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PaizoCon: Changelings Kick Undead Butt


Pathfinder: New Wyvaran Archetypes

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Book of Heroic Races: Advanced WyvaransWe are currently finishing up Book of Heroic Races: Advanced Wyvarans. While you are waiting for the most detail this race has ever been given, you can enjoy these two class archetypes.

Regulator
There are checks and balances in every society. When wyvaran society experiences a system shock, like a crime against property rights or the taking of wyvaran life, then the regulators are called in. They re-balance the scales of justice and deliver a reckoning to the offending party.
Associated Class: ranger
Associated Race: wyvaran
Associated Alignment: any lawful.
Replaced Abilities: Wild empathy, hunter’s bond, favored enemy (all but 1st level).
Modified Abilities: Class skills, favored enemy (1st level only)
Class Skills: A regulator gains Sense Motive as a class skill in addition to the other class skills.
Sound Judgment (Ex): At 1st level, a wandering judge gains a +2 bonus on Sense Motive checks.
Favored Enemy (Ex): At 1st level, a regulator must select dragon as his favored enemy.
Blessed by Law (Su): At 4th level, a regulator lives and breathes law. In return he receives access to the warpriest blessing of Law and gains the minor blessing. A regulator uses his ranger level – 3 as his warpriest level to determine the effect of the blessing. At 13th level, a regulator gains the major blessing from the Law blessing.
Loyal to the Law (Ex): At 4th level, a regulator gains a teamwork feat as a bonus feat. He must meet the prerequisites for this feat. Twice per day, as a standard action, the regulator may grant this feat to all allies within 30 feet who can see and hear him. Allies retain the use of this bonus feat for 3 rounds plus 1 round for every 2 levels the regulator possesses. Allies do not need to meet the prerequisites of this bonus feat. Chaotic creatures do not gain the benefit of this teamwork feat, even if the regulator considers them allies.
Reckoning (Su): At 5th level, a regulator gains the ability to pronounce judgment, as the inquisitor class feature, but his inquisitor level is considered to be his ranger level – 4. At 13th level, whenever a regulator uses his judgment ability, he selects two different judgments, instead of one. This only consumes one use of his judgment ability. As a swift action, a regulator can change one of these judgments to another type.

Skylord
Since Dohinin first took to the sky, wyvarans have tried to master it. Those that travel the path of the skylord become one with the wind, which allows them to perform deadly charges that pummels their foes.
Associated Class: monk
Associated Race: wyvaran
Replaced Abilities: Fast movement, slow fall
One with the Wind (Ex): Starting at 3rd level a skylord begins to master the sky. As long as a skylord is not wearing armor or carrying a medium or heavy load his maneuverability class improves by one step at 3rd, 6th, 12th and 15th level. At 9th level, a skylord can recover from any failed Fly check or collision after 10 feet of falling, hovering in place until the start of his next turn. At 18th level, a skylord can fly upwards at any angle.
Kinetic Strike (Ex): Starting at 4th level, whenever a skylord flies his full fly speed as part of a charge and succeeds on his attack, he deals an extra 1d6 points of bludgeoning damage. This damage increases by 1d6 for every 2 levels above 4th he possesses, to a maximum of 9d6 at 20th level.

Book of Heroic Races: Advanced Wyvarans is part of the Book of Heroic Races: Advanced Subscription. Purchasing the subscription gets you Book of Heroic Races: Advanced Changelings, Book of Heroic Races: Advanced Catfolk, Book of Heroic Races: Advanced Tengu, and Book of Heroic Races: Advanced Favored Class Options right away and Advanced Wyvanrans when it is finished and 8 more races released throughout 2015 plus the upcoming Book of Heroic Races: Advanced Compendium when it is finished. Download today at DriveThruRPG/RPGNow, d20PFSRD, and Paizo.com.


Pathfinder: Where Else Can You Play a Wyvaran?

PaizoCon: Save the Villagers, Save the World

PaizoCon: Play a Catfolk And Wield a Huge Axe

[Pathfinder] The Wyvaran Race

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Book of Heroic Races: Advanced WyvaransBook of Heroic Races: Advanced Wyvarans comes out tomorrow, but if you are a Book of Heroic Races: Advanced Series subscriber, you got access to the new release last night. This being, what is essentially, a new race, we really hope you enjoy the different feel of this race in your game.

Last week we posted two archetypes, but this being a race only found in Pathfinder Roleplaying Game: Bestiary 4 and in the back of the Pathfinder Roleplaying Game: Advanced Race Guide as an example of what you can do with the race builder rules, I feel we should give the racial traits so you can play this race right away. So that is today’s preview, along with a few of the alternate racial traits.

Wyvaran Racial Traits
Wyvaran have the following racial traits.
+2 Dexterity, –2 Intelligence, +2 Wisdom: Wyvarans have a reptilian grace and a strong will, but they tend to be a little dimwitted.
Normal Speed: Wyvarans have a base speed of 30 feet.
Flight: Wyvarans have dragon-like wings that grant them a fly speed of 30 feet with clumsy maneuverability.
Slapping Tail (Ex): Wyvarans have a tail attack they can only use when making attacks of opportunity. This slapping tail attack deals 1d8 points of damage plus the wyvaran’s Strength modifier.
Darkvision 60 ft.: Wyvarans can see in the dark up to 60 feet.
Low-Light Vision: Wyvarans have low-light vision.
Languages: Wyvarans speak Common and Draconic. A wyvaran with a high Intelligence score can choose from the following: Dwarven, Elven, Gnome, Goblin, and Orc.

Alternate Racial Traits
Goldhunter: Wyvarans with this racial trait can smell the sweet taste of treasure in the air. They have the scent ability. This racial trait replaces the darkvision and lowlight vision traits.
Kobold Kin: Some wyvarans favor their kobold heritage. They qualify for any feat that has the kobold prerequisite. These wyvarans gain a +2 racial bonus on Craft (trapmaking), Perception, and Profession (miner) checks. Craft (traps) and Stealth are always class skills for these wyvarans. Wyvarans with this alternate racial trait can be any color of dragon, not just blue. This racial trait replaces low-light vision.
Stormchild: Wyvarans with this ability can trace their bloodline back to blessed Dohinin. They gain fast healing 2 for 1 round anytime they take electricity damage. Wyvarans can heal up to 2 hit points per level per day with this ability, after which it ceases to function. This replaces the slapping tail trait.

Book of Heroic Races: Advanced Wyvarans is part of the Book of Heroic Races: Advanced Subscription. Purchasing the subscription gets you Book of Heroic Races: Advanced Changelings, Book of Heroic Races: Advanced Catfolk, Book of Heroic Races: Advanced Tengu, and Book of Heroic Races: Advanced Favored Class Options right away and Advanced Wyvanrans when it is finished and 8 more races released throughout 2015 plus the upcoming Book of Heroic Races: Advanced Compendium when it is finished. Download today at DriveThruRPG/RPGNow, d20PFSRD, and Paizo.com.


Pathfinder: Wyvarans Unleashed

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Book of Heroic Races: Advanced WyvaransDo Not Meddle in the Affairs of Dragons …

Children of the cauldron, wyvarans stand as a race of dragons like no other. They met the challenge for survival with a roar that was heard around the world. Now they quest for gold, territory, knowledge, and honor. This quest leads to many heroic deeds as tales of this young race spread from town to town. Now you can play a wyvaran and show the world what it means to be a dragon.

Book of Heroic Races: Advanced Wyvarans gives you everything you need to play a wyvaran character. This 23-page supplement features:

  • Standard Racial Traits for playing a wyvaran, 8 alternate racial traits and 4 new character traits to customize your character for this unique play experience
  • 6 New Character Class Options including 5 new archetypes like the intuitor and the stormlancer, and the wyvern sorcerer bloodline
  • 11 New Feats expanding on your draconic origins
  • 5 New Dragon-Themed Spells
  • 6 New Magic Items
  • 2 New Deities with a unique perspective on community and flying
  • Details on wyvaran adventurers as well as suggestions on how to incorporate this race into your world.

Be Heroic with This Advanced Race Today!

Download the Book of Heroic Races: Advanced Wyvarans for Pathfinder at DriveThruRPG/RPGNow and d20PFSRD and coming soon to Paizo.com.

Book of Heroic Races: Advanced Wyvarans is part of the Book of Heroic Races: Advanced Subscription. Purchasing the subscription gets you Book of Heroic Races: Advanced Changelings, Book of Heroic Races: Advanced Catfolk, Book of Heroic Races: Advanced Tengu, and Book of Heroic Races: Advanced Favored Class Options in addition to Book of Heroic Races: Advanced Wyvanrans and 8 more races released throughout 2015 plus the upcoming Book of Heroic Races: Advanced Compendium when it is finished. Download today at DriveThruRPG/RPGNow, d20PFSRD, and Paizo.com.


[Pathfinder] The Wings of Combat

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Book of Heroic Races: Advanced WyvaransAll week long we are sharing with you some of our favorite parts of the Book of Heroic Races: Advanced Wyvarans for Pathfinder. Previously we shared their racial stats and two archetypes. Today, we are posting a few of the combat feats a wyvaran can take that are exclusive to the race. These feats reveal a different fighting style than most races, emblematic of their draconic heritage. I hope you enjoy them as much as we do.

Deadly Diver (Combat)
When you dive, you usually connect, one way or the other.
Prerequisite: Base attack bonus +1, wyvaran
Benefit: When you perform a charge while flying and you miss on your attack, you may make another attack roll. If the attack is successful you deal 1d4 + your Strength bonus of bludgeoning damage to the target as you bodily connect with your target. This attack does not provoke an attack of opportunity.

Gnome Hunter (Combat)
You have taken on a small measure of the racial enmity that kobolds feel.
Prerequisite: Wyvaran
Benefit: You gain a +1 racial bonus on attack rolls and a +2 racial bonus on damage rolls against gnomes.

Telling Tail (Combat)
You are more adept at using your tail in combat.
Prerequisite: Wyvaran
Benefit: You may use your slapping tail as a primary natural attack.
Normal: You may only use your slapping tail to make attacks of opportunity.

Wing Bash (Combat)
Your strong wings support you in combat.
Prerequisite: Base attack bonus +1, wyvaran
Benefit: You can make bashing attacks with each of your wings. This is a secondary natural attack that deals 1d4 bludgeoning damage.

Download the Book of Heroic Races: Advanced Wyvarans for Pathfinder at DriveThruRPG/RPGNow and d20PFSRD and coming soon to Paizo.com.

Book of Heroic Races: Advanced Wyvarans is part of the Book of Heroic Races: Advanced Subscription. Purchasing the subscription gets you Book of Heroic Races: Advanced Changelings, Book of Heroic Races: Advanced Catfolk, Book of Heroic Races: Advanced Tengu, and Book of Heroic Races: Advanced Favored Class Options in addition to Book of Heroic Races: Advanced Wyvanrans and 8 more races released throughout 2015 plus the upcoming Book of Heroic Races: Advanced Compendium when it is finished. Download today at DriveThruRPG/RPGNow, d20PFSRD, and Paizo.com.



Pathfinder: Merfolk Delay

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Just to let everyone know there is going to be a delay with Book of Heroic Races: Advanced Merfolk. Short of the long, we are finishing up converting one of our adventures to another system and it is going to be released Tuesday. Then I will be attending a friend’s wedding and then comes PaizoCon. I just don’t have enough time to finish it. It will be coming sometime in June.


Pathfinder: PaizoCon Sale is Here

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Book of Heroic Races CompendiumRichard and I will be leaving for PaizoCon soon. While we are away, you Pathfinder game masters can grab yourselves some adventures or the players can get a new race all for 25% off the regular price during our PaizoCon Sale. The Book of Heroic Races Compendium gives you 117 pages of some exciting races to play. Between the plant-like seedlings to the whimsical half-faerie dragons to the death-touched reapers, these races and more will give you flavorful and enjoyable races far beyond the standard elves and dwarves.

Game masters will love the four adventures we have on sale. Start at 1st level with the Doom of the Sky Sword where your characters can either think or fight their way through the threats facing them. Continue their journey with Rescue from Tyrkaven where the adventurers awaken an ancient evil while getting back captured townsfolk. When they reach 7th-level, have the adventurers face off against a dragon bent on conquest, her lizardfolk army and her horde of half-dragon in the Reign of Ruin. Or if you are in an Egyptian-themed adventure path, be sure to pick up Quests of the Sands for when your adventurers decide to go off in a different direction.

Download these books today at DriveThruRPG/RPGNow and d20PFSRD.


Pathfinder: Merfolk Artwork

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Now that PaizoCon is over, its time for us to get back to work. Book of Heroic Races: Advanced Merfolk is next up on our list. Like I said before, it was suppose to come out this month, but PaizoCon prep pushed it back until June. But we are hard at work on it. In the meantime, check out the awesome artwork by Brian Brinlee that arrived earlier this month for it.

We’ve got images for a merfolk time thief, sorcerer, cleric, and barbarian, so reverse alphabetical order. We hope you enjoy them as much as we enjoy bringing them to you.

merfolk time thief merfolk sorceress merfolk cleric merfolk barbarian


Pathfinder Unchained: Armored Veth’thar

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Artwork by Monsters by Email

Artwork by Monsters by Email

For PaizoCon I said I would run 4 game sessions: 3 of Rescue from Tyrkaven and 1 of Expedition to Playtest Mountain. The latter adventure was never meant to be published. I outright stole the plot to it from Cabin in the Woods and presented a number of monster I have had in my head for a long time and figured this would be the perfect excuse to write them all down. Unfortunately, 2 weeks before PaizoCon and I had only written down one of three possibilities for the adventurers to take.

Then I got Pathfinder® Roleplaying Game: Pathfinder Unchained™. If you are a GM that makes your own monsters, GET THIS BOOK! I cannot stress enough how much this book really saved my game. By the time I finished making up monsters for playtest mountain, I was able to make up monsters in 20 minutes. The best part is that I don’t feel like these monsters are any less worthy at the game table than monsters made the traditional way. They were just as good and no one at the table knew which were made with which method.

So let me share with you some monsters that came out of those mad monster creation days.

Armored Veth’thar CR/HD 6

Init +0; Perception +11 (darkvision 60 ft., low-light vision, tremorsense 30 ft.)
Size Large; Speed 20 ft., burrow 20 ft.


Defenses

AC 23 (touch 5, flat-footed 20); Fort +9, Ref +9, Will +5; CMD 24; SR 17
hp 77

Attacks

Melee gore +16 (2d6+12), 2 tentacle sting +11 10(1d6+4 plus intelligence suck)
Attack Options (DC 14) intelligence suck (1d2 Int damage, Will negates); CMB +16

Statistics

Str +6, Con +4, Wis +2; Climb +14, Perception +11, Sense Motive +11
XP 2,400; NE magical beast (earth)

Be sure to download some of the highest rated monster books in all of Pathfinder at DriveThruRPG/RPGNow, d20PFSRD, and Paizo.com.


Pathfinder Unchained: Jurassic Tiger

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Artwork by Rick Hershey

Artwork by Rick Hershey

As we mentioned yesterday, all week long we are posting monsters made from Pathfinder® Roleplaying Game: Pathfinder Unchained™. Yesterday we showed off a real tank of a monster with a high armor class but a very low touch AC and and an easy to fool Will save.

Today, we have the jurassic tiger. This monster is more of a striker. Its bite can rip your body apart while its claws can savage an opponent’s defenses. Incase you are not sure, the DC for the body rip and the defense breaker are listed at the start of attack options. It is the same for both.

Jurassic Tiger CR/HD 8

Init +0; Perception +13 (low-light vision)
Size Large; Speed 40 ft.


Defenses

AC 23 (touch 14, flat-footed 16); Fort +9, Ref +9, Will +7; CMD 27
hp 110

Attacks

Melee bite +15(1d8+6 plus body rip), 2 claws +10(1d6+6 plus defense breaker)
Attack Options (DC 16) body rip (1d4 Con damage, Fort half), defense breaker (lose Dex bonus, 1 round, Fort negates); CMB +17

Statistics

Str +6, Con +4, Int –4, Wis +2; Intimidate +13, Perception +13, Stealth +16
XP 4,800; N Animal

Be sure to download some of the highest rated monster books in all of Pathfinder at DriveThruRPG/RPGNow, d20PFSRD, and Paizo.com.


Pathfinder Unchained: Degenerate Hag

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Artwork by Dave Allsop

Artwork by Dave Allsop

All week long, we are posting monsters created with the new rules presented in Pathfinder Unchained and playtested at PaizoCon. Today we present to you the degenerate hag. This creature is the forerunner of all other hags. It would be Medium size if it could use its legs to stand. While it can technically speak, they know a primate language that has long since been forgotten by time, a language so old that even Aklo is young compared to it.

We hope that you enjoy this monster in your games.

Degenerate Hag CR/HD 7

Init +4; Perception +2 (darkvision 60 ft.)
Size Small; Speed 20 ft.


Defenses

AC 18 (touch 9, flat-footed 14); Fort +7, Ref +7, Will +10, +4 vs charm; SR 18; CMD 19
hp 76; Immune cold
Weaknesses vulnerable to fire

Attacks

Melee touch +10 (nauseated, Will DC 12 negates, 7 rounds)
Ranged ray (range 30 ft.) +10 (3d6 cold)
Attack Spell-Like Abilities (DC 16 + spell level, concentration +19) 1/day—hold person, suggestion, 3/day—charm person, daze
CMB +8

Statistics

Utility Spell-Like Abilities message
Dex +4, Wis +2, Cha +6; Knowledge (arcana) +12, Spellcraft +15, Stealth +12, Use Magic Device +15
XP 3,200; CE monstrous humanoid (cold)

Be sure to download some of the highest rated monster books in all of Pathfinder at DriveThruRPG/RPGNow, d20PFSRD, and Paizo.com.


Pathfinder Unchained: Spidersaurus

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Skate SpiderAll week long, I am showing off monsters that I created using the Pathfinder Unchained monster creation rules and playtested during PaizoCon. Earlier this week, we showed off the armored veth’thar, jurassic tiger, and the degenerate hag. Today we are looking at the spidersaurus. This is the dinosaur-version of a spider. Its enormous size  makes it a formidable for in its own right. Add to that the bleed damage it can inflict and you have a downright terrifying monster.

We hope you are enjoying these monsters. 

Spidersaurus CR/HD 10

Init +2; Perception +11 (darkvision 60 ft.)
Size Huge; Speed 30 ft., climb 30 ft.


Defenses

AC 26 (touch 13, flat-footed 22); Fort +13, Ref +11, Will +9; CMD 31 (43 vs overrun, trip)
hp 143; Immune mind-affecting effects

Attacks

Melee bite +18 (2d6+18 plus 1d8 bleed), 2 pincers +13 (2d6+6)
CMB +22

Statistics

Str +7, Dex +2, Con +5, Int —, Wis +3; Climb +14, Perception +14
XP 9,600; N vermin

Be sure to download some of the highest rated monster books in all of Pathfinder at DriveThruRPG/RPGNow, d20PFSRD, and Paizo.com.



Pathfinder Unchained: Bonenado

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Image by T. Genn Bane

Image by T. Glenn Bane

All week long, we have been showing off what the new monster creation rules from Pathfinder Unchained can do. Today we bringing you what is arguably the silliest of the monsters we created with these rules: the bonenado. This undead whirlwind of bones may not be terribly smart but it knows enough to hurl a bone with deadly accuracy at a living creature.

Be sure to check out all the other monsters we posted all week with these rules.

Bonenado CR/HD 6
Init +9; Perception +3 (darkvision 60 ft.)
Size Tiny (10 ft.); Speed fly 40 ft. (poor)


Defenses

AC 21 (touch 14, flat-footed 17); Fort +5, Ref +7, Will +7
hp 77; Immune undead immunities
Weaknesses vulnerable to area effect
Defensive Options swarm traits

Attacks

Melee swarm (autohits all targets in space) (1d6 plus distraction[DC 14])
Ranged 3 bone throws (range 30 ft.) +10 (2d6+6)

Statistics

Dex +5, Con —, Int –3, Wis +3; Fly +11, Stealth +11
XP 2,400; NE undead (swarm)

Be sure to download some of the highest rated monster books in all of Pathfinder at DriveThruRPG/RPGNow, d20PFSRD, and Paizo.com.


Pathfinder: Under the Sea

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Art by Brian Brinlee

Art by Brian Brinlee

With Book of Heroic Races: Advanced Merfolk coming out soon (probably Thursday), we wanted to share with you what you can expect in inside. Lets start with the basic racial stats and a pair of alternatives to the traditional merfolk itself.

First up we have the basic Merfolk Racial Traits.

+2 Dexterity, +2 Constitution, +2 Charisma: Merfolk are graceful, hale, and beautiful.
Medium: Merfolk are medium creatures and have no bonuses or penalties due to their size.
Slow Speed: Merfolk have a base speed of 5 feet. They have a swim speed of 50 feet.
Aquatic: Merfolk are humanoids with the aquatic subtype.
Amphibious: Merfolk are amphibious, but prefer not to spend long periods out of the water.
Low-Light Vision: Merfolk have low-light vision.
Armor: Merfolk have a +2 natural armor bonus.
Legless: Merfolk have no legs, and cannot be tripped.
Languages: Merfolk begin play speaking Common and Aquan. Merfolk with high Intelligence scores can choose from the following: Aboleth, Aklo, Draconic, Elven, and Sylvan.

Next up, we have the angufolk, a variant of merfolk that live in the deepest sees, where sunlight dares not tread.
Except as noted below, the angufolk are treated as merfolk.
+2 Constitution, +2 Wisdom, –2 Charisma: Angufolk are heardy creatures that can withstand the pressures of the deep sea and perceive their prey in the great dark, but they lack a forceful personality.
Type: Angufolk are aberrations with the aquatic subtype.
Darkvision: Angufolk have darkvision with a range of 60 feet.
Bite: Angufolk have long sharp teeth, granting a bite attack. This is a primary natural attack that deals 1d4 points of piercing damage.
Deep Dwellers: Angufolk do not take pressure damage from being in very deep water, nor do they take the nonlethal damage from hypothermia or exposure.
Lighted Lure: Angufolk are immune to light-based blindness and dazzle effects and are treated as one level higher when determining the effects of any light based spells or effects they cast (including spell-like and supernatural abilities). Angufolk with a Wisdom score of 10 or higher gain the following spell-like ability: at will—light.
Water Dependency: Since Angufolk are from deep waters, exploration on shore wears on them. They take 1 point of Constitution damage after every hour out of the water.
Languages: Angufolk begin play speaking Aquan. Angufolk with high Intelligence scores can choose from the following: Aboleth, Aklo, Common, Draconic, and Undercommon.
Replaced Traits: Angufolk merfolk lose the following racial traits: humanoid type, amphibious, armor, legless, low-light vision

Last up, we have the octopi merfolk. This variant merfolk have the top half of a humanoid and the bottom half with eight tentacles.
Octopi have the same racial traits as merfolk except as noted below.
+2 Dexterity, +2 Constitution: Octopi are graceful and hale like most merfolk but lack their enchanting beauty.
Base Speed: Octopi merfolk have a base speed of 15 feet. They have a swim speed of 30 feet.
Type: Octopi are monstrous humanoids with the aquatic subtype.
Darkvision: Octopi have darkvision with a range of 60 feet.
Watersense: Octopi can sense vibrations in the water, granting them blindsight 30 feet against creatures that are touching the same body of water.
Octopod: Octopi merfolk gain a +12 racial bonus to CMD against overrun and trip attempts.
Ink Cloud (Ex): One per day, an octopi merfolk can release an ink cloud. Treat this as an underwater obscuring mist using the octopi merfolk’s character level as her caster level.
Camouflage: Three times per day, an octopi merfolk can adjust the color of her body to blend in with her surroundings, granting a +4 racial bonus to Stealth checks. The octopi merfolk can make Stealth checks without cover or concealment when using this ability, but cannot move more than 5 feet per round
Replaced Traits: Octopi merfolk lose the following racial traits: humanoid type, armor, legless, low-light vision


Pathfinder: Spells of the Sea

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image

Artwork by Brian Brinlee

All week long, we are showing off what is inside the Book of Heroic Races: Advanced Merfolk. Yesterday we showed off the merfolk racial traits and two variants that you can play in your campaign. Today are sharing with you three spells common among the merfolk people. These spells help landwalkers adapt to life beneth the sea and help merfolk hear what is going on around them better.

Fish Breath

School conjuration; Level antipaladin 1, arcanist/ sorcerer/wizard 1, bard/skald 1, bloodrager 1, cleric/ oracle/warpriest 1, druid/hunter 1, inquisitor 1, magus 1, paladin 1, ranger 1, shaman 1, summoner 1, witch 1
Casting Time 1 standard action
Components  S, M (a small bladder filled with air)
Range  touch
Target one creature
Duration 1 minute/level (D)
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
A small pocket of breathable air surrounds the touched creature’s head. The air bubble allows the creature touched to breathe underwater or in similar airless environments.

Fish  Fins

School transmutation (polymorph);  Level  arcanist/ sorcerer/wizard 2, druid/hunter 2, magus 2, ranger 2, shaman 2, summoner 2, witch 2
Casting Time  1 standard action
Components  S, M (fish scales)
Range  touch
Target  one creature
Duration  1 minute/level
Saving Throw  Will negates (harmless);  Spell Resistance  yes (harmless)
The creature’s legs merge together, forming a single tailfin, granting it a Swim speed of 30 feet. The creature also gains a +2 enhancement bonus to all Acrobatics and Stealth checks while in water. This spell ends if the creature attempts to walk on land.

Sonar

School  divination;  Level  alchemist/investigator 2, arcanist/sorcerer/wizard 2, bard/skald 2, bloodrager 2, magus 2
Casting Time  1 standard action
Components  V, S, M (a sliver of dolphin brains)
Range  personal
Target  you
Duration  10 min/level
You can hear everything that moves in the water and pinpoint it with perfect accuracy. While underwater, you gain the blindsight ability out to a distance of 30 feet. This blindsight is suppressed when you are not underwater, but the effect persists and will resume if you enter the water again within the spell’s duration.

Book of Heroic Races: Advanced Merfolk is part of the Book of Heroic Races: Advanced Subscription. Purchasing the subscription gets you Book of Heroic Races: Advanced Merfolk, Book of Heroic Races: Advanced Changelings, Book of Heroic Races: Advanced Catfolk, Book of Heroic Races: Advanced Tengu, and Book of Heroic Races: Advanced Favored Class Options as well as Book of Heroic Races: Advanced Merfolk and 7 more races released throughout 2015 plus the upcoming Book of Heroic Races: Advanced Compendium when it is finished. Download today at DriveThruRPG/RPGNow, d20PFSRD, and Paizo.com.


Pathfinder: Fish Out of Water

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BoHR AMerfolkAll week long we are posting previews for the upcoming Book of Heroic Races: Advanced Merfolk. Monday we showed you their racial traits as well as two subraces. Yesterday we shared with you some of the unique spells known to the merfolk race. Today we are showing you the ways your merfolk character can survive on land, either for a single adventure or for a full on campaign.

This alternate racial trait draws its inspiration from the ’80 movie Splash:
Walk the Land A few merfolk have the rare supernatural ability to take the form of a human, allowing them to walk on land. The form’s appearance is static and cannot be changed. The merfolk gains a +10 racial bonus on Disguise checks made to appear as a human. Changing its shape is a standard action. This trait otherwise functions as alter self, save that the merfolk does not adjust its ability scores. This racial trait replaces armored scales. While in human form, a merfolk loses the legless racial trait and has a base speed of 30 feet.

This new psionic power can help you walk just about anywhere:

Adapt Fin

Discipline psychometabolism; Level cryptic 2, psion/wilder 2, psychic warrior 2, tactician 2
Display visual
Manifesting Time 1 standard action
Range personal
Target you
Duration 1 hour/level (D)
Power Points 3
Your body automatically adapts when on land, forming legs that allow you to survive as if you were a creature native to that environment. You can move 30 feet per round.
Augment If you spend 5 additional power points, this power protects you from the harmful effects of your environment. If you would take damage every round from the environment, such as from acid or lava, you take only half the usual amount of damage. This does not reduce damage from magical sources such as spells or powers, nor does it reduce instantaneous damage such as from falling damage or weapon damage.

There’s a magic item that can change your fin into a pair of human legs.

Belt of the Land Walker

Aura faint transmutation; CL 5th
Slot belt; Price 11,000 gp; Weight 1 lb.


Description

This thick and heavy belt is made from the skin and green scales of a large lizard. Its clasp of coral shows a tail fin crossed with a human-looking leg. Whenever its wearer emerges from water, their fins, flippers, or tail transform into legs and feet, allowing them to walk on land. The wearer loses any swim speed while on land but gains a base land speed of 30 feet. If the creature is immersed in water for 1 round, the transformation reverts, allowing it to swim normally.
This item only works on merfolk, tritons, seals, fish, and other creatures whose bodies or limbs are used mainly for swimming and are not suitable for walking. It does not give the wearer the ability to breathe air.

Construction

Requirements Craft Wondrous Item, fins to feet ARG; Cost 5,500 gp

And sometimes, magic goes awry, affecting a merfolk whether she likes it or not. This new spellblight makes it so a merfolk cannot return to the sea, until it is removed.

Landwalker: A creature with the aquatic subtype affected by this spellblight has its fins split into a pair of legs. The creature gains a base land speed of 30 ft., losing the legless ability and any swim speed it possesses. If the creature already has legs, this spellblight does not affect it.

Book of Heroic Races: Advanced Merfolk is part of the Book of Heroic Races: Advanced Subscription. Purchasing the subscription gets you Book of Heroic Races: Advanced Merfolk, Book of Heroic Races: Advanced Changelings, Book of Heroic Races: Advanced Catfolk, Book of Heroic Races: Advanced Tengu, and Book of Heroic Races: Advanced Favored Class Options as well as Book of Heroic Races: Advanced Merfolk and 7 more races released throughout 2015 plus the upcoming Book of Heroic Races: Advanced Compendium when it is finished. Download today at DriveThruRPG/RPGNow, d20PFSRD, and Paizo.com.


Pathfinder: Merfolk Unleashed

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image Explorers Beneath the Waves

As curious as they are adventurous, merfolk are a race with an insatiable thirst for knowledge. Members of this race constantly explore and seek new discoveries. Now you can play this mysterious race that lives in the waters of your game world. Face new dangers and seek new perils like never before!

Book of Heroic Races: Advanced Merfolk gives you everything you need to play a merfolk character. This 22-page supplement features:

  • Standard Racial Traits for playing a merfolk, 2 playable subraces, and 6 alternate racial traits to customize your character for this unique play experience
  • 4 New Character Class Options
  • including a new archetype, a new rogue talent, and new bloodrager and sorcerer bloodlines

  • 4 New Feats
  • granting you superior maneuverability and perception underwater

  • 5 New Aquatic-Themed Spells and Psionic Powers
  • 13 New Mundane Items, Alchemical Items, Magic Items, and Artifacts
  • A New Deity, dedicated to undersea life, the bounty of the sea, and the destructive power of the waves
  • Details on merfolk adventurers as well as suggestions on how to incorporate this race into your world

Be Heroic with This Advanced Race Today!

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

Book of Heroic Races: Advanced Merfolk is part of the Book of Heroic Races: Advanced Subscription. Purchasing the subscription gets you Book of Heroic Races: Advanced Merfolk, Book of Heroic Races: Advanced Changelings, Book of Heroic Races: Advanced Catfolk, Book of Heroic Races: Advanced Tengu, and Book of Heroic Races: Advanced Favored Class Options as well as Book of Heroic Races: Advanced Merfolk and 7 more races released throughout 2015 plus the upcoming Book of Heroic Races: Advanced Compendium when it is finished. Download today at DriveThruRPG/RPGNow, d20PFSRD, and Paizo.com.


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