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Plot to Kill Creation Episode #4: They’re Definitely Not Hands

Plot to Kill Creation Episode #4: They’re Definitely Not Hands
Plot to Kill Creation

 
 
00:00 / 1:50:59
 
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Plot to Kill Creation Episode #3: Law or Chaos

Plot to Kill Creation Episode #3: Law or Chaos
Plot to Kill Creation

 
 
00:00 / 1:36:28
 
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Plot to Kill Creation Episode #2: Brave Little Kobold

Plot to Kill Creation Episode #2: Brave Little Kobold
Plot to Kill Creation

 
 
00:00 / 1:56:15
 
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Homebrew: So Many Leshies!

Posted on August 15, 2019August 17, 2019 by sarah

I’ve fallen in love with Leshies and wanted to be able to play more than just the Vine Leshy and Mushroom Leshy so I have decided I wanted to stat out the other Leshies.

They’re so cute!

Note: the Fungus Leshy was not stated out because the Mushroom Leshy already exists.

System: Pathfinder 1st Edition

Things in Common to all Leshies

Standard Racial Traits

  • Size: Small
  • Type: Plant (Leshies do not receive the immunities from plant traits)
  • Senses: darkvision 60ft, low-light vision
  • Language: Druidic, Sylvan; plantspeech(plant they represent)
  • Spell-Like Abilities:  Caster level equals the leshy’s level.
    • Pass Without Trace constant
  • Favored Class Options: Use the Favored Class Options for the Vine Leshy

Cactus Leshy

Bestiary Entry

Standard Racial Traits

  • Ability Score Modifiers: +2 Wisdom, +2 Constitution, -2 Intelligence
  • Speed 20 ft.
  • Special Attacks: launch needle
  • Skilled: +4 Survival and Stealth in deserts
  • Special Qualities:
    • Change Shape (Small cactus; tree shape),
    • Grow Fruit
    • Verdant Burst
  • Environment: warm deserts
  • Organization: solitary or patch (2–12)

Grow Fruit (Ex): A cactus leshy can drastically speed up its fruiting process, producing an edible fruit without spines over the course of 1 minute. This fruit functions as though affected by goodberry and also provides the benefits of endure elements. Producing a fruit with these abilities is draining for the leshy; as a result, it takes 1d4 points of Constitution damage.

Launch Needle (Ex): As a standard action, a cactus leshy can fire one of its spines at a target within 30 feet. If the attack hits, the target takes 1 point of piercing damage (this damage is not modified by Strength) and must succeed at a (DC=10+half of the leshy’s hit dice) Fortitude save or be sickened for 1d3 rounds. The save DC is Constitution-based.

Needly Skin (Ex): A cactus leshy is covered with needles and spines, and its slam attacks deal both bludgeoning and piercing damage. Any creature grappling a cactus leshy or attacking it with a natural attack or unarmed strike takes 1d3 points of piercing damage. A creature grappling a cactus leshy takes this damage each round of the grapple.

Flytrap Leshy

Bestiary Entry

Standard Racial Traits

  • Ability Score Modifiers: +2 Charisma, +2 Dexterity, +2 Intelligence
  • Speed: 20 ft.
  • Ranged Attack: acidic spittle (1d4 acid and digest)
  • Skilled: +4 Survival and Stealth in wetlands
  • Special Qualities:
    • Change Shape (small flytrap; tree shape)
    • Verdant Burst
  • Environment warm marshes or wetlands
  • Organization solitary or cluster (4–8)

Digest: A creature that takes acid damage from a flytrap leshy’s bites or spittle must succeed at a (DC=10+half of the leshy’s hit dice) Fortitude save or become sickened for 1d4 rounds. The save DC is Constitution-based.

Gourd Leshy

Bestiary Entry

Standard Racial Traits

  • Ability Score Modifiers: +2 Charisma, +2 Dexterity, -4 Strength
  • Speed: 20 ft.
  • Ranged Attack: seed +3 (1 plus ensnare)
  • Skilled: +4 Survival and Stealth in plains and undergrowth
  • Special Qualities:
    • Change Shape (Small gourd; tree shape)\
    • Keepsake
    • Verdant Burst
  • Environment any hills or plains
  • Organization solitary or patch (2-16)

Ensnare (Ex): The seeds and slam attack of a gourd leshy entangle the target in vines for 2d4 rounds unless the target makes a (DC=10+half of the leshy’s hit dice) Reflex save. The target can attempt to burst these entangling vines before the duration expires with a (DC=10+half of the leshy’s hit dice) Strength check as a full-round action.

Keepsake (Su): Gourd leshys can pop off the top of their heads and store a single Fine-sized object such as a dagger or potion inside. While within the leshy’s head, the item is warded by nondetection. In addition, after 24 hours, the item within is cleaned and polished, and, if damaged, repaired as if by a mending spell. Both spell effects have a caster level equal to twice the leshy’s Hit Dice.

Seed: A gourd leshy can hurl its seeds as a ranged attack. If it hits, this attack deals 1 point of damage (this damage is not modified by Strength) and affects the target with the gourd leshy’s ensnare ability. This attack has a 10-foot range increment.

Leaf Leshy

Bestiary Entry

Standard Racial Traits

  • Ability Score Modifiers: +2 Dexterity, +2 Charisma, -4 Intelligence, -2 Strength
  • Speed: 20 ft., climb 10 ft., fly 10 ft. (clumsy); glide
  • Ranged: Seedpods +2 touch (1 plus deafen)
  • Skilled: +4 Stealth and Survival in forests and jungles
  • Special Qualities:
    • Change Shape (Small tree; tree shape)
    • Verdant Burst
  • Environment: any forest or hill
  • Organization: solitary or grove (2-16)

Glide (Ex): A leaf leshy cannot use its fly speed to hover. When flying, a leaf leshy must end its movement at least 5 feet lower in elevation than it started.

Seedpods (Ex): Leaf leshys sprout explosive acorns, pine cones, or other seedpods, and can hurl these as ranged attacks. A seedpod has a range increment of 10 feet and detonates on contact to deal 1 point of bludgeoning damage (this damage is not modified by Strength). Anyone struck by a seedpod must succeed at a (DC=10+half of the leshy’s hit dice) Fortitude save or be deafened for 1 round. The save DC is Constitution-based.

Lichen Leshy

Bestiary Entry

Standard Racial Traits

  • Ability Score Modifiers: +2 Constitution, +2 Wisdom, -2 Charisma
  • Speed: 20 ft., climb 20 ft.
  • Ranged: filaments +5 (1 plus degradation)
  • Skilled: +4 Stealth and Survival in hills and mountains
  • Special Qualities:
    • Change Shape (Small lichen; tree shape)
    • Expert Climber
    • Verdant Burst
    • Weathering
  • Environment: any hills or mountains
  • Organization: solitary or patch (2–16)

Degradation (Ex): The lichen leshy’s attacks envelop the target in a lattice of delicate digestive growths. As a standard action, a creature can tear away any such growths. If a creature ends its turn without having removed the growths, the tendrils fall away as they release acid that deals 2d4 points of acid damage, and the victim must succeed at a (DC=10+half of the leshy’s hit dice) Fortitude save or become staggered for 1 round. The save DC is Constitution-based.

Expert Climber (Ex): A lichen leshy can adhere to nearly any surface, as though constantly under a natural version of spider climb.

Filaments (Ex): A lichen leshy can spit a tangle of filaments as a standard action. If it hits, this attack deals 1 point of damage (this damage is not modified by Strength) and affects the target with the lichen leshy’s degradation ability. The filaments have a range increment of 20 feet and a maximum range of 100 feet.

Weathering (Ex): A lichen leshy can release a slow-acting acid that dissolves stone and organic material. By remaining in contact with a 5-foot-square area for 8 hours, the leshy can deal 3d6 points of acid damage to the surface, ignoring hardness less than 10.

Lotus Leshy

Bestiary Entry

Standard Racial Traits

  • Ability Score Modifiers: +4 Wisdom, +2 Constitution, -2 Strength
  • Speed: 30 ft.; lily pad stride
  • Ranged: seed spray +8 (1d3 nonlethal/×3 plus dream pollen)
  • Skilled: +4 Stealth and Survival in aquatic terrain
  • Special Qualities:
    • Change Shape (small lotus flower; tree shape)
    • Verdant Burst
  • Environment: warm lakes or ponds
  • Organization: solitary

Dream Pollen (Ex): A lotus leshy can expel pollen in a 15-foot cone. All creatures within the cone (as well as those who take damage from seed spray) must succeed at a (DC=10+half of the leshy’s hit dice) Will save or fall asleep for 1d4 rounds. The save DC is Constitution-based.

Seed Spray (Ex): A lotus leshy can shoot several of its seeds at targets within 30 feet. It can shoot 1d6 seeds as a standard action, dividing the seeds as it chooses among targets in range. Each seed deals 1d3 points of nonlethal damage. The leshy rolls a single attack roll to determine the accuracy of all of the seeds in the spray. The attack has a ×3 critical multiplier, and the leshy makes only one roll to confirm a critical threat.

Poppy Leshy

Bestiary Entry

Standard Racial Traits

  • Ability Score Modifiers: +2 Dexterity, +2 Charisma, -2 Intelligence
  • Speed: 20 ft., climb 10 ft.
  • Ranged: spores +2 touch (memory haze)
  • Spell Like Abilities:
    • Lullaby (DC 11) Constant
    • Sleep (DC 12) 3/day
  • Skilled: +4 Stealth and Survival in floral fields
  • Special Qualities:
    • Change Shape (small patch of flowers; tree shape)
    • Verdant Burst
  • Environment: any forest or plains
  • Organization: solitary or patch (2–16)

Memory Haze (Ex):  The intoxicating scent given off by a poppy leshy causes memory loss to those affected by its spores. Anyone creature hit by a spore attack must make a (DC=10+half of the leshy’s hit dice) Will save or suffer 1 point of Wisdom damage. Any creature who suffers Wisdom damage from a poppy leshy’s spores suffers minor memory loss for a period of 5 minutes prior to and 5 minutes after the ability damage is inflicted. This is a cumulative effect, with additional Wisdom damage inflicted by the spore attack extending the period of memory loss by 5 additional minutes in both directions. Creatures who suffer from this memory loss must make a (DC=10+half of the leshy’s hit dice) Wisdom check to recall specific details during that period of time. This is a mind-affecting effect. The save DC is Charisma-based.

Seaweed Leshy

Bestiary Entry

Standard Racial Traits

  • Ability Score Modifiers: +2 Constitution, +2 Wisdom, -2 Intelligence
  • Speed: 20 ft., swim 20 ft.
  • Ranged: water jet +5 (1 plus blind)
  • Spell Like Abilities:
    • entangle (in water only, DC 12) 1/day
  • Skilled: +4 Stealth and Survival in water
  • Special Qualities:
    • Air Cyst
    • Amphibious
    • Change Shape (Small seaweed; tree shape)
    • Verdant Burst
  • Enviroment: Wetlands
  • Organization: solitary or patch (2–16)

Air Cyst (Su): Seaweed leshys constantly grow small bulbs filled with air. As a move action, they can detach a bulb and give it to another creature. If consumed as a standard action, this air cyst grants water breathing (as the spell) for 10 minutes. Seaweed leshys can have a maximum of four usable air cysts at any one time, and air cysts regrow at a rate of one per 24 hours.

Water Jet (Ex): A seaweed leshy can expel a high-pressure jet of water from its mouth to a range of 30 feet. It must make a ranged touch attack to strike a target—if it hits, the blast deals 1 point of bludgeoning damage (this damage is not modified by Strength). In addition, the creature hit must make a (DC=10+half of the leshy’s hit dice) Fortitude save or be blinded by the water for 1 round. The save DC is Dexterity-based.

Snapdragon Leshy

Bestiary Entry

Standard Racial Traits

  • Ability Score Modifiers: +2 Dexterity, +2 Charisma, -2 Strength
  • Speed: 20ft
  • Ranged: bloom lasso +7 (1 plus crippling hysterics)
  • Skilled: +4 Stealth and Survival in hills and urban areas
  • Special Qualities:
    • Change Shape (Small flower patch; tree shape)
    • Verdant Burst
  • Environment temperate hills or urban
  • Organization solitary, patch (2–8), or entourage (1–3 plus 2–16 other leshys)

Bloom Lasso (Ex): A snapdragon leshy can create and throw a tendril as a standard action. If it hits, this attack deals 1 point of damage (this damage is not modified by Strength) and affects the target with the leshy’s crippling hysterics ability. This attack has a range increment of 20 feet and a maximum range of 100 feet.

Crippling Hysterics (Ex): The snapdragon leshy’s bloom lasso drapes the target in clinging blossoms that release intoxicating pollen. Any creature struck by the lasso must succeed at a (DC=10+half of the leshy’s hit dice) Fortitude saving throw or giggle uncontrollably for 1d4+1 rounds. This condition imposes a –2 penalty on attack rolls, saving throws, skill checks, and ability checks; while the effect lasts, the target must succeed at another (DC=10+half of the leshy’s hit dice) Fortitude saving throw at the end of its turn each round or fall prone in hysteria. The save DC is Constitution-based.

Sunflower Leshy

Bestiary Entry

Standard Racial Traits

  • Ability Score Modifiers: +2 Dexterity, +2 Charisma, -2 Strength
  • Speed: 20 ft
  • Skilled: +4 Stealth and Survival in plains and hills
  • Special Qualities: 
    • Change Shape (Small flower; tree shape)
    • Verdant Burst
  • Environment any warm plains or hills
  • Organization solitary, pair, bunch (3–8), or field (9+)

Heliotrope (Ex): Sunflower leshys reflect the sun and other sources of bright light from their faces onto all who come too close. Any creature within 20 feet of a sunflower leshy must succeed at a (DC=10+half of the leshy’s hit dice) Will saving throw or be dazzled for 1d4+1 rounds. A creature dazzled once cannot be dazzled again by the same leshy for 24 hours. The save DC is Charisma-based.

Seed Spray (Ex): Three times per day, a sunflower leshy can spray seeds in a 15-foot cone as a standard action. The spray deals 1d4 points of piercing damage to all targets in its area of effect. Against dazzled targets, this attack instead deals 1d6 points of piercing damage. A successful (DC=10+half of the leshy’s hit dice) Reflex saving throw halves the damage from this attack. The save DC is Dexterity-based.

 

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Plot to Kill Creation Episode #1: A Mission, a Massacre, and Misgivings

Plot to Kill Creation Episode #1: A Mission, a Massacre, and Misgivings
Plot to Kill Creation

 
 
00:00 / 1:52:38
 
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Homebrew: Playable Atomie

Posted on August 5, 2019August 5, 2019 by sarah

System: Pathfinder 1st Edition

This race is a playable version of a Bestiary monster, use the Description text from the Bestiary Entry.

Standard Racial Traits:

  • Ability Score Modifiers: -4 Strength, +2 Dexterity, +2 Charisma
  • Size: Diminutive (Remember to note size bonuses)
  • Type: Humanoid with the Fey Subtype
  • Speed: 20 ft., fly 40 ft. (good)
  • Languages: Begin speaking Sylvan, Atomie with high Intelligence scores can choose from the following: Elven, Gnome, Halfling, Common, Orc, Giant
  • Skilled: Fly is a class skill regardless of Class.
  • Spell-Like Ability:
    • Speak with Animals (as the spell) at will.
    • Dancing Lights 3/day

Favored Class Options: Use the Favored Class Options for the Gnome

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Homebrew: Cervine

Posted on July 30, 2019August 8, 2019 by sarah

System: Pathfinder 1st Edition

Credit: Eve Mishka

As it is told in the legends of old Ceprinian lore of the Elderdoe, In the dawn age Young Lylenna goddess of ivy and oak, awakened upon a stony and desolate plane. The first doe liaden with the heavy burden of existence wandered the lifeless and baron plane for millennia in search of meaning among her madness and isolation. In her desperation, the small fawn called upon unseen forces and cast down a hail of fiery noxious stones from the heavens engulfing the world in flames and unknowingly casting herself as the first ‘lady of Cinder’ to link the flame from the ashen ones. She watched among the ashes of her blackened world as she held the final flame in her hands, the tears from her eyes transforming it into a single ember that seemed to burn with no fuel. From this ember like a seed came all we know, life, light, love, even the stars in the sky grew brighter when the first Mothertree blossomed from the ashes of the elder world, its roots climbing their way into the heavens and deep into molten rocks below covering everything in lush greens forests and deep oceans.

 

Standard Racial Traits

  • Ability Score Modifiers: +2 Wisdom, +2 Dexterity, -2 Intelligence
  • Size: Medium
  • Type: Humanoid with the Fey Subtype
  • Base Speed: 40 feet
  • Languages: Begin speaking Sylvan, Cervine with high Intelligence scores can choose from the following: Elven, Gnome, Halfling, Common, Orc, Giant
  • Skilled: +4 bonus to Survival and Knowledge (Nature)
  • Low light vision
  • Spell-Like Ability: Speak with Animals (as the spell) at will.

Favored Class Options:

  • Alchemist: Add +1/2 to the number of bombs per day the alchemist can create.
  • Arcanist: Add 1/6 to the number of points the arcanist gains in her arcane reservoir each day.
  • Barbarian: Add +1 to the barbarian’s total number of rage rounds per day.
  • Bard: Add +1 to the bard’s total number of bardic performance rounds per day.
  • Bloodrager:
  • Brawler: Add +1 to the brawler’s CMD when resisting a grapple or trip attempt.
  • Cavalier: 
  • Cleric: Add one spell from the druid spell list to the cleric’s spell list and known spells. This spell must be at least 1 level lower than the highest-level spell the cleric can cast
  • Druid: Add +1 hit points to the druid’s animal companion. If the druid ever replaces her animal companion, the new animal companion gains these bonus hit points.
  • Fighter: Add +1 to the fighter’s CMD when resisting a dirty trick or steal attempt.
  • Gunslinger: Add +¼ point to the gunslinger‘s grit pool.
  • Hunter: Add 1 to the hunter’s total number of animal focus minutes per day.
  • Inquisitor: Add +1/2 to the attack roll bonus when the inquisitor is at or below 0 hit points.
  • Investigator: Add one extract formula from the investigator’s list to his formula book. This formula must be at least 1 formula level below the highest level the investigator can create.
  • Kineticist: Add +1/6 to the maximum bonus allowed by elemental overflow. 
  • Magus: The magus gains 1/6 of a new magus arcana.
  • Marksman:  Gain 1/3 of an additional daily use of the windreader ability.
  • Medium: Gain a +1/2 bonus on Bluff, Diplomacy, Intimidate, and Sense Motive skill checks against spirits, undead, phantoms, and creatures native to the Astral Plane.
  • Mesmerist: Add +1/6 to the DC of the mesmerist’s tricks and masterful tricks.
  • Monk: Add +1/6 to the medium’s spirit bonus when channeling a Marshal or Trickster spirit.
  • Ninja: Add a +1 bonus to attack rolls when attacking on or charging from higher ground.
  • Occultist: Add +1/4 to the DC of the occultist’s Cloud Mind focus power gained from an enchantment implement.
  • Oracle: Add one spell from the druid spell list to the oracle’s spell list and known spells. This spell must be at least 1 level lower than the highest-level spell the oracle can cast
  • Paladin: Add +1/3 on critical hit confirmation rolls made while using smite evil (maximum bonus of +5). This bonus does not stack with Critical Focus.
  • Psychic: Add +1/3 daily use of the Painful Reminder power granted by the Tranquility discipline.
  • Ranger: Add +¼ an additional favored terrain selection.
  • Rouge: The rogue gains +1/6 of a new rogue talent.
  • Shaman: The shaman gains 1/6 of a new shaman hex.
  • Skald: Add a +1 bonus on concentration checks when casting skald spells.
  • Slayer: The slayer gains 1/6 of a new slayer talent.
  • Sorcerer: Add one spell from the druid spell list to the sorcerer’s spell list and known spells. This spell must be at least 1 level lower than the highest-level spell the sorcerer can cast
  • Spiritualist: Add +1/4 to the amount of damage to a phantom that is prevented by the spiritualist’s etheric tether per hit point sacrificed
  • Summoner: Add one spell from the druid spell list to the summoner’s spell list and known spells. This spell must be at least 1 level lower than the highest-level spell the summoner can cast
  • Swashbuckler: Add +1/4 to the number of panache points the swashbuckler regains at the start of each day; her maximum panache also increases by this amount. 
  • Vigilante: Add +1 foot to the distance between the vigilante and the target of his Close The Gap talent. This has no effect unless the vigilante has selected this reward 5 times (or another increment of 5).
  • Warpriest: Increase the number of times per day that the warpriest can use blessings by ¼.
  • Witch: The shaman gains 1/6 of a new shaman hex.
  • Wizard: Add one spell from the druid spell list to the wizard’s spell list and known spells. This spell must be at least 1 level lower than the highest-level spell the wizard can cast
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Homebrew: Infernal Blood & Devil Wings Feats

Posted on July 28, 2019August 5, 2019 by sarah

System: Pathfinder 1st Edition

Infernal Blood

Prerequisites: Con 13, tiefling.

Benefit: You gain a +1 bonus on saving throws against spells and spell like-abilities from the charm subschool and a +2 bonus on Constitution checks to stabilize when you are reduced to negative hit points (but not dead). Each time you take Bleed or Blood Drain damage; if the inflictor of that damage is adjacent to you they take 1 fire damage.

Devil Wings

Prerequisites: Infernal Blood, Tiefling, character level 10th.

Benefit: You gain a pair of either leathery bat-like wings or black feathered wings that grant a fly speed of 30 feet (average maneuverability) if wearing light armor or unencumbered, or 20 feet (poor maneuverability) with a medium or heavy load or medium or heavy armor. Fly is a class skill for you.

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Big News

Posted on July 23, 2019July 23, 2019 by sarah

We decided we didn’t like where the Starfinder podcast was going and we didn’t like the module so we opted for a relaunch which will be coming out soon as a bi-weekly podcast. We also have opted to add a weekly Pathfinder podcast which will be coming out in the same feed. Look forward for both podcasts to be coming out soon.

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