PF1e: Apprentice Mage

I’ve said before that the next in the Book of Beasts series of NPCs known as the Character Codex will cover the Magus class. The first round of edits is moving along nicely (with some unrelated delays). So today I want to share with you the first NPC in this supplement.

When I created this NPC, I couldn’t help but remember my very first D&D character—Xavier. Mind you, that character was a grey elf fighter/magic-user, back in the days when you had to keep track of your XP separately and elves had names like Swift. This NPC was made in honor of that character. The actual name this character gets will be more in line with today’s names for elves. But I hope it finds a home in our game.

Subscribe to the Book of Beasts: Character Codex today at the JBE Shop, DriveThruRPG, the Open Gaming Store, and Paizo.

Apprentice Mage CR 1/2

XP 200
Elf magus 1
CN Medium humanoid (elf)
Init +3; Senses low-light vision; Perception +1


Defense


AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
hp 9 (1d8+1)
Fort +3, Ref +3, Will +1; +2 vs. enchantments
Immune sleep


Offense


Speed 30 ft.
Melee rapier +3 (1d6+1/18–20)
Ranged dagger +3 (1d4+1/19–20)
Special Attacks arcane pool (+1, 3 points), spell combat
Magus Spells Prepared (CL 1st; concentration +3)
1st—magic missile, shocking grasp
0 (at will)—daze (DC 12), detect magic, ray of frost


Tactics


During Combat The magus opens combat with magic missile and then engages in melee combat, enhancing attacks from the arcane pool.


Statistics


Str 12, Dex 17, Con 12, Int 15, Wis 8, Cha 10
Base Atk +0; CMB +1; CMD 14
Feats Weapon Finesse
Skills Climb +3, Knowledge (arcana) +6, Knowledge (planes) +6, Perception +1, Spellcraft +6 (+8 to identify magic item properties), Use Magic Device +4; Racial Modifiers +2 Perception, +2 Spellcraft to identify magic item properties
Languages Common, Elven, Goblin, Orc
SQ elven magic
Combat Gear scroll of blur, alchemical grease APG, poison ward salve ACG, weapon blanch (silver) APG; Other Gear chain shirt, dagger (2), rapier, ioun torch APG, magus spellbook (contains all 0-level spells and all prepared spells plus 1st—chill touch, returning weapon UC, shield), 16 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: Lich Slayer

Last week saw the release of the Book of Beasts: Warpriest Codex which is part of the Character Codex Subscription. So far we’ve shared with you the Mercenary Priest and the Airborne Reanimator. Both of these are low level characters. Today we are sharing with you a higher level character. This level 12 lich slayer is more than your typical warpriest. They’re a champion of the faith. One of the things we incorporated in the Warpriest Codex is the use of archetypes. The even-numbered levels are thematic, but some use archetypes, making them more unique.

Download the Book of Beasts: Warpriest Codex today at JonBrazer.com, DriveThruRPG, the Open Gaming Store, and Paizo.com and tell your friends that are sticking with Pathfinder 1e about us. Your words are the best way for people sticking with the game we love to find us and what we produce, and we need your help to do so.

Lich Slayer CR 11

XP 12,800
Changeling warpriest (champion of the faith) of Alina BoHRAC 12
LN Medium humanoid (changeling)
Init +5; Senses darkvision 60 ft.; Perception +2


Defense


AC 23, touch 11, flat-footed 22 (+11 armor, +1 Dex, +1 natural)
hp 93 (12d8+36)
Fort +11, Ref +7, Will +12
Defensive Abilities sacred armor (+2, 12 minutes/day); Resist one energy type 10


Offense


Speed 20 ft. (30 ft. without armor)
Melee +1 undead-bane warhammer +20/+20/+15 (1d10+16/×3 plus 2d6 vs. undead) or 2 claws +17 (1d4+9)
Special Attacks blessings 9/day (Community: communal aid, fight as one; Law: axiomatic strike, battle companion), fervor 8/day (4d6), hulking changeling, sacred weapon (1d10, lawful, 12 rounds/day), smite chaotic 3/day (+1 attack and AC, +12 damage)
Warpriest (Champion of the Faith) Spells Prepared (CL 12th; concentration +14)
4th—divine power, holy smite (DC 18), spiritual ally APG
3rd—daylight, dispel magic, searing light, wrathful mantle APG (DC 17)
2nd—aid, arrow of law UM (DC 16), ghostbane dirge APG (DC 14), spear of purity UM (2, DC 16), spiritual weapon
1st—bless, command (DC 13), divine favor, protection from evil, sanctify corpse UM, shield of faith
0 (at will)—detect magic, guidance, light, stabilize, virtue


Tactics


Before Combat The warpriest casts aid and wrathful mantle on an ally, then gives their full plate energy resistance with sacred armor.
During Combat The warpriest begins combat by casting divine power before entering melee, using smite chaotic when engaging demons and chaotic undead.
Base Statistics Without sacred armor and divine power, the warpriest’s statistics are Resist —; hp 81 (12d8+24); Melee +1 undead-bane warhammer +16/+11 (1d10+12/×3 plus 2d6 vs. undead) or 2 claws +13 (1d4+5); CMB +13.


Statistics


Str 18, Dex 12, Con 12, Int 8, Wis 15, Cha 12
Base Atk +9; CMB +17; CMD 24
Feats Combat Casting, Divine Interference UM, Greater Spell Focus (evocation), Greater Weapon Focus (warhammer), Greater Weapon Specialization (warhammer), Improved Initiative, Spell Focus (evocation), Toughness, Weapon Focus (warhammer), Weapon Specialization (warhammer)
Skills Heal +11, Knowledge (religion) +8, Sense Motive +11, Spellcraft +8
Languages Aklo, Common
SQ detect alignment
Combat Gear lesser ectoplasmic metamagic rod APG; Other Gear +2 full plate, +1 undead-bane warhammer, cloak of resistance +2, silver holy symbol of Alina, 13 gp

A Mix Up with the Character Codex Subscription

Good day,

Earlier this week when I made Book of Beasts: Character Codex Subscription on DriveThruRPG, I made it as the wrong type of product. Short of the long, I fixed the error by remaking it so if you have not yet purchased the subscription and are about it, all is good. If you have already purchased the Character Codex Subscription, check your email (including your spam folder) to see if you received an email from DriveThruRPG, it will have a link to download the fixed version. If you do not have an email from DriveThruRPG, contact me at contact AT jonbrazer DOT com, and we will get this resolved.

My sincerest apologizes for the situation,

Dale McCoy, Jr
Jon Brazer Enterprises

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: Airborne Reanimator

We are currently hard at work on the Book of Beasts: Warpriest Codex. It will be out soon, and we are so excited! This will be the first part of a new subscription that we are hard at work creating. The Book of Beasts: Character Codex will be one awesome book when completed and we hope that you will join us on this ride. Read all about what you get when you subscribe to the Character Codex here.

Today we are showing off another of the warpriests inside this Warpriest Codex. The last one was a dwarf, a race you would completely expect to see paired with the warpriest class. Today we are showing off a wyvaran warpriest, one very different than the last one. Heck, this race as the ability to fly. Clumsy, sure, but they can still get airborne. Like many evil clerics, this one loves to bring back the dead as a shambling corruption of life. If you like this one, just wait until you see what we have in store for the rest of these clerical warriors.

One thing to notice is that the Wyvaran’s deity is the Five Heroes. This deity comes from the Book of Heroic Races: Advanced Compendium. Each of the races inside have their own deities. Those are the only options we chose that do not come from one of the Pathfinder Roleplaying Game line of books, and even then, we only used the deities from races in the BoHRAC. The rest we chose from mythology, deciding on alignments and domains (or blessings in this case) that best suited them. If you want a supplement that describes the mythological deities, and their domains, and the organization of their worshippers, let us know in the comments below. It is something we would love to do if you are interested in such a project.

Download the Book of Beasts: Warpriest Codex today at JonBrazer.com, DriveThruRPG, the Open Gaming Store, and Paizo.com and tell your friends that are sticking with Pathfinder 1e about us. Your words are the best way for people sticking with the game we love to find us and what we produce, and we need your help to do so.

Airborne Reanimator CR 3

XP 800
Wyvaran ARG warpriest of the Five Heroes BoHRAC 4
NE Medium dragon
Init +2; Senses darkvision 60 ft., low-light vision; Perception +3


Defense


AC 19, touch 12, flat-footed 17 (+7 armor, +2 Dex)
hp 21 (4d8)
Fort +4, Ref +3, Will +7
Immune paralysis, sleep


Offense


Speed 20 ft., fly 20 ft. in armor (clumsy) (30 ft., fly 30 ft. [clumsy] without armor)
Melee +1 heavy mace +7 (1d8+3)
Special Attacks blessings 5/day (Death: from the grave; Magic: hand of the acolyte), channel negative energy (DC 15, 1d6), fervor 5/day (1d6), sacred weapon (1d6, +1, 4 rounds/day), slapping tail +5 (1d8+2 bludgeoning)
Warpriest Spells Prepared (CL 4th; concentration +7)
2nd—lesser animate dead UM, summon monster II
1st—obscuring mist, sanctuary (DC 14), shield of faith, summon monster I
0 (at will)—create water, detect magic, read magic, virtue


Tactics


During Combat The warpriest flies out of reach of melee attacks and casts lesser animate dead and summon monster spells, then making Flyby Attacks to stay out of reach of opponents, using sacred weapon on the masterwork heavy mace.
Base Statistics Without sacred weapon, the warpriest’s statistics are Melee mwk heavy mace +7 (1d8+2)


Statistics


Str 15, Dex 14, Con 10, Int 12, Wis 16, Cha 8
Base Atk +3; CMB +5; CMD 17
Feats Combat Casting, Flyby Attack, Intimidating Prowess, Weapon Focus (heavy mace)
Skills Fly –2, Heal +10, Intimidate +8, Sense Motive +10
Languages Common, Draconic, Elven
Combat Gear wand of hold person (8 charges); Other Gear +1 breastplate, mwk heavy mace, wooden holy symbol of the Five Heroes, 17 gp

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

Powered by WordPress.com.

Up ↑