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Saturday, December 30, 2023

Sonic the Hedgehog inspired Build for Starfinder 1e

 Got to go Fast! Today I try to bring Sonic the Hedgehog into Starfinder! I actually done this once before using Operative because they can get some crazy speed bonuses but that was before the movies. So this is a more movie inspired one using the Electrical Attunement Variant Solarian and went to level five.

For species I went with ysoki (ratfolk) because we don't have a hedgehog alien. We used the Anthromorphic Alternate Ability adjustments because it made more sense in flavor and replaced Scrounger ability for Wastelander. I was tempted to take the Bite alt species trait to reskin as the quills but decided the damage was too low. If you like to explore that I swap out my Weapon Manifestation for Armor instead.

So the highlights of the build is when you go into Energy mode your speed is +10 and the Fleet feet which gets us another +10 so in most combat your pushing 50 feet of movement. Lightspeed Tread allows you to push that to 60 feet for overland speed and can also increase others speed. In fact you can use it to make vehicles faster! Of course Jed Dash feet allows faster running and not being flat footed while doing so and Stellar Rush gives the flavors of those burst of speed/homing attacks. If you chose to keep increasing the build maybe pick up Combat Maneuver: Bullrush?

Below is a Hero Forge 'mini' and a 'dirty' form of the character sheet. Like your own or see more full version just click here.

So what you think? How would you build Sonic? Should I build other Sonic Characters?

Sonic...

Sonic (movie?)

Male ysoki athlete[com] solarian 5 Character Operations Manual 28, 28, Tech Revolution

CG Small humanoid (ysoki)

Init +2; Senses darkvision 60 ft.; Perception +8

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Defense                        SP 40 HP 37 RP 6

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EAC 16; KAC 16

Fort +5 (+7 racial vs. disease, poison, nauseated, and sickened conditions); Ref +3; Will +4

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Offense

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Speed 50 ft.

Melee solar weapon (soulfire least electron crystal) +8 (1d6+12 S +1d2 E; stun)

Offensive Abilities destructive discharge[TR], energy sink[TR], solar manifestation (solar weapon)

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Statistics

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Str 17 (+3); Dex 14 (+2); Con 12 (+1); Int 12 (+1); Wis 10 (+0); Cha 18 (+4)

Skills Acrobatics +10 (+15 to tumble through the space of a creature of Medium or larger size), Athletics +12 (+20 to jump), Bluff +9, Culture +6, Diplomacy +9 (+10), Intimidate +9, Perception +8, Sense Motive +4, Stealth +6; (theme knowledge (athlete))

Feats Fleet, Jet Dash, Quick Draw

Languages Akitonian, Castrovelian, Common, Shirren, Vesk, Ysoki

Other Abilities cheek pouches, lightspeed tread[GEM], moxie, sidereal influence (bluff, diplomacy), stellar mode, stellar rush, wastelander[COM]

Other Gear basic Lashunta tempweave (upgrade: leapers), soulfire least electron crystal[AR], credstick (3,575 credits); Augmentations mk 1 ability crystal (charisma)


Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free demo available at https://herolab.online

Starfinder and associated marks and logos are trademarks of Paizo Inc., and are used under license.

Sunday, December 17, 2023

Death's Door Inspired Build

 So have been playing Death's Door lately; Crow and the after life I am surprised I didn't get this game sooner, and well gave me a little inspiration for a build. Pretty straight forward, Tengu with Duskwalker heritage, Bounty Hunter Background. Grab the Ghost Hunter Ancestry Feat to easily fight ghosts. Did double 3s in Dex and Str to make it easier to swap weapons but the sheet I went with longsword.

If you want to see the full build/use it you can grab it here.

Also played around in Hero Forge a bit.

Beakface

The Crow




Saturday, November 4, 2023

PF2 Pokemon Bestiary: Snorlax

 Let me start out by saying this is not an attempt to create a ‘pocket monster’ system; this is just me  having a desire to stat out Snorlax. I have made them Uncommon so they can’t be Summoned by RAW; feel free to tweek and adjust for your games.


That being said, Summoning might be an interesting way to handle such a thing using the Minion mechanics with Pokéballs being the source of the ‘summon’. There are also Bottled Monsters in Treasure Vault. Alternatively I suggest checking out Battle Zoo’s upcoming Eldamon for full PF2 pocket monster experience or Animon for a rpg built around the concept.

—————————————————————-

Mega Construx's Snorlax Set sitting on a wooden shelf.
Official Mega Construx Snorlax Set (on my shelf)

Despite their intimidating size, potential power and great hunger Snorlaxes are rarely viewed as a threat and more of an annoyance. They have a habit of following asleep wherever they like; sometimes cutting off paths, bridges, tunnels etc while being terribly hard to awaken from their slumber. Rumors have it certain music or songs may raise them from their sleep easily but also seems to come with their rare wrath.


Generally these omnivores are not aggressive, even to get food unless completely starving and some report they keep eating amidst defending themselves from a threat.


Snorlaxes do not fear predators smaller than themselves or even matching their size as their great bulk can be a challenge to deal with.


Some philosophers believe the Snorlax sleeps so deep that its spirit travels the planes where they might find deeper meanings of the multiverse and when they awaken from their dream travels they ride as something new, mind and eyes open…


SNORLAX CREATURE 8

| UNCOMMON | LARGE | ANIMAL

Perception +13 (gains addition -2 to Perception when Unconscious), low-light vision, food sense 30 feet

Str +6, Con +7, Dex +3, Int -4, Wis +3, Cha +4

Skills Athletics +17, Acrobatics +12, Survival +15

—————————————————————

AC 25; Fort +19, Ref +13, Will +13 (+2 against Shove, Reposition or other attempts to move them from their current square, -2 against Sleep)

HP 160; Immunities poison, Resistances fire 8, cold 8

Bulky Snorlax is considered to be 18 Bulk

Restful Sleep Snorlax treats normal Rest as Long-Term rest and if they Long-Term rest they multiply by three instead of two.

—————————————————————

Speed 25 feet

Melee <Action> claws +20 (reach 10 feet), Damage 2d10+10 slashing

Melee <Action> headbutt +17, Damage 2d12+10 bludgeoning plus Flinch

Flinch Snorlax smashes their head into their target’s head possibly stunning them; a creature struck by headbutt must attempt a Fort Save DC 23

Critical Success Snorlax is Stunned 1

Success The creature is unaffected.

Failure The creature is Stunned 1.

Critical Failure The creature is Stunned 2


ELDAR SNORELAX CREATURE 11

| UNCOMMON | HUGE | ANIMAL |

Perception +18 (gains addition -2 to Perception when Unconscious), low-light vision, food sense 30 feet

Str +7, Con +8, Dex +3, Int -4, Wis +3, Cha +5

Skills Athletics +23, Acrobatics +15, Survival +21

—————————————————————

AC 28; Fort +25, Ref +16, Wil +18 (+2 against Shove, Reposition or other attempts to move them from their current square, -2 against Sleep)

HP 240; Immunities poison, Resistances fire 12, cold 12

An Eldar Snorelax is considered 36 bulk.

Restful Sleep Snorlax treats normal Rest as Long-Term rest and if they Long-Term rest they multiply by three instead of two.

—————————————————————

Speed 25

Melee <Action> claws +24 (reach 15 feet), Damage 2d12+12

Melee <Action> headbutt +21 (reach 10 feet), Damage 2d12+20 plus flinch

Flinch Snorlax smashes their head into their target’s head possibly stunning them; a creature struck by headbutt must attempt a Fort Save DC 28

Critical Success Snorlax is Stunned 1

Success The creature is unaffected.

Failure The creature is Stunned 1.

Critical Failure The creature is Stunned 2

Hyper Beam <<2 Actions>> (force, occult) The Eldar Snorlax generates a mysterious energy then attacks with it as a great beam in a 120 foot line that deals 13d4 force damage and Eldar Snorlax gains Stunned 1. Eldar Snorlax can’t use Hyper Beam again for 1d4 rounds.


Edicts Sleep wherever you get tired, sate great hunger, do not fear smaller predators 

Anathema let food go to waste even if starting to spoil


Enlightened Snorlax Rumors speak of Snorlaxes that have discovered deep meaning  in their long deep slumbers or met profound beings in their dreams teaching them to be more; sometimes finding more purpose beyond food and sleep! To create these Ascended Snorlaxes the Elite Template but their bonus damage from the template on melee attacks is elemental which they can freely switch between: electricity (attack gaining air trait), fire (attack gaining the fire trait) or cold (attack gaining the water trait.) Change their Int to -2 for Snorlax and -1 for Eldar Snorlax; or even higher depending on your story and trade the Animal treat with Beast. Finally give them Sylvan language and possibly one more based on how they Ascended along possibly new or adjusted Edicts/Anathema.

Saturday, October 28, 2023

Baldur's Gate 3 Pregens for PF2

 So DnD Beyond put out free Pre Gen sheets for DnD 5e based on the companion characters of Baldur's Gate 3. So I have taken advantage and 'converted' them into PF2 to be used in that system if you like try these popular characters in Golerion or along the Swordcoast being run on Pathfinder 2e.

These builds are done using Paizo only rules, no homebrew but some reskinning. Additionally these are Pre-Remastered builds and I have not yet played (or even own) the game yet so purely vibes, memes and what game play I have seen because it EVERYWHERE! I be posting some general build vids on Tik Tok and a rapid build flashy vids will be done by Table Top Worms.

This PDFs were generated by Hero Lab Online. Of course all rights belong to their owners and this is not a challenge to them in any way.

Wyll - I swear no one talks about Wyll (insert Bruno joke); Sorcerer build because it can also be used to represent a deal with a fiend and also build to represent 'Blade of the Swordcoast' or whatever it is.

https://app.box.com/s/2hz4mhyylhsf9491kb8xr6o14hixcpke

Gale - Pretty straight forward one; went universalist because it helps replicate some 5e mechanics.

https://app.box.com/s/sx4m5c5s4q90ypihy6a6dv8ne24xjjky

Karlack - Trouble getting some of the tiefling side because how ancestries are handled but something you can build back into as you level up; still a fun one and so many options.

https://app.box.com/s/wyjwd1yq0dijuw8t0s2xgmwk4oryuddf

Karlack (Fire Alt) - So everyone's favorite fiery lady gets a second build because I like her and I had a cool idea after the fact that helps represent some of the cut scenes I think/the infernal engine. The builds are mostly the same except a change in Instinct or 'subclass'.

https://app.box.com/s/9ozymazkwjyzxh9cb4noqg80jnhcfr4g

Astarion - HOW does this character who suppose to be vampire fetching bait have any points in Cha? we fixed that; also we took dhampir heritage to actually get some vampire traits in there!

https://app.box.com/s/86o0d8xebm9qx4mwb2vlpzoxw6lj7nb6

Shadowheart - 5e Clerics are so overloaded...anyways so we went with a different god; using Arazni to sort of represent Shar; we went with a warpriest to help more represent the 5e version of cleric. Should I make a Cloistered Doctrine version as well?

https://app.box.com/s/8n09rf9ks3p3uetmaqzvnelblx5f34uz

Lee'zel - So class wise Lae'zel pretty straight forward but ancestry gets hard because well they just don't exist and won't exist in PF2 officialy; specially now. So we went human then used the ganzi universal heritage. Though I did find this 'brew if you want to check it out and swap: githzerai ancestry

https://app.box.com/s/0k6l3fwzdkjcwyj4sb1up8mepx1x4vrz

Sunday, July 2, 2023

Legend of Zelda Bestiary Keese

 Leaning more into inspired by/creative license with a focus on BotW/TotK


Keese

KEESE LEVEL -1

| TINY | ANIMAL |

Perception +6; darkvision

Skills  Acrobatics +7, Athletics +3 (+7 to Climb), Stealth +5

Str +1, Dex +3, Con +0, Int -5, Wis +2, Cha -1

—————————————————————

AC 16; Fort +1, Ref +8, Wil +5

HP 5

Light Weight Keese don’t normally treat Flying upward as difficult terrain.

—————————————————————

Speed 5 feet, Climb 5 feet, Fly 20 feet

Melee <action> fangs +6 (agile, finesse), Damage 1d4 piercing 

Barrel Roll Charge <<2 Actions>> The Keese spins forward batting anyone it runs into. Fly in a straight line,
automatically passing through any creatures. Each creature passed through must make
a Basic Reflex Save DC 14 for 1d4+2 Bludgeoning Damage. If a Keese would end their
Fly in an a creature occupied square they end up adjacent to that creature based on the
direction they were traveling; if their Fly takes them into a square occupied with a solid
object like a wall or large statue they end their movement and take 1d4 bludgeoning
damage. Fellow Keese are immune to this attack.


KEESE SWARM LEVEL 1

| LARGE | ANIMAL | SWARM |

Perception +9, darkvision

Skills Acrobatics +10, Athletics +6 (+10 on Climb checks), Stealth +8

Str +1, Dex +4, Con +1, Int -4, Wis +3, Cha -1

—————————————————————

AC 17; Fort +3, Ref +10, Will +8

HP 15; Immunities precision, swarm mind; Weakness Area Damage 3, Splash Damage 3; Resistences Bludegeoning and Piercing Damage 4, Slashing Damage 2

Light Weight Keese Swarm don’t normally treat Flying upward as difficult terrain.

—————————————————————

Speed 5 feet, Fly 25 feet, climb 5 feet

Expand Swarm <1 Action> (move)  The swarm expands it size by one becoming Huge and can do it again

to expand to Gargantuan; the Keese Swarm changes it size trait as it grows and shrinks.

This size change lasts until the start of thier next turn, going down one size each turn. This

counts as Fly for the purpose of staying afloat in the air.

Keesy Pumbling <1 Action> Each enemy in the Keese Swarm’s space takes 1d4 piercing and 1d4 bludgeoning

damage (DC 15 Basic Reflex Save).


FIRE KEESE LEVEL 0

| UNCOMMON | TINY | ANIMAL | FIRE |

Perception +7, darkvision

Skills Acrobatics +8, Athletics +4 (+8 to Climb), Stealth +6

Str +1, Dex +3, Con +0, Int -4, Wis +2, Cha -1

—————————————————————

AC 17; Fort +3, Ref +10, Wil +6

HP 12; Immunity Fire;  Weakness Cold 2

—————————————————————

Speed 5 feet, Climb 5 feet, Fly 20 feet

Light Weight Keese don’t normally treat Flying upward as difficult terrain.

Melee <action> fangs +6 (agile, finesse) Damage 1d4 piercing and 2 fire damage plus

Fiery Aura

Fiery Barrel Roll Charge <<2 Actions>> The Keese spins forward batting anyone it runs into. Fly in a straight line,

automatically passing through any creatures. Each creature passed through must make

a Reflex Save DC 15.

Critical Failure 2d4 bludgeon and piercing damage plus 4 fire damage and persistent 2

fire damage.

Failure 1d4 bludgeon and piercing damage plus 2 fire damage and persistent 1 fire

damage.

Success 2 fire damage

Critical Success Nothing happen.

 If a Fire Keese would end their Fly in an a creature occupied square they end up adjacent

to that creature based on the direction they were traveling; if their Fly takes them into a

square occupied with a solid object like a wall or large statue they end their movement and

take 1d4 bludgeoning damage. Fellow Keese are immune to this attack.

Fiery Aura

If a creature makes a none reach melee attack, unarmed melee strike (even with

reach) attack on a Fire Keese or attempt a Shove, Trip or Grab while adjacent to them they

need to make a DC 16 Reflex Save.

Critical Failure Persitent 2 Fire Damage

Failure Persistent 1 Fire Damage

Success Nothing Happens

Ice Keese

ICE KEESE LEVEL 0

| UNCOMMON | TINY | ANIMAL  |  COLD |

Perception +7, darkvision

Skills Acrobatics +8, Athletics +4 (+8 to Climb), Stealth +6

Str +1, Dex +3, Con +0, Int -4, Wis +2, Cha -1

—————————————————————

AC 17; Fort +3, Ref +10, Wil +6

HP 12; Immunity Cold; Weakness Fire 2

Light Weight Keese don’t normally treat Flying upward as difficult terrain.

—————————————————————

Speed 5 feet, Climb 5 feet, Fly 20 feet

Melee <action> fangs +6 (agile, finesse) Damage 1d4 piercing and 2 cold damage plus

Icy Aura

Icy Barrel Roll Charge <<2 Actions>> The Keese spins forward batting anyone it runs into. Fly in a straight line,

automatically passing through any creatures. Each creature passed through must make

a Reflex Save DC 15.

Critical Failure 2d4 bludgeon and piercing damage plus 4 cold damage and stunned 1.

Failure 1d4 bludgeon and piercing damage plus 2 cold damage and Clumsy 1

Success 2 cold damage

Critical Success Nothing happen.

 If a Ice Keese would end their Fly in an a creature occupied square they end up adjacent

to that creature based on the direction they were traveling; if their Fly takes them into a

square occupied with a solid object like a wall or large statue they end their movement

and take 1d4 bludgeoning damage. Fellow Keese are immune to this attack.

Icy Aura

If a creature makes a none reach melee attack, unarmed melee strike (even with reach)

attack on a Icy Keese or attempt a Shove, Trip or Grab while adjacent to them they need

to make a DC 16 Reflex Save.

Critical Failure 2 Cold Damage and stunned 1

Failure Persistent 1 Cold Damage and Clumsy 1

Success Nothing Happens

Electric Keese


ELECTRIC KEESE LEVEL 0

| UNCOMMON | TINY | ANIMAL | ELECTRICITY

Perception +7, darkvision

Skills Acrobatics +8, Athletics +4 (+8 to Climb), Stealth +6

Str +1, Dex +3, Con +0, Int -4, Wis +2, Cha -1

—————————————————————

AC 17; Fort +3, Ref +10, Wil +6

HP 12; Immunity Electricity

Light Weight Keese don’t normally treat Flying upward as difficult terrain.

—————————————————————

Speed 5 feet, Climb 5feet,  Fly 20 feet

Melee <action> fangs +6 (agile, finesse) Damage 1d4 piercing and 2 electric damage plus

Shock Aura

Shock Barrel Roll Charge <<2 Actions>> The Keese spins forward batting anyone it runs into. Fly in a straight line,

automatically passing through any creatures. Each creature passed through must make a

Reflex Save DC 15.

Critical Failure

2d4 bludgeon and piercing damage plus 4 electric damage; gain slowed 1 and drop all

items in hands.

Failure 1d4 bludgeon and piercing damage plus 2 electric damage and drop all things in

hands.

Success Nothing happen.

If a Electric Keese would end their Fly in an a creature occupied square they end up

adjacent to that creature based on the direction they were traveling; if their Fly takes them

into a square occupied with a solid object like a wall or large statue they end their movement

and take 1d4 bludgeoning damage. Fellow Keese are immune to this attack.

Shock Aura

If a creature makes a none reach melee attack, unarmed melee strike (even with reach)

attack on a Flame Keese or attempt a Shove, Trip or Grab while adjacent to them they

need to make a DC 16 Reflex Save.

Critical Failure 2 Electric Damage, drop everything in hands and slowed 1

Failure 1 electric Damage and drop everything in hands.

Success Nothing Happens


Additional Option Rules

If you like to use Monster Parts in your game similar to BotW/TotK these should help you get

started.


If you like to drop parts in the way like the video games I recommend every time a Keese

(no matter the kind) is killed you roll a 1d4. 1: Nothing; 2: Eyeball; 3: Wing; 4: Wing and Eyeball


If you rather have them say Harvest parts I recommend: Harvest Monster Part Activity;
Time: 1 minute for Tiny, 10 minutes for Small and Medium, 20 minutes for Large and 30 or more
minutes for Gargantuan. Require Appropriate Tool like a knife. The Harvester makes a Survival
Check or Appropriate Lore Skill vs DC based on the creature’s level and rarity. GM may ignore
rarity if the deam a character familiar enough with the subject being harvested. Critical Failure
The body being harvested has been damaged beyond any further part recovery. Failure No parts
recovered but can try again. Success Common parts or parts are recovered. Critical Succuss
A common part(s) are recovered along with a uncommon part. As long as the body belong to a
monster bigger then Tiny someone else may Aid in this check and at GM discretion may double
the activity’s time to increase the number of parts recovered. Additional a GM may allow additional
attempts to harvest parts until all usable parts are collected or a Critical Failure is rolled but the
DC should go up by 2 each time. For the kreese I recommend letting a player chose between an
eyeball or a wing on a Success and getting both on a Critical Success.


Using Keese Parts: A Keese monster part may be attached to a piece of ammo or a weapon with

the thrown property following the rules for attaching a talisman and take up the same space.

A Keese eyeball gives a +1 to range attack it used on in the first two range increments; a Keese

wing reduces range penalty of the second range increment by 1. Elemental Keese parts do the

same thing except the target if hit is subject to the Keese’s approite aura effect but the DC is

your class DC and the failure damage is equal to your weapon’s damage dice amount and

critical failure double that.


Sonic the Hedgehog inspired Build for Starfinder 1e

 Got to go Fast! Today I try to bring Sonic the Hedgehog into Starfinder! I actually done this once before using Operative because they can ...