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Pathfinder: Wyrwood Golembreaker

Book of Heroic Races: Advanced Wyrwoods (PFRPG)

Being constructs themselves, wyrwoods excel at know construct vulnerabilities of their kind far better than other races and they should have a serious advantage at taking down other constructs. So it only makes sense that wyrwoods have a rogue archetype that is better at attacking golems than others. This was the thinking at lead to the golembreaker archetype, and we present that archetype to you below.

This is but one of the many archetypes in this book. Inside you will also find the verdant bulwark, a tactician archetype that is all about defending the party with a shield where you get to throw your shield and it comes back to you (yes we did base it on a comic book super heroic). We also included a new oracle mystery and sorcerer bloodline. Plus there are new rogue talents, alchemist discoveries, and more. This is jam packed with options wyrwood specific options for you to enjoy this race.

Download the Book of Heroic Races: Advanced Wyrwoods for Pathfinder at DriveThruRPG/RPGNow, Paizo.com, and the OpenGamingStore (formerly d20PFSRD).

Book of Heroic Races: Advanced Wyrwoods is part of the Book of Heroic Races: Advanced Compendium. Download the Book of Heroic Races: Advanced Compendium now at DriveThruRPG/RPGNow, d20PFSRD, and Paizo.com.

Golembreaker

Constructed as they are, wyrwoods have a natural understanding of what it takes to dismantle other creatures made through artifice. This knowledge is of special importance to a number of wyrwoods, commonly called golembreakers, who specialize in the infiltration and exploration of abandoned arcane sanctums, tombs, and other ruins with the aim of recovering arcane lore and magical artifacts. Vital as arcana is to the continuation of the wyrwood race, golembreakers often hold places of honor in wyrwood societies, and among other races they are known as reliable treasure hunters.
Associated Class: rogue
Associated Race: wyrwood
Replaced Abilities: evasion, uncanny dodge, improved uncanny dodge
Modified Abilities: sneak attack
Sneak Attack: A golembreaker’s training focuses on the elimination of threats commonly found in places laced with arcane magic. When they make a sneak attack against a construct, undead, or a creature with the elemental or incorporeal subtype (see disruptive strikes below) they use d8s to roll sneak attack damage instead of d6s. For sneak attacks against all other types of creatures, they use d4s instead of d6s. The golembreaker’s sneak attack ability otherwise functions as normal.
Arcane Sight (Sp): Beginning at 2nd level, a golembreaker can tap into the arcane energies that fuel their creation.They can use detect magic and identify at will as spell-like abilities, using their level as their caster level.
Disruptive Strikes (Su): When a golembreaker reaches 4th level, they understand how to disrupt the supernatural energy that breathes life into even ephemeral creatures, allowing them to deal critical hits and precision damage (including sneak attack damage) to creatures with the elemental or incorporeal subtypes.
Critical Sneak (Ex): Beginning at 8th level, whenever a golembreaker scores a critical hit against a construct or undead creature, or a creature with the elemental or incorporeal subtype, the attack is also a sneak attack. If the golembreaker is also flanking the target or the target is otherwise denied its Dexterity bonus to AC against the attack, they use d10s to roll the sneak attack damage instead of d8s.
Rogue Talents: The following rogue talents complement the golembreaker archetype: esoteric scholar (UC), magical attack, major magic, minor magic, trap spotter.
Advanced Rogue Talents: The following advanced rogue talents complement the golembreaker archetype: dismantling attack, dispelling attack, familiar (UC), slippery mind, thoughtful reexamining (APG).

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Pathfinder: Rage Against Everything

Book of Heroic Races: Advanced Skinwalkers (PFRPG)

All week long, we are showing off what is inside the new Book of Heroic Races: Advanced Skinwalkers for Pathfinder. We already showed you the interior artwork, the basic racial abilities, and one of the archetypes. Today we are sharing the some rage options for barbarians and skalds.

If there is one thing that Skinwalkers do exceptionally well is to viscously tear into their enemies without reserve. This melds well with the barbarian and skalds classes, which do that to begin with. So when we set out to do Advanced Skinwalkers, we wanted to make sure that we gave them some sweet powers. We hope you enjoy our offerings.

Download the Book of Heroic Races: Advanced Skinwalkers for Pathfinder at DriveThruRPG/RPGNow, d20PFSRD, and Paizo.com.

Book of Heroic Races: Advanced Skinwalkers is part of the Book of Heroic Races: Advanced Compendium. Download the Book of Heroic Races: Advanced Compendium now at DriveThruRPG/RPGNow, d20PFSRD, and Paizo.com.

New Barbarian/Skald Rage Powers

Cursed Scar (Su): Foes the barbarian scars with demoralizing scar or similar rage powers find their wounds slow to heal. Spells that would remove hit point damage, ability damage, or ability drain from the victim fail unless the caster succeeds on a caster level check (DC 11 + barbarian level + skald level). The curse lasts for 24 hours or until removed with a remove curse spell or effect (same DC). A barbarian must have the demoralizing scar rage power and be at least 10th level to select this power.
Demoralizing Scar (Ex): Once per rage, the barbarian can choose to scar a target upon a hit with a natural weapon attack. If the foe fails a Fortitude save (DC equal to 10 + 1/2 the barbarian’s level + the barbarian’s Strength modifier), it is disfigured by the attack and suffers 2 points of Charisma drain. A scarred foe must then attempt a Will save (same DC); if it fails, it is shaken for as long as it can perceive the barbarian. Success indicates that the foe is immune to this fear for 24 hours. This is a mind-affecting fear effect. Fear from a demoralizing scar does not stack with other fear effects. As long as the drain persists, whenever the foe again encounters (and recognizes) the barbarian, it must make the Will save again. A barbarian must be at least 8th level to select this rage power.
Furious Transformation (Su): During any round in which the barbarian enters a rage, using the change shape racial ability requires only a move action, rather than a standard action.

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Pathfinder: Psionic Skinwalker

Book of Heroic Races: Advanced Skinwalkers (PFRPG)

We are posting previews to Book of Heroic Races: Advanced Skinwalkers. So far, you’ve seen the art and the race’s abilities. Today we are showing off one of the archetypes.

We at JBE really enjoy Dreamscarred Press’s Ultimate Psionics, so much so that we included the elan race in our Book of Heroic Races Advanced Series. We decided a while ago that we wanted to include more psionics archetypes and powers in our races and skinwalkers is the first we have made that happen, but it will not be our last.

Today we would like to show you the Kinetic Assailant archetype. This archetype was designed from the ground up to make the soulknife into a Marvel comic book character. True, there already is one in Ultimate Psionics with a similar inspiration, but this archetype was designed for the skinwalker and is totally awesome. Check it out below.

Kinetic Assailant

Many would ask what’s more dangerous than a man who can slay a horde of soldiers with nothing but a dagger, and the kinetic assailant would answer; “One who can do it with nothing at all.” Masters of augmenting the kinetic force of their unarmed or natural weapons with their psionic powers so that even casual swipes can become devastating blows, kinetic assailants scoff at those who would use any weapons where their bodies and minds are the only edge they require.

Associated Class: soulknife
Associated Race: skinwalker
Replaced Abilities: Form mind blade, enhanded mind blade, shape mind blade, throw mind blade,
Modified Abilities: Bonus feat, blade skills
Bonus Feat: The kinetic assailant may choose Power Attack, Improved Unarmed Strike, or Weapon Focus (potential energy) as a bonus feat at 1st level.
Potential Energy: As a move action, a kinetic assailant with psionic focus can store a disproportional amount of potential energy within a single unarmed attack (either a natural attack or unarmed strike). The attack is considered lethal, deals damage as one size larger (minimum 1d6), deals double damage against objects, and threatens a critical on a roll of 19–20.
Beginning at 3rd level, when the kinetic assailant takes a move action to imbue his unarmed attacks with potential energy, all of his unarmed strikes gain the benefits, rather than just a single strike, so long as he maintains psionic focus.  Alternatively, as a full-round action the assailant can store even more energy, increasing the damage of his unarmed attacks by an additional size category and allowing them to deal triple damage on a confirmed critical. While in an area where psionics normally do not function (such as a null psionics field), the kinetic assailant’s potential energy does not grant its normal benefits, instead adding only 1d4 additional damage to his unarmed attacks.
While potential energy can be used with a weapon, the weapon deals double the amount of damage it deals to itself as well, possibly destroying it.
Shape Kinetics: When unarmored and unencumbered, the kinetic assailant’s awareness and control of kinetic force is such that they can alter its route in their immediate area. She adds her Wisdom modifier (if any) to her AC and CMD. In addition, she adds her mind blade maximum enhancement bonus to her AC and CMD.
Unstoppable Force: By expending psionic focus, a kinetic assailant can manifest the thrust version of the kinetic force power (with a manifester level equal to their kinetic assailant level) with one exception: the area of the power is either a 20 foot line, a 15 foot cone, or a radius of 10 feet centred on her.
Enhanced Kinetic Force: This ability functions as the enhanced mind blade ability, except that it applies to the kinetic assailant’s unarmed strikes and natural attacks when they are imbued with potential energy.
Blade Skills: The kinetic assailaint cannot choose the following blade skills: Absorbing blade, alter blade, bladewind, deceptive blade, dual imbue, emulate melee weapon, emulate ranged weapon, enhanced range, fluid form, ice blade, mind blade finesse, mind daggers, mind shield, multiple throw, reaching blade, rending blades, thunder blade, two-handed throw, and weapon special (and all dependent blade skills). Instead, the kinetic assailant gains the following as options:
Internal Bleeding: Upon confirming a critical hit, the kinetic assailant can expend his psychic strike and deal 1 point of Constitution damage for every 2d8 damage his psychic strike would normally deal. The kinetic assailant must be at least 8th level to choose this blade skill.
Rupture Internals: Upon confirming a critical hit, the kinetic assailant can expend his psychic strike and instead of dealing hit point damage deal 1 point of Constitution damage for every 1d8 damage his psychic strike would normally deal. The kinetic assailant must have the Internal Bleeding blade skill and be at least 12th level to choose this blade skill.
Reactive Expulsion: When a kinetic assailant with psionic focus is struck, she may expend her focus to manifest the psionic blast power as a psi-like ability on her attacker. The kinetic assailant must be at least 6th level to choose this blade skill.
Reactive Explosion: When the kinetic assailant uses reactive expulsion, the target is knocked prone if it is stunned. Additionally, enemies affected by the kinetic assailant’s unstoppable force ability are stunned for one round . The kinetic assailant must have the reactive expulsion blade skill and be at least 12th level to choose this blade skill.
Resounding Sunder: The kinetic assailant can expend her psionic focus to perform the sunder combat maneuver without provoking an attack of opportunity. If the sunder attempt is successful, the creature wearing or wielding the targeted object becomes stunned for one round.
Perpetual Energy: The kinetic assailant can expend her psionic focus when making a full-attack action to move up to her speed (in total) between attacks while taking a –4 penalty on all attack rolls. When the assailant expends her focus in this way, her attacks still gain the benefits of her potential energy ability until the end of her turn The kinetic assailant must be at least 8th level to choose this blade skill.
Boundless Energy: When the kinetic assailant uses the perpetual energy blade skill, the penalty on attack rolls decreases to –2, and she no longer needs to expend her psionic focus to use it. The kinetic assailant must have the perpetual energy blade skill and be at least 18th level to choose this blade skill.

Download the Book of Heroic Races: Advanced Skinwalkers for Pathfinder at DriveThruRPG/RPGNow, d20PFSRD, and Paizo.com.

Book of Heroic Races: Advanced Skinwalkers is part of the Book of Heroic Races: Advanced Compendium. Download the Book of Heroic Races: Advanced Compendium now at DriveThruRPG/RPGNow, d20PFSRD, and Paizo.com.

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Pathfinder: Lizardfolk Defend Their Own

Book of Heroic Races: Advanced Lizardfolk (PFRPG)

All week long, we are showing off what is inside Book of Heroic Races: Advanced Lizardfolk. You’ve already seen the Racial Traits. Today we are showing off the Tribal Defender archetype.

Lizardfolk are all about their tribe, whether it is the community that they were born into or it is the group of adventurers that they fight and bleed beside. As such, the tribal defender looks out for other members that are not as good at defending themselves.

Tribal Defender

Tribal defenders are the appointed guardians of lizardfolk settlements. Tasked with protecting the tribe’s younglings and elders, these soldiers hone combat techniques designed to shield weaker allies.
Associated Class: fighter
Associated Race: lizardfolk
Replaced Abilities: bravery, armor training 1, 2, 3, and 4
Body Shield: At 2nd level, when fighting defensively or using total defense, a tribal defender can, as an immediate action, grant an adjacent allied creature a natural armor bonus to AC equal to his own until the beginning of his next turn. The tribal defender can use this ability only when he is wearing no armor, light armor, or medium armor.
Covering Guard: At 3rd level, when the tribal defender is fighting defensively or using total defense, allied creatures that are adjacent to him gain a +1 circumstance bonus to Reflex saves. Every four levels thereafter (7th, 11th, and 15th), this bonus increases by +1 each time, to a maximum of +4.
Get Behind Me: At 6th level, when an adjacent ally makes a Reflex saving throw, the tribal defender may, as an immediate action, roll the same saving throw as if he were the one subject to the effect requiring it. He must declare that he is using this ability before his ally has rolled the save. If this save is successful, the ally takes no damage or ill effects from the effect that triggered the save; however, the tribal defender suffers half of any damage that would normally be dealt by the effect. Failure indicates that the original target of the effect takes damage as normal, and the tribal defender still takes half damage.
Savior’s Dash: At 10th level, when an ally within range of his base land speed is targeted by a melee attack, a tribal defender may immediately move up to his speed, but he must end his movement adjacent to the attacked ally. Using this ability also uses up the tribal defender’s move action for the coming turn.
Savior’s Block: At 14th level, when a tribal defender uses savior’s dash, he can also make an attack roll to parry the melee attack that triggered his movement. If his result is greater than the attacking creature’s result, the creature’s attack against the adjacent ally automatically misses.
Unrivaled Protector: At 18th level, a tribal defender is merely staggered rather than disabled or unconscious when at 0 hp or dying. While he is fighting defensively or using total defense, allies adjacent to him gain DR 5/— and are not subject to critical hits.

Download the Book of Heroic Races: Advanced Lizardfolk for Pathfinder at DriveThruRPG/RPGNow, d20PFSRD, and Paizo.com.

Book of Heroic Races: Advanced Lizardfolk is part of the Book of Heroic Races: Advanced Compendium. Download the Book of Heroic Races: Advanced Compendium now at DriveThruRPG/RPGNow, d20PFSRD, and Paizo.com.

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Insurgency of Summer Preview

Fire Wizard
Image by Butch Mapa
Tomorrow we are releasing Book of Magic: Insurgency of Summer. I mentioned yesterday that this is the supplement to have to resist the Reign of Winter fey. Today we are sharing with you some of what is inside. There are 10 fire- or summer-themed spells that will help you in every in your struggle against the cold fey. But you will also find other class options for spellcasters to use. For example, there are three new subdomains: Beltane, Rainbow and Summer. Clerics with the Summer subdomain, associated with the Fire domain are filled with summer’s warmth and sustain less damage from cold attacks.

Also arcane spellcasters with familiars have two new improved familiar options: mechanical owl and young pheonix. Only a true defender of summer is granted a young pheonix by its parent. These mystical birds seldom reproduce since they reincarnate but when they do, they entrust these vulnerable youth to fiery spellcasters.

“What would I give for a holocaust cloak?” -Wesley, Princess Bride. I leave you off with the holocaust cloak.

Holocaust Cloak
Aura
strong evocation; CL 7th
Slot shoulders; Price 50,400 gp; Weight 1 lb.


Description


When the command word is given, this unassuming, ink black cloak becomes enveloped in flames and increases the light level by one step within a 10-foot radius. These flames do not damage the wearer; however, the wearer is granted either cold resistance 10 or fire resistance 10, chosen at the time of activation. Any creature that attacks the wearer with a natural weapon or an unarmed strike sustains 1d6+7 points of fire damage. This effect lasts for 10 rounds/day. These rounds do not need to be consecutive.
The wearer can choose to use 2 rounds of the holocaust cloak’s activation time to instead flood the area with fire. When used in this manner, all creatures within 10 feet of the wearer sustain 7d6 points of fire damage (Reflex save DC 16 for half). The wearer does not take any damage from this effect.


Construction


Requirements Craft Wondrous Item, fire shield; Cost 25,200 gp

“You think it will work?” “It will take a miracle.” “Buh bye!” – Miricle Max and Wife, Princess Bride

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Coming in February from Jon Brazer Enterprises

Book of Magic: Insurgency of Summer
Book of Magic: Insurgency of Summer
We are thrilled to announce our upcoming releases for February and let you in on what we at JBE will be bringing to your game table. Being released this Thursday is Book of Magic: Insurgency of Summer. With the forces of the north dominating over all that it within sight, only the fiercest of fiery spellcasters can hope to survive their freezing onslaught. Frozen fey, icy outsiders, and other cold creature may make pacts with the chilling power, so to must those that oppose them draw power from the warmth if they are to have any hope of melting these stone cold hearts. This Reign of Winter can only be opposed by an Insurgency of Summer. Inside you will find new spells, subdomains, animal companions, improved familiars, witch patrons, a bardic masterpiece, and a magic item. We will be presenting these arms for Summer’s champions in both a landscape and portrait format, allowing you to choose if you want to use this on a tablet, laptop or as a printed document, giving you the flexibility to use this supplement your way. Plus it contains links to d20PFSRD.com for easy reference. We will be sharing with you more on that tomorrow. You can download it at DriveThruRPG/RPGNow, Paizo or the d20PFSRD eStore starting February 7th.

Book of Multifarious Munitions: 10 Pirate Ships
Book of Multifarious Munitions: 10 Pirate Ships
Avast me hearties, for there be new pirate ships here! If ye be looking for new vessels to sail the seven seas, look no farther. For inside this electronic book, ye will find four new sailing ships and six different modifications to them ships, complete with captain’s name and why they be famous. These new ships will help in yer search for buried treasure, the best of spirits and a life of adventure, har har har!

So swab the deck and prepare to set sail with the Book of Multifarious Munitions: 10 Pirate Ships—for tonight, we plunder the best booty the sea ever did hold! Book of Multifarious Munitions: 10 Pirate Ships will be available on February 21st at DriveThruRPG/RPGNow, Paizo or the d20PFSRD eStore. Stay close to the porthole to find out all ye can before you go down to Davy Jones’ Locker.

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Half-Faerie Dragon Artwork

Book of Heroic Races: Half-Faerie DragonsLater this week we will be releasing Book of Heroic Races: Half-Faerie Dragons, written by Todd Stewart. We are really excited to tell you all about this but for today, we are going to show off the artwork. These are some of the images from inside this new race supplement. Normally JBE is very conscious of our art, but for this, the race’s whimsical nature worked well with a more scantly clad and highly athletic character. As such, we decided we should have both genders dressed in such a fashion.

Stay tuned tomorrow to read some of the great character options presented inside.
Half-Faerie Dragon AlchemistHalf-Faerie Dragon SorceressHalf-Faerie Dragon BardHalf-Faerie Dragon Fighter

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Pathfinder: Time for Some Thrilling Heroics

All week long, Jon Brazer Enterprises is previewing the Book of Heroic Races: Seedlings, available this Thursday at DriveThruRPG/RPGNow.com and Paizo.com. Yesterday we explain what is a seedling. Today we are looking at the way that seedlings go about protecting themselves and about combat the dangers of the world.

One of the early section of the book details how seedlings fit into the 19 base classes (including gunslinger and magus). Some are exceedingly rare in among seedlings (such as cavaliers), and others form the backbone of seedling society (like rangers and druids). Some are just viewed with fear and skepticism and are must find a new home (barbarians, gunslingers). In the same way that elven barbarians would be looked upon with prejudice by other elves and a dwarven bard would be considered going against dwarven culture, this section helps the player to understand the races prejudices both for and against certain classes.

Immediately after that, the Book of Heroic Races: Seedlings details the archetypes specific to the race. Presented below is the switcher. This fighter archetype has the PC using a switch from her own head as her primary weapon. Read all about it below:

Switcher
Associated Class
: Fighter.
Replaced Abilities: bonus feat (1st level only), bravery, weapon training
Seedlings don’t need to wield dead wood or metal to be efficient at protecting their lands or repelling their enemies. They instead utilize their thickest hair switches as whips to brutal effect. Their personal connection to their switch whip grants them the ability to improve the effectiveness of their attacks.
Switch Focus: The switcher gains the Switch racial feat and Weapon Finesse as bonus feats at 1st level.
Switch Poison (Ex): At 2nd level, a switcher can squeeze her switch whip as a free action to make it ooze a viscous sap that causes an itching and burning sensation on contact. On a successful attack, the target must succeed a Fortitude save (DC 10 + 1/2 the switcher’s level + his Con modifier) or become flat-footed. The duration of this poison is 1 round and increases by 1 round for every four levels beyond 2nd. The poisoned creature can spend a standard action scratching the affected area, ending the effect. Switch poison is considered a poison effect. A switcher is immune to his own switch poison. A switcher’s switch whip does not ooze this contact poison when wielded by another creature.
Bloodied Thorns (Ex): At 5th level, a switcher’s switch whip grows long, hooked thorns, causing it to deal an additional 1d6 points of piercing damage, and 2 points of bleed damage per hit. This bleed damage increases by 2 for every four levels beyond 5th.
Razor Leaves (Ex): At 13th level, the switch whip grows new leaves or nettles similar to those it held while attached to the switcher’s head. The edges of this new growth are razor sharp, causing the switch whip to deal an additional 1d6 points of slashing damage. This damage increases by 1d6 every four levels beyond 13th. These razor leaves only function for the switcher himself.
Venomous Essence (Ex): At 17th level, the switcher’s switch poison becomes more deadly, inflicting 1d3 points of Constitution damage each round on a failed Fortitude save in addition to the poison rendering the target flat-footed. Two consecutive saves cures this poison.
Weapon Mastery (Ex): The switcher must choose his switch whip as the focus of this ability.

Book of Heroic Races: Seedlings is a 26 page PDF from Jon Brazer Enterprises. Subscribe to our feed to stay up to date on the latest happening at JonBrazer.com.

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Book of the River Nations: Feats, Spell and Secret Societies is Released for Pathfinder

Explore the uncharted! Tame the Land! Rule Your Own Nation! Book of the River Nations: Feats, Spells and Secret Societies gives you the archetypes, prestige classes, feats and spells you need to explore and rule over your kingdom. These new feats and spells assist you in being a better ruler and a better military general. Delve into the organizations and secret societies you may wish to promote and the archetypes and prestige classes gained by being a member of those organizations.

Rule your Nation and Make your Mark on the World!

Book of the River Nations: Feats, Spells and Secret Societies is available now at RPGNow.com and Paizo.com. Download your copy today!

Pathfinder and associated marks and logos are trademarks of Paizo Publishing, LLC, and are used under license. See paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game.