RPG-a-Day: My Favorite Character

My favorite character

badgen_1_orig-1My favorite character is the original playtest version of my Badgen race, his name was Stonefist. He was a barbarian, fighter. We did eventually have to tone him down, as he was unbalanced.

I made him by the savage species rules and even gave him less than the rules allowed. He started out in 3.0, upgraded him to 3.5 and then Pathfinder.

He was based on a half-orc/dire-badger cross, the frenzy rules for a badger didn’t allow him to exit rage without making a will save. I had a low will, so ended up having to be held, put to sleep or knocked unconscious. It was quite fun though. The picture to the left was drawn by one of the gamers in the group, it pictured him quite well.

Related Links:

Homebrew Spotlight: Badgen

Homebrew Spotlight: Pixie Swarm

Pixie Swarm

Diminutive Fey (Swarm, fey)     (20 RP) [NPC]

Racial Traits

  • +2 Dexterity, +2 Charisma, -2 Strength: Pixies are sprightly but feeble. (0 RP)
  • Diminutive: Pixies are Diminutive and gain a +4 size bonus to their AC, a +4 size bonus on attack rolls, a -12 penalty on CMB checks and to their CMD, and a +12 size bonus on Stealth checks. (6 RP)
  • Fey: Pixies are supernatural creatures with strong ties to Nature, they have the fey and swarm subtypes. (2 RP)
    • Lowlight Vision: Pixies can see twice as far as a race with normal vision in conditions of dim light.
    • Luminous: A pixie naturally sheds light equal to that provided by a torch. They can control the color and intensity of the light as a swift action, reducing it to the dimness of a candle or even extinguishing its luminosity entirely if it wishes.
  • Slow Speed: Pixies have a base speed of 20 feet. (-2 RP)
    • Flight: Some Pixies have long delicate wings which grant them the ability to fly. These pixies have a flight speed of 30 feet and a maneuverability of clumsy. (4 RP)
  • Fey Damage Resistance: Pixies gain DR 5/cold iron. (2 RP).
  • Fey Blood: Pixies are immune to magic sleep effects, disease and gain a +2 racial bonus on saving throws made against enchantment spells and effects. This bonus increases by +1 for every two levels the Pixie attains. (2 RP)
  • Fey Affinity (choose one): Pixies gains a +2 racial skill bonus pertaining to this affinity, magic gain a +2 to the DC of the spell school chosen. (2 RP)
    • Nature (plant, animal, element)
    • Magic (shadow, illusion, trickery, protection, etc)
    • Muse (creativity of all kinds: writing, painting, singing, etc)
  • Fey powers [Choose one, based on affinity]: (2 RP)
    • Nature
      • Bond to the Land: Pixie gain a +2 dodge bonus to AC while in the forest (or chosen terrain).
      • Treesinger: Pixie can create objects out of wood by singing to a tree, causing it to shape itself (or part of itself) into the object in question. They gain the Craft (treesinging) skill. The skill may be used untrained but the items created will be primitive and not refined.
      • Polymorph Self: Pixie can shapeshift 2/day. They can transform themselves into any creature from Diminutive to Medium size. The transformation lasts for their Wisdom modifier + ½ their level in rounds. The drawback is that it’s not perfect; there is always something that looks wrong.
      • Glamour: Pixie are so in tune with the natural world that they can appear as an animal, insect or plant; this is not invisibility but a form of natural camouflage. They gain a +4 racial bonus to Stealth, some humans with a strong Will can see through it (30% chance). Will save at DC 16
    • Magic
      • Eternal Youth: Pixies don’t age like mortals, and cannot die from old age. Upon reaching adulthood Fey can stop physical aging at any point they choose. They can look like a child, adult or wizened.
      • Long Step: A Pixie can teleport up to 10 feet per Hit Die as a move action. It may use this ability once every 1d4 rounds.
      • Fey Sight: Pixie are not fooled by illusions. They see through them as if they had True Seeing cast on them. This also makes them immune to the effects of glamour, and they may see the true identity of anyone they encounter, even if the individual has been polymorphed.
      • Vanish (Su): As a swift action, a pixie can vanish for 1 round as if affected by invisibility. It can use this ability for 1 round per day per Hit Die.
      • Fascination:  Once per day, a Pixie can create a 20-foot-radius burst that causes humanoids within the aura’s range to become fascinated with the user (as the bard’s fascinate bardic performance). Affected humanoids may resist this effect by making a successful Will saving throw (DC 10 + 1/2 the user’s character level + the user’s Charisma modifier).
      • Spell Resistance: A Pixie gains SR equal to 11 + its CR.
      • Deep Slumber: A Pixie swarm attack often causes creatures to fall asleep. Any living creature that begins its turn with a pixie swarm in its space must succeed on a DC 22 Will save or be affected as though by a deep slumber spell. The save DC is Charisma-based.
      • Distraction: Any living creature vulnerable to the swarm’s damage that begins its turn with a swarm in its square is nauseated for 1 round; a DC 15 Fortitude save negates the effect. Even with a successful save, spellcasting or concentrating on spells within the area of a swarm requires a Concentration check (DC 20 + spell level). Using skills requiring patience and concentration requires a Concentration check (DC 20). The save DC is Constitution-based.
  • Pixie Dust: When a pixie fires an arrow from any bow, it can decide to change the arrow’s properties by sprinkling it with magical pixie dust. Doing so is a free action as long as the pixie is the one who fires the arrow. A pixie can generate a number of uses of dust equal to its Charisma score each day. The dust is useless to another creature unless the pixie gives the dust freely. In this case, the pixie chooses what effect the dust will have on an arrow when it is applied, and it takes a standard action to apply the dust to the arrow. Once pixie dust is applied to an arrow, the pixie’s chosen effect persists on the arrow for only 1 round. As long as an arrow is altered in this way, it does not inflict damage when it hits; it only causes its new effect. A pixie can choose any one of the following three effects when dusting an arrow (save DCs are Charisma-based): (2 RP)
    • Charm: The target must succeed on a Will save or be affected as though by a charm monster spell for 10 minutes.
    • Memory Loss: The target must succeed on a Will save or be affected by a modify memory spell.
    • Sleep: The target must succeed on a Will save or fall asleep for 5 minutes.
  • Languages: Sylvan and Common. Bonus: Draconic, Dwarf, Elf, Etherian and Nagan. (0 RP)

Alternate Racial Traits

  • Wild Empathy: This ability works like the druid’s wild empathy class feature, except that a pixie has a +4 racial bonus on the check. Replaces lucky, lesser.
  • Woodland Stride: A Pixie can move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at its normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect it. Optionally, this ability may function in a different type of terrain, to allow the fey creature to move through, swamps, rocky areas, ice, and so forth. Whatever the choice, this ability only functions in one type of terrain. Replaces fey immunities.
  • Spell-like Abilities: Pixie gain the at will spell-like ability (choose 1)– ghostsound dancing lights or minor image. 1/day (choose 2)–blink, chaos, confusion, cure light wounds, dazzle, entangle, hold person, illusion, fairy feast, mirror image, polymorph object or polymorph person. 1/week (choose 1)–blight, curse, grant wish, restore, magic item or reincarnate. These abilities are as the spell cast by a sorcerer of the Fey’s character level. Replaces fey powers.

The Pixie swarm is meant to be NPCs but allowances can be made for high level/power games. Of course, an individual Pixie won’t have any swarm traits.
Pixies are miniature fey that flit among the flowers. A single pixie looks like a miniature elf with translucent wings. They stand only a hand-span tall. They most commonly live in crystal, mud or woven hives depending on the type/tribe. Of course, the various tribes can differ in appearance, depending on the location and conditions.

In combat a pixie swarm seeks to surround and attack any creature it perceives as a threat, especially one bearing an open flame or other obvious threat to its garden home.

Swarm Traits: A swarm has no clear front or back and no discernible anatomy, so it is not subject to critical hits or flanking. A swarm comprising Fine or Diminutive creatures is immune to all weapon damage.
Reducing a swarm to 0 hit points or fewer causes the swarm to break up, though damage taken until that point does not degrade its ability to attack or resist attack. Swarms are never staggered or reduced to a dying state by damage. Also, they cannot be tripped, grappled, or bull rushed, and they cannot grapple another.
A swarm is immune to any spell or effect that targets a specific number of creatures (including single-target spells such as disintegrate), with the exception of mind-affecting effects if the swarm has an intelligence score and a hive mind. A swarm takes a -10 penalty on saving throws against spells or effects that affect an area, such as many evocation spells or grenade-like weapons. If the area effect attack does not allow a saving throw, the swarm takes double damage instead.
Swarms made up of Diminutive or Fine creatures are susceptible to high winds such as that created by a gust of wind spell. For purposes of determining the effects of wind on a swarm, treat the swarm as a creature of the same size as its constituent creatures. Wind effects deal 1d6 points of subdual damage to the swarm per spell level (or Hit Die of the originating creature, in the case of effects such as an air elemental’s whirlwind).
A swarm rendered unconscious by means of subdual damage becomes disorganized and dispersed, and does not re-form until its hit points exceed its subdual damage.

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Related Links:

Homebrew Spotlight: Feytouched

Homebrew Spotlight: Fey



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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Figure of the Week: Alain, Iconic Cavalier

Alain, Iconic Cavalier

Today’s figure is Reaper Pathfinder Alain, iconic cavalier. He is wearing full plate, wielding a sword, carrying another sword, dagger, shield and a standard.

I painted him for a friend on commission, for a character that he is playing currently. I think that he turned out alright.

It took me forever to find out who he was because I was looking for a fighter not a cavalier. Once I searched under cavalier, I found him right off.


To Buy:




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Figure of the Week: Anhurian Elite Guard

Figure of the Week: Tasanee, Venomspitter Hero



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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RPGaDay: Coolest RPG product/book














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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