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PF2 Minions Mitflit

Pathfinder 2 – Reference

Rules – Minions

Source: PF2 Bestiary (pf2-rb-b1 p192)

Here is an instance of using a Miflit (or Mite as they used to be know) for use in Pathfinder 2.

Overview of the Mitflit

  • Minion Trait – Minions are creatures that directly serve another creature. A creature with this trait can use only 2 actions per turn and can’t use reactions. Your minion acts on your turn in combat, once per turn, when you spend an action to issue it commands. For an animal companion, you Command an Animal; for a minion that’s a spell or magic item effect, like a summoned minion, you Sustain a Spell or Sustain an Activation; if not otherwise specified, you issue a verbal command, a single action with the auditory and concentrate traits. If given no commands, minions use no actions except to defend themselves or to escape obvious harm. If left unattended for long enough, typically 1 minute, mindless minions usually don’t act, animals follow their instincts, and sapient minions act how they please.
  • LE Trait – Lawful Evil
  • Small Trait – A Small creature takes up a 5-foot-by-5-foot space (1 square on the grid) and typically has a reach of 5 feet.
  • Fey Trait – Creatures of the First World are called the fey.
  • Gremlin Trait – Cruel and mischievous fey, gremlins have acclimated to life on the Material Plane.

Base Stat Block

MITFLIT (CREATURE –1)

  • Traits: LE SMALL FEY GREMLIN MINION
  • Perception +4; darkvision, scent (imprecise) 30 feet
  • Languages Undercommon
  • Skills Acrobatics +5, Diplomacy +1 (+7 vs. arthropods), Nature +3, Stealth +5, Thievery +5
  • Str –1, Dex +3, Con +0, Int –1, Wis +1, Cha –1
  • Self-Loathing (emotion, mental) A mitflit’s self-loathing makes it easy to influence. It takes a –4 penalty to its Will DC against checks to Coerce, Demoralize, Make an Impression, and Request.
  • Vermin Empathy Mitflits can use Diplomacy to Make an Impression on and Request things of arthropods (insects, spiders, scorpions, crabs, and similar invertebrate animals). Most arthropods have a starting attitude of indifferent to mitflits.
  • Items dart (10), shortsword
  • AC 15; Fort +2, Ref +7, Will +4
  • HP 10; Weaknesses cold iron 2
  • Speed 20 feet; climb 20 feet
  • Melee [one-action] shortsword +8 (agile, finesse, versatile S), Damage 1d6–1 piercing
  • Ranged [one-action] dart +8 (agile, range increment 20 feet, thrown), Damage 1d4–1 piercing
  • Primal Innate Spells DC 16; 2nd speak with animals (at will; arthropods only); 1st bane; Cantrips (1st) prestidigitation
  • Vengeful Anger (emotion, mental) As long as it isn’t frightened, a mitflit gains a +2 status bonus to damage rolls against a creature that has previously damaged or tormented it.

Example – Squirt

Context: In the TRAP Wednesday campaign the group wiped out the Mite settlement in the Crow pilon just outside of Magnimar. All except a pitiful survivor who was bound to their group by a hellknight.

Here are the changes to the base stat block to make him fit the squirt aspect of the character.

  • Size changed to Tiny. Note that there are no longer modifiers specified for sizes.
  • I would have applied the “Weak Adjustment” except that it would take the creature to zero hit points so that option is not acceptable. So instead of weak I will make a young version that is not as harsh. (see below)
  • His abilities are going to be modified to represent the bad things that have been happening around him so he has the Uncluck Aura of the Pugwampi, except he is also subject to the effect as well as everyone else in his aura.
    • Unluck Aura (aura, divination, mental, misfortune, primal) 20 feet. Creatures other than animals, gremlins, and gnolls in the aura become extremely unlucky (DC 16 Will save; creature must roll this Will save twice and take the worse result). On a successful save, the creature is temporarily immune to the grelmins unluck auras for 24 hours. On a failure, the creature must roll twice and take the worse result on all checks as long as it is within the aura.
  • Due to his hometown being in Magnimar, I have given him the additional language of Varisian.
Young Adjustments
  • 1/2 base Hit points.
  • AC, attack modifiers, DCs, saving throws, and skill modifiers reduced by 2.
  • Strikes and other offensive avilities reduced by 2
  • Reduce size by one category
  • Reduce speed by 5 ft
  • Reduce Str, Dex, Con and Wis by 1.
Squirt – MITFLIT, YOUNG (CREATURE –2)
  • Traits: LE TINY FEY GREMLIN MINION
  • Perception +2; darkvision, scent (imprecise) 30 feet
  • Languages Undercommon, Varisian
  • Skills Acrobatics +3, Diplomacy -1 (+5 vs. arthropods), Nature +1, Stealth +3, Thievery +3
  • Str –2, Dex +2, Con -1, Int –1, Wis +0, Cha –1
  • Self-Loathing (emotion, mental) A mitflit’s self-loathing makes it easy to influence. It takes a –4 penalty to its Will DC against checks to Coerce, Demoralize, Make an Impression, and Request.
  • Vermin Empathy Mitflits can use Diplomacy to Make an Impression on and Request things of arthropods (insects, spiders, scorpions, crabs, and similar invertebrate animals). Most arthropods have a starting attitude of indifferent to mitflits.
  • Unluck Aura – Uncontrolled (aura, divination, mental, misfortune, primal) 10 feet. Creatures in the aura become extremely unlucky (DC 14 Will save; creature must roll this Will save twice and take the worse result). On a successful save, the creature is temporarily immune to the gremlins unluck aura for 24 hours. On a failure, the creature must roll twice and take the worse result on all checks as long as it is within the aura.
  • Items dart (10), shortsword
  • AC 12; Fort -1, Ref +4, Will +1
  • HP 4; Weaknesses cold iron 2
  • Speed 15 feet; climb 15 feet
  • Melee [one-action] shortsword +5 (agile, finesse, versatile S), Damage 1d6–2 piercing
  • Ranged [one-action] dart +5 (agile, range increment 20 feet, thrown), Damage 1d4–2 piercing
  • Primal Innate Spells DC 14; 2nd speak with animals (at will; arthropods only); 1st bane; Cantrips (1st) prestidigitation
  • Vengeful Anger (emotion, mental) As long as it isn’t frightened, a mitflit gains a +2 status bonus to damage rolls against a creature that has previously damaged or tormented it.
Squirt – Starting Companion

Now that I have the basics for the character, here are the changes the group has hadded to the character since he was adopted.

  • Armour Class – The group has outfitted him with armour, so his AC has increased from the base 15 to 18. This is also reduced by 2 for being young.
  • Slave Brand – He is marked with a Chelaxian slave brand allowing him to wander within territories patrolled by them without being killed on sight. Though any law breaking is considered his masters crime and not his. His master gets some benefits from the connections.
  • Unluck Aura – This is intended to change over time and once the part reach level 3, no longer affect them (if the mitflit survives that long)
Squirt – MITFLIT, YOUNG (CREATURE –2)
  • Traits: LE TINY FEY GREMLIN MINION
  • Perception +2; darkvision, scent (imprecise) 30 feet
  • Languages Undercommon, Varisian
  • Skills Acrobatics +3, Diplomacy -1 (+5 vs. arthropods), Nature +1, Stealth +3, Thievery +3
  • Str –2, Dex +2, Con -1, Int –1, Wis +0, Cha –1
  • Self-Loathing (emotion, mental) A mitflit’s self-loathing makes it easy to influence. It takes a –4 penalty to its Will DC against checks to Coerce, Demoralize, Make an Impression, and Request.
  • Slave Brand: Bound to Pimwinkle, damage or mistreatment of Squirt is felt by Pimwinkle.
  • Vermin Empathy Mitflits can use Diplomacy to Make an Impression on and Request things of arthropods (insects, spiders, scorpions, crabs, and similar invertebrate animals). Most arthropods have a starting attitude of indifferent to mitflits.
  • Unluck Aura – Uncontrolled (aura, divination, mental, misfortune, primal) 10 feet. Creatures in the aura become extremely unlucky (DC 14 Will save; creature must roll this Will save twice and take the worse result). On a successful save, the creature is temporarily immune to the gremlins unluck aura for 24 hours. On a failure, the creature must roll twice and take the worse result on all checks as long as it is within the aura.
  • Items dart (10), shortsword, Chellaxian Armour and explorer gear.
  • AC 16; Fort -1, Ref +4, Will +1
  • HP 4; Weaknesses cold iron 2
  • Speed 15 feet; climb 15 feet
  • Melee [one-action] shortsword +5 (agile, finesse, versatile S), Damage 1d6–2 piercing
  • Ranged [one-action] dart +5 (agile, range increment 20 feet, thrown), Damage 1d4–2 piercing
  • Primal Innate Spells DC 14; 2nd speak with animals (at will; arthropods only); 1st bane; Cantrips (1st) prestidigitation
  • Vengeful Anger (emotion, mental) As long as it isn’t frightened, a mitflit gains a +2 status bonus to damage rolls against a creature that has previously damaged or tormented it.
Squirt – Level 2 Companion

This is the work in progress for once Squirt has survied in the groups hands for more than a few weeks. He will have finished maturing and drop the Young adjustment and

Squirt – MITFLIT (CREATURE –1)

MITFLIT (CREATURE –1)

  • Traits: LE SMALL FEY GREMLIN MINION
  • Perception +4; darkvision, scent (imprecise) 30 feet
  • Languages Undercommon, Varisian
  • Skills Acrobatics +5, Diplomacy +1 (+7 vs. arthropods), Nature +3, Stealth +5, Thievery +5
  • Str –1, Dex +3, Con +0, Int –1, Wis +1, Cha –1
  • Self-Loathing (emotion, mental) A mitflit’s self-loathing makes it easy to influence. It takes a –4 penalty to its Will DC against checks to Coerce, Demoralize, Make an Impression, and Request.
  • Slave Brand: Bound to Pimwinkle, damage or mistreatment of Squirt is felt by Pimwinkle. His master is immune to his unluck aura.
  • Vermin Empathy Mitflits can use Diplomacy to Make an Impression on and Request things of arthropods (insects, spiders, scorpions, crabs, and similar invertebrate animals). Most arthropods have a starting attitude of indifferent to mitflits.
  • Unluck Aura (aura, divination, mental, misfortune, primal) 20 feet. Creatures other than animals, gremlins, and gnolls in the aura become extremely unlucky (DC 16 Will save; creature must roll this Will save twice and take the worse result). On a successful save, the creature is temporarily immune to the grelmins unluck auras for 24 hours. On a failure, the creature must roll twice and take the worse result on all checks as long as it is within the aura.
  • Items dart (10), shortsword, Chellaxian Armour and explorer gear
  • AC 18; Fort +2, Ref +7, Will +4
  • HP 10; Weaknesses cold iron 2
  • Speed 20 feet; climb 20 feet
  • Melee [one-action] shortsword +8 (agile, finesse, versatile S), Damage 1d6–1 piercing
  • Ranged [one-action] dart +8 (agile, range increment 20 feet, thrown), Damage 1d4–1 piercing
  • Primal Innate Spells DC 16; 2nd speak with animals (at will; arthropods only); 1st bane; Cantrips (1st) prestidigitation
  • Vengeful Anger (emotion, mental) As long as it isn’t frightened, a mitflit gains a +2 status bonus to damage rolls against a creature that has previously damaged or tormented it.

Content Updates

Magical Items

Magical Items: Item Creation

Consumable Items: Dispelling Sliver, Fugitive’s Grenade, Halflight Charm

Held Items: Terra-Cotta Talismans, Trail Map of the Region

Runes: Poison Rune

Specific Armour: Armour of the Armadillo, Ghost Mirror Armour, Shozoku of the Night Wind

Specific Weapons: Dancing Wasp, Deadly Kiss, Earthfire Shuriken, Nine-Fold Spirit Sword, Oathtaker, Suishen, Whispering Shrike

Worn items: Claws of the Ice Bear, Sashimono of Comfort

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PF1 Conversions to Pathfinder 2: Adventures, Classes, Items, Faction

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By thedarkelf007

I am a long term gamer, I run 6 RPG's a fortnight, host board game, card game and LANs each about once a quarter and have an addiction to buying more games. Games I am currently running are Pathfinder (1st and 2nd Edition) and Dungeons and Dragons (5th Edition).

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