Fan art of Ghost, a moon elf sprite bard/druid played by Vivid Vivka on Sirens of the Realms.
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I got a commission to draw Beast Boy being corrupted by his love for Terra. She eventually turns him evil (thus the black version of his costume) and together, they take out the Titans and Deathstroke.
Classic 1983 costumes!
While working on my characters for Super Powered Legends, I am constantly bombarded with requests for me to make homages to DC characters. This often baffles me, as Green Ronin already have four books full of builds for DC heroes and villains.
This is not to say I don't have my own versions. As much as I like the published material, those builds are not necessarily how I would build said characters.
For example, here is my M&M 3e build for the Big Blue himself: Superman!
SUPERMAN (PL 13)
Real Name: Kal El, Clark Kent
Bodycast: Christopher Reeve
Base of Operations: Metropolis
Affiliation: Justice League
Height: 6’3”; Weight: 235 lbs.
Eyes: Blue; Hair: Black
Strength 12, Stamina 13, Agility 2, Dexterity 4
Fighting 4, Intellect 6, Awareness 6, Presence 4
Invulnerable: Enhanced Stamina 9; Immunity 12 (Cold, Corrosive Damage, Disease, Heat, Poison, Pressure, Radiation, Vacuum); Impervious Toughness 12 – 40 points
Kryptonian Power: Array (24 points)
* Hyper-Punch: Multiattack Damage 12 – 24 points
* Laser Vision: Ranged Damage 12 – 1 point
* Super-Breath: Close Cone Area Move Object 10 (Limited to pushing or pulling) – 1 point
* Super-Strong: Enhanced Strength 9 – 1 point
Kryptonian Senses: Enhanced Perception 6; Senses 15 (Acute and Extended Hearing, Extended Vision 3, Infravision, Microscopic Vision 4, Ultra-Hearing, Vision Penetrates Concealment [except lead]) – 18 points
Kryptonian Speed: Enhanced Advantage 17 (Close Attack 6, Improved Initiative 6, Interpose, Move-By Action, Takedown 2); Enhanced Defense 12 (Dodge 6, Parry 6); Quickness 13 – 42 points
Kryptonian Speed: Array (24 points)
* Flight: Flight 12 (8,000 mph) – 24 points
* Super-Speed: Speed 13 (16,000 mph) - 1 point
Solar Energy Absorption: Enhanced Diehard; Variable 1 (Limited to Enhanced Strength, Flight, Regeneration, or Speed; Free Action) – 9 points
Fortress of Solitude: Headquarters (Size: Huge; TGH: 20; Features: Communications, Computer, Concealed 3 [+20 DC], Defense System, Hanger, Holding Cells, Infirmary, Isolated, Laboratory, Library, Living Space, Power System, Security System) - 25 points
Benefit 3 (It's Superman!, Press Pass, Wealth 1), Connected, Contacts, Equipment 5, Extraordinary Effort, Inspire 2, Language 4 (Cantonese, French, German, Italian, Japanese, Kryptonese, Russian, Spanish [English is native]), Teamwork, Well-Informed
Enhanced: Close Attack 6, Diehard, Improved Initiative 6, Interpose, Move-By Action, Takedown 2
Deception 2 (+6), Expertise (Current Events) 6 (+12), Expertise (Farming) 2 (+8), Expertise (Journalism) 6 (+12), Expertise (Krypton) 6 (+12), Investigation 6 (+12), Perception 2 (+14), Persuasion 6 (+10), Ranged Combat (Laser Vision) 6 (+10), Treatment 2 (+8)
Laser Vision +10 (Ranged, Damage 12)
Unarmed +10 (Close, Damage 14)
Dodge 10, Parry 12, Toughness 13
Fortitude 15, Will 8
Abilities 66 + Advantages 19 + Defenses 8 + Powers 161 + Skills 22 = 277 Total
Fame: He’s Superman!
Motivation: Doing Good. Superman embodies the ideals of truth, justice, and freedom. Having lost his homeworld of Krypton, Superman is very protective of his adopted home of Earth.
Power Loss: Superman loses his powers under a red sun, like that of Krypton, and other effects draining or interfering with the energies of the yellow sun can deprive him of his powers.
Relationship: Clark is the adopted son of Jonathan and Martha Kent. In the past, he has had several relationships, including childhood girlfriend Lana Lang and college girlfriend Lori Lamaris. Diana and Bruce Wayne are his best friends. He is close to Jimmy Olson, Lois Lane, and Perry White.
Reputation: Superman is known as “the big blue Boy Scout.”
Responsibility: Superman feels he must use his powers for the benefit of all.
Secret Identity: While he is open about his identity as Kal-El, Superman keep his identity as Clark Kent as secret from the general public.
Vulnerability: Superman is Defense Disabled vs. magic. His Toughness is not Impervious against magical attacks.
Weakness: When exposed to unshielded kryptonite, its radiation saps the Strength and powers of Kryptonians, leaving them impaired, disabled, and eventually debilitated in terms of Strength and power effects. Long-term exposure (usually a matter of minutes, less for a large-enough amount) imposes the dying condition and may lead to death.
Disclaimer: Superman is the property of DC comics.
I spent 50 minutes of my art day to make a joke reply on Facebook...
And just like that... new additions!
My fantasy campaign world of Embria has always been based on classic D&D modules and ideas. Recently, I started on a campaign timeline specifically using classic and modern D&D adventure modules as the events of the world history. (See that in the Attachments of this post)
This is how the world map is currently shaping up.
Landon Schurtz, I am sure you'll recognize a few of these places from the previous Embria campaign. Then, of course, the Nentir Vale from the 5e game you were most recently in.
I'm still trying to figure out where I'm going to place the Barrier Peaks, Yatil Mountains, and a few other things.
I am running a crowdfunding campaign to get the Starfinder-compatible Legacy Bestiary published. Tons of monsters converted from Pathfinder into Starfinder and given a science fiction flavor.
The only problem I am having with the development of "The Machina Wars" is how... 'same-y' the characters feel to each other... at least when it comes to their character builds.
Ultimately, when one looks at the Transformers characters, there is little difference between them. They are all robots that have the ability to turn into a vehicle and carry guns. Otherwise, they are really very similar to each other.
Seriously... look at the general "Autobot cars" characters. They may have different personalities, and different cars modes, but when they assume their robot forms, they all have blaster rifles and shoulder-mounted cannons/missile launchers.
A couple have more ranks of Growth than others...
Some have unique powers...
But seriously... one template build could cover the entire species of "shapeshifting robots." Then you just modify it very slightly with different Ability Scores and maybe a unique Power or two.
And then give the Flight Power to EVERY Decepticon.
SEEKERS (PL 9)
Height: 16 ft.; Weight: 11 tons
Strength 9, Stamina --, Agility 2, Dexterity 6
Fighting 6, Intellect 2, Awareness 2, Presence 2
Arm-Mounted Energon Rifles: Ranged Multiattack Damage 8; Removable (-5 points) – 19 points
Ascendant Unit: Flight 7 (250 mph) – 14 points
Cybertronian Body: Growth 4 (Innate, Permanent; -2 to Active Defenses included); Immunity 30 (Fortitude Effects); Impervious Toughness 4; Protection 2 – 45 points
Cybertronian Senses: Senses 5 (Communication Link [with Decepticons], Radio, Vision [extended 2, microscopic vision 1]) – 5 points
Transformation Cog: Morph 1 (Metamorph [F-15 Jet Fighter]) – 6 points
Favored Environment (Aerial)
Expertise (Military) 6 (+8), Intimidation 2 (+4), Perception 2 (+4), Technology 2 (+4)
Energy Rifle +6 (Ranged, Multiattack Damage 8)
Unarmed +6 (Close, Damage 9)
Dodge 6, Parry 6, Toughness 6
Fortitude Immune, Will 4
Abilities 40 + Advantages 1 + Defenses 10 + Powers 89 + Skills 6 = 146 Total
Infamy: The Seekers are the rank-and-file air cavalry of the Decepticon forces.
Vehicle Notes: Reduce Fighting to 0.
Jet Thursters: Flight 9 (1,000 mph) – 18 points
* Heat-Seeking Missiles: Ranged Damage 11 (Burst Area 8, Homing 6) – 25 points
* Autocannons: Ranged Multiattack Damage 6 – 1 point
THEN... just make slight changes....
Skywarp – “Don't think, just do.” Harmful prankster.
Teleportation: Array (15 points)
* Teleport, Short-Ranged: Teleport 6 (Change Direction, Change Velocity, Turnabout) – 15 points
* Teleport, Long-Ranged: Teleport 1 (Accurate, Easy, Limited to Extended) – 1 point
Thundercracker – Has the following Powers in “jet mode”:
Sonic Boom Generator: Burst Area Damage 9; Linked Burst Area Affliction 9 (Impaired, Disabled, Unaware); Resisted and Overcome by Fortitude; Affects Objects, Cumulative, Limited to Hearing Sense – 45 points
***This post is being made PUBLIC, as I do not own the Transformers, Seekers, Skywarp, or Thundercracker. These characters are the property of Hasbro.
My recent build for the infamous and silent Imperial Royal Guard.
Star Wars is owned by Disney. This post is public and free to be viewed and used by all.
Imperial Protectorate Guard CR 9
LE Medium humanoid (human)
Init +7; Senses darkvision 60 ft.; Perception +17
DEFENSE HP 145 RP 5
EAC 22; KAC 25
Fort +11; Ref +9; Will +12
Speed 30 ft. (base 40 ft.)
Melee adamantine shock advanced pike +21 (2d8+18E&P, bleed 1d8)
Ranged aphelion laser pistol +18 (3d4+9F, burn 1d4), or
incendiary grenade III +18 (explode [10 ft., 3d6F, burn 1d6, DC 16)
Offensive Abilities gear boost (armored advantage, melee striker), style technique (blitz [rapid response], guard [armor training, guard's protection, rapid recovery])
Str +6; Dex +3; Con +4; Int +0; Wis +3; Cha +0
Skills Athletics +17, Intimidate +17, Sense Motive +22, Stealth +17
Other Abilities bodyguard, in harm's way
Gear specialist defiance series armor (clear spindle aeon stone, filtered rebreather, infrared sensors), adamantine shock advanced pike, aphelion laser pistol w/2 high capacity batteries (40 charges), 2 incendiary grenades III
Bodyguard (Ex) As the combat feat.
In Harm's Way (Ex) As the combat feat.
I'm still having fun building Star Wars characters in the Starfinder RPG system.
This post is being made public, as Darth Vader and Star Wars is the property of Disney.
Enjoy the build!
Cybernetic Dark Lord CR 18 (Expert)
Cybernetic human phrenic adept soldier
LE Medium humanoid (human)
Init +10; Senses darkvision 60 ft., phrenic senses; Perception +31
DEFENSE HP 350 RP 9
EAC 32; KAC 33
Fort +18; Ref +14; Will +22; +2 vs. disease and poison
Defensive Abilities deflect projectiles, phrenic defense; DR 5/--; Resistances acid 5, cold 15, fire 15
Speed 40 ft.
Melee white star plasma sword +30 (8d8+34E&F, severe wound)
Ranged storm arc rifle +28 (4d12+18E, arc 4d6), or
frag grenade VII +28 (explode 15 ft., 16d6P, DC 19)
Offensive Abilities arcane assailant (arcane attack, power of legend, rune of the eldritch knight, secret of the archmagi), blitz (charge attack, keep fighting, rapid response), gear boosts (anchoring arcana Will DC 25, melee striker), greater phrenic power (1/day – mass synesthesia [DC 25], psychic crush [DC 25], though shield), soldier's onslaught
Spell-Like Abilities (CL 18th)
3/day – charm monster (DC 22), clairaudience/clairvoyance, psychokinetic hand, psychokinetic strangulation (DC 22)
2/day – confusion (DC 23), mind probe (DC 23), telepathic bond
1/day – augury, detect thoughts (DC 20)
Str +11; Dex +6; Con +8; Int +3; Wis +3; Cha +6
Skills Athletics +36, Engineering +31, Intimidate +36, Mysticism +31, Piloting +36, Sense Motive +31
Languages Abyssal, Aklo, Common, Infernal; limited telepathy 30 ft.
Other Abilities extra resolve, phrenic awakening, psychic power
Gear cybernetic armor upgrades (load lifter, mk 3 thermal capacitor), vitrium plate (auto-cpr unit, deflective reinforcement, filtered rebreather, infrared sensors), white star plasma sword (conserving, illuminating, returning, throwing) w/4 high capacity batteries (40 charges), cybernetic-integrated storm arc rifle, 2 frag grenades VII
Deflect Projectiles (Ex) As the combat feat.
Extra Resolve (Ex) As the feat.
Psychic Power (Ex) As the Minor, Normal, and Major Psychic Power Feats.
Big-D's "integrated storm arc rifle" is basically there to simulate his use of "force lightning." No, we never see Vader use it in the films, but he does in the books and comics.
And he has grenades because the Alien Archive gave them to him.
Can you buy "Extra Resolve" more than once? Because this dude needs it. He has a TON of powers and abilities charged by Resolve Points! But, as is, I have used all his special abilities, so he can't afford to get any more for now.
Happy New Year, everyone!
It's been two years since I've raised my prices, and I felt it was time to do so. Here is a peak at my new commission art price list.
Please let me know what you think.
Startroopers Whether clones, conscripts, or academy recruits, the backbone of the central government's war and peace machine are well-trained, well-armed, and well-armored individuals. Deployed throughout the galaxy to deal with threats to authority, these troopers have various roles and specialties.
Trooper CR 1/2 (Combatant)
LE Medium humanoid (human)
Init +3; Senses darkvision 60 ft., Perception +4
DEFENSE HP 13
EAC 10; KAC 12
Fort +4; Ref +2; Will +0
Speed 20 ft. (base 30 ft.)
Melee tactical baton +3 (1d4+2B)
Ranged azimuth laser rifle +6 (1d8F, burn 1d6), or
frag grenade +6 (explode 15 ft., 1d6P, DC 13)
Str +2; Dex +3; Con +1; Int -1; Wis +0; Cha +0
Skills Athletics +9, Intimidate +4, Piloting +4, Profession (military) +4
SQ imperial conditioning
Gear troop ceremonial plate (clear spindle aeon stone, infrared sensors), tactical baton, azimuth laser rifle w/2 batteries (20 charges), 2 frag grenades
Imperial Conditioning (Ex) Startroopers undergo special training that detaches them from worldly emotions, making them difficult to deceive. A startrooper gains a +4 competence bonus on Sense Motive checks made to oppose Bluff.
Trooper Captain CR 4 (Combatant)
LE Medium humanoid (human)
Init +5; Senses darkvision 60 ft.; Perception +10
DEFENSE HP 50
EAC 16; KAC 18
Fort +8; Ref +4; Will +5; +2 vs. fear
Defensive Abilities bravery
Speed 25 ft. (base 30 ft.)
Melee tactical baton +9 (1d4+6B)
Ranged azimuth laser rifle +13 (1d8+4F, burn 1d6), or
frag grenade II +12 (explode 15 ft., 2d6P, DC 16)
Offensive Abilities bombard (grenade expert), laser accuracy
Str +3; Dex +5; Con +1; Int +0; Wis +0; Cha +0
Skills Athletics +15, Diplomacy +10, Intimidate +10, Profession (military) +10
Other Abilities don't quit, imperial conditoning
Gear officer ceremonial plate (clear spindle aeon stone, infrared sensors), tactical baton, azimuth laser rifle w/2 batteries (20 charges), 2 frag grenades II
Don't Quit (Ex) As the envoy improvisation.
Trooper Squad CR 5
Human soldier troop
LE Medium humanoid (human, troop)
Init +3; Senses darkvision 60 ft.; Perception +11
DEFENSE HP 70
EAC 17; KAC 19
Fort +9; Ref +5; Will +6
Defensive Abilities troop traits; Immunities troop traits
Speed 25 ft. (base 30 ft.)
Melee troop (1d8+10B)
Ranged corona laser rifle +15 (2d6+5F, burn 1d6), or
frag grenade II +14 (explode 15 ft., 2d6P, DC 14)
Space 20 ft.; Reach 5 ft.
Offensive Abilities hit-and-run (opening volley, nimble fusillade), laser accuracy, massed fire
Str +5; Dex +3; Con +2; Int -1; Wis +0; Cha +0
Skills Athletics +16, Intimidate +11, Piloting +11, Profession (military) +11
SQ imperial conditioning
Gear officer ceremonial plate (clear spindle aeon stone, infrared sensors), tactical baton, corona laser rifle w/2 high-capacity batteries (40 charges), 2 frag grenades II
Massed Fire (Ex) The squad fires en masse at a point within 120 ft. Each creature of the squad's choice in a 10-foot-radius sphere centered on that point takes 4d6+5 fire damage or 2d6+5 fire damage if the squad has half or fewer hit points (Reflex DC 13 half).
To all of you, wherever you are...
JOYOUS NEW YEAR!
AVOID THE KRAMPUS!
Owen Stephens suggested I try converting some of my characters in Super Powered Legends to Starfinder. Here goes...
Molokk CR 12
NE Medium outsider (native)
Init +6; Senses darkvision 60 ft.; Perception +22
DEFENSE HP 200
EAC 26; KAC 28
Fort +14; Ref +14; Will +13
Defensive Abilities void adaptation; DR 10/--; Immunities cold, disease, fire, radiation
Weaknesses heart fragment dependency
Speed 30 ft., fly 60 ft. (Ex; average)
Melee slam +22 (6d4+26B); or
wing buffet +22 (6d4+26B)
Multiattack 2 slams +16 (6d4+26B) and 2 wing buffets +16 (3d4+26B)
Ranged cosmic blast +25 (4d8+12B)
Space 5 ft.; Reach 5 ft. (10 ft. with wings)
Offensive Abilities ability boost
Str (+14) +8; Dex (+6) +4; Con (+9) +5; Int +4; Wis +3; Cha +4
Skills Acrobatics +22, Engineering +22, Intimidate +27, Piloting +22
Other Abilities spaceflight (heart fragment)
Gear Xenos' heart fragment
Heart Fragment Dependency. Molokk has come to rely on the heart fragment to survive. If it is removed from her, Molokk's ability scores are reduced by -2 each week. If all of Molokk's ability score are reduced to 0, she is permanently slain. Return of the Xenos' heart fragment restores Molokk to full power immediately.
Xenos' Heart Fragment. This techno-magical artifact is affixed to the chest of Molokk, just under its chin. This artifact gives its wearer the following traits:
*Ability Boost (Su) The fragment adds +6 to any one physical or mental ability score, +4 to another ability score, and +2 to a thirst ability score. The wielder of the fragment may shift what abilities are being boosted as a standard action.
When using the fragment to enhance one's Strength, the wielder gains super-strength; allowing them to lift objects based on the bonus provided. If their wielder enhances the Strength by +2, they can lift additional bulk as if they were one size category larger than normal. If enhanced by +4, their lifting capacity is as if they are two size categories larger. If enhanced by +6, their lifting capacity is like that of a creature three size categories larger than normal. While using enhanced strength, the unarmed damage of the wielder is not considered archaic.
The ability scores listed in parenthesis are Molokk's standard suite of ability enhancement.
*Cosmic Blast (Su) The wielder can fire a bolt of concussive energy as a standard action. This blast has a range of 120 ft.
*Cosmic Transmutation (Sp) Once per day, Molokk can cast create pit (level 5), creation, and reanimate as spell-like abilities (caster level 20th).
*Immunity to cold, disease, fire, and radiation. The wielder does not age and is immune to aging effects.
AT-ST Walker CR 7 (Combatant)
N Huge construct (technological)
Init +4; Senses darkvision 60 ft., low-light vision; Perception +14
Aura frightful presence (30 ft., DC 15)
EAC 19; KAC 21
Fort +7; Ref +7; Will +4
Defensive Abilities integrated weapons; DR 10/--; Immunities construct immunities
Weaknesses vulnerable interior, vulnerable to electricity
Speed 50 ft.
Melee stomp +15 (2d6+12B plus knockdown)
Ranged integrated corona artillery laser +18 (2d8+7F, burn 1d6)
Space 15 ft.; Reach 5 ft.
Str +5; Dex +4; Con --; Int --; Wis +2; Cha -5
Other Abilities piloted, towering, unliving
Gear integrated corona artillery laser
Environment any land
Organization solitary, pair, or pack (2-4 ATST Walkers plus 10 soldiers per walker)
Integrated Weapons (Ex) A walker's weapons are integrated into its frame and cannot be disarmed.
Piloted (Ex). The walker requires an active pilot to take any of its actions. If the pilot is subjected to any conditions that the walker is not immune to, the walker is also subject to those conditions. The pilot may take their own action or one of the actions granted by the walker.
Towering (Ex). Creatures of Medium size or smaller can stand in the walker's space.
Vulnerable Interior (Ex). The walker's interior is vulnerable to damage done by grenades and other explosives. The walker and its pilots automatically fail all saving throws from explosives thrown into the interior of the walker.
This post is made available to the public, as I do not own AT-ST Walkers.
As we come to the Day of Thanksgiving, I want to send out a special "thank you" to all of my Patreon supporters. Whether you have been with me for only a month, or several years, I appreciate your continued support. I hope I can continue to produce art you art that sparks all of our interests.
Mudhorns are large horned creatures. Mudhorns appear to have a large keratinous horn, flat teeth, and long, woolly fur. It is oviparous, laying a single egg per clutch. The exterior of this egg is woolly in the same manner as the skin of the Mudhorn.
Mudhorn CR 6
N Large animal
Init +0; Senses low-light vision; Perception +13
DEFENSE HP 90 RP 4
EAC 18; KAC 20
Fort +10; Ref +10; Will +5
Defensive Abilities diehard, mud covering
Speed 30 ft.
Melee gore +16 (1d8+11B; knockdown)
Space 10 ft.; Reach 5 ft.
Offensive Abilities powerful charge, trample (1d8+11B, DC 14)
Str +5; Dex +0; Con +3; Int -4; Wis +2; Cha -4
Skills Athletics +18, Intimidate +13, Survival +13
Organization solitary, pair, or herd (3-12)
Diehard (Ex) This functions like the Diehard feat.
Mud Covering (Ex) When found in their native environment, a mudhorn covers itself in thick, wet mud. This provides the mudhorn with fire resistance 10 against the first fire-based attack made against it and it cannot gain the burning condition. If the mudhorn has access to fresh, wet mud, it can renew this fire resistance by spending a Resolve Point.
Powerful Charge (Ex) When a mudhorn charges a creature, it deals an additional 3d8 points of bludgeoning damage with its gore attack.
With increasing demand and increasing time being taken for illustration commissions, it is time to once again increase my prices. It's been 2 years since I last had a price increase, so I feel it is time.
Quarter-page Illustrations... No price increase for this level. It will remain $40 for black & white / $50 for color. However, this level is intended for single character illustrations. Additional details – including additional characters – will incur an extra cost based on the level of details.
Half-Page Illustrations... Increasing to $75 for black & white / $100 for color.
Full-Page Illustrations... Increasing to $150 for black & white / $200 for color.
Cover Illustration... Increasing to $300 (color only)
These prices will go into effect starting January 1, 2020.
A fun droid villain to use in your Starfinder campaign. Available for the public, as Star Wars is not my IP.
IG-droids and Star Wars are owned by Disney.
IG-series Assassin Droid CR 9
LE Medium construct (technological)
Init +6; Senses blindsight (life) 60 ft., darkvision 60 ft., low-light vision; Perception +17
EAC 22; KAC 24
Fort +9; Ref +9; Will +6
Defensive Abilities unflankable; Immunities construct immunities
Speed 30 ft.
Melee slam +18 (2d10+13B)
Ranged aphelion laser pistol +21 (3d4+9F; burn 1d4), or
aphelion laser rifle +21 (3d6+9F; burn 1d6)
Str +4; Dex +6; Con --; Int +0; Wis +3; Cha +2
Skills Computers +17, Intimidate +22, Survival +17
Other Abilities droid grip, unliving
Gear aphelion laser pistol with 2 high-capacity batteries (40 charges), aphelion laser rifle with 2 high-capacity batteries (40 charges)
Droid Grip (Ex) IG-series droids have pincer-like manipulator hands that squeeze like a vise. They can wield a longarm with only one hand and still fire accurately, as long as the longarm weighs no more than 1 bulk.
Back in the day, when I had more time on my hands, I was a gaming conversion machine! I would convert adventures from one system to whatever it was I was currently playing and/or running.
I latched onto Pathfinder pretty early. I was involved with its original Playtest and still have the original playtest book I bought at GenCon 2008.
And I converted all the monsters from D&D 3rd edition to Pathfinder before the first Bestiary had been released!
Here is one of my later conversions to Pathfinder: The Nine Hells. This is based on the original articles written by Ed Greenwood in Dragon Magazine, as well as later material describing the Nine Hells in Planescape, D&D 3rd Edition, 4th edition, and some of my own twists.
The art is taken from sources found online and scans of old D&D products.
I am making this post "Public" so I can't be sued for using anyone's work and charging money for it. Anyone can feel free to download this file and use it in their PF1e game.
The material found in this manuscript is completely different from the material I developed to produce the Nine Hells Adult Coloring Book.
Day three of Inktober 2019: D&D Monster Girl Challenge... Umber Hulk.
SNAP, CRACKLE, POP! Butt and boobs pose... and a twisted spine!
Day two of the Inktober 2019 D&D Monster Girl Challenge: Gelatinous Cube!
In my version, the cube consumed a succubus, and part of the demon's essence remained within the cube, allowing it to bud off a "lure" to drag unwary adventurers to their slimy doom!
Day one of Inktober: D&D monster girls.
“Dracotaur! A horrid beast with the body of a dragon and the head of a minotaur! Which is just a clever way of saying a dragon with a bull's head..."
Drawn for the Temple of All Dooms adventure; based on JourneyQuest by Matt Vancil and Zombie Orpheus Entertainment.
Drawn for the Temple of All Dooms!
“Behold! The Sanctum of Stone! Here dwells Arcturus; Ancient of a Thousand Eons! Arcturus; Terror of the Blackened Core! Arcturus; the instrument of your doom!”
“I am the Whispering Warlock. You will do well to fear my curse.”
This art is based on The Temple of All Dooms; as seen in JourneyQuest by Matt Vancil and Zombie Orpheus Entertainment
As seen from JourneyQuest season 2, this is the leader of the Rot Cult from the Temple of All Dooms.
Drawn for the Temple of All Dooms!
“There burns a hellfire no water can douse. How will you retrieve the key before the flames consume all the air in the room? You will never escape. You shall die here, alone and forgotten, adding your bones to the Temple of All Dooms!”
Drawn for the Temple of All Dooms module.
Drawn for the Temple of All Dooms module.
More art for the Temple of All Dooms module.
Since the JourneyQuest season 4 Kickstarter campaign successfully funded, I am going ahead with the production of the Fartherall: The Temple of All Dooms module creation.
I made a ton of headway today. I only have one more "doom" to finish, then the temple is done.
So now, I am starting on the art for the module.
Yay for ZOE's Shared Cinematic User's License Agreement!
Inspired by last night's episode of Masters of the Metaverse.
This dinosaur art will be available as stock art to all Patreon supporters of $20 or more.
Still and yet more griffmeras!
Created by Owen Stephens, this griffmera is a terror of both oceans and coastlines.
Guardians of the Heavenly Hunting Grounds; they only allow access to those who cared for and healed animals rather than harmed.
Created by Owen KC Stephens
Created by Owen KC Stephens
An ahemset appears to be a massive viper with thick, razor-edged scales and the head of a crocodile.
Hello to all my Patreon supporters.
I have recently had some computer issues. My PC just wont fully start. As my machine is well over 6 years old, I have decided to purchase a new desktop.
A new PC has been found and ordered. Unfortunately, it will be the end of the month (April 29th) before it is shipped. For those of you to whom I still owe Patreon commissions for this month, I am sorry. Your art WILL be late. But I will get it done as soon as I am able.
Thank you for your continued support.
Character art drawn for my Marvel campaign: White Rabbit.
In the campaign, this is the second incarnation of the character. The first -- the criminal Lorina Dodson -- is currently in prison after being thwarted by Spider-Man. This new version is a heroine using the identity and modified gadgets of the villain. When Lorina gets out of prison, this is going to be interesting!
Here is the finished Brennus illustration for Patreon supporter Samuel Stephens.
I really like this piece, and I think everything turned out really well!
Based on the American cryptid. This piece was drawn for the Public Domains Stock Art Challenge.
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