My favorite game system currently is Pathfinder. I like the customization that is available. Especially, the character and race building rules.
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.
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.
Below is the creature in two different formats, word and from Homebrewery (I’m still learning to input here):
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
Environment temperate forests
Organization solitary, pair or nest (3–8)
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).
Outsider (native, astral, humanoid) 20 RP (NPC)
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.
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.
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.
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.
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.