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Showing posts from November, 2024

Ether Walker

Ether Walker Ether Walker CR 6 Source An Arid Expedition XP 2,400 N Medium construct (clockwork) Init +7; Senses darkvision 60 ft., low-light vision; Perception +0 Defense AC 15, touch 15, flat-footed 10 (+3 Dex, +2 dodge) hp 64 (8d10+20) Fort +2, Ref +7, Will +2 DR 10/—; Immune construct traits Weaknesses vulnerable to electricity Offense Speed 40 ft. Melee area elasticity +11 (1) or slam +6 (1d6+3) Special Attacks Statistics Str 16, Dex 17, Con —, Int —, Wis 11, Cha 1 Base Atk +8; CMB +11; CMD 24 Feats Improved Initiative, Lightning Reflexes, Improved Bull Rush, Muscular Reflexes SQ Swift Reactions Special Abilities Swift Reactions Clockwork constructs generally react much more swiftly than other constructs. They gain Improved Initiative and Lightning Reflexes as bonus feats and gain a +2 dodge bonus to AC. Air Step (Su) The Ether Walker walks slightly above the ground as if constantly under the effects of Air...

Raha-Ik

Raha-Ik Raha-Ik CR 6 Source An Arid Expedition XP 800 N Medium construct (clockwork) Init +7; Senses termorsense 30 ft., darkvision 60 ft.; Perception +0 Defense AC 15, touch 13, flat-footed 12 (+3 Dex, +2 Dodge (Clockwork swift reactions)) hp 64 (8d10+20) Fort +2, Ref +7, Will +2 DR 5/bludgeoning; Immune construct traits Weaknesses vulnerable to electricity Offense Speed 40 ft., Climb 15 ft. Melee 2 slams +8 (1d6+1) Ranged 1 ignition torrent +11 touch (1d4+3 plus bull rush and flammable oil) Special Attacks Ignition Spray Statistics Str 17, Dex 16, Con —, Int —, Wis 11, Cha 1 Base Atk +8; CMB +11 (+8 bull rush); CMD 24 Feats Improved Initiative, Lightning Reflexes, Precise Shot, Improved Bull Rush, Greater Bull Rush SQ Swift Reactions, Ignition Torrent, Flammable Oil, Powered Jump, Climbing Apparatus+ Special Abilities Swift Reactions (Ex) Clockwork constructs generally react much more swiftly than other construct...

Quartz-core Metronome

Quartz-core Metronome Quartz-core Metronome CR 6 Source An Arid Expedition XP 2,400 N Medium construct (clockwork) Init +7; Senses darkvision 60 ft., low-light vision; Perception +0 Defense AC 15, touch 15, flat-footed 10 (+3 Dex, +2 dodge) hp 64 (8d10+20) Fort +2, Ref +7, Will +2 Immune construct traits Weaknesses vulnerable to electricity, 5 bonus damage from all physical attacks Offense Speed 40 ft. Melee slam +6 (1d6+3) Special Attacks Scramble Statistics Str 16, Dex 17, Con —, Int —, Wis 11, Cha 1 Base Atk +8; CMB +11; CMD 24 Feats Improved Initiative, Lightning Reflexes SQ Swift Reactions, Emergency Rewind, Fragile, Hover, Improved Flanking, Limited Flight, Perfect Movement Special Abilities Swift Reactions (Ex) Clockwork constructs generally react much more swiftly than other constructs. They gain Improved Initiative and Lightning Reflexes as bonus feats and gain a +2 dodge bonus to AC. Emergency Rewind (Su...

Hi-Crux Alpha

Hi-Crux Alpha Hi-Crux Alpha CR 6 Source An Arid Expedition XP 800 N Medium construct (clockwork) Init +7; Senses termorsense 30 ft., darkvision 60 ft.; Perception +0 Defense AC 15, touch 13, flat-footed 12 (+3 Dex, +2 Dodge (Clockwork swift reactions)) hp 64 (8d10+20) Fort +2, Ref +7, Will +2 DR 5/bludgeoning; Immune construct traits Weaknesses vulnerable to electricity Offense Speed 40 ft., climb 30 ft. Melee 2 claws +6 (1d4+1) Ranged 4 force tether +15 (1 plus tether and drag) Special Attacks Statistics Str 16, Dex 17, Con —, Int —, Wis 11, Cha 1 Base Atk +8; CMB +11 (+13 dragging); CMD 24 (+8 to trip) Feats Improved Initiative, Lightning Reflexes, Precise Shot, Improved Drag, Greater Drag SQ Swift Reactions, Tethering Harpoons, Force Claws, Capable Climber, Advanced Targeting System Special Abilities Swift Reactions (Ex) Clockwork constructs generally react much more swiftly than other constructs. They gain Impr...

Gemini Watcher

Gemini Watcher Gemini Watcher CR 6 Source An Arid Expedition XP 2,400 N Medium construct (clockwork) Init +7; Senses darkvision 60 ft., low-light vision; Perception +0 Defense AC 15, touch 15, flat-footed 10 (+3 Dex, +2 dodge) hp 64 (8d10+20) Fort +2, Ref +7, Will +2 Immune construct traits Weaknesses vulnerable to electricity Offense Speed 25 ft. Melee slam +6 (1d6+3) Special Attacks Statistics Str 16, Dex 17, Con —, Int —, Wis 11, Cha 1 Base Atk +8; CMB +11; CMD 24 Feats Improved Initiative, Lightning Reflexes SQ Swift Reactions, Special Abilities Swift Reactions (Ex) Clockwork constructs generally react much more swiftly than other constructs. They gain Improved Initiative and Lightning Reflexes as bonus feats and gain a +2 dodge bonus to AC. Double Potentiality (Su) Whenever the Gemini Watcher takes a move action to move, it selects one of its instances to initiate its movement from, collapsing any other insta...

Clockwork Prime

Clockwork Prime Clockwork Prime CR 6 Source An Arid Expedition XP 2,400 N Medium construct (clockwork) Init +7; Senses darkvision 60 ft., low-light vision; Perception +0 Defense AC 16, touch 16, flat-footed 10 (+3 Dex, +2 dodge) hp 64 (8d10+20) Fort +2, Ref +7, Will +2 DR 5/bludgeoning; Immune construct traits Weaknesses vulnerable to electricity Offense Speed 30 ft. Melee +1 halberd +13/+8 (1d10+4/×3) or 2 slams +6 (1d6+4) Ranged +1 composite shortbow +14/+9 (1d6+2/3) Special Attacks Statistics Str 16, Dex 17, Con —, Int —, Wis 11, Cha 1 Base Atk +8; CMB +11; CMD 25 Feats Improved Initiative, Lightning Reflexes, Mobility, Dodge, Weapon Focus (Halberd), Weapon Focus (Shortbow), Improved Trip, Greater Trip, Improved Bull Rush, Combat Expertise, Combat Reflexes, Archon Style, Archon’s Diversion, Precise Shot SQ Swift Reactions, Adaptable Locomotion, Armory, Humanoid Frame, Quick Pistons, Refined Targeting System Spe...

Rolling Thunder

Rolling Thunder Rolling Thunder Source Lynte Homebrew 2023 School evocation [air, sonic]; Level arcanist 4, bloodrager 4, druid 4, hunter 4, magus 4, occultist 4, shaman 4, sorcerer 4, wizard 4 Casting Casting Time 1 standard action Components V, S Effect Range medium (100 ft. + 10 ft./level) Effect three or more 5-ft.-diameter spheres occupying points on the grid. Duration 1 round plus 1 round/level Saving Throw Fortitude; Spell Resistance yes Description You create 3 globes of oscillating air, each at any point within range. At the start of your subsequent turns, the spheres send out a deafening blast of sound. Creatures adjacent to at least one point occupied by a sphere must make a Fortitude save or take 5d6 damage, become deafened for 1 round, and pushed 5 feet away from a sphere of your choice. A successful save halves the damage and negates the other effects. At 9th level and every 3 levels thereafter, you may create an additional gl...

Daughter of the Dunes

Daughter of the Dunes Daughter of the Dunes Source Lynte Homebrew 2023 School conjuration (summoning) [earth, sand, acid]; Level arcanist 4, druid 4, shaman 4, sorcerer 4, summoner 4, wizard 4 Casting Casting Time 1 standard action Components V, S, M (a maggot from a desert fly) Effect Range 30 feet Duration 1 round/level (D) Saving Throw Fortitude Partial, see text; Spell Resistance yes Description You create an animated roiling mass of sand, coalescing into the form of a great worm. The worm must occupy 4 to 6 orthogonally contiguous 5-foot cube spaces, starting at a space adjacent to you. You may slowly move the worm by removing an occupied space and adding another orthogonally contiguous space up to 8 times. You can also grow the worm up to its maximum spaces by spending its “movement.” If any part of the worm occupies a space that is not adjacent to at least 3 other spaces occupied by the worm upon creation or at the end of the worm’s mov...

Snap Space Compression

Snap Space Compression Snap Space Compression Source Lynte Homebrew 2024 School transmutation; Level arcanist 3, bloodrager 3, magus 3, psychic 3, sorcerer 3, spiritualist 3, summoner 3, summoner (unchained) 3, witch 3, wizard 3 Casting Casting Time 1 standard action Components V, S Effect Range medium (100 ft. + 10 ft./level) Area 20-ft.-radius spread or 40-ft. cone. Duration Instantaneous Saving Throw Will special; Spell Resistance Yes Description For a moment, space twists, shivers, and snaps within the area you mark. Creatures and objects are pulled close together. All creatures within the area make a will save. On a failure, they take 3d6 bludgeoning damage and are pulled to the area’s origin, as close as possible. On a success, they immediately teleport to a space of their choice within the area or remain in place (target’s choice, resolve simultaneous willing teleportation in initiative order). Objects that are unattended and unanch...

Kezef's Broken Circuit

Kezef's Broken Circuit Kezef’s Broken Circuit Source Lynte Homebrew 2024 School transmutation; Level alchemist 3, arcanist 3, cleric 3, investigator 3, magus 3, medium 3, shaman 3, spiritualist 3, warpriest 3, witch 3, wizard 3 Casting Casting Time 1 swift, move, or standard action Components V, S, M/DF (a hexagonal piece of paper or metal) Effect Range Personal Target you (total weight up to 100 lbs./level) Duration 7 movements, up to 1 minute. Description The origins and purpose of this spell are poorly understood. Some believe it to be an incomplete implementation of magical flight. Some consider it to be product of an arcane Wizard’s whimsical exploration. Others think it a riddle left by the Walking Man. Of particular note is the 8 vectors and 7 movements of this spell. It is hypothesized that 7 is not the true limit; and rewriting the spell to be able to use all 8 vectors is the key to some arcane revelation. Others believe it is imp...

Grounding Rods

Grounding Rods Grounding Rods Source Lynte Homebrew 2024 School conjuration (creation) [metal]; Level adept 3, arcanist 3, cleric 3, druid 3, hunter 3, magus 3, occultist 3, oracle 3, shaman 3, sorcerer 3, summoner 3, summoner (unchained) 3, warpriest 3, wizard 3 Casting Casting Time 1 standard action Components V, S, M/DF (a small metal rod) Effect Range medium (100 ft. + 10 ft./level) Effect a fence of metal poles 5-ft. long per caster level (S) Duration 1 round per level Saving Throw none; Spell Resistance no Description You conjure a fence of metal poles, 2 ft. high per caster level, perpendicular to a chosen surface. The fence is shapeable but the poles themselves are straight. The fence provides +4 cover bonus against slashing and bludgeoning attacks. And blocks electric effects passing through its face. If the cover bonus blocks an attack or an electric effect is blocked, the fence takes the damage. Statistics : A 10-ft. square face...

Giant's Hymn

Giant's Hymn Giant’s Hymn Source Lynte Homebrew 2023 School transmutation; Level bard 3, cleric 3, inquisitor 3, skald 3, spiritualist 3, warpriest 3 Casting Casting Time 1 standard action Components V Effect Range touch Duration Until the end of your next turn plus up to 2 additional rounds (concentration) Saving Throw Fortitude negates; Spell Resistance yes Description You begin a chant as you empower an ally you touch. Grant your target +2 size bonus to Strength. You can spend a move action concentrating on the spell on your next two turns to extend the spell’s duration by 1 round (up to twice, max 3 rounds total duration). The first time you extend the spell’s duration this way, your target grows one size category as if affected by Enlarge person, except the bonuses and penalties are: +4 size bonus to Strength, a -2 size penalty to Dexterity (to a minimum of 1), and a -1 penalty on attack rolls and AC. The second time you extend the s...

Chilling Glimpse

Chilling Glimpse Chilling Glimpse Source Lynte Homebrew 2023 School evocation [cold, curse]; Level occultist 3, witch 3 Casting Casting Time 1 standard action Components V, S, M (Eye of Owl) Effect Range short (25 ft. + 5 ft./level) Area 20-foot burst centered on a point on one of your target’s spaces Target 1 creature Duration see text Saving Throw Fortitude half, Will partial, see text; Spell Resistance yes Description You place a destructive curse upon the target, with an intrinsic warning. The target and all who see you cast the spell know its effects and duration. The warning and mental damage from this spell is a divination effect. Upon casting the spell, the creature rolls a 1d4. The result determines when the chilling curse climaxes and its damage dice based on the table below. When the event arrives, cold rips through the target and anything nearby, dealing a dice of cold damage per 2 caster levels (maximum 5 dice, Fortitude halv...

Brood Nest

Brood Nest Brood Nest Source Lynte Homebrew 2023 School conjuration [summoning]; Level summoner 3, witch 3 Casting Casting Time 1 standard action Components V, S, M (a fly) Effect Range close (25 ft. + 5 ft./2 levels) Area see text Duration 1 round per level Saving Throw Reflex negates (entanglement only); Spell Resistance yes Description You weave a tangle of webs, binding creatures and incubating vermin. Summon a silken nest in a 10-by-10-by-5-foot open space. The silk stretches to entangle all creatures adjacent to or sharing spaces with the nest (Reflex negates). The entanglement achors them in place for two rounds. After one round, a swarm of spiders spawns from the nest and takes their turn immediately. They persist for the remaining duration of the spell. At 7th level, you may spawn a swarm of wasps or a pair of spider swarms instead. At 13th level, you may spawn a single army ant swarm, a pair of wasp swarms, or 4 spider swarms ins...

Blazing Dive [2e port]

Blazing Dive [2e] Blazing Dive Source Pathfinder 2e Port (Secrets of Magic) School evocation [fire]; Level arcanist 3, bloodrager 3, druid 3, magus 3, sorcerer 3, wizard 3 Casting Casting Time 1 standard action Components V, S Effect Range personal, 60 ft. (see text) Area 10-foot emanation (see text) Duration Instantaneous Saving Throw Reflex half; Spell Resistance no Description Superheated air collects under you, buoying you high into the sky before you plummet back down in a fiery comet. You Fly 15 feet straight up into the air, then Fly in a straight line to an empty space of your choice on the ground within 60 feet. When you land, the blistering air blasts out from you, dealing 1d4 bludgeoning damage, plus 1d4 per 2 caster levels above 1st. and 1d6 fire damage per 2 caster levels to all creatures in a 10-foot emanation. You chose wether you are affected by this emanation.

Warrior's Hymn

Warrior's Hymn Warrior’s Hymn Source Lynte Homebrew 2023 School enchantment; Level bard 2, cleric 2, inquisitor 2, skald 2, spiritualist 2, warpriest 2 Casting Casting Time 1 standard action Components V Effect Range touch Duration Until the end of your next turn plus up to 2 additional rounds (concentration) Saving Throw Fortitude negates (harmless); Spell Resistance yes Description You begin a chant as you empower an ally you touch. Grant your target 3d4 temporary hitpoints. Additionally, they have a +4 enhancement bonus to Strength and a +2 enhancement bonus to Fortitude saves while the temporary hitpoints hold. You can spend a move action concentrating on the spell on your next two turns to extend the spell’s duration by 1 round (up to twice, max 3 rounds total duration). Doing so does not reapply or heal the temporary hitpoints. Your target does not have to be in range for you to extend the spell’s duration in this way. The temporar...

Wall of Paper

Wall of Paper Wall of Paper Source Lynte Homebrew 2024 School conjuration (creation) [wood]; Level adept 2, arcanist 2, cleric 2, druid 2, hunter 2, magus 2, occultist 2, oracle 2, shaman 2, sorcerer 2, summoner 2, summoner (unchained) 2, warpriest 2, wizard 2 Casting Casting Time 1 standard action Components V, S, M/DF (a rectancular piece of uncrumpled paper) Effect Range medium (100 ft. + 10 ft./level) Effect paper wall 50 square feet of surface per level (S) Duration 1 round per level Saving Throw see text; Spell Resistance no Description You conjure and attach a wall of paper to a chosen surface, stiffly held up by regular corrugations, wooden frames, or magic. If vertical, it only needs a floor. If slanted or horizontal, it must be supported on opposing sides. A side of the wall can be up to 50 square feet of surface area per caster level (two 5 ft. square surfaces per caster level), and it is shapeable. You can convert any 5 ft. squar...

Spiral Staircase

Spiral Staircase Spiral Staircase Source Lynte Homebrew 2023 School conjuration [wood or earth or metal]; Level arcanist 3, druid 2, magus 3, shaman 2, sorcerer 3, summoner 3, wizard 3, witch 2 Casting Casting Time 1 round Components V, S, M (a conical sea shell) Effect Range 20 ft. Area 15 foot square foundation Effect A structure rising up to 5 feet high per caster level (max 40 feet) Duration 1 minute Saving Throw Reflex, none (see text); Spell Resistance yes Description You create a spiraling staired structure of wood with a 15 foot square foundation and a 5 foot margin of open space on at least 3 of its sides. Select one part of outer edge of the foundation to be the lowest point, and select one space to be the highest point. A creature may climb, jump, or fly to the highest point. Upon construction, you may allow or disallow passage under the structure by creating an open or sealed spandrel. This counts as one side of margin if ope...

Sandborn Hungerer

Sandborn Hungerer Sandborn Hungerers Source An Arid Expedition, Lynte Homebrew 2023 School conjuration [earth, sand, acid]; Level arcanist 2, bloodrager 2, magus 2, sorcerer 2, wizard 2 Casting Casting Time 1 standard action Components V, S, M (grains of sand arranged roughly in a ring) Effect Range 100 feet Duration 1 round/level (D) Saving Throw Fortitude, see text; Spell Resistance yes Description You create a swirling pool of sand that acts as a fine swarm of constructs starting at your position. It has 10 plus caster level AC, 5 hitpoints per caster level, your save bonuses, and 40 ft. land speed. At the end of each of your turns, you may direct the swarms movement as a free action. The swarm is docile until you awaken it as a free action or an immediate action. One awakened, it persists for 1 round before dispersing. Upon awakening, it entangles all creatures in its space, dealing 3d6 acid damage and entangling them, not completely prev...

Foam Dome

Foam Dome Foam Dome Source Lynte Homebrew 2024 School conjuration (creation) [water, air]; Level adept 2, arcanist 2, cleric 2, druid 2, hunter 2, magus 2, occultist 2, oracle 2, shaman 2, sorcerer 2, summoner 2, summoner (unchained) 2, warpriest 2, wizard 2 Casting Casting Time 1 swift action Components V, S, M/DF (a bar of soap) Effect Range medium (100 ft. + 10 ft. level) Effect bubbles spread in 25-ft. radius Duration See text Saving Throw none; Spell Resistance no Description You quickly conjure a 20-ft. radius hemisphere of bubbles. Sightlines though the hemisphere suffer concealment (20% miss chance), increased to total concealment though 5-feet or more of the bubbles. The bubbles slowly dissipate over time. On the caster’s original initiative count at each round, the foams surface retreats by 5 feet. A moderate amount of effort can clear a space of foam. The spell ends once all the foam is cleared. Specific Cases : A moderate wind ...

Deny

Deny Deny Source An Arid Expedition, Lynte Homebrew 2024 School enchantment (compulsion) [language dependent, mind-affecting]; Level adept 2, antipaladin 2, cleric 2, inquisitor 2, medium 2, mesmerist 2, occultist 2, oracle 2, psychic 2, warpriest 2, witch 2 Casting Casting Time 1 immediate action Components V Effect Range close (25 ft. + 5 ft./2 levels) Target one creature Duration see text Saving Throw Will negates; Spell Resistance yes Description This spell can only be cast when a creature is attempting to cast a spell or use a special ability. The creature stops its attempt, but does not expend any resources or actions. It cannot attempt the same action until the start of its next turn. At caster level 8th, the creature cannot take that action indefinitely. Instead, it makes a Will save to negate the effect at the start of each turn, with a +2 bonus for each consecutive failure.

Dawn Spike

Dawn spike Dawn Spike Source Lynte Homebrew 2023 School evocation [earth]; Level arcanist 2, bloodrager 2, druid, magus 2, sorcerer 2, wizard 2 Casting Casting Time 1 standard action Components V, S, M (Any gem worth at least 10 gp) Effect Range close (25 ft. + 5 ft./2 levels) Area 5 ft. burst on the ground Duration 3 rounds Saving Throw Reflex negates (initial cast); Spell Resistance no Description You cause an a stone large spike of stone to erupt from the ground. Creatures in the area are dealt 1d6 piercing or bludgeoning damage per caster level (max 5d6). One medium or smaller creature that fails its save is moved 10 feet in the direction of your choice. A large or larger creature fully covering the area takes 10 additional damage. The spike occupies a corner 3 ft. wide at its base and 3 ft. high, preventing diagonal movement through its space. It has 5 AC, 8 hardness, and 10 hp per caster level. The spike crumbles to nothingness at the...

Corrosive Fall

Corrosive Fall Corrosive Fall Source Lynte Homebrew 2023 School evocation[acid]; Level arcanist 2, bloodrager 2, magus 2, sorcerer 2, wizard 2 Casting Casting Time 1 standard action Components V, S, M (acid or alkali flask at least 10 gp) Effect Range medium (100 ft. + 10 ft./level) Targets 1 creature Area 15-ft. burst (see text) Duration 1 round per level Saving Throw Reflex, none (see text); Spell Resistance yes Description You send a sweeping whip of corrosion that knocks a target prone and covers the area in acid. Your initial target is dealt 1d4 damage per caster level (max 10d4) and knocked prone (Reflex negates). Additionally, select a point on a space occupied by your target. A 5-ft. burst originating from that point become covered in acid. The area is difficult terrain and creatures ending their turn upon it are dealt 3 plus caster level (max 14) acid damage.

Springing Seed

Springing Seed Springing Seed Source Lynte Homebrew 2024 School conjuration [wood]; Level arcanist 1, druid 1, hunter 1, magus 1, sorcerer 1, witch 1, wizard 1 Casting Casting Time 1 standard action Components V, S, M (a storkbill seed) Effect Range close (25 feet + 5 feet per 2 caster levels) Area 5-ft. burst Duration 8 hours Saving Throw none; Spell Resistance no You plant a springy seed, into a point on the grid and attached to a surface. It hides with your caster level plus casting ability score as its stealth modifier. Creatures that fail to percieve it are flat-footed against its effects. Whenever a creature enters a space adjacent to that point, you trigger the seed against that creature (no action, limited to once per creature per round). When doing so, make a melee attack roll or bull rush attempt against the triggering creature. (Your BAB for this melee attack is your caster level and you may use your Intelligence, Wisdom, or Chari...

Excision Flames

Excision Flames Excision Flames Source Lynte Homebrew 2024 School evocation [fire]; Level See text for access Casting Casting Time 1 standard action Components V, S Effect Area 5 spaces in a cross (see text) Duration Instantaneous Saving Throw Reflex half; Spell Resistance yes Description Access This spell can only be taken by divine casters of the fire domain in place of Burning Hands. Flames criss-cross 5 spaces arranged in a cross: two perpendicular lines meeting in the center, either diagonal or orthogonal. At least one of these spaces must be adjacent to you. Creatures in the area take 1d4 fire damage per caster level (maximum 5d4), increased by 5 against the creature in the center. Reflex halves.