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Showing posts with label Eberron. Show all posts
Showing posts with label Eberron. Show all posts

Sunday, June 25, 2023

Hero Point Expansion; Actions Points are Back?

 In the 3.5 days of DnD one thing that separated Eberron from other settings was an additional rule set it gained called Action Points; in short you gain X points at each level and could use them to add a 1d6 to d20 rolls. Serves a very similar place as PF2’s Hero Points; and the element was such a core part of the setting/game that there was feats to expand Action Points and even prestige classes (think the none class Archetypes) that also played with Action Points. In the spirit of those 3.5 days that is the focus of Shardfinder’s conversions I have come up with Hero Point expanding General Feats and one class feat below for your PF2 Eberron games.


Speaking of Hero Points, have you heard of Paizo’s Hero Point Deck? It is a fun tool; at its base it is a cheaper version of the Hero Point token coins if you like to give physical objects to remind players they have hero points but it does more! It provides alt ways to use Hero Points and different rules on how to offer the options. You might want to consider also utilizing this deck to increase that pulp action as well.


Please let me know how these feats work in your games or even the Hero Point Deck!


HEROIC BOOST FEAT 1

| GENERAL

Your luck seems more reliable than other adventurers’. Whenever you use a Hero Point to reroll your d20, roll 2d20 and pick the highest for your result.


HEROIC SURGE FEAT 3

| GENERAL |

There are rare moments where time seems to slow down for you.

Trigger You are rolling Initiative.

[Free Action] You may spend a Hero Point to gain Quickened 1 until the end of your next turn.


HEROIC SPIRIT FEAT 1

| GENERAL

You seem to be able to push your luck more than most heroes.

You start sessions with an additional Hero Point and your Hero Point limit goes up by 1.


NEW BARBARIAN FEAT

RAGING LUCK FEAT 1

| BARBARIAN |

While raging you seem to make your own luck.

Trigger You take the Rage Action [Free Action] You gain a Hero Point; this Hero Point must be used first if you use any Hero Points and if your rage ends for any reason before this Hero Point is used then the Hero Point is immediately lost. (You cannot use this hero point to stabilize as you lose it as you go unconscious.)

Sunday, May 22, 2022

Bestiary Daelkyr Minions

 Sorry it been awhile, life and all that usual jazz. Do you someone looking for these I realized I had finish some content but hadn't posted it like I thought so here it is! Below you find some Daelkyr minons; the Dolgaunt and the Dolgrim; below that you find a new special material to fight against the daelkyr forces that were left behind or sneak through the planar cracks. World Anvil entries coming soon.

DOLGAUNT

The creature looks like it use to be a starved hobgoblin with their eyes scooped out. Random tendrils cover the body along with prominent tentacle emerging from each shoulder that are as long as the creature is tall.

Dolgaunt

DOLGAUNT CREATURE 2

| Uncommon | LE | Medium | Aberration |

Perception +9; motion sense (precise) 120 feet, no Vision

Languages Common, Undercommon, Tendril Communication 

Skills Athletics +8, Acrobatics +7, Stealth +6

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

Tendril Communication Dolgaunts can communicate silently with other Dolgaunts within 30 feet.

Motion Sense A Dolgaunt can sense motion through vibration and air movement.

AC 18; Fort +8, Dex +10, Will +9

HP 30 ; Immunity Visual; Resistances All physical 3 except for magical or byeshk

Speed 25 feet

Melee unarmed +9 (Agile, finesse, nonlethal, unarmed), Damage 1d6+3 Bludgeoning 

Melee tentacle +9 (agile, 10 ft reach) Damage 1d10+3 plus Grab

(Dolgaunt only has 2 tentacles)

Vitality Drain <Single Action> Requirement a creature restrained with the Dolgaunt’s tentacle

The restraining tentacle burrows into the flesh and sucks out body fluids. The restrained target makes a Fort save vs DC 16. On a fail they gain drain 1 while the Dolgaunt heals 3 HP. Further failures from Vitality Drain increase the drain value.


Dolgaunt Monk Creature 6

| Uncommon | LE | Medium | Aberration |

Perception +15; motion sense (precise) 120 feet, no Vision

Languages Common, Undercommon, Tendril Communication 

Skills Athletics +15, Acrobatics+13, Stealth +11

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

Items +1 Handwraps

Tendril Communication Dolgaunts can communicate silently with other Dolgaunts within 30 feet.

Motion Sense A Dolgaunt can sense motion through vibration and air movement.

AC 24; Fort +14, Dex +16, Will +15

HP 90; Immunity Visual; Resistances All physical 5 except for magical or byeshk

Deflect Arrow <Reaction> 

Speed 35 feet

Melee unarmed +15 (agile, finesse, magical, unarmed), Damage 2d8+6 Bludgeoning 

Melee tentacle +15 (agile, magical, 10 ft reach), Damage 2d12+6 plus Grab

(Dolgaunt only has 2 tentacles)

Vitality Drain <Action> Requirement a creature restrained with by the Dolgaunt’s tentacle

The Tentacle burrows into the flesh of the restrained creature and sucks out body fluids. The restrained target makes a Fort save vs DC 22. On a fail they gain drain 1 while the Dolgaunt heals 6 HP. Further fails from Vitality drain increase the drain value.

Flurry of Blows <Action> 

Crushing Grab When the Dolgaunt successfully Grapple a creature they deal 4 Bludgeoning Damage.

Monk Spell 1st (1 Focus Point; occult) ki rush


DOLGRIM  


This creature sort of reminds you of a goblin except it head been sucked down into it chest with a second mouth below yet attached to each other. Additonally it has four arms, two on each side, with the shoulders looking to be in the wrong places.


DOLGRIM SCOUT CREATURE 1

| Uncommon | CE | Small | Aberration |

Perception +5, darkvision

Languages Common, Undercommon

Skills +4 Athletics, +7 Stealth, +7 Acrobatics

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

Items 10 daggers, leather armor

Many Hands A Dolgrim Scout has 4 hands it can use to hold items or perform actions with.

Dual Minds Multi Task The Dolgrim Scout is permanently quickened but can only perform the following actions with this extra action: drawing an item, reloading, Raise Shield or Twin Parry.

AC 15 (16 with Twin Parry); Fort +5, Ref +8, Wil +6 (+1 to saves against mental effects and treats all failures against such effects as Critical Failures)

HP 20; Resistances 3 All physical except magic or byeshk 

Speed 25 feet

Melee dagger +8 (agile, finesse, thrown 10 ft., versatile S), Damage 1d4+1 piercing

Range dagger +8 (Agile, finesse, thrown 10 ft., versatile S), Damage 1d4+1 piercing

Twin Parry <Action>

Sneak Attack The Dolgrim Scout deals 1d6 extra precision damage to flat-footed creatures.


DOLGRIM WARRIOR CREATURE 1

| Uncommon | CE | Small | Aberration |

Perception +3; darkvision

Languages Common, Undercommon

Skills +7 Athletics, +5 Stealth

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

Items crossbow, leather armor, morningstar, 20 bolts, wooden shield

AC 14 (16 with Raise Shield); Fort +8, Ref +5, Wil +6 (+1 to saves against mental effects and treats all failures against such effects as Critical Failures)

HP 22; Resistances 3 All physical except magic or byeshk 

Speed 20 feet

Melee morningstar +8 (versatile p), Damage 1d6+3 bludgeoning 

Range crossbow +8 (120 ft range), Damage 1d8 piercing

Many Hands A Dolgrim Warrior has 4 hands it can use to hold items or perform actions with.

Dual Minds Multi Task The Dolgrim warrior is permanently quickened but can only perform the following actions with this extra action: drawing an item, reloading or Raise Shield.


PRECIOUS MATERIAL


BYESHK MATERIAL 2+

| Uncommon | Precious |


    Weapons made from purple tinted metal from a unique mountain range tend to easily damage those from the nightmare plane and their creations. Byeshk tends to be more dense then iron and it has a unique purple finish when polished.

Type byeshk chunk; Price 10 gp; Bulk L

Type byeshk ingot; Price 100 gp; Bulk 1

Type low-grade byeshk object; Level 2; Price 20 gp per Bulk

Type standard-grade byeshk object; Level 7; Price 250 gp

per Bulk

Type high-grade cold iron object; Level 15; Price 4,500 gp

per Bulk


BYESHK SHIELD ITEM 2+
| Uncommon |
Usage depends on shield
Byeshk shields don't gift any new benefits as a shield but when used in a shield bash are byeshk weapons.
-------------------------------------------------------------------------
Type low-grade byeshk buckler; Level 2; Price 30 gp; Bulk L; Craft Requirements byeshk worth at least 15 sp
The shield has Hardness 3, HP 12, and BT 6. Type low-grade byeshk shield; Level 2; Price 34 gp; Bulk 1; Craft Requirements byeshk worth at least 17 sp
The shield has Hardness 5, HP 20, and BT 10. Type standard-grade byeshk buckler; Level 7; Price 300 gp; Bulk L; Craft Requirements byeshk worth at least 375 sp The shield has Hardness 5, HP 20, and BT 10. Type standard-grade byeshk shield; Level 7; Price 340 gp; Bulk 1; Craft Requirements byeshk worth at least 425 sp The shield has Hardness 7, HP 28, and BT 14. Type high-grade byeshk buckler; Level 15; Price 5,000 gp; Bulk L; Craft Requirements byeshk worth at least 2,500 gp The shield has Hardness 8, HP 32, and BT 16. Type high-grade byeshk shield; Level 15; Price 5,500 gp; Bulk 1; Craft Requirements cold iron worth at least 2,750 gp The shield has Hardness 10, HP 40, and BT 20.

BYESHK WEAPON ITEM 2+
| Uncommon |
Usage depends on weapon; Bulk depends by weapon
Byeshk seem sto be able to penetrate eyes of those from the plane of nightmares or those associated with the plane.
-------------------------------------------------------------------------
Type low-grade byeshk weapon; Level 2; Price 40 gp + 4 gp
per Bulk; Craft Requirements at least 20 sp of byeshk +
2 sp per Bulk
Type standard-grade byeshk weapon; Level 10; Price 880 gp
+ 88 gp per Bulk; Craft Requirements at least 110 gp of byeshk + 11 gp per Bulk
Type high-grade byeshk weapon; Level 16; Price 9,000 gp +
900 gp per Bulk; Craft Requirements at least 4,500 gp of
byeshk + 450 gp per Bulk

Saturday, July 10, 2021

Can PF2's Beastkin be Eberron's Shifters

 So something different today, this is not a conversion. This is an examination of PF2’s versatile heritage Beastkin found in Lost Omens Ancestry Guide or here. Simple put, can we use them to be shifters in your PF2 Eberron game? (If you looking for my current Shifter conversion you can find it here.) Off the bat I am going to say…maybe?


Do they potentially have the same general feel? Sort of. Paizo’s specific chosen direction I think pulls away from Eberron’s shifters more than moves toward them. If you decide to use them I think you have to ask yourself some questions on how you add them into your Eberron campaign.


(Just want to remind the reader I mostly speak from a 3.5 Eberron perspective.)


Now I believe in the Eberron ‘rule’ of “If it is in DnD it is in Eberron.” though of course replace DnD with PF but that doesn’t mean we can’t put restrictions on it or modify it.


Rarity and Versatile; are you going to follow these parts of the heritage? In Eberron Rare seems pretty high and most likely be treated as uncommon or common. Versatile certainly doesn’t fit as they are established as having ancestors but simple enough to restrict it to humans like half or half orcs but you can easily leave it open to give your Eberron more of a twist. Though some corners of the lore mention Orc shifter one offs.


Ancestry Feats; do you allow all the Beastkin feats? Do you allow all the human feats or whatever ancestry you allow? Beastkin is rather ‘thin’ in feats but that is the same for many versatile heritages as they also have their ancestry to tap into for these. Higher level feats reflect what the Weretouched Master unlocked (ECS pg 85). Some feats seem out of place to a Shifter like Fey Influence granting fey magic and odd extras to the form or Critter Shape that allows you to take on a small or cub animal like form. Of course cutting out feats makes that list smaller so you have to weigh everything for yourself.


Change Shape/Animal Selection; this is where a lot of things break down for trying to use Beastkin as shifters. What I think the more minor thing is first is that hybrid form is more default and either form can be held indefinitely while the shift is certainly meant to be temporary and akin to raging. Bigger thing is they very much want you to pick a specific animal instead of having wider themes (including insects) and they all give a bite attack. While the insect thing is easy to ignore I think the exclusive bite loses a lot of shifter flavor while casual transforms sort of also.  This is where my heart gets broken and Beastkin falls apart for me. I think they are great in flavor for Pathfinder/Age of Lost Omens but Eberron it becomes a bit of a failure for me but also can see other GMs embracing it.


With that all said I think this is great frame work for something. Perhaps a Shifter Redux conversion is in order (specially with some people’s Power concern about the current one) or perhaps figuring out how to make a variant Beastkin that fits shifter more? We will see.


Thank you for your time and I hope this proves useful to you and your party! If you like support what I do please consider joining my Patreon or sending me a Ko-fi. A special thanks to the Eberron Discord Communities and an extra special one to ChaosOS for proof reading this entry; check out his works on the DM’s Guild. https://www.dmsguild.com/browse.php?author=Joseph%20Meehan