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

Black Pudding Vial

There’s a thread over on Paizo.com’s boards titled Stuff You Wish Paizo Had Done During Pathfinder 1e. This thread is awesome for ideas for material to create for Pathfinder 1e.

I just want to take a moment to thank every person that contributed to that thread; your thoughts are invaluable. Today we’re presenting an idea coming straight from that thread. The item is based in the elemental gems, except it summons an ooze. More ooze vials will be coming as soon as I have a chance to make more.

Download all of our Pathfinder 1e products at the JBE Shop, DriveThruRPG, the Open Gaming Store, and Paizo.com.

Black Pudding Vial

Aura moderate conjuration; CL 11th
Slot none; Price 3,300 gp; Weight


Description


A clear glass vial contains a viscous black fluid and held inside by a black cork and sealed up with wax. Should the cork be removed or the vial be broken (such as by throwing it), a black pudding appears. It is mindless but attacks the closest creature, even if the creature was the one that removed the cork. The black pudding has the extraplanar subtype. If the black pudding has not been destroyed after 11 rounds, it disappears, returning to it’s home plane.


Construction


Requirements Craft Wondrous Item, conjure black pudding; Cost 1,650 gp

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: Arm Wrap

One thing I hear over and over again no matter what edition or variation of D&D, there just are not enough magic items for monks. In an effort to fix that, I started writing some. As usual for this blog when showing off something not yet published in a book, it hasn’t been approved by my editors yet so it is not as polished as it would be when given the final nod.

Tell us what you think of it in the comments below. Support our efforts to bring you more 5e awesomeness by downloading our adventures, races and more at JonBrazer.com. You can also find our 5e game supplements at DriveThruRPG RPGNow Paizo and the Open Gaming Store.

Arm Wrap

Wondrous item, uncommon (requires attunement)

When wrapped around the arms, you gain a +2 bonus to damage rolls on from natural weapons such as claws and bite attacks as well as martial arts that use unarmed strikes. If you have ki points, you gain an additional ki point.

Download our Fifth Edition PDFs at the JBE Shop. You can also find our 5e books at DriveThruRPG/RPGNow Paizo and the Open Gaming Store.

5e: Scroll of Blinding Ash

So I was leafing through the DMG the other day and I realized that there is a real shortage of awesome common and uncommon magic items. So I decided to start writing some. Magic items, especially low level items, make for an excellent and rewarding experience for players. They can separate an average game from a memorable game. Expect to see this and many other like it in an upcoming PDF release from JBE when we have completed enough to make for an awesome release.

Scroll of Blinding Ash

Scroll, uncommon
Upon activating this scroll, it turns to ash. The ash flies into the eyes of a creature within 30 feet and the creature takes 1d6 fire damage. On a failed DC 13 Constitution save, the creature is also blinded for the round.

You know what else makes adventures memorable? A unique adventure your characters never played before. Download Deadly Delves: Reign of Ruin for your Fifth Edition game today at the JBE Shop, DriveThruRPG/RPGNow, Paizo, and the Open Gaming Store. Prefer it in print? Order your copy at JBE Shop, DriveThruRPG/RPGNow, or Amazon today.

Pathfinder: The Amulet of Nine Lives – A High Level Artifact

The thing that makes high level adventures so tough is that you have to take high level magic into account. Why walk into a dungeon when you can teleport in? Well the solution for the high level adventure writer is to make the dungeon so it can only be teleported into. But even then, sometimes high level players need a unique magic item or artifact to help them out of particularly difficult challenges. It can’t just be your run of the mill scroll or staff. For it to be memorable at this level, such a powerful item has to be massively unique.

The Deadly Delves: 9 Lives for Petane adventure—masterfully written by Christen N. Sowards of Lost Spheres Publishing—has one such high level magic item. In this adventure, you are looking for the remains of someone, but you have no idea which remains are the right ones, and there are lots of remains and the fact that the cult of the demon lord Zeraghal has been using the tomb as their own personal nercromantic playground does not help matters. So this level 12 adventure is going to require more than a single casting of a spell to bring someone back to life, and those high value diamonds add up fast.

Enter the Amulet of Nine Lives. This powerful item can bring just about anyone back from the dead, but there is a catch. Read the artifacts description and see if you can figure it out. (Spoiler Alert: I bolded a section of the description that should catch your eye.)

The Amulet of Nine Lives

Aura overwhelming conjuration (healing); CL 25th
Slot neck; Weight 2 lbs.


Description


This artifact, known formally as the nine lives’ amulet of Heshatta, was crafted in the ancient city-state of Khys by the high priests of the goddess Heshatta, known among her faithful as the Voices. The Tomb Dancer’s magics were forbidden in the extreme and involved the sacrifice of many of her own worshippers to fuel the amulet’s dark powers. Eventually human barbarians heard of the amulet and assaulted the city-state, overwhelming its keepers. In a final vengeful act, the High Voice of Heshatta cried out for a miracle from his mistress.
He laid a curse on the amulet as it was taken so that those who fell defending it would rise to reclaim it from its thieves. Thus, when the powers of resurrection are called upon by anyone using the amulet, they are also joined by rebirthed catfolk defenders of Khys who are sworn to slay anyone near the amulet and return it to their homeland. Each of the amulet’s nine ruby jewels contains the power to restore a life as per true resurrection (CL 20th). The jewels darken as the powers of the amulet are used. For each month that passes during which the amulet is not used, one ruby regains its ability to restore life. In order to activate the amulet, it must be placed around the neck of the corpse to be resurrected; the activating creature must then touch the cat-face of the amulet and whisper in Daemonic “Dance back from death.”
The amulet can resurrect any creature that has been dead for less than 300 years.
When the amulet is activated by a non-catfolk who does not worship Heshatta, the miracle of her High Voice is enacted and vengeful warriors are called forth to battle those who possess the amulet, and to return it to Khys if possible.


Destruction


To destroy the amulet of nine lives, it must be depleted of all remaining charges, all summoned guardians must be defeated, and it must be returned to the ruins of Khys. Once in Khys, the
body of the High Voice who cursed the artifact must be adorned with the amulet, and a true resurrection spell must be cast on it beneath a new moon.

Deadly Delves: 9 Lives for Petane is an adventure for the Pathfinder Roleplaying Game and is designed for a group of four-to-five 12th-level characters and will be released tomorrow. You can download this adventures at the JBE Shop. You can also find them at DriveThruRPG/RPGNow, Paizo, and the Open Gaming Store.

Pathfinder: Preview of Some Awesome Upcoming Products

Hello, gamers! Editor Extraordinaire Richard Moore here, with a sneak peek of our product lineup for 2015! As we begin our foray into the second quarter of the year, we have a lot of exciting supplements in the pipeline, but none so anticipated as our Book Of Heroic Races Advanced series. By now, you probably know about a lot of the upcoming releases in this product line from our posts on social media, including merfolk, wyvarans, and lizardfolk. If you’re a subscriber, then you already have our take on tengu, catfolk, and changelings. But we want to go broader—to offer truly unique racial options for our readers.

So, it’s with no small pleasure that I introduce to you the first original race that will be published once we finish covering the material from Book Of Heroic Races: Advanced Favored Class Options. We’re going back to the drawing board to offer you a unique Small-sized playable race called the Pomeran.

BoHR Advanced Pomeran
Distant relatives of gnolls, the pomeran are a lovable, extroverted people who seek the company of adventuring parties as a means of curing their insatiable desire for attention and adulation. Most pomeran adventurers are barbarians, brawlers, or rogues, although a rare few with magical aptitude become bards, bloodragers, or skalds. We’re saving a lot of the details and advanced options  of this scrappy new race for the final product, but for now, feel free to use the following details to create your own pomeran PCs and NPCs for your game!

Ability Score Racial Traits: –2 Strength, +2 Dexterity, –2 Intelligence, +2 Charisma. Pomerans are quick and endearing, but lack higher reasoning and brawn.
Type: Pomerans are humanoids with the pomeran subtype.
Size: Pomerans are Small creatures and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on their combat maneuver checks and to Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Base Speed: Pomerans have a base speed of 30 feet.
Languages: Pomerans begin play speaking only Gnoll. Pomerans with high Intelligence scores can choose from the following: Abyssal, Celestial, Common, Infernal, and Sylvan.
Low-Light Vision: Pomerans can see twice as far as humans in conditions of dim light.
Bite: Pomerans have a bite attack which they can use as a natural weapon. The bite is a primary attack that deals 1d4 points of damage.
Chase: Pomerans gain the benefit of the Run feat when moving toward a creature that is withdrawing or otherwise actively retreating from combat, regardless of the load they are carrying or the armor they are wearing. Additionally, their bite attack deals double damage to withdrawing or retreating creatures.
Fervent Attention: Pomerans are doggedly tenacious when doing something that interests them. They receive a +4 racial bonus to all concentration checks.
Fetch: If a creature within a range equal to the pomeran’s speed drops an object, whether willingly or due to being disarmed or otherwise forced to drop an item by some effect, the pomeran may, as an immediate action, move up to its speed, picking up the dropped object at any point during its movement.


…Alright, so by now you’re probably figured out that this is our April Fool’s Day post. But really, in all seriousness, we also want to post some previews of REAL upcoming material. For instance, we’re working on some great new supplemental material for Gms who want to spice up things at their table. One such game aid is a short supplement of new monster templates, like this jewel that’s guaranteed to get your players’ attention at your next session:

NEW MONSTER TEMPLATE: Screw You Guys, It’s A Creature (CR +0, because screw you guys)
A screw you guys, it’s a creature is a more powerful version of a given monster type that can withstand punishment from twinked-out, min-maxed character builds with enragingly powerful ability combos like ragelancepounce or broke-ass feats like Clustered Shots or the pre-errata Crane Wing*.

A screw you guys, it’s a creature gains maximum hit points for its hit dice, a +10 insight bonus to AC, CMD, attacks, and CMB checks, and a +10 luck bonus to all damage rolls. It also gains Improved Great Fortitude, Improved Iron Will, and Improved Lightning Reflexes as bonus feats (even if it does not meet the prerequisites for these feats). Additionally, it gains DR 10/legendary (“legendary” is defined as any damage source with a total enhancement bonus of +10 or higher, because screw you, that’s why), heavy fortification, the benefits of the Improved Evasion rogue talent, the Dual Initiative mythic universal monster ability, and Spell Resistance equal to its CR + 22. That oughta teach the little bastards.

SAMPLE MONSTER: Screw You Guys, It’s A Chicken
XP 65
N Tiny animal
Init +4/–6; Senses low-light vision; Perception +5


DEFENSE


AC 22, touch 22, flat-footed 22 (+10 insight, +2 size)
hp 9 (1d8+1)
Fort +3, Ref +2, Will +1
Defensive Abilities heavy fortification, improved evasion; DR 10/legendary; SR 22


OFFENSE


Speed 30 ft., fly 20 ft. (clumsy); drift
Melee bite +8 (1d3+6)
Space 2-1/2 ft.; Reach 0 ft.


STATISTICS


Str 3, Dex 11, Con 12, Int 2, Wis 12, Cha 13
Base Atk +0; CMB +8; CMD 14
Feats Improved Great FortitudeB, Improved Initiative, Improved Iron WillB, Improved Lightning ReflexesB
Skills Fly –4, Perception +5


SPECIAL ABILITIES


Drift (Ex) A chicken flies in short bursts, and can’t use its fly speed to hover. When it flies, a chicken must end its move action by landing or perching on a solid surface.


…Okay, okay,  you got me: this one’s not real either. April Fool’s, again. But for super serious this time, we’re also working on a new print compendium called Book Of Magic: Relics Of Power, which will feature awesome new weapons like this:

Deauxphis’ Bane

Aura moderate conjuration and transmutation; CL 10th; Weight 2 lbs.; Price 50,308 gp


DESCRIPTION


Forged by a warmage and brigade blacksmith suffering intolerably under his small-minded commander, Major Deauxphis, this weapon famously cut down the general when he turned on his lieutenant for disobeying a suicidal order that would have needlessly killed dozens of troops. It has passed from owner to owner since then, seeking out the most cunning minds to wield its might and slaking its thirst on the blood of fools.

This +3 returning kukri may be thrown as if it were a dagger without penalty. If tossed into the air as a move action, it flies to the creature with the lowest Intelligence score within 60 feet, attacking that creature once with an attack bonus equal to the caster level of the blade’s creator and then dropping to the ground.

On any successful hit against a creature with an Intelligence of 9 or lower, Deauxphis’ Bane deals 2d6 extra damage (as the bane weapon property), plus an additional amount of bleed damage equal to the target’s Intelligence penalty modifier. The weapon has no extra effect against creatures with an Intelligence of 10 or higher, although these creatures might still be subject to the seeking attack described above.

If used against a target with a higher Intelligence score than the wielder in combat, Deauxphis’ Bane forces its wielder to attempt a disarm check against themselves as an immediate action, using their own CMB against their own CMD. If disarmed, the blade flies into one of the target’s free hands or hovers next to them for 1 full round if they do not have a free hand. (This also occurs if the sword is thrown in the air around only creatures that have higher Intelligence scores than the wielder.)


CONSTRUCTION


Craft Magic Arms and Armor, bleed, detect thoughts, summon monster I, telekinesis, creator must have an Int score of 20 or higher; Cost 25,308 gp

So, I hope everyone reading this has enjoyed our sneak peek at Jon Brazer Enterprises’ 2015 product offerings, and that you’ll consider subscribing to our… um, guys?

HEY! YOU! GET BACK HERE! For serious, we totally have some awesome products coming out soon! Come back… Please?
Richard Moore is very, very sorry** for this blog post, and blames Dale McCoy for giving him less than 12 hours to come up with some jokes. He also extends his thanks to James Harms, Jenny Moore, and the Warbunny for some much-needed inspiration in a pinch. You can exact your revenge against both of them by sending practical jokes, singing telegrams, and/or blow-up dolls to their hotel rooms at PaizoCon in May.

* Please direct all hate mail to notarealemailaddressatallsuckers@jonbrazer.com, kthxbai.

** not sorry

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