PF 1e: Curse Commander

Yesterday, we released the Book of Beasts: Magus Codex for Pathfinder 1e. We already previewed several NPCs including the apprentice mage, clan outcast, and the helltouched archer. Today we’re sharing one we couldn’t not create: the curse commander.

Approximately every other even-numbered NPC we present uses an archetype. One of our favorites is the hexcrafters. This witch-themed archetype gives the magus a completely different flavor and feel. Being able to use hexes as well as curses in conjunction with spellstrike can make life very difficult for anyone opposing them. In short, this is one formidable NPC. We lived this NPC so much, we made the image for it the cover for this supplement.

We hope you enjoy this NPC as well as the rest of the NPCs in this supplement as much as we had creating them.

Download the Book of Beasts: Magus Codex today at JonBrazer.com, DriveThruRPG, and coming soon to the Open Gaming Store, and Paizo.com.

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

Curse Commander CR 13

XP 25,600
Human magus (hexcrafter UM) 14
NE Medium humanoid (human)
Init +1; Senses low-light vision; Perception +4


Defense


AC 22, touch 12, flat-footed 20 (+10 armor, +1 Dex, +1 dodge); +2 vs. humans
hp 122 (14d8+56)
Fort +14, Ref +8, Will +11
DR 2/— vs. humans


Offense


Speed 60 ft., fly 70 ft. (good)
Melee +5 spell storing longsword +23/+23/+18 (1d8+11/19–20)
Special Attacks arcane pool (+4, 11 points), greater spell combat, hex arcana (cackle APG, charm APG, enduring blade UC, healing APG, misfortune APG, weather control APG), spellstrike
Magus (Hexcrafter) Spells Prepared (CL 14th; concentration +18)
5th—cloudkill (DC 19), overland flight
4th—bestow curse (DC 19), black tentacles, greater brand APG (DC 19), ice storm (2)
3rd—force hook charge UM, haste, keen edge, slow (DC 18), vampiric touch
2nd—bear’s endurance, blindness/deafness (DC 17), bull’s strength, disfiguring touch UM (DC 17), effortless armor UC, frigid touch UM
1st—ill omen APG, long arm ACG, mount, shield, true strike, vanish APG (DC 15)
0 (at will)—acid splash, brand APG (DC 15), detect magic, mage hand, ray of frost


Tactics


Before Combat The magus drinks the potion of heroism, uses arcane pool to enhance the weapon, and casts effortless armor, mount, and overland flight. Additionally, the magus casts bear’s endurance and bull’s strength on their cohort. The magus also casts keen edge on the arrows of any archers under their command.
During Combat The magus casts haste before charging into battle, attacking with the sword while mounted or casting area-effect spells such as black tentacles, cloudkill, and ice storm while flying.
Base Statistics Without arcane pool, the potion of heroism, effortless armor, haste, and overland flight, the magus has the following stats: AC 21, touch 11 (+10 armor, +1 Dex); Fort +12, Ref +5, Will +9; Speed 20 ft. (30 ft. without armor); Melee +1 spell storing longsword +16/+11 (1d8+7/19–20); CMB +14; CMD 25; Skills Diplomacy +13, Fly –4, Intimidate +16, Knowledge (arcana, dungeoneering) +21, Linguistics +18, Perception +2, Ride +13, Spellcraft +21, Use Magic Device +16.


Statistics


Str 19, Dex 12, Con 16, Int 18, Wis 10, Cha 8
Base Atk +10; CMB +17; CMD 26
Feats Combat Casting, Critical Focus, Extra Hex APG, Fast Learner ARG, Leadership, Spell Focus (necromancy), Spell Focus (transmutation), Surge Of Success ARG, Weapon Focus (longsword), Weapon Specialization (longsword)
Skills Diplomacy +15, Fly +12, Intimidate +18, Knowledge (arcana, dungeoneering) +23, Linguistics +20, Perception +4, Ride +18, Spellcraft +23, Use Magic Device +18
Languages Abyssal, Aklo, Aquan, Auran, Common, Cyclops, Daemonic, Dark Folk, Draconic, Dwarven, Elder Thing, Giant, Gnoll, Goblin, Ignan, Infernal, Orc, Terran, Worg
SQ fighter training (fighter level 7), heavy armor, hex arcana, hex magus, knowledge pool
Combat Gear potion of heroism; Other Gear +1 human-defiant full plate, +1 spell storing longsword, belt of physical might +2 (Str, Con), eyes of keen sight UE, headband of vast intelligence +2, magus spellbook (contains all 0-level spells and all prepared spells plus 1st—crafter’s curse APG, grease, shocking grasp, touch of combustion ARG, 3rd—heart of the metal ACG, 4th—dimension door, 5th—corrosive consumption UM, wall of force), 85 gp

PF 1e: Unleash the Magus Codex Upon Your Game

Characters to Bend Reality and Crush their Enemies
Do your PCs need to hire an extra sword arm with some arcane talent to boot? Does your upcoming session need an evil wizard that can go several rounds in a melee fight? Are you seeking ideas for the terrible power at the end of your campaign? The Book of Beasts: Magus Codex has the solutions you need, arming Game Masters of the First Edition of the Pathfinder Roleplaying Game with the following:

  • 20 ready-made magus 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: Magus Codex today at JonBrazer.com, DriveThruRPG, the Open Gaming Store, and coming soon to Paizo.com.

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

Pathfinder 1e: The Helltouched Archer

The Book of Beasts: Magus Codex comes out tomorrow and is already available to subscribers of the Book of Beasts: Character Codex Subscription. We shared with you some NPCs from the book, name the apprentice mage and the clan outcast. Today, I want to share with you the Helltouched Archer.

Before I do, I have to provide a bit of context for this one. One of the things we do before conceptualizing these NPC is to research all the books from Paizo and see what has been created before. I want to see what concepts have been done and more importantly which ones have not. We discovered that the magus was not a very common class for NPCs. I found approximately as many magus NPCs in all the adventure paths I searched as I found slayer NPCs in the Ironfang Invasion Adventure Path. While there may be more in others APs, but it does means there is quite a bit of opportunity to show atypical magi.

The magus’ class features highly encourages a melee-focused character. However, the lack of touch spell options lends the class to a typical wizard build, one that avoids melee combat (casting lightning bolt through a weapon attack means you are reducing the number of targets of that spell to one, greatly reducing the spell’s effectiveness, making it a suboptimal choice). The ranged build is not typical for a magus but is no less valid. Which brings us to the Helltouched Archer. By ignoring the spellstrike class feature, the NPC can attack a specific target with arrows and at large groups of targets with spells like fireball all in one turn. Suddenly this build went from an oddity to a formidable foe, one that should be seen as a very reasonable build for the class.

So we present you with the Helltouched Archer, the unusual NPC that should not be so unusual. You can find this and more as part of the Book of Beasts: Character Codex Subscription, available at the JBE Shop, DriveThruRPG, Paizo, and the Open Gaming Store.

Helltouched Archer CR 8

XP 4,800
Tiefling ARG magus 9
NG Medium outsider (native)
Init +4; Senses darkvision 60 ft.; Perception +0


Defense


AC 21, touch 14, flat-footed 17 (+7 armor, +4 Dex)
hp 71 (9d8+27)
Fort +8, Ref +7, Will +6
Resist cold 5, electricity 5, fire 5


Offense


Speed 30 ft.
Melee spear +7/+2 (1d8+1/×3)
Ranged +1 speed composite longbow +11/+11/+6 (1d8+2/×3) or javelin +10/+5 (1d6+1) or spear +10/+5 (1d8+1/×3)
Special Attacks arcane pool (+3, 7 points), improved spell combat, magus arcana (arcane accuracy UM, arcane edge UC, empowered magic UM), spell recall, spellstrike
Tiefling Spell-Like Abilities (CL 9th; concentration +7)
1/day—darkness
Magus Spells Prepared (CL 9th; concentration +12)
3rd—cloak of winds APG (DC 16), fireball (DC 16), lightning bolt (DC 16), versatile weapon APG (DC 16)
2nd—acid arrow, flaming sphere (DC 15), scorching ray, spider climb, stone call APG
1st—burning hands (DC 14), expeditious retreat, feather fall, hydraulic push APG, returning weapon UC, true strike
0 (at will)—acid splash, detect magic, disrupt undead, flare (DC 13), ray of frost


Tactics


Before Combat The magus casts cloak of winds and spider climb, then hides high up on a wall.
During Combat If facing evil outsiders, the magus casts versatile weapon on arrows, enhances the bow with arcane pool, and uses the oil of bless weapon if necessary to bypass DR. When fighting humanoids or similar, the magus throws javelins or spears and casts spells
with spell combat, spending the arcane pool on spell recall.
Base Statistics Without arcane pool, the magus has the following stats: Ranged +1 composite longbow +11/+6 (1d8+2/×3).


Statistics


Str 12, Dex 18, Con 14, Int 16, Wis 10, Cha 6
Base Atk +6; CMB +7; CMD 21
Feats Far Shot, Manyshot, Point-Blank Shot, Precise Shot, Quick Draw, Rapid Shot
Skills Bluff +0, Climb +11, Knowledge (arcana, planes) +15, Spellcraft +15, Stealth +13; Racial Modifiers +2 Bluff, +2 Stealth
Languages Abyssal, Common, Dwarven, Elven, Infernal
SQ knowledge pool, medium armor, prehensile tail ARG
Combat Gear oil of bless weapon, potion of cure moderate wounds, potion of jump, potion of shield of faith +2; Other Gear +1 mithral chainmail, +1 composite longbow (+1 Str), efficient quiver containing arrows (60), javelin (18), spear (6), magus spellbook (contains all 0-level spells and all prepared spells plus 1st—abjuring step UC, color spray, ray of enfeeblement, unerring weapon UC, 2nd—molten orb ACG, 3rd—haste, slow), 117 gp

Pathfinder 1e: Clan Outcast

We are going to be publishing the Book of Beasts: Magus Codex here soon so we are sharing with you some of the NPCs within. Previously we shared the Apprentice Mage. Today we are showing off the Back Ally Avenger.

When we are setting up each entry in the Character Codex series, we name each idea something we want to showcase or the basic concept for it. For some, this is the name of the archetype incorporated, like Spell Dancer. Others we name as a theme, like the Power Attacker. These typically get renamed during the creation process. For example, the Power Attacker became the Weaponbreaker, and the Spell Dancer became the Aerobatic Spellsword.

There is also a third category of names, ones that seldom get renamed. These are the ones with the story already behind them. This is the case of the goblin magus we named the Clan Outcast. Ones like this seldom have their names change during the creation process. Every choice made for this character was made because goblins are generally illiterate, so a goblin that could not only read but one that could turn those words into magic would be thrown out at best. My thought process from there went something like this:

So if the goblin got banished, they’d be smart enough to know that goblins don’t survive long on their own. They would need to join up with something more powerful. Living among humans is too obvious. Dwarves? No. Elves? Hell’s no. Let’s make this one live somewhere interesting, like with a dragon. Yea, the dragon teaches the goblin about magic while the goblin guards the dragon against smaller threats so the dragon can sleep on their pile of gold. Mutually beneficial.

That is the basic story behind the goblin we detailed for the Clan Outcast magus stat block. Blargg Firespitter is a pretty fun goblin, and this one already has a scenario set up for GMs.

Subscribe to the Book of Beasts: Character Codex and get the Magus Codex as soon as it is released. Download today at the JBE Shop, DriveThruRPG, Paizo, and the Open Gaming Store.

Clan Outcast CR 5

XP 1,600
Goblin ARG magus 6
CE Small humanoid (goblinoid)
Init +4; Senses darkvision 60 ft.; Perception +0


Defense


AC 21, touch 15, flat-footed 17 (+4 armor, +4 Dex, +2 shield, +1 size)
hp 54 (6d8+24)
Fort +7, Ref +6, Will +5


Offense


Speed 30 ft.
Melee +2 flaming short sword +12 (1d4/19–20 plus 4d6 fire)
Special Attacks arcane pool (+2, 7 points), magus arcana (pool strike UM, spell shield UM), spell combat, spell recall, spellstrike
Magus Spells Prepared (CL 6th; concentration +8)
2nd—fire breath APG (DC 14), molten orb ACG, scorching ray, web (DC 14)
1st—burning hands (DC 13), long arm ACG, mudball ARG (DC 13), touch of combustion ARG (DC 13), vanish APG (DC 13)
0 (at will)—acid splash, dancing lights, detect magic, mage hand, ray of frost


Tactics


Before Combat The magus enhances the short sword with arcane pool.
During Combat The magus spends arcane pool points first on spell shield to increase AC, then on pool strike to increase short sword damage, and then targets enemies with ranged spells.
Base Statistics Without arcane pool, pool strike, or spell shield, the magus has the following stats: AC 19, touch 15, flat-footed 15 (+4 armor, +4 Dex, +1 size); Melee +1 short sword +11 (1d4–1/19–20).


Statistics


Str 6, Dex 19, Con 14, Int 14, Wis 10, Cha 10
Base Atk +4; CMB +1; CMD 15
Feats Extra Arcane Pool UM, Toughness, Weapon Finesse, Weapon Focus (short sword)
Skills Knowledge (arcana) +11, Knowledge (dungeoneering) +11, Ride +8, Spellcraft +11, Stealth +18; Racial Modifiers +4 Ride, +4 Stealth
Languages Draconic, Dwarven, Goblin
Combat Gear pearl of power (1st level), potion of cure light wounds, potion of jump, potion of protection from good, potion of remove fear, alchemist’s fire; Other Gear mithral chain shirt, +1 short sword, magus spellbook (contains all 0-level spells and all prepared spells plus 1st—color spray, corrosive touch UM, expeditious retreat, feather fall, shield, true strike), 20 gp

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.

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.

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