Pathfinder 1e: Animal Shaman

The Pathfinder Roleplaying Game: Advanced Class Guide set out to hybridize a number of the existing classes in the game. Not only the new classes but they added archetypes for the existing classes as well. Paizo gave the fighter a mutagen, allowing the fighter to grow wings. They gave the barbarian bloodline-like powers making it more akin to the bloodrager. The cavalier received can turn his mount into a more dangerous animal. A paladin gains some ranger-like abilities, and the list goes on and on. Then Paizo released a number of new classes that never got hybridized with those classes previously released. This is one of the many ideas I have while working on this new series of archetypes for the ACG.

Today I bring you the animal shaman. We take the shaman class and mix in a little of the shifter. While the shaman does not fully shift into the form of another animal, those who take this archetype do take on aspects of an animal, letting them gain some of the creature’s advantages. This is a fun little archetype and we hope you stick around for more like it.

To help us keep making Pathfinder 1e products, download our existing PFRPG books, whether they are monster books, adventures, expanded races, or other class options. Download them today at the JBE Shop, DriveThruRPG, the Open Gaming Store, and Paizo. If you prefer print, you can find our books at the JBE Shop, DriveThruRPG, and Amazon.

Animal Shaman

Most shaman speak to the spirits that are all around them. Some shaman, however, not only speak to the spirits around them but let them fill their bodies, taking on a small aspect of their power and nature.
Associated Class: Shaman
Replaced Abilities: Hex (4th, 10th, and 16th levels only)
Modified Abilities: Spirit (1st level only)
Spirit: The animal shaman must choose the Nature spirit at 1st level.
Animal Aspect (Su): At 4th level, an animal shaman gains her first aspect—a category of animal to which her body and soul have become supernaturally attuned. She can shift into her
aspect’s minor form (see Aspects in the animal shaman class in the Pathfinder Roleplaying Game: Ultimate Wilderness, Chapter 1) for a number of minutes per day equal to 3 + her animal shaman level. The duration need not be consecutive but must be spent in 1-minute increments. Shifting into a minor form is a swift action, while ending the effect is a free action that can be taken only on the animal shaman’s turn.
As the animal shaman gains levels, she gains more aspects; she gains her second aspect at 10th level, and a third aspect at 16th level.

Pathfinder 1e: Dragon Fist

Last week we posted a new swashbuckler archetype. We’re going to try to continue with this by posting a new Pathfinder archetype every Monday. We’ll be focusing on the newer classes (those in the Advanced Class Guide, Occult Adventures, Ultimate Intrigue, and Ultimate Wilderness), but we’ll be posting some archetypes to the older classes as we think them up. Today we are giving the brawler class a bit of a dragon theme with the Dragon Fist archetype. Not only that, the table found here can be equally applicable to sorcerers, bloodrager, and dragon disciples. I must admit, I was rather disappointed that the table for the bloodrager bloodline was not updated to include more dragon types. Well, we did it for you here. Happy gaming.

As always, support us bringing you new Pathfinder material by downloading our books at the JBE Shop, DriveThruRPG, the Open Gaming Store, and Paizo. If you prefer print, you can find our books at the JBE Shop, DriveThruRPG, and Amazon.

Dragon Fist

The blood of a dragon flows through you, making you a superb combatant.

Associated Class: brawler

Replaced Abilities: Unarmed strike, awesome blow, improved awesome blow

Modified Abilities: AC bonus, brawler’s strike, modified ability name (note: sort them by level, also note, the difference between these and replaced abilities is if the name of the ability changes)

Dragon Blood (Su): The power of dragons flows through you and manifests in a number of ways. At 1st level, you must select one of the dragon types. This choice cannot be changed.

Dragon Type Energy Type Breath Shape
Black, Brine, Copper Acid 60-foot line
Blue, Bronze Electricity 60-foot line
Brass, Infernal, Solar, Underworld Fire 60-foot line
Cloud, Dream, Sky, Time Electricity 30-foot cone
Crypt, Umbral Negative Energy* 30-foot cone
Crystal, Havoc, Sovereign Sonic 15-foot cone
Gold, Magma, Red, Sea, Vortex Fire 30-foot cone
Green, Nightmare, Rift Acid 30-foot cone
Lunar Cold 60-foot line
Silver, Void, White Cold 30-foot cone

* harm to living creatures only; this does not heal undead creatures.

Claws: Your nails grow and harden into claws. The damage you deal with your claws is the same as the brawler unarmed damage except it deals slashing damage.

AC Bonus: At 4th level, the brawler’s skin begins to grow scales in patches, granting a +1 natural armor bonus to AC. Also, you gain resist 5 against your energy type. At 9th, 13th, and 18th levels, your AC bonus increases by 1 (to a maximum of +4 at 18th level) and your energy resistance increases by 5 (to a maximum of 20 at 18th level).

Brawler’s Strike (Ex): Unlike other brawler’s, a dragon fist drips acid, scorches flames, tingles with electricity, or freezes with a touch. At 9th level, her claws are also treated as the energy type that matches the dragon type chosen with the dragon blood ability. The rest of this brawler’s ability affect her claws but otherwise remains unchanged.

Breath Weapon (Su): At 16th level, you gain a breath weapon. This breath weapon deals 2d6 points of damage of your energy type per sorcerer level. Those caught in the area of the breath receive a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 your dragon fist level + your Charisma modifier. The shape of the breath weapon depends on your dragon type (as indicated on the above chart). At 16th level, you can use this ability twice per day. At 20th level, you can use this ability three times per day.

Dragon Form (Su): At 20th level, you can choose to take the form of your chosen dragon type (as form of the dragon II, but with good maneuverability). You can use this ability once per day.

Pathfinder: Luckstealer Sword Archetype

Recently asked on Twitter and Facebook what 1e Pathfinder classes need more options. Replies came back and the answers were overwhelming. We are glad to see so many Pathfinder 1e fans still interested in the game, and we are here for you. Since your replies, I came up with this little archetype for swashbucklers. My editors haven’t polished this yet so please do not consider this final.

As always, support us bringing you new Pathfinder material by downloading our books at the JBE Shop, DriveThruRPG, the Open Gaming Store, and Paizo. If you prefer print, you can find our books at the JBE Shop, DriveThruRPG, and Amazon.

Luckstealer Sword

Luckstealer swords are swashbucklers that have no luck of their own. Instead they have to steal the luck from their opponents, dooming those that oppose them.
Associated Class: swashbuckler
Replaced Abilities: Charmed life
Modified Abilities: Panache
Panache: Unlike other swashbucklers, a luckstealer sword starts each day with 1 panache, although her normal maximum is still her Charisma modifier. A luckstealer sword can regain panache in the following additional way:
Setup: Each time the luckstealer sword performs an action that grants a bonus to an ally’s attack or penalty to an opponent’s defense—such as using the curse bringer ability, taking the aid another action, grappling an opponent, or helping a rogue perform a sneak attack—she regains 1 panache point.
Curse Bringer (Su): At 2nd level, a luckstealer sword’s attacks opens their target up to other attacks. Three times per day as an immediate action after successfully attacking a living creature, she curses the attacked creature with a –1 penalty to all saving throws until the start of the luckstealer sword’s next turn. At 6th level and every 4 levels thereafter, the penalty increases by –1 (to a maximum of –5 at 18th level). At 10th level and 18th level, the number of times she can do this per day increases by 1 (to a maximum of 5 times per day at 18th level).

3 Keys to Reskinning an Adventure

As I mentioned, my “office” game is Tales of the Yawning Portal. Previously, I talked about reasons to use published adventures and how to turn published modules into a campaign. Today I want to talk about keys to taking a published adventure and turning it into what you need for your campaign. This process is called reskinning and it is pretty easy.

1) Figure Out What to Keep

The single biggest reason to use a published adventure at all is to save time. So if you are not using a published adventure as written, you have to ask yourself why you’re not simply using a different adventure. Some reasons include you like the map, or the story, or perhaps some unique monster. These are the things about the original adventure you will want to keep in your reskinned final version of the adventure.

This will also tell you what about this adventure you need to change. If you simply do not like the map, then all you need to do is draw a different map and perhaps change the read aloud text to describe the vicinity. If the level of the adventure does not work for you, figure out if can you just increase or decrease some of the numbers in the monsters/difficulties to make it work? This works best if the level of adventure is only 3 or less levels away the character’s level. Any wider a gap and the designers probably did not anticipate the capabilities of the characters (whether in their favor or not) to be able to complete the adventure. If some of the monsters simply do not grab you, then it is time to use those creative skills you have in you and craft a new one. Alternatively, you could just a monster book and switch out the offending monster with a new one.

2) Add New Reasons to Go In

Changing the premise of the adventure is the easiest thing to do. If the adventure is at the right level, features enemies you want to pit against the characters, and has a map you like but the reasons the module has for going on the adventure don’t work for your campaign, change it to something that does work for you.

When you do that, make sure to add multiple reasons for the characters to go on the adventure. Players and their characters are not monolithic. Seeking out a treasure horde does not always excite them. Similarly, serving the good deity if goodness is not always proper motivation. Having a handful of reasons means that everyone can find something. These reasons should be a mix of long term campaign reasons and some reasons specific to this adventure.

3) Just Use the Encounters

If you want to be dramatic and essentially throw out the adventure, there are still parts of you you can keep. Namely, the monsters and their proportions (aka the encounters). By using the encounters, you know the battles are already balanced; the math is already worked out. All you have to do from there is focus on the map, the descriptions, the reasons to go in, and maybe make a monster more or less difficult. Translation: do everything above.

This works great when you have an adventure that takes place that doesn’t work for your campaign—such as a volcano like in Deadly Delves: The Chaosfire Incursion—and you want it to take place elsewhere, like in a magical glacier. Well you will need new maps and will need to rewrite all the flavor text. However, you can keep all the encounters, simply renaming the monsters and changing fire damage to cold and the …. well that is a spoiler for the adventure.

The real advantage of doing this is you save time on crafting your own adventure, but you save some by using whatever parts of the existing adventure work for you. Plus you have a template for how the story should flow, giving you a basis for your own version of the adventure.

Download all of Jon Brazer Enterprises’ adventures for 13th Age, Fifth Edition, and Pathfinder at the JBE Shop, DriveThruRPG, Paizo, and the Open Gaming Store.

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: The Shadowsfall Elevator Pitch

Every setting should have what is called an “elevator pitch.” If you never heard the term before, it is a quick speech that a writer/producer can pitch to a producer during an elevator ride. It should quickly telegraph exactly what kind of stories you are going to tell in the setting. Just take a look at your favorite TV shows and movies and you can quickly figure out what the elevator pitch was. *Spoiler Warnings* MASH: A bunch of doctors in an army field hospital work to save soldiers and civilians. When they are not working, they are bored out of their skulls and occupy themselves with relationships, practical jokes, and writing letters home. Star Trek: The voyagers of the starship Enterprise are on a 5 year mission to explore strange new worlds, seeking out new life and new civilizations. Together they boldly go where no human as gone before. Marvel Cinematic Universe/Avengers: The adventures of Earth’s mightiest heroes. They are each a force powerful enough to deal with serious dangers. However, when they encounter something so powerful that none of them can stop it alone, they put aside personal differences and team up for the good of the world.

This is also true for role playing games. Take the Pathfinder Campaign Setting as an example. The elevator pitch is basically a setting where each country has their own flavor allowing for just about any kind of story to be told there. The god of humanity died when he was foretold to ascend to even greater power. Now the world is in an age of lost omens where prophesy no longer works reliably. How about Eberron? Its elevator pitch is a high magic society run amok. Various magical wars have left some of the landscape barely hospitable yet the people have access to magical equivalent of modern tech such as street lights and high speed transportation.

The obvious question is then, “What about Shadowsfall?” Of course we have an elevator pitch. Here it is. A lich very nearly took over the world when he decided to take on the sun goddess and destory the sun. The after the goddess’ death, the gods destroyed the lich and his phylactories, leaving the undead a leaderless horde. You are one of the survivors, beating back the masses of zombies and skeletons while trying to reestablish civilization.

So how does that pitch make it different from more stand RPG settings like a Greyhawk, Forgotten Realms, or Pathfinder? In these settings, a common source low-level violence involves raiders, be they human, elf, dwarf, orc, goblin, kobold, gnoll, or whatever. An adventure jumps off from there because the raiders took something and you have to get it back. In Shadowsfall, that source of low-level violence is a horde of skeletons and zombies. Since these can’t take something (unless controlled by an intelligent creature), adventures go in a different direction. Are there too many zombies? You have to get everyone to safety. Do they all bare the markings of the orc tribe your village trades with? You have to go and investigate. Do all the skeletons bare the same arcane symbols to reanimate them? Someone is actively raising them and you have to go find out who and stop them.

Another source of adventure in most campaign settings is delving into ancient ruins looking for treasure. In Shadowsfall, you’re trying to steal food from ancient fields and orchards protected by constructs that can no longer tell living from undead or from fey growing magical mushrooms that can feed anyone that submits to their whims. Political campaigns in standard settings revolve around taking down a corrupt city ruler and getting the backing of the powerful NPCs to install an honest person. Shadowsfall political campaigns involve getting humans, elves, and gnomes, to coordinate their efforts with orcs, hobgoblins, and trolls and getting them to see that working together will help for the greater good.

The Greater Good. (Sorry, couldn’t help myself.)

What about high level campaigns? Your standard campaign settings frequently fall back on 4 different sources of danger (mixing and matching as desired): giants, dragons, the planes, and undead. Well, one of these is kind of obvious for Shadowsfall. Undead are definitely there. The question then becomes, who or what is the power behind the undead. Is it a powerful wizard or sorcerer that wants to unify the worlds under their rule? Perhaps it is an archkyton that want to keep the people afraid of the undead enough to submit willingly to their torture? Maybe it is a fey lord trying to clear her lands of undead and inadvertently sending them to the mortals? Maybe a construct machine that has seen all the fighting the living and undead have wrought and decided to wipe out the source of the undead by eliminating the living. The possibilities are endless. Sure you can have an undead only campaign but you need a reason behind them or else it will become boring fast. You need to have a conscious mind with clear goals and that is where all the other creatures come in.

Shadowsfall is shaping up to be a fun and exciting place to adventure in. We hope you will join us.

Download all of our Pathfinder RPG books at the JBE Shop, DriveThruRPG, Paizo, and the Open Gaming Store.

Pathfinder: Kytons

Like all outsiders, kytons do not feed on the same food as humans. That does not mean they do not need to consume something to sustain their existence. For devils, it is despair. Any type of despair will do but they particularly love the aroma of despair from oppression. If a soul they take for their own gives up and accepts that there is no escape from Hell, they feed upon that despair. That is their food. Which is why devils work so hard to make someone give up and accept the terrible situation around them instead of fighting to change it. For azatas, it is joy. They feast upon the child-like joy and wonder of a soul experiencing a place for the first time. This is why the chaotic good plane constantly sprouts new flowers and features an ever-changing landscape, perfect for adventure.

Kytons feed upon willful surrender. They love someone that willingly accepts pain. These outsiders will never remove the ability for a soul to not accept the pain they offer because a forced surrender taints the taste of that surrender to them, making it unpalatable to them. So the pain they offer is pleasurable to those that give of themselves willingly. This differs from devils in that a devil always aims to outmaneuver their target, so they have no choice but to give in to a devil; such actions are an anathema to a kyton. The chainclad want that sweet taste of willingness.

Below are some of the images of kytons of Shadowsfall. Some of these will be in the upcoming campaign for Shadowsfall while others will be in a a future Shadowsfall monster book.

Below is a whelp kyton, one of the lowest form of kytons in existence. Its eyes are not under a blindfold as many believe. It keeps what humans would consider eyes closed until it uses its unnerving gaze where the target sees itself in a similar position of voluntary servitude as the whelp. The chain it wears around its neck attacks anyone that attack it. Additionally, the chain lifts it off the ground by the neck when it needs to fly. It carries out small jobs that are beneath the status of more powerful kytons. For all this, it gets to feed upon the willing submission from those that kneel to its master.

Kyton, Whelp CR/HD 2

Init +1; Perception +7 (darkvision 60 ft.)
Size Tiny; Speed 15 ft., fly 30 ft.


Defenses


AC 14 (touch 12, flat-footed 12); Fort +1, Ref +1, Will +5; CMD 12; Concentration +5
hp 20; DR 5/good or silver; Immune cold, fear effects


Attacks


Melee chain +3 (1d8+3), 2 claws –2(1d6+1)
Attack Spells (DC 13 + spell level) 1/day—inflict light wounds, scare
Attack Options unnerving gaze (30 ft., DC 13, shaken for 1 round); CMB –1


Statistics


Utility Options alertness, telepathy 60 ft.
Dex +1, Int +2, Cha +3; Bluff +10, Escape Artist +7, Fly +7, Perception +7, Perform (act) +10, Sense Motive +10, Stealth +10,
XP 600; LE Outsider (kyton)

Be sure to download all our Pathfinder books at the JBE Shop, DriveThruRPG, Paizo, and the Open Gaming Store.

Pathfinder: The Undead of Shadowsfall

Last week, we announced that we are creating our own setting known as Shadowsfall. It is a worlds where a lich tried to take over the world, killed the sun goddess, and was destroyed by the other gods. Here, you are a survivor fighting for the living in the aftermath of all that. Nine out of every ten creatures are undead and more than half of them are mindless.

So saying that undead feature prominently in any Shadowsfall game is an understatement. With the survivors either in protected cities, living near some fortification to retreat there when the undead hordes come close, or wandering the wastelands hunting for food and slaying small groups of walking corpses they encounter, seeing a zombie or skeleton here is as common as seeing a goblin, kobold, or orc in a standard fantasy setting. Today I just want to take a few moments and share with you some of the undead creatures that “live” in this land of poor sunlight. Long time fans of JBE will recognize these pieces as being from the Book of Beasts: Monsters of the Shadow Plane.

You can also see some of the other walking corpses like the orc skeletal champion and a ravager wolf. Today, however, we’re going to share with you the stat block for the unquiet giant. This big brute is jovial in the way it smashes everything in its sight. Its a fun monster to have wandering around.

Unquiet Giant CR/HD 13

Init +0; Perception +17 (darkvision 60 ft., low-light vision)
Size Huge; Speed 30 ft.


Defenses


AC 30 (touch 16, flat-footed 23); Fort +14, Ref +14, Will +14; CMD 35 (39 vs bull rush)
hp 198; DR 15/slashing; Immune undead immunities
Weakness easily distracted


Attacks


Melee greatclub +22/+17/+12 (3d8+23) or 2 slams +22 (3d6+25)
Ranged spirit stone +16/+11/+6 (28)
Attack Options improved combat maneuver, rock throwing (120 ft.), stun attack (13/day, Fort DC 14); CMB +26 (+30 bull rush)


Statistics


Str +9, Con —, Wis +4, Cha +6; Climb +21, Intimidate +17, Perception +17
XP 25,600; CE undead (giant)


Special Abilities


Easily Distracted (Ex) Although it is immune to all mind-affecting spells and spell-like abilities, an unquiet giant is highly susceptible to mundane distraction. At the start of its turn, it must succeed a DC 15 Wisdom check to fight normally. If it fails, it attacks a random creature within its reach.
Spirit Stone (Su) An unquiet giant imbues every stone it throws with the essence of its final battle, flying unwaveringly, and even veering to follow its target. An unquiet giant uses its Charisma bonus instead of its Dexterity bonus to its attack rolls when throwing rocks. All rocks thrown in this manner are considered to be magic weapons for purposes of damage reduction.

Poll: Where Do You Buy Your Pathfinder Compatible, 5e Compatible, and 13th Age Compatible Books and PDFs From?

Today we would like to ask you where you buy your books from, be they print or PDF. Please note, we are only asking about Pathfinder Compatible (so not Paizo’s books), 5e Compatible (so nothing from Wizards nor from the DMs Guild), and 13th Age Compatible (so not Pelgrane’s books). Vote for your top 3 answers. If you don’t see where you purchase your books and PDFs from, please let us know in the comments below.

Sorry Traveller, we would include you in this poll, but the license allows for only one place for Traveller MGT2e books to be sold at DriveThruRPG.

Thank you in advance.

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