Homebrew Spotlight: Fey Race Links


While searching for material on Fey races, I found a WordPress site that already has some good ones. Here is his link: https://newpathfinderraces.wordpress.com/2014/11/30/brownie/. So far he has brownie, pixie, grig, treant, korred, nymph and satyr. He also has some other races: gargoyle, grindylow, boggard, derro, evolved gorilla, ghoul, lamia, lizardfolk, soulbound doll and terrapin. I like his advanced race builds.

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RPGaDay: Favorite Game System

Favorite Game System

My favorite game system currently is Pathfinder. I like the customization that is available. Especially, the character and race building rules.

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Although, if I could find a group I would love to play old school BESM 2nd Edition. It is simple and fun to play but I would use the new rules of high rolls are best, not low.

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Related Links:

RPGaDay: Coolest RPG product/book














Creature Spotlight: Lyn’skyurr


This is my new homebrew creation. The muse for this was from a video that my husband was watching of a Monster Hunter Worlds play-through, they were fighting a Tobi-Kadachi monster.

I didn’t copy the monster, just used it for my inspiration. I based it on a flying squirrel, then gave it the Dire and Saurian creature templates (I used the Asp snake for the poison bite) instead of dragon (it was a wyvern in the game), with a hint if the thunder child creature from The Advanced Bestiary. Of course, it can grow larger as it ages. I din’t make it as powerful as these templates allowed, but picked and chose what I wanted.

I made the name up by combining Lyn from Norwegian and Skyurr from Armenian. Combined it means Lightning Squirrel. Below is a slide show of prehistoric and present-day creatures as well as the one from Monster Hunter Worlds, that I used for my creature building.



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Below is the creature in two different formats, word and from Homebrewery (I’m still learning to input here):


Lyn’Skyurr (Lightning Squirrel)         CR 4

XP 1200

N Small magical beast (augmented, air)

Init +6; Senses darkvision 60 ft, low-light vision, scent; Perception +10



AC 21, touch 17, flat-footed 15 (+2 Dex, +4 natural armor, +1 size, +4 dodge bonus to AC)

hp 46 hp (5d10+15)

Fort +6, Ref +7, Will +4



Speed 60 ft., fly 40 ft. (clumsy)

Melee 2 claws +7 (1d3+2 plus rake+1d6 electricity), bite +6 (1d4+1 plus poison or +1d6 electricity)

Special Attacks electricity, leaping pounce, poison, rake

Space 5ft., Reach 5 ft.



Str 12, Dex 15, Con 16, Int 4, Wis 16, Cha 10

Base Atk +5; CMB +5; CMD 17 (10 vs. trip)

Feats Improved Initiative, Skill Focus (Stealth), Weapon Focus (claws)

Skills Acrobatics +20 (+16 when jumping), Climb +12, Fly +4, Stealth +15, Survival +10; Racial Modifiers +16 Acrobatics, +8 Climb, +4 Perception, +8 Survival

SQ glide



Environment temperate forests

Organization solitary, pair or nest (3–8)

Treasure 1,150


Special Abilities

Electricity (Ex) Each of the Lyn’skyurr’s natural melee attacks deal +1d6 points of electricity damage. Any creature grappling a Lyn’skyurr takes 2d6 points of electricity damage each round that the grapple is maintained.

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

Although not capable of actual flight, a Lyn’skyurr possesses a furry membrane stretching between its wrists and ankles, allowing it to glide for long distances.

Leaping Pounce (Ex) When a Lyn’skyurr charges a foe and jumps for at least the last 10 feet of movement, it may make a full attack, including rake attacks.

Rake (Ex) A Lyn’skyurr with this special attack gains extra natural attacks under certain conditions, typically when it grapples its foe. In addition to the options available to all grapplers, a Lyn’skyurr gains two free claw attacks that it can use only against a grappled foe. The bonus and damage caused by these attacks is included in the Lyn’skyurr’s description. A Lyn’skyurr must begin its turn already grappling to use its rake—it can’t begin a grapple and rake in the same turn.

Poison (Ex) Bite—injury; save Fort DC15; frequency 1/round for 6 rounds; effect 1d2 Con; cure 2 consecutive saves. The save DC includes a +2 racial bonus. Useable 1/round.


Lyn’skyurr appear to be small reptilian creatures with the head of an asp, and the body of a flying squirrel. The lower part of their body is covered in grayish-green scales, while along their spine it is covered in dark gray fur. This fur appears to constantly have static electricity coursing through it.

These creatures are mostly ambush hunters, when young they hunt in packs but when they mature and take a mate, they hunt in pairs or as a family unit.

Some Lyn’skyurr have been known to have rudimentary language skills. Some believe it’s mimicry, while others believe that they have a rudimentary Intelligence. Some humanoids train Lyn’skyurr as bestial guardians.



When a Lyn’skyurr advances to Large or above, the creature the begins to become a more dangerous predator and use its natural weapons to better advantage.

Bite Becomes the Lyn’skyurr’s primary attack that deals 2d6 damage plus 1-1/2 times the Lyn’skyurr’s Strength bonus (even though it has more than one attack). A Lyn’skyurr’s bite attack has reach as if the creature were one size category larger (+10 feet for Colossal Lyn’skyurrs).

Claws The Lyn’skyurr’s claws become its secondary attack and deals the 1d8 damage plus the Lyn’skyurr’s Strength bonus.

Tail Slap The Lyn’skyurr can slap one foe each round with its tail. A tail slap is a secondary attack that deals 1d8 damage plus 1-1/2 times the dragon’s Strength bonus (this is an exception to the normal secondary attack rules).

Lyn’skyurr lightning squirrel.pdf


Links to similar posts:


Chosen of Ssliora (Template)



Homebrew Spotlight: Astralus


Outsider (native, astral, humanoid)     20 RP     (NPC)

Racial Traits

  • +2 Dexterity, +2 Intelligence, -2 Constitution (0 RP)
  • Outsider: Astralus are outsiders with the subtype of astral. (3 RP)
    • Ultravision: Astralus have the ability to see in complete darkness perfectly. It is like a combination of enhanced darkvision and blindsense.
  • Medium: Astralus have no bonuses or penalties due to their size. (0 RP)
  • Standard Speed: Astralus have a base speed of 30 feet. (0 RP)
  • Lifesense: Astralus can sense all life within 60 feet. (3 RP)
  • Psionics: Astralus have the following psionic powers. At will: cure light woundsillusion, levitate, telepathy, telekinesis, and tongues; or any 3rd level or lower level spell of choice, that does not attack a creature or deal damage. 1/day: phase (ethereal), cure moderate or serious wounds, stabilize, and scry; or any 5th level or lower level spell of choice. 1/week: planeshift; or any 7th level or lower spell of choice. The caster level for these effects is equal to the user’s character level. (6 RP)
  • Immunities: Astralus gain immunity to charm, sleep and hold person spells or spell-like abilities. (2 RP)
  • Skilled: Astralus gain a +2 racial bonus to Knowledge (planes), science (any) or craft (any) skill checks. (4 RP)
  • Halo: Astralus gain the ability to create light centered on their head at will as a spell-like ability. When using the halo, a member of this race gains a +2 circumstance bonus on Intimidate checks against evil creatures and on saving throws against becoming blinded or dazzled. (2 RP)
  • Languages: Etherian and Common. Bonus: Astral, Atlantean, Elf, Lycan, or Sylvan. (0 RP)

Alternate Racial Traits

  • Lightbringer: Astralus are immune to light-based blindness and dazzle effects, and are treated as one level higher when determining the effects of any light-based spells or effects they cast (including spell-like and supernatural abilities). If a member of this race has an Intelligence of 10 or higher, it may use light at will as a spell-like ability. Replaces halo.

Astralus are from the Astral Plane, they followed their cousins, the Atlanteans to Aquatica. When they found out what the Atlanteans were doing they tried to stop them. The resulting conflict brought about the Chaos Wars.

Their society is similar to that of Tibet or Vulcan from Star Trek. They revere learning above all and in giving back to others. Their society is a meritocracy.

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Related Links:

Homebrew Spotlight: Elf, Astral

Homebrew Spotlight: Wild Elf



Races of Aquatica: Elves

Races of Aquatica: Elves



    There are a variety of races on Aquatica, most are native to this world but others are either magical evolutions/mutations, transplants or invaders. The two main invaders are Atlanteans and Astral Elves. There are many other transplants from other dimensions, such as the Fey.
This is the first installment of the races of my world and will be updated as needed.



Astralus (Astral Elves)
     Astralus are tall and slender, averaging well over 6 feet in height. Their hair is usually blond, white or silver and they commonly dye it in pastel colors. The most common eye color is light blue or violet.
They are a transplant to this world, but instead of conquering it like their cousins the Atlanteans did, when they arrived through the Dimensional Portal, they became one with Aquatica’s Spirit. They are true protectors of the Natural World, nurturing and healing Ley Lines, Nodes and her creatures. A war between Astralus and Atlanteans, long ago created the defiled wastelands on this World. Creatures and plants were mutated, some beyond recognition and altered parts of the world for centuries to come. The Astralus made it their purpose to heal these scars that they helped cause. Elves are Preservers, where most Atlanteans are Defilers.
In their home Dimension, they had advanced/evolved so far that they left their bodies behind. Some soon became bored with a society of purely spiritual and intellectual pursuits, so they searched for a new home where they could live. They found a young world–Aquatica, and discovered when they arrived that she was a living planet. They became here self-appointed caretakers.
Because of their connection to Aquatica they have no restrictions on learning elemental spells, they also can use these spells at will. Once they learn one version of a spell, other variations aren’t needed. Psionics are easy for them to master.
Astralus live in Hy-Braseal, the Isle of the Beautiful. This is their ancient tree home (ship), that can only be seen once every seven years during the lunar conjunction, otherwise it is in-phase with the Astral Plane. Only those from the Astral Plane can enter the city at any other time.
Kodragons and other astral creatures are a common sight flying around. Their favored pets are a hybrid between a bird and a fish.


Wood Elves
Are the standard elves in the PHB. The only difference is that they are the direct descendants of the Astralus and as such can take a racial feat at first level to reflect their astral ancestry.

Wild Elves
This sub-race of elf is small like halflings and similar to the elves in the Elfquest book series. In early childhood they are bonded to an animal from the local terrain, this is their companion and/or mount for the rest of their life. The wild elf and companion are soul mates, and make each other complete.
They have a telepathic/empathic bond with this animals that is treated as a druidic animal companion (-2 levels) and the abilities stack with any mount/cohort/companion or improved familiar of any class taken, the only time a second animal can be bonded is if they are mated. Wild empathy checks never need to be used as they will always follow you, do as you ask and protect the wild elf.
The Wild Elves only have a short lifespan so live life to the fullest.  Rarely living past 40 years, of course this does extend the lifespan of their companion beyond their normal.  If one does die before the other, the one left tends to pine away and can never bond again.

     Wild Elves live in the present, rarely thinking about the past or future. Not much keeps their attention for long, except food, shelter, safety, and family.
     They are a friendly, but secretive people, if you become their friend, you are until proven otherwise. Grudges are rarely held, as they would be forgotten in days or weeks.
     They have an oral tradition, that the shaman keeps. He is the only one that has a longer memory than the common wild elf. These memories are kept in natural objects with a memory spell imbued in them to keep the memory alive. Sometimes these memories are imbued in the paint used on cave walls. When he is near these objects, they can speak to him and share their wisdom from the past.

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Figure of the Week: Troglodyte


Today’s figure is a Wiz kids (Mage Knight) Trog figure. He is wearing a loincloth, a bone necklace and wielding a stone axe.

I rebased this figure to be used for Pathfinder as a Troglodyte, because its original base would be considered large. I also slightly repainted him so it looks like he has algae on his skin.

To Buy:

Noble Knight Games

Similar Links:

Figure of the Week: Spikeshell Warrior

Figure of the Week: Warmachine Gatorman Posse




Figure of the Week: Thanksgiving Mouselings

Thanksgiving Mouselings

Today’s figures are Reaper Dark Heaven Legends: Thanksgiving Mouselings; Male & female pilgrim and male Indian. They were fun to paint, I really like the Reaper Mouselings. I have most of the set and will post them later when I finish painting them.

Below in the Related Links section, I put links to the Mousefolk and Ratfolk. These are for my Aquatica Homebrew world. They were created using the Pathfinder advance race rules.

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To Buy




Related Links