This shows you the differences between two versions of the page.
Both sides previous revisionPrevious revisionNext revision | Previous revision | ||
game_systems:pathfinder:skull_shackles:creatures:besmara [2023/01/17 11:21] – [BESMARA] Bryan Stephens | game_systems:pathfinder:skull_shackles:creatures:besmara [2023/01/17 11:24] (current) – [Cloud of Seasickness] Bryan Stephens | ||
---|---|---|---|
Line 5: | Line 5: | ||
She has little power or interest in the mortal world beyond the sea and its immediate reach. | She has little power or interest in the mortal world beyond the sea and its immediate reach. | ||
- | {{ : | + | {{: |
Originally Besmara was a powerful water spirit with an affinity for manipulating sea monsters. She gained fame among primitive tribes for her willingness to drive these creatures toward rival coastal villages; later, when tribes began boat-raids on other settlements, | Originally Besmara was a powerful water spirit with an affinity for manipulating sea monsters. She gained fame among primitive tribes for her willingness to drive these creatures toward rival coastal villages; later, when tribes began boat-raids on other settlements, | ||
Line 22: | Line 22: | ||
Besmara appears as a brash, raven-haired pirate captain of any race she pleases, dressed in a stereotypical costume— typically colored pantaloons, black boots, a blousy shirt, and a hat (a bicorne, tricorne, or bandana), with gaudy jewelry and perhaps an eye patch, and carrying a rapier, saber, or cutlass. Sometimes her skin is greenish or even bluish, and she may sport one or more scars on her face and neck, either from a blade or the suckers and beak of a great squid. She may have slow-burning matches braided into her hair or breathe wisps of blue-green fire that ignite nearby combustibles. Despite her inhuman origins, she does not take monstrous form, even when angered, though swarms of crabs, predatory fish, and tentacled monsters have crawled out of her clothing, nearby water, or even thin air to do her bidding. Those who oppose her on the water feel seasick; those who oppose her on land feel hung over. | Besmara appears as a brash, raven-haired pirate captain of any race she pleases, dressed in a stereotypical costume— typically colored pantaloons, black boots, a blousy shirt, and a hat (a bicorne, tricorne, or bandana), with gaudy jewelry and perhaps an eye patch, and carrying a rapier, saber, or cutlass. Sometimes her skin is greenish or even bluish, and she may sport one or more scars on her face and neck, either from a blade or the suckers and beak of a great squid. She may have slow-burning matches braided into her hair or breathe wisps of blue-green fire that ignite nearby combustibles. Despite her inhuman origins, she does not take monstrous form, even when angered, though swarms of crabs, predatory fish, and tentacled monsters have crawled out of her clothing, nearby water, or even thin air to do her bidding. Those who oppose her on the water feel seasick; those who oppose her on land feel hung over. | ||
+ | |||
+ | {{ : | ||
Besmara intervenes in the form of gold coins spinning, seabirds f lying in odd patterns, mists concealing one’s approach from enemies, enemies dropping weapons or having their weapons misfire, and opposing ships’ sails tearing or burning. She shows her anger through stored food spoiling in a matter of moments, potable water turning to sludge, peg-legs splintering and hooks growing burrs against the wearers’ stumps, dead seabirds falling from the sky, sudden growths of barnacles on hulls, the wetting of black powder, the tearing of sails, foul-smelling winds, and an increased presence of seamonsters. | Besmara intervenes in the form of gold coins spinning, seabirds f lying in odd patterns, mists concealing one’s approach from enemies, enemies dropping weapons or having their weapons misfire, and opposing ships’ sails tearing or burning. She shows her anger through stored food spoiling in a matter of moments, potable water turning to sludge, peg-legs splintering and hooks growing burrs against the wearers’ stumps, dead seabirds falling from the sky, sudden growths of barnacles on hulls, the wetting of black powder, the tearing of sails, foul-smelling winds, and an increased presence of seamonsters. | ||
Line 77: | Line 79: | ||
Clerics of Besmara may prepare lesser geas as a 3rd-level spell and curse of disgust (Pathfinder RPG Ultimate Magic 215) as a 5th-level spell but can only use them to cause an aversion to boats, ships, or open bodies of water. | Clerics of Besmara may prepare lesser geas as a 3rd-level spell and curse of disgust (Pathfinder RPG Ultimate Magic 215) as a 5th-level spell but can only use them to cause an aversion to boats, ships, or open bodies of water. | ||
- | ===Advanced Scurvy=== | + | ====Advanced Scurvy==== |
|**School** necromancy [disease, evil]; **Level** cleric 1, druid 1 (Besmara) | | |**School** necromancy [disease, evil]; **Level** cleric 1, druid 1 (Besmara) | | ||
|**Casting Time** 1 standard action| | |**Casting Time** 1 standard action| | ||
Line 86: | Line 88: | ||
The subject contracts an advanced form of scurvy. He becomes constantly fatigued, suffers from bone pain (–1 penalty on Strength- and Dexterity-based checks), wounds easily (add +1 point of damage to any bleed effects affecting the target), experiences loose teeth, and is slow to heal (natural healing occurs at half the normal rate). Scurvy can be treated magically or can be overcome with proper nutrition; eating the right foods ends the fatigue and bone pain within 1–2 days and provides a full cure 2d6 days after that. | The subject contracts an advanced form of scurvy. He becomes constantly fatigued, suffers from bone pain (–1 penalty on Strength- and Dexterity-based checks), wounds easily (add +1 point of damage to any bleed effects affecting the target), experiences loose teeth, and is slow to heal (natural healing occurs at half the normal rate). Scurvy can be treated magically or can be overcome with proper nutrition; eating the right foods ends the fatigue and bone pain within 1–2 days and provides a full cure 2d6 days after that. | ||
- | ===Cloud of Seasickness=== | + | ====Cloud of Seasickness==== |
|**School** conjuration (creation) [poison]; | | |**School** conjuration (creation) [poison]; | | ||
|**Level** cleric 2, druid 2, sorcerer/ | |**Level** cleric 2, druid 2, sorcerer/ |