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.

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.

13th Age: Beggar Thug

Personally, I consider myself a monster creator over any other part of roleplaying creation. I love making the perfect monster for the situation. It is something I enjoy more than anything else. Lately, I’ve been working on NPCs for Pathfinder in addition to the icons for 13th Age. So for today’s blog post, I decided to merge them and make an NPC for 13th Age themed to the alternate icons I’m working on. The Beggar Thug is a low-level henchman of the Queen of Beggars, one of the alternate icons I haven’t detailed yet. He’s one of those guys you see in movies where the hero punches him in the stomach, and he doesn’t flinch and then makes the hero regret getting into the fight. We’ve got that for you here.

Before we get to the stat block, I have to post my obligatory link to our 13th Age products at the JBE Shop, where the 40% off sale is ending soon. Download our products at our shop to support our 13th Age blog posts today. You can also find them at DriveThruRPG and the Open Gaming Store.

Beggar Thug

1st level wrecker [humanoid]
Initiative +4
C: Hammer Fists +6 vs PD—3 damage and the target is dazed until the start of the beggar thug’s next turn (normal save ends).
Natural 18+—The save is now a hard save ends.
R: Thrown Object +6 vs AC—2 damage
Natural 18+—The target is stunned until the start of the beggar thug’s next turn (normal save ends).
Tough as Nails: The beggar thug has resist weapons 12+.

Nastier Special

Pissed off: The beggar thug deals double damage for the rest of the battle if it survives a critical hit.
AC 17
PD 15
MD 11
HP 27

Pathfinder 1e: Start a New Subscription with Warpriests

Divine Warriors and Dark Cultists

Do your PCs need to hire some divine muscle? Does your upcoming session need an evil sword wielder that can also raise the undead or call upon infernal powers? Are you seeking ideas for the terrible power at the end of your campaign? The Book of Beasts: Warpriest Codex has the solutions you need, arming game masters of the First Edition of the Pathfinder Roleplaying Game with the following:

  • 20 ready-made warpriest characters, one for each level of play
  • Tactical combat recommendations for every character, helping you to quickly and effectively run the NPC in a fight
  • Personalities and details to give you ideas on how to use the characters both in combat and in roleplaying interactions

Populate Your Campaign With the Exact Character You Need!

Download the Book of Beasts: Warpriest Codex today at JonBrazer.com, DriveThruRPG, the Open Gaming Store, and Paizo.com.

NPCs Assemble!

No matter how much you prepare, players will always manage to do the unexpected, often forcing you to improvise an encounter. Other times, you simply don’t have the time to create all the NPCs you need for a session.

One of our many solutions to these situations is the Book of Beasts: Character Codex Subscription. Within this series, you’ll find 20 ready-made stat blocks for each of a dozen classes, for every level of play. As each volume covering a single class is completed, those NPCs will be delivered to your downloads section. Once the entire series is complete, you’ll also receive the compiled Character Codex!

The Book of Beasts: Character Codex Subscription is a must-have series for any game master who enjoys running the Pathfinder Roleplaying Game.

When completed, the Book of Beasts: Character Codex Subscription will include:

  • Full stat blocks for over 200 characters, covering the alchemist, arcanist, bloodrager, brawler, cavalier, hunter, magus, oracle, slayer, swashbuckler, warpriest, and witch classes
  • Tactical combat recommendations for every character, helping you to quickly and effectively run the NPC in a fight
  • Personalities and details to give you ideas on how to use the characters both in combat and in roleplaying interactions
  • Hero Lab Classic files for each NPC, allowing you to quickly modify these characters to meet your exact needs

Subscribe today to meet all of these amazing characters!

Subscribe to the Book of Beasts: Character Codex Subscription today at JonBrazer.com, DriveThruRPG, the Open Gaming Store, and Paizo.com.

Pathfinder 1e: The Character Codex Subscription Will Include …

A few weeks ago we announced the Book of Beasts: Character Codex and that it would be released as individual PDFs as well as a subscription. What we did not have finalized at that point was what all would be included in it. We asked your opinions and we made our decisions.

The Book of Beasts: Character Codex will include the NPCs from the following classes:

  • Alchemist
  • Arcanist
  • Bloodrager
  • Brawler
  • Cavalier
  • Hunter
  • Magus
  • Oracle
  • Slayer
  • Swashbuckler
  • Warpriest
  • Witch

Twelve classes in total will get 20 NPCs cover the entire level range. Half of them will be normal, standard builds, roughly what you expect from this class. The other half are thematic, experimental. Some of the latter group use archetypes. Half if the builds use races from the core rulebook. The other half utilize races in the Advanced Race Guide, with particular emphasis on races that also appear in the Book of Heroic Races: Advanced Compendium. The standard/thematic builds do not match up with core book / ARG builds. A changeling warpriest or oracle make more sense than an elf because a changeling posses a a Wisdom and Charisma bonuses while an elf possesses neither.

What books does this project draw from, you ask? Sure this book draws inspiration from the NPC Codex, but that book only used the Pathfinder Core Rulebook. This one uses classes that are not in the core rulebook and I already mentioned the Advanced Race Guide. So what other books are used? Obviously the core rulebook will be used. Classes in this book come from the Advanced Player’s Guide, Ultimate Magic, and the Advanced Class Guide so feats, spells, and archetypes from those books are fair game. We also had to have Ultimate Combat and Ultimate Equipment in the mix. The above books are pretty much the end of the list. The Warpriest Codex includes some spells from Horror Adventures because they made sense for the character, but they were the truly evil ones. Even lesser evil warpriests like the Champion of Greed did not go there. Only the truly heinous ones went there. So we may include other books from time to time, but they will be rare. And yes, we will be including some that have every last spell, magic item, feat, etc from the core rulebook and the book the class comes from and nothing else. This way you save some really simple builds and some characters with more involved builds.

So how does the subscription work precisely? Well, we will be launching the subscription at the same time as the Warpriest Codex and it will include that codex with it. Whenever we release a new PDF for individual sale, subscribers will automatically get a new PDF where they purchased the subscription. They get them all plus the final Character Codex when the project is complete.

As an added bonus, we will be including the Hero Lab Classic files for subscribers. Those that purchase the individual PDFs will not receive these included but can purchase them separately. Subscribers get this included as a way of saying, “Thank you,” for purchasing this early.

Now I know you’re thinking that all of this sounds great, but how much does it cost? That is a great question. Short answer: it’s complicated. Long answer: the final PDF will cost US$14.95 and individual PDFs will cost US$3.95. The subscription’s price is going to flux. The subscription will start off costing US$4.99 and as we increase PDFs, we will increase that price until we get to the final price of US$14.95. At that point, the price will remain there. So if you know you are going to want this collection of NPCs, you shouldn’t wait to grab it. It won’t be long before the Magus Codex is added to the subscription. We’re hard at work on that one already.

Be sure to follow us on Twitter and join our Facebook Group to stay up to date on all the latest from us. While you’re at it, check out all of our Pathfinder 1e offerings at the JBE Shop, DriveThruRPG and the Open Gaming Store.

Pathfinder 1e: Mercenary Priest

Not long ago, we mentioned that we are working on an NPC Codex-style book titled the Book of Beasts: Character Codex. That post has a poll where you can vote on some of the classes that will be covered inside. Read that post to find out more details about that upcoming book and subscription to help us produce the book.

The first in the subscription covers warpriests. Today, we are sharing with you one of the warpriests detailed in this book. The odd-numbered levels are a build that you would expect from the class.

Download the Book of Beasts: Warpriest Codex today at JonBrazer.com, DriveThruRPG, the Open Gaming Store, and Paizo.com.

Mercenary Priest CR 2

XP 600
Dwarf warpriest of Ares 3
CE Medium humanoid (dwarf)
Init +4; Senses darkvision 60 ft.; Perception +2 (+4 to notice unusual stonework)


Defense


AC 20, touch 12, flat-footed 20 (+8 armor +2 deflection)
hp 29 (3d8+12)
Fort +6, Ref +1, Will +5; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training


Offense


Speed 20 ft.
Melee mwk spear +6 (1d8+3/×3 plus 1d6 vs good)
Ranged light crossbow +2 (1d8/19–20)
Special Attacks blessings 4/day (Evil: unholy strike, War: war mind), fervor 3/day (1d6), hatred, sacred weapon (1d6, +0, 3 rounds/day)
Warpriest Spells Prepared (CL 3rd; concentration +5)
1st—bless, cure light wounds, doom (DC 14), shield of faith
0 (at will)—bleed (DC 13), detect magic, guidance, stabilize


Tactics


Before Combat The warpriest casts shield of faith.
During Combat The warpriest casts bless and doom and then engages in melee combat, using unholy strike.
Base Statistics Without unholy strike and shield of faith, the warpriest’s statistics are AC 18, touch 10, flat-footed 18, Melee mwk spear +6 (1d8+3/×3), CMD 16 (20 vs bull rush, 20 vs trip).


Statistics


Str 15, Dex 10, Con 16, Int 12, Wis 15, Cha 6
Base Atk +2; CMB +4; CMD 14 (18 vs. bull rush, 18 vs. trip)
Feats Combat Casting, Improved Initiative, Spell Focus (necromancy), Weapon Focus (spear)
Skills Diplomacy +4, Knowledge (religion) +7, Spellcraft +7; Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones, +2 Perception to notice unusual stonework
Languages Common, Dwarven, Goblin
Combat Gear oil of magic weapon, potion of bull’s strength, scroll of bestow curse; Other Gear mwk half-plate, light crossbow, mwk spear, wooden holy symbol of Ares, 62 gp

Pathfinder 1e: Character Codex Coming Soon

If you follow Jon Brazer Enterprises on Twitter or Facebook, you may have seen the announcement that we are working on our next major 1e Pathfinder project. We call it the Book of Beasts: Character Codex. This book is going to be similar to the NPC Codex by Paizo in that it provides 20 NPCs—one for each level—for each class detailed in the book. This way you always have an NPC at the level you need for that class. Unlike the original Codex, this book will focus on classes not in the core rulebook. We will be covering classes detailed in the Advanced Player’s Guide, Advanced Class Guide, and Ultimate Magic.

The obvious question is, “Why do this now?” Pathfinder 1e is no longer supported by the main company and at least some portion of the audience has moved to the new edition. So why continue to support the older edition? First and foremost, we at JBE prefer the older edition. This is the edition we enjoy, and we want to continue supporting it. Why didn’t we do this book years ago when it was still the current edition? Honestly, I always expected Paizo to do it. I learned a strong lesson from the Book of the River Nations, where we took the OGL Kingmaker rules and reprinted them in a standalone book for players: namely “don’t do books that I expect the main company to do in the future.” While the book sold incredibly well at the time and is still one of our top 3 selling books of all time, sales of it essentially ended the moment that Ultimate Campaign was released. So we held off on a number of very good ideas for Pathfinder 1e that we expected to be done by the primary publisher. Now that they’ve moved on and we are still here, we think now is a good time to produce those books and adventures we talked about before. Watch this space for more Pathfinder 1e books and blog posts.

We will be releasing this book as a subscription and bundling it all up when complete. We’re borrowing this idea from some of our fellow publishers that the earlier you subscribe to this project, the lower the price will be. The price will go up as we add more PDFs to the subscription. So if you know you are going to want this, subscribe as soon as it comes out. What will subscribers get? They get the individual PDFs and a PDF of the final Book of Beasts: Character Codex Compendium as well as a coupon to order the final print version at a reduced price. As an added bonus, subscribers will also get the Hero Lab classic files of the characters. We will be selling them separately for those that are not interested in the full subscription, but subscribers get them included.

So what is the scope of the Character Codex Subscription? As mentioned above, we’re limiting the classes we’re drawing from the Advanced Player’s Guide, Ultimate Magic, and the Advanced Class Guide. We will be utilizing feats, spells and archetypes from these books plus the core rulebook, Ultimate Combat, and the Advanced Race Guide. That will provide you with some excellent NPCs from a diverse set of books. Some quick math though: 18-ish pages for 17 classes in those three books comes to over 300 pages for the NPCs. Note that doesn’t include any possible appendixes we know we’ll need (eidolons, mounts, familiars, etc) let alone any we haven’t thought of yet, nor anything else that will require pages (i.e. Title Page, OGL, etc). That is more than a little intimidating for a company our size. Currently, the Book of Heroic Races: Advanced Compendium is our largest book at around 250 pages and that took 2 years and a lot of sweat to finish. So we are thinking of covering 12 classes in this outing. That puts this project at around 200 pages before everything mentioned above. While still a stretch, it is considerably more manageable.

The question then becomes which classes do we include. The warpriest is almost ready to send off to the editors, and we have artwork picked out for the arcanist, magus, and slayer classes so they’re definitely in. That still leaves us 8 classes to pick. This is where you come in. Tell us what classes you want to see by voting in the poll below. If you don’t see the poll because of the browser you are using or various settings or if there are some classes you want covered above all others, please leave us a comment below.

Are you excited for this project, for additional Pathfinder 1e support? Is there something you want us to produce that is not yet available? We want to hear your voice. Tell us your thoughts. Post a comment and let your voice be heard.

Download all of JBE’s Pathfinder 1e books at the JBE Shop, DriveThruRPG, Paizo, and the Open Gaming Store.

Pathfinder 1e: NPC or Monster “Codex” II?

After a number of conversations, I have hear a desire for either a spiritual successor to Paizo’s Monster Codex or the NPC Codex. I sat back, thought about it and it seems that such a product is not only possible but quite doable. I know I never did it before because I was always expecting Paizo to do such a book. Since that obviously never transpired and there appears to still be a desire for such a product, I would like to ask you for your opinion. Which appeals to you more?

Vote in the poll above and make sure to leave a comment below if you feel strongly about either book or some aspect of it. Perhaps you want it to focus on the Advanced Players Guide, it maybe you want Ultimate Psionic classes mixed in. Maybe you want more occultist minotaurs and shifter samsarans instead of elf witches or halfling inquisitors? Share your thoughts.

After voting, make sure you stop over at DriveThruRPG and grab one of our many adventures while they are in sale for only $5. This sale lasts only a few more days do head over there now.

5e: Greater Air Elemental

We at JBE absolutely love Fifth Edition. This game is one we enjoy every chance we get. Writing for it is fun and a challenge.

Today we would like to share with you a greater air elemental. This monster comes from the much delayed Book of Heroes: Conjurable Creatures. The book contains a number of monsters perfect for your character to summon with the various conjure spells in 5e.

Be sure to check out all our 5e titles at the JBE Shop, DriveThruRPG, and the Open Gaming Store.

Greater Air Elemental

Huge elemental, neutral
Armor Class 16
Hit Points 133 (14d12 + 42)
Speed 0 ft., fly 90 ft.


STR 17 (+3) DEX 23 (+6) CON 16 (+3)
INT 8 (–1) WIS 11 (+0) CHA 9 (–1)


Damage Resistance lightning, thunder; bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities poison
Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
Senses darkvision 60 ft., passive Perception 10
Languages Auran
Challenge 9 (5,000 XP)


Air Form. The elemental can enter a hostile creature’s space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.

Actions


Multiattack. The elemental makes two slam attacks.
Slam. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 22 (3d10 + 6) bludgeoning damage.
Whirlwind (Recharge 4–6). Each creature in the elemental’s space must make a DC 16 Strength saving throw. On a failure, a target takes 30 (5d10 + 3) bludgeoning damage and is flung up 20 feet away from the elemental in a random direction and knocked prone. If a thrown target strikes an object, such as a wall or floor, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 16 Dexterity saving throw or take the same damage and be knocked prone.
If the saving throw is successful, the target takes half the bludgeoning damage and isn’t flung away or knocked prone.

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