Showing posts with label Pathfinder. Show all posts
Showing posts with label Pathfinder. Show all posts

Friday, April 4, 2025

A Certain Character Build: Mikoto "Railgun" Misaka in Pathfinder 2e!

 While I was working on some homebrew for Pathfinder 2e I came across a spell in Secrets of Magic that reminded me of an anime character. I was not that familiar with the character or the anime but the previews stuck with me none the less. The spell is Magnetic Acceleration and the anime character is Mikoto Misaka but I only remembered her as 'The Railgun'. Either way I had an idea for a PF2 rule meme, did some googling and made it. Posted it around a bit; you might have seen it on Tik Tok or Blue Sky but here it is below:


After I moved on...or not. So I dug into the character and anime a bit more...then ordered the first season of the anime along with the first volume of the manga. I have watched season 1 now and waiting for vol 2 of the manga to come in the mail (Volume 3 already did...). After that I had to take a very natural course of action; I built Mikoto in Pathfinder 2e and Hero Forge...

Made in Hero Forge
Mikoto “Railgun” Misaka
Human sorcerer 5 (Rage of Elements, Secrets of Magic)
Medium, Human, Humanoid
Heritage versatile human
Background noble
Perception +9
Languages Common, Fey, Gnomish, Halfling
Skills Acrobatics +10, Athletics +7, Crafting +9, Heraldry Lore +9, Intimidation +13, Nature +11, Society +9, Thievery +10
Str +0, Dex +3, Con +1, Int +2, Wis +2, Cha +4
Items purse (270 gp)
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AC 20; Fort +10; Ref +10; Will +11
HP 48
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Speed 25 feet
Primal Sorcerer Spells DC 21, attack +11; 3rd (3 slots) elemental absorption[SoM], lightning bolt, magnetic acceleration*[SoM] 2nd (4 slots) magnetic attraction[SoM], magnetic repulsion[SoM], resist energy, shocking grasp 1st (4 slots) conductive weapon[RE], interposing earth[RE], scouring sand*, thunderstrike* Cantrips (3rd) detect magic, electric arc, know the way, live wire, needle darts[RE]
*Spells marked with an asterisk are signature spells; these spells may be heightened freely
Focus Spells 1 Focus Point, DC 21; 3rd Elemental Toss
Ancestry Feats Haughty Obstinacy, Natural Ambition
Class Feats Counterspell, Reach Spell, Widen Spell
General Feats Incredible Initiative, Toughness
Skill Feats Combat Climber, Courtly Graces, Intimidating Glare
Other Abilities blood magic, elemental, elemental fury, sorcerous potency

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.

Once I got to the target spell aka Magnetic Acceleration I stop the build; though it a bit funny she level 5 character build if you familiar with the show she from. Should note that there no gear on this build outside of starting wealth; wasn't important for the concept so feel free to outfitter how you see fit.

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.


Tuesday, August 6, 2019

A Tale of PF2 Bards

As of writing this blog Pathfinder 2nd Edition is out...and I am still running a PF2 Playtest campaign of the Doomsday Dawn Playtest Adventure but it will be done soon.

I also got to play in one chapter of the playtest myself as a Bard, Lady Tart my Dwarven Beard (Drag) Queen who lived in the City of Strangers for a time after leaving his Sky Citadel home. The character and the mechanics were so fun that I had to get some art made of my passionate dwarven bard which you can see below. Though admittedly looking back got a few things wrong in the rules but we live, we learn and have fun playing.
Lady Tart aka Huk Kinar
With PF2 now out and the hopes I get to bring Huk back in a game one day I decided what he look like in the final product. So below I will post Playtest Lady Tart and under that PF2 Lady Tart so we can see what has changed!

Playtest Lady Tart
Page 1 - Click to Enlarge
Page 2 - Click to Enlarge
PF2 Lady Tart
Page 1 - Click to Enlarge
At first glance we see a massive change to HLO out print format; wait sorry. At a glance things are not too different. With the change between the different Proficiency 'levels' we see a boost to everything associated with that on PF2 Lady Tart. Spell Points are now Focus with different mechanics and with those I thought Versatile Signature was better to pick up then Triple Time despite me loving the name and what it does. Have a bit extra language now and spell selection is slightly different do to changes (Unseen Servant vs Summon Elemental for example). Slight change/tweak to Huk's heritage/ancestry and last some of the other lasting changes are to the gear. I copied the list for the most part but where it changes is in the runes/quality. I ended taking a +1 Striking Longsword instead of two +1 weapons as quality is gone (Sort of miss and messed up some of my Ebberon plans but it will be fine!) and Huk's armor isn't magical this time (I ran out of gold but I think they also bumped the armor rune up a level as well.)

That was interesting and I hope helped give some insight to things; I look forward to playing Lady Tart again in the future. Luck in your games; be it Pathfinder 2nd Edition or whatever you get play; just have fun!

Sunday, September 10, 2017

Inside the Character Sheet: The Steward

Welcome to my first entry of Inside the Character Sheet where I share my table top role playing characters with the rest of the world. First we shall be meeting The Steward.

image by Michael Kesavan
The Steward is my Android character based in Paizo's new RPG Starfinder that is in an Online Campaign as a Patreon reward Michael Kesavan's Ask a Pathfinder. In fact you can join us Sunday Nights/Monday Mornings at 8pm UTC-4/8am GMT+8 on the AAPF Discord or you can hang out with us and others during the week inbetween sessions: https://discord.me/AskaPathfinder
I will try to post follow up blog(s) after each session.


The Steward awoke for the first time in a public renewal creche feeling uncomfortable and uneasy in their own body as if their very own electric flesh was a poorly sized suit. They were held by attendants and lead to begin their new life but the newly seated soul had feelings and memories of the previous soul which felt odd...wrong.

A bit disoriented and confused Steward walked away before finishing the registration process. As the android reached equilibrium again they couldn't help but feel that something was wrong and specifically to the soul that was in this body before leaving them with a sense of not belonging in this new shell.

Grabbing on the only lead they had at the moment, this body's identity chip Steward tried to investigate who they were or is it should be? The name was easy, Ara-5 and followed the info on the ID chip which lead to an odd trail of attempts to erase traces of Ara-5 existence but left random bits of 'paperwork' trails.

As they tried to investigate Steward came to learn that they were already quite ready to search, move covertly and defend themselves. This was good as it certainly helped with trying to learn about their body's history BUT also to find work as one's mysterious past does not put food in your mouth.

Given their skills and current status Steward found their way into the gray area of private contracting. During one job the android came across Modem, ysoki street hacker for hire. They had both been given the same job by different competitor; to 'retrieve' a crate of stolen high end firearms but Modem got there first but seem to had the same intent of backstabbing their client aka destroying the entire crate of firearms to keep them off the street. Needless to say Modem's client was not happy and found himself in a tight spot that Steward helped him out of. Ever since the two have been working together with Modem helping Steward with their personal quest in between paying jobs.

Together the two worked the leads that all became dead ends but one, Ara-5 was some kind of privateer and that she owned a ship named Trinity's Wanderer but so far the ship itself they have not yet found out where she left it...yet.

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When you first rise out of a coffin/crib confused and universe a blurring around you; you need some help...perhaps a touch of guidance as well. For Steward that was Triune or the church of the All-Code God to be exact. Steward seem to have a natural pull toward the place, being an android that isn't that surprising, though the holy symbol made of old fashion tech found around their neck and it again on the back of their left hand as part of the circuit paths also certainly helped.

There the android found initial starting food and shelter along with other lost; most fellow androids. Here Steward was able to get back on their feet and even some starting work. They feel it important to stay in contact with the friends they made there and when things are slow sometimes volunteers there or feeling lost.
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Some more images to help imagine The Steward Below.