Toska the circle of dreams druid! Her sleepy demeanor and appearance can be a little off-putting but she really means well…probably… 🥀🌑🔔
She’s a hexblood but as far as she’s aware she’s always been a human! Turning blue and sprouting branches from your head is normal?? She loves nothing more than a good cup of tea and a good nap, both of which she indulges in frequently <3
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i want to start a fight in the dwampyverse community. so i am going to make a purposely divisive poll for the sake of starting arguments . make sure you get really violent about it too
your hot takes must be at least 3 paragraphs in length and very confrontational (if you want to actually write or make something you can tag it with #dwampy deathmatch, i doubt we’ll get another bap miracle but if you’re all entertained enough by this you can give it a try)
you have a week to decide. discuss
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Skelm, Street
Image © Paizo Publishing. Accessed at Archives of Nethys here
[I love the skelms. They might be my favorite Pathfinder monster new to 2e. I've seen the idea of a male equivalent to hags discussed before. Someone on rpg.net, maybe it was @crinosg or @prokopetz, gave their take the name "coots" and used the Old Man of the Mountain from a Betty Boop cartoon as their model. Paizo's brilliant idea was tying their male hag analogue to ideas of toxic masculinity and entitlement. Since I'm someone who loves to use monsters as tools of social commentary, I was basically their target audience here.]
Skelm, Street
CR 3 LE Monstrous Humanoid
If not for his unnaturally red face and the rack of antlers growing from his brow, this could be an ordinary human. He wears leather armor and carries a cane.
Skelms are creatures of rage and spite, created spontaneously from evil humanoids overwhelmed by anger. All skelms are male, and some sages posit that they are some sort of metaphysical counterpart to hags. Unlike the prolonged ritual to make a hag, a skelm can arise from a totally normal person in a matter of hours—skelms often hold court over potential recruits and transform them through brutal, humiliating hazing. After transformation, a skelm will often return to their previous life, hiding their inhuman features through magical disguises and changing their pursuits to cruelty and exploitation full time.
All skelms have antlers, which are a source of combined pride and shame. Skelms with smaller racks will belittle those with larger ones, although they will claim other reasons for this scorn if pressed. Even more distinctively, skelms deny that they have antlers when dealing with non-skelms, regardless of evidence or argument.
Street skelms are the weakest of the skelms. In their mortal guise, street skelms exploit the respect most people give to the elderly and the wealthy, and they usually appear as one or both of these in order to recruit a mob. Street skelms have little in the way of magical talents, but they are skilled at finding scapegoats to blame for community ills and sic their followers after. Street skelms have even more of a chip on their shoulder than other skelms do, and their egos are especially delicate. Their combat tactics, whether they are in their monstrous forms or not, tend to revolve around doing an immense amount of damage to a single target at a time, preferably a weak or vulnerable one, and then crowing about it for a few rounds before resuming their assault.
Street Skelm CR 3
XP 800
LE Medium monstrous humanoid
Init +2; Senses Perception +7, scent
Defense
AC 17, touch 13, flat-footed 14(+2 Dex, +1 dodge, +2 armor, +2 natural)
hp 25 (3d10+9)
Fort +5, Ref +6, Will +5; -2 vs. emotion effects
DR 3/cold iron
Offense
Speed 30 ft.
Melee gore +7 (1d6+6 plus trip) or improvised club +7 (1d6+4), gore +2 (1d6+2 plus trip)
Ranged rock +5 (1d4+4)
Special Attacks belittling rant,improvisational brawler, punishing strike
Statistics
Str 18, Dex 15, Con 17, Int 16, Wis 13, Cha 18
Base Atk +3; CMB +7; CMD 19
Feats Catch Off Guard (B), Combat Reflexes, Dodge, Throw Anything (B)
Skills Bluff +7,Disguise +7, Intimidate +13, Knowledge (local) +6, Perception +7, Sense Motive +4, Stealth +8; Racial Modifiers +4 Intimidate
Languages Aklo, Common
SQ change shape (Small or Medium male humanoid, alter self),skelm traits
Ecology
Environment urban
Organization solitary or gang (1 plus 2-24 humanoids)
Treasure standard
Special Abilities
Belittling Rant (Su) As a standard action, a street skelm can give a rant that affects all creatures that can hear and understand it within 30 feet. A DC 15 Will save negates the effect. A creature affected by a street skelm is shaken for 1 minute. Anyone shaken in this way takes an additional -2 to damage rolls against the skelm, but gains a +2 morale bonus to damage rolls against other targets. The save DC is Charisma based.
Improvisational Brawler (Ex) A street skelm gains Catch Off Guard and Throw Anything as bonus feats. A street skelm treats all improvised ranged weapons as having a 20 foot range increment.
Punishing Blow (Ex) As a standard action, a street skelm can exert himself to make a single powerful attack. When he does, he adds an additional damage die of the same type to the attack, and can make a CMB check as a free action without provoking an attack of opportunity to push the creature hit 5 feet. After making this attack, the street skelm is treated as being flat footed until the beginning of its next turn.
Skelm Traits (Ex) All skelms gain a +4 racial bonus to Intimidate checks, but a -2 penalty to all saving throws against emotion effects.
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