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.

13th Age: The Herald, An Alternate Icon

All year long we are releasing alternate icons for 13th Age. Read the first ones in the series: the Usurper, Deposed Heir, and Fleshcrafter. This month’s entry, the Herald, is the equal and opposite of the of the Diabloist.

The Herald wields the power of Heaven and the gods. Not only that, the Herald leads an army of paladins, fighting to keep an army of unspeakable horrors from entering our realm. Agents of the Herald move throughout the Empire, watching to see if some untold nastiness slips into our realm unnoticed.

Quote

“By the gods’ will, we live to fight another day. May we be so fortunate again tomorrow.”

Frequent Location

Fort Divinity, the last piece of inhabitable land before entering the Blighten Lands and the Rift beyond.

Common Knowledge

The Herald is one of pure heart. Those that bear her symbol and work in her name are believed to be one of pure heart, even if they are only mortals.

The Icon and Adventurers

The Herald frequently works with adventurers because those that would cause destruction and pain everywhere. The Herald gladly works with those she disagrees with when directed to do so by the gods, trusting the deities know more than she.

Allies

The Herald and the Deposed Heir are allies but have a complicated relationship since he frequently asks where was Heaven and the gods when his family was slain. The Great Gold Dragon and the Herald have their difference but put them aside and work together since they share common goals. The Usurper wants the support of the Herald since it will help secure his claim on the throne. As such he works with the Herald, even if the Herald does not trust him.

Enemies

The Fleshcrafter rejects the gods, believing that trust should be placed in mortals and in their eldritch studies, pitting himself against the Herald. The Great Druid feels that the Herald’s people take what they want from the land in their pursuit of their aims and that this disrespect has gone on too long.

History

There was only one survivor of an attack by unspeakable horrors that slithered out of the sea that devoured much of a small coastal town, the one later knows as the Herald. Since that day, the Herald has worked tirelessly to that that never happens again. While she doesn’t always succeed in rescuing everyone, she always saves some and drives the horrors away.

The Reason to Fear

Those that deal with things so terrible that they will shatter a person’s sanity should fear the Herald for all the justice she will bring down upon them.

The Deposed Heir is not the only one that has a complicated relationship with the Herald; the Wandering Spirit is one that would join the Herald’s side, if the forces of Heaven did not find his very existence repugnant. Read all about the equal and opposite of the Lich Queen soon.

Support the series by sharing it on social media and by downloading 13 Cleric Domains and Spells at the JBE Shop, DriveThruRPG, and the Open Gaming Store.

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

5e: What is Your Favorite Fifth Edition Class?

What Fifth Edition class is your favorite? We all have a class we love more than the rest, sorry other classes. It is not like I’m asking what’s your favorite cookie. (The correct answer is, “The one in my hand.”) Pick your favorite class and see how others answer by voting in the poll below.

Be sure to stop by DriveThruRPG, the Open Gaming Store, and JonBrazer.com and download our Fifth Edition supplements for your game.

5e: 5 Reasons Why Rangers are Freaking Awesome

Screen Rant recently posted their list of 5 Most Bad Ass Classes (& the 5 Weakest) D&D Classes. While I completely agree with the 5 best list, I have to argue with the weak list, especially with the bottom of the list: the Ranger. Yes, I’ve heard this time and again from many people, many of whom have never played a ranger before, only read the class, felt they were weak, and decided to pass.

As someone that enjoys the ranger, I can say that those that read the class and pass frequently overlook half the class: the spells. This is what makes the class earn its bad ass status. Let me share with you the 5 spells (6 actually) that no ranger should be without (and yes, I am sticking to the core book for these spells).

1. Hunter’s Mark

From 2nd level on, there shouldn’t be a ranger that doesn’t have hunter’s mark. Cast as a bonus action, this spell let’s the ranger add 1d6 damage to all attacks against a single target. When the target dies, the ranger can switch it to a new target. And this lasts for an hour. So it gets extra damage like sneak attack but doesn’t require the ranger to set it up (needing to have a friend be in melee or have the target be at a disadvantage). You go from room to room in a dungeon quickly and it will only require one casting. That is a boatload of extra damage for a single first level spell. Even better, using a 3rd or 4th level spell slot lets you have this spell for 8 hours. Now you don’t have a to move through a dungeon quickly. You can maintain this through a short rest while the warlock is getting their spells back. As a 5th level version, it lasts 24 hours. So you cast it as soon as you wake up and you still have it active on when you are on guard duty that night. That is a pretty sweet spell.

2. Ensnaring Strike

Another 1st level spell, ensnaring strike is a valuable ranger spell. You cast the spell as a bonus action and the next time you hit a creature (note: not necessarily your next attack, you can miss and the spell is still active) the target is restrained. That is a single target out of the fight until you want to deal with them. Sure there’s a Strength saving throw involved, but let’s see the enemy wizard make that.

3. Hail of Thorns/Conjure Barrage

I am lumping these two spells together because they are very similar. In my mind, these are the ranger’s fireball. For hail of thorns, you fire an arrow (dealing the arrow’s normal damage) and then the target and all target’s within 5 feet have to make Dexterity saves against 1d10 piercing damage (half on a successful save). Sure the radius is small and the damage is small compared to fireball, but you can cast it at 2nd level as compared to the wizard’s 5th level.
The higher-level version of hail of thorns is conjure barrage. As a 3rd level spell you can do a freaking 60-foot cone of thrown weapons or ammunition. Start your combat off with conjure barrage when they’re all clumped together and you can deal 3d8 damage to all your enemies. Less damage than a fireball but that is a freaking 60-foot cone. Plus, you can change up the damage type. Going up against several oozes and skeletons, pull out a light hammer and this spell deals bludgeoning damage. Have a handaxe to deal slashing damage.

4. Cordon of Arrows

Have an extra guard at night. You place some arrows in the ground and cast cordon of arrows. The spell watches for 8 solid hours. When someone other than the party enters the protected area, an arrow flies up and attacks. No Perception checks. It ignores invisibility or any number of other things that can trip players up.

5. Swift Quiver

Now for the 5th level spell we’ve all been waiting for: the machine gun archer spell. Swift quiver lets you use your bonus action for two (yes, two) bow shots. Combine that with the class extra attack and that is four bow attacks per round, three levels before the fighter can. Have a GM that makes you count your arrows? Well swift quiver just produces arrows for those two bonus attacks each round. So yea, for the next minute, you just fire again and again.

In my opinion, rangers are a resource management version of the fighter. Fighter’s choose when to use their action surge or second wind; rangers choose when to cast their spells which level to cast them, what am I using my bonus action for (moving the hunter’s mark to a new target or getting two extra attacks with swift quiver), and even which kind of damage do I want this spell to do. Rangers are a bad ass class.

Download all of Jon Brazer Enterprises’ Fifth Edition material at DriveThruRPG, the Open Gaming Store, and JonBrazer.com.

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.

Traveller 2e: What Is Your Favorite Kind of Ship?

It’s been a while since JBE published some new ships for Traveller. If you haven’t seen our ships for 2e Mongoose Traveller, check them out at DriveThruRPG. I’ll be getting back to creating some new ships shortly. Creating new ships is downright fun, and I’ve missed making them.

So I want to know what is your favorite kind of ship. We have some ideas for ships that we want to build, but I want to know what kinds of ships are your guilty pleasure. Let us know by voting in the poll below and leaving a comment below.

13th Age: Fort Hope

In the same vein as Fort Strange and Watchtower Balleron, here we present for your enjoyment in your game a new location designed especially for 13th Age, Fort Hope.

Established as a joint venture of the Emperor and the Dwarf King as a way of blunting the influence of the Orc Warlord and the Diabloist in the region, these two powers have established a number of towers and fortresses to meet these forces with their own. Against small raiding bands and minor military incursions, Fort Hope is well equipped to handle themselves. Even a medium-sized army can be turned away by the facility’s jointly-trained dwarven fighters and imperial troops albeit costly. Should a demonic army and a full orc horde together march upon the region, however, Fort Hope will slow them down while messengers ride off to warn the larger army some distance away.

Nondrul Runemaker, the dwarven commander in charge of Fort Hope, knows his mission unofficially expends beyond the forces of the Orc Warlord and the Diabloist, but he keeps the troops out of the “little issues” the local people have. However, he does keep a board up in the courtyard area for the people to put up help wanted ads for those looking to hire adventurers. When sheep are torn to shreds or a person goes missing, Commander Runemaker will direct the petitioners to the adventurers’ board. While such adventures may not be requested by the Emperor or other icons, their agents will definitely hear about them and report the adventurers’ actions to those higher up. Current adventurer board postings include a request to help find missing sheep, someone asking for help locating their missing sibling’s corpse, and a reward to stop whatever is leaving dragon-sized filth every night in a massive pile on top of town’s crops.

Hardly a hotbed of magical items, the quartermaster at Fort Hope, Lieutenant Tinia Windflayer is willing to trade magic items of similar power. She believes that magic items in the hands of adventurers loyal to the Emperor will be put to better use than being in a warehouse waiting to be used. Her only requirement is that whatever item being gained by the joint forces must be, in her opinion, of a more obvious benefit to the military than the one she is relinquishing. She is certainly not about to give up a demon-wounding sword for a wand that causes laughter, for example. When she gets a lead on a powerful magic item, she will use her limited budget to hire adventurers to retrieve it for her.

The newest recruit at Fort Hope is Private Chester Tibbins. Chess, as everyone calls him, left the village he grew up in for the first time only last week when he left to serve at Fort Hope. With seven brothers and sisters, he knows he stands no chance to inherit the family farm. Dreaming of becoming a brave adventurer, his parents agreed to let him join the Empire’s forces as a way for him to get some training before striking out on his own. With less than a week’s worth of training, he is constantly pestering those going in and out of the fort’s gate with questions about the outside world. When not on duty, he will follow any adventurers around he can find with almost puppy-like admiration. His mother worries that something dreadful will happen to the youngest Tibbins family member and brings him food twice a week just to make sure he is still in one piece.

If you enjoyed this location and you want to see more like this for 13th Age, leave us a comment below. If you want to see places like this expanded upon greatly with more NPCs described, new magic items detailed, unique class options and spells that the people here know, and much more, definitely say so below. Your feedback helps us make more. While you are at it, check out our current 13th Age offerings in the JBE Shop.

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