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![]() While alignment is not really necessary to run a monster under the currently existing rules, it is kinda important for deities since it's a large portion of the divine spell lists' damage and determines what champion subclasses you can play.
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![]() Hello everyone!
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![]() The Ikeshti were by far my least favorite thing in Starfinder. I was hoping to see something other than "Ikeshti who don't have sex are turned into animalistic rage-filled monsters that are a shame to their entire species and should be killed". And while the transformation into a rivener is no longer explicitly tied to mating in this book, I don't think it got any better. As I read it, the transformation is due to being outcast for resisting gender norms, which almost certainly include breeding given the way the norms are described. Essentially, Ikeshti that are uninterested in sex are still doomed to become riveners, and in this book, Chaotic Evil, except now its because of the society and "evolutionary adaptivity" instead of hormones. Though I can only speak for myself, I feel hurt by this as a man who isn't very traditionally masculine and especially as a person who's asexual, and probably other people who don't fit into traditional gender norms and/or are asexual feel hurt as well. Asexual people are already stereotyped as animalistic, emotionally stunted, monstrous, and sources of shame for family. I'm sure it wasn't the intent to play on these stereotypes, but I'm still disappointed that this wasn't changed from Starfinder, especially since Pathfinder has had so much amazing ace rep before. (Hell, Pathfinder is how I learned that being asexual and biromantic is a thing that I could be.)
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![]() I made a document for the names & addresses of the letters for the Emerald Boughs Assignment. I also used various fonts to represent different handwriting and glitched text, if that's hard to read then I made a version without those. ![]()
![]() Hey everyone! It's been a bit since I posted, not because I haven't been here but because I don't really say much unless I have something to say. I noticed people saying the forums on Paizo have been less friendly, and I figured I should let everyone know if they dont that there are a whole bunch of really great Pathfinder communities on Discord! I'd especially recommend the server for Dice Will Roll (which is also a really great Pathfinder podcast), its very queer and friendly. :)
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![]() There's a few weird things about Grandfather Mantis that I'd like some clarification on in case I missed something obvious.
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![]() Not to be a pain, but I verified the email about two days ago and have not gotten the first chapter, or any emails besides the one to verify the changes. I've double checked both my spam folder and my settings page.
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![]() Not sure how many people here have played Celeste, but the creator just confirmed the main character is trans, and wrote a short article about it & general trans representation.
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![]() *makes obligatory puns about ace pilots*
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![]() Yay! Honestly did not expect to see a 6-3 ruling, but I'm not going to say no! :D
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![]() Businesses being looted by civilians, many of whom do not actually care about the cause being protested is not in any way comparable to someone being murdered by police, whose job is supposed to be to protect.
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![]() I'd be up for either of those adventures, and I'm willing to be put in either to make the party balanced if necessary. :)
Background: Szreem, like many other Astrazoans, was once part of the vast conspiracy across the governments of Earth to force peace upon humanity, and to this day, Szreem doesn’t regret what they were trying to do.. While other Astrazoans undoubtedly did this out of greed for power, Szreem did it out of a legitmate desire to help this burgeoning and floundering species. At first, Szreem’s outlook was benevolent but dispassionate, but over time, they grew to care about many of the humans they interacted with, even as Szreem manipulated them, viewing themself in a parental, protective role. When their identities were revealed, though, things had to change. For years, it was all Szreem could do to survive and stay hidden, as it was always all too easy for angry humans, some Szreem had considered their friends, to access the documents and trace them to their location. They tried to help when they could, but being forced to be almost constantly on the move severly limited the amount of good they could do. After a few decades of hiding though, efforts to find them cooled down somewhat. Still looking to help humanity despite everything, but lacking the resources to do much on their own, Szreem joined up with the “Regional Authority Intelligence Network” as a specialist operative. ![]()
![]() Finished up stats, will have backstory done in a day or two.
Szreem: Astrazoan Diplomat Operative 3
CG Medium aberration (shapechanger) Init +6; Senses darkvision 60 ft.; Perception +8 DEFENSE SP 18 HP 20 RP 5 EAC 16; KAC 17 Fort +1; Ref +7; Will +3; Defensive Abilities evasion OFFENSE Speed 30 ft. Melee tactical baton +6 (1d4+1) Ranged static arc pistol +6 (1d6+1) or tactical shirren-eye rifle +6 (1d10+3) Offensive Abilities trick attack +1d8, quick trick STATISTICS Str 10 (+0); Dex 18 (+4); Con 10 (+0); Int 12 (+1); Wis 10 (+0); Cha 14 (+2) Skills Acrobatics +12, Bluff +13, Culture +9, Diplomacy +10, Disguise +13, Intimidate +13, Perception +8, Piloting +12, Sense Motive +8, Sleight of Hand +12, Stealth +12; (spy specialization: +4 to trick attack using bluff); (astrazoan: +10 to disguise when using change form); (diplomat theme: need to fail a sense motive check by 10 or more to believe a lie is the truth or vice versa); (jack of all trades exploit: can use all skills untrained and double operative’s edge bonus on untrained skills) Feats Skill Focus (Bluff, Disguise, Intimidate); Improved Demoralize; Weapon Specialization (basic melee, small arms, sniper) Languages Arabic, English, Hindi, Mandarin, Spanish Other Abilities change form, compression, many forms, operative exploit (jack of all trades), operative's edge +2, rapid recovery 1/day, spy specialization, theme knowledge Gear mk 1 synaptic accelerators (Dex), personal comm unit, everyday clothing, flashlight, freebooter armor I, industrial backpack, serum of healing mk 1, static arc pistol w/extra battery, tactical baton, tactical shirren-eye rifle w/extra rounds, credstick w/36 credits ![]()
![]() Submitting Jera Alsabor, human investigator (antiquarian).
Statblock:
Jera Alsabor
Human Investigator (antiquarian) 1 N Medium humanoid (human) Init +2; Senses Perception +5 DEFENSE AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex) hp 9 (1d8+1) Fort +1, Ref +4, Will +3; OFFENSE Speed 30 ft. Melee sword cane +2 (1d6) Ranged shortbow +2 (1d6/x3) Spells Prepared (CL 1st) 1st—cure light wounds, shield STATISTICS Str 10, Dex 14, Con 12, Int 16, Wis 13, Cha 10 Base Atk +0; CMB +0; CMD 12 Feats Extra Inspiration, Weapon Finesse Skills Acrobatics +5, Appraise +7, Disable Device +6, Knowledge (arcana, history, religion) +7, Linguistics +7, Perception +5 (+6 vs. traps), Stealth +5, Survival +6, Use Magic Device +4; (+1 to Appraise, Knowledge (history), Spellcraft, and Use Magic Device concerning buildings or objects more than 1000 years old) Armor Check Penalty –1 Traits exchange agent (survival), relic hunter Favored Class Investigator (+1 skill rank/level) Languages Azlanti, Common, Osiriani, Jistkan, Thassilonian, Varisian SQ relic magic, inspiration (6/day), trapfinding Gear studded leather armor, sword cane, shortbow w/ 20 arrows, backpack, thieves’ tools, trinket collection (ant haul, comprehend languages, cure light wounds, identify, shield), flint and steel, silk rope, hooded lantern, holy symbols of Abadar, Aroden, Asmodeus, Brigh, Horus, Irori, Kurgess, Norgorber, Nethys, Pharasma, Ragathiel, Sarenrae, & Torag 18 gp Background:
Jera hails from the nation of Rahadoum, a land where religion is forbidden. However, it is perhaps in the nature of the young to defy authority and seek that which is forbidden. Whenever he was able, young Jera would sneak away from his home to explore nearby ruins from the ancient Jistka Imperium. In doing so, he learned many valuable skills, especially in dealing with the timeworn but still deadly traps the ruins held. In full defiance of, and perhaps because of, the law, Jera also began to collect the holy symbols and relics of the dead religions he found within the ruins. But most improtantly, Jera found a scroll that, when he deciphered it, taught him to use his innate magic to activate the magic of the relics he found. The power of the relics had largely dissappeared over the years, or perhaps he wasn’t performing the technique correctly, so he was only able to coax a few of the relics into performing minor spells, but Jera was still fascinated. Hungry for more knowledge of lost cultures, when Jera reached adulthood, he left his home and traveled to Azir to try to join the Pathfinder Society. Impressed with his skills and collection for one so young, the Venture-Captain sent him on to Absalom to be trained as an initiate. There he learned much more about exploring ruins, and about the civilizations they were once part of. Jera was interested most in the rune magics of ancient Thassilon, and when he completed his Confirmation, he requested a post in Varisia, so he could learn more about the destroyed civilization. Appearance: The most immediately noticeable thing about Jera is that he wears the symbols of at least a dozen various faiths somewhere on his person. He wears most of them openly, with the exception of Norgorber, whose symbol he secrets away, as befits the god. While young, he is clearly an experienced explorer and traveler. He wears studded leather armor, a long coat, and a bow at his side. ![]()
![]() 1. You could say that any fictional setting is purely fictional and has no relevance to the real world. That ignores that literally every fictional setting has been created by people in the real world, and bears influence from the real world.
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![]() Here's some sheets I wrote up for each of the merchants in this adventure, in case anyone else finds them useful. ![]()
![]() Have a concept of a rogue/wizard (air elementalist) who grew up on the streets of Nex, in awe of the power of the wizards there. He then left investigating rumors of a tower from one of the flying Shory cities that broke off as it crashed, where he found a book that he learned magic from. He's now journeying to Osirion to try to learn more long-forgotten magic from its ancient tombs. ![]()
![]() Back a week later because a had a new idea and ended up scrapping my entire character and making a new one. :/
Statblock:
Elf xenoseeker witchwarper Witchwarper 3 NG Medium humanoid (elf) Init +1; Perception +2; low-light vision DEFENSE SP 15 HP 19 RP 6 EAC 13; KAC 14 Fort +1; Ref +4; Will +1 +2 vs enchantment; Immune Sleep OFFENSE Speed 30 ft. Melee tactical dueling sword +2 (1d6+3 S) Ranged static arc pistol +3 (1d6+1 E; critical arc 2) Witchwarper Spells Known (CL 3th) 1st (4/day; DC 17)— Detect Thoughts, Overheat, Shifting Surge, Summon Creature 0 (at will; DC 16)— Charming Veneer, Dancing Lights, Detect Magic, Ghost Sound, Psychokinetic Hand, Token Spell STATISTICS Str 10 (+0); Dex 13 (+1); Con 10 (+0); Int 14 (+2); Wis 10 (+0); Cha 20 (+5) Skills Bluff +11, Culture +8, Diplomacy +11, Intimidate +11, Life Science +8, Mysticism +9, Perception +2; Feats Improved Demoralize; Spell Focus; Weapon Specialization (basic melee, small arms) Languages Common, Elven, Gnomish, Kasatha, Shirren, Triaxian, Ysoki Other Abilities compound sight (Mysticism +1), elven magic, infinite worlds (130 ft., 3 rounds), keen senses, paradigm shift (Thwart Ability) Gear: freebooter armor 1, static arc pistol with 2 batteries, tactical dueling sword, mk 1 ability crystal (charisma), datapad, industrial backpack, spell gem of life bubble, serum of healing mk 1 (2), 185 credits Backstory: Republic of Sovyrian Official Death Report Medical Examiner: Dr. Calrana Marillor Name of Decedent: Alriel Taldara Species: Elf Age: 113 Place of Death: Divination Room, Zelenye Arcane University, El Date: 9 Sarenith, 305 AG Cause: Decedent seems to have suffered complete brain death, causing his lungs, heart, & other organs to cease functioning shortly thereafter. Cause is likely magical backlash from a failed divination experiment conducted by Alriel & his ysoki associate Kib, both students at the University, using a scyring pool. Kib, once conscious, described their experiment as an attempt to study the Gap by using the scrying pool not to view a different place, but a “alternate timeline” in which different events took place during the Gap. Certain arcane scholars hypothesize that the accident that occurred caused Alriel Taldara’s mind and soul to be pulled into the “alternate timeline” and an alternate version of himself, though there is insufficient evidence to prove this claim. ... Journal 16 Sarenith, 305 AG This place is weird. Admittedly, I don’t have any other alternate timelines to compare mine to, so for all I know all of them are just as strange, but I did not expect an entire planet to have disappeared and been replaced by a space station. Of course, I didn’t expect to be transported into this timeline either. I’ve noticed many other differences, especially in people’s behavior. The most interesting change is that my magic seems to function differently. I suspect this is a result of my mind and soul being dragged into another timeline, rather than a change to the fundamental laws of magic. I’ve compiled a list of changes and effects I’ve been able to produce below in hopes of being able to study this phenomenon further. Perhaps, given enough time, I can use this knowledge to develop a way to get back home. … Journal 10 Erastus, 305 AG I’ve now fully realized the extent of the most disturbing difference of this timeline. The reduced numbers of non-elves at the University, as well as the behaviour of most elves toward them, have made it clear, even though I didn’t want to believe it. I’d assumed that welcoming of outsiders was a cornerstone of elven culture, but it seems I was wrong. Though I can’t be sure, I fear that it is my timeline’s acceptance of non-elves that is the anomaly, and not this one. ... Federation of Sovyrian Official Death Report Medical Examiner: Dr. Imellas Finwe Name of Decedent: Alriel Taldara Species: Elf Age: 125 Place of Death: Divination Room, Nelanwe Arcane University, El Date: 16 Rova, 317 AG Cause: Decedent seems to have suffered complete brain death, causing his lungs, heart, & other organs to cease functioning shortly thereafter. Cause is some manner of magic, though the source is unclear. Magical investigation revealed lingering transmutation and divination auras around the corpse and a nearby scrying pool, but otherwise it is unknown what occurred, including whether this was a deliberate attack or some sort of magical accident. ... Journal 20 Rova, 317 AG My attempt to reach home has not only failed, it has backfired. Golarion is still gone, my magic is even stranger, and the elves are even more xenophobic, refusing to allow any non-elves in Sovyrian. I cannot continue to live among this culture. I’ll find some far-off colony world and travel there. It won’t be home, but no one will be home there, and it will be better than this. ![]()
![]() Submitting Karu-5, android fighter. Was actually kind of fun to work with what amounts to 5-point buy ability scores and see what I could make. :)
Statblock:
Android fighter (armor master) 3 LN Medium humanoid (android) Init +2; Senses Perception +5 DEFENSE AC 20, touch 13, flat-footed 18 (+6 armor, +2/+1 shield, +2 Dex) hp 28 (3d10+6) Fort +5, Ref +4, Will +2; +4 vs. mind-affecting, paralysis, poison & stun Defensive Abilities constructed; deflective shield +1; Immune disease, emotionbased effects, exhaustion, fatigue, fear, sleep OFFENSE Speed 30 ft. Melee mwk shortsword +6 (1d6/19–20) Ranged mwk pistol +6 (1d8/×4) STATISTICS Str 11, Dex 15, Con 13, Int 10, Wis 10, Cha 8 Base Atk +3; CMB +3; CMD 15 Feats Bodyguard, Combat Reflexes, In Harm’s Way, Weapon Finesse Skills Climb +4, Knowledge (engineering) +6; Knowledge (nobility) +3; Perception +5; Ride +6, Swim +1; Armor Check Penalty –3 Traits Nanite Revival; Protective Faith; Technic Tinkerer (stabilize); Overprotective (drawback) Languages Common SQ armor training 1; emotionless; repair nanites (alternate racial trait) Gear mwk short sword; mwk pistol with 30 bullets & black powder; mwk agile breastplate; mwk heavy wooden shield; cloak of resistance +1; 2 potions of cure light wounds, 2 alchemist’s fire, holy symbol of Torag, 210 gp Background:
Karu-5 is the fifth soul to inhabit his body, which seems to have been a model of android built to be a guardian, as all 5 Karus have had a drive to protect others, an instinctive knowledge of how best to do so, and repair nanites that can stem bleeding in themselves and others. First unearthed in the ruins of Numeria by a rather unscrupulous group of technologists, Karu-1 was sold to a losing and desperate noble house in the second Chelish civil war that hoped the guardian android could give them an edge in the bloody conflict. Karu-1 was killed in the war, but something caused the repair nanites in their body to reconstruct them and jumpstart the renewal process, summoning another soul, only for that new person, Karu-2, to perish as well. The war ended during the renewal of Karu-5, sparing him death in battle while also condemning him to a life of slavery to another Chelish noble house. Karu-5 served House Arionne as a bodyguard for the first 19 years of his life, growing in martial skill while also growing to loathe those who called themselves his masters. When the chance to escape arrived in the form of a slave uprising, Karu-5 broke from his orders and his programming, and slipped away in the chaos. He quickly made his way to Absalom, where his martial skills found him work as a mercenary and, ironically, a bodyguard. He also gained his first taste of freedom, and was introduced to the religion of gods other than Asmodeus. He found the faith of Torag particularly applicable to him, given its emphasis on construction and protection. Since then, various mercenary contracts have sent him to a multitude of places around the world. He currently is in Katapesh, in the employ of Witchwyrd Tetrad. Appearance & Personality: Karu-5, while capable of defying his programming to protect in cases where he truly hates his charge, still feels a powerful compulsion to protect those around him, especially those he considers innocents or his friends. Like many androids, he has considerable difficulty processing and displaying emotions, and as a result seems cold and distant to many. While he takes up mercenary work as a way to make a living, he finds little joy or purpose in it, causing him to wander to distant places seeking his “purpose”. Currently, what purpose he does find comes from protecting others, and from his faith in Torag. Karu-5 looks like a human, slightly taller than average, with long hair & intricate angular purple tattoos covering his skin. He openly wears a symbol of Torag over his well-crafted armor. He bears a pistol and shortsword on either side, and a heavy shield on his back, though he normally conceals these with a long cloak.
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