mercoledì 30 settembre 2020

Deities of Worldcenter: The Two-Who-Are-One

As of late, I am going back to my homebrew setting, Worldcenter. It was born many years ago as a background for some novels, and at the time it was 2.5E-based. When I discovered Pathfinder, I began to try converting my characters- and some went smoothly, others, as you may already know, not so much. Then, though that conversion is not already done, I began to play with Pathfinder 2E and converting something to that system too. Here I introduce the two main deities- father and mother of every other real-world or homebrew deity, the two faces of Good and Love, the Two-Who-Are-One, the Lovers. Amir is Sun, Chaos, Passion, Motion, Male; Orel is Water, Night, Wisdom, Law, Female; together they are Amor, the Supreme Synthesis (Xinthis).
Don’t worry, I will provide a P1 version of them too later!
This post already appeared for patrons only on my Patreon page. If you wish to see stuff in advance and have access to other rewards, please consider donating!

Orel

Areas of Concern moon, night, reason, water

Alignment LG (LG, NG, CG)

Divine Font heal

Divine Ability Wisdom or Charisma

Divine Skill Nature

Domains Darkness, Moon, Repose, Water

Alternate Domains Confidence, Passion, Truth

Cleric Spells 1st- faerie fire, 5th- control water, 7th- prismatic spray

Edicts enforce peace, give rest to troubled hearts, protect true love

Anathema betray another’s faith, entice doubt and self-loathing, start hostilities

Sacred Animal dolphin

Sacred Colors blue and white

Favored Weapon sickle


Amir

Areas of Concern freedom, intuition, passion, sun

Alignment CG (LG, NG, CG)

Divine Font heal

Divine Ability Dexterity or Charisma

Divine Skill Acrobatics

Domains Freedom, Might, Sun, Zeal

Alternate Domains Confidence, Passion, Travel

Cleric Spells 1st- burning hands, 5th- haste, 7th- sunburst

Edicts follow your heart, fight for your own and others’ freedom, protect true love

Anathema betray another’s faith, oppress another’s will, accept injustice

Sacred Animal dog

Sacred Colors red and yellow

Favored Weapon crossbow

domenica 27 settembre 2020

Patron Request: Skarren Race for Pathfinder 1E

 As requested by Ronald J Paris, who loves new races and generously donates every month to have them written.

This post already appeared for patrons only on my Patreon page. If you wish to see stuff in advance and have access to other rewards, please consider donating!

Skarren (Standard Race, 9 RP)

Barbaric nomads, fierce and illiterate, skarren roam the deserts in search of battle, loot, and general fight. They live in tribes, led by the strongest of their race.


Type Humanoid (skarren)

Size Medium (0 RP)

Speed 30 ft. (0 RP)

Ability Score Modifier: Paragon (1 RP) +4 Str, -2 Int, -2 Wis, -2 Cha. Skarren are very strong, but also barbaric and frightening.

Language: Standard (0 RP) Skarren start the game knowing Common and Skarren. A skarren with a high Intelligence score can learn Giant, Gnoll, Goblin, Orc, or Undercommon as bonus languages.


Defense Racial Traits

Enhanced Natural Healing (3 RP) Skarren heal naturally at double the rate of other humanoids.

Healthy (2 RP) Skarren are immune to natural diseases.

Superior Poison Resistance (2 RP) Skarren gain a +3 racial bonus on saving throws against mind-affecting effects and poison.


Offense Racial Traits

Weapon Familiarity (1 RP) Skarren are proficient with thar-chaks, and treat any weapon with the word “skarren” in its name as a martial weapon.


Head-Butt (Racial Feat)

The skarren can use his bone crest as a weapon, driving into the bodies of his opponents.

Prerequisites: Skarren, base attack bonus +1.

Benefit: Skarren gain a gore attack that deals 1d4 points of bludgeoning damage. This is a secondary natural weapon.


(Exotic) Light Weapons

Cost

Dmg (S)

Dmg (M)

Critical

Range

Weight

Type

Special

Skarren ak’vril

5 gp

1d3

1d6

x4

10 ft.

2 lb.

P

--

Skarren silithan

19 gp

1d3

1d4

x3

--

5 lb.

P/S

blocking

(Exotic) One-Handed Weapons

Cost

Dmg (S)

Dmg (M)

Critical

Range

Weight

Type

Special

Skarren kurch-at

6 gp

1d4

1d6

x2

10 ft.

6 lb.

S

--

Skarren sinvrak

10 gp

1d6

1d8

x3

--

8 lb.

S

--

(Exotic) Two-Handed Weapons

Cost

Dmg (S)

Dmg (M)

Critical

Range

Weight

Type

Special

Thar-chak

90 gp

1d8/1d4

1d10/1d6

x3

--

25 lb.

P/S

double


sabato 26 settembre 2020

Unchained Cantrips, by Aaron Hollingsworth

The stuff I received from Aaron this time ends here, but hey friend, you’re welcome to send me other things when you wish! The latest rules addition is not only revised cantrips, but orisons and knacks as well.

This post already appeared for patrons only on my Patreon page. If you wish to see stuff in advance and have access to other rewards, please consider donating!

Unchained Cantrips, Knacks, and Orisons

For many a seasoned spellcaster, 0th-Level spells become like old toys, forgotten and neglected in favor of higher level spells. Unchained 0th-level spells scale in power as the caster gains levels, becoming more effective as adventures grow more complex and dangerous. 

A spellcaster can learn an unchained 0th-level spell by gaining the Unchained Cantrip feat. Despite the feat's name, it also applies to knacks and orisons. 

Saving Throws

The saving throw for an unchained 0th-level spell is 10 +½ caster's level + key ability score. 


Feat

Unchained Cantrip

One of your 0th-level spells grows in power as you do. 

Prerequisites: 3rd level or 3 hit dice, able to cast a 0th-level spell

Benefits: Choose one 0th-level spell that you can cast. This spell becomes unchained, and is effectively replaced by the unchained version. Like any other 0th-level spell, this unchained version can be cast again without using up a spell slot.

Special: This feat can be selected up to 3 times. Each time, it applies to a different 0th-level spell.

Acid Splash (Unchained)

School conjuration (creation) [acid]; Level arcanist 0, inquisitor 0, magus 0, sorcerer 0, summoner 0, summoner (unchained) 0, wizard 0

Casting

Casting Time 1 standard action

Components V, S

Effect

Range close (25 ft. + 5 ft./2 levels)

Effect one missile of acid

Duration instantaneous

Saving Throw none; Spell Resistance no

Description

You fire an orb of acid at the target. You must succeed on a ranged touch attack to hit your target. The orb deals 1d6 points of acid damage at 1st level. This damage increases by level on the table below. This acid disappears after 1 round.


Table: Acid Splash

Level

Damage

1st–3rd

1d6

4th–7th

1d8

8th–11th

1d10

12th–15th

2d6

16th–19th

2d8

20th

2d10


Arcane Mark (Unchained)

School universal; Level arcanist 0, magus 0, psychic 0, shaman 0, sorcerer 0, summoner 0, summoner (unchained) 0, witch 0, wizard 0

Casting

Casting Time 1 standard action

Components V, S

Effect

Range touch

Effect one personal rune or mark, all of which must fit within 1 sq. ft, +1 additional square foot per level. 

Duration permanent

Saving Throw none; Spell Resistance no

Description

This spell allows you to inscribe your personal rune or mark, which can consist of no more than six characters per level, considering the many names and titles you might acquire as you adventure. The writing can be visible or invisible. An arcane mark spell enables you to etch the rune upon any substance without harm to the material upon which it is placed. If an invisible mark is made, a detect magic spell causes it to glow and be visible, though not necessarily understandable.

See invisibility, true seeing, a gem of seeing, or a robe of eyes likewise allows the user to see an invisible arcane mark. A read magic spell reveals the words, if any. The mark cannot be dispelled, but it can be removed by the caster or by an erase spell.

If an arcane mark is placed on a living being, the effect gradually fades 1 month per level.

Arcane mark must be cast on an object prior to casting instant summons on the same object (see that spell description for details).


Bleed (Unchained)

School necromancy; Level arcanist 0, cleric 0, inquisitor 0, medium 0, mesmerist 0, occultist 0, oracle 0, psychic 0, shaman 0, sorcerer 0, spiritualist 0, warpriest 0, witch 0, wizard 0

Casting

Casting Time 1 standard action

Components V, S

Effect

Range close (25 ft. + 5 ft./2 levels)

Target one living creature

Duration instantaneous

Saving Throw Will negates; Spell Resistance yes

Description

You cause a living creature that is below 0 hit points but stabilized to resume dying. Upon casting this spell, you target a living creature that has –1 or fewer hit points. That creature begins dying, taking 1 point of damage, +1 additional point of damage for every 5 levels thereafter, per round. The creature can be stabilized later normally. This spell causes a creature that is dying to take 1 point of damage, +1 additional point of damage for every 5 levels thereafter.


Mage Hand (Unchained)

School transmutation; Level arcanist 0, bard 0, magus 0, medium 0, mesmerist 0, occultist 0, psychic 0, skald 0, sorcerer 0, spiritualist 0, summoner 0, summoner (unchained) 0, wizard 0

Casting

Casting Time 1 standard action

Components V, S

Effect

Range close (25 ft. + 5 ft./2 levels)

Target one nonmagical, unattended object weighing up to 10 lbs + 10 additional pounds per level.

Duration concentration

Saving Throw none; Spell Resistance no

Description

You point your finger at an object and can lift it and move it at will from a distance. As a move action, you can propel the object as far as 15 feet + 5 additional feet per level in any direction, though the spell ends if the distance between you and the object ever exceeds the spell's range.


Breeze (Unchained)

School evocation [air]; Level arcanist 0, sorcerer 0, wizard 0

Casting

Casting Time 1 standard action

Components V, S, M (a miniature fan)

Effect

Range close (25 ft. + 5 ft./2 levels)

Target one creature or object

Duration 1 hour per level (D)

Saving Throw Will negates (harmless); Spell Resistance yes

Description

You create a light wind that blows against the target, from a direction of your choice. The breeze grants the subject a +2 bonus on saves against very hot conditions, severe heat, breath weapons, and saves against cloud vapors and gases (such as cloudkill, stinking cloud, and inhaled poisons). This bonus increases by +1 at levels 5, 10, 15, and 20. This spell does not function without air or underwater.

You can only have one breeze active at any one time. If you cast this spell while another casting is still in effect, the previous casting is dispelled.


Dancing Lights (Unchained)

School evocation [light]; Level arcanist 0, bard 0, magus 0, medium 0, mesmerist 0, occultist 0, psychic 0, shaman 0, skald 0, sorcerer 0, witch 0, wizard 0

Casting

Casting Time 1 standard action

Components V, S

Effect

Range medium (100 ft. + 10 ft./level)

Effect up to four lights + 1 additional light per level, all within a 10-ft.-radius area

Duration 1 minute per level (D)

Saving Throw none; Spell Resistance no

Description

Depending on the version selected, you create four lights (+ 1 additional light per level) that resemble lanterns or torches (and cast that amount of light), or four glowing spheres (+ 1 additional light per level) of light (which look like will-o'-wisps), or one faintly glowing, vaguely humanoid shape four every four lights you can create. The dancing lights must stay within a 10-foot-radius area in relation to each other but otherwise move as you desire (no concentration required): forward or back, up or down, straight or turning corners, or the like. You can cause these lights to dance by making a Perform (dance) check. The lights can move up to 100 feet per round. A light winks out if the distance between you and it exceeds the spell's range.

You can only have one dancing lights spell active at any one time. If you cast this spell while another casting is still in effect, the previous casting is dispelled. If you make this spell permanent, it does not count against this limit.

Dancing lights can be made permanent with a permanency spell.


Daze (Unchained)

School enchantment (compulsion) [mind-affecting]; Level arcanist 0, bard 0, inquisitor 0, magus 0, medium 0, mesmerist 0, occultist 0, psychic 0, shaman 0, skald 0, sorcerer 0, spiritualist 0, summoner 0, summoner (unchained) 0, witch 0, wizard 0

Casting

Casting Time 1 standard action

Components V, S, M (a pinch of wool or similar substance)

Effect

Range close (25 ft. + 5 ft./2 levels)

Target one humanoid creature 

Duration 1 round, + 1 additional round at levels 5, 10, 15, and 20.

Saving Throw Will negates; Spell Resistance yes

Description

This spell clouds the mind of a humanoid creature so that it takes no actions. A dazed subject is not stunned, so attackers get no special advantage against it. After a creature has been dazed by this spell, it is immune to the effects of this spell for 1 minute.


Disrupt Undead (Unchained)

School necromancy; Level arcanist 0, inquisitor 0, magus 0, sorcerer 0, wizard 0

Casting

Casting Time 1 standard action

Components V, S

Effect

Range close (25 ft. + 5 ft./2 levels)

Effect ray

Duration instantaneous

Saving Throw none; Spell Resistance yes

Description

You direct a ray of positive energy. You must make a ranged touch attack to hit, and if the ray hits an undead creature, it deals 1d6 points of damage to it. This damage increases by level on the table below. 


Table: Disrupt Undead

Level

Damage

1st–3rd

1d6

4th–7th

1d8

8th–11th

1d10

12th–15th

2d6

16th–19th

2d8

20th

2d10


Flare

School evocation [light]; Level arcanist 0, bard 0, druid 0, hunter 0, magus 0, medium 0, mesmerist 0, occultist 0, psychic 0, skald 0, sorcerer 0, wizard 0

Casting

Casting Time 1 standard action

Components V

Effect

Range close (25 ft. + 5 ft./2 levels)

Effect burst of light

Duration instantaneous

Saving Throw Fortitude negates; Spell Resistance yes

Description

This cantrip creates a burst of light. If you cause the light to burst in front of a single creature, that creature is dazzled for 1 minute per level unless it makes a successful Fortitude save. Sightless creatures, as well as creatures already dazzled, are not affected by flare.

Light (Unchained)

School evocation [light]; Level adept 0, arcanist 0, bard 0, cleric 0, druid 0, hunter 0, inquisitor 0, magus 0, medium 0, mesmerist 0, occultist 0, oracle 0, psychic 0, shaman 0, skald 0, sorcerer 0, spiritualist 0, summoner 0, summoner (unchained) 0, warpriest 0, witch 0, wizard 0

Casting

Casting Time 1 standard action

Components V, M/DF (a firefly)

Effect

Range touch

Target object touched

Duration 10 min./level

Saving Throw none; Spell Resistance no

Description

This spell causes a touched object to glow like a torch, shedding normal light in a 20-foot radius, and increasing the light level for an additional 20 feet by one step, up to normal light (darkness becomes dim light, and dim light becomes normal light). In an area of normal or bright light, this spell has no effect. The effect is immobile, but it can be cast on a movable object.

You can have a number of light spells active at any one time equal to your level. If you cast this spell while your maximum limit of light spells are still in effect, the first casting is dispelled. If you make this spell permanent (through permanency or a similar effect), it does not count against this limit. Light can be used to counter or dispel any darkness spell of equal or lower spell level.


Mending (Unchained)

School transmutation; Level adept 0, arcanist 0, bard 0, cleric 0, druid 0, hunter 0, occultist 0, oracle 0, psychic 0, shaman 0, skald 0, sorcerer 0, spiritualist 0, summoner 0, summoner (unchained) 0, warpriest 0, witch 0, wizard 0

Casting

Casting Time 10 minutes. This casting time is reduced by 1 minute for every 2 levels, to a minimum of 1 minute at 20th level.

Components V, S

Effect

Range 10 ft. per level.

Target one object up to 1 lb./level

Duration instantaneous

Saving Throw Will negates (harmless, object); Spell Resistance yes (harmless, object)

Description

This spell repairs damaged objects, restoring 1d4 hit points for every 2 levels to the object. If the object has the broken condition, this condition is removed if the object is restored to at least half its original hit points. All of the pieces of an object must be present for this spell to function. Magic items can be repaired by this spell, but you must have a caster level equal to or higher than that of the object. Magic items that are destroyed (at 0 hit points or less) can be repaired with this spell, but this spell does not restore their magic abilities. This spell does not affect creatures (including constructs). This spell has no effect on objects that have been warped or otherwise transmuted, but it can still repair damage done to such items.