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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Updating Shady Dragon Inn

I am working on converting the NPCs in the Shady Dragon Inn to Pathfinder. Currently the best program for me to use so far is the RPG Scribe from the Apple store.

So far I’ve finished the first 6 fighters: Abel Artone, Ariadne Beornsdottir, Boris Bonesnapper, Charles the Bold, Donal of Clear Water and Eric the Honest.

While searching for a completed conversion that might be out on the message boards. I found a partial one on dicefreaks on tapatalk by Kain Darkwind.  He converted: Sister Sanchia, Nadia Svensdottir, Selina of Black Coast, Sara of the Slight Touch, Tomas Tam, Zacharias the Nimble, Penelope of West Haven and Orlando the Bearkiller.

I’m having to add info of course but am trying to keep as close to the original characters as possible; while still updating them to Pathfinder.

I will be using them for NPCs and as drop-in characters for the MACE Roleplaying Convention in Charlotte, NC.

If anyone wants one or a few of my conversions when I’m done, put the NPCs name/number in the comments.

Yuant-ti

Yuan-ti     (15 RP)

Medium monstrous humanoid (monstrous humanoid, reptilian

Racial Traits

  • +2 Dexterity, +2 Constitution, -2 Charisma: Yuan-ti are much more flexible and hardy than other races, but due to their appearance and their serpent nature they don’t seem to make a lot of friends amongst the humanoids (0 RP)
  • Medium: Yuan-ti are considered medium creatures. (0 RP)
  • Monstrous Humanoid: Yuan-ti are considered to be monstrous humanoids. (3 RP)
    • Yuan-ti have the Darkvision (60 ft) trait.
  • Speed: Yuan-ti can slither at 30 ft. per round. They can also climb at 20 ft and have a +8 bonus to climb checks. (2 RP)
  • Legless: Yuan-ti have no legs, and therefore cannot be tripped. (-2 RP)
  • Hardy: Yuan-ti are hardy against their own poisonous bites, which can happen during mating rituals. They gain a +2 bonus to saving throws vs. most poisons. (3 RP)
  • Poisonous Bite: All Yuan-ti can bite for 1d3 damage. Their fangs can inject poison, usually a neurotoxin that causes paralysis. Paralytic Venom: Injury; save Fort DC 10 + the 1/2 user’s Hit Dice + the user’s Constitution modifier; frequency 1/round for 6 rounds; effect 1d2 Dex; cure 1 save. The poison can be modified with certain feats. (3 RP)
  • Claws: Yuan-ti receive two claw attacks. These are primary natural attacks. The damage is based on their size. (2 RP)
  • Battle Hardened: Yuan-ti are constantly on alert for Lizardfolk raids and continually skirmish with them so gain a +1 CMD. (4 RP)
  • Languages: Yuan-ti can speak draconic and Common). Yuan-ti with higher intelligence can learn orc, elvish, and Sylvan. (0 RP)

Alternate Racial Traits

  • Frightful Gaze: Yuan-ti gain the following supernatural ability: Creatures within 30 feet of a member of this race that meet its gaze must succeed at a Will saving throw (DC 10 + the 1/2 user’s character level + the user’s Charisma modifier) or stand paralyzed in fear for 1 round. This is a mind-affecting fear effect. A target that successfully saves cannot be affected by the user’s frightful gaze for 24 hours. (6 RP)
  • Poison Use: Some naga are skilled with poison and never risk accidentally poisoning themselves when applying it to weapons. This replaces the Poisonous bite (which becomes a standard bite) trait.
  • Slapping Tail: The yuan-ti have a tail they can use to make attacks of opportunity with a reach of 5 feet. The tail is a natural attack that deals 1d8 points of damage plus the yuan-ti’s Strength modifier. This replaces the battle hardened or poisonous bite trait.
  • Prehensile Tail: Members of this race have a long, flexible tail that can be used to carry objects. They cannot wield weapons with their tails, but they can retrieve small, stowed objects carried on their persons as a swift action. This replaces the poisonous bite trait.
  • Tripping Tail: Yuan-ti can hit with their slapping tails, so they can choose make a trip attack as a free action that does not provoke attacks of opportunity. (3 RP)

 

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Quetzl-Nagara

Quetzl-Nagara (11 RP)

Medium Outsider (native outsider, reptilian, air) 

Racial Qualities 

  • +2 Dexterity, +2 Charisma, -2 Constitution: Quetzl are much more flexible than other races, but due to their appearance and their serpent nature they don’t seem to make a lot of friends amongst the humanoids. (0 RP)
  • Medium: Quetzl are considered medium creatures. (0 RP)
  • Outsider: Quetzl are considered to be outsiders (air). Thus have the darkvision 60 ft trait. (3 RP)
  • Speed: Quetzl can slither at 30 ft. per round.  (0 RP)
  • Breeze-Kissed: Quetzl are surrounded by swirling winds, gaining a +2 racial bonus to AC against nonmagical ranged attacks. They can calm or renew these winds as a swift action. Once per day, quetzl can channel this wind into a single gust, making a bull rush or trip combat maneuver attempt against one creature within 30 feet. Doing so exhaust the user’s breeze-kissed ability for 24 hours. This is a supernatural ability. (4 RP)
  • Flight: Quetzl have a fly speed of 30 feet with clumsy maneuverability. This trait can be taken more than once. For each additional 2 RP spent, the races fly speed increases by +10 feet, and the maneuverability improves by one step. (4 RP)
  • Limbless: Quetzl have no legs, and therefore cannot be tripped. (-2 RP)
  • Bite: All Quetzl have long, serpentine fangs they can unfold from the roof of their mouth to make a bite attack at an enemy. This is a primary natural attack that deals 1d4 points of damage plus its strength. A Quetzl may use this attack in addition to other attacks during a full attack. (1 RP)
  • Prehensile Tail: Members of this race have a long, flexible tail that can be used to carry objects. They cannot wield weapons with their tails, but they can retrieve small, stowed objects carried on their persons as a swift action. (2 RP)
  • Languages: Quetzl can speak Draconic and Common. Quetzl with higher intelligence or the proper training can learn to speak Auran, gnome, elvish, and Sylvan. (0 RP)

Alternate Racial Traits

  • Frightful Gaze: Quetzl gain the following supernatural ability: Creatures within 30 feet of a member of this race that meet its gaze must succeed at a Will saving throw (DC 10 + the 1/2 user’s character level + the user’s Charisma modifier) or stand paralyzed in fear for 1 round. This is a mind-affecting fear effect. A target that successfully saves cannot be affected by the user’s frightful gaze for 24 hours. Preplaces Breeze-kissed and Prehensile Tail.
  • Natural Climbers: Quetzl have a climb speed of 30 feet, and may take 10 on climb checks even when distracted or threatened and have a +8 bonus to climb checks. Replaces Darkvision.
  • Slapping Tail: The quetzl have a tail they can use to make attacks of opportunity with a reach of 5 feet. The tail is a natural attack that deals 1d8 points of damage plus the quetzl’s Strength modifier. Replaces Prehensile Tail.
  • Tripping Tail: Quetzl can hit with their slapping tails, so they can choose make a trip attack as a free action that does not provoke attacks of opportunity. Replaces Prehensile Tail.

​A quetzl’s appearance varies, the feathers are often rainbow colored (red, yellow, blue, green, etc). They have a snake head and body, with feathered wings; sometimes even small hands and feet.

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Nagan

Nagan  (11 RP)

Medium Aberration (aberration, reptilian) 

Racial Qualities

  • +2 Dexterity, +2 Wisdom, -2 Charisma: Naga are much more flexible than other races, but due to their appearance and their serpent nature they don’t seem to make a lot of friends amongst the humanoids. (0 RP)
  • Medium: Naga are considered medium creatures. (0 RP)
  • Aberration: Naga are considered to be aberrations. Thus have the Darkvision 60 ft trait. (3 RP)
  • Speed: Naga can slither at 30 ft. per round.  (0 RP)
  • Legless/Limbless: Naga have no legs, and therefore cannot be tripped. (-2 RP)
  • Natural Climbers: Naga have a climb speed of 30 feet, and may take 10 on climb checks even when distracted or threatened and have a +8 bonus to climb checks. (2 RP)
  • Hardy: Naga are hardy against their own poisonous bites, which can happen during mating rituals. They gain a +2 bonus to saving throws vs. all natural poisons. (3 RP)
  • Poisonous Bite: All naga can bite for 1d3 damage. Their fangs can inject poison, usually a neurotoxin, that causes paralysis. Paralytic Venom: Injury; save Fort DC 10 + the 1/2 user’s Hit Dice + the user’s Constitution modifier; frequency 1/round for 6 rounds; effect 1d2 Dex; cure 1 save. The poison can be modified with certain feats. (3 RP)
  • Prehensile Tail: Members of this race have a long, flexible tail that can be used to carry objects. They cannot wield weapons with their tails, but they can retrieve small, stowed objects carried on their persons as a swift action. (2 RP)
  • Languages: Naga can speak Draconic and Common Bonus: Nagas with higher intelligence or the proper training can learn to speak, Terran, Dwarven, Elvish, and Sylvan. (0 RP)

Alternate Racial Traits

  • Hypnotic Gaze: Some naga gain the following supernatural ability: Once per day, a member of this race can attempt to hypnotize a single target as per the spell hypnotism (caster level equal to its character level). The effects of the hypnotic gaze last only 1 round. This replaces poisonous bite and hardy.
  • Frightful Gaze: Naga gain the following supernatural ability: Creatures within 30 feet of a member of this race that meet its gaze must succeed at a Will saving throw (DC 10 + the 1/2 user’s character level + the user’s Charisma modifier) or stand paralyzed in fear for 1 round. This is a mind-affecting fear effect. A target that successfully saves cannot be affected by the user’s frightful gaze for 24 hours. This replaces prehensile tail and poisonous bite.
  • Slapping Tail: The naga have a tail they can use to make attacks of opportunity with a reach of 5 feet. The tail is a natural attack that deals 1d8 points of damage plus the naga’s Strength modifier. This replaces prehensile tail.
  • Tripping Tail: Naga can hit with their slapping tails, so they can choose make a trip attack as a free action that does not provoke attacks of opportunity. This replaces poisonous bite or hardy.
  • Poison Use: Some naga are skilled with poison and never risk accidentally poisoning themselves when applying it to weapons. This replaces the Poisonous bite (which becomes a standard bite) trait.

The Nagans appearance varies widely. Any species of snake may be used, as well as a snake or humanoid head.

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Ancient Atlantean

I found a progenitor to my Atlantean race. They are the Anunnaki from the new Pathfinder Bestiary 5. They will be NPCs because they are Mythic.

Here is a link to the d20pfsrd for them. Some of the abilities that I really like are:

  • bestow knowledge
  • devolution
  • mimetic memory
  • morphic anatomy
  • morphic body
  • psychic warding
  • uplift

These are perfect abilities for the Atlantean biomancers. The Devolution ability makes the degeneration of humans in my campaign possible.

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Tiki Goblin

Tiki Goblin (12 RP)
Small Humanoid (Goblinoid)

Racial Traits

  • Ability Score Racial Traits: Tiki Goblins are fast, but weak and unpleasant to be around. They gain +4 Dexterity, –2 Strength, and –2 Charisma. (2 RP)
  • Type: Tiki Goblins are humanoids with the goblinoid subtype. (0 RP)
    • Darkvision: Tiki Goblins see perfectly in the dark up to 60 feet. (2 RP)
  • Size: Tiki Goblins are Small creatures and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks. (0 RP)
  • Fast Speed: Tiki  Goblins are fast for their size, and have a base speed of 30 feet. (1 RP)
  • Skilled: Tiki Goblins gain a +4 racial bonus on Ride and Stealth checks. (2 RP)
  • Tiki Shell: All Tiki Goblins are encased in a large coconut shell with magical properties. This gives them the ability to decorate it with tribal markings and gives them a +1 to Natural Armor. (1 RP)
  • Rope Runner: Tiki Goblins live on a city ship their whole lives. They learn to climb and rope-walk as soon as they can walk. This is natural to them. These goblins gain a +4 racial bonus on Acrobatics and Climb checks. (2 RP)
  • Swarming: Tiki Goblins are used to living and fighting communally with other members of their race. 1-4 Tiny and 2-4 Small members of this race can share the same square at the same time (they often stand on each other like a totem pole. If two members of this race that are occupying the same square attack the same foe, they are considered to be flanking that foe as if they were in two opposite squares. (2 RP)
  • Languages: Tiki Goblins begin play speaking Goblin. Bonus: Common, Badgen, Draconic, Dwarven, Gnome, Halfling, and Lutra. (0 RP)

Alternate Racial Traits

  • Eat Anything Raised with little or no proper food, many tiki goblins have learned to survive by eating whatever they happen across and can digest nearly anything without getting sick. Tiki Goblins with this trait gain a +4 on Survival checks to forage for food and a +4 racial bonus on saves versus effects that cause
  • Junk Tinker: Tiki Goblins use ramshackle equipment and vehicles that seem like they should never function. Tiki Goblins gain a +2 racial bonus on driving checks and on Craft checks to build or repair weapons or vehicles without the proper tools. They can make the attempt with any material that can hold the right shape for a few uses, but normally unfit materials produce items with the fragile quality. This racial trait alters skilled, replacing the racial bonus on Stealth checks. Source: PCS:ISR
  • Weapon Familiarity: Tiki Goblins’ traditional weapons are the harpoon and the blowgun, useful weapons on their home, the sea. Tiki Goblins with this trait are proficient with harpoon and blowgun, and treat any weapon with the word “goblin” in it as martial weapons. This racial trait replaces skilled.
  • Sea Scavenger Tiki Goblins survive by scavenging for sea flotsam, refuse and hunting other creatures. Goblins with this trait gain a +2 racial
  • bonus on Perception and Survival checks, and can use Survival to forage for food while on the sea. This racial trait replaces skilled.

Racial Feats
The following feats are available to a tiki goblin character who meets the prerequisites.

  • Ankle Biter
  • Battle Singer
  • Burn! Burn! Burn!
  • Dog Killer, Horse Hunter
  • Fire Hand
  • Fire Tamer
  • Flame Heart
  • Goblin Gunslinger
  • Letter Fury
  • Lead From the Back
  • Roll With It
  • Tangle Feet

These are sea goblins dressed in coconuts (like box trolls). They accessorize their shells with trophies from sea creatures; use spears, harpoons, nets and blowguns.
These goblins sail the sea on city ships with hundreds+ of inhabitants, capturing ships and raiding coastal cities.