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#gathlain
ghostiyo · 9 months
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Much older art below
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Qaseye is my Gathlain Hunter, she's a Pathfinder character from my EOA campaign :3c The timeline of this art is gonna be completely whack SO
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dailycharacteroption · 11 months
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Fey Prankster (Rogue Archetype)
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(art by Bianca Dirmina on Artstation)
 From one fey prankster to another, this is yet another archetype with heavy connections to the Gathlain. However, anyone with a bit of fey magic might consider taking this archetype.
Today’s flavor of prankster is considerably less magical, and less a professional comedian or jester. Instead, they are sneaky trickster types, ne’er-do-wells that use a combination of mundane trickery and magical deceptions to befuddle others.
Some may do this to teach lessons to fools and villains, while others might seek personal thrills. In this way, they seem to invoke the classic idea of the trickster hero, using their wits and deception to win the day, whether they are truly heroic or not.
Obviously, gathlains and gnomes are a natural pick for this archetype, but anyone with a connection to the fey, be it a mingling of blood, having been taught by the fair folk, or even living among them for a time, picking up their tricks and becoming a bit more than mortal in the process.
In any case, their skills are manifold and their pranks devious.
 Whether it is animating a vine or root just long enough to grasp a target or just making the bushes rustle, these tricksters can use nearby plant life to distract foes to either sneak away or create openings in their guard.
Naturally, they also learn how to fight dirty as a matter of course.
One of their signature tricks is using illusions to swap the appearances of two objects or people, leading to all sorts of confusion and mischief. Later on, they can even swap their locations as they swap appearances, useful for thievery, heists, and much, much more.
They also can use their plant-animating powers to lay sneaky traps, tripping, debilitating, or even ensnaring foes.
Finally, these sneaks seem to blend into surrounding plant life, even if it normally wouldn’t cover their form.
Being able to take advantage of nearby plants and getting free dirty trick feats is quite useful, but where this archetype really shines is in the setup. The ability to trade the appearances of objects of people can be quite useful for stealing something without anyone knowing, or sneaking into somewhere where they ought not be, or tricking foes who think they are talking to or attacking someone else. The ability to rig nearby foliage into simple traps is also powerful, if niche, since it’s only really useful if you have time to prepare the battlefield. You lose out on trapfinding, uncanny dodge, and a handful of rogue talents for this archetype, but if it suits your character idea, go for it!
 Much like yesterday, who you decide to trick is up to your discretion, but discretion is probably worth employing regardless. That being said, these characters, being rogues, are likely to use their skills for practical purposes first, to aid in their skullduggery.
  Most would consider the morlocks a lost cause, the last shreds of a people driven to degeneracy by their isolation underground. However, the morlocks of Algan’s Delve have gained a new patron, a fey Eldest of the underground and gemstones, that has been teaching them secrets of magic (albeit slowly). Now, some of them are employing these tricks against their hostile neighbors, though the archfey’s motives are yet unknown.
 The suspicious already assume that the nagaji practice deceptive “snake magic”, but the powers that Ikshada wields come from no naga. The sneak thief cares not if others exotify and vilify her for her magic. She just steals from them regardless, teaching a lesson against their arrogance. However, most don’t seem to learn, if the bounty on her head is any indicator.
 The King’s gala was a disaster. Guests and guards shrouded by illusions, a duchess claiming that a plant attacked her, AND to top it all off, the crown jewels have been replaced by a handful of rocks! There is now an immediate bounty put out on the perpetrator, but can the party find them before they vanish back into the Fey Realms?
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phosphophyi · 1 year
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My Pathfinder character, Wyr'asa. Gathlain ossuarite druid turned ranger. Not pictured is his companion, Bone Dog (who despite the name is no longer bones)
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pathfinderunlocked · 1 year
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Forest Temple Keeper - CR4 Fey Shaman
A Gathlain NPC based on Saria from Ocarina of Time.
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Artwork by Jasqreate on DeviantArt and Rachel Kiernan at WordPress, ineptly combined by me.
Gathlain always seemed a lot like Kokiri to me, just with wings.  They’re forest fey who look like children their whole lives, and even grow from seeds that fall from a great tree.  The concept behind this NPC is a gathlain who serves as the guardian of a nature temple deep in the forest.  The NPC isn’t particularly combat-adept, but its ability to fly helps it find cover in the trees, and it is friends with many of the woodland animals and fey creatures in the surrounding forest.
Those forest creatures are likely to come to the forest temple keeper’s aid in battle, and will need to if you intend to use it as an enemy encounter.  The forest temple keeper’s ability to speak with trees might inform it when creatures have entered the forest or temple, giving it a chance at a surprise round.  It uses smoke bullets, thunderstones, tanglefoot bags, and support spells to disable enemies and buff allies.  Without help, this creature and its familiar are more like CR 3.  It’s perhaps better suited as a friendly NPC who guides the players and can heal them if needed.
This NPC has an improved familiar, a sprite with a couple of tiny wands.  Aside from yelling “Hey! Listen!” and “Watch out!”, the sprite flies around the battlefield and attempts to use the wands to heal allies or trip enemies.  Keep in mind that its reach is so bad that it has to share a space with someone in order to heal them, and it only has a 40% chance of successfully using either wand.  It tries to heal allies if it can do so without entering melee; otherwise it uses the wand of Stumble Gap.
The forest temple keeper has Tailwind pre-cast on its entire party (including its familiar), pointed in whatever direction makes it easier for them to get away from enemies.  This NPC gains proficiency with longbows from a trait, which it buys off with the Lonely drawback.
I’ve included the text of relevant class abilities, leaving out a few useless ones.
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Forest Temple Keeper - CR 4
The young-looking green-haired child watching over the temple entrance is clad in the leaves of the forest, and a small glowing fairy buzzes around her.  Her wooden wings must be what she used to reach the high tree branch she’s sitting on, from which she’s aiming an arrow down at you.
XP 1,200 Gathlain shaman 5 CG Small fey Init +3 Senses low-light vision; Perception +5
DEFENSE
AC 18, touch 17, flat-footed 12 (+5 Dex, +1 dodge, +1 natural, +1 size) hp 26 (5d8) Fort +1, Ref +4, Will +9; -2 vs. charm
OFFENSE
Speed 20 ft., fly 30 ft. (poor) Melee unarmed +0 (1d2–2) Ranged longbow +8 (1d6/x3 plus thistle arrows) or sling +7 touch (smoke bullets) Special Attacks monstrous insight, swamp’s grasp
Shaman Spells Prepared (CL 5th; concentration +9)    3rd—blindness/deafness (DC 17), tailwind    2nd—wood shape, summon nature’s ally II, forest friend    1st—entangle (DC 15), entangle (DC 15), bless, hide from animals (DC 15), sleep (DC 15)    0th—create water, detect magic, know direction, mending
Spontaneous Shaman Spellcasting (CL 5th; concentration +9)    3rd (1/day)—locate object, minor creation (wood only)    2nd (1/day)—barkskin, tongues    1st (1/day)—identify, shellelagh
Spell-like Abilities (CL 5th, concentration +5)     1/day—speak with plants (trees only)
STATISTICS
Str 7, Dex 16, Con 11, Int 10, Wis 18, Cha 10 Base Atk +3; CMB +0; CMD 13 Feats Improved Familiar (sprite), Small But Deadly, Weapon Focus (longbow) Traits Heirloom Weapon (longbow, weapon proficiency), Lonely Skills Fly +5, Handle Animal +4, Heal +8, Linguistics +1, Knowledge (nature) +8, Knowledge (religion) +4, Survival +11, Perception +5 (+3 to see through disguises) (+7 when familiar is within arm’s reach), Sense Motive +3 (+5 when familiar is within arm’s reach), Spellcraft +4, Use Magic Device +5 Languages Celestial, Common, Sylvan SQ spirit (wood), wandering spirit (lore), tree dialect, whispering leaves Gear small longbow, small sling, thistle arrows x30, smoke bullets x10, thunderstone x3, tanglefoot bag x3, hooded lantern, small +1 spellsink chainmail
SPECIAL ABILITIES
Thistle Arrows (Ex) A forest temple keeper fires thistle arrows from its longbow.  These arrows deal normal damage but then become embedded in the wound and deal an additional 1 point of damage each round for 1d6 rounds from their irritating sap.  Creatures immune to poison are immune to this extra damage.  A creature can remove an embedded thistle arrow as a move action without provoking attacks of opportunity, but doing so deals an additional 1d3 points of damage as the thorny barbs are pulled free.  A DC 12 Heal check (made as a standard action) can pull free a thistle arrow’s head without dealing any additional damage.
Smoke Bullets (Ex) A forest temple keeper fires smoke bullets from its sling.  Smoke bullets require only a successful touch attack to release the smoke.  When they strike a target, they burst, releasing a cloud of noxious gas that requires the creature struck to attempt a DC 13 Fortitude save.  If the save fails, the target is nauseated for 2 rounds.
Spellsink Chainmail (Su) A forest temple keeper wears a magical suit of spellsink chainmail.  A suit of armor or a shield with this ability can absorb and neutralize magical effects, albeit on a limited basis.  Once per day as an immediate action, the forest temple keeper can command the armor to absorb a magical ability created by a magic item, a spell, or a spell-like ability that specifically targets only the forest temple keeper.  The armor cannot absorb spells, spell-like abilities, or item effects that target an area or multiple targets.  The attacker creating the magical effect to be absorbed must succeed at a DC 14 Will saving throw or the armor absorbs and neutralizes the effect.
Monstrous Insight (Su) Three times per day, a forest temple keeper can identify a creature and gain insight into its strengths and weaknesses.  As a standard action, the forest temple keeper can attempt a Knowledge skill check to identify a creature and its abilities (using the appropriate skill for the monster’s type) with a +5 insight bonus.  Whether or not the check is successful, the forest temple keeper also gains a +2 insight bonus for 1 minute on attack rolls made against that creature and a +2 insight bonus to AC against attacks made by that creature.  These bonuses last for 1 minute.
Swamp’s Grasp (Su) As a standard action, a forest temple keeper can summon an entangling quagmire to fill an area.  Five 10-foot squares within 90 feet become difficult terrain for 7 rounds.  If the shaman uses this hex again before the duration of the previous use has expired, the effects of the previous use of this hex end immediately.
Whispering Leaves (Su) Whenever the forest temple keeper is within 10 feet of a tree or undergrowth, it can cast Whispering Wind as a spell-like ability (caster level 5).  The targeted area must also contain trees or undergrowth, which relay the message in a gentle, rustling voice.
Forest Temple Guardian’s Sprite Spirit Familiar
CN Diminutive fey Init +3 Senses detect evil, detect good, low-light vision; Perception +6
DEFENSE
AC 20, touch 17, flat-footed 17 (+3 Dex, +3 natural, +4 size) hp 13 (5d6) (half of master’s hp) Fort +1, Ref +5, Will +4 DR 2/cold iron Defensive Abilities improved evasion
OFFENSE
Speed 15 ft., fly 60 ft. (perfect) Melee shortsword +3 (1d2-4/19-20) Ranged shortbow +10 (1d2-4) Space 1 ft.; Reach 0 ft.
Spell-Like Abilities (CL 5th; concentration +5)    Constant—detect evil, detect good    At will—dancing lights, daze (DC 10)    1/day—color spray (DC 11)
STATISTICS
Str 3, Dex 17, Con 10, Int 8, Wis 11, Cha 10 Base Atk +5; CMB +4; CMD 10 Feats Alertness Skills Escape Artist +15, Fly +21, Handle Animal +1, Heal +1, Knowledge (nature) +7, Knowledge (religion) +0, Linguistics +0, Perception +6, Sense Motive +2, Stealth +19, Swim +0, Use Magic Device +8 Languages Auran, Common, Sylvan SQ luminous Gear diminutive wand of cure light wounds (30 charges), diminutive wand of stumble gap (13 charges)
SPECIAL ABILITIES
Luminous (Su) A sprite naturally sheds light equal to that provided by a torch.  A sprite 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.
Spirit Animal Camoflauge (Su) The forest temple guardian’s sprite spirit familiar looks like a wooden figurine or a vaguely fairy-shaped tree branch when it is motionless.  The spirit familiar gains freeze as per the universal monster rule.  The spirit familiar can take 20 on its Stealth check to hide in plain sight as this kind of inanimate object.
Improved Evasion (Ex) When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
Familiar Alertness (Ex) While its spirit familiar is within arm’s reach, the forest temple guardian gains the Alertness feat.
Empathic Link (Ex) The forest temple guardian has an empathic link with its spirit familiar to a 1 mile distance.  The master can communicate empathically with the familiar, but cannot see through its eyes.  Because of the link’s limited nature, only general emotions can be shared.  The master has the same connection to an item or place that his familiar does.
Speak with Master (Ex) When the forest temple guardian and its spirit familiar communicate verbally, they can choose to do in such a way that other creatures do not understand the communication without magical help.
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arcticarthropod · 2 years
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I'm working on a gathlain character. She has birch bark wings and is gonna have a moth swarm.
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crisisxnoi · 1 year
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Helloooooo. Recently I drew this artwork of my Pathfinder OC Merli. She is a rather cocky, but gentle Gathlain, a tree soul or in German Baummystiker. She loves her teammates dearly, although she is teasing them a lot. She received a rainbow rose from a cleric of Shelyn once and now it's one of her treasures.
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greeneyedfaunus · 4 years
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Have art of my Warpriest, Kri'ah. We stream the game every other Wednesday on twitch (on foxydoodle). Friend's twitch, not mine. ^^
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rocky-rainbows · 5 years
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Another commission finished! This baby girl is a Pathfinder character named Zyvian, and she’s a mistletoe tree Gathlain with a Fennec Fox familiar
Like what you see? Check out my Commissions!
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fimaria · 5 years
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I FINALLY FINISHED IT
So this is the Pathfinder party I used to be a part of! I’ve had this in the works for like two years or something silly, and I’ve left the group now (so didn’t bother drawing my character), but it seemed a waste to not do anything with this since it was like 90% finished lol
But yeah sorry for my inactivity but here’s some art! (ノ◕ヮ◕)ノ*✲゚*。⋆
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ghostiyo · 9 months
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Small WIP from last night c:
Old design Qaseye melts my heart
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Fey Courtier (Bard Archetype)
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(art by Kelly McNee on Artstation)
 Of the handful of ancestries that first appeared as race builder examples in Advanced Race Guide, gathlain are perhaps my favorite, being an interesting twist on the classic diminutive winged faerie.
Being true fae does mean that they are one of the few playable ancestries for whom the First World, home of the fae and rough draft of the material plane, is considered a normal place. And with that comes the notion of belonging to one of the many faerie courts of that realm.
Whether or not they are gathlain, some other form of fey, or even a rare mortal resident or visitor, many bards who seek to curry favor of the fae courts learn the secrets of being a true courtier, and with it, many magical secrets (as well as the allyship of many fey).
Of course, taking on such a role isn’t without risks. After all, the fey are powerful and fickle beings, especially the powerful Eldest, the fey demigods that rule over vast realms in the First World.
These courtiers do not necessarily spend all their time in the fey realms, however. Many act as agents for the fey in the Material Plane, or perhaps freewheeling wanderers that received a blessing due to their charm and are occasionally required to show up to parties and entertain.
 The ways of the fey courtiers include a handful of new performances. In particular, they can use their performances to inflict curses upon their enemies, particularly those that have harmed nature or insulted the fae. At first, these curses are simply things like traditional curses or causing animals to reject the victim, but later on, they can transform them into small animals, or inflict a curse that slowly turns them into a plant. However, such performance-based curses always come with a stipulation by which the curse may be broken.
They also learn a performance that calls upon not just plants, but the earth and water to come alive and move, animating to fight for the bard.
Beyond such performances, the courtier can venture into the wilds and engage in trade with the fey, their mastery determining how much they can buy, sell, and the upper limits of what the fey might find for them. This might be flavored as them contacting a fey to act on their behalf in the First World to trade for items, or they might slip away to some hidden fey marketplace in either plane. Regardless, the only stipulation is that it must be an area of wilderness where fey can be found, though I’d argue that sufficiently fey-accustomed cities might also suffice.
Finally, these bards have many favors to call upon from the fey. As such, they add natural summoning to their spells cast, with techniques to augment said summonings as well. What’s more, they add a decent set of additional types of fey to their summoning list.
Being able to summon a wider variety of fey (with augmented summoning from the get-go!) is quite nice, and the new performances let you debilitate foes both in combat or for roleplaying reasons are all fun things, and giving up certain performances for them seems pretty fair. However, what will likely interest many players is the ability to buy and sell pretty much anywhere. Obviously the GM should put limits on this. Not every wild location is going to have enough fey to draw upon, or said fey might be hostile. I personally would recommend a build focused on summons, support, and debuff/control with spells from the back (since they lose one of their big debuff performances).
 The potential for these courtier characters to interact regularly interact with the fey realms is a gold mine for GMs wanting to take a legs of the main quest, or at least one side quest into the First World. Additionally, they may be the best equipped to actually deal with the fey peacefully. However, they also are the ones that perhaps best know how capricious and dangerous they can be, making even seemingly ironclad pacts and agreements into vapor on a whim.
  The Court of the Shining Grotto has been troubled by the disappearances of many of it’s subjects, and the mighty lampad who rules over them has sent one of her most loyal courtiers to recruit a band of heroes to deal with whatever is causing these troubles. The cause is a wormlike horror from the depths of the world called a rorkoun, which may be part of a much larger being.
 The iruxi tribes of Longmarch have long been allies of the fey, trading with them and helping maintain their shared territory. As part of this pact, they train some of their own to become courtiers in the fey courts, delighting them with their deep, crooning songs.
 Making the mistake of assuming that mortal nobility considered itself beneath fey courtly affairs, the gathlain courtier Ilbiri has been thrown in a cell for their insults and disrespectful attitude. However, it is only a matter of time before the gathlain’s home court learns of this, and trouble begins to stir.
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javadrawsstuff · 5 years
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A D&D character of mine. She’s a Gathlain Bard. Gathlain are a race of fey creatures from the Feywild that are basically plant based fey. This campaign was kinda crazy while it lasted. The Shadow Plane, The Feywild and The Material Plane had all sort of overlapped. No known reason why it just did. So they were trying to figure out how to coexist and you could just walk between the planes. Her name is Nori and she’s adorable.
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cheshiresmiling · 6 years
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i’m dming pathfinder’s reign of winter for my family, but since they’re only 3 players and none of them particularly wanted to play a healer, i made a healbot npc to travel with them and make sure they don’t die
so, they needed a token! this is ailbhe, they’re an oracle with the divine herbalist archetype and the winter mystery, they speak in 3rd person and are probably the most annoying person on the planet. but, they’re fey, so that probably goes without saying.
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bellsandbooks · 6 years
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So, this took way longer than I usually spend on drawings but I think it was totally worth it. This is Nori. My Gathlain Bard for my group’s upcoming campaign. Our first step into 5e. I’m super excited to play her.
She’s formerly a dancer in a travelling fey caravan in the feywild. The outfit is because the characters are starting off in jail. I will absolutely do one of her much more commonly worn clothing items sometime.
Nori is very small and full of mischief. She stands at 2 feet 8 inches tall. Teal hair (natural!) and violet eyes. Her wings are wooden with leaves draping below them similar to a weeping willow. Usually she favors bright, vibrant colors. Reds and blues and greens- all of them. Sometimes all of them at once.
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pixelatedrose · 3 years
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Hhhhhhhhh that took a long time
Anyway! Goldliet!Au Tubbo! I decided to make Tubbo a Gathlain for my d&d au here- a Gathlain is a sort of large wooden pixie born from the seeds of an enormous tree :D
Fun facts about Tubbo: Tubbo- seeing as he's basically a living tree- raises bees on his body and will even ride the ones that grow the largest. Tubbo is by far the smallest person in the village and his house has a little greenhouse room attached that he sleeps and heals in. And- again because Tubno is essentially a living tree- he does not have to eat food like other people. He likes to eat sweets anyway though :)
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Handbuch: Vermächtnis der Wildnis von Ulisses Spiele ist ein Quellenbuch für das Fantasy Rollenspielsystem Pathfinder von Paizo. In diesem Quellenbuch geht es um neue Optionen für Charaktere, welche im Einklang mit ihrer Umwelt leben. Es beinhaltet wilde Verbündete und die zerstörerische Kraft der Natur, von der tödlichen Gewalt einer Sturzflut, bis zum Inferno eines Waldbrandes, sowie weitere Geheimnisse.
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