lord of Divination
(Exarch)
Symbol: Crystal ball containing many kinds of eyes
Alignment: LN
Portfolio: Divination, Fate, Truth
Worshipers: Diviners, judges, monks, seekers of truth, spellcasters
Divine Font: harm or heal
Divine Ability: Intelligence or Wisdom
Divine Skill: Occultism
Domains: Fate, Knowledge, Magic, Truth
Alternate Domains: Time or Vigil
Cleric Spells: 1st True Strike, 2nd Invisibility, 3rd Clairaudience, 4th Clairvoyance, 5th Telepathic Bond
Favored Weapon: “Eye of Savras” (dagger)
Titles & Factions: Diviners
Garb: Armor or red clothes and cloaks.
Selune
Our Lady of Silver, the Moonmaiden
(Intermediate Deity)
Symbol: Pair of female eyes surrounded by seven silver stars
Alignment: CG
Portfolio: Moon, stars, navigation, navigators, wanderers, questers, good and neutral lycanthropes
Worshipers: Female spellcasters, good and neutral lycanthropes, navigators, monks, sailors
Divine Font: heal
Divine Ability: Intelligence or Wisdom
Divine Skill: Survival
Domains: Darkness, Moon, Protection, Travel
Alternate Domains: Stars or Water
Cleric Spells: 1st Longstrider, 2nd Sea Surge, 3rd Hypercognition, 4th Blink, 5th Moon Frenzy
Favored Weapon: “The Rod of Four Moons” (heavy mace)
Titles & Factions: Mooncloaks
Garb: White, silver, blue or grey garments or cloaks often stitched in silver.
Shar
Mistress of the Night, Lady of Loss, Dark Goddess
(Greater Deity)
Symbol: Black disk with deep purple border
Alignment: NE
Portfolio: Dark, night, loss, forgetfulness, unrevealed secrets, caverns, dungeons and the Underdark
Worshipers: Anarchists, assassins, avengers, monks, nihilists, rogues, shadow adepts, shadowdancers
Divine Font: harm
Divine Ability: Intelligence or Wisdom
Divine Skill: Stealth
Domains: Darkness, Earth, Knowledge, Sorrow
Alternate Domains: Secrecy or Void
Cleric Spells: 1st Ray of Enfeeblement, 2nd Touch of Idiocy, 3rd Threefold Aspect, 4th Confusion, 5th Crushing Despair
Favored Weapon: “The Disk of Night” (chakram)
Titles & Factions: Darkshars
Garb: As little as a single garment or as much as heavy robes, in black and purple.
Shaundakul (Fharlanghn)
Rider of the Winds, the Helping Hand
(Lesser Deity)
Symbol: A wind-walking bearded man in traveler's cape and boots
Alignment: CN
Portfolio: Travel, exploration, portals. miners, caravans
Worshipers: Explorers, caravaneers, rangers, portal-walkers, half-elves
Divine Font: harm or heal
Divine Ability: Wisdom
Divine Skill: Diplomacy
Domains: Air, Protection, Travel, Wealth
Alternate Domains: Repose or Toil
Cleric Spells: 1st Longstrider, 2nd Obscuring Mist, 3rd Shifting Sand, 4th Aerial Form, 5th Shadow Walk
Favored Weapon: “Sword of Shadows” (greatsword)
Titles & Factions: Riders
Garb: A dark swirling cloak over garb appropriate to the trail. Dark colours and silver. Priests often wear their holy symbol on the back of their gauntlet.
Silvanus
Oak Father, the Forest Father, Treefather
(Greater Deity)
Symbol: Green living oak leaf
Alignment: N
Portfolio: Wild nature, druids
Worshipers: Druids, woodsmen, wood elves
Divine Font: harm or heal
Divine Ability: Charisma or Wisdom
Divine Skill: Nature
Domains: Earth, Nature, Protection, Water
Alternate Domains: Moon or Sun
Cleric Spells: 1st Summon Animal, 2nd Tree Shape, 3rd Earthbind, 4th Speak with Plants, 5th Tree Stride
Favored Weapon: “The Great Mallet of Silvanus” (maul)
Titles & Factions: Oakservants
Garb: Armor made of overlapping leaves (scale or leather) and a helm with oak leaf shaped wings.
Sune
Firehair, Lady Firehair
(Greater Deity)
Symbol: Face of a red-haired, ivory-skinned beautiful woman
Alignment: CG
Portfolio: Beauty, love and passion
Worshipers: Lovers, artists, half-elves, adventurers
Divine Font: heal
Divine Ability: Charisma or Dexterity
Divine Skill: Society
Domains: Freedom, Passion, Protection, Trickery
Alternate Domains: Dreams or Perfection
Cleric Spells: 1st Charm, 2nd Touch of Idiocy, 3rd Enthrall, 4th Suggestion, 5th Cloak of Colours
Favored Weapon: A silken sash (whip)
Titles & Factions: Heartguides
Garb: White or crimson monastic robes cut to show off the figure of the wearer.
Talona
Lady of Poison, Mistress of Disease, Mother of all Plagues
(Lesser Deity)
Symbol: Three amber teardrops on a purple triangle
Alignment: CE
Portfolio: Disease, poison
Worshipers: Assassins, druids, healers, rogues, those suffering from disease and illness
Divine Font: harm
Divine Ability: Constitution or Wisdom
Divine Skill: Crafting
Domains: Death, Delirium, Plague, Trickery
Alternate Domains: Decay or Secrecy
Cleric Spells: 1st Goblin Pox, 2nd Feast of Ashes, 3rd Stinking Cloud, 4th Chroma Leach, 5th Cloudkill
Favored Weapon: A scabrous hand (unarmed strike)
Titles & Factions: Tearers, Talontar
Garb: Green and purple hooded robes.
Talos
The Destroyer, the Storm Lord
(Greater Deity)
Symbol: An explosive lightning strike
Alignment: CE
Portfolio: Storms, destruction, rebellion, conflagrations, earthquakes and vortices
Worshipers: Those who fear the destructive power of nature, barbarians, fighters, druids, half-orcs
Divine Font: harm
Divine Ability: Constitution or Strength
Divine Skill: Intimidation
Domains: Destruction, Fire, Lightning, Zeal
Alternate Domains: Air or Earth
Cleric Spells: 1st Shockwave, 2nd Obscuring Mist, 3rd Lightning Bolt, 4th Stone Spikes, 5th Control Water
Favored Weapon: A lightning bolt (longspear, short-spear, or half-spear)
Titles & Factions: Tempests
Garb: Ceremonial robes of blue-white streaked with crimson or robes and cloaks of black shot through with teardrops and jagged lines of gold or silver. Black eye-patch and or a jagged helm.
Tempus
Lord of Battles, Foehammer
(Greater Deity)
Symbol: A blazing silver sword on a blood-red shield
Alignment: CN
Portfolio: War, battle, warriors
Worshipers: Warriors, fighters, barbarians, rangers, half-orcs
Divine Font: harm or heal
Divine Ability: Constitution or Strength
Divine Skill: Athletics
Domains: Confidence, Might, Protection, Zeal
Alternate Domains: Perfection or Pain
Cleric Spells: 1st True Strike, 2nd Enlarge, 3rd Ghostly Weapon, 4th Weapon Storm, 5th Impaling Spike
Favored Weapon: “Battle Prowess” (battleaxe)
Titles & Factions: Hammers
Garb: Worn and pitted armor, crimson, brown, red or amber tabards or over-robes.
Torm
The True, the True Deity, the Loyal Fury
(Lesser Deity)
Symbol: Right-hand gauntlet held upright with palm forward
Alignment: LG
Portfolio: Duty, loyalty, obedience, paladins
Worshipers: Paladins, heroes, good fighters and warriors, guardians, knights, loyal courtiers
Divine Font: heal
Divine Ability: Strength or Wisdom
Divine Skill: Diplomacy
Domains: Duty, Healing, Protection, Truth
Alternate Domains: Family or Zeal
Cleric Spells: 1st Mage Armor, 2nd Phantom Steed, 3rd Wall of Wind, 4th Stoneskin, 5th Summon Dragon
Favored Weapon: “Duty’s Bond” (greatsword)
Titles & Factions: The True or True Guardian
Garb: Armor and overgarments in blue and gold.
Tymora
Lady Luck, the Lady Who Smiles, Our Smiling Lady
(Greater Deity)
Symbol: Silver coin with Tymora’s face surrounded by shamrocks
Alignment: CG
Portfolio: Good fortune, skill, victory, adventurers
Worshipers: Rogues, gamblers, adventurers, halflings
Divine Font: heal
Divine Ability: Charisma or Dexterity
Divine Skill: Deception
Domains: Knowledge, Luck, Protection, Travel
Alternate Domains: Ambition or Fate
Cleric Spells: 1st True Strike, 2nd Blur, 3rd Nondetection, 4th Creation, 5th Tongues
Favored Weapon: A spinning coin (shuriken)
Titles & Factions: Luckbringers
Garb: Robes and cloaks in blue, cyan and white often edged in yellow or gold.
Tyr
The Even-Handed, the Maimed God, the Just God
(Greater Deity)
Symbol: Balanced scales resting on a warhammer
Alignment: LG
Portfolio: Justice
Worshipers: Paladins, judges, magistrates, lawyers, police, the oppressed
Divine Font: heal
Divine Ability: Strength or Wisdom
Divine Skill: Society
Domains: Cities, Duty, Knowledge, Truth
Alternate Domains: Perfection or Zeal
Cleric Spells: 1st Endure, 2nd Water Walk, 3rd Mind Reading, 4th Reflective Scales, 5th Mind Probe
Favored Weapon: “Justicar” (longsword)
Titles & Factions: The Just or Justicars
Garb: Armor, a black glove and garments in blue and purple.
Umberlee
The B~%~! Queen, Queen of the Deeps
(Intermediate Deity)
Symbol: Blue-green wave curling left and right
Alignment: CE
Portfolio: Oceans, currents, waves, sea winds
Worshipers: Sailors, were-sharks, sentient sea creatures, coastal dwellers
Domains: Chaos, Destruction, Evil, Ocean, Storm, Water
Divine Font: harm or heal
Divine Ability: Constitution or Strength
Divine Skill: Intimidation
Domains: Change, Destruction, Lightning, Water
Alternate Domains: Fate or Nature
Cleric Spells: 1st Gust of Wind, 2nd Sea Surge, 3rd Feet to Fins, 4th Hydraulic Torrent, 5th Control Water
Favored Weapon: “Drowning Death” (trident)
Titles & Factions: Undrowned
Garb: Blue clothes and a voluminous blue or sea green cloak lined with white fur to represent the crashing waves.
Valkur (Xerbo)
Captain of the Waves, The Mighty, Old Steady Hands, The Navigator, The Fisherman, The Daring Corsair, The Pirate King, The Raider
(Exarch)
Symbol: Cloud with three lightning bolts on a shield
Alignment: CN
Portfolio: Favourable Winds, Naval Combat, Ships
Worshipers: Fighters, rogues, sailors, pirates, Vanasze, fishermen, naval explorers
Divine Font: harm or heal
Divine Ability: Dexterity or Constitution
Divine Skill: Athletics
Domains: Air, Fate, Trickery, Water
Alternate Domains: Confidence or Toil
Cleric Spells: 1st Gust of Wind, 2nd Obscuring Mist, 3rd Feet to Fins, 4th Hydraulic Torrent, 5th Mariner's Curse
Favored Weapon: “The Captain's Cutlass” (curved bladed sword)
Titles & Factions: Farsails, Keelers, Nord Raiders, Vanasze Captains Accord
Garb: Loose fitting sailors clothing or captains garb.
Waukeen
Merchant’s Friend
(Lesser Deity)
Symbol: Gold coin with Waukeen’s profile facing left
Alignment: N
Portfolio: Cities, commerce, trade, money, wealth
Worshipers: Merchants, traders, the wealthy, rogues (those who learn thievery art in order to fight thieves)
Divine Font: harm or heal
Divine Ability: Charisma or Wisdom
Divine Skill: Diplomacy
Domains: Cities, Knowledge, Travel, Wealth
Alternate Domains: Ambition or Toil
Cleric Spells: 1st Lock, 2nd Phantasmal Treasure, 3rd Shrink Item, 4th Creation, 5th Tongues, 7th Magnificent Mansion
Favored Weapon: Cloud of coins (nunchaka)
Titles & Factions: Truetraders, Goldpalms
Garb: White ceremonial robes embroidered with red, yellow and golden thread.
Pathfinder Maps Subscriber; Pathfinder Roleplaying Game Superscriber
Castilliano wrote: For Mind Flayers I'd bump the status bonus for magic to +2 to reflect how extreme their magic resistance is. PF2 has a few examples, like the Rakshasa & Roper who are +2 and had similar resistance.
Also not sure if Latch On is supposed to do more (what's it matter that more tentacles are attached?) or lead to another phase of attacks/brain drain or some type.
Maybe a constrict-like effect w/ Stupefy added?
The Mind Blast is weak for its CR (based on Bestiary, not on charts).
Typical AoE do (level +1) x d6 damage (w/ basic save & no carrier effect as well as a 1d4 round recharge) so 3d6 base seems extremely weak even w/ the carrier effect.
I'm thinking along the lines of this (w/ a 1d4 round recharge):
Crit save: Zero effect
Save: Half damage
Fail: 6d6 + Stun 1, & Stupefied 1 for 1 round
Crit Fail: Double + Stunned 1 round, Stupefied 2 for 1d4 rounds.
(I'm tempted to make the stun longer on a crit fail, but battles are shorter nowadays so 1 round PF2 is similar to 1d4 rounds DnD. Maybe do make it worse, but add Incapacitate trait?)
-------------
Resistances seem really high on Blue Slaad (compared to other creatures that had similar resistances in 3.X and lost them in PF2.)
Generally they tend to have more h.p. instead (i.e. demons), though one has to balance that with what one does with the AC & Saves.
Apologies for this post's imbalance toward criticism because I definitely appreciate what you're doing! Post-pandemic I plan to run some converted classic modules.
No need to apologise at all. This all started as a way for me to learn how to convert and build monsters and NPCs in 2e. If I got right first time I would be breaking the habit of a lifetime.
I will look at your suggestions and try to work them into version 2. I really need to get some of these play tested. Its a big thing to me that they "feel" right at the table.
Pathfinder Maps Subscriber; Pathfinder Roleplaying Game Superscriber
Because swarming your PCs with elemental vermin is fun..
AIR MOTE CREATURE 1
N TINY AIR ELEMENTAL
Perception +7; darkvision
Skills Acrobatics +10, Stealth +8
Str +1, Dex +4, Con +1, Int -4, Wis +0, Cha +0
───────────────────────────────────────────────────────────────────────
AC 17; Fort +5, Ref +8, Will +6
HP 16; Immunities bleed, electricity, paralyzed, poison, sleep
───────────────────────────────────────────────────────────────────────
Speed fly 50 feet
Melee > slam +9 (agile) Damage 1d6+1 slashing
Wind Blast >> (air, arcane) The air mote releases a concussive blast of air in a 15-foot cone that deals 2d4 bludgeoning damage to each creature within the area (DC 17 basic Reflex save). Creatures that fail their saving throw are pushed 5 feet away from the air mote and those that critically fail are pushed 10 feet away.
EARTH MOTE CREATURE 1
N TINY EARTH ELEMENTAL
Perception +7; darkvision, tremorsense (imprecise) 30 feet
Skills Athletics +7, Stealth +3
Str +2, Dex +0, Con +2, Int -4, Wis +0, Cha +0
───────────────────────────────────────────────────────────────────────
AC 15; Fort +7, Ref +4, Will +3
HP 21; Immunities bleed, earth, paralyzed, poison, sleep
───────────────────────────────────────────────────────────────────────
Speed 30 feet, climb 30 feet, burrow 30 feet
Melee > slam +8 (agile) Damage 1d6+2 bludgeoning
Stone Blast >> (earth, arcane) The earth mote releases a spray of stones and grit in a 5-foot emanation that deals 2d4 bludgeoning damage to each creature within the area (DC 17 basic Reflex save).
FIRE MOTE CREATURE 1
N TINY FIRE ELEMENTAL
Perception +7; Darkvision, smoke vision
Skills Acrobatics +8, Stealth +5
Str +0, Dex +4, Con +0, Int -4, Wis +0, Cha +0
───────────────────────────────────────────────────────────────────────
AC 16; Fort +5, Ref +8, Will +4
HP 17; Immunities bleed, fire, paralyzed, poison, sleep; Weaknesses cold 3
───────────────────────────────────────────────────────────────────────
Speed fly 40 feet
Melee > slam +9 (agile) Damage 1d6+1 fire
Flame Pulse >> (earth, arcane) The fire mote releases a burst of fire in a 5-foot emanation that deals 1d6 fire damage and 1d4 persistent fire damage to each creature within the area (DC 17 basic Reflex save).
WATER MOTE CREATURE 1
N TINY WATER ELEMENTAL
Perception +7; Darkvision
Skills Athletics +6, Stealth +5
Str +1, Dex +3, Con +1, Int -4, Wis +0, Cha +0
───────────────────────────────────────────────────────────────────────
AC 16; Fort +6, Ref +7, Will +5
HP 19; Immunities bleed, cold, paralyzed, poison, sleep; Resistances acid 2, fire 2
───────────────────────────────────────────────────────────────────────
Speed fly 30 feet, climb 30 feet, swim 40 feet
Melee > slam +8 (agile) Damage 1d6+1 piercing
Icy Blast >> (cold, arcane) The water mote releases a hail of icy shards at a target that deals 2d4 piercing and 1d4 cold damage (DC 17 basic Reflex save).
Pathfinder Maps Subscriber; Pathfinder Roleplaying Game Superscriber
2e conversion of a creature I created for Wayfinder a couple of years ago...
COIN WRAITH CREATURE 4
RARE NE MEDIUM UNDEAD
Perception +12; darkvision
Skills Acrobatics +8, Athletics +10, Stealth +8
Str +4, Dex +2, Con +2, Int +2, Wis +3, Cha +1
───────────────────────────────────────────────────────────────────────
AC 20; Fort +12, Ref +10, Will +11
HP 60; Immunities bleed, death effects, disease, paralyzed, poison, unconscious
───────────────────────────────────────────────────────────────────────
Speed 25 feet
Melee > slam +14 (agile, magical, occult), Damage 2d8+5 bludgeoning
Ranged > coin spray +12 (evocation, magical, occult, range increment 40 feet), Damage 2d6+5 bludgeoning
Occult Innate Spell DC 21, 3rd hypnotic Pattern
Coin blast >>> The coin wraith cannot use this attack while dispersed. The coin wraith launches itself at the target making a coin spray strike, dealing an extra 2d6 bludgeoning damage. After the attack the coin wraith is considered to be in its dispersed state. This attack does not provoke reactions such as attack of opportunity for leaving a threatened square.
Disperse > The coin wraith sinks back into and disperses into its pile of treasure. It cannot be harmed while dispersed but will under no circumstances allow any of its treasure to be removed more than 30’ from the main pile. The coin wraith may use its hypnotic pattern occult innate spell while dispersed.
Reform > The coin wraith rises up and reforms from its pile of treasure. If the treasure is spread across a room it can reform from any part of it drawing coins and objects toward it.
Pathfinder Maps Subscriber; Pathfinder Roleplaying Game Superscriber
BLUE SLAAD CREATURE 8
CN LARGE MONITOR SLAAD
Perception +16; darkvision
Languages Slaad
Skills Acrobatics +16, Athletics +18, Intimidate +16, Stealth +12
Str +6, Dex +3, Con +5, Int +1, Wis +1, Cha +0
───────────────────────────────────────────────────────────────────────
AC 24; Fort +20, Ref +12, Will +15; +1 status to all saves vs. magic
HP 143, fast healing 5; Weakness lawful 10; Immune sonic; Resistances acid 10, cold 10, electricity 10, fire 10
Entropic Aura (aura, chaos) 5 feet. Madness and chaos radiate from the slaad, warping the fabric of reality and confusing the fragile minds of mortals. Whenever a non-slaad rolls a d20, it must roll twice and take the worse of the two rolls.
Insanity (chaos, mental) All slaad have chaotic, ever-shifting minds. Any non-chaotic creature that makes mental contact with a slaad (such as by telepathy, or the mind reading or mind probe spell) must succeed a DC 26 Will save or become Confused.
───────────────────────────────────────────────────────────────────────
Speed 25 feet
Melee > bite +18 (chaotic, reach 10 feet) Damage 2d6+8 piercing plus 1d6 chaotic plus chaos phage infestation
Melee > claw +20 (agile, chaotic, reach 10 feet, sweep) Damage 2d8+9 slashing plus 1d6 chaotic
Divine Innate Spells DC 23; 5th passwall (at will); 4th dimension door (at will), chaos hammer
Chaos Phage Infestation (disease) Saving Throw DC 25 Fortitude; Onset 1 days; Stage 1 drained 1 and stupefied 1 (1 day); Stage 2 drained 2 and stupefied 2 (1 day); Stage 3
drained 3 and stupefied 3 (1 day); Stage 4 drained 4 and stupefied 4 (1 day); Stage 5 death as a slaad tadpole burrows out of its skull. The tadpole eventually matures into a red slaad (or a green slaad if the victim was an arcane spellcaster). A remove disease spell (or similar effect) instantly halts an infestation, but immunity to disease offers no protection, as the infestation itself is caused by a parasite.
Devastating Blow >> The blue slaad makes a single claw Strike. It gains a +2 circumstance bonus to its attack roll. Any creature struck by this attack takes an additional 2d10 chaos damage and is pushed 10 feet.
Rend > claw
Whirlwind of Talons >> The blue slaad whirls, sweeping is elongated talons in a wide circle around it. The blue slaad makes a claw Strike against every creature within its reach.
Pathfinder Maps Subscriber; Pathfinder Roleplaying Game Superscriber
RED SLAAD CREATURE 7
CN LARGE MONITOR SLAAD
Perception +16; darkvision
Languages Slaad
Skills Acrobatics +15, Athletics +17, Intimidate +14, Stealth +13
Str +6, Dex +4, Con +5, Int +1, Wis +3, Cha +3
───────────────────────────────────────────────────────────────────────
AC 24; Fort +18, Ref +12, Will +15; +1 status to all saves vs. magic
HP 99, fast healing 5; Weakness lawful 5; Immune sonic; Resistances acid 5, cold 5, electricity 5, fire 5
Entropic Aura (aura, chaos) 5 feet. Madness and chaos radiate from the slaad, warping the fabric of reality and confusing the fragile minds of mortals. Whenever a non-slaad rolls a d20, it must roll twice and take the worse of the two rolls.
Insanity (chaos, mental) All slaad have chaotic, ever-shifting minds. Any non-chaotic creature that makes mental contact with a slaad (such as by telepathy, or the mind reading or mind probe spell) must succeed a DC 25 Will save or become Confused.
───────────────────────────────────────────────────────────────────────
Speed 30 feet
Melee > bite+18 (chaotic, reach 10 feet) Damage 2d10+9 piercing plus 1d6 chaotic
Melee > claws +17 (agile, chaotic, reach 10 feet) Damage 2d8+6 slashing plus 1d6 chaotic plus Implant
Divine Innate Spells DC 22; 4th dimension door (at will)
Hideous Croak > (auditory, incapacitation, sonic) Frequency once per minute. Effect The red slaad emits a load croak. Each non-slaad creature within a 30-foot burst must attempt a DC 25 Will save. On a failure, the creature is stunned 2, and on a critical failure, it’s stunned 3.
Implant (disease) A red slaad that hits with a claw attack can inject an egg pellet into the opponent’s body. The affected creature must succeed on a DC 20 Fortitude save to avoid implantation. Unless removed or cured the egg gestates for one week. Twenty-four hours before the egg fully matures, the victim falls extremely ill and becomes Drained 5. When the egg has finished gestating, it hatches into a slaad tadpole that eats its way out, killing the host. The tadpole eventually matures into a blue slaad (or a green slaad, if the victim was an arcane spellcaster). A DC 25 Medicine check rids the victim of the pellet. If the check fails, the healer can try again, but each attempt (successful or not) deals 1d4 points of damage to the patient. A remove disease spell (or similar effect) instantly halts an infestation, but immunity to disease offers no protection, as the infestation itself is caused by a parasite.
Pounce > The red slaad Strides and makes a claw Strike at the end of that movement. If the red slaad began this action hidden, it remains hidden until after the attack.
1 person marked this as a favorite.
|
Pathfinder Maps Subscriber; Pathfinder Roleplaying Game Superscriber
MIND FLAYER (ILLITHID) CREATURE 8
UNCOMMON LE MEDIUM ABERRATION ILLITHID
Perception +17; darkvision
Languages Aklo, Dwarven, Elven, Undercommon; telepathy 120 feet
Skills Arcana +16, Diplomacy +13, Intimidate +14, Occultism +16, Stealth +14
Str 3, Dex +4, Con +4, Int +6, Wis +6, Cha +5
───────────────────────────────────────────────────────────────────────
AC 25; Fort +15, Ref +16, Will +19; +1 status to all saves vs. magic
HP 133; Resistances mental 20
───────────────────────────────────────────────────────────────────────
Speed 25 feet
Melee > tentacle +20 (agile), Damage 2d6+8 bludgeoning plus Grab
Occult Spells DC 26; 7th plane shift (self only, at will); 4th charm (at will), suggestion (at will); 3rd levitate (at will), mind reading (at will), shield (at will); 1st mindlink (at will)
Latch On >> Requirements The mind flayer must have a target grabbed. Effect The mind flayer attempts to attach its remaining tentacles to the targets head. The mind flayer makes two tentacle Strikes against the grabbed target. If both hit the mind flayer latches onto the targets head with all four of its tentacles.
Mind Blast >> (occult, mental) The mind flayer emits a powerful blast of pure psychic energy in a 30 feet cone. All targets caught in the area must succeed
at a DC 28 Will save or take 3d6 mental damage and be Stunned 1 and Stupefied 1. If the target critically fails its saving throw it takes 6d6 mental damage and is Stunned 2 and Stupefied 2. Other mind flayers are immune to mind blast.
Pathfinder Maps Subscriber; Pathfinder Roleplaying Game Superscriber
d20pfsrd.com wrote: Hey Enderrin, would you mind if I add these to pf2.d20pfsrd.com? I'd rename them to not be WotC IP of course.
Edit: I'd credit you and provide a link to you of course!
Sure. Once I get them in front of my players I will probably post updated stat blocks here, these are very much version 1.
Pathfinder Maps Subscriber; Pathfinder Roleplaying Game Superscriber
I have converted around 45 of the deities with the Gods and Magic extended format:
Lathander
The Morninglord
(Greater Deity)
Symbol: Sunrise made of rose, red, and yellow gems
Alignment: NG
Portfolio: Spring, dawn, athletics, birth, renewal, creativity, youth, vitality, self-perfection and athletics
Worshipers: Aristocrats, artists, athletes, merchants, monks, the young
Divine Font: heal
Divine Ability: Charisma or Strength
Divine Skill: Athletics
Domains: Freedom, Protection, Sun, Truth
Alternate Domains: Cities or Confidence
Cleric Spells: 1st Fleet Step, 2nd Misdirection, 3rd Fireball, 4th Fire Shield, 5th Chromatic Wall
Favored Weapon: “Dawnspeaker” (light or heavy mace)
Titles & Factions: The Awakened, Dawnbringers, Dawngreeters, Dawnlords, Morninglord
Garb: Vestments of white and yellow, blue garments edged in silver and gold or armor detailed in silver and gold
2 people marked this as a favorite.
|
Pathfinder Maps Subscriber; Pathfinder Roleplaying Game Superscriber
MaxAstro wrote: I am getting ready to convert Dungeon of the Mad Mage to 2e. I'm pretty comfortable doing monster conversions myself, so I was going to do conversions for illithids, beholders, intellect devourers, etc, but it occurred to me to check if anyone has done the work already.
Are there 2e conversions for those monsters out there somewhere? A cursory search on this forum didn't turn any up.
Some here
Pathfinder Maps Subscriber; Pathfinder Roleplaying Game Superscriber
Grivenger wrote: Still, thanks for the conversions you've made. They look neat. Are you working on any other monsters? Not at the moment. I did these 'old classics' to practice monster conversion while I was finishing of the 1e game I'm running. They are far from perfect and I will post updated versions once I have used them.
I'm currently converting 2e versions of the Forgotten Realms gods, a couple of ancestries, magic items and a class to get ready for my 2e game which will start after the APG is published.
Pathfinder Maps Subscriber; Pathfinder Roleplaying Game Superscriber
Grivenger wrote: Enderrin, I like your conversions quite a bit. Is there a particular reason why you went for a set confusion timer on the Umber Hulk, rather than the various successes and failures a save can cause? Good point. That's my old 1e brain missing an opportunity to use 2e thinking. I will fix that.
Pathfinder Maps Subscriber; Pathfinder Roleplaying Game Superscriber
Pathfinder Maps Subscriber; Pathfinder Roleplaying Game Superscriber
UMBER HULK CREATURE 8
UNCOMMON CE LARGE HUMANOID
Perception +19; greater darkvision, tremorsense (imprecise) 120 feet
Languages Undercommon
Skills Athletics +17, Craft +6 (+14 to craft traps and snares), Stealth +16, Survival +14
Str +7, Dex +3, Con +6, Int +0, Wis +3, Cha +1
───────────────────────────────────────────────────────────────────────
AC 26; Fort +16, Ref +15, Will +15
HP 150; Immunities confused
Light Blindness
───────────────────────────────────────────────────────────────────────
Speed 25 feet, burrow 20 feet
Melee > bite +19 Damage 2d10+10 piercing
Melee > claw +19 (agile, reach 10 feet) Damage 2d8+7 slashing plus Grab
Mauler The umber hulk gains a +4 circumstance bonus to damage rolls against creatures it has grabbed.
Confusing Gaze >> (enchantment, mental, visual); The umber hulk stares at a creature it can see within 30 feet. That creature must attempt a DC 27 Will save. If it fails the target is confused for 1 minute. It can attempt a new save at the end of each of its turns to end the confusion.
Pathfinder Maps Subscriber; Pathfinder Roleplaying Game Superscriber
HOOK HORROR CREATURE 6
UNCOMMON N LARGE ABERRATION
Perception +14; greater darkvision, scent (imprecise) 60 feet
Languages Undercommon (can't speak any language)
Skills Athletics +15, Stealth +13
Str +6, Dex +5, Con +4, Int +0, Wis +2, Cha +1
───────────────────────────────────────────────────────────────────────
AC 24; Fort +11, Ref +12, Will +14
HP 95
Light Blindness
───────────────────────────────────────────────────────────────────────
Speed 25 feet, climb 25 feet
Melee > bite +17 Damage 2d8+9 piercing
Melee > claw +16 (agile, deadly d10, reach 10 feet, trip, versatile P) Damage 2d6+8 slashing
Sweeping Blow >> The hook horror makes a claw Trip attack roll against three foes, each of whom must be within its claw’s melee reach and adjacent to at least one other target. It rolls damage only once and applies it to the first target. A Sweeping Blow counts as one attack for its multiple attack penalty.
Frenzied Bull Rush >> The hook horror Strides once, then makes a claw Strike. As long as it moved at least 15 feet, it gains a +2 circumstance bonus to its attack roll. A Medium or smaller creature struck by this attack is pushed 10 feet.
Rend > claw
Impaling Claw <Reaction> Trigger The hook horror successfully Trips a creature using a claw. Effect The hook horror makes a claw Strike against the creature they tripped.
Pathfinder Maps Subscriber; Pathfinder Roleplaying Game Superscriber
CARRION CRAWLER CREATURE 4
UNCOMMON N LARGE ABERRATION
Perception +13 high; darkvision, scent (imprecise) 60 feet
Skills Athletics +12, Survival +10
Str +4, Dex +3, Con +5, Int -4, Wis +2, Cha -4
───────────────────────────────────────────────────────────────────────
AC 20; Fort +11, Ref +8, Will +14
HP 62; Immunities disease
───────────────────────────────────────────────────────────────────────
Speed 25 feet, climb 20 feet
Melee > bite +14, Damage 2d8+5 piercing
Melee > tentacle +12 (agile), Damage 1d4 plus Paralysis
Flurry of Tentacles >> The carrion crawler makes a tentacle Strike with three of its tentacles. Each attack must be against a different target. These attacks count toward the carrion crawler's multiple attack penalty, but multiple attack penalty doesn't increase until after all the attacks.
Paralysis (incapacitation) Any creature hit by a carrion crawler's tentacle attack is paralyzed unless it succeeds at a DC 18 Fortitude save. A victim can attempt a new save to recover at the end of each of its turns.
1 person marked this as a favorite.
|
Pathfinder Maps Subscriber; Pathfinder Roleplaying Game Superscriber
DISPLACER BEAST CREATURE 4
UNCOMMON LE LARGE BEAST
Perception +12; darkvision 60 feet, low-light vision, scent (imprecise) 30 feet
Languages Common
Skills Acrobatics +11 Athletics +10, Stealth +13
Str +3, Dex +4, Con +3, Int -4, Wis +2, Cha -2
───────────────────────────────────────────────────────────────────────
AC 20; Fort +11, Ref +13, Will +8
HP 50
Displacement A light-bending glamer continually surrounds a displacer beast, making it difficult to surmise the creature’s true location. The displacer beast is concealed against all melee or ranged attacks directed at it unless the attacker can locate the beast by some means other than sight. A true seeing effect allows the user to see the beast’s position, but see invisibility has no effect.
Resistance to Ranged Attacks A displacer beast has a +2 resistance bonus on saves against any ranged magical attack that specifically targets it.
───────────────────────────────────────────────────────────────────────
Speed 30 feet
Melee > jaws +13 Damage 1d10+7 piercing
Melee > tentacle +12 (agile, reach 10 feet) Damage 1d8+7 bludgeoning
Pounce > The displacer beast Strides and makes a Strike at the end of that movement. If the displacer beast began this action hidden, it remains hidden until after this ability's Strike.
Pathfinder Maps Subscriber; Pathfinder Roleplaying Game Superscriber
GRELL CREATURE 3
UNCOMMON NE MEDIUM ABERATION
Perception +12; lifesense 120 feet
Languages Grell, Undercommon (Can't speak)
Skills Acrobatics +13, Athletics +10, Stealth +9
Str +3, Dex +4, Con +4, Int +1, Wis +3, Cha +1
───────────────────────────────────────────────────────────────────────
AC 18; Fort +9, Ref +9, Will +12
HP 53; Immunities blind, electricity, paralyzed; Weaknesses Electroreception
Electroreception A grell’s lifesense functions by way of electrical reception, which can be shorted out. Although they are immune to electricity, if a grell would have taken 25 points or more points of electricity damage in a single round, the monster must make a DC 15 Fortitude save or lose its lifesense for 1d4 rounds, effectively blinding it.
───────────────────────────────────────────────────────────────────────
Speed 5 feet, fly 25 feet
Melee > beak +10 Damage 1d10+8 piercing
Melee > tentacle +12 (agile, reach 10 feet) Damage 1d8+4 bludgeoning plus Grab plus paralysis
Paralysis (incapacitation) A creature struck by a grell's tentacle is paralyzed unless it succeeds at a DC 18 Fortitude save. A victim can attempt a new save to recover at the end of each of its turns.
2 people marked this as a favorite.
|
Pathfinder Maps Subscriber; Pathfinder Roleplaying Game Superscriber
BEHOLDER CREATURE 13
UNCOMMON LE LARGE ABERRATION BEHOLDER
Perception +26; all-around vision, darkvision
Languages Aklo, Beholder, Common; Goblin, Undercommon
Skills Acrobatics +20, Arcane +24, Deception +24, Intimidate +25, Occult +20, Stealth +20, Survival +23
Str +4, Dex +4, Con +7, Int +6, Wis +6, Cha +5
───────────────────────────────────────────────────────────────────────
AC 33; Fort +23, Ref +21, Will +26
HP 235; Weaknesses Eye Stalks; Immunities prone
Eye Stalks Critical hits with piercing or slashing weapons against the beholder sever or blind a random eye stalk which disables one Eye Ray power selected at random.
Antimagic Cone (arcane, aura, abjuration) 150 feet cone projected from the beholder's central eye. This functions as the spell antimagic field (DC 33) and effects all magical powers and effects within the cone, including the beholder's own eye rays. At the end of the beholder's turn it can decide which way it is facing and whether its central eye is open or closed.
───────────────────────────────────────────────────────────────────────
Speed 5 feet, fly 15 feet
Melee > bite +22, Damage 3d6+11 piercing
Eye Rays > (arcane) Effect DC33, attack +25; The beholder can shoot a magical ray with a range of 120 feet from one of its eye stalks at a single target. Each eye can only target one creature per round. Each of the beholder's eyes produces an arcane ray with an effect similar to the following spells:
• Charm (heightened to 4th level)
• Disintegrate
• Fear
• Finger of Death
• Flesh to Stone
• Harm (heightened to 7th level)
• Paralyze
• Sleep (single target)
• Slow
• Telekinetic Haul
Pathfinder Maps Subscriber; Pathfinder Roleplaying Game Superscriber
GAUTH CREATURE 6
UNCOMMON LE MEDIUM ABERRATION BEHOLDER
Perception +17; darkvision
Languages Beholder, Common; Goblin, Undercommon
Skills Acrobatics +10, Arcane +13, Deception 11, Intimidate +13, Stealth +14, Survival +12
Str +2, Dex +4, Con +5, Int +4, Wis +4, Cha +4
───────────────────────────────────────────────────────────────────────
AC 23; Fort +13, Ref +15, Will +17
HP 95; Weaknesses Eye Stalks; Immunities prone
Eye Stalks Critical hits with piercing or slashing weapons against the gauth sever or blind a random eye stalk which disables one Eye Ray power selected at random.
Feebleminded Gaze (arcane, aura, incapacitation, mental, visual) 30 feet cone projected from the gauth's central eye. When a creature ends its turn in the aura it is effected by a feeblemind spell and must make a DC 24 Will save.
───────────────────────────────────────────────────────────────────────
Speed 5 feet, fly 15 feet
Melee > bite +14, Damage 2d6+8 piercing
Eye Rays > (arcane) Effect DC24, attack +16; The spectator can shoot a magical ray with a range of 120 feet from one of its eye stalks at a single target. Each eye can only target one creature per round. Each of the spectator's eyes produces the effect of one of the following spells: Dispel Magic, Freezing Ray (As Ray of Frost heightened to 3rd level that deals 4d4+4 Cold damage), Harm (heightened to 3rd level), Paralyze, Repulsion (single target with a range of 120 feet), Shocking Ray (As Ray of Frost heightened to 3rd level that deals 4d4+4 Electricity damage).
Glow When angered and during combat the gauth begins to glow with an unearthly arcane radiance. This acts as a faerie fire spell shedding a dim light. The gauth can supress and resume this glow as a free action.
1 person marked this as a favorite.
|
Pathfinder Maps Subscriber; Pathfinder Roleplaying Game Superscriber
GAZER CREATURE -1
UNCOMMON NE TINY ABERRATION
Perception +8; darkvision
Languages Beholder
Skills Acrobatics +5, Stealth +8
Str +1, Dex +1, Con +0, Int +0, Wis +2, Cha +0
───────────────────────────────────────────────────────────────────────
AC 17; Fort +2, Ref +8, Will +5
HP 7; Immunities emotion, enchantment, mental, prone; Weaknesses Eye Stalks
Eye Stalks Critical hits with piercing or slashing weapons against the gazer sever or blind a random eye stalk which disables one Eye Ray power selected at random.
───────────────────────────────────────────────────────────────────────
Speed 5 feet, fly 25 feet
Melee > bite +6 (agile), Damage 1d4+1 piercing
Eye Rays > Frequency once per round. Effect DC16, attack +8; The gazer can shoot a magical ray with a range of 60 feet from one of its small eyes at a single target that produces the effect of one of the following spells: daze, fear, mage hand, or ray of frost.
1 person marked this as a favorite.
|
Pathfinder Maps Subscriber; Pathfinder Roleplaying Game Superscriber
SPECTATOR CREATURE 4
UNCOMMON LN MEDIUM ABERRATION
Perception +11; darkvision
Languages Beholder, Common; telepathy 120 feet
Skills Acrobatics +10, Arcane +8, Deception +8, Diplomacy +8, Stealth +8, Planes Lore +10
Str +2, Dex +5, Con +3, Int +3, Wis +2, Cha +4
───────────────────────────────────────────────────────────────────────
AC 20; Fort +11, Ref +13, Will +14; +1 status to all saves vs. magic
HP 63, fast healing 10; Immunities prone; Weaknesses Eye Stalks
Eye Stalks Critical hits with piercing or slashing weapons against the gazer sever or blind a random eye stalk which disables one Eye Ray power selected at random.
Spell Turning <Reaction> Trigger A creature standing within a 90 foot cone projected by the spectator's central eye casts a spell that targets the spectator. Frequency one per round Effect DC21 The spectator attempts to counteract the spell, with a success resulting in the spell being turned back on the caster.
───────────────────────────────────────────────────────────────────────
Speed 5 feet, fly 20 feet
Melee > bite +12, Damage 2d6+5 piercing
Arcane Innate Spells DC 18; 7th Plane Shift; 2nd Create Food; 1st Create Water
Eye Rays > Frequency twice per round. Effect DC21, attack +13; The spectator can shoot a magical ray with a range of 60 feet from one of its eye stalks at a single target. Each eye can only target one creature per round. Each of the spectator's eyes produces the effect of one of the following spells: Confusion, Fear (heightened to 2nd Level), Harm (heightened to 2nd level), Paralyze.
Pathfinder Maps Subscriber; Pathfinder Roleplaying Game Superscriber
Starting small.
GAZER CREATURE -1
UNCOMMON NE TINY ABBERATION
Perception +8; darkvision
Languages Beholder
Skills Acrobatics +5, Stealth +8
Str +1, Dex +1, Con +0, Int +0, Wis +2, Cha +0
───────────────────────────────────────────────────────────────────────
AC 17; Fort +2, Ref +8, Will +5
HP 7; Immunities emotion, mental, enchantment
───────────────────────────────────────────────────────────────────────
Speed 5 feet, fly 25 feet
Melee > bite +6 (agile), Damage 1d4+1 piercing
Eye Rays > Frequency once per round. Effect DC16 The gazer can produce a magical ray from one of its small eyes that produces the effect of one of the following spells: daze, fear, mage hand, or ray of frost.
Pathfinder Maps Subscriber; Pathfinder Roleplaying Game Superscriber
I'm fishing for ideas. I need to convert some beholder-kin for a home brew campaign and I'm contemplating how to handle, from an action economy point of view, the multiple eye-stalks casting spells.
Some approaches:
1. Give the creature innate (at-will) spells. Each spell takes the normal number of actions to cast/shoot.
2. Create an eye-stalk single action that permits casting a spell from the creatures innate spell list. Each spell takes the normal number of actions to cast/shoot.
3. Create an eye-stalk single action and list the available spells that can be cast. Each spell takes a single action to cast/shoot.
Any comments or suggestions would be appreciated.
Matt
Pathfinder Maps Subscriber; Pathfinder Roleplaying Game Superscriber
Joan H. wrote: Hi Matt,
Thanks so much for your patience. I just wanted to let you know that we answer forum posts from oldest to newest. So when you reply to your own post, it actually bumps your post in the wrong direction!
It looks like we are quite a ways past your shipping estimate, and I'm so sorry your package seems to be lost in the post! I would be happy to set you up with replacements in your February subscription order 13451267. Thanks again for your patience!
Thank you, that's awesome.
Matt
Pathfinder Maps Subscriber; Pathfinder Roleplaying Game Superscriber
Its been 15 days since my original post. Could someone from customer service take a look at this for me please? Pretty please?
Matt
Pathfinder Maps Subscriber; Pathfinder Roleplaying Game Superscriber
I would really appreciate it if someone from customer service could take a look at this for me.
Regards,
Matt
Pathfinder Maps Subscriber; Pathfinder Roleplaying Game Superscriber
Enderrin wrote: Enderrin wrote: Can you track international orders to the UK? Order 8126777 has not arrived. Subsequent subscriptions have.
Regards
Matt
My subscription is usually delivered by Parcelforce (part of Royal Mail. I have spent a considerable amount of time on the phone to them over the last two days. Sometimes my subscriptions get held for a customs charge to be paid. Without a tracking number Parcelforce is pretty much useless. They claim to have searched their system with my address and postcode and tell me they do not have any records for the parcel.
Matt I appreciate that you are very busy around monthly shipping time. I think I have exhausted everything I can do with DHL and Parcelforce/Royal Mail. Is there anything that you can do?
Regards,
Matt
Pathfinder Maps Subscriber; Pathfinder Roleplaying Game Superscriber
Enderrin wrote: Can you track international orders to the UK? Order 8126777 has not arrived. Subsequent subscriptions have.
Regards
Matt
My subscription is usually delivered by Parcelforce (part of Royal Mail. I have spent a considerable amount of time on the phone to them over the last two days. Sometimes my subscriptions get held for a customs charge to be paid. Without a tracking number Parcelforce is pretty much useless. They claim to have searched their system with my address and postcode and tell me they do not have any records for the parcel.
Matt
Pathfinder Maps Subscriber; Pathfinder Roleplaying Game Superscriber
Can you track international orders to the UK? Order 8126777 has not arrived. Subsequent subscriptions have.
Regards
Matt
Pathfinder Maps Subscriber; Pathfinder Roleplaying Game Superscriber
Virginia J. wrote: Hello Matt!
Thank you for being patient with us. If you email us photos at customer.service@paizo.com, we will be able to send you a replacement copy so you don't have to look at a wonky screen.
Email and pictures sent.
Thanks for your help,
Matt
Pathfinder Maps Subscriber; Pathfinder Roleplaying Game Superscriber
I'm planning on converting some Forgotten Realms content. Goliath and Dragonborn ancestries are completed but not checked/balanced yet.
The Warlock and Warden classes have some historical significance to my campaigns so I plan on converting those but not until I have a lot more 2e experience.
Pathfinder Maps Subscriber; Pathfinder Roleplaying Game Superscriber
Please can you take a look at this order. It has been stuck in the pending state for a week and I cannot download the new Bestiary.
Regards,
Matt
Pathfinder Maps Subscriber; Pathfinder Roleplaying Game Superscriber
Please can you take a look at this order? Payment is listed as being authorised but the order is stuck in a pending state.
From the credit card side the transaction is still listed as pending.
Thank you
Matt
Pathfinder Maps Subscriber; Pathfinder Roleplaying Game Superscriber
Hi,
I just received my order and my Portrait GM Screen has one side printed up-side down. Is there a way I can attach a picture as evidence and get a replacement?
Regards,
Matt
Pathfinder Maps Subscriber; Pathfinder Roleplaying Game Superscriber
Sam Phelan wrote: Hello Enderrin,
I'm sorry about the delay that has been impacting your order. If you are concerned about the one large charge, we can break spread this order into two shipments and delay them for a month or so if that would assist in reducing the sudden costs.
Otherwise, we can combine all of the items, including September's subscription items into one order and ensure that the order goes out ot you.
Whichever option you choose, I'd like to offer free shipping for the several month delay for your subscription items.
Please let me know how you would like to proceed. Thank you!
Thank you for responding.
Please combine the orders and let’s get back on track.
Regards,
Matt
Pathfinder Maps Subscriber; Pathfinder Roleplaying Game Superscriber
Please can you give me an update on order 4755281.
This order has been pending for some time and has been accumulating items from subsequent orders to the point it is now very large and will be quiet a shock to the credit card when it is finally charged.
Regards,
Matt
Pathfinder Maps Subscriber; Pathfinder Roleplaying Game Superscriber
The Potent keyword is used twice - once for ability stat boosting magic items and once for runes. Would two keywords/traits be clearer?
Pathfinder Maps Subscriber; Pathfinder Roleplaying Game Superscriber
For the Deadly weapon trait do you use the dice listed just for the extra critical damage or do they replace the weapons normal dice? For example Rapier 1d6 Deadly: so on a critical do you use 1d6+1d8 or 2d6+1d8? Page 415 seems incorrect either way.
Pathfinder Maps Subscriber; Pathfinder Roleplaying Game Superscriber
Please tell me Paizo will be printing a new condition deck early in the release cycle?
Pathfinder Maps Subscriber; Pathfinder Roleplaying Game Superscriber
Is there an easy way the convert encounter difficulties for parties of a different level? Is it Low 4 is equivalent to a High 3 is equivalent to a Severe 2?
3 people marked this as a favorite.
|
Pathfinder Maps Subscriber; Pathfinder Roleplaying Game Superscriber
Without the heritage feats is a dwarf much different than a human? Does a halfling feel like a halfling?
Each ancestory should have its heritage feats combined and be mandatory at level one - or not be a feat at all and become features of the ancestory like languages and ability boosts. Personally I would keep them as heritage feats so that you can represent subspecies or ethnic groups. Give humans an extra ancestory feat to compensate just like in PF1.
Pathfinder Maps Subscriber; Pathfinder Roleplaying Game Superscriber
If this skill remains as Medicine, then the Healer's Tools should be renamed to Medicine Bag for those aforementioned players who are easily confused.
Pathfinder Maps Subscriber; Pathfinder Roleplaying Game Superscriber
Secret Wizard wrote: The problem with healing is that a lot of Spellcasters picked it thinking it'd improve their healing spells. They should read the book before picking anything.
|