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Nothing To See Here

@nothingtoseeheregaming.com
222 followers 178 following 755 posts

Independent software developer. Game Master. Blender Artist. (They/Them) Working on a Virtual GM Screen for table top rpgs. nothingtoseeheregaming.itch.io/virt… #blender #godot #art #3D #Pathfinder #TTRPG

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Nothing To See Here @nothingtoseeheregaming.com · 29/09/2026
I updated my octopus model and made a node based material with options for stripes and rings. I was thinking about putting it up on Turbosquid, but when I was reading through their TOS, I saw they want to use my work to train AI models. Does anyone know of an alternative that isn't involved in AI?
A 3D render of a purple octopus with black stripesA 3D render of a yellow octopus with blue ringsNodes for an octopus skin material
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Nothing To See Here @nothingtoseeheregaming.com · 29/09/2026
Jump Good
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Nothing To See Here @nothingtoseeheregaming.com · 23/09/2026
Inklings' mass is imaginary rather than real, as such gravity only affects them if they are aware of it. #TTRPG #Pathfinder2E​ #Starfinder2E
Wings of Ink									Feat 1
Whether you're a bird, a plane or just using a wingsuit you bought from the Argyle corporation, you have wings.  You gain a fly speed of 15 feet.

Zoom! [A]										Feat 1
Your legs become a blur of motion as you sprint forward at mind boggling speeds.  Stride twice.  You can only move in a single direction during these strides and must move your full speed unless something blocks your movement.

Speedy										Feat 5
Prerequisite Zoom!
When you Zoom!, you can change direction on the second stride.

Grab Ghost										Feat 5
When you are reduced to 0 hp, you do not become unconscious.  You still fall prone and the only actions you can take are to talk or use an interact action to grab your soul and pull it back into your body.  This interact action can be used once per round and decreases your dying value by 1.

Don't Look Down [F]								Feat 5
Frequency Once per 10 minutes
What you don't know can't hurt you.  Until the end of your turn, you can run on air as if it were a solid surface.  At the end of your turn, if you are not on solid ground, you look down and then begin falling.

Disturbing Juxtaposition [R]							Feat 5
Trigger You are critically hit
The strange contrast between your child friendly appearance and your violent lifestyle disturbs your foes.  You attempt to demoralize the foe who critically hit you.

Air Scramble [R]									Feat 9
Prerequisite Don't Look Down
Trigger Forced movement pushes you off a ledge
You activate Don't Look Down and it lasts until the end of your next turn

Slap a Bandage On It								Feat 13
Your simplified anatomy is easy to fix.  Treat wounds always restores you to full hit points and anyone can attempt to counteract a condition that you have by spending 10 minutes and making a medicine check against the DC of the effect that caused the condition.
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Nothing To See Here @nothingtoseeheregaming.com · 18/09/2026
Nothing to See Here's Heath Chip Cookies 1 cup softened butter 3/4 cup dark brown sugar 3/4 cup white sugar 1/2 cup applesauce 2 tsp vanilla Mix all of that together before adding dry ingredients
A tray of delicious cookies, fresh out of the oven
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Nothing To See Here @nothingtoseeheregaming.com · 16/09/2026
I spent a long time thinking about this and determined that minotaurs are actually a species of mole. Minitaurs are the ones that never got bigger.​
Minitaur
Hit Points: 10
Size: Small.
Speed: 25 Feet
Ability Boosts: Strength, Wisdom, Free
Ability Flaws: Intelligence
Languages: Common, Jotun, Additional languages equal to your intelligence modifier
Traits: Humanoid, Minotaur
Darkvision: You can see in darkness and dim light just as well as you can see in bright light, though your vision in darkness is in black and white 
MINITAUR
MINITAUR
Despite what most people believe. minotaurs are not actually decended from cows.  Rather they evolved from moles.  Minitaurs are an offshoot species that are quite a bit smaller than their cousins.

Physical Description
Minitaurs are short, stocky, furry humanoids with mole like hands and heads.  They also have horns and hooves.

Minitaur Heritages
Labyrinth
Minitaurs always know their way home. You become trained in Survival and can cast the Know The Way cantrip as an innate primal spell.
Woolly
You have a thick fur coat, granting you cold resistance equal to half your level (minimum 1). You treat environmental cold effects as if they were one step less extreme (incredible cold becomes extreme, extreme cold becomes severe, and so on).
Great-horned
Your horns are especially large and pointy. You get a gore unarmed attack that deals 1d8 piercing damage. Your horns are in the brawling group and have the shove and unarmed traits.
Meditaur
You have greater size and have increased mental clarity. Your size is medium and you gain resistance to mental damage equal to half your level.
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Nothing To See Here @nothingtoseeheregaming.com · 02/09/2026
Made of ink, Inklings are a semi fluid species with little defined anatomy. While many Inklings eat, they don't need to and instead feed on the laughter of others. This has led to the misconception that all Inklings are funny, when in fact only the funny ones survive.​ #Pathfinder #TTRPG​
Inkling
Hit Points: 10
Size: Small or Medium
Speed: 25 Feet
Ability Boosts: Dexterity, Charisma, Free
Ability Flaws: Wisdom
Languages: Common, Additional languages equal to your intelligence modifier
Traits: Ooze, Inkling
Void Healing
MINITAUR
Inklings are beings made of ink.  They are born from imaginative thoughts that dwell within the depths of entropy. Most Inklings love to get themselves into silly situations. While some find the antics of the Inkling to be annoying and bothersome, most find them funny.

Physical Description
Inklings come in many forms, but they all share the common trait of being obviously made of ink.

While Inklings are made of ink, they imitate the anatomy of the creatures whose forms they take and thus still have bones and organs despite being oozes, although said anatomy is often more flexible than normal.

Hunger for Laughter
Inklings do not need to eat food or drink water.  They do however need to make people laugh.  They must make at least one person laugh every day or they will begin to starve.


Inkling Heritages
Stretchy
You are especially stretchy.  You gain a 10ft. Reach, however if you critically fail an action that uses your hands or arms, your arms go floppy, turning into uselesss noodles until you spend an action to reset them.
Squishy
Your body can compress on impact.  You are immune to fall damage both from your own falling and things falling on you.
Rhythmic
Your body is constantly to moving to music that no one else can hear and you generally find that life is easier when you stay on tempo.  You are trained in the Performance skill and once per day when making any check, you may Air yourself using Performance.
Monochrome
You come from the old days before the minds in the depths of entropy could dream in color and as a result you have been around for a while, lived many lives and learned many things.  You gain the Additional Lore feat and become trained in a skill of your choice.
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Nothing To See Here @nothingtoseeheregaming.com · 29/08/2026
I heard it was national big boobs day, so I made this today.
A corset containing a pair of big boobs in honor of the holiday
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Nothing To See Here @nothingtoseeheregaming.com · 26/08/2026
By infinitely subdividing space, Zeno's arrow will forever approach its target, but never reach it. #TTRPG #Pathfinder2E #Curse
ZENO'S ARROW 											ITEM 2
RARE, CONSUMABLE, CURSED, MAGICAL

Source Item of the Week
Price 
Bulk -
Zeno's Arrow appears to be a seeking arrow of any type. When fired, it will appear to function normally, however it will only approach its target, never quite reaching them.

zeno's arrow is the same level as the seeking arrow it appears to be.
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Nothing To See Here @nothingtoseeheregaming.com · 23/08/2026
Currently working on upgrading the search function of the Virtual GM Screen #Godot #Devlog #IndieDev #TTRPG
The creature management menu of the Virtual GM Screen searching by selected traits
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Nothing To See Here @nothingtoseeheregaming.com · 18/08/2026
Seeking arrows track their targets so well, that the archer doesn't even need to see them. #TTRPG #Pathfinder2E
SEEKING ARROW, LESSER 									ITEM2
CONSUMABLE, MAGICAL

Source Item of the Week
Price 5 gp
Bulk -
Activate [One-Action] (manipulate)
A seeking arrow tracks its target so that the archer doesn't even need to see their target to shoot them.

When you fire an activated lesser seeking arrow you ignore the target's concealed condition and any lesser cover


SEEKING ARROW, GREATER 									ITEM8
CONSUMABLE, MAGICAL

Source Item of the Week
Price 75 gp
Bulk -
Activate [One-Action] (manipulate)
A seeking arrow tracks its target so that the archer doesn't even need to see their target to shoot them.

When you fire an activated greater seeking arrow you ignore the target's concealed and hidden conditions and any cover


SEEKING ARROW, MAJOR 									ITEM16
CONSUMABLE, MAGICAL

Source Item of the Week
Price 1500 gp
Bulk -
Activate [One-Action] (manipulate)
A seeking arrow tracks its target so that the archer doesn't even need to see their target to shoot them.

When you fire an activated major seeking arrow you ignore the target's concealed and hidden conditions, any cover and any penalties for firing beyond the first range increment of your weapon. The weapon's maximum range is unaffected.
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Nothing To See Here @nothingtoseeheregaming.com · 12/08/2026
I'm doing my part. Just came in today. My favorite book with my favorite dice. @thewanderinginn.bsky.social
The Wandering Inn Book One, Part One next to a set of black dice.
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Nothing To See Here @nothingtoseeheregaming.com · 02/08/2026
This one. I love the story telling potential of the Magikarp to Gyarados evolution, also one of few (only?) canonical shinies.
The Shinign Gyarados Pokemon card, depicting a red Gyarados rising out of the water
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Nothing To See Here @nothingtoseeheregaming.com · 28/07/2026
#MonsterOfTheWeek: Gamma Prime is a mechanical monstrosity so massive that it is treated as multiple creatures. It's head breathes atomic fire and can let out a roar so loud it deafens and stuns everyone around it.​
HEAD OF GAMMA PRIME CREATURE 20

UNIQUE, GARGANTUAN, CONSTRUCT, ROBOT
Perception +39; truesight, darkvision
Skills Intimidation +38
Cha +11, Con +10, Dex +7, Int +0, Str +7, Wis +10

AC 44; Fort +33, Ref +30, Will +36
HP 300; Immunities bleed, death effects, disease, doomed, drained, fatigued, healing, nonlethal attacks, paralyzed, poison, sickened, spirit, vital, void; Weaknesses mental 20; Resistances fire 20
Reaction Limit Each limb of Gamma Prime has its own reaction, but no more than one limb can react to the same action.
Reactive Strike[reaction] 

Speed 
Melee [one-action] jaws +38 (reach 60 ft.), Damage 4d12+18 piercing or bludgeoningAtomic Breath[two-actions] The Head of Gamma Prime blasts its foes with atomic fire dealing 10d6 fire or force damage (whichever is worse for the damaged creature) with a DC 42 basic reflex save and 10d6 poison damage with a DC 42 basic fortitude save to all creatures in a 120ft cone. Creatures that fail the fortitude save are also sicked 1 (sickened 2 on a critical failure). The Head of Gamma Prime cannot use this ability again for 1d4 rounds.
Deafening Roar[two-actions] The Head of Gamma Prime lets out a roar loud enough to destroy everything around it. All creatures within 120ft. of gamma prime take 6d10 sonic damage must make a fotitude save with the following effects. 
[b]Critical Success[/b] The creature takes no damage. 
[b]Success[/b] The creature takes half damage. 
[b]Failure[/b] The creature takes full damage, is deafened until healed and is stunned 1 as it reflexively coveres its ears. [
b]Critical Failure[/b] The creature takes double damage, is deafened permanently and is stunned 3.
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Nothing To See Here @nothingtoseeheregaming.com · 25/07/2026
Sorry @ludicrouslimes.bsky.social I made this last year. I probably shouldn't have left it out on the counter.
A rotting lime with googly eyes.  One of the eyes has fallen off
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Nothing To See Here @nothingtoseeheregaming.com · 23/07/2026
I just realized the first half of the left arm's stat block is missing
LEFT ARM OF GAMMA PRIME CREATURE 20

UNIQUE, GARGANTUAN, CONSTRUCT, ROBOT
Perception +30; Darkvision
Skills Athletics +38
Cha +0, Con +10, Dex +6, Int +0, Str +11, Wis +7

AC 45; Fort +36, Ref +30, Will +33
HP 375; Immunities bleed, death effects, disease, doomed, drained, fatigued, healing, nonlethal attacks, paralyzed, poison, sickened, spirit, vital, void; Weaknesses cold 20; Resistances eletricity 20
Reaction Limit Each limb of Gamma Prime has its own reaction, but no more than one limb can react to the same action.
Reactive Swipe[reaction] [b]Trigger[/b] A creature within 60 feet takes an action with the move or manipulate trait. [b]Effect[/b] The left arm of Gamma Prime uses Claw Swipe, targetting only the triggering creature.
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Nothing To See Here @nothingtoseeheregaming.com · 21/07/2026
#MonsterOfTheWeek: Gamma Prime is a mechanical monstrosity so massive that it is treated as multiple creatures. Its arms are equipped with a plasma cannon and missile launcher and its hands are so big they can strike multiple enemies at once. #TTRPG​ #Pathfinder2E
RIGHT ARM OF GAMMA PRIME CREATURE 20

UNIQUE, GARGANTUAN, CONSTRUCT, ROBOT
Perception +30; Darkvision
Skills Athletics +38
Cha +0, Con +10, Dex +6, Int +0, Str +11, Wis +7

AC 45; Fort +36, Ref +30, Will +33
HP 375; Immunities bleed, death effects, disease, doomed, drained, fatigued, healing, nonlethal attacks, paralyzed, poison, sickened, spirit, vital, void; Weaknesses electricity 20; Resistances bludgeoning 20
Intercept[reaction] [b]Trigger[/b] An enemy succeeds at a ranged strike against Gamma Prime [b]Effect[/b] The right arm of Gamma Prime makes a missile strike against attack role of the triggering strike, disrupting the strike on a hit.
Reaction Limit Each limb of Gamma Prime has its own reaction, but no more than one limb can react to the same action.Speed 0
Ranged [one-action] missile +38, Damage 4d6+15 fire plus improved knockdown
Smash[two-actions] The right arm of Gamma Prime smashes the ground with its fist. All creatures in a 20 foot burst within 60 feet must make a reflex save or take 5d10 bludgeoning damage with the following effects. 
[b]Critical Success[/b] no effect. 
[b]Success[/b] the creature takes half damage 
[b]Failure[/b] the creature takes full damage and is knocked prone 
[b]Critical Failure[/b] the creature takes double damage and is knocked proneSpeed 0
Ranged [one-action] Plasma Cannon +38, Damage 4d8+19 fire or electricity
Claw Swipe[two-actions] The left arm of Gamma Prime sweeps an area with its claw. All creatures in a 10ft burst within 60 feet take 6d10 damage with a DC 42 basic reflex save
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Nothing To See Here @nothingtoseeheregaming.com · 14/07/2026
#MonsterOfTheWeek Gamma Prime is a mechanical monstrosity so massive that it is treated as multiple creatures. Its body has a main canon that fires a blast of atomic energy that devastates any area it is fired upon. However the power core is unstable and leaks radiation.​ #Pathfinder2E #TTRPG​
BODY OF GAMMA PRIME CREATURE20

UNIQUE, GARGANTUAN, CONSTRUCT, ROBOT
Perception +30; Darkvision
Languages 
Str +7, Dex +6, Con +11, Int +0, Wis +7, Cha +0
Items 
AC 45; Fort +36, Ref +30, Will +33
HP 450; Immunities bleed, death effects, disease, doomed, drained, fatigued, healing, nonlethal attacks, paralyzed, poison, sickened, spirit, vital, void; Weaknesses acid 20; Resistances slashing 20
Destroyer of Worlds If the Body of Gamma Prime is in combat for more than 1 minute, its power core overloads, dealing 1000 damage to everything withing 100 miles.
Reaction Limit Each limb of Gamma Prime has its own reaction, but no more than one limb can react to the same action.
Sharp Scale Plating[reaction] Trigger A creature makes a melee strike agains the Body of Gamma Prime.
Effect The triggering creature takes 20 slashing damageRanged [one-action] Tail Laser +36 (Range 500ft.), Damage 4d6+23 fire
Melee [one-action] Tail Lash +38 (Reach 60ft.), Damage 4d8+26 bludgeoning
Chest Cannon[two-actions] The Body of Gamma Prime fires its main cannon. All creatures in a 500 ft. line take 10d12 fire or force damage whichever would be worse for them with a DC 48 basic reflex save. The Body of Gamma Prime cannot use this ability again until it has spent 4 hours recharging the cannon.
Radiation Leak[two-actions] Requirement The Body of Gamma Prime has already fired its cannon.
Effect Gamma Prime's power core leaks radiation all around it, dealing 5d12 poison damage to all creatures in a 100ft. emanation with a basic fortitude save.
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Nothing To See Here @nothingtoseeheregaming.com · 07/07/2026
Monster of the Week: Gamma Prime is a mechanical monstrosity so massive that it is treated as multiple creatures. Its legs destroy all that is in their path with each step.​ #Pathfinder2E #MonsterOfTheWeek​
LEGS OF GAMMA PRIME CREATURE20

UNIQUE, GARGANTUAN, CONSTRUCT, ROBOT
Perception +30; Darkvision
Languages 
Skills Acrobatics +34
Str +11, Dex +6, Con +10, Int +0, Wis +7, Cha +0
Items 
AC 45; Fort +36, Ref +30, Will +33
HP 375; Immunities bleed, death effects, disease, doomed, drained, fatigued, healing, nonlethal attacks, paralyzed, poison, sickened, spirit, vital, void; Weaknesses fire 20; Resistances sonic 20
Destructive Retreat[reaction] Trigger Any part of Gamma Prime would take damage.
Effect The Legs of Gamma Prime use Titan's Step. If the movement takes them out of range of the triggering effect, the damage is negated.
Reaction Limit Each limb of Gamma Prime has its own reaction, but no more than one limb can react to the same action.
Collapse When the Legs of Gamma Prime are reduced to 0 hp, all other parts of Gamma Prime become prone until the legs are repaired.Speed 60 feet
Thunderous Slam[three-actions] The Legs of Gamma Prime leap into the air and crash down sending out a wave of devastation. All creatures in a 120ft emanation take 6d12 sonic damage with a DC 45 basic reflex save.
Titan's step[one-action] The Legs of Gamma Prime step forward, crushing everything in their path. The Legs of Gamma Prime stride, treating structures as difficult terrain and destroying them as they pass through. Any creature in Gmma Prime's path takes 3d12 bludgeoning damage with a DC 40 basic reflex save.
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Nothing To See Here @nothingtoseeheregaming.com · 30/06/2026
Monster of the Week: Beware the Great Fanged Beast. It may appear harmless, but it is quite deadly. Be warned adventurers for death awaits you all with nasty big pointy teeth.​
GREAT FANGED BEAST CREATURE 4

UNIQUE, TINY, ANIMAL
Perception +14; hearing (precise 30 ft.)
Skills Acrobatics +12, Athletics +10, Deception +12, Intimidation +10
Cha +5, Con +3, Dex +5, Int -4, Str +3, Wis +3

AC 21; Fort +11, Ref +14, Will +11
HP 60; Weaknesses area 7, splash 7

Speed 40 feet
Melee [one-action] fangs +14 (finesse), Damage 2d8+7 piercing plus Go for the Throat
Go for the Throat (Incapacitation) When the great fanged beast critically hits a foe, the target must make a DC 21 fotitude save with the following effects. 
[b]Success[/b] No effect. 
[b]Failure[/b] The target becomes drained 1 and takes 2d6 persistant bleed damage 
[b]Critical Failure[/b] The target dies.
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Nothing To See Here @nothingtoseeheregaming.com · 25/06/2026
I played a Metroid Fusion randomizer over the weekend. Had to run through the same seed twice to get under 2 hours, but otherwise pretty good considering I haven't played Fusion in 10 years or Metroid at all in 4.
The Metdoid Fusion ending scene showing a completion time of 1:50:29 and a collection rate of 100%2 complete Metroid Fusion saves.  One with a time of 2:38 and the other with 1:46
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Nothing To See Here @nothingtoseeheregaming.com · 23/06/2026
Monster of the Week: Alpha's are a series of clockwork robots that learn from their enemy's strategies and mimic them. When my party met Alpha Prime, they found themselves faced with all of their own best abilities.​ #Pathfinder2E #TTRPG​
ALPHA PRIME CREATURE 20

UNIQUE, MEDIUM, CONSTRUCT
Perception +39; Darkvision
Languages Speaks all languages
Skills Acrobatics +38, Arcana +38, Athletics +38, Crafting +38, Deception +38, Diplomacy +38, Intimidation +38, Nature +38, Occultism +38, Performance +38, Religion +38, Society +38, Stealth +38
Cha +7, Con +7, Dex +7, Int +7, Str +7, Wis +7
Effortless Concentration[free-action] [b]Frequency[/b] Once per round [b]Effect[/b] Alpha Prime sustains a spell

AC 47; Fort +36, Ref +36, Will +36
HP 375; Resistances Physical 10, Electricity 10, Acid 10
Reactive Strike[reaction]Speed 40 feet
Melee [one-action] Axe +38 (sweep), Damage 4d12+18 slashing plus 1d6 electricity
Ranged [one-action] Bow +38 (range 60 feet, deadly d8), Damage 4d6+18 pirecing
Melee [one-action] Rapier +38 (deadly d8, finesse), Damage 4d6+18 piercing plus 1d6 electricity
Arcane Innate Spells; 9th chain lightning, implosion, summon ancient fleshforged; 8th beheading buzzsaw, chain lightning, Inexhaustible Cynicism; 10th cataclysm, chain lightning; Cantrips 10th guidance, electric arc, telekinetic projectileFinisher[one-action] [b]Frequency[/b] Once per round Alpha Prime makes a rapier strike that deals an extra 5d6 damage
Just Another Machine[one-action] Alpha Prime takes control of another machine. An unattented mechanical object becomes controlled by Alpha Prime and acts on its initiative. A consctruct must succeed at a DC 45 will save or become controlled by Alpha Prime.
Mechanical Beat[one-action] Alpha Prime starts playing a precise beat on its banjo, improving coordination with other machines. All constructs that can hear the beat gain a +1 status bonus to all strikes.
Overrage[one-action] Alpha Prime becomes enraged, accessing its auxilery power to push itself to the limit. It gains 20 temporary hp and a +10 bonus to damage with its strikes.
Repair[one-action] [b]Frequency[/b] Once per round Alpha Prime heals a construct within 30 feet for 40 hp
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Nothing To See Here @nothingtoseeheregaming.com · 16/06/2026
Monster of the Week: Betas are a series of clockwork robots designed to analyze their enemies strategies and learn how to counter them. By the time a group of adventurers encounters Beta Prime he should be able to handle anything they can throw at him.​ #Pathfinder2E #TTRPG​
BETA PRIME CREATURE 20

LARGE, UNIQUE, ROBOT
Perception +33; Darkvision
Languages Common
Skills Arcana +38, Athletics +41, Intimidation +38, Nature +38, Occultism +38, Religion +38, Society +38
Cha +7, Con +11, Dex +7, Int +7, Str +11, Wis +7

AC 45; Fort +39, Ref +33, Will +36;+1 against effects that have targetted Beta Prime before
HP 473; Immunities bleed, death effects, poison, spirit; Resistances Physical (Except Adamantine) 20
Counterspell[reaction] (Arcane) Trigger: A creature within 100ft casts a spell; Effect: Beta Prime attempts to counteract the triggering spell witha counteract rank of 10 and a modifier of 39.
Last Round When Beta Prime is reduced to 0 HP it remains active until the end of its next turnSpeed 40
Melee [one-action] Fist +38, Damage 4d10+20 Bludgeoning plus 1d6 Analyze Weakness
Ranged [one-action] Force Shot +36, Damage 4d6+12 Force plus 1d6 Analyze Weakness
Analyze Weakness[one-action] Beta Prime analyzes an enemy, rolling a recall knowledge check to determine if the enemy has any weaknesses. If the enemy has a weakness then Beta Primes attacks deal an additional 1d6 damage of the that type, if they do not have a weakness then its attacks instead do 1d6 damage of a type the target is not resistant or immune to.
Banish[two-actions] Target summoned creature must make a DC 40 fortitude save or be banished.
Compensating[one-action] Beta Prime attempts to counteract 1 ongoing effect that has been going for at least 1 round with a counteract level of 10 and a modifier of 39
Underdrive[one-action] Target creature must make a DC 40 will save or loose the effects of Overdrive, Rage or Panache.
Unstoppable[two-actions] The beta strides. Any creature in its path takes damage as if struck by its fist, DC 40 basic reflex.
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Nothing To See Here @nothingtoseeheregaming.com · 09/06/2026
Monster of the Week: Scapegoats are magical creatures that have been bred to face the consequences of others actions. Not only must they bear the weight of their owner's sins, they must also suffer tehir injuries for them.​ #TTRPG #Pathfinder2E​
SCAPEGOAT CREATURE 5

UNCOMMON, MEDIUM, ANIMAL
Perception +12; 
Skills Acrobatics +13, Athletics +16, Intimidation +12
Cha +0, Con +5, Dex +4, Int -5, Str +5, Wis +4

AC 22; Fort +15, Ref +12, Will +12
HP 97; Immunities misfortune, curse
Take Injury[reaction] [b]Trigger[/b] One of the scapegoat's allies within 60 feet would take damage [b]Effect[/b] The scapegoat takes the triggering damage in the target's placeSpeed 40 feet, climb 20 feet
Melee [one-action] horn +15, Damage 2d8+4 bludgeoning or piercing
Absorb Malady[two-actions] The scapegoat takes on the woes of its allies. Remove one condition from a creature within 60 feet. The scapegoat gains this condition and 5 temporary hp.
Weight of Sin[two-actions] The scapegoat passes off the sins that it holds onto another creature. One creature within 60 feet must make a DC 22 will save or become encumbered as many people worth of sin weighs them down. If the target fails their save, the scapegoat gains a +1 status bonus to its armor class and reflex saves and a +10 status bonus to its speeds for 1 round as it able to move more freely.
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Nothing To See Here @nothingtoseeheregaming.com · 02/06/2026
Monster of the Week: Adventuring has changed a lot over the years. Some of these older model constructs just aren't up to modern standards.​ #Pathfinder2E #TTRPG​
MARK 1 CREATURE 20

LARGE, CONTRUCT, ROBOT
Perception +36; Thermal Vision 60ft
Languages Common
Skills Athletics +38, Intimidation +38, Society +34
Str +10, Dex +6, Con +10, Int -5, Wis +6, Cha +9
Action Restrictions The mark 1 may only take 1 action with the move trait each round, unless it spends all three actions moving. The same applies to actions with the attack trait.

AC 45; Fort +36, Ref +30, Will +30
HP 375; Immunities bleed, death effects, healing, poison, spirit, vital, void; Resistances physical 15
Reactive Strike[reaction]Speed 30 feet
Melee [one-action] blade +38 (agile), Damage 4d8+20 slashing
Ranged [one-action] pistol +36 (range 20ft), Damage 4d6+20 piercing
Melee [one-action] smash +38, Damage 4d10+20 bludgeoning
Artilery Barrage[two-actions] The mark 1 fires a barrage of 5d20 14 inch artilery shells at any number of targets within 60 feet. The shells always strike their targets. Each shell deals 1 damage.
Defeat Defenses[one-action] The mark 1 sunders armor, breaks mystical protections or otherwise compromises the a creature's ability to defend itself. The target's AC increases by 1.
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Nothing To See Here @nothingtoseeheregaming.com · 26/05/2026
Monster of the Week: The very best parties are held deep in the depths of space where void rave DJs pick up musical transmissions from beyond the stars and remix them into powerful magic. #Starfinder2E​ #Pathfinder2E #TTRPG
VOID RAVE DJ CREATURE 6

MEDIUM, HUMANOID, KORATHIAN, VOID
Source Monster of the Week
Perception +14; Voidsight
Languages Common, Korathian
Skills Diplomacy +15, Intimidation +15, Occultism +13, Performance +18, Society +13
Cha +5, Con +2, Dex +3, Int +1, Str +0, Wis +2
Hefty Haul Void rave DJs are encumbered while moving as they take their turntable with them. This is already accounted for in their speed.
Voidsight Creatures with voidsight treat darkness as though it were bright light and bright light as if it were darkness. If they would be granted darkvision, they gain the ability to see in bright light.

AC 23; Fort +13, Ref +14, Will +17
HP 95, Void HealingSpeed 15 feet
Ranged [one-action] Sonic Blast +17 (range 30 ft.), Damage 2d8+6 sonic
Occult Spontaneous Spells; 3th Hypnotize, Noise Blast, Void Whispers; 2th Noise Blast, Stupefy, Vide Check; 1th Agitate, Phantom Pain, Sonic Scream; Cantrips 3th Eldritch Lance, Haunting Hymn, Shield, Telekinetic Projectile, Void Warp
Equalizer: Base[one-action] (Equalizer, Sonic) The void rave DJ sets turns up the base on their equalizer. Until the end of their next turn any creature affected by one of their spells or abilities with the sonic trait or that they deal sonic damage to must make a DC 24 reflex save or be knocked prone by the vibrations. This effect ends if the void rave DJ uses another Equalizer ability.
Equalizer: Treble[one-action] (Equalizer, Sonic) The void rave DJ sets turns up the treble on their equalizer. Until the end of their next turn any creature affected by one of their spells or abilities with the sonic trait or that they deal sonic damage to takes an aditional 1d6 sonic damage from the ear piercing screech. This effect ends if the void rave DJ uses another Equalizer ability.Equalizer: Volume[one-action] (Equalizer, Sonic) The void rave DJ turns up the volume. Until the end of their next turn increase the DC all of the void rave DJ's sonic spells by 2. This effect ends if the void rave DJ uses another Equalizer ability.
Song of the Void[two-actions] (Sonic, Void) [b]Frequency[/b] Once per minute The air fills with the sounds of silence, an absence of vibration so profound that it chills the heart and stills the body. All enemies withing a 30 foot emanation of the void rave DJ take 3d6 sonic damage and 3d6 void damage with a basic fortitude save. Creatures that fail their save become frightened 2. Creatures that critically fail their save become slowed 1 for 1 round.
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Nothing To See Here @nothingtoseeheregaming.com · 19/05/2026
Monster of the Week: By combining the Gamma Dragon, Gamma Lion and Gamma Goat, Dr. Flexo can take the controls to form the Gamma Chimera.​ #Pathfinder2E #TTRPG​ #Robot #Chimera
GAMMA CHIMERA CREATURE 16

UNCOMMON, HUGE, CONSTRUCT, DRAGON, ROBOT, OCTOPUS
Perception +30; Scent 30 ft. low-light vision
Languages octopus, common
Skills Acrobatics +32, Arcana +32, Athletics +32, Deception +32, Intimidation +32, Occultism +32, Society +32, Stealth +32, Thievery +32
Cha +5, Con +9, Dex +9, Int +9, Str +9, Wis +5

AC 39; Fort +30, Ref +30, Will +30
HP 375; Immunities bleed, death effects, disease, doomed, drained, fatigued, healing, nonlethal attacks, paralyzed, poison, sickened, unconscious

Speed 
Melee [one-action] claws +32 (agile), Damage 3d8+18 slashing
Melee [one-action] dragon jaws +32 (reach 15ft.), Damage 3d10+18 piercing
Melee [one-action] horns +32, Damage 3d10+18 bludgeoning plus improved push
Melee [one-action] lion jaws +32, Damage 3d12+18 piercingBreath Weapon[two-actions] 40-foot cone, 17d6 poison, DC 36 basic fortitude save
Ram[two-actions] The Gamma Chimera strides twice and makes a horns strike. If it moved at least 10 feet it gains a +2 circumstance bonus on the strike.
Roar[two-actions] The Gamma Lion lets out a ferocious roar. All non-robot creatures within 30 feet must make a DC 37 Will save. Critical Success: No Effect Success: The creature is frightened 1 Failure: The creature is frightened 2 Critical Failure: The creature is frightened 3 and fleeing for 1 round
Savage[three-actions] The Gamma Chimera pounces on their prey, striding once and then making 1 jaws and 2 claw strikes against the same target. If any two of the strike shit, the target takes an additional 3d6 damage as the Gamma Lion rends them.
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Nothing To See Here @nothingtoseeheregaming.com · 12/05/2026
Monster of the Week: More of a villain than monster this time. Dr. Flexo is the world's most evil octopus. In addition to designing the gamma series clockwork robots, he always has dozens of different fiendish plans in motion at any one time.
DR. FLEXO CREATURE 14

UNIQUE, MEDIUM, OCTOPUS
Perception +27; Low-light Vision
Languages Octopus, Common
Skills Acrobatics +28, Arcana +31, Deception +28, Intimidation +28, Occultism +31, Society +31, Stealth +28, Thievery +28
Cha +3, Con +3, Dex +4, Int +6, Str +0, Wis +3

AC 36; Fort +25, Ref +28, Will +25
HP 270
Inspired Stretagem[reaction] Trigger An ally makes an attack roll or skill check Effect The ally rolls twice and takes the better result on the triggering check. That ally then becomes temporarily immune to your Inspired Stratagem until Dr Flexo's next daily preparations.Speed 25 feet, climb 15 feet
Melee [one-action] Sword Cane +29 (finesse, agile), Damage 3d6+13 piercing plus 4d6 Sneak Attack
Analyze Weakness[one-action] Dr. Flexo's next sneak attack against the target deals an extra 3d6 damage. Dr Flexo must have identified the target with Recall Knowledge
Methodical Debilitations When Dr Flexo makes a successful sneak attack the target can’t flank or benefit from flanking for one round
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Nothing To See Here @nothingtoseeheregaming.com · 05/05/2026
Monster of the Week: Gammas are a series of robots designed to mimic monsters and animals designed by the villainous Dr. Flexo. This one resembles a lion. ​#TTRPG #Pathfinder2E
GAMMA LION CREATURE 15

UNCOMMON, HUGE, CONSTRUCT, ROBOT
Perception +26; scent 30ft
Skills Athletics +30, Intimidation +24
Cha +0, Con +6, Dex +4, Int +0, Str +8, Wis +5

AC 37; Fort +29, Ref +26, Will +23
HP 350; Immunities bleed, death effects, disease, doomed, drained, fatigued, healing, nonlethal attacks, paralyzed, poison, sickened, unconscious
Reactive Strike[reaction]Speed 35 feet
Melee [one-action] claw +30 (agile), Damage 3d8+17 slashing
Melee [one-action] jaws +30, Damage 3d12+17 piercing
Roar[two-actions] (auditory, mental) The Gamma Lion lets out a ferocious roar. All non-robot creatures within 30 feet must make a DC 36 Will save. 
Critical Success: No Effect 
Success: The creature is frightened 1 
Failure: The creature is frightened 2 
Critical Failure: The creature is frightened 3 and fleeing for 1 round
Savage[three-actions] The Gamma Lion pounces on their prey, stiding once and then making 1 jaws and 2 claw strikes against the same target. If any two of the strike shit, the target takes an additional 3d6 damage as the Gamma Lion rends them.
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Nothing To See Here @nothingtoseeheregaming.com · 28/04/2026
Monster of the Week: Gammas are a series of robots designed to mimic monsters and animals designed by the villainous Dr. Flexo. This one resembles a giant goat. ​
GAMMA GOAT CREATURE 15

UNCOMMON, HUGE, CONSTRUCT, ROBOT
Perception +26; 
Skills Athletics +30
Cha +0, Con +6, Dex +7, Int +0, Str +7, Wis +4

AC 30; Fort +26, Ref +29, Will +23
HP 300; Immunities bleed, death effects, disease, doomed, drained, fatigued, healing, nonlethal attacks, paralyzed, poison, sickened, unconscious

Speed 
Melee [one-action] horns +30, Damage 3d10+17 bludgeoning plus improved push
Ram[two-actions] The Gamma Goat strides twice and makes a horns strike. If it moved at least 10 feet it gainst a +2 circumstance bonus on the strike.
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Nothing To See Here @nothingtoseeheregaming.com · 27/04/2026
Nemesis chances colors depending on her mood. #Blender #Animation #OC #OCArt
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Nothing To See Here @nothingtoseeheregaming.com · 21/04/2026
Monster of the Week: Gammas are a series of robots designed to mimic monsters and animals designed by the villainous Dr. Flexo. This one resembles a dragon. ​
GAMMA DRAGON CREATURE 15

UNCOMMON, HUGE, CONSTRUCT, DRAGON, ROBOT
Perception +29; 
Languages Common
Skills Athletics +30, Intimidation +27
Cha +4, Con +6, Dex +4, Int +0, Str +8, Wis +4

AC 37; Fort +26, Ref +23, Will +29
HP 300; Immunities bleed, death effects, disease, doomed, drained, fatigued, healing, nonlethal attacks, paralyzed, poison, sickened, unconscious

Speed 25 feet, fly 40 feet
Melee [one-action] claw +30 (agile), Damage 3d8+17 slashing
Melee [one-action] jaws +30 (reach 15ft.), Damage 3d10+17 piercing
Breath Weapon[two-actions] 40-foot cone, 16d6 poison, DC 36 basic fortitude save
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Nothing To See Here @nothingtoseeheregaming.com · 20/04/2026
Even androids can enjoy snack time after a job well done. #Blender #3DArt #OC​
Nemesis lies on the couch and reaches for a cheese puff
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Nothing To See Here @nothingtoseeheregaming.com · 14/04/2026
Monster of the Week: Black Cats may seem like perfectly normal felines and they are, but they are also very hard to see in the dark and love to get in the way..​ #Pathfinder2E #TTRPG #Cat​
BLACK CAT CREATURE -1

TINY, ANIMAL
Perception +8; low-light vision
Skills Acrobatics +8, Intimidation +5, Stealth +8
Cha +2, Con +0, Dex +3, Int -4, Str +0, Wis +2
Bad Luck (misfortune) Strikes made against black cats roll twice and take the worse of the results
Blend with the Shadows Black cats are concealed in dim light or darkness even to creatures with low-light vision or darkvision

AC 14; Fort +5, Ref +8, Will +2
HP 8; Immunities misfortune

Speed 25 feet
Melee [one-action] claw +8 (finesse, agile), Damage 1d4 slashing
Melee [one-action] jaws +8 (finesse), Damage 1d4+1 piercing
Crossing Your Path[one-action] The black cat attempts to trip a creature, rolling stealth instead of athletics.
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Nothing To See Here @nothingtoseeheregaming.com · 13/04/2026
They hoard wealth like dragons and think it grants them the same power. They live in towers and think it makes them safe. They think they're the apex predators. They're wrong. #Blender #3D #Art​
Nemesis the android assassin peaks out of the ceiling of a CEO's office
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Nothing To See Here @nothingtoseeheregaming.com · 07/04/2026
Monster of the Week: Elemental Magnetic Pulses are electric elementals that can oscillate their electric current to produce EM waves that damage all nearby technology. #Starfinder2E #Pathfinder2E #TTRPG​
MEDIUM, ELECTRICITY, ELEMENTAL
Perception +14; darkvision, magnetic sense (precise) 100 feet
Skills Acrobatics +18, Athletics +15, Computers +13, Stealth +18
Cha +0, Con +4, Dex +7, Int -2, Str +4, Wis +2
Magnetic Sense An elemental magnetic pulse can feel magnetic fields, allowing it to detect large sources of magnetic metal (Bulk 1 or greater) and items with the tech trait within the listed range.

AC 24; Fort +14, Ref +17, Will +11
HP 95; Immunities bleed, electric, paralyzed, poison, sleep
Feedback[reaction] [b]Trigger[/b] The elemental magnetic pulse is hit by a tech weapon or a tech creature. [b]Effect[/b] The triggering weapon or creature increases its glitching value by 1.Speed fly 50 feet
Melee [one-action] lightning whip +17 (reach 10ft), Damage 2d6+8 electricity plus interference
Ranged [one-action] microwave pulse +17 (range 30ft), Damage 2d4+8 fire plus interference
EMP[two-actions] Creatures and items with the tech trait must make a DC 24 fortitude save or become glitching 2, glitching 4 on a critical failure. Attended tech items can use the fortitude of the creature holding them.
Interference Creatures and items with the tech trait hit by the elemental magnetic pulse's strikes and tech items held by creatures hit by its strikes increase their glitching value by 1.
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Nothing To See Here @nothingtoseeheregaming.com · 01/04/2026
WIP Royal dragon #Blender #WIP​
A 3d model of a royal purple dragon with golden horns in the shape of a crown
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Nothing To See Here @nothingtoseeheregaming.com · 31/03/2026
Monster of the Week: Smart Bombs will do whatever they deem necessary to reach their target and destroy anything that gets in their way. Smart bombs care for nothing but their mission. #TTRPG #Starfinder2E ​
SMART BOMB CREATURE 15

MEDIUM, CONSTRUCT, TECH
Perception +29; darkvision, techsense (precise) 100 feet (1 lightyear in space)
Languages Common, Autotranslate
Skills Computers +33, Deception +27, Diplomacy +25, Intimidation +33
Cha +6, Con +8, Dex +8, Int +6, Str +0, Wis +4
Autotranslate After spending 2 rounds listening to a creature speak, the smart bomb learns their language
Disable The smart bomb can be disabled with 8 successful DC 36 computers or thievery checks. A critical success counts as 2 successes, a critical failure removes 1 success
Techsense (detection) The smart bomb can sense items and creatures with the tech trait within 100 feet.
Warning The smart bomb broadcasts a warning message to all ships that approach it.

AC 37; Fort +32, Ref +29, Will +26HP 275; Immunities bleed, death effects, disease, doomed, drained, fatigued, mental, nonlethal attacks, paralyzed, poison, sickened, spirit, unconscious; Resistances all (except force) 15
Detonate[reaction] [b]Trigger[/b] The smart bomb reaches its target or its timer reaches zero. [b]Effect[/b] The bomb detonates, dealing 1000 force damage to everything in a 10 mile radius and 300 damage to everything in a 100 mile, leaving behind a crater.
Threat Threshold Many of the smart bomb's abilities have the threshold trait followed by a number. This indicates the threat threshold that the smart bomb must be at to use this ability. The smart bomb begins at threshold 0. When it is the target or in the area of a hostile effect, it increases to threshold 1. When it is reduced to 200 hp or 2 successes have been achieved towards disarming it, it increases to threshold 2. When reduced to 100 hp or 4 successes have been achieved towards disarming it it increases to threshold 3. Upon encountering a creature that the smart bomb knows to be associated with its target, the bomb immediately increases the threshold 2. If the smart bomb is unable to move at full speed or is otherwise prevented from reaching its target and it can sense a creature, it will increase its threshold by 1 every round until the creature takes action to help it.Speed fly 60 feet, fly 100c (space only)
Melee [one-action] disintigration beam +30 (range 60 feet, threshold 3), Damage 3d12+26 
Melee [one-action] laser blast +30 (range 60 feet, threshold 2), Damage 3d10+14 fire
Melee [one-action] stun ray +30 (range 60 feet, threshold 1), Damage 0d0 plus stunned 2
Arm[one-action] (threshold 3) The smart bomb arms itself and starts a 2 round timer. When the timer reaches 0, the smart bomb detonates. It will announce the fact that it is arm to all creatures that can hear it and count down audibly.Dire Warning[two-actions] (threshold 2) The smart bomb announces that it will arm itself if attacks against it do not cease. All creatures within 60 feet must make a will save against the smart bombs intimidation DC. Regardless of the result they are temporarily immune to Dire Warning for 24 hours. 
Critical Success No effect. 
Success Frightened 1. 
Failure Frightened 2. 
Critical failure Frightened 3 and the creature cannot attack or attempt to disable the smart bomb for 1 round.
EMP[two-actions] (threshold 1) All tech creatures and objects in a 30 foot emanation must make a DC 36 reflex save. Attended objects use the saving throw of the creature attending them. 
Critical Success No effect. 
Success The tech creature or object becomes glitching 2. 
Failure The tech creature or object becomes glitching 4. 
Critical failure The tech creature or object becomes glitching 6.
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Nothing To See Here @nothingtoseeheregaming.com · 30/03/2026
Nemesis makes her escape through the undercity. ​#Blender #3DArt #OCArt
A cyborg assassin sprints across a rusted metal roof under neon lights
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Nothing To See Here @nothingtoseeheregaming.com · 24/03/2026
Monster of the Week: Who says a machine can't become undead? Rust Hulks are reanimated scrap piles that attack anything that moves and eat metal to feed their endless hunger. #Pathfinder2E​
RUST HULK CREATURE 12

HUGE, CONSTRUCT, UNDEAD, MINDLESS
Perception +25; darkvision
Skills Athletics +25, Intimidation +28
Cha +7, Con +5, Dex -1, Int -5, Str +8, Wis +2
Devour Metal[one-action] The rust hulk eats an unnatended metal object, restoring 10hp per bulk of the item.

AC 30; Fort +25, Ref +19, Will +19
HP 230, void healing; Immunities bleed, death effects, disease, doomed, mental, nonlethal attacks, paralyzed, poison, sickened, spirit, unconscious; Weaknesses bludgeoning 5
Jagged Edges Any creature that hits the rust hulk with a non reach melee weapon or unarmed strike takes 10 piercing damageSpeed 20 feet
Ranged [one-action] Rust Spike +26 (brutal), Damage 3d8+14 Piercing
Melee [one-action] rusted smash +26 (reach 15 feet), Damage 3d12+14 bludgeoning plus rust spray
Metalic Screech[two-actions] (auditory) The rust hulk lets out a horrific metalic scraping sound. It attempts to demoralize each enemy within 30 feet.
Reduced to Scrap Any construct or metalic creature reduced to 0hp by a rust hulk returns as a rust hulk after 1 round
Rust Spray If the rust hulk has at least half of its hitpoints then it deals 5 piercing splash damage with each rusted smash. The rusted hulk takes this damage as well.
Savage Scrap[three-actions] In a burst of speed, the rust hulk attacks everything around it. The rust hulk strides three times and makes rusted smash strikes against any creature within its reach at any point during this movement. Its multiple attack penalty doesn't increase until after all strikes have been made. The rust hulk is then stunned 1.
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Nothing To See Here @nothingtoseeheregaming.com · 23/03/2026
Nemesis is an Android Operative (Striker) who offers special rates on assassination and thievery jobs if she feels like the target deserves it. #Blender #Art #OC #3D #Starfinder2E​
An android assassin throws a knife while alarms go off in the corporate headquarters she has broken into.
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Nothing To See Here @nothingtoseeheregaming.com · 18/03/2026
I don't know why it took me so long to get around to this, but I am adding a dice roller to the Virtual GM Screen. #Godot #TTRPG​
A dice roller for a TTRPG GMing app, showing various values that have been rolled, both totals and individual dice.
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Nothing To See Here @nothingtoseeheregaming.com · 17/03/2026
Monster of the Week: Dungeon octopuses squeeze into tight spaces to hide. They like to take shelter inside of boxes, treasure chests, using them as both hiding places and armor. They are able to squeeze through the smallest crack and can even get into sealed containers.​​​ #Pathfinder2E #TTRPG​
DUNGEON OCTOPUS CREATURE 10

MEDIUM, ABERATION, OCTOPUS
Source Monster of the Week
Perception +22; Darkvision
Languages Octopus
Skills Acrobatics +25, Athletics +22, Crafting +22, Deception +22, Intimidation +19, Stealth +25, Thievery +22
Cha +2, Con +3, Dex +7, Int +5, Str +7, Wis +3
Camophlage The octopus can Hide and Sneak without cover or being concealed.
Shelter The dungeon octopus automatically gets a 45 on stealth checks and DCs to hide inside of an object. The dungeon octopus can take this object with it when it moves but can only move at a speed of 20 feet and gains a +2 circumstance bonus to its armor class while inhabiting it.
Squish The octopus treats itself as tiny for the purposes of fitting through tight spaces and can move at half its speed on a successful Squeeze and full speed on a critical success.AC 30 (+2 Shelter); Fort +16, Ref +22, Will +19
HP 175; Immunities Poison
Home Defense[reaction] [b]Trigger[/b] A creature opens an object that a dungeon octopus is hiding inside of. [b]Effect[/b] The dungeon octopus makes a strike against the triggering creature and makes a thievery check against its reflex DC to steal an object it is holding.

Speed 50 feet
Melee [one-action] Shelter Bash +21, Damage 2d10+17 bludgeoning
Melee [one-action] arm +23 (agile), Damage 2d6+17 bludgeoning
Melee [one-action] beak +23, Damage 2d8+17 piercingAlways Covered[one-action] [b]Requirement[/b] The dungeon octopus is currently in a shelter. [b]Effect[/b] The dungeon octopus closes the object, sealing itself inside and increasing its circumstance bonus to AC to +4. This bonus lasts until the dungeon octopus takes another action.
Dungeon Octopus Venom DC 29 Fortitude; [b]Maximum Duration[/b] 6 rounds; [b]Stage 1[/b] 2d6 poison damage; [b]Stage 2[/b] 2d6 poison damage and off-guard; [b]Stage 3[/b] 3d6 poison damage, off-guard and slowed 1
Ink Blast[two-actions] The dungeon octopus sprays out a jet of ink. The dungeon octopus strides twice. At any point during this movement, the dungeon ocotpus sprays all creatures in a 30 foot cone with its ink. The creatures in the cone must succeed at a DC 29 reflex save or be blinded until they spend 2 actions washing their eyes with water.
Tight Fit[three-actions] The dungeon octopus squeezes itself into a sealed object, such as a locked treasure chest or a box that has been nailed shut. It can also use this activity to leave the sealed object.
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Nothing To See Here @nothingtoseeheregaming.com · 16/03/2026
Somehow this posted without the image.
A humanoid figure made of pure void
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Nothing To See Here @nothingtoseeheregaming.com · 11/03/2026
Another #WIP of Nemesis #Blender​
An android assassin with an energy edged sword and throwing knives
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Nothing To See Here @nothingtoseeheregaming.com · 10/03/2026
Monster of the Week: Voidlings are forces of pure destruction, annihilating everything they touch, starting with the simplest and most spread out molecules. This creates a an area of void around them and even lets them steal the air from your lungs if you're not careful. #Pathfinder2E ​
LESSER VOIDLING CREATURE 3

MEDIUM INCORPOREAL VOID
Perception +9; greater darkvision
Languages telepathy 100 feet
Skills Acrobatics +10, Stealth +13
Cha +3, Con +1, Dex +5, Int +0, Str -5, Wis +3

AC 19; Fort +6, Ref +14, Will +12
HP 35, void healing; Immunities bleed, death effects, disease, paralyzed, poison, precision, spirit, unconscious; Weaknesses vitality 5; Resistances all 5 (except force, ghost touch or vitality)
Lesser Void Aura (aura, void) The voidling's pressence destroys the air around it. Creatures within 10 feet of the voidling must hold their breath.Speed fly 30 feet
Ranged [one-action] void blast +12 (range 30 feet), Damage 1d6+5 void
Melee [one-action] void touch +12 (finesse), Damage 2d6+5 void
All Consuming Void The voidlings touch is so destructive that even the undead aren't safe from it. Void damage dealt by voidlings harms creatures with void healing as if they did not unless they are incorporeal or have teh void trait.
Intensify Void Aura[two-actions] The voidling intensifies the destructive effects of its aura. All creatures within the aura take 4d6 void damage (DC 20 basic reflex). The coidling cannot intesify its aura again for 24 hours.
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Nothing To See Here @nothingtoseeheregaming.com · 10/03/2026
A new Version of the Virtual GM Screen is available. Now with Items and Spells nothingtoseeheregaming.itch.io/virtual-gm-s... #TTRPG #Godot
A list of spells
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Nothing To See Here @nothingtoseeheregaming.com · 04/03/2026
Another WIP of Nemesis #Blender #WIP #Art #OC​
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Nothing To See Here @nothingtoseeheregaming.com · 03/03/2026
Monster of the Week: Inverse liches are masters of occult magic who keep their body somewhere safe to allow their spirit to roam free. As long as their body is intact they can always reform at it. #Pathfinder2E​
INVERSE LICH CREATURE 15

RARE MEDIUM INCORPOREAL SPIRIT UNDEAD UNHOLY
Perception +26; Darkvision
Languages Aklo, Comon, Draconic, Necril
Skills Crafting +30, Intimidation +27, Occultism +33, Society +30
Cha +4, Con +0, Dex +6, Int +8, Str +0, Wis +4

AC 37; Fort +23, Ref +26, Will +29
HP 200, void healing, rejuvenation; Immunities bleed, death effects, disease, paralyzed, poison, precision, unconscious; Resistances all damage 15 (except force, ghost touch, spirit, or vitality; double resistance vs. non-magical)
rejuvenation (occult) When the inverse lich is reduced to 0 hp, it reforms 1 day later at the location of its body. It can only be permanently destroyed if its body is destroyed.

Speed fly 50 feet
Melee [one-action] deathly touch +30 (finesse, magical), Damage 5d8 void plus siphon life
Occult Prepared Spells; 8th canticle of everlasting grief, spirit song, spiritual epidemic; 7th duplicate foe, inexhaustible cynicism, telekinetic bombardment, warp mind; 6th blanket of stars, nevermind, truesight, wall of force; Cantrips 8th message, phase bolt, shield, telekinetic hand, telekinetic projectile, void warpSiphon Life A lich's form draws forth life from those who come into contact with it. When the lich damages a living creature with an unarmed attack, the lich gains 5 temporary Hit Points and the creature must succeed at a DC 38 Fortitude save or become drained 1. If the lich is grabbed or restrained at the start of its turn, each creature grabbing or restraining it must succeed at a Fortitude save or become drained 1. If the lich siphons a creature's life again, the drained value increase by 1, to a maximum of drained 4. 

Spirit Rend[two-actions] (occult) The inverse lich rips a creature's spirit from their body. The target creature must make a DC 40 Will save with the following effects. 
Critical Success No effect. 
Success The creature takes 5d6 spirit damage and is stunned 1. 
Failure The creature takes 10d6 spirit damage and is stunned 3. 
Critical Failure The creature is removed from their body. The creatures body falls unconscious. The creature's spirit is incorporeal and too weak to use any of its strikes or other physical abilities. It still has its armor class, saving throws, skills and spellcasting. It gains resistance 10 to all damage except force, ghost touch, spirit, or void. The creature returns to its body if the lich is dispersed or destroyed.
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Nothing To See Here @nothingtoseeheregaming.com · 02/03/2026
The party planning out its next adventure. Also the new button art for PC management in my Virtual GM Screen app. #Blender #Art #Pathfinder2E​
A group of adventurers sit around a table at a tavern looking at a map.
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Nothing To See Here @nothingtoseeheregaming.com · 25/02/2026
WIP on my next character model, Nemesis. #WIP #Blender #Art​
A 3d model of a woman with purple hair in a wolf tail
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