Mogmurch

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catdragon wrote:
Unfortunately, that link is broken. I get the big ol' 404.

Ah, sorry. I had to change drive accounts. here's the updated link: Bestiary 2 Leshy Heritages


I'm playing with a group who I'm trying to get into Pathfinder, but they're displaying a lack of interest. So, I figured I could try using "rivals" (antagonistic NPCs with Player Character stats) to showcase how versatile Pathfinder's character creator is. So far, I have used Pathbuilder to create Team Rocket from the Pokemon anime (2 human summoners and a catfolk monk) up to level 20, but as I myself am new to the system, I'm worried I might make the fight with them too challenging.

I'd like advice on how to translate player level into NPC challenge rating. Or, if that's not feasible, advice on what level relative to the actual players I should have these bosses be. I have 3-4 players, if that helps any.

I'd also appreciate suggestions on other "rivals" I could create to help inspire my players.


I was disappointed that I couldn't play a Sunflower Leshy after reading it's entry in Bestiary 2, so I decided to make custom heritages for it and the Flytrap Leshy from the same book.

Flytrap Leshy
Traits Leshy
You're among the most aggressive leshys, often guarding the most vulnerable places in the natural world with your flytrap mouth. You gain a flytrap mouth unarmed attack dealing 1d8 piercing damage.

Sunflower Leshy
Traits Leshy
When you're excited, your eyes and petals glow with collected sunlight, and when you become depressed or saddened, your usually vibrant coloration grows correspondingly muted. You gain Heliotrope as a free feat.

FEATS

Flytrap Hands Feat 1
Traits Leshy
Prerequisites Flytrap Leshy heritage
Your hands are also flytraps. Gain "flytrap hand" unarmed attack dealing 1d6 piercing damage. This feat can only be selected at first level.

Heliotrope (free action) Feat 1
Traits Leshy, Aura, Evocation, Light, Primal
Prerequisites Sunflower Leshy Heritage
20 feet; Requirements The sunflower leshy begins its turn in an area of bright light; Effect The sunflower leshy reflects the sun or another source of bright light from their face. Each creature that ends its turn in the emanation must attempt a DC 16 Will save.
Success The creature is unaffected and is temporarily immune to heliotrope for 24 hours.
Failure The creature is distracted by the light, becoming flat-footed for 1 round.
Critical Failure As failure, but the creature is also dazzled for 1 round

Seed Spray (2 actions) Feat 1
Traits Leshy, Conjuration, Primal
Prerequisites Sunflower Leshy heritage
You launch a deluge of seeds from your head in a 15-foot cone, dealing 2d6 bludgeoning damage to creatures within the area (DC 16 basic Reflex save). It gains a +2 status bonus to this damage against dazzled creatures. You can't use Seed Spray again for 1d4 rounds.

Flytrap Venom Feat 5
Traits Leshy, Poison
Prerequisites Flytrap Leshy Heritage
Your jaws secrete a special poison to weaken your prey. Your flytrap unarmed attacks deal an additional 1d6 acid damage and inflict Flytrap Toxin
Flytrap Toxin (poison) Saving Throw DC 19 Fortitude; Maximum Duration 6 rounds; Stage 1 sickened 1 (1 round), Stage 2 sickened 2 (1 round)

This homebrew has a Pathbuilder custom pack by the same name if you'd like to use this in your games.


The concept for the class is that they have somehow bonded themselves to something, whether it be a parasite that's physically attached to you (eg. the Symbiotes from Spider-Man, or the Parasites from Skullgirls), a magic artifact with hidden secrets (eg. Mjölnir from Thor, the living weapons from Skullgirls), an otherworldly device with unknown potential (eg. the Omnitrix from Ben 10, the Mysterious Artifact from Baldur's Gate 3), or a second personality that shares control of your body (eg Enchantress from DC Comics, Badeline from Celeste). As you level up, your bond with the eidolon/artifact grows, unlocking new abilities as you unravel the potential of your partnership.

Now, you may be thinking "this sounds a lot like Summoner!" and while there are definitely a lot of thematic similarities, in terms of mechanics there are some key differents: a Symbiotic (If you have a better name idea, please share it) can't cast spells; all their power stems from their bounded entity, and their bounded entity is always present and has no move speed due to it being attached to the player either physically or magically. So, as a physically-oriented class, your Key Ability is either Strength or Dexterity, and have 10+Con HP.

Perception
Trained in Perception

Saving Throws
Expert in Fortitude
Expert in Reflex
Trained in Will

Skills
Trained in a number of skills equal to 3 + your Intelligence Modifier

Attacks
Trained in simple weapons
Trained in unarmed attacks

Defenses
Trained in unarmored Defense

Now, for the class's key feature; the bonded entity (need an actual name for it). There are 3 types:

Parasite An organic entity that latched itself onto your body. It may replace a body part (arm, hair, eye), or it has burrowed itself into your flesh, traveling through your body (eg Leviathan from Skullgirls). Starts with 3 traits and 2 attacks.

Artifact A mysterious device that may take the form of a weapon, clothing item, or trinket. This is usually bound to you magically; teleporting to your location or returning to you when it gets too far, but can also be physically attached to you. Has has 3 sub-types:

  • Evocation: unleash an element (fire, water, earth, air, radiant, etc) to attack foes
  • Creation: create metaphysical constructs (eg Green Lantern's ring)
  • Transformation: lets the user polymorph.

Possession[b] A second consciousness that shares your body. They may be only visible by you like an imaginary friend, or speaks to you through an item (mask, puppet, toy, etc). Either way, only you can hear it, as it's in your head. gives you various abilities and/or powers, and roll twice on perception, intelligence, and wisdom checks

Feat Ideas
[b]Breath Weapon
(parasite) Your parasite has a breath weapon as a ranged attack.
Glider Form 1 action (parasite or artifact) you can use your bonded entity to control your decent. You glide slowly toward the ground, 5 feet down and up to 25 feet forward through the air. As long as you spend at least 1 action gliding each round and have not yet reached the ground, you remain in the air at the end of your turn.
Bond Leap 1 action. use the power of your bond to launch yourself up to 30 feet in any direction. must be on solid ground at the end of the leap, otherwise you'll fall after your next action.
Sapience (parasite, artifact) your bonded entity is capable of communicating with you. Your entity gains a language you speak as well as proficiency in 3 intelligence skills/lores.
Variable Core (evocation artifact) choose an additional damage type for your artifact to use.
Multiple Forms (transformation artifact) gain an additional form you can change into. you can pick this feat multiple times
Alter Ego (possession, parasite) your second consciousness takes control of your body, giving it several abilities/powers. Requires a will save to regain control, and while transformed you can make charisma checks to influence the actions the entity takes (work with your GM on the second consciousness's personality.

This is still a WIP; looking for feedback and advice on feats and cementing how the different bond types function mechanically.