Friday, January 19, 2024

Can a Bard...Cleric?

 Pathfinder 2e: Below you find a cleric Bard; but they been built to hopefully deliver divine vibes; specifically cleric vibes AND be a good play experience. Let's Talk about it.

Created in Hero Forge

Ancestry: We went with human to get extra lifting from Versatile Human and Natural Ambition. Said general feat will Armor Proficiency and the Class feat is Hymn of Healing. I think this alone covers the missing of healing font.

Background: Pick up Acolyte for the flavor mostly but Free Religion Skill.

Class: So of course Bard; go with the Maestro Muse to get sooth and Lingering Composition helps multitasking. Well also say our Muse/Deity is Shelyn. 

Attributes: Str +2 because we plan to carry a glaive and we going to exist at mid combat though the Glaive still more backup/honoring the goddess, Dex +1, Con +1, Int +1, Wis +2 for Medicine, and Cha +3 because Bard.

Skills: Besides the automatics we pick up Acrobatics, Athletics, Diplomacy, Medicine and Society.

Spells: Cantrips - Detect Magic, Forbidding Ward (To Protect others), Light, Shield and Telekinetic Projectile. Rank 1 - Color Spray (Flavorful Attack Spell), Runic Weapon  (See Glaive but also to give to friends)

Item Highlights: Glaive for Shelyn worshipper, Healer's Toolkit to do the Medicine things, and Chain Mail because we took a feat and protection.

Below you see a sheet summary or if you like proper view or field this build you can that here: Bard as Cleric. (Seems Hero Lab not seeing the Hymn of Healing selection via Natural Ambition. I have sent in a bug report and once it fixed I swap out PDFs).

What do you think of this build? Does it have Cleric vibes? How would you Build a Bard as a 'Cleric'?

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Bard as Cleric

Human bard 1 (Advanced Player's Guide)

Medium, Human, Humanoid

Heritage versatile human

Background acolyte

Perception +7

Languages Common, Fey

Skills Athletics +5, Diplomacy +6, Medicine +5, Occultism +3, Performance +6, Religion +5, Scribing Lore +3, Society +3

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

Items chain mail, dagger, glaive, sling (20 sling bullets), backpack, bedroll, chalk (10), flint and steel, handheld musical instrument, healer's toolkit, rations (1 week) (2), religious symbol (wooden), rope (foot) (50), soap, waterskin, purse (4 sp, 3 cp)

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AC 18; Fort +4; Ref +4; Will +7

HP 17

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Speed 20 feet

Melee [1] dagger +5 (versatile S, thrown 10 ft., agile, finesse), Damage 1d4+2 P

Melee [1] glaive +5 (forceful, deadly d8, reach 10 feet), Damage 1d8+2 S

Ranged [1] dagger +4 (versatile S, thrown 10 ft., agile, finesse), Damage 1d4+2 P

Ranged [1] sling +4 (propulsive, range increment 50 feet, reload 1), Damage 1d6+1 B

Occult Bard Spells DC 16, attack +6; 1st (2 slots) color spray, runic weapon, soothe Cantrips (1st) detect magic, forbidding ward, light, shield, telekinetic projectile

Focus Spells 3 Focus Points, DC 16; 1st Counter Performance, Courageous Anthem, Lingering Composition, Hymn of Healing

Ancestry Feats Natural Ambition

Class Feats Hymn Of Healing[APG], Lingering Composition

General Feats Armor Proficiency

Skill Feats Student Of The Canon

Other Abilities bard spellcasting, composition spells, maestro, muse


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

Monday, December 25, 2023

Santa Claus PF2 Build - Rise of the Guardians

 Happy Holidays Everyone!

I rewatched Rise of the Guardians for Christmas morning and was inspired to revisit I did back in the playtest days. Below I made a build inspired by Nicholas St. North aka Santa from Rise of the Guardians movie and some reach into the books. If you like a better look at the sheet or use the build you can get that here (<-hyperlink). How would you build Nicholas St. North in PF2 or another system?

Here I used Ranger to Get two weapon fighting and focused on picking up Crafting feats to make toys and other magic items. I loaded him out with min gear and no real exploration on what he could build but plenty of left over gold for someone to explore that. Fighting style wise he a Two weapon combat!

Nicholas St. North

Male human ranger 6 (Advanced Player's Guide)

Medium, Human, Humanoid

Heritage skilled human

Background bandit

Perception +10

Languages Common, Elven, Fey, Gnomish, Jotun

Skills Acrobatics +11, Arcana +13, Athletics +12, Crafting +13, Diplomacy +10, Forest Lore +11, Intimidation +10, Nature +8, Society +11, Stealth +13, Survival +8, Thievery +11

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

Items +1 hide armor, +1 striking longsword, +1 striking shortsword, artisan's toolkit, basic crafter's book, cold-weather clothing, doubling rings, purse (131 gp, 6 sp)

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AC 24; Fort +11; Ref +13; Will +10

HP 74

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Speed 25 feet

Melee [1] +1 striking longsword +15 (versatile P, magical), Damage 2d8+4 S

Melee [1] +1 striking shortsword +15 (magical, versatile S, agile, finesse), Damage 2d6+4 P

Focus Spells 1 Focus Point, DC 18; 3rd Gravity Weapon

Ancestry Feats General Training

Class Feats Initiate Warden, Quick Draw, Twin Parry, Twin Takedown

Skill Feats Alchemical Crafting, Arcane Sense, Crafter's Appraisal[APG], Group Coercion, Magical Crafting, Seasoned[APG], Trick Magic Item

Other Abilities hunt prey, hunter's edge, trackless journey


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

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

Sunday, November 5, 2023

Thanksgiving Encounter/Bounty? for Pathfinder 2e/Starfinder 1e

We always see people put stuff out for RPGs for Halloween, even less so for Christmas (probably because scheduling this time of the year is the worse) but we see very little for rehearsal Xmas Thanksgiving. I certainly have seen some turkey monsters for 5e; great art too but nothing for the Paizoverse so I have made a Dire Turkey (and some friends) for PF2 AND a version for Starfinder (1e) that I call Omega Harvest Bird. I also made some rough art (made by me) you are welcome to grab from this blog of the main creatures along with tokens (made with Token Stamp 2) along with tokens for the Swarms from photos from the internet; I think there stock...

Enjoy!

PF2

Dire Turkey

DIRE TURKEY CREATURE 4

| MEDIUM | ANIMAL |

Perception +11

Skills Acrobatics +12, Stealth +12, Athletics +10, Survival +10

Str +3, Dex +5, Con +2, Int -4, Wis +3, Cha -2

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AC 20; Fort +8, Ref +14, Will +11

HP 60

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Speed 30 ft, Glide 25 ft (Cannot Rise, Descend 5 feet for every 20 feet traveled)

Melee <Action> beak +13, Damage 2d6+3 piercing 

Melee <Action> wings +11 (agile), Damage 2d4+3 bludgeon 

Gobble Gobble <<2 Actions>> (auditory) The Dire Turkey calls for aid; A Turkey Swarm arrives within 30 feet, most likely from foliage, and immediately acts but has the Minion trait but does not need to be Commanded to act. The Swarm acts for 1d4+1 rounds or until dispersed. The Dire Turkey can only Gobble Gobble once per combat.

Drum Stick Leap <<2 Actions>>The Dire Turkey uses their powerful wings to leap into the air. The Dire Turkey Leaps 20 feet into the air; cannot do this again for 1d4 rounds.

Breast Bomb - Reaction - Requirement The Dire Turkey is Gliding or just used Winged Leap. The Dire Turkey makes a controlled fall attack, dealing the fall damage it would take to the Target it lands on and half the fall damage to those in adjacent squares; Basic Reflex Save DC 18. The Dire Turkey ignores the first 40 damage from the fall during this action. Usually won’t do this if the attack will affect a turkey.


TURKEY SWARM LEVEL 1

| LARGE | ANIMAL | SWARM |

Perception +5

Str +4, Dex +2, Con +3, Int -5, Wis +3, Cha -3

Skills Athletics +7, Acrobatics +6, Survival +6

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AC 14; Fort +10, Ref +7; Will +7

HP 17; Immunities precision and swarm mind; Resistances piercing 3, bludgeon and slashing 2; Weakness area damage 3, splash damage 3

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Speed 25 feet

Death by Many Pecks <One Action> Each enemy in the Turkey Swarm’s space takes 1d6+1 piercing damage (Basic Reflex Save DC 16).

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Dire Turkey Token

Alt Dire Turkey Token


Turkey Swarm Token



SF1

Omega Harvest Beast

Omega Harvest Beast CR 4

XP 1,200

N Medium animal

Init +5; Perception +10

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Defense

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HP 50

EAC 16; KAC 18

Fort +8; Ref +8; Will +3

—-------------------------------

Offense

—-------------------------------

Speed 35 ft. Glide 30 ft.

Melee peck +12 (1d6+7 P)

—---------------------------------

Statistics

—--------------------------------

Str +3; Dex +5; Con +1; Int -4; Wis +3; Cha -2

Skills Acrobatics +15, Stealth +10, Survival +10

—--------------------------------

Special Abilities

—--------------------------------

Gobble Gobble (EX) As a standard action the Harvest Beast can call for a group of harvest birds to come defend themselves; a harvest bird swarm appears within 30 feet of the Harvest Beast usually emerging from foliage or entrance. The swarm sticks around for 1d4+1 rounds or until dispersed. Harvest beast cannot do this again until it takes an 8 hour rest.

Drum Stick Leap (Ex) As a swift action the Harvest Beast can send itself 20 feet into the air. The Harvest Beast cannot do it again for 1d4 rounds.

Breast Bomb (Ex) If the Harvest Beast is gliding they can make a special attack as a standard action. They make a controlled fall, apply their fall damage to their target and half the damage to any creatures adjacent to the target or themselves when they land. The Target and adjacent creatures can make a Reflex Save to Avoid (DC 16). The Harvest Beast ignores the first 40 points of fall damage and will not do the Breast Bomb if it will harm a Harvest Bird.

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Ecology

—--------------------

Environmental any

Organization solitary, pair, or flock (1-2, 2-5 Harvest Bird Swarms)


Harvest Bird Swarm CR 1

XP 400

N Tiny animal (swarm)

Init +4; Perception +5

—--------------------------

Defense

—--------------------------

HP 20

EAC 11; KAC 13

Fort +5; Ref +5; Will +1

Defensive Abilities swarm defenses; unflankable; Immunities swarm Immunities 

—----------------------------

Offense

—---------------------------

Speed 30 feet

Melee swarm attack (1d4+1 P)

Space 10 ft; Reach 0 ft.

Offensive Abilities distraction (DC 10)

—--------------------

Statistics

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STR +2; DEX +4; CON +1; INT -4; WIS +3; CHA -2

Skills Acrobatics +5, Stealth +10, Survival +5

—--------------------

Ecology

—--------------------

Environmental any

Organization solitary, pair, or flock (3-6)

Harvest Beast Swarm Token

Omega Harvest Beast Alt Token

Omega Harvest Beast Token


Tuesday, September 14, 2021

PF2 Homebrew: Nurd Ancestry

 Well here something a little different than usual for this blog, this kind of stuff usually on Shardfinder but doesn’t fit Eberron so I am posting it here but what is it? A homebrew ancestry based on Nerd Candy, well more so their mascot(s) but why?

As the posting of this blog Nerds and ‘Dungeon and Dragons’ have a cross promotion going on where you can get adventures with pregenerated characters with your purchase of Nerd products. You can check the website about it here. I bought some Nerds to go with a recent movie experience (Saung-Chi and the Legends of the 10 Rings; it so good! Go see it!)

Given I already had the Nerds, after the movie I went to the internets and checked out the promo or what I could access with just one buy in. I was hoping to see a silly new Nerd race but I was disappointed…

 It been awhile since I dug into 5e but seem like they just treating the pregen as a blank as far as race or perhaps they just reskin a halfling or something, I am not 100 percent sure but certainly didn’t seem like something new. So I made a decision…

I am am much more familiar with Pathfinder 2e so I decided to make it an ancestry for that instead. Below you find my Nurd Ancestry, made for silly and hopefully fun read. Be warn; this was made mostly for the laughs with minimum effort to give options or balance so if you decide to use this/play it there might need tweaking; either way I love to here about it.

If below does entertain you in either read or at use at the table please consider supporting me at my Patreon (hyperlink) or leaving a tip at my Ko-fi. Art by Eriana Ura-Smith who you can find at www.erianaura.art and you can follow her on twitter/instagram at @ErianaUrSmith.

Nurd Ancestry

No one is quite sure where nurds came from, including themselves but rumor has it they were accidentally created by a famed gnome confectionist and alchemist Nilly Nanka in their pursuit of a new taste experience.

If you want to play a character that frankly silly, potentially helpful and provides ridiculous mental pictures as they try to function in society and combat, you should probably play a Nurd OR not. If it not clear this ancestry is in humor and jest, given minimum effort for balance and options but if you crazy enough to do it I love to hear about.

Physical Description

Nurds have a rough resemblance to oversized frogs with thicker back legs with feet that look more like three thick appendages hands while missing their front legs whose eyes grew too close together. Their skin comes in a variety of dull and bright colors with some even being multi color with simple patterns. There seems to be no rhyme or reasons to the coloring as some clans or as nurds call them: boxes, all share the same or similar coloration and others have random colors. Their skin usually has a semi glossy appearance and while looking smooth it’s more a series of interlocking micro shells or scales.

Nurds tend to range in height from 2 feet to 3 feet with Jumbo Nurds ranging from 4 half to almost 6 whiles being wider, at least in the hips, then other ancestries of similar heights. While some nurds identify as various genders they seem to have no secondary sexual characteristics and keep their means reproduction private.

Names

Different boxes or tribes seem to have found their own styles of names but generally they seem to favor own to two syllable names. 

Hit Points 6

Size Small

Speed 25 feet

Ability Boosts Dexterity and Intelligence

Languages Common, Gnomish Additional languages equal to your Intelligence modifier (if its positive). Choose from the list of common languages and any other languages to which you have access (such as the languages prevalent in your region).

Traits Nurd

No Arms Nurds do not have arms or hands.

Deft Feet Nurds have adapted to use their feet as well as anyone’s hands but slows them down. Your feet qualify for free hand or hands as long as correct number of feet are not holding anything and you can hold/wield items in your feet as if they were hands. If holding an item your speed reduced by 5 and if both your feet are holding the same item your speed reduce by 10.

Spark of Inspiration Nurds seems to naturally inspire people and are constantly ready to help. You can Aid an ally without having to spend an action to prepare to help and you treat critical failures to aid as just failures.

Tasty When a creature takes a Swallow Whole action against you, your DC is reduced by 2.

Nurd Heritages

Being a recently appeared people Nurds seem to have spread quickly around the globe and seem to adept surprising well to any environment. Choose one of the following nurd heritages at 1st level.

Jumbo Nurd

 You are from a clan or ‘box’ of larger Nurds or had an overkill growth spirit in your youth. Change your ancestry HP to 8 and you may swap your Dexterity Ability Boost for Strength one instead. Additionally, you can wield two handed weapons in one foot but this not qualify for increased damage of Two Handed trait weapons.

Rope Nurd

Your clan or ‘box’ utilize ropes where they live to move around and get to places. Whenever you Critical Failure a Climb Check, you get a Failure instead.

Hoppin Nurd

Your clan or ‘box’ live in places where they had to move over gaps quickly, most likely to avoid predators. These Nurds teen to have pink or blue ‘rainbow’ pattens then being a solid color. You can perform a Leap as part of your Stride action with the Leap covering your remaining movement.

Slushes Nurd

Your clan or ‘box’ lives in at least semi watery environment and had to swim regularly to get around and get things down. You gain a swim speed equal to half your Speed.

Ancestry Feats

At 1st level, you gain one ancestry feat, and you gain an additional ancestry feat every 4 levels thereafter (at 5th, 9th, 13th, and 17th levels). As a nurd, you select from among the following ancestry feats.

1st Level————————————————

Sour Nurd Feat 1
| Linage | Nurd |
Being sour tasting is a semi common trait among Jumbo Nurds but any Nurd bay be born with this quality. Replace Tasty with below.
Sour Whenever a creature attempts to Swallow Whole you, they must Succeed on a DC 5 Flat Check first or Swallow Whole Automatically fails.

Nurd Lore Feat 1
| Nurd |
Nurds try to live inspirational and helpful lives while avoiding those that might chose to eat them. This can have a rather physical demand on you; you become trained in Athletics and Acrobatics skills. If you automatically learn these skills at trained from another source you may choose to learn different skills instead. You also become trained in Nurd Lore.

Nurd Weapon Familiarity Feat 1
| Nurd |
You trained in the use of weapons more easily used by your people’s unique form. You have the trained proficiency with shortsword, katar, spear and hand crossbow along with gaining access to these weapons. In addition, you gain access to all uncommon nurd weapons. For you, martial nurd weapons are simple weapons, and advanced nurd weapons are martial weapons.

Greater Inspiration Feat 1
| Nurd |
By working and talking with you those you aid always seem to find their tasks easier. Whenever you succeed or critical succeed an Aid check your provided bonus to your ally goes up by one.

5th Level————————————

Crunchy Shell Feat 5
| Nurd |
Your already tough shell like body has grown extra layers and is hard to bypass, well most things. You gain Resistance piercing and slashing equal to half your level (minimum 1) and Weakness 1 to Bludgeoned.

Nurd Weapon Shenanigans Feat 5
| Nurd |
Prerequisite Nurd Weapon Familiarity
You are adapt at wielding your chosen weapons common among Nurds. When you critically succeed at an attack roll using a shortsword, katar, spear, a hand crossbow or a Nurd weapon, you apply that weapon’s critical effect.

9th Level————————————

Extra Sour Feat 9
| Nurd |
Prerequisite Sour Nurd
Perhaps it your attitude or just your environment but it even harder for things to stand your taste and eat you. The flat check to Swallow Whole becomes DC 10 and any Gray or Improved Grab attached to jaws or similar attack now must make a Flat DC 5 check in order to succeed.

Neon Nurd Feat 9
| Nurd |
You have tapped into a forgotten or lost aspect of nurd-kind and your shell like body changes to have a bright hew. You gain shocking grasp as a 2nd level Innate primal spell you can cast twice per day.

13th Level————————————

Nurd Weapon Self Inspired Feat 13
| Nurd |
You have improved your nurdcore weapons of choice; Whenever you gain a class feature that grants you expert or greater proficiency in a given weapon or weapons, you also gain that proficiency in the shortsword, katar, spear, hand crossbow or a Nurd weapon in which you are trained.