Pathfinder 1e: Steal Strength

As I’ve mentioned before, working on the Book of Beasts: Magus Codex has shown me the many holes in their spell selection particularly their lack of touch spells. The magus class is built around delivering touch spells through your weapon. However, there are far too few touch spells making the close range arcana necessary.

To address this, we are working on a bunch of new touch spells for the magus with a number of other classes benefitting as well. We’ve shown off the 1st level spell frigid grasp and the 2nd level spell tarfoot. Today we’re talking the steal strength spell for 3rd level.

Download our Pathfinder 1e PDFs at DriveThruRPG, the Open Gaming Store, Paizo, and our own store at JonBrazer.com.

Steal Strength

School necromancy; Level arcanist/sorcerer/wizard 3, bloodrager 3, magus 3, witch 3
Casting Time 1 standard action
Components V, S
Range touch
Target creature touched
Duration 1 round/level
Saving Throw Fortitude half; Spell Resistance yes
The subject takes a penalty to Strength equal to 1d4 per three caster levels (maximum 5d4). The subject’s Strength score cannot drop below 1. A successful Fortitude save reduces this penalty by half. This penalty does not stack with itself nor similar penalties such as from ray of enfeeblement. Apply the highest penalty instead. Half of the Strength penalty taken by the target from this spell is granted to you as an enhancement bonus for the duration of this spell.

Pathfinder 1e: Bag of Wind

Over the years, I’ve read many mythological tales and seen such items in D&D/Pathfinder. Belts of giant strength, winged boots, various magical weapon and armor properties all owe their origins to the Greek, Norse, and other tales.

Of all the items I have seen there one I have never seen: a big of wind. In The Odyssey, the bag of wind was supposed to blow the Odesseus and the crew home; instead the crew opened the bag early and they were blown to the other side of the world. While such a powerful item would be an artifact level power in Pathfinder, something of similar concept could be used to blow enemies around the battlefield. With that in mind, I present to you a bag of wind.

Bag of Wind

Aura weak evocation; CL 3rd

Slot –; Price 300 gp; Weight 1 lbs.

Description

The size of a water skin and closed with a stone stopper, a bag of wind can be opened as a swift action after a successful bull rush attempt. The winds carry the target an additional 10 feet.

Construction

Requirements Craft Wondrous Item, gust of wind; Cost 150 gp

PF 1e: Tarfoot

Not long ago, I mentioned that while working on Book of Beasts: Magus Codex, I noticed there are far too few touch spells. Now that that supplement is with the editors, I am writing new spells designed with the magus class in mind. All of these spells are touch spells. Previously I showed off the level 1 spell frigid grasp. This time I’m sharing a level 2 spell named tarfoot.

When creating tarfoot, I looked at slow and ask how I could make it more advantageous for a magus. Obviously, reducing the range to touch came first. Next was to make it available earlier than 7th level. The solution there was to make it a 2nd level spell. To accomplish I had to turn the power down just a little (since the power was already reduced by making it a touch spell). Reducing the versatility was a good start so I cut the possibility of losing the target’s attack. Losing the move action entirely was to powerful, so I cut the speed by an amount that would hurt. Even that, however, seemed an excessive reduction in power for a second level spell. So I added in the loss of the 5-foot step.

It was this last change, however, that I like best. Slow is a transmutation spell, magicly affecting the body and making it resistable to normal saving throws. By switching it to conjuration, the magic is creating something, and that something is what is holding the target back. That allowed me to play with the way to bypass this spell in a fun and memorable way.

If you have any feedback, please let me know in the comments below. I would love to hear your thoughts. Also be sure to check out all of JBE’s 1e Pathfinder products at our shop at JonBrazer.com. It is your support that let’s us keep making new Pathfinder supplements.

Tarfoot

School conjuration (creation); Level arcanist/sorcerer/wizard 2, bard/skald 2, bloodrager 2, magus 2, occultist 2, psychic 2, spiritualist 2, summoner 2, unchained summoner 2
Casting Time 1 standard action
Components V, S, M (a snail shell)
Range touch
Target creature touched
Duration 1 round/level
Saving Throw see text; Spell Resistance yes
Black sticky goo covers the target’s feet, reducing its base land speed–as well as burrow and climb speed if the target has either of these speeds–to half their normal; armor and encumbrance reduce the target’s speed as if the target’s speed is unchanged, reducing it after the speed is halved (to a minimum of 0). Additionally, the target cannot take a 5-foot step while under the effects of this spell. As a standard action, the target can attempt to escape this with either a CMB check or an Escape Artist check. CMD in this case equals the saving throw DC for this spell. A successful check ends this spell.

Black Pudding Vial

There’s a thread over on Paizo.com’s boards titled Stuff You Wish Paizo Had Done During Pathfinder 1e. This thread is awesome for ideas for material to create for Pathfinder 1e.

I just want to take a moment to thank every person that contributed to that thread; your thoughts are invaluable. Today we’re presenting an idea coming straight from that thread. The item is based in the elemental gems, except it summons an ooze. More ooze vials will be coming as soon as I have a chance to make more.

Download all of our Pathfinder 1e products at the JBE Shop, DriveThruRPG, the Open Gaming Store, and Paizo.com.

Black Pudding Vial

Aura moderate conjuration; CL 11th
Slot none; Price 3,300 gp; Weight


Description


A clear glass vial contains a viscous black fluid and held inside by a black cork and sealed up with wax. Should the cork be removed or the vial be broken (such as by throwing it), a black pudding appears. It is mindless but attacks the closest creature, even if the creature was the one that removed the cork. The black pudding has the extraplanar subtype. If the black pudding has not been destroyed after 11 rounds, it disappears, returning to it’s home plane.


Construction


Requirements Craft Wondrous Item, conjure black pudding; Cost 1,650 gp

Pathfinder 1e: Frigid Grasp

We at Jon Brazer Enterprises are hard at work on the Book of Beasts: Magus Codex, the next entry in the Character Codex Subscription. However, it has become painfully obvious to us that there is a serious lack of touch spells for the class. The class is built around the spellstrike class feature and there are so few official touch spells that we are reusing the same spells over and over again or making excessive use of the close range arcana, wasting some of the spell’s potential. It really is crazy that there are not a plethora of touch spells (particularly in the Pathfinder Roleplaying Game: Ultimate Magic) for magi to use.

So when I’m not building new NPCs, I’m creating new spells for them. We’re not using these spells anywhere in the Book of Beasts: Character Codex since those are purely Paizo-created options from the Pathfinder RPG line of books (so no, there aren’t any options utilized from the campaign setting material appearing in this collection either). One I wanted to ask about was frigid grasp. All the first level damage spells I created do something cool to make up for dealing less damage than shocking grasp. When it came to frigid grasp I wasn’t sure if a –2 penalty to Reflex saves was balanced. Should it be –1? I went with –2 because a –1 feels like it should be a cantrip instead of a 1st level spell. However, I am wondering if a cantrip-level penalty would be appropriate with a little less than a typical 1st-level damage spell. Should it be variable, like a 1d3 penalty?

Tell us your thoughts in the comments below. Also download JBE’s Pathfinder 1e game supplements at the JBE Shop, DriveThruRPG, the Open Gaming Store, and Paizo.

Frigid Grasp

School evocation [cold]; Level arcanist/sorcerer/wizard 1, bloodrager 1, magus 1, occultist 1
Casting Time 1 standard action
Components V, S
Range touch
Target creature or object touched
Duration instantaneous
Saving Throw none; Spell Resistance yes
Your successful melee touch attack deals 1d4 points of cold damage per caster level (maximum 5d4). Additionally, the target suffers a –2 penalty to Reflex saving throws until the start of your next turn.

Pathfinder 1e: Magic Talismans

As a long time Pathfinder publisher, I’ve gotten to know the magic items available rather well. This is one of the things that I think need a refresh. Take scrolls for example. It’s a spell on a piece of paper. That can be changed some, I believe. Change them to talismans. Wear them around your neck, pull out the right one, and speak the spell completion words and poof the spell goes off. Same effect as a scroll but a different in the imagination.

This particular one is an update of a an old 3.5 feat that never got as much appreciation as I felt it deserved.

After you read the feat, be sure to check out all of our spells and other magical options for Pathfinder like the Book of Magic: Signature Spells 2 at the JBE Shop, DriveThruRPG, the Open Gaming Store, and Paizo.

Craft Magic Talisman [Item Creation]

You can create magic fetishes (also called charms) that hold spells until triggered. A talisman is a singleuse magic item and functions like a scroll.

Prerequisite: Caster level 1st.

Benefit: You can create a talisman of any spell that you know. Crafting a talisman takes 2 hours if its base price is 250 gp or less, otherwise scribing a scroll takes 1 day for each 1,000 gp in its base price. To craft a talisman, you must use up raw materials costing half of this base price.

The base price of a talisman is its spell level times its caster level times 25 gp. Any talisman that stores a spell with a costly material component cost also carries a commensurate cost.

Activating a talisman is the same as activating a scroll.

Pathfinder 1e: What Kinds of Products Do You Want For Your Game?

We’re hard at work here at JBE on the upcoming Book of Beasts: Character Codex. While we have a number of our own ideas, we want to hear from you: what kinds of products do you want in your game? Vote in the poll below. If you have something specific in mind or if you can’t see the poll, leave a comment below.

Before we talk more about the poll, check out our existing Pathfinder 1e products at the JBE Shop, DriveThruRPG, and the Open Gaming Store while they are up to 40% off their regular price. This sale won’t last much longer, so grab these titles now.

Options include:

  • Low-level adventures (levels 1-5)
  • Mid-level adventures (levels 6-10)
  • High-level adventures (levels 11-15)
  • Game-ender adventures (levels 16-20)
  • Long adventures (cover 10+ levels, able to make a full campaign out of them)
  • Options for existing Paizo classes (includes archetypes, classes produced by Paizo only)
  • Options for existing Pathfinder Compatible classes (share which ones below, there’s quite a few)
  • New classes (something totally new, yes, we do have ideas)
  • New monster / NPC books
  • New feats or spells
  • New / expanded races
  • Small settings (cities, towns, etc that can be incorporated into any setting)
  • Large campaign setting (able to play several campaigns here)
  • Other (describe in the comments below)

EDIT: Because we can’t seem to allow multiple option voting (to many options, I guess), I allowed repeat voting. So you can vote in the poll as many times as you want. I ask that you don’t vote for the same option more than once; it will make the results less accurate. So let us know all the options you want.

Vote in the poll now:

Announcing the Book of Heroes

Today JBE is announcing we are consolidating all of our player-focused lines into the Book of Heroes. This goes for DnD 5e, Pathfinder, and 13th Age. So all future Book of Heroic Races, Book of Magic, Book of Feats, Book of the Faithful, 13 Class Options, and several other lines we created will all be in this line. This is something we should have done from the beginning, and I only recently understood just how important it is. So I thought I would share with you our reasoning and hope you will check out our titles.

1) It Makes It Easier for You to Recognize

This is easily the biggest reason. From now on, you will know that any book of ours labeled Book of Heroes, you will know it is designed for players. From there, all you have to do is look at the subheading to see if it is right for you. Makes life easy.

2) It’s Less Confusing

Previously we had put Arcanist, Warlock and Witch class options, dragon themed-archetypes, and spellcaster feats in the Book of Magic, Cleric subdomains, feats, and artifacts under the Book of the Faithful, and some magic items and Cavalier class options under no heading at all. Where exactly the line was on these was not well planned out and was downright confusing. By consolidating all of these and others under the heading of the Book of Heroes, it all makes sense.

3) It Gives Us More Freedom

Lastly, we have the freedom to combine different ideas. Take the Book of Magic: Dragon Spells and Archetypes as an example. In addition to the spells, we included archetypes and class options for the Occultist, Shaman, and Wizard classes. You’ll notice there is no dragon rider archetype for the Cavalier, dragon hunter for the Ranger, or a scaled warrior for the fighter. Those ideas were cut because they did not fit under the heading of Book of Magic very well. From here, we are no longer held back by the label we put on the product. From here out, you should enjoy seeing our products covering a wider range of topics. Now we are freed up to include new archetypes and class options as well as magic items designed to work with those new class options and spells to make better use of these archetypes. Plus we can consolidate them all under one title to give you more print books for your shelves.

I should point out that Shadowsfall will still be separate but that is because it is its own setting and not designed for use with any setting, like the Book of Heroes line is.

Check out all of our Pathfinder, D&D 5e, and 13th Age products at the JBE Shop. Order and download them today.

Pathfinder: Summon Monster IX Unchained

Today we made it to the end of the this series. I hope you enjoyed it thus far. If this is the first in the Summon Monster Unchained series, please check out I, II, III, IV, V, VI, VII, and VIII.

This is the pinnacle, the highest level summon monster spell there is. What you summon here should be freaking awesome. This should demonstrate you prowess and power as a spellcaster. You should be summoning creatures that not only are perfect for the situation but also make you look cook at the same time. This spell is as powerful as miracle and wish. Only the most elite and dedicated spellcasters make it this far and this list of creatures should be suitably impressive.

So how many creatures can a good caster summon with the base list? Three. Yea, that’s why this is necessary. That is why we have been doing this.

Table 9: Summon Monster IX

9th Level Subtype
Astral Deva (angel) Good
Ghaele azata Chaotic, Good
Glabrezu (demon) Chaotic, Evil
Ice devil Evil, Lawful
Nalfeshnee (demon) Chaotic, Evil
Trumpet archon Good, Lawful
Pathfinder Roleplaying Game: Bestiary 2
Thanadaemon (daemon) Evil
Handmaiden devil (gylou) Evil, Lawful
Augnagar (qlippoth) Chaotic, Evil
Giant white whale*
Pathfinder Roleplaying Game: Bestiary 3
Shipwrecker crab*
Tarry demodand Chaotic, Evil
Sepid (div) Evil
Pathfinder Roleplaying Game: Bestiary 4
Morrigna (psychopomp)
Pathfinder Roleplaying Game: Bestiary 5
Rishi Manu (manasaputra) Good, Lawful
Bestiary 6
Temerdaemon (daemon) Evil
Oolioddroo (demon) Chaotic, Evil
Giganotosaurus (dinosaur)*
Titanoboa (megafauna)*
Oshageros (protean) Chaotic
Behimiron (qlippoth) Chaotic, Evil

Thank you for joining us as we did this series. Help us to do more Pathfinder articles like this by download Deadly Delves: The Gilded Gauntlet today from the Jon Brazer Enterprises Shop.

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