Pathfinder: Favored Class Options for Non-Favored Races

Shadowsfall: Favored Class OptionsLets face it. Some races get the short end of the stick. Races that are not in the core rulebook are treated as second class races. They do not have much in the way of archetypes, favored class options, etc.

So we at JBE decided to do something about that. For all the non-core book races mentioned in the Shadowsfall: Shadow Plane Player’s Companion, we gave them a full list of favored class options for you to use in any game, even if it is not Shadowsfall. We covered all classes in the Pathfinder Core Rulebook and the Advanced Player’s Guide, as well as the Magus and Gunslinger. Additionally we included support for the four classes in Psionics Unleashed, the Time Thief, Time Warden and the Malefactor. Here are just a few of those favored class options.

Dhampir
Druid: Add +1/4 to the damage of a bite attack.
Paladin: Add a +1/3 bonus on saving throws against death effects.
Soulknife: Add +1/3 on critical hit confirmation rolls when using mind blade (maximum bonus of +5). This bonus does not stack with Critical Focus.

Drow
Gunslinger: Add +1/6 to the dodge bonus granted by the gunslinger’s nimble class feature (maximum increase of +2).
Monk: Add +1 to the monk’s CMD when resisting a dirty trick and +1/2 to the number of stunning attacks he can attempt per day.
Time Thief: When using the steal time temporal talent, add +1/2 to the effective class level of the time thief, but only to determine the ability’s duration.

Fetchling
Cavalier: Add 5 feet to your mount’s darkvision (to a maximum of 30 feet). If your mount does not have darkvision, the mount gains darkvision 5 feet. If the cavalier ever replaces his mount, the new mount gains this bonus to its darkvision distance.
Psion: Add 1/4 power known from the psion power list. This power must be at least one level below the highest power level the psion can manifest.
Witch: The witch’s familiar gains resistance 1 against either cold or electricity. Each time the witch selects this reward, he increases his familiar’s resistance to one of those energy types by 1 (to a maximum of 10 for any one energy type).

Wayang
Cleric: Add +1/4 to the character’s channel resistance. If the cleric does not possess channel resistance, add channel resistance +1/4.
Magus: Add +1/2 point of cold damage to magus spells that deal cold damage.
Malefactor: Add a +1/4 bonus to your aura of misfortune ability.

Download Shadowsfall: Favored Class Options today from DriveThruRPG/RPGNow, Paizo.com, or at d20PFSRD.

Pathfinder: Does Your Spellcaster Have the Perfect Feat?

Book of Magic: 7 Spellcaster FeatsEvery spellcaster needs the best feats around and Book of Magic: 7 Spellcaster Feats brings you amazing feats for your spellcaster! Pure crunch with no filler material.

These feats are ideal for any spellcaster. Inside this 3-page PDF, you will find the feats Angelic Mastery, Improved Spell Critical, Inner Strength, Mindshaper, Planar Caller, Shadow Resistant, and Spell Critical.

Book of Magic: 7 Spellcaster Feats is now available at DriveThruRPG/RPGNow, Paizo and d20PFSRD.com. Download today.

Fate: Mechs of Fate

Powered by Fate Final Light BGI saw Pacific Rim recently. It. Was. AWESOME! I love giant robots fighting giant monsters. They’re always fun movies. So I thought I would create a few giant mechs for you to use in your Fate game. Would anyone be interested in giant monsters for these mechs to fight?

AX-715 Gunstar

Permissions: None; understood as part of the game’s conceit
Costs: Skill ranks, refresh an aspect slots, invested by single character
Aspects: Powerful Gun Arms, Trick Shot
Skills: Good (+3) Shoot, Fair (+2) Drive
Stunts: Blast it to Hell. For a fate point, add 2 to the Weapon value of any Shoot attack with the Gunstar‘s weapons.

MNF-81 Ramfist

Permissions: None; understood as part of the game’s conceit
Costs: Skill ranks, refresh an aspect slots, invested by single character
Aspects: Light on its Feet, Swift Punch
Skills: Good (+3) Drive, Fair (+2) Fight, Notice
Stunts: Catch an Attack. Once per scene, you can spend a fate point to catch an incoming attack with your fists. This negates the consequences of the attack. This cannot be used against energy weapons.

RP-6 Eagleeye

Permissions: None; understood as part of the game’s conceit
Costs: Skill ranks, refresh an aspect slots, invested by single character
Aspects: Hard to Detect, Sight beyond sight
Skills: Good (+3) Notice, Fair (+2) Fight, Stealth
Stunts: Exceptional Sensors. You can use Notice in place of Investigate when using the Eagleeye’s sensors.

Please tell us what you think of these or how we can fine tune these to be even better.

Traveller: Warp to a New Game

MTnb: Warp Ships 1Warp to a new game with Mech Tech ‘n’ bot: Warp Ships 1. This presents three new ships each with full deck plans: the cargo-carrying Startrotter, the Starblazer missile destroyer, and the torpedo-carrying destroyer Novabringer.

Meet adventure on a new frontier of play today. Download Mech Tech ‘n’ bot: Warp Ships 1 today at DriveThruRPG/RPGNow and at d20PFSRD.

Traveller: Power Bows

Bows and arrows have come a long way since the middle ages and they will continue to evolve in their effectiveness as time marches forward. So here are a few of the bows I think will be available in the future.

New Weapon Characteristics
Wireless (TL 11): Every arrow after the first successful strike on the same target made with the same bow with the wireless characteristic is granted a +1 DM as the arrow sends back positioning telemetry to the bow. This bonus lasts for 1 minute.

Wireless Bow (TL 11)
This short bow is made from an advanced polymer-metal composite. It features an onboard computer, allowing it to know the position of arrows it fired for a short time.

Weapon: wireless bow
TL: 11
Range: Rifle
Required Skill: Athletics (Bows)
Damage: 2d6+1
Recoil: 1
Cost (CR.): 400
Mass (Kg): 0.6
Special: wireless

Wireless Power Bow (TL 13)
Functionally similar to older styles of bow, however, the addition of energy allows the bow string to recoil at ultrahigh speeds. So an arrow fired from this bow rips through light armor.

Weapon: wireless power bow
TL: 13
Range: Rifle
Required Skill: Athletics (Bows)
Damage: 2d6+4
Recoil: 0
Cost (CR.): 600
Mass (Kg): 0.5
Special: armor piercing 3, wireless

Look for Mech Tech ‘n’ bot: Warp Ships 1, available next week at DriveThruRPG/RPGNow and d20PFSRD.

Pathfinder: Need a Thinking Weapon

Book of the Faithful: The Worshiping SwordsBack in the days of 3.5, I bemoaned the fact that intelligent weapons were near non-existent. To date, I have never been in a player in a game with a weapon that could talk back to you in any edition of D&D or Pathfinder. I’ve seen it in games I’ve GMed, but even still that is a rare thing in modern gaming. So one of my first releases in Pathfinder when I started Jon Brazer Enterprises was Book of the Faithful: The Worshiping Swords. These weapons were designed to be champions of various deities encased in weapons after they died. One of my favorites is the weeping sword of mercy and justice. I would like to share it with you.

Weeping Sword of Mercy and Justice
While the paladin, Lanik, lay dying at the wizened old age of seventy, he called out to his god, asking to serve him longer. He wept for all the evil that still remained in the world that he was not able to right. An angel came to the aged paladin’s bedside and offered one way for the faithful follower to continue to serve. Without hesitating, he accepted and the angel wisked him away. Less than a week later, Lanik’s consciousness was apart of a sword.
Throughout the centuries, this sword has been passed from paladin to paladin for those worthy of the blade. The sword offers tactical advice to its wielder. It also protects the wielder and the wielder’s allies from harm. Yet the one thing that all wielders reported throughout the sword’s long history is that the sword sounds like it weeps when it speaks. When asked about it, the sword tells that it weeps for the evil that still resides in the world. This is how the sword became known as the Weeping Sword of Mercy and Justice. The only time that it sounds like to not be weeping is when it is thwarting criminal activity and bringing the criminals to justice. When doing so, the sword glows faint blue and it becomes a holy weapon.
Weeping Sword of Mercy and Justice
LG +2 merciful greatsword
Aura moderate abjuration and evocation; CL 13th
Slot none; Price 97,250 gp; Weight 8 lbs;
Senses 60 ft, Darkvision 60 ft;
Communication Speech; Languages Common;


Powers


1/day – shield other, resist energy 10 (wielder only)
Dedicated power At will – holy sword
Purpose Bring criminals to justice


Statistics


Int 11 Wis 16 Cha 15
Skills Diplomacy +12, Sense Motive +8
Ego 17


Construction


Requirements Craft Magic Arms and Armor, cure light wounds, holy sword, resist energy, shield other; Cost 48,625 gp

Find more intelligent weaponry in the Book of the Faithful: The Worshiping Swords available now at DriveThruRPG/RPGNow, Paizo.com or d20PFSRD.

Pathfinder: Fire In The Hole!

Book of Magic: Insurgency of SummerWith the Reign of Winter winding down, we thought it was a good time to share with you a few of the fire spells that we created for you to use to combat this frozen force.

Blood Spray
School
evocation [fire]; Level magus 6, sorcerer/wizard 6, witch 6
Casting Time 1 standard action
Components V, S, F (+1 flaming dagger, worth 8,000 gp or more)
Range 90 ft.
Area cone-shaped burst
Duration instantaneous
Saving Throw Fort half; Spell Resistance yes
As part of the spell’s casting, the caster must stab herself with a +1 flaming dagger (no attack roll required), dealing the dagger’s normal damage plus 1 point of Constitution damage. This damage can be lessened or negated through damage reduction, fire resistance and similar means, but the Constitution damage cannot be negated. Blood from the wound sprays forth in a 60-foot cone, dealing 1d8 points of fire damage per caster level (maximum 15d8) plus 1d6 points of Constitution damage. If a creature with the cold subtype successfully saves against this spell, the Constitution damage is not halved, although the fire damage is still halved as normal.

Fiery Blast
School
evocation [fire]; Level magus 5, sorcerer/wizard 5
Casting Time 1 standard action
Components V, S, M (pinch of sulfur and candle wax)
Range 60 ft.
Area cone-shaped burst
Duration instantaneous
Saving Throw Reflex half; Spell Resistance yes
Fiery blast creates an area of extreme heat and flame, originating at your hand and extending outward in a cone, dealing 1d6 points of fire damage per caster level (maximum 15d6).

Fire Mark
School
evocation [fire]; Level alchemist 2, druid 3, magus 2, sorcerer/wizard 2
Casting Time 1 standard action
Components V, S
Range touch
Target one creature
Duration 10 min./level or until discharged
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
The energy of this spell creates a red, flame-shaped brand on the face, hand or other prominent feature of any creature, living or undead. The creature bearing this mark gains a +2 enhancement bonus to Dexterity. The creature also possesses the ability to cast from the palm of the hand a ray of fire that deals 3d6 points of fire damage. A creature affected by this spell may make a successful ranged touch attack against a target within medium range (100 feet + 10 ft./level) with the ray of fire. Using this ray of fire ability is a standard action that immediately dismisses the fire mark.

Find more spells as well as character options in the Book of Magic: Insurgency of Summer available now at DriveThruRPG/RPGNow, Paizo.com or d20PFSRD.

Traveller: Drones

Drone 1One thing I have not seen done much in Traveller involves unmanned vehicles, or “drones” as they are more commonly called. These pilotless machines the size of a fighter craft handle operations in environments far to hazardous for human life should be rather ubiquitous in the future. To date, however, little has been done on the topic. So here is one that we made that you can use in your home game. We are working on many others to be released soon.

Download more Traveller awesomeness at DriveThruRPG/RPGNow.

Pathfinder: Traps of Doom

Book of Beasts: Legendary FoesAll week long we are looking at what is in the Book of Beasts: Legendary Foes. Monday we listed all the monsters, NPCs, demigods and traps by CR. Tuesday we showed off the artwork within. Wednesday showed you how complex the NPCs were with all the class levels, archetypes, racial options, and templates layered on top of each other. Finally, today were are showing off the traps within.

High level traps are in short supply and imaginative traps that are more than a spell are even more rare. So we bring you a total of 12 traps covering CRs ranging from 15 to 24. Below are two such traps. We hope that these will be useful in making your players afraid and enhancing your world.

Collapsing Wall of Skulls CR 19
Type mechanical; Perception DC 29; Disable Device DC 29
Effects
Trigger location; Reset manual
Effect collapsing wall (20d6 bludgeoning damage); DC 25 Reflex avoids; multiple targets (all targets in a 5 ft. x 30 ft.-square area), onset delay (1 round)
Both sides of this thirty foot long hallway are composed entirely of humanoid skulls. One of the walls is a trap. The skulls on that wall are designed to fall on all those in the hallway, crushing them beneath their weight. The trap’s trigger is the five-foot space in front of the locked door at the end of the hallway. Any creature that stands on that spot for more than a round will trigger an avalanche of skulls. If a creature stands on the trigger and leaves before the end of its next turn, the trap’s timer resets. Trap cost: 4,750 gp. Construction DC: Craft (traps) 35.

Acid Spray Trap CR 23
Type
mechanical; Perception DC 44; Disable Device DC 44
Effects
Trigger touch; Reset automatic (requires 1 day to regenerate acid); Bypass hidden lock (DC 35 Perception to locate, DC 40 Disable Device to open without a key)
Effect acid spray (16d6 acid damage) DC 29 Reflex half; multiple targets (all targets in a 40-ft. by 80 ft.-square room)
Triggering an acid spray trap requires touching the handle of a door that leads deeper into the dungeon. Once it is triggered, acid sprays out of a number of tiny holes in the stonework around the room (Perception check DC 45 to notice). Nowhere in the area is safe from the acid, although a Reflex save (DC 29) reduces the damage by half. A hidden lock, near the dungeon’s original entrance, prevents the acid from spraying. Trap cost: 28,000 gp. Construction DC: Craft (traps) 40.

Download the Book of Beasts: Legendary Foes at DriveThruRPG/RPGNow, Paizo.com or d20PFSRD. Pre-Order the print version from your local game store or your favorite gaming website.

Pathfinder: Beyond Monsters, Legendary NPCs

Book of Beasts: Legendary FoesAll week long, we are sharing what is in the Book of Beasts: Legendary Foes monster book for the Pathfinder Roleplaying Game. Monday we showed you a listing of all monsters, NPCs, demigods and traps by CR. Yesterday, we showed you some of the beautiful full-color art within. Today we want to talk to you about the NPCs.

Originally, I was going to post another a monster from the book, but I have actually posted several monsters from the book both here on JonBrazer.com (such as the millennial worm and the blightrat) as well as some in our newsletter (sign up here for exclusive previews). So today I decided to share with you details on the NPCs.

At its core, the Book of Beasts: Legendary Foes is a monster book, it is, however, so much more than that. This book contains within some of the hardest to build NPCs out there. You will not find any dwarf fighters here. We are talking about monsters with archetyped class level and templates stacked on top of each other to make a truly dizzying array of ability to throw at your players. We know how difficult it is to come up with some really spectacular array of NPCs across multiple books. So we took care of that for you.

Here are all of the options you will find within the Book of Beasts: Legendary Foes:

  • Banshee witch 12
  • Awakened fortune-blessed unseelie dire tiger rogue (thug) 11
  • Half-fiend drider sorcerer 9
  • Fire giant ranger (skirmisher) 14
  • Oread worm that walks cleric 19
  • Wyrm magma dragon ravener
  • Aasimar lich sorcerer 13 dragon disciple 6
  • Ghost cyclops rogue 9
  • Shadow demon fighter 14
  • Ratfolk diviner (foresight) 3 oracle 6 mystic theurge 10
  • Dark stalker juju zombie antipaladin 19

Download the Book of Beasts: Legendary Foes at DriveThruRPG/RPGNow, Paizo.com or d20PFSRD. Pre-Order the print version from your local game store or your favorite gaming website.