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: Face Mask of Disease Prevention

I saw a meme of how if there was a magic item that gave you a bonus to prevent disease, you’d wear it all the time. Well, I don’t know of such an item so I figured now was a great time to create one.

Wear your face masks. Wash your hands. Social distance.

Play RPGs while social distancing by playing them over Fantasy Grounds with JBE’s expanding suite of expansions. See them all today at the Fantasy Grounds Store.

Face Mask of Disease Prevention

Aura divination; CL 1st

Slot face; Price 300 gp; Weight 0.5 lbs.


Description


When this black cotton scarf is tied over the nose and mouth, the wearer receives a +1 resistance bonus to saving throws against disease.


Construction


Requirements Craft Wondrous Item, guidance; Cost 150 gp

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.

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.

5e: Designing Warlock Patrons

With the impending release of Book of Heroes: Heroic Fighter Archetypes, I am setting up the framework for the next few installments. One if them is warlocks, because I love warlocks. It’s a solid class mechanically, and it has a back story built right in. My first 5e character (post playtest) was a warlock—Sir Tim von Daggerdale. He’s fun. I haven’t played him in years, but I enjoyed the fun times I had with him.

From the point of view of the in-game characters that choose to be a warlock, let’s moment and analyze the biggest choice for the character: the otherworldly patron. The PHB has 3 in there: the Fiend and let’s just call them Fey and Great Old One. Specifically, I am only looking at flavor reasons why a character would choose to make a deal with these; I’m not looking at the game mechanics.

Warlock

First just being a warlock means a number of things. You made a deal with a being for power. So you lacked the patience to study to become a wizard, the innate ability to become a sorcerer, the faith and devotion of a cleric or a paladin or any of the other prerequisites for the other classes. This deal is or power plain and simple. Without that deal you believe you would be simply average. The real question is, “Is that true or is the deal holding you back from what you are meant to be?”

Fiend

The deal you make with a fiend is never what you expect. Even if you think you found all the loop holes, you haven’t. This deal always benefits the fiend far more than it benefits you. So what does it say about a person that reaches out to a demon or a devil for power? It could say you are ambitious and are willing to make sacrifices to see that ambition come to fruition. It could say you desire to rule over others, stopping conflicts by making others see what is obvious to you. One could even choose the fiend pact out of a desire to preserve life, believing that taking such power is required to make others hear what you have to say. No matter what the reason, choosing the fiend pact is a far more complex option than simply believing that the devils have it right.

Fey

Harry Dresden made a deal with Queen Mab for power after he broke his back. She pursued him for a long time but it refused until he felt he had no option left except a deal with her. So what does it say about him and–back to the main topic–any character that makes a deal with Mab or some other great and powerful fey? First off unlike the other two you stand for life. Fiends and Cthulhu want the character’s soul (or the souls of others) while fey promote the natural world. So if you choose the Fey as your patron, you promote life not death. You may promote the life of animals and other non-intelligent creatures over humans but it is still life. You may find something appealing about civilization becoming a less potent force in the world. Perhaps you just enjoy being a force for chaos or a trickster.

Great Old One

While the cultist that is a true believer and wants to see the world end in fire or drown in water is the stereotype, it is far from the only kind of character that would make a deal with a Great Old One. I prefer a passage from the Roger Zelazny book A Night in the Lonesome October.

“I hunted rats and ate out of dustbins and saw my kittens killed and was hung by my tail and abused by wicked urchins,” Graymalk said suddenly, “before the mistress found me. She was an orphan who’d lived on the streets. Her life had been even worse.”

Here, Greymalk the cat is telling Snuff the dog why they support opening the gate and the Great Old Ones destroying the world. Greymalk and her mistress had terrible lives and the two want their own pain to stop, want the pain for others in their situation to stop and to make all those that inflict such pain to pay for their crimes. While a character in a 5e game might not want to go to such lengths, those in a position to be recruited by a Great Old One frequently have had something bad happen to them and it stayed bad for a very long time. Someone who has made a deal with an otherworldly being that wants to destroy the world wants to lash out, particularly at anyone causing pain. Those who take the power offered by Cthulhu and others of his kind may very well be good people willing to do bad things to bad people because of the pain inflicted upon them. So what does a deal with a Great Old One say about your warlock, that you’ve been hurt. Hurt quite a bit.

What do you think? Tell us in the comments below.

Help us produce more great articles like this by downloading our 5e PDFs like the Book of Magic: 10 Warlock Invocations at the JBE Shop, the Open Gaming Store, and DriveThruRPG.

Not Going to PaizoCon 2019 Sale!

They Pathfinder Fans, It is that time of year again!

To put cucumbers in our ears?

No. It is time for the Not Going to PaizoCon 2019 Sale! This year is going to be amazing because every Pathfinder PDF we produce that is over $2 is 60% off the regular price and it is exclusively at the JBE Shop. To make it easy for you, we put all of our products that are on sale on its own page.

So if you have been wanting the $10 PDF of the Book of Heroic Races Compendium, you can now download it for only $4. That is one heck of a discount that you do not want to pass up. We’ve got monsters, NPCs, and spells from $1.18, playable races from $1.58, and Adventures from $2. Even the Book of the River Nations is available for only $2.38.

You do not want to pass this up. It lasts until the end of PaizoCon so while you are waiting for any spoilers from the convention, download these PDFs and enjoy yourself now. Check out the Not Going to PaizoCon 2019 Sale! at JonBrazer.com now.

Pathfinder Black Week Sale 2018

The holidays. Yes it is that time of year again where the Autumn colors come out, pumpkin spice turns to peppermint, and the spiders come indoors. Well, two out of three isn’t bad.

Here’s one more thing to brighten up your day: Jon Brazer Enterprises’ Pathfinder Black Week Sale. We have every last Pathfinder PDF we ever created at a whopping 75% off. That means that just about every PDF we have is under $2 and the few that aren’t are under $4. We have everything you could want: adventures, spells, races, vehicles, and much more.

This sale is going on now at JonBrazer.com, Paizo.com, and the Open Gaming Store. You don’t want to miss this sale. It is going on now and will end Tuesday, Nov 27th. So you have to hurry and grab what you want at these great deals. You won’t see a sale this good any time soon so order now.

5e: Honor Guard

Not long ago we shared a new spell for Fifth Edition, the conjure minor celestials spell. We assume they didn’t include that spell and replaced it with spells that said a cleric can call up some spirit to fight for you to same room in the MM by not including good things to call up. I’m not a fan of those spells and enjoy calling up creatures to your side that can also have a conversation with you.

The MM does have some lawful neutral celestials that I cannot touch, but that doesn’t stop me from making my own. This one is the first, based upon my own interpretation of the plane of law that I mentioned a while back (and should get back to). I hope you enjoy the honor guard. It will be apart of the Book of Magic: Conjurable Creatures, due out early next year along with many of these other creatures we are posting here on JonBrazer.com.

Until the book is finished, please check out our other Fifth Edition books, like the Book of Heroic Races: Player Races 1, available now at the JBE Shop, DriveThruRPG/RPGNow, Paizo, and the Open Gaming Store.

Honor Guard (Guardian)

Small celestial, lawful neutral


Armor Class 13 (natural armor)
Hit Points 38 (7d6 + 14)
Speed 20 ft.


STR 14 (+2) DEX 12 (+1) CON 15 (+2)
INT 8 (–1) WIS 11 (+0) CHA 9 (–1)


Saving Throws Con +4
Skills Athletics +4
Damage Resistance radiant; bludgeoning, piercing, and slashing from nonmagical weapons
Condition Immunities charmed, exhausted, frightened
Senses darkvision 60 ft., passive Perception 10
Languages all, telepathy 120 ft.
Challenge 1 (200 XP)


Aura of Honor. The honor guard is a shining example of honesty. All Deception checks made within 10 feet of the honor guard have disadvantage.
Spiritual Weapon. The honor guard’s weapons instantly disappear when disarmed and reappear in the honor guard’s hands.

Actions


Multiattack. The honor guard makes two bayonet attacks.
Bayonet. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Divine Shot. Ranged Weapon Attack: +3 to hit, range 20 ft./120 ft., one creature. Hit: 12 (2d10 + 1) radiant damage. After firing, the divine shot cannot be fired again until the honor guard takes a move action to reload.

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