Figure of the Week: Axe Fighter

This is a fighter wielding a lochabar axe, wearing a red tabard over platemail. I found this figure on Iron Wind Metals. It took me a while to find it, but I finally did. I am selling this painted figure on my Etsy store.

 

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Giant Water Bear

Sorry for posting this so late in the day, but this creature took me almost 2 days to research, so I could do it justice. I am in the process of learning how to use the Pathfinder process of creating monsters.

I based this creature on a currently alive microscopic animal called Tardigrade. They were discovered by Johann August Ephraim Goeze originally named the tardigrade kleiner Wasserbär (Bärtierchen today), meaning “little water bear” in German. The name Tardigradum means “slow walker” and was given by Lazzaro Spallanzani in 1776.[25] The name ‘water bear’ comes from the way they walk, reminiscent of a bear‘s gait. The biggest adults may reach a body length of 1.5 mm (0.059 in), the smallest below 0.1 mm. Newly hatched tardigrades may be smaller than 0.05 mm.

SEM image of Hypsibius dujardini

The most convenient place to find tardigrades is on lichens and mosses. Other environments are dunes, beaches, soil, and marine or freshwater sediments, where they may occur quite frequently (up to 25,000 animals per liter). Tardigrades, in the case of Echiniscoides wyethi,[26] may be found on barnacles.[27]Often, tardigrades can be found by soaking a piece of moss in water.[28]

Meet the toughest animal on the planet

Water bear YouTube video

They have also been in a few horror and scifi movies recently that have this creature as their monster. The most recent is Star Trek: Discovery Episode–The Butcher’s Knife Cares Not for the Lamb’s Cry. Below is my Pathfinder rendition of the water bear.

Giant Water Bear CR 6

XP 3000

N large magical beast (aquatic)

Init +6, Senses Blindsense 100 ft, Darkvision 60 ft; Perception +8

Defense

AC 24, touch 15, flat-footed 18, (+6 Dex, +9 Natural, -1 size)

HP 88 (10d10 +40)

Fort +19 Ref +13 Will +9

Offense

Speed Swim 60 feet land 15 ft

Melee bite +18 (1d8+9 plus attach), 2 claws +9 (1d6+4)

Space 10ft; Reach 5 ft

Special Attacks Attach

Statistics

Str 27 Dex 22 Con 30 Int 2 Wis 22 Cha 13

Base attack +10; CMB +19 (+23 when attached); CMD 35 (can’t be tripped)

Feats Blind-Fight, Great Fortitude (+2), Skill Focus (+3 Perception), Weapon Focus (+1 bite),

Skills Perception +12, Swim +18*, Stealth +12

Racial Modifiers +8 Swim

Special Qualities amphibious, DR 10/magic, blindsense, carapace, blood drain, transparernt

Ecology

Environment any body of water

Organization solitary

Treasure none

Special Abilities

Amphibious (Ex): Water bears have the aquatic subtype, they always have swim speeds and can move in water without making Swim checks. An aquatic creature can breathe both air and water. Aquatic creatures always treat Swim as a class skill (+8 racial bonus to Swim checks).

Attach (Ex): If a water bear hits with its bite attack, it latches onto its target and automatically grapples. A water bear loses its Dexterity bonus to AC, but holds on with great tenacity and automatically inflicts bite damage each round. An attached creature can be struck with a weapon or grappled itself. To remove a water bear through grappling, the opponent must win the grapple check, or Escape Artist check against it, the water bear is removed..

Blindsense (Ex): Using non-visual senses such as acute smell or hearing, a water bear with blindsense notices things it cannot see, with a range of 60 feet. The creature usually does not need to make perception checks to pinpoint the location of a creature within range of its blindsense ability provided that it has line of effect to that creature. Any opponent the creature cannot see still has total concealment against the creature with blindsense, and the creature still has the normal missed chance when tagging photos that have concealment. Visibility still affects the movement of a creature with blindsense. A creature with blindsense is still denied its dexterity bonus to armor class against creatures that cannot see.

While in the open water, this ability is used as a radius ability, with a range of 100 feet.

Carapace (Ex): A water bear possesses a hard shell that is an exceptionally tough and highly reflective armor. It deflects all rays, lines, cones and even magic missile spells, although area of effect spells affects them normally. There is a 30% chance of reflecting any such effect back at the caster otherwise is merely in negated. Check for reflection before rolling to overcome the creature’s spell resistance, if there is any.

Damage Reduction 10/Magic (Ex): Water Bears are resistant to any type of damage, because of their carapace. They can absorb 10 hit points worth of any type of elemental, or melee damage. If they are reduced to 0 hit points, they deflate like a balloon and feign death (hibernation).

Blood Drain (Ex): When a water bear makes a successful bite attack it’s teeth burrow into an opponent’s flesh to drain is bodily fluids at the end of each turn it is attached, inflicting 1 point of Strength and Constitution damage. The subject of such an attack must succeed on a Fortitude save or take full damage, they can save for half. The DC save is Constitution-based.

Transparent (Ex): Water bears are hard to see, even under ideal conditions, and it takes a DC 15 Perception check to notice one. Creatures who fail to notice a water bear and walk into it are automatically hit by its melee attack, or grappled; are considered flat-footed and surprised.

Vulnerabilities

Light Blindness (Ex): Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds a water bear for 1 round overloading its sense receptors. It must also succeed on a DC 18 Will save or retreat immediately to the deepest recesses of its lair, dropping any victim currently grappled. On subsequent rounds, it is dazzled as long as it remains in the affected area.

Vulnerability to Alcohol (Ex): Water bears are vulnerable to alcohol. A pint of alcohol poured or thrown on a water bear deals no damage but causes it to take a -4 penalty on grapple checks for 1 minute (it causes its muscles to twitch uncontrollably).

 

Water bears are parasites (like leaches or lampreys) from the Plane of Water originally, they came through the portal on the island of the Naga and Lizardfolk. They lived in the waters on the island until the Mage Wars, many were washed to sea when water from the portal upsurged and pushed them to the sea. Where a shock-wave hit them and mutated many of them in various ways.

They have  barrel-shaped body with 8 stubby legs. Their body is split into four segments with a pair of legs on each that have 4-8 claws per foot, the legs have no joints. Their hide is made of chitin that they molt periodically, the mouth is round like a lamprey that are like hollow needles. They are closely related to leeches and their diet usually consists the bodily fluids of plants, bacteria, or animals.

They’re able to hibernate for multiple years (1-30+) depending on how much they eat before sleeping, during which they take on a mummified state and appear dead.

 

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Blast from the Past: DIY Laundry Soap

This is a post from my previous blog. Occasionally, I’ll dig up old post that still has relevance.

1/9/2017

Yesterday, I started a batch of laundry soap. Then had to let it set in a covered bucket.
I was very busy doing household chores today, so didn’t get around to separating it into different containers. I had to stir it because it had set a little too much.
Below us the link to the recipe: http://www.mrshappyhomemaker.com/homemade-liquid-laundry-detergent-plus-a-free-printable-label/

There are many variations in this recipe, but this is the one I use. Depending on how often and how much you do laundry, is how long it will last a long time. It keeps us going for 6+ months.

Figure of the Week: Human Mage

This could be any type of divine or arcane magic user. I was in the mood to paint blues and greens and decided to streak his hair. He is wearing a robe and cloak, wielding no weapons and wearing no armor. I am still searching for the manufacturer.

I am selling this figure on Etsy, here is the link.

Elf, Astral

Elf, Astral (14 RP)
Medium Humanoid (elf, planetouched, astral)

Racial Traits

  • Ability Score Racial Traits: Elves are nimble, both in body and mind, but their form is frail. They gain +2 Dexterity, +2 Intelligence, and –2 Constitution. (0 RP)
  • Size: Elves are Medium creatures and thus receive no bonuses or penalties due to their size. (0 RP)
  • Type: Elves are Humanoids with the elf and planetouched (astral) subtypes. (2 RP)
    • Low-Light Vision: Elves can see twice as far as humans in conditions of dim light. (1 RP)
    • Astral Heritage: Elves are descended from the Astralus, so gain one Astralus racial trait of choice. (2 RP)
  • Base Speed: Elves have a base speed of 30 feet. (0 RP)
  • Keen Senses: Elves receive a +2 racial bonus on Perception checks. (2 RP)
  • Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects. (2 RP)
  • Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items. (3 RP)
  • Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon. (2 RP)
  • Languages: Elves begin play speaking Common and Elven. Bonus: Atlantean, Celestial, Draconic, Etherian, Gnome, and Sylvan. (0 RP)

Alternate Racial Traits

  • Darkvision: Though uncommon, some groups of elves are born with darkvision, rather than low-light vision. In many cases this is taken as a sign of a dark elf (from teranik) in the elf’s ancestry, and can lead to persecution within the elf’s home community. Elves with this racial trait gain darkvision with a range of 60 feet, but also gain sensitivity to light and are dazzled in areas of bright light or within the radius of a daylight spell. This racial trait replaces low-light vision.
  • Dragon Magic (3 RP): Some elves have potent draconic blood. Elves with this racial trait who take a draconic bloodline as a class feature treat their Charisma scores as 2 points higher when determining the DC and uses per day of all bloodline abilities and bloodline spells. Additionally, elves with this trait add spells with the draconic descriptor to their class spell lists for any spellcasting classes in which they have levels. Source PPC:LoD
  • Dreamspeaker: A few elves have the ability to tap into the power of sleep, dreams, and prescient reverie. Elves with this racial trait add +1 to the saving throw DCs of spells of the divination school and sleep effects they cast. In addition, elves with Charisma scores of 15 or higher may use dream once per day as a spell-like ability (caster level is equal to the elf’s character level). This racial trait replaces elven immunities.
  • Fey Magic: The character has a mystic connection to one terrain type, selected from the ranger’s favored terrain list. The character selects three 0-level druid spells and one 1st-level druid spell. If the character has a Charisma score of 11 or higher, when in the selected terrain, she gains these spells as spell-like abilities that can be cast once per day. The caster level for these effects is equal to the user’s character level. The DC for the spell-like abilities is equal to 10 + the spell’s level + the user’s Charisma modifier. These spells are treated as being from a fey source for the purposes of the druid’s resist nature’s lure class feature and similar abilities. This trait replaces keen senses. Source HotW
  • Light against Darkness: Elves have fought against the corruption of demons since time immemorial. Elves with this trait receive a +1 bonus on attack rolls against outsiders with the demon subtype. This racial trait replaces elven magic. Source PRG:HA

Elves are the fallen children of the Astralus that lost their astral nature as a result of the Mage Wars. They are the younger cousins/descendants of the Astralus and live on the island of Avalonia between Atlantia and Anthroporia. They are taught from birth how their ancestors and the Atlanteans fought the Mage Wars.

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Pooka’s Ramblings: New Gear

I received some new gear for my recent birthday.

They include: a Mora Classic 2

OneTigris hammock underquilt (3 season)

Hoanan H2O tactical molle water bottle carrier

These items will add to my bushcrafting kit. I already have a Kammok Roo set (including the kammok, glider rainfly, mosquito net, python straps and storm doors; I backed the kickstarter to get these as a set), a basic Bug Out Bag, but I am working on slimming it down so I can carry it easily without excess weight or items.

The Hoanan H2o water pouch will be my EDC that I will carry when I don’t have my BOB. It will be a basic kit. When I complete it, I will post the inventory. After I use the above items on a trip, I will post reviews of them.

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