• ברוכים הבאים לפורום הפונדק
    הפונדק הוא הקהילה הוותיקה והמובילה של מבוכים ודרקונים, משחקי תפקידים ומשחקי לוח בישראל.
    ההרשמה היא בחינם ולאחר מכן תוכלו לפרסם הודעות, למכור ולקנות משחקים, לחפש קבוצה למשחק ועוד!

    הרשמה /
  • עליית שרי הרונות מתחילה!

    תמכו עכשיו בפרויקט החדש של הפונדק עם שלוש הרפתקאות בערכה אחת, הדפסה שנייה של ספר הבסיס ואוגדן המפלצות, והמון משחקי תפקידים, קסם, והרפתקאות

פאת'פיינדר 2 אתגר התגים- יום 24: Anadi

16. Air

Item: Harpy Queen’s Feather - Item 16
[Uncommon][Air][Catalyst][Consumable][Magical]
Type
Consumable - Spell Catalyst (Deluge spell)
Access Access to Deluge
Cost 1600gp
Usage held in 1 hand; Bulk -
Activate Cast a spell (add 1 action)

Many years after Aroden created the Deluge spell, his worshipers turned it against the harpies of the Isle of Kortos. The harpies cried to Pazuzu to save them, and the demon lord taught them a way to use the feathers of the strongest harpies to change the spell into their own weapon.
Adding this catalyst to the casting of Deluge changes the spell so instead of water it uses a strong stream of air, changing its traits from Water to Air. In addition, creatures on the ground that fail their Reflex save can be pushed in a straight line in any direction, instead of only being pushed away from the area’s center.
Lastly, if the caster is flying and is in the area of the spell, they can move themselves with the spell to any degree they want (stopping mid-air or landing and moving up to 50 feet in a straight line on the ground) without suffering damage (including fall damage) or falling prone.​
 
עריכה אחרונה:
17. Aiuvarin

Ancestry Feat: Aiuvarin Rivalry - Feat 1
[Uncommon][Aiuvarin]

Growing up, you were always pitted against your elven peers and needed to always prove yourself to them, so you learned how to take advantage of them.
You gain a +1 circumstance bonus to damage with weapons and unarmed attacks against creatures with the Elf trait. If your attack would deal more than one weapon die of damage (as is common at higher levels than 1st), the bonus is equal to the number of weapon dice or unarmed attack dice.
If any creature critically succeeds at an attack against you and deals damage to you, you gain your bonus to damage against that creature for 1 minute regardless of whether it’s an Elf or not.
In addition, you gain +2 circumstance bonus to Sense Motive against creatures with the Elf trait.

Ancestry Feat: Communal Thoughtsharing - Feat 5
[Aiuvarin]
Prerequisites
Thought Share
You have learned to communicate with other companions as easily as you communicate with elves.
You can use the mindlink innate spell that you gain from Share Thoughts three times per day. In addition, after spending 1 week in the presence of a creature, you can also target them with your innate mindlink, even if they’re not elves or aiuvarin.
You also gain the Aiding Mindlink action.

Aiding Mindlink [Reaction] (mental, telepathy) You Aid a creature within 30 feet of you that you targeted with mindlink since your daily preparations with a skill check, even if you haven’t prepared an action to do so. You can’t target the same creature again with this ability until the next daily preparations.
Note The telepathy trait might be an editing error, and if so remove it from Aiding Mindlink.

Ancestry Feat: Wildborn Linguist Training - Feat 5
[Uncommon][Aiuvarin]
Access
Ekujae Aiuvarin (Wildborn).
Traditionally, aiuvarin in the Ekujae society serve as diplomats and linguists to other people in the Mwangi. You gain the Ancestral Linguistics feat even if you’re not 100 years old, and learn the Ekujae shape-script language. In addition, whenever you select the Multilingual feat you gain one more language (usually three instead of two). Generally Ekujae Aiuvarin have access to the languages of the Mwangi Expense.​
 
עריכה אחרונה:
18. Alchemical

Item: Cultivation Killer - Item 13

[Uncommon][Alchemical][Injury][Poison][Void]
Access
Quain and Cultivators
Price 450 gp
Usage held in 2 hands; Bulk L
Activate [2 Actions] (manipulate)

Created by ghost-path cultivators in days past from flowers of death, the cultivation killer is a nasty poison that targets the qi directly.
Against creatures with focus points, the cultivation killer is a Virulent poison, unless all of the creature’s focus points are already expended. Focus points lost from this poison can’t be regained for 1 day.

Saving Throw DC 33 Fortitude; Maximum Duration 6 rounds; Stage 1 5d5 void damage and enfeebled 1 (1 round); Stage 2 6d6 void damage, enfeebled 2 and the target loses a focus point (1 round); Stage 3 8d8 void damage, enfeebled 2 and the target loses a focus point. if it has no focus points it’s drained 1 and can’t regain focus points for 1 day (1 round).​
 
19. Alchemist

Class Feat: Quick Monster [2 Actions] - Feat 4
[Alchemist]

You’re always ready to send your bottled monstrosities into the fray. You interact to draw a bottled monstrosity or use Quick Alchemy to create a bottled monstrosity, and activate the bottled monstrosity if it takes 2 actions or less. If you have the ability to create more than one bottled monstrosity at a time with Quick Alchemy (such as from the double brew class feature), you can activate with only one of the monstrosities you create with this action.​
 
20. Alkainan (SF 1E Subtype)
The Alkanian Trait doesn’t exist yet, but I assume once Alkainans are released it will exist.

Item: Metal Hiding Powder - Item 4
[Uncommon][Alkainan][Catalyst][Consumeable][Earth][Illusion][Magical][Talos]
Type
Consumable - Spell Catalyst (Disguise Magic spell)
Access Talos and in Volunisp
Cost 16gp / 160 credits
Usage held in 1 hand; Bulk -
Activate Cast a spell

Created from rocks that hide valuable metals inside them, this magically worked powder is used to hide the metals over a person, including metals that are part of your body (like with Alkanians or Taloses) from detection spells.
Adding this catalyst to the cast of Disguise Magic on an adjacent target, by putting the powder over it, hides the metals in the target as well as the magic in it from spells like Detect Metal. A creature casting Detect Metal of a higher rank than the Disguise Magic can attempt to disbelieve the illusion just as with Detect Magic.
While this effect does hide metals from spells and similar abilities, it doesn’t change the way the metal looks (so an Iron Warden would still be visibly iron made), or how the metal behaves - so a strong magnet attracting it would still raise suspicions.​
 
19. Alchemist

Class Feat: Quick Monster [2 Actions] - Feat 4
[Alchemist]

You’re always ready to send your bottled monstrosities into the fray. You interact to draw a bottled monstrosity or use Quick Alchemy to create a bottled monstrosity, and activate the bottled monstrosity if it takes 2 actions or less. If you have the ability to create more than one bottled monstrosity at a time with Quick Alchemy (such as from the double brew class feature), you can activate with only one of the monstrosities you create with this action.​
הקטע של מפלצות בבקבוק הוא בעיני אחת האכזבות מאלכימיה בפאת'פיינדר 2. כולן effigy שמתפורר אחרי שביצע אפקט קצר. זה קצת אנדוולמינג בשביל מפלצת מכווצת שאפשר היה לעשות ממנה מטעמים (ובפרט אם היא משתוללת שלא תחת שליטת המפעיל).

WHO'S THAT BOTTLEMON!?
 
אני מאוד מסכים. מה שכן אני חושב שנחמד זה היכולת של אלכימאי ליצור אותם כל עוד הוא יודע את הנוסחה גם לאחר שנגמרו לו חלקי הגופה של המפלצת. זה לפחות הופך את זה ליעיל יותר ואומר שאתה לא צריך לצוד רוקים במשך כל הקמפיין רק כדי להמשיך להשתמש ב-Bottled Roc.

21. Amp

Class Feat: Occult Flexuring - Feat 6
[Amp][Occult][Psychic]

You can easily bend materials and tissue through psychic ripples you send across them, from spoons to constructs up to even dragons. The amped cantrip must be one that has one or more targets and must either require a spell attack roll or have a saving throw. Use this amp in place of a psi cantrip's normal amp entry.
Amp Choose one creature or object hit by the spell (if the spell has a spell attack roll) or a creature that fails its save against the spell (if the spell requires a save). Any physical resistance and hardness the creature or object has is reduced by half your level for 1 round.
This specific effect can bypass Golem Antimagic, even if the spell itself didn’t affect the creature due to this ability. If the spell requires a saving throw, the Golem needs to make a Fortitude saving throw with the spell DC against this effect. In addition, you add half your level to the damage of spells that harm the creature due to Golem Antimagic.
Legacy Add the Transmutation trait.​
 
עבר מעט זמן, בגלל הרבה מילואים ועיסוקים, והאמת שגם התעכבתי כי ניסיתי לכתוב עוד משהו שבסוף ויתרתי עליו. אבל בכל זאת, אני ממשיך.

בגלל שהיה לי הרבה תוכן להגשה הזו, אז הספוילרים מחולקים לשניים.

22. Amphibious
Creature: Sodden Ankhrav
Creature Family
: Ankhrav.
Note: Another interpretation for the concept of Aquatic Ankharv, for D&D 5e, can be found in Dragonix’s Deadly Denizens III (by Dragonix Books), p. 6.

The sodden ankhrav is a variant of the Ankhrav that is adapted to semi-aquatic life, burrowing through flooded tunnels. Its acid spit is jet propelled, with the acid itself being more mucusy in its composition and hydrophobic, so it removes the water from creatures it sticks to. They also have a developed wavesense, despite retaining some of their previous termorsense.

It used to be a minor menace in the lost kingdom of Yamasa, but in the years since the Eye of Abendego ravaged Yamasa and turned it into the Sodden Lands, those ankhravs became a true infestation, with druids fearing that without their natural predator - the khravgodon, they might truly get out of control.

Despite their notoriety in the Sodden Lands (hence the naming), they actually originate from the broken continent of Azlant, where they first evolved in that way. Stories from explorers to those lands tell of many islands infested with creatures. They also seem to have managed to spread across the Inner Sea, with stories about amphibian ankhravs reaching even the Isle of Kortos, where they’re rumored to infest the coasts of the Sulwen Hills (although the stories are dismissed as an influence of the Yamasan diaspora on the local legends).

Boggards managed to recently tame sodden ankhravs, finding another used for the beasts other than food. Despite the fact that many societies throughout the Inner Sea eat ankhravs, sodden ankhravs are less desired for ingredients as they’re more close to crucestians in taste, and thus don’t fit in traditional ankhrav meals.

Sodden Ankhrav - Creature 3
[Large][Amphibious][Animal]
Perception
+7; darkvision, tremorsense (imprecise) 30 feet, wavesense (imprecise) 60 feet
Skills Acrobatics +7, Athletics +11 (+13 for swimming), Stealth +8
Str +4, Dex +2, Con +2, Int -4, Wis +0, Cha -2
AC 18; Fort +11, Ref +9, Will +7
HP 40
Speed 20 feet, burrow 10 feet, swim 25 feet
Melee [Action] mandibles +13 [+8/+3] (acid, unarmed), Damage 1d8+4 piercing plus 1d6 acid and acidic mucus.
Ranged [Action] acidic jet +10 [+5/+0] (acid, range 30 feet, water), Damage 3d4 acid and acidic mucus.
Acidic Mucus (acid) Creatures hit by the acidic mucus don't get acid resistance from being underwater, and also have a -10 status penalty to their movement speeds. A creature can remove acidic mucus with an Interact action.
Spray Mucus [2 Actions] (acid, water) Frequency once per hour; Effect The ankhrav spews its acidic mucus in a 30-foot cone, dealing 3d4 acid damage and 1d6 persistent acid damage, and exposing creatures who didn’t critically succeed to its acidic mucus (DC 20 basic Reflex save).

Sodden Ankhrav Nymph - Creature 1
[Small][Amphibious][Animal]
Perception
+5; darkvision, tremorsense (imprecise) 15 feet, wavesense (imprecise) 30 feet
Skills Acrobatics +8, Athletics +6 (+8 for swimming), Stealth +8
Str +2, Dex +4, Con +2, Int -4, Wis +0, Cha -2
AC 15; Fort +8, Ref +10, Will +4
HP 18
Speed 15 feet, burrow 5 feet, swim 20 feet
Melee [Action] mandibles +9 [+4/-1] (acid, unarmed), Damage 1d6+1 piercing plus 1d4 acid and acidic mucus.
Ranged [Action] acidic jet +9 [+4/-1] (acid, range 30 feet, water), Damage 2d4 acid and acidic mucus.
Acidic Mucus (acid) Creatures hit by the acidic mucus get half their acid resistance from being underwater, and also have a -10 status penalty to their movement speeds. A creature can remove acidic mucus with an Interact action.
Spray Mucus [2 Actions] (acid, water) Frequency once per six hours; Effect The sodden ankhrav nymph spews its acidic mucus in a 15-foot cone, dealing 2d4 acid damage and 1d3 persistent acid damage, and exposing creatures who didn’t critically succeed to its acidic mucus (DC 17 basic Reflex save).

Sidebar: Sodden Ankhrav’s Mucus
While the Sodden Ankhrav still doesn’t have a lot of culinary appeal, alchemists recently started to research into its hydrophobic yet sticky acid. Those unique properties can be used for unique applications of alchemy underwater, so it's now in high demand.

Item: Sodden Ankhrav Dusters - Item 5
[Uncommon][Acid][Magical][Water]
Type
Specific magic weapon.
Access The Sodden Lands
Price 135gp
Usage held in 1 hand; Bulk L
Base Weapon Knuckle duster
A version of Ankhrav Dusters made from sodden ankhravs, its mandibles still spew some acidic mucus from them. This +1 underwater knuckle duster deals additional 1 acid damage that ignores acid resistance from being underwater.

Activate - Acidic Mucus Fist [Action] (concentrate) Frequency Once per hour; Effect Until the end of your next turn, each creature hit by your strikes is affected by acidic mucus that deals 1d4 persistent acid damage and reduces any acid resistance it has by 5. Recovering from the persistent damage recovers its acid resistance (if any).

Craft Requirements The initial raw materials must include the mandibles of an sodden ankhrav.

Item: Wand of Ankhrav Form - Item 9+
[Uncommon][Magical][Polymorph]Wand]
Type
Specialty Wand (Insect Form)
Access Hold of Belkzen
The Skittermounds of Belkzen are plagued by ankhravs that can grow to monstrous sizes, and the orc druids and shamans took notice of that and created this wand to mimic their forms, combining ankhrav features to their normal insectile forms.

Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast Insect form of the appropriate rank. In addition to the normal abilities of your form, you gain the following abilities:
- Tremorsense (imprecise) 15 feet, that becomes precise in that range if you already gain termorsense from your form (like with scorpion form).
- Burrow speed 15 feet.
- Deal 1d6 extra acid damage with fangs, mandibles and pincer attacks
- Add the following attack in addition to your other form attacks: Ranged [Action] acid spit (acid, range 30 feet), Damage 2d6 acid.

Type 3rd-rank spell; Level 9; Price 670gp
Type 4th-rank spell; Level 11; Price 1340gp
Type 5th-rank spell; Level 13; Price 2600gp

Craft Requirements Supply a casting of insect form of the appropriate rank.

Ancestry Feat: Noxious Spit - Feat 9
[Awakened Animal][Beastkin]
Prerequisite
Animal heritage (awakened animal) or inherent animal (beastkin) with acid or poison spit.
You can skillfully spit poison or acid from your mouth at your enemies, just like a spitting cobra, ankhrav or a flynkett. You have to choose acid or poison (according to the animal you’re embodying) and this feat gains the appropriate trait, and you gain an unarmed ranged unarmed attack dealing 1d6 damage of the chosen type. On a critical hit, you also deal 1d4 persistent damage or chosen type.​
Sarcesian Heritage: Aquatic Sarcesian
[Uncommon]
Access
Nisis
Although the aquatic predators of Nisis tried to hunt the aquatic sarcesians to extinction when they first inhabited Nisis, your ancestors prevailed.
You gain a swim Speed of 10 feet and the amphibious trait, and can take the Strong Swimmer feat as an Sarcerian feat, removing the Undine trait.
Note Aquatic Sarcerians are mentioned in the PF1e Distant Worlds (page 26) and exist both in Pathfinder and Starfinder.

Ancestry Feat: Diaspora Worm Hunter - Feat 5
[Uncommon][Sarcesian]
Access
Aquatic Sarcesian
You learned tactics against the enemies of your ancestors - the diaspora worms, and how to use electricity to disorient and confuse.
You gain the Electric Arc as an innate arcane cantrip, and whenever a creature critically fails a saving throw against your Electricity spells or abilities, they’re also dazzled for 1 round.
In addition, when you inflict the dazzled condition on creatures, it also disorients creatures with electromagnetic precise senses (like electromagnetic sight) and makes all creatures and objects concealed from them.

Ancestry Feat: Nisis Diver - Feat 13
[Uncommon][Sarcesian]
Access
Aquatic Sarcesians
You’ve grown accustomed to the freezing dark waters of Nisis.
You gain darkvision and cold resistance equal to half your level, and treat environmental cold effects as if they were one step less extreme, which is cumulative with Kindle Blaze.​
 
עריכה אחרונה:
הפעם תג שעוד לא יצא! ל-SF! אבל אנחנו יודעים שהולך לצאת בסופו של דבר. התג של ה-Anacites, או Aballonians בפאת'פיינדר 1. רובוטים סולאריים שנותרו אחר ה-First Ones באבאלון והפכו למאוד משמעותיים כאשר האל שהם בנו במשך אלפי שנים הפך לחלק מ-Triune. אנחנו יודעים שהם יצאו בתור גזע שחקן, על פי פס צד בהרפתקה Murder in Metal וגם פשוט כי הם כן גזע חשוב בהרפתקה. בכל זאת, העדפתי לכתוב דת שקשורה אליהם במקום לכתוב להם תוכן ישירות, בהינתן שהם עוד לא כתובים.

23. Anacite (SF Future Ancestry)

Faith: Illumantula’s Remakers

When the monstrous construct Illumantula first appeared in Akiton after the Wreck of the Returned’s crash, it was just a matter of time until someone would see the creature as an object of admiration and worship. First it was a simple monster cult, seeing the monster as a divine sign from the First Ones, which attracted constructs from Akiton and Anacites as well. But as more information about the construct was recovered, with the myth of the Remaker of Akiton resurfacing, the cult quickly changed.

The Remakers now see themselves as saviors of reality. The Drift Crisis, the Wreck of the Returned, and many other events across the galaxy show that the universe is in peril, and they believe Illumantula is here to fix it. The fact that the creature can stabilize reality is a sign for its divine power.

Despite the best intentions, the fanatics are being more of nuisances than anything at the moment. They follow the construct and sabotage the efforts of the Stewards, who they believe are a threat to it. They also see interference with reality as a sin against them, and they targeted a few witchwarpers and Gap-touched individuals in the past, with some murders even being blamed on them. At this point, nothing was proven yet.

Religion Type Faiths and Philosophies
Edicts Assist and protect the Illumantula, keep reality stable by any means, respect the First Ones’ wishes.
Anathemas Destabilize reality in any way, assist the Stewards, damage a creation of the First Ones’ that isn’t a threat to the Illumantula.​
 
24. Anadi

Ancestry Feat: Non-Transforming Anadi - Feat 1
[Rare][Anadi][Lineage]

Your family is one of the only families who chose to never learn the Anadi’s transformation magic and choose to stay true to their original forms. Most of those Anadis have the “hide your natural form” as an anathema.
You don’t have access to Change Shape, instead only having the spider form. In return, you’re a lot less restricted when using your spider form. You’re not flat footed while you’re climbing, you can use weapons, shields and held items normally, sticking them to the hairs of your two frontal legs, which are the only ones you can use like hands. You’re not restricted in the manipulate actions you can take, although you still don’t have fingers and the GM can restrict some of your actions accordingly. You can’t take the Anadi feat Hybrid Form.
In addition, your fangs deal 1d8 piercing damage, and you can treat your fangs as weapons from the Knife group, dealing 1d6 persistent bleeding damage with their critical specialization effect.

Ancestry Feat: Jumping Anadi - Feat 5
[Anadi]
Prerequisites
Trained in Athletics
Learning from your jumping spider features, you know how to quickly spring up. You gain the Quick Jump feat, and while in spider form you can use Jump as an innate arcane spell once per day. At 9th level, the spell is heightened to 3rd rank.

Ancestry Feat: Talisman Weaving - Feat 13
[Anadi][Arcane]

Prerequisites Web Weaver
You can weave magic into your creations. Whenever you craft items with your Web Weaver feat, you can also craft consumable talismans with it up to half your level. You can only craft 2 new talismans with this feat every day, and you can only have 2 talismans that you created by this feat at any given moment.
You know the formulas for all common talismans in the Player Core of your level or lower. You remember your talisman formulas through oral tradition, stories or songs, so you don't need a formula book for them.

Ancestry Feat: Ripples Through The Web - Feat 17
[Anadi]
Prerequisites
Web Hunter
You’ve become extremely attuned to your highly sensitive hairs, and can pinpoint any creature in your vicinity based on them. The tremorsense you gain from Web Hunter becomes a precise sense.

Ancestry Feat: Studious Mastery - Feat 17
[Anadi]
Prerequisites
Studious Adept
You achieve the heights of Anadi magic, weaving elaborate illusions with masterful arcanas. You can cast Mislead and Vibrant Pattern as 8th-rank arcane innate spells. You can cast each of these arcane innate spells once per day. At level 19, they are heightened to 8th-rank.​
 

התחילו לשחק עם פאת'פיינדר בעולמות פראיים

נושאים לוהטים

פוסטי פרופיל אחרונים

מתחיל בפעם הראשונה את המסע המופלא של עולם הדיסק!
הרגע שמתי לב, אתמול בדיוק, לפני שנתיים הצטרפתי לפורום!
לאחר דחיות רבות, הצלחנו תחת מטר הטילים, לקיים עוד סשן מטלטל של קת'ולהו: אימה על האוריינט אקספרס.
עולמות השנה, פיזי או בזום?
רכבת האוריינט אקספרס עוצרת בקונסטנטינופול אבל האימה ממשיכה לדהור.
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