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Monday, December 14, 2020

Bestiary Rakshasa, Zakya

 

Zakya

Zakya is another one of many rakshasa and while look similar to rajas are a completely separate and rather warrior cast of the fiends. There hands can rotate into a normal position to wield their weapons and commonly serve as body guards for rajas only adding to the confusion of which rakshasa is which. Also see ECS pg  287.

Rakshasa, Zakya Creature 8

| LE | Medium | Fiend | Rakshasa |

Languages Common, Infernal, Undercommon

Perception +15, darkvision

Skills Deception +18, Athletics +20, Acrobatics +16, Diplomacy +13, Occultism +12, Intimidate +15

Str +7, Dex +4, Con +7, Int +4, Wil +4, Cha +3

Items +1 striking bastard sword, scale male, steel shield

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AC 27 (28 with combat mind link, 29 with shield raise, 30 with combat link and shield raise)

Fort +18, Ref +16, Wil +14; +2 status to all saves vs. magic, +3 status to all saves vs. divine magic

HP 125; Weakness good 8, Resistances physical 8 (except piercing)

Attack of Opportunity <Reaction>

Shield Block <Reaction>

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Speed 30 feet

Melee bastard sword +21 (two handed d12, magical) Damage 2d8+11 slashing 

Melee fangs +19 (agile, magical) Damage 2d8+8 piercing

Melee claws +20 (agile, finesse, magical) 2d6+8 slashing

Occult Spontaneous Spells DC 24 Attack +16 4th (3 Slots) chill touch, true strike, vampiric touch

Occult Innate Spells DC 24; 3th mind reading (at will)

Combat Mind Link <free action> As long the Zakya Sustains mind reading they gain a +1 status bonus to their attacks and AC but only when dealing with the target of the mind reading. 

Change Shape [one-action] (concentrate, occult, polymorph, transmutation) The zakya raja takes on the appearance of any Medium humanoid. This doesn’t change the zakya rakshasa’s Speed or its attack and damage modifiers with its Strikes but might change the damage type its Strikes deal (typically to bludgeoning). It typically loses its fangs Strike unless the humanoid form has fangs or a similar unarmed attack.

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Special thanks to my Patreon Supporters and to those in the Pathfinder and Eberron Discords along with subreddits I hang out in and spring board a lot of stuff on. You can also check out the Zakya on the Shardfinder World Anvil page: Zakya.

Monday, October 5, 2020

Bestiary Dusk Hag

 

Dusk Hag


A bit more rare of hag that is created from the children of night hags, usually by their mothers. (This is to help fit hags to Pathfinder 2e's ideas of hags/PF's changelings aka hagkin) Further details and first seen in ECG pg 284.

DUSK HAG CREATURE 4

| N | Uncommon | Medium | Hag | Humanoid |

Perception +10 (+12 for Sense Motive) darkvision

Languages Common, Infernal, Julton

Skills Stealth +10, Occultism +12, The Planes Lore +12, Lore (Any for Plot) +12

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

Coven dusk hag adds read omens, modify memory, dreaming potential and phantasmal killer to her coven’s spells.

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AC 21; Ref +8, Fort +10, Wil +14, +1 status to all saves vs. magic

HP 70; Weakness Cold Iron 5

Immunity sleep

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Speed 25 feet

Melee <Action> +12 claw (agile and magical), Damage 2d6+4 slashing damage plus nightmare venom

Occult Innate Spells DC 21, attack +13; (4th) dream message (at will); (4th) nightmare (at will); (3rd) illusory disguise (at will); (3rd) zone of truth (at will); (2nd) augury (x3); (2nd) obscuring mist (at will)

Cantrips read aura, detect magic

Constant (5th) tongues

Insightful Dreams When this hag dreams she can gain insight from them as they will show past, present or

future events. These are random and serve as a plot device for your campaign/adventures. 

Nightmare Venom Any creature the dusk hag has damaged with her claws in the last 24 hours the dusk hag may treat them as if she knows their name for the purpose of casting nightmare and dream message.

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Special thanks to my Patreon Supporter and to those in the Pathfinder and Eberron Discords along with subreddits I hang out in and spring board a lot of stuff. Of course you can check out the Dusk Hag on our new World Anvil page: Dusk Hag.

Thursday, September 17, 2020

Eberron Ancestry: Warforged

 Warforged! With this ancestry we finish the last of Eberron’s unique core ancestries. 


Warforged were created as tools of war; automatons meant to fill in ranks and swing blades but by design or fate they became more. With the end of the Last War this unique ancestry found themselves with personhood but their purpose suddenly pulled from them.


The ancestry here hopefully won’t be the final version - adapting warforged to PF2 has been an enormous challenge and I hope to expand on this work later. However, I felt it would be better to put this version out in the community as a beta so I can iterate on the feedback.


In addition to this new ancestry I introduce several new things to help support, destroy constructs and hopefully make the world feel more like Eberron; New Skill feat, new equipment and new spells. 



Warforged - Uncommon


Hit Points 8


Size Medium


Speed 25 ft


Ability Boosts Constitution, Free

 

Languages Common

Additional languages equal to your Intelligence modifier (if it’s 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 Warforged, Humanoid, Awaken Construct


Awaken Construct Your body is a unique construction trying to mimic life and your mind a spark never imagined before. There are those that even argue you have a soul. For the purpose of spells you are a construct and a living creature. You have the following: You have no need to eat, drink or sleep though you can still consume potions, elixirs, spells and other such things to gain their effects but for abilities, class features and conditions that require full rest. Warforged can enter a recovery mode for six hours instead where they have the unconscious condition but do not go prone or drop items. They may be repaired while in recovery mode but cannot repair themselves in this state. Recovery mode, like 8 hours of rest, can be interrupted and if so a warforged can go back to recovery mode to finish remaining time but the benefits of recovery mode can only be gained once per day.


Warforged are immune to disease, sleep, poison and paralyzed condition. Warforged do not recover hit points from rest or recovery and only gain half the benefits (minimum of 1) of magic or items with the healing trait but cannot be treated with the Medicine skill. Warforged can benefit from Administer First Aid, Treat Poison and Treat Wounds actions but must be done using the Craft Skill  and Repair Kit replacing the Requirement of Healer’s Tools; these actions lose the healing trait if any when used in this way. For a warforged a successful Stabilize also recovers them up to 1 HP in addition to removing the dying condition but the warforged remains unconscious for 1d6 minutes (or longer at GM’s discretion). A warforged who has gained a Focus or Innate spell with the healing trait may use it on themselves or other Warforged at full effect. 


Warforged are not destroyed like most constructs when reduced to 0 Hit Points, instead they gain the dying condition. They do not make recovery checks and maintain their dying condition count unless damaged or restored to 1 or more Hit Points as normal. On dying 4 a warforged’s body is so damaged it can no longer contain the spark of life/soul and they die; even if the body is restored it continues to cease function. They can be brought back to life by magic just like any other living creatures.


Living Weapon Your body of stone, metal and wood allows you to deliver punishing blows while also allowing you to take on Runes. You have an unarmed attack that deals 1d4 bludgeoning damage, has the agile and finesse trait, is in the brawling weapon group and counts as a weapon with light bulk for the purpose of effects and abilities that work on weapons including weapon runes and talismans. If a Warforged heritage armor is ever made of a special material, these unarmed strikes are treated as if made out of the special material.


Heritages

As a manufactured ancestry the Warforged have the unique ability to retrain their heritages or to be more accurate, have them reconfigured. The heritages below most likely represent the model of warforged you were created as but with the right connections a warforged can have their  heritage armor changed out during Downtime using rules found after the listed heritages. A Warforged is always trained in their attached heritage armor. Even if a warforged has their heritage armor completely removed and not replaced they cannot wear standard armor due to integral mounting points, in fact they cannot properly move without heritage armor installed or if it becomes broken or worse (-10 feet speed penalty). A warforged with a class that has anathema may ignore any part about using metal armor as long as they are wearing their original heritage armor. Listed prices are for reference when trying to change heritage armors or craft a new one. Non-Warforged cannot wearWarforged heritage armor. Like any armor, heritage armor can have runes etched or transfered onto them along with being able to use talismans. Most warforged would have the Standard Model Heritage. Heritage armors still count as standard armors for class features and proficiencies.


Standard Model (Composite) Warforged - Common

Be it at the start of the Last War or one of the last groups to be made that never saw combat, let alone trained for it; you were designed to the default standard. You have Composite Heritage armor attached to your body, it is your protection and it is your skin.Most House Cannith Approved Smiths have the formula for this level 1 Armor and even non approved Smiths in a major settlement might have it.


Medium Armor Composite Heritage Armor (level 1)

Price 6 gp

AC Bonus +3

Dex Cap +2

Check Penalty -1

Speed Penalty -5 feet

Strength 14

Bulk 1

Group Composite

Armor Traits Flexible, Comfort


Light Model Warforged - Uncommon

You might have been made to be a fast moving unit or custom order to respond to threats quickly, you have the Light Heritage Armor attached. This lighter armor uses thinner plates and composites along with protecting less of your other body elements. This uncommon armor formula may be known by approved Cannith Smiths that hold a mild position or those Smiths who served as ‘battle repairers’ during the Last War keeping Warforged running.


Light Armor Light Heritage Armor (Level 2)

Price 7 gp

AC Bonus +2

Dex Cap +3

Check Penalty -

Speed Penalty -

Strength 12

Bulk L

Group -

Traits Comfort


Bulwark Model Warforged - Uncommon

You were designed to wade into heavy combat to break lines or perhaps be someone’s heavy bodyguard, you have the Bulwark Heritage Armor. This armor uses thicker plates and covers up more of a warforge’s body. This uncommon armor formula may be known by approved Cannith Smiths that hold a mild position or those Smiths who served as ‘battle repairers’ during the Last War keeping Warforged running.


Heavy Armor Bulwark Heritage Armor (Level 3)

Price 22 gp

AC Bonus +5

Dex Cap +1

Check Penalty -2

Speed Penalty -10 feet

Strength 16

Bulk 2

Group Plate

Trait Bulwark


Reconfiguring

After character creation a Warforged character can swap their heritage armor for a new set of heritage armor if found or purchased. The process to remove current heritage armor is one hour if by themselves, 30 minutes if their help and requires a Repair Kit, Black Smith Toolkit or any toolkit a GM determines is appropriate. Donning the new armor takes the same amount of time. 


Crafting Warforged heritage armor follows the same rules as any armor except on the last day of creation the Warforged May chose to be present for the process having the finished product added immediately as it completed. This ignores the usual donning/removing rules for warforged heritage armor and once the armor is completely it is installed on the warforged.


Ancestry Feats


1ST LEVEL


Warforged Basic Training Feat 1

WARFORGED 

You have undergone Warforged Basic training to prepare them for their roles as soldiers. You become trained in the shortbow and longsword. Additionally you gain the Shield Blocking feat.


Deadly Living Weapon Feat 1

WARFORGED 

Due to practice or a fluke in the Creation Forge your unarmed strikes are more effective, raise your unarmed Strike damage for Living Weapon to a d6 and gain the shove trait.


War Lore Feat 1

WARFORGED

Beyond the tools of war is the ability and skill to use them. Either from training or practical experience you have the basics of warfare. You gain the trained proficiency rank in Crafting and Athletics. If you would automatically become trained in one of those skills, you instead become trained in a skill of your choice. You also become trained in Warfare Lore.


Warforged Resistance Feat 1

WARFORGED 

By blessing of the creation forge or after creation modification you are more durable. You gain resistance equal to the amount of your ancestry feats against piercing, slashing and bludgeoning damage from weapons, traps and hazards unless done by adamantine source.


Jaws of Death Feat 1

WARFORGED

Your bite is as lethal as any weapon. You gain a jaws unarmed attack that deals 1d8 piercing in the brawling group.

 

5TH LEVEL


Warforged Brutal Unarmed Feat 5

WARFORGED

Prerequisite Having Deadly Living Weapon or Jaws of Death

You know how to use your unarmed strikes with brutal effectiveness. Whenever you score a critical strike with one of your unarmed attacks you apply that unarmed attacks critical specialization.


Warforged Weapon Discipline Feat 5

WARFORGED

Prerequisite Warforged Basic Training

You have honed your skill with the basic weapons of war, whenever you get a critical hit with one of your Basic Training weapons you apply that weapon’s critical effect.


Construct Lockdown Feat 5

WARFORGED 

Your own construct nature has given you an insight on how to combat constructs. You gain a +2 to damage against creatures with the construct type and anytime you score a critical on one you may use the Sling Critical effect instead of the weapon’s usual critical effect.


9th Level


Warforged Heritage Armor Expertise Feat 9

WARFORGED

You have become quite practiced in your heritage armor that makes up part of your body. Whenever you gain a class feature that grants you expert or greater proficiency in certain armors or unarmed defense, you also gain that proficiency for your heritage armor. Additionally gain access to that armor’s specialization if any.


13th Level


Martial Expertise Feat 13

WARFORGED

Prerequisite Warforged Weapon Discipline

Your designed intention for war and experience have honed your skills. Whenever you gain a class feature that grants you expert or greater proficiency in certain weapons, you also gain that proficiency for the shortbow and longsword.


New Skill Feat


Battle Repairs <Action> Feat 1

| General | Manipulate | Skill |

Prerequisite Trained in Craft

Requirements Repair Tools worm or in Hand, Target is a construct or awaken construct.

You can quick repair up yourself or an adjacent ally construct, even in combat. Attempt a Craft check with the same DC as for Treat Wounds and provide the corresponding amount of repairs. As with Treat Wounds, you can attempt checks against higher DCs if you have the minimum proficiency rank. The target is then temporarily immune to your Battle Repairs for 1 day.


New Equipment 


OIL OF REPAIR ITEM 1+

CONSUMABLE | MAGICAL | OIL | TRANSMUTATION 

Usage held in1 hand; Bulk L

Activate <Single Action> Interact

An oil of repair is a vial that appears to have endless silver threads swirling within. When you apply this oil to a construct, including yourself, they gain the listed number of Hit Points. Generally a minor oil of repair can be bought during character creation.

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Type minor; Level 1; Price 4 gp 

This oil repairs 1d8 Hit Points.

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Type lessor; Level 3; Price 12 gp

This oil repairs 2d8+5 Hit Points.

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Type moderate; Level 6; Price 50 gp

This oil repairs 3d8+10 Hit Points.

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Type greater; Level 12; Price 400 gp

This oil repairs 6d8+20 Hit Points.

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Type major; Level 18; Price 5,000 gp

This oil repairs 8d8+30 Hit Points.


New Spells


REPAIR SPELL 1

TRANSMUTATION 

Traditions arcane, occult

Cast <Single Action> to <<<Triple Action>>>

Range varies Targets 1 construct

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You channel transmutational magics to repair your construct allies. The target construct has 1d8 Hit Points restored. This spell even works on golems and other constructs with antimagic but only restores half of the Hit Points. The number of actions you spend when casting this spell determines its targets, range, area, and other parameters.

<Single Action> (somatic) This spell has a range of touch.

<<Double Action>> (verbal,somatic) The spell has a range of 30 feet. Increase the Hit Points restored by 8.

<<<Triple Action>>> (material, somatic, verbal) You disperse transmutive energy in a 30-foot emanation. This targets all constructs in the burst.

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Heightened (+1) The amount of repairing increases by 1d8, and the extra 2-action version increases by 8.


DISABLE SPELL 1

TRANSMUTATION

Traditions arcane, occult

Cast <Single Action> to <<<Triple Action>>>

Range varies Targets 1 construct

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You channel destructive transmutational magics to wreck your construct enemies. The target construct takes 1d8 damage and gets a basic Fortitude saves. This spell even works on golems and other constructs with antimagic but these kinds of constructs treat Critical Failures as Failures. The number of actions you spend when casting this spell determines its targets, range, area, and other parameters.

<Single Action> (somatic) This spell has a range of touch.

<<Double Action>> (verbal,somatic) The spell has a range of 30 feet.

<<<Triple Action>>> (material, somatic, verbal) You disperse destructive  transmutive energy in a 30-foot emanation. This targets all constructs in the burst.

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Heightened (+1) The amount of damage increases by 1d8.




I hope you enjoyed this latest entry. If you have any other ideas or comments share in the comments below! The most direct way to give me feedback though is to email dark.cloud.blogs@gmail.com. I have started a World Anvil account and will be posting this content over there as well. Everything I have posted here should already be over there with past entries to follow soon; check it out here: World Anvil Shardfinder 2.


Special thanks to my first Shardfinder Patreon: Beth! Please check above if you like to support Shardfinder and a share is always appreciated.


A special thanks to the Eberron Discord Communities and extra special one to ChaosOS for proof reading this entry; check out his works on the DM’s Guild.


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