Pathfinder 1e: Animal Shaman

The Pathfinder Roleplaying Game: Advanced Class Guide set out to hybridize a number of the existing classes in the game. Not only the new classes but they added archetypes for the existing classes as well. Paizo gave the fighter a mutagen, allowing the fighter to grow wings. They gave the barbarian bloodline-like powers making it more akin to the bloodrager. The cavalier received can turn his mount into a more dangerous animal. A paladin gains some ranger-like abilities, and the list goes on and on. Then Paizo released a number of new classes that never got hybridized with those classes previously released. This is one of the many ideas I have while working on this new series of archetypes for the ACG.

Today I bring you the animal shaman. We take the shaman class and mix in a little of the shifter. While the shaman does not fully shift into the form of another animal, those who take this archetype do take on aspects of an animal, letting them gain some of the creature’s advantages. This is a fun little archetype and we hope you stick around for more like it.

To help us keep making Pathfinder 1e products, download our existing PFRPG books, whether they are monster books, adventures, expanded races, or other class options. Download them today at the JBE Shop, DriveThruRPG, the Open Gaming Store, and Paizo. If you prefer print, you can find our books at the JBE Shop, DriveThruRPG, and Amazon.

Animal Shaman

Most shaman speak to the spirits that are all around them. Some shaman, however, not only speak to the spirits around them but let them fill their bodies, taking on a small aspect of their power and nature.
Associated Class: Shaman
Replaced Abilities: Hex (4th, 10th, and 16th levels only)
Modified Abilities: Spirit (1st level only)
Spirit: The animal shaman must choose the Nature spirit at 1st level.
Animal Aspect (Su): At 4th level, an animal shaman gains her first aspect—a category of animal to which her body and soul have become supernaturally attuned. She can shift into her
aspect’s minor form (see Aspects in the animal shaman class in the Pathfinder Roleplaying Game: Ultimate Wilderness, Chapter 1) for a number of minutes per day equal to 3 + her animal shaman level. The duration need not be consecutive but must be spent in 1-minute increments. Shifting into a minor form is a swift action, while ending the effect is a free action that can be taken only on the animal shaman’s turn.
As the animal shaman gains levels, she gains more aspects; she gains her second aspect at 10th level, and a third aspect at 16th level.

Pathfinder 1e: Dragon Fist

Last week we posted a new swashbuckler archetype. We’re going to try to continue with this by posting a new Pathfinder archetype every Monday. We’ll be focusing on the newer classes (those in the Advanced Class Guide, Occult Adventures, Ultimate Intrigue, and Ultimate Wilderness), but we’ll be posting some archetypes to the older classes as we think them up. Today we are giving the brawler class a bit of a dragon theme with the Dragon Fist archetype. Not only that, the table found here can be equally applicable to sorcerers, bloodrager, and dragon disciples. I must admit, I was rather disappointed that the table for the bloodrager bloodline was not updated to include more dragon types. Well, we did it for you here. Happy gaming.

As always, support us bringing you new Pathfinder material by downloading our books at the JBE Shop, DriveThruRPG, the Open Gaming Store, and Paizo. If you prefer print, you can find our books at the JBE Shop, DriveThruRPG, and Amazon.

Dragon Fist

The blood of a dragon flows through you, making you a superb combatant.

Associated Class: brawler

Replaced Abilities: Unarmed strike, awesome blow, improved awesome blow

Modified Abilities: AC bonus, brawler’s strike, modified ability name (note: sort them by level, also note, the difference between these and replaced abilities is if the name of the ability changes)

Dragon Blood (Su): The power of dragons flows through you and manifests in a number of ways. At 1st level, you must select one of the dragon types. This choice cannot be changed.

Dragon Type Energy Type Breath Shape
Black, Brine, Copper Acid 60-foot line
Blue, Bronze Electricity 60-foot line
Brass, Infernal, Solar, Underworld Fire 60-foot line
Cloud, Dream, Sky, Time Electricity 30-foot cone
Crypt, Umbral Negative Energy* 30-foot cone
Crystal, Havoc, Sovereign Sonic 15-foot cone
Gold, Magma, Red, Sea, Vortex Fire 30-foot cone
Green, Nightmare, Rift Acid 30-foot cone
Lunar Cold 60-foot line
Silver, Void, White Cold 30-foot cone

* harm to living creatures only; this does not heal undead creatures.

Claws: Your nails grow and harden into claws. The damage you deal with your claws is the same as the brawler unarmed damage except it deals slashing damage.

AC Bonus: At 4th level, the brawler’s skin begins to grow scales in patches, granting a +1 natural armor bonus to AC. Also, you gain resist 5 against your energy type. At 9th, 13th, and 18th levels, your AC bonus increases by 1 (to a maximum of +4 at 18th level) and your energy resistance increases by 5 (to a maximum of 20 at 18th level).

Brawler’s Strike (Ex): Unlike other brawler’s, a dragon fist drips acid, scorches flames, tingles with electricity, or freezes with a touch. At 9th level, her claws are also treated as the energy type that matches the dragon type chosen with the dragon blood ability. The rest of this brawler’s ability affect her claws but otherwise remains unchanged.

Breath Weapon (Su): At 16th level, you gain a breath weapon. This breath weapon deals 2d6 points of damage of your energy type per sorcerer level. Those caught in the area of the breath receive a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 your dragon fist level + your Charisma modifier. The shape of the breath weapon depends on your dragon type (as indicated on the above chart). At 16th level, you can use this ability twice per day. At 20th level, you can use this ability three times per day.

Dragon Form (Su): At 20th level, you can choose to take the form of your chosen dragon type (as form of the dragon II, but with good maneuverability). You can use this ability once per day.

Pathfinder: Luckstealer Sword Archetype

Recently asked on Twitter and Facebook what 1e Pathfinder classes need more options. Replies came back and the answers were overwhelming. We are glad to see so many Pathfinder 1e fans still interested in the game, and we are here for you. Since your replies, I came up with this little archetype for swashbucklers. My editors haven’t polished this yet so please do not consider this final.

As always, support us bringing you new Pathfinder material by downloading our books at the JBE Shop, DriveThruRPG, the Open Gaming Store, and Paizo. If you prefer print, you can find our books at the JBE Shop, DriveThruRPG, and Amazon.

Luckstealer Sword

Luckstealer swords are swashbucklers that have no luck of their own. Instead they have to steal the luck from their opponents, dooming those that oppose them.
Associated Class: swashbuckler
Replaced Abilities: Charmed life
Modified Abilities: Panache
Panache: Unlike other swashbucklers, a luckstealer sword starts each day with 1 panache, although her normal maximum is still her Charisma modifier. A luckstealer sword can regain panache in the following additional way:
Setup: Each time the luckstealer sword performs an action that grants a bonus to an ally’s attack or penalty to an opponent’s defense—such as using the curse bringer ability, taking the aid another action, grappling an opponent, or helping a rogue perform a sneak attack—she regains 1 panache point.
Curse Bringer (Su): At 2nd level, a luckstealer sword’s attacks opens their target up to other attacks. Three times per day as an immediate action after successfully attacking a living creature, she curses the attacked creature with a –1 penalty to all saving throws until the start of the luckstealer sword’s next turn. At 6th level and every 4 levels thereafter, the penalty increases by –1 (to a maximum of –5 at 18th level). At 10th level and 18th level, the number of times she can do this per day increases by 1 (to a maximum of 5 times per day at 18th level).

5e: Shadowed Blade Fighter Archetype

Last week, we shared with you a new cleric domain we have been working on. This week, I want to share with you a new fighter archetype. Long time fans of Jon Brazer Enterprises will know that I am a fan of the Plane of Shadows, or Shadowsfall as I call it. A place that has been darkened, where hope is a single candle in the night. Here heroes are those that work in the dark and with the dark. That was the inspiration of the Shadowed Blade. I hope you enjoy this archetype.

Shadowed Blade

Infused with the power of the realm of shadows, the shadowed blades strike at their enemies from a distance. They disappear into the shadows, reappearing in the worst possible place for their enemy.

Shadow’s Reach

Your shadow stretched out and strikes your enemy, even if you are too far away to normally hit the creature. The reach of a single melee attack increases by 5 feet. You can use this ability twice before completing a short or long rest. At 8th level, you can use this ability three times before completing a short or long rest. At 15th level, the reach of your melee attack increases by 10 feet.

Shadow Step

Starting at 7th level, you can move between shadows without being observed. If you are in dim light or darkness, you can teleport to any point within 15 feet that is also in dim light or darkness. You must complete a long rest before using this ability again. At 13th level, the distance you can teleport increases to 30 feet.

Darkvision

Starting at 7th level, you can see in dim light within 30 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of grey. If you already have darkvision, your darkvision is extended by 30 feet.

Shadowy Appearance

Starting at 10th level, you become harder to identify exactly where you are. Your increase your armor class by +1.

Shadow Escape

When you reach 15th level, you can use your reaction to teleport up to 30 feet away. You can use this ability after an attack is rolled but before the damage is rolled, negating the damage from the attack. If you use this after the damage is rolled, you still take the damage before teleporting. You do not have to start or end your teleport in an area of dim light or darkness. You cannot use this ability again until you complete a long rest.

Shadow Invisibility

At 18th level, you are treated as invisible when you are in dim light or darkness, even when facing an opponent that can see in dim light or darkness.

If you like seeing new class options for your Fifth Edition game and want to see more, download our races and adventure for your game today at the JBE Shop.

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Pathfinder: Wyrwood Golembreaker

Being constructs themselves, wyrwoods excel at know construct vulnerabilities of their kind far better than other races and they should have a serious advantage at taking down other constructs. So it only makes sense that wyrwoods have a rogue archetype that is better at attacking golems than others. This was the thinking at lead to the golembreaker archetype, and we present that archetype to you below.

This is but one of the many archetypes in this book. Inside you will also find the verdant bulwark, a tactician archetype that is all about defending the party with a shield where you get to throw your shield and it comes back to you (yes we did base it on a comic book super heroic). We also included a new oracle mystery and sorcerer bloodline. Plus there are new rogue talents, alchemist discoveries, and more. This is jam packed with options wyrwood specific options for you to enjoy this race.

Download the Book of Heroic Races: Advanced Wyrwoods for Pathfinder at DriveThruRPG/RPGNow, Paizo.com, and the OpenGamingStore (formerly d20PFSRD).

Book of Heroic Races: Advanced Wyrwoods is part of the Book of Heroic Races: Advanced Compendium. Download the Book of Heroic Races: Advanced Compendium now at the JBE Shop, DriveThruRPG, d20PFSRD, and Paizo.com.

Golembreaker

Constructed as they are, wyrwoods have a natural understanding of what it takes to dismantle other creatures made through artifice. This knowledge is of special importance to a number of wyrwoods, commonly called golembreakers, who specialize in the infiltration and exploration of abandoned arcane sanctums, tombs, and other ruins with the aim of recovering arcane lore and magical artifacts. Vital as arcana is to the continuation of the wyrwood race, golembreakers often hold places of honor in wyrwood societies, and among other races they are known as reliable treasure hunters.
Associated Class: rogue
Associated Race: wyrwood
Replaced Abilities: evasion, uncanny dodge, improved uncanny dodge
Modified Abilities: sneak attack
Sneak Attack: A golembreaker’s training focuses on the elimination of threats commonly found in places laced with arcane magic. When they make a sneak attack against a construct, undead, or a creature with the elemental or incorporeal subtype (see disruptive strikes below) they use d8s to roll sneak attack damage instead of d6s. For sneak attacks against all other types of creatures, they use d4s instead of d6s. The golembreaker’s sneak attack ability otherwise functions as normal.
Arcane Sight (Sp): Beginning at 2nd level, a golembreaker can tap into the arcane energies that fuel their creation.They can use detect magic and identify at will as spell-like abilities, using their level as their caster level.
Disruptive Strikes (Su): When a golembreaker reaches 4th level, they understand how to disrupt the supernatural energy that breathes life into even ephemeral creatures, allowing them to deal critical hits and precision damage (including sneak attack damage) to creatures with the elemental or incorporeal subtypes.
Critical Sneak (Ex): Beginning at 8th level, whenever a golembreaker scores a critical hit against a construct or undead creature, or a creature with the elemental or incorporeal subtype, the attack is also a sneak attack. If the golembreaker is also flanking the target or the target is otherwise denied its Dexterity bonus to AC against the attack, they use d10s to roll the sneak attack damage instead of d8s.
Rogue Talents: The following rogue talents complement the golembreaker archetype: esoteric scholar (UC), magical attack, major magic, minor magic, trap spotter.
Advanced Rogue Talents: The following advanced rogue talents complement the golembreaker archetype: dismantling attack, dispelling attack, familiar (UC), slippery mind, thoughtful reexamining (APG).

Pathfinder: Rage Against Everything

All week long, we are showing off what is inside the new Book of Heroic Races: Advanced Skinwalkers for Pathfinder. We already showed you the interior artwork, the basic racial abilities, and one of the archetypes. Today we are sharing the some rage options for barbarians and skalds.

If there is one thing that Skinwalkers do exceptionally well is to viscously tear into their enemies without reserve. This melds well with the barbarian and skalds classes, which do that to begin with. So when we set out to do Advanced Skinwalkers, we wanted to make sure that we gave them some sweet powers. We hope you enjoy our offerings.

Download the Book of Heroic Races: Advanced Skinwalkers for Pathfinder at DriveThruRPG/RPGNow, d20PFSRD, and Paizo.com.

Book of Heroic Races: Advanced Skinwalkers is part of the Book of Heroic Races: Advanced Compendium. Order and download the Book of Heroic Races: Advanced Compendium now at the JBE Shop, DriveThruRPG, d20PFSRD, and Paizo.com.

New Barbarian/Skald Rage Powers

Cursed Scar (Su): Foes the barbarian scars with demoralizing scar or similar rage powers find their wounds slow to heal. Spells that would remove hit point damage, ability damage, or ability drain from the victim fail unless the caster succeeds on a caster level check (DC 11 + barbarian level + skald level). The curse lasts for 24 hours or until removed with a remove curse spell or effect (same DC). A barbarian must have the demoralizing scar rage power and be at least 10th level to select this power.
Demoralizing Scar (Ex): Once per rage, the barbarian can choose to scar a target upon a hit with a natural weapon attack. If the foe fails a Fortitude save (DC equal to 10 + 1/2 the barbarian’s level + the barbarian’s Strength modifier), it is disfigured by the attack and suffers 2 points of Charisma drain. A scarred foe must then attempt a Will save (same DC); if it fails, it is shaken for as long as it can perceive the barbarian. Success indicates that the foe is immune to this fear for 24 hours. This is a mind-affecting fear effect. Fear from a demoralizing scar does not stack with other fear effects. As long as the drain persists, whenever the foe again encounters (and recognizes) the barbarian, it must make the Will save again. A barbarian must be at least 8th level to select this rage power.
Furious Transformation (Su): During any round in which the barbarian enters a rage, using the change shape racial ability requires only a move action, rather than a standard action.

Pathfinder: Psionic Skinwalker

We are posting previews to Book of Heroic Races: Advanced Skinwalkers. So far, you’ve seen the art and the race’s abilities. Today we are showing off one of the archetypes.

We at JBE really enjoy Dreamscarred Press’s Ultimate Psionics, so much so that we included the elan race in our Book of Heroic Races Advanced Series. We decided a while ago that we wanted to include more psionics archetypes and powers in our races and skinwalkers is the first we have made that happen, but it will not be our last.

Today we would like to show you the Kinetic Assailant archetype. This archetype was designed from the ground up to make the soulknife into a Marvel comic book character. True, there already is one in Ultimate Psionics with a similar inspiration, but this archetype was designed for the skinwalker and is totally awesome. Check it out below.

Kinetic Assailant

Many would ask what’s more dangerous than a man who can slay a horde of soldiers with nothing but a dagger, and the kinetic assailant would answer; “One who can do it with nothing at all.” Masters of augmenting the kinetic force of their unarmed or natural weapons with their psionic powers so that even casual swipes can become devastating blows, kinetic assailants scoff at those who would use any weapons where their bodies and minds are the only edge they require.

Associated Class: soulknife
Associated Race: skinwalker
Replaced Abilities: Form mind blade, enhanded mind blade, shape mind blade, throw mind blade,
Modified Abilities: Bonus feat, blade skills
Bonus Feat: The kinetic assailant may choose Power Attack, Improved Unarmed Strike, or Weapon Focus (potential energy) as a bonus feat at 1st level.
Potential Energy: As a move action, a kinetic assailant with psionic focus can store a disproportional amount of potential energy within a single unarmed attack (either a natural attack or unarmed strike). The attack is considered lethal, deals damage as one size larger (minimum 1d6), deals double damage against objects, and threatens a critical on a roll of 19–20.
Beginning at 3rd level, when the kinetic assailant takes a move action to imbue his unarmed attacks with potential energy, all of his unarmed strikes gain the benefits, rather than just a single strike, so long as he maintains psionic focus.  Alternatively, as a full-round action the assailant can store even more energy, increasing the damage of his unarmed attacks by an additional size category and allowing them to deal triple damage on a confirmed critical. While in an area where psionics normally do not function (such as a null psionics field), the kinetic assailant’s potential energy does not grant its normal benefits, instead adding only 1d4 additional damage to his unarmed attacks.
While potential energy can be used with a weapon, the weapon deals double the amount of damage it deals to itself as well, possibly destroying it.
Shape Kinetics: When unarmored and unencumbered, the kinetic assailant’s awareness and control of kinetic force is such that they can alter its route in their immediate area. She adds her Wisdom modifier (if any) to her AC and CMD. In addition, she adds her mind blade maximum enhancement bonus to her AC and CMD.
Unstoppable Force: By expending psionic focus, a kinetic assailant can manifest the thrust version of the kinetic force power (with a manifester level equal to their kinetic assailant level) with one exception: the area of the power is either a 20 foot line, a 15 foot cone, or a radius of 10 feet centred on her.
Enhanced Kinetic Force: This ability functions as the enhanced mind blade ability, except that it applies to the kinetic assailant’s unarmed strikes and natural attacks when they are imbued with potential energy.
Blade Skills: The kinetic assailaint cannot choose the following blade skills: Absorbing blade, alter blade, bladewind, deceptive blade, dual imbue, emulate melee weapon, emulate ranged weapon, enhanced range, fluid form, ice blade, mind blade finesse, mind daggers, mind shield, multiple throw, reaching blade, rending blades, thunder blade, two-handed throw, and weapon special (and all dependent blade skills). Instead, the kinetic assailant gains the following as options:
Internal Bleeding: Upon confirming a critical hit, the kinetic assailant can expend his psychic strike and deal 1 point of Constitution damage for every 2d8 damage his psychic strike would normally deal. The kinetic assailant must be at least 8th level to choose this blade skill.
Rupture Internals: Upon confirming a critical hit, the kinetic assailant can expend his psychic strike and instead of dealing hit point damage deal 1 point of Constitution damage for every 1d8 damage his psychic strike would normally deal. The kinetic assailant must have the Internal Bleeding blade skill and be at least 12th level to choose this blade skill.
Reactive Expulsion: When a kinetic assailant with psionic focus is struck, she may expend her focus to manifest the psionic blast power as a psi-like ability on her attacker. The kinetic assailant must be at least 6th level to choose this blade skill.
Reactive Explosion: When the kinetic assailant uses reactive expulsion, the target is knocked prone if it is stunned. Additionally, enemies affected by the kinetic assailant’s unstoppable force ability are stunned for one round . The kinetic assailant must have the reactive expulsion blade skill and be at least 12th level to choose this blade skill.
Resounding Sunder: The kinetic assailant can expend her psionic focus to perform the sunder combat maneuver without provoking an attack of opportunity. If the sunder attempt is successful, the creature wearing or wielding the targeted object becomes stunned for one round.
Perpetual Energy: The kinetic assailant can expend her psionic focus when making a full-attack action to move up to her speed (in total) between attacks while taking a –4 penalty on all attack rolls. When the assailant expends her focus in this way, her attacks still gain the benefits of her potential energy ability until the end of her turn The kinetic assailant must be at least 8th level to choose this blade skill.
Boundless Energy: When the kinetic assailant uses the perpetual energy blade skill, the penalty on attack rolls decreases to –2, and she no longer needs to expend her psionic focus to use it. The kinetic assailant must have the perpetual energy blade skill and be at least 18th level to choose this blade skill.

Download the Book of Heroic Races: Advanced Skinwalkers for Pathfinder at DriveThruRPG/RPGNow, d20PFSRD, and Paizo.com.

Book of Heroic Races: Advanced Skinwalkers is part of the Book of Heroic Races: Advanced Compendium. Order and download the Book of Heroic Races: Advanced Compendium now at the JBE Shop, DriveThruRPG, d20PFSRD, and Paizo.com.

Pathfinder: Lizardfolk Defend Their Own

All week long, we are showing off what is inside Book of Heroic Races: Advanced Lizardfolk. You’ve already seen the Racial Traits. Today we are showing off the Tribal Defender archetype.

Lizardfolk are all about their tribe, whether it is the community that they were born into or it is the group of adventurers that they fight and bleed beside. As such, the tribal defender looks out for other members that are not as good at defending themselves.

Tribal Defender

Tribal defenders are the appointed guardians of lizardfolk settlements. Tasked with protecting the tribe’s younglings and elders, these soldiers hone combat techniques designed to shield weaker allies.
Associated Class: fighter
Associated Race: lizardfolk
Replaced Abilities: bravery, armor training 1, 2, 3, and 4
Body Shield: At 2nd level, when fighting defensively or using total defense, a tribal defender can, as an immediate action, grant an adjacent allied creature a natural armor bonus to AC equal to his own until the beginning of his next turn. The tribal defender can use this ability only when he is wearing no armor, light armor, or medium armor.
Covering Guard: At 3rd level, when the tribal defender is fighting defensively or using total defense, allied creatures that are adjacent to him gain a +1 circumstance bonus to Reflex saves. Every four levels thereafter (7th, 11th, and 15th), this bonus increases by +1 each time, to a maximum of +4.
Get Behind Me: At 6th level, when an adjacent ally makes a Reflex saving throw, the tribal defender may, as an immediate action, roll the same saving throw as if he were the one subject to the effect requiring it. He must declare that he is using this ability before his ally has rolled the save. If this save is successful, the ally takes no damage or ill effects from the effect that triggered the save; however, the tribal defender suffers half of any damage that would normally be dealt by the effect. Failure indicates that the original target of the effect takes damage as normal, and the tribal defender still takes half damage.
Savior’s Dash: At 10th level, when an ally within range of his base land speed is targeted by a melee attack, a tribal defender may immediately move up to his speed, but he must end his movement adjacent to the attacked ally. Using this ability also uses up the tribal defender’s move action for the coming turn.
Savior’s Block: At 14th level, when a tribal defender uses savior’s dash, he can also make an attack roll to parry the melee attack that triggered his movement. If his result is greater than the attacking creature’s result, the creature’s attack against the adjacent ally automatically misses.
Unrivaled Protector: At 18th level, a tribal defender is merely staggered rather than disabled or unconscious when at 0 hp or dying. While he is fighting defensively or using total defense, allies adjacent to him gain DR 5/— and are not subject to critical hits.

Download the Book of Heroic Races: Advanced Lizardfolk for Pathfinder at DriveThruRPG/RPGNow, d20PFSRD, and Paizo.com.

Book of Heroic Races: Advanced Lizardfolk is part of the Book of Heroic Races: Advanced Compendium. Order and download the Book of Heroic Races: Advanced Compendium now at the JBE Shop, DriveThruRPG, d20PFSRD, and Paizo.com.

Insurgency of Summer Preview

Fire Wizard
Image by Butch Mapa
Tomorrow we are releasing Book of Magic: Insurgency of Summer. I mentioned yesterday that this is the supplement to have to resist the Reign of Winter fey. Today we are sharing with you some of what is inside. There are 10 fire- or summer-themed spells that will help you in every in your struggle against the cold fey. But you will also find other class options for spellcasters to use. For example, there are three new subdomains: Beltane, Rainbow and Summer. Clerics with the Summer subdomain, associated with the Fire domain are filled with summer’s warmth and sustain less damage from cold attacks.

Also arcane spellcasters with familiars have two new improved familiar options: mechanical owl and young pheonix. Only a true defender of summer is granted a young pheonix by its parent. These mystical birds seldom reproduce since they reincarnate but when they do, they entrust these vulnerable youth to fiery spellcasters.

“What would I give for a holocaust cloak?” -Wesley, Princess Bride. I leave you off with the holocaust cloak.

Holocaust Cloak
Aura
strong evocation; CL 7th
Slot shoulders; Price 50,400 gp; Weight 1 lb.


Description


When the command word is given, this unassuming, ink black cloak becomes enveloped in flames and increases the light level by one step within a 10-foot radius. These flames do not damage the wearer; however, the wearer is granted either cold resistance 10 or fire resistance 10, chosen at the time of activation. Any creature that attacks the wearer with a natural weapon or an unarmed strike sustains 1d6+7 points of fire damage. This effect lasts for 10 rounds/day. These rounds do not need to be consecutive.
The wearer can choose to use 2 rounds of the holocaust cloak’s activation time to instead flood the area with fire. When used in this manner, all creatures within 10 feet of the wearer sustain 7d6 points of fire damage (Reflex save DC 16 for half). The wearer does not take any damage from this effect.


Construction


Requirements Craft Wondrous Item, fire shield; Cost 25,200 gp

“You think it will work?” “It will take a miracle.” “Buh bye!” – Miricle Max and Wife, Princess Bride

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