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Kuusho Rei's page
Organized Play Member. 9 posts. No reviews. No lists. No wishlists. 2 Organized Play characters.
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Perpdepog wrote: Is there a Kami domain in PF2E? I don't recall ever seeing one.
Some of the edicts and anathema also confuse me, because I can see a fair number of ways they'd conflict. For example, the edict, "Put nothing above your own drive and whimsy," really looks like it conflicts with the anathema, "Not helping when you could." One requires that you put your own desires above all others, and the other requires you to set those desires aside if you have the ability to help someone else. It's hard to imagine how to worship such a deity and not trip over one of the edicts or anathema, at least for me. I'm also confused on what the edict, "Unite separately at your own capacity," means; could you explain that one?
On a related note, I'm a bit confused on how the domains tie into shipbuilding, construction, innocence, or wonder, though I suspect that's because these are PF1E domains and it's been a minute since I read those.
no in PF2 the closest thing to a "kami domain" is the soul domain, which covers spirits souls and alike.
yeah he is an introvert and though he has changed over the years of play he started out as a bit of an edgelord (broody and angsty... i blame my teenage years). but the point i am trying to make is some times you don't have the energy, tolerance, to deal with others so dont. charge your social batteries and help when you can.
as for the contradiction, i don't see one. either you can or you cann't help others and putting your passions/hobbies/drive/whimsy/people you care about first is just something people naturally do. and putting those works first is important to kuusho as he likes seeing the fruits of these labors.
well it is less about construction in the traditional sense and more about that making stuff. but the shipwrighting is exactly that. and how it ties things is, he was a shipwright on a pirate ship in his mortal days, sailing/adventuring are like dragons a symbol of imagination, and lastly they are not synergetic domains because his experiences in his life were not synergetic. his passions were all over the place.

Dragonchess Player wrote: Again, allowing harm with divine font doesn't really match with the edicts ("Preserve creativity"), anathema ("Destruction... of innocence"), and areas of concern ("Construction"). I would probably have the divine font be heal and the sanctification be "can choose holy." For domains, you may want to look at Creation, Family, Introspection, and Wyrmkin instead of Home, Imagination, Isolation, and Kami. kuusho was honestly never a healing kina guy he was a prevention kinda guy. instead of rebuilding a village attacked by undead he would just kill the necromancer. thats why i feel he would have harm and heal as options.
as for the domains i for some reason didn't think the domain list would have been updated and some domains would have changed names or been dropped. thanks i will look into having more accurate domains. and even though he is a half dragon that looks out for kobolds, i don't think wyrmkin would fit.
the reason why he has so much dragon stuff is because every person in every culture crossed the world imagines a dragon. its the creature wonder and power. it is the pen ultimate representation of imagination.
though outdated i think i will keep the kami domain because it harkens to his roots as a person form tian xa.
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YuriP wrote: It's mostly fine to me. But you miss its Divine Sanctification or you don't want to make it compatible with post-remaster classes? thanks for pointing that out. i knew i was forgetting something. i edited it in.

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I normally don't post here in the forums but i am in need of some advice. i have an old pf1 character i wanna make a pf2 god. the character has done their time, got to pf1 "epic" levels and played several adventure paths. being so prevalent in my gaming time i thought i would bring the character back in a special way for my players with the whole godsrain/war of immortals event going on. call it getting into the spirit or nostalgia.
again i am looking for help to make this god so please let me know if there is anything i missed or anything that seems off balanced.
Kuusho
Edicts: Unite separately at your own capacity, Put nothing above your own drive and whimsy, Preserve creativity and innocence
Anathema: Destruction or taking of innocence and/or wonder, Do not become stagnate in your understanding of the world, Not helping when you could.
Areas of Concern: shipwright and construction.
Alignment: N
Follower Alignments: CN, LN, N
Pantheons: -
Other Pantheons: Kobold Deities
Devotee Benefits
Divine Ability: Constitution or Wisdom
Divine Font: harm or heal
Divine Sanctification: holy
Divine Skill: Survival
Favored Weapon: Kreigmesser (longsword)
Domains: Home, Imagination, Isolation, Soul
Alternate Domains: Kami
Cleric Spells 1st: Forge, 2nd: Heroism, 4th: Creation
Symbol: Salt Stone Runes
Sacred Animal(s): Eels, Flamingos, Pangolins
Sacred Color(s): Sage, Black
Divine Intercession:
Source Custom
Boons
Minor: When nurturing the fancy of a child. Once, when you roll a failure on a Crafting or Lore check in helping a youngling or innocent, you critically succeed instead. Kuusho typically grants this boon for a consequential building or tales of wonder.
Moderate: You are counted as family among Kuusho and his followers. You gain the effects of a single Kobold ancestry feat of Kuusho’s choice, even if you are not a Kobold, as long as you maintain Kuusho’s blessing.
Major: Tapping into your primal energies and imagination, Kuusho grants Dragon Form 1/day.
Curses
Minor: Horrifying visions of your final judgment distract you from the task at hand. You take a –2 status penalty to initiative rolls.
Moderate: You must prove your skills at a craft by providing your own equipment. You gain item bonuses only from items you make yourself.
Major: Kuusho leaves you unable to have children (or otherwise reproduce or propagate if you do so in a different manner). This curse also affects your livestock, pets, and crops.
Avatar
Wings of the Wide-Eyed
Apparition Skills Alcohol Lore, Sailing Lore
Apparition Spells Cantrip Healing Plaster; 1st Forge; 2nd Heroism; 3rd safe passage; 4th Creation; 5th Shadow Blast; 6th Personal Ocean; 7th Planar Palace; 8th Disappearance; 9th Summon Draconic Legion
Vessel Spell
Avatar tapping into the rawest magic of creative power you become a creature of whimsy. Imaginary Friend 50 feet, fly Speed 75 feet; Melee [one-action] stick of power (reach 10 feet, versatile P), Damage 5d8+8 slashing plus 1d8 acid; nuh uh [reaction] When a foe Casts a Spell and you can see its manifestations, you can use your magic to disrupt it. You expend a prepared spell to counter the triggering creature’s casting of that same spell. You lose your spell slot as if you had cast the triggering spell. You then attempt to counteract the triggering spell.

So haven't really run PF2 enough to know how this is supposed to feel and play. still kinda grognarding between PF1 and 5E. So first attempt at out speeding Paizo R&D with an updated PF1 race and a little extra. i think i got it about right using the advise form the conversion PDF. luckily a lot of the abilities could be ripped or re-flavored from the other ancestries. but i did throw some stuff in there that i would like to see what every thinks so with out further adieu...
Sasquatch
Entries
Hit Points
8
Size
Varies
Ability Boosts
Strength
Wisdom
Free
Ability Flaw
Intelligence
Languages
Sasquatch
Heritage Language
Additional Languages equal to your Intelligence modifier(if it’s positive). Choose from the Aklo, Common, Draconic, Goblin, Grippli, Sylvan, Vanaran, and any languages to which you have access(such as languages prevalent in your region).
Traits
Sasquatch
Humanoid
Low-Light Vision
You can see in dim light as well though it were bright light, so you ignore the concealed condition due to dim light.
Sasquatch Heritages
Abominable
You are acclimated to living in frigid lands and have skin ranging from sky blue to navy in color, as well as blue fur. You gain cold resistance equal to half your level (minimum 1). You treat environmental cold effects as if they were one step less extreme (incredible cold becomes extreme, extreme cold becomes severe, and so on).
Years in the frozen wastes and tunnels to the darklands have spurred you to learn the aklo language.
Towering at 11-11 ½ feet tall weighing in at 750 pounds upon maturity making you large in size.
Bigfoot
You hail from deep in a forest or jungle, and you’ve learned how to use your long legs and size to pace through or over undergrowth, vines, and other obstacles. You ignore difficult terrain from non-magical trees, foliage, and undergrowth.
Through your isolation you have been able to connect with nature on a deeper level then most humanoids learning sylvan
A bigfoot adult is 7-8 feet tall and weighs 450 pounds making you medium in size.
Orang-Pendak
You’re adapted to life in the forest or the deep jungle, and you know how to climb trees and use foliage to your advantage. When Climbing trees, vines, and other foliage, you move at half your Speed on a success and at full Speed on a critical success (and you move at full Speed on a success if you have Quick Climb). This doesn’t affect you if you’re using a climb Speed.
You can always use the Take Cover action when you are within forest terrain to gain cover, even if you’re not next to an obstacle you can Take Cover behind.
Though isolationists by nature have picked up on the humanoid language of common.
Orang-pendak range from 3 to 4 ½ feet tall as adults, weighing up to 150 pounds making you small in size.
Ancestry Feats
1ST LEVEL
COLD SHOULDER FEAT 1
Sasquatch
Your connection to the frozen wastes you live in grants you a primal innate spell, much like those of the sorcerers. Choose one cantrip that does cold damage from the primal spell list (PHB page 314). You can cast this spell as a primal innate spell at will. A cantrip is heightened to a spell level 1 equal to half your level rounded up.
SASQUATCH LORE FEAT 1
Sasquatch
You listened carefully to the tales passed down among your community. You gain the trained proficiency rank in Stealth and Survival. If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also become trained in Sasquatch Lore.
SASQUATCH WEAPON FAMILIARITY FEAT 1
Sasquatch
You favor slings and other quick to make weapons. You are trained with bolas, clubs, javelins, nets, slings, and spears.
In addition, you gain access to all uncommon sasquatch weapons. For the purpose of determining your proficiency, martial sasquatch weapons are simple weapons and advanced sasquatch weapons are martial weapons.
SIMIAN EMPATHY FEAT 1
Sasquatch
You hear the sounds of apes and monkeys as language. You can ask questions of, receive answers from, and use the Diplomacy skill with animals that are apes and monkeys (the GM determines which animals count as apes and monkeys).
TEAR APART FEAT 1
Sasquatch
Your primal lifestyle causes you to pay close attention to the technology around you, allowing you to more easily know how to dismantle these objects. You gain a +2 circumstance bonus to Athletics checks when using the Force Open basic action to break or destroy items and structures. If you aren’t actively trying to damage an item or structure, the GM rolls secretly, without the usual circumstance and with a –2 circumstance penalty, for you to potentially break or destroy the item or structure anyway.
WOODLAND STRIDE FEAT 1
Sasquatch
It’s difficult to notice your passage through wild areas. As long as you’re not in an urban environment, you’re always considered to be Covering Tracks, even if you chose a different activity in exploration mode.
5TH LEVEL
UPPER BODY STRENGTH FEAT 5
Sasquatch
You find or make perch to sheer faces with the strength of your unearthly grip. You gain a climb Speed of 15 feet.
ON THE RUN FEAT 5
Sasquatch
Prerequisites Woodland Stride
Town folk rarely pay attention to the features past the woods edge, and you take full advantage of this. As long as you’re not in an urban environment, you can move 5 feet farther when you take the Sneak action, up to your Speed.
In addition, as long as you continue to use Sneak actions and succeed at your Stealth check, you don’t become observed if you don’t have cover or greater cover and aren’t concealed at the end of the Sneak action, as long as you have cover or greater cover or are concealed at the end of your turn in an non-urban environments.
9TH LEVEL
TERRAIN ADVANTAGE FEAT 9
Sasquatch
You can take advantage of the terrain to bypass foes’ defenses. Non‐sasquatch creatures in difficult terrain are flat‐footed to you. If you have a Climb Speed, non‐sasquatch creatures that are climbing or suspended and lack a Climb Speed are also flat‐footed to you.
FRIGHTFUL PRESENCE FEAT 9
Sasquatch
A unknown musk wafting, ghastly howl on the wind, or the unnerving beat under the ambiance of the jungle. While hidden or undetected you can demoralize a creature as an action with your mere presence. On a failure, your immediate presence is known and you become hidden. On a critical failure, your exact location is triangulated and you are observed.
13TH LEVEL
GHILLIE FEAT 13
Sasquatch
Prerequisites On The Run
As long as you’re not in an urban environment, you can move up to your Speed when you use the Sneak action, and you no longer need to have cover or greater cover or be concealed to Hide or Sneak.
GRISLY ARRIVAL FEAT 13
Sasquatch
If you hit a creature in the first round of combat and were hidden from that creature at the start of combat. Demoralize a creature within 30 feet that witnesses the attack (which can be the target of the attack). On a success, the creature is frightened 2; on a critical success, it’s frightened 4.

So haven't really run PF2 enough to know how this is supposed to feel and play. still kinda grognarding between PF1 and 5E. So first attempt at out speeding Paizo R&D with an updated PF1 race and a little extra. i think i got it about right using the advise form the conversion PDF. luckily a of the abilities could be ripped or re-flavored from the other ancestries. with out further adieu...
Sasquatch
Entries
Hit Points
8
Size
Varies
Ability Boosts
Strength
Wisdom
Free
Ability Flaw
Intelligence
Languages
Sasquatch
Heritage Language
Additional Languages equal to your Intelligence modifier(if it’s positive). Choose from the Aklo, Common, Draconic, Goblin, Grippli, Sylvan, Vanaran, and any languages to which you have access(such as languages prevalent in your region).
Traits
Sasquatch
Humanoid
Low-Light Vision
You can see in dim light as well though it were bright light, so you ignore the concealed condition due to dim light.
Sasquatch Heritages
Abominable
You are acclimated to living in frigid lands and have skin ranging from sky blue to navy in color, as well as blue fur. You gain cold resistance equal to half your level (minimum 1). You treat environmental cold effects as if they were one step less extreme (incredible cold becomes extreme, extreme cold becomes severe, and so on).
Years in the frozen wastes and tunnels to the darklands have spurred you to learn the aklo language.
Towering at 11-11 ½ feet tall weighing in at 750 pounds upon maturity making you large in size.
Bigfoot
You hail from deep in a forest or jungle, and you’ve learned how to use your long legs and size to pace through or over undergrowth, vines, and other obstacles. You ignore difficult terrain from non-magical trees, foliage, and undergrowth.
Through your isolation you have been able to connect with nature on a deeper level then most humanoids learning sylvan
A bigfoot adult is 7-8 feet tall and weighs 450 pounds making you medium in size.
Orang-Pendak
You’re adapted to life in the forest or the deep jungle, and you know how to climb trees and use foliage to your advantage. When Climbing trees, vines, and other foliage, you move at half your Speed on a success and at full Speed on a critical success (and you move at full Speed on a success if you have Quick Climb). This doesn’t affect you if you’re using a climb Speed.
You can always use the Take Cover action when you are within forest terrain to gain cover, even if you’re not next to an obstacle you can Take Cover behind.
Though isolationists by nature have picked up on the humanoid language of common.
Orang-pendak range from 3 to 4 ½ feet tall as adults, weighing up to 150 pounds making you small in size.
Ancestry Feats
1ST LEVEL
COLD SHOULDER FEAT 1
Sasquatch
Your connection to the frozen wastes you live in grants you a primal innate spell, much like those of the sorcerers. Choose one cantrip that does cold damage from the primal spell list (PHB page 314). You can cast this spell as a primal innate spell at will. A cantrip is heightened to a spell level 1 equal to half your level rounded up.
SASQUATCH LORE FEAT 1
Sasquatch
You listened carefully to the tales passed down among your community. You gain the trained proficiency rank in Stealth and Survival. If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also become trained in Sasquatch Lore.
SASQUATCH WEAPON FAMILIARITY FEAT 1
Sasquatch
You favor slings and other quick to make weapons. You are trained with bolas, clubs, javelins, nets, slings, and spears.
In addition, you gain access to all uncommon sasquatch weapons. For the purpose of determining your proficiency, martial sasquatch weapons are simple weapons and advanced sasquatch weapons are martial weapons.
SIMIAN EMPATHY FEAT 1
Sasquatch
You hear the sounds of apes and monkeys as language. You can ask questions of, receive answers from, and use the Diplomacy skill with animals that are apes and monkeys (the GM determines which animals count as apes and monkeys).
TEAR APART FEAT 1
Sasquatch
Your primal lifestyle causes you to pay close attention to the technology around you, allowing you to more easily know how to dismantle these objects. You gain a +2 circumstance bonus to Athletics checks when using the Force Open basic action to break or destroy items and structures. If you aren’t actively trying to damage an item or structure, the GM rolls secretly, without the usual circumstance and with a –2 circumstance penalty, for you to potentially break or destroy the item or structure anyway.
WOODLAND STRIDE FEAT 1
Sasquatch
It’s difficult to notice your passage through wild areas. As long as you’re not in an urban environment, you’re always considered to be Covering Tracks, even if you chose a different activity in exploration mode.
5TH LEVEL
UPPER BODY STRENGTH FEAT 5
Sasquatch
You find or make perch to sheer faces with the strength of your unearthly grip. You gain a climb Speed of 15 feet.
ON THE RUN FEAT 5
Sasquatch
Prerequisites Woodland Stride
Town folk rarely pay attention to the features past the woods edge, and you take full advantage of this. As long as you’re not in an urban environment, you can move 5 feet farther when you take the Sneak action, up to your Speed.
In addition, as long as you continue to use Sneak actions and succeed at your Stealth check, you don’t become observed if you don’t have cover or greater cover and aren’t concealed at the end of the Sneak action, as long as you have cover or greater cover or are concealed at the end of your turn in an non-urban environments.
9TH LEVEL
TERRAIN ADVANTAGE FEAT 9
Sasquatch
You can take advantage of the terrain to bypass foes’ defenses. Non‐sasquatch creatures in difficult terrain are flat‐footed to you. If you have a Climb Speed, non‐sasquatch creatures that are climbing or suspended and lack a Climb Speed are also flat‐footed to you.
FRIGHTFUL PRESENCE FEAT 9
Sasquatch
A unknown musk wafting, ghastly howl on the wind, or the unnerving beat under the ambiance of the jungle. While hidden or undetected you can demoralize a creature as an action with your mere presence. On a failure, your immediate presence is known and you become hidden. On a critical failure, your exact location is triangulated and you are observed.
13TH LEVEL
GHILLIE FEAT 13
Sasquatch
Prerequisites On The Run
As long as you’re not in an urban environment, you can move up to your Speed when you use the Sneak action, and you no longer need to have cover or greater cover or be concealed to Hide or Sneak.
GRISLY ARRIVAL FEAT 13
Sasquatch
If you hit a creature in the first round of combat and were hidden from that creature at the start of combat. Demoralize a creature within 30 feet that witnesses the attack (which can be the target of the attack). On a success, the creature is frightened 2; on a critical success, it’s frightened 4.
honestly i don't know why i did not even think to create them from the ground up. i have created plenty of home brew races and racial variant in 3 & 3.5. i guess you need some one to point out the obvious to you some times. thanks a bunch.
I thought of bringing a couple OCs to the Pathfinder multiverse.
they are the twin offspring of an ancient brine dragon(father) and a planetar angel(mother). i was wondering how would i do that? because they are not celestial dragons or dragonic angels. they are a perfect split of dragon and angel with no more of one race then the other. i feel if i apply the half dragon template to planeter it is more angel then dragon and vice-verse. so then would i just use the half dragon and half celestial on my characters with no base race?
I thought of bringing a couple OCs to the Pathfinder multiverse.
they are the twin offspring of an ancient brine dragon(father) and a planetar angel(mother). i was wondering how would i do that? because they are not celestial dragons or dragonic angels. they are a perfect split of dragon and angel with no more of one race then the other. i feel if i apply the half dragon template to planeter it is more angel then dragon and vice-verse. so then would i just use the half dragon and half celestial on my characters with no base race?
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