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Magic Skull Games Grimoire Viperian has a half-serpent template which can be used to easily create yuan-ti-like creatures.

To make a yuan-ti pureblood, halfblood or abomination, take any humanoid and apply the half-serpent template, giving it a snake's fangs, an/or snake's head, and/or snake tail instead of a lower body, and/or snakes for arms, etc. The base creature's abilities are all retained, they just get snakier!

Love these old school monsters!


Now that the Osirion adventures are taking off, such as the new "Empty Graves", it's time for another shameless plug of the Grimoire Viperian!

This product contains some exotic and serpent-themed material which fits very nicely into an Osirion game:

"Deadly" versions of snakes with nastier and more realistic poisons such as the Deadly King Cobra, Deadly Spitting Cobra, Deadly Black Mamba, etc., plus self-aware sentient serpent monsters with potential levels of sorcerer, serpentine undead, etc.

Snake Cult Leader, Serpent Temple Warrior, Serpent Magus, Serpentine Necromancer, Serpent Warlock and other prestige classes, to name a few.

Pyro base class: a roguish type with a tomb-raider feel who uses torches held in his off-hand with deadly and distracting effectiveness and whose dabblings in alchemy allow him to create special alchemical torches and brew mixture which he can spit and ignite.

Shapeshifter base class: an individual with an innate ability to shapechange into beasts and mythical beasts, and eventually even giants and dragons. Perfect for PCs and notable NPC villains, priests who have the power to shapechange into cobras, crocodiles, jackals and other nasties.

New spells, many with a serpentine or horror theme.

And much more!

End shameless plug. =)


John 'Deathginger' Goodrich wrote:


Now if we could convince Wizards to re-release Desert of Desolation.

The Desert of Desolation! I remember those adventures - good times.

Paizo's Osirion adventures promise to completely blow away anything Egyptian-related I've seen done for the game in a very long time. Thank you, Paizo!


1 person marked this as a favorite.

If you're looking for serpent-themed campaign and player material, check out the Grimoire Viperian from Magic Skull Games.

The book has a great deal of snake-themed material ideally suited for the Serpent's Skull adventure path (or post-adventure path adventures), and a ton of generic-themed material that can be dropped into any campaign.

Just some of the snake-themed material from the book:

Exciting "Golden Age" or "Lovecraftian" style backstory

The book includes a backstory supporting much of the new serpent-themed material and rules, which can be used to spawn adventures and plot devices in just about any campaign, whether it's for expanding the Serpent's Skull AP or creating your own snake-themed campaign.

Shapeshifter base class:

A new base class focused on shapeshifting abilities such as alter self, shapechange (similar to a druid's wildshape - so many snake forms are available), forms of the mythical beast, dragon form, giant form, special form powers, favored form ability enhancements, and more.

The shapeshifter base class great for characters who want a pure shapeshifting melee-oriented class that is far more than a mere spell-less druid or a shapeshifter ranger archetype.

The class is perfect for many of the villains in the Serpent's Skull adventure path, especially the serpentfolk, or any serpent-themed villains in any campaign.

Monsters:
New deadly venomous snake types with much more powerful poison and realistic poison side effects. Drop these into nearly any Serpent's Skull encounter, especially the wilderness sandbox areas.

These are much deadlier than their standard Bestiary counterparts and will rightly put new fear of serpents in your players and make combat with them exciting and memorable. There are also suggested rules for using these deadly snakes in summoning spells and with druid shapechanging abilities.

Black Mamba
Krait
Gaboon Viper
King Cobra
Spitting Cobra
Rattlesnake
dire version of all the above

Other new snake-themed monsters include...
serpentine medusas
scaly otyugh
trog ettin
trog troll
xocouatl (evil necromantic couatls)

Monster templates such as...
half-serpents
sentient serpents (with levels or sorcerer or other classes - these make great minions for serpentfolk bosses, or can even be introduced as new sub-bosses - they're the last thing most players will expect!)
vampiric serpents
amphisbaena serpents
hydran serpents
serpentine undead
snake-vomiting undead
viperian dragons

Supernatural Signs of Evil templates such as...
Sign of the Vile Serpent (apply this template to any of the serpentfolk or their minions to create unique foes with unexpected and cool serpent-themed powers).
Sign of Death
Sign of Evil, and others

Prestige classes:
Serpent Warlock, Serpentine Necromancer, Serpent Temple Warrior, Serpent Druid, Silent Adder, Python Master, Cobra Master, Snake Clan Warrior, Snake Cult Leader, and Viper Assassin.

Any of these can be used to spice up the serpent-themed adversaries and their minions, or allow your players to select them for their own snake-themed characters.

Spells:
Serpent Strike, Amphisbaena Call, Speed of the Mamba, Summon Snake Swarm, Summon Venomous Snake Swarm, Serpent's Wrath, Virulent Venom, Ghost Serpent, Serpent Reflexes, Serpent Sneak Attack and Serpentine Whip, and Wall of Serpents.

These spells are great for a serpent-flavored campaign, and many are designed to go along with the prestige classes and other new material in the book.

Eldritch Path Feats:
Secrets of the Beast and The Secrets of Terror.

Magic Items:
Cobra Scale Armor, Mamba Scale Armor, Viper Scale Armor, Serpent Scale Cloak, Python Spear, Serpent Strike Weapons, Snake Flail, Strangling Snake Whip, Weapon of Deadly Venom, Snake Animal Totem Headdress, Banner of the Supernatural Sign.

And as I said before, a ton of additional material from all these categories that is not specifically snake-themed.

Thanks from Steve at MSG!


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Xidoraven, this stuff is amazing! Very impressive, and all the plots and details are inspiring. You've put a ton of work into this -- dotting for future reference!

Also, if you're looking for serpent-themed campaign and player material, check out the Grimoire Viperian from Magic Skull Games.

The book has a great deal of snake-themed material ideally suited for the Serpent's Skull adventure path (or post-adventure path adventures), and a ton of generic-themed material that can be dropped into any campaign.

Just some of the snake-themed material from the book:

Exciting "Golden Age" or "Lovecraftian" style backstory

The book includes a backstory supporting much of the new serpent-themed material and rules, which can be used to spawn adventures and plot devices in just about any campaign, whether it's for expanding the Serpent's Skull AP or creating your own snake-themed campaign.

Shapeshifter base class:

A new base class focused on shapeshifting abilities such as alter self, shapechange (similar to a druid's wildshape - so many snake forms are available), forms of the mythical beast, dragon form, giant form, special form powers, favored form ability enhancements, and more.

The shapeshifter base class great for characters who want a pure shapeshifting melee-oriented class that is far more than a mere spell-less druid or a shapeshifter ranger archetype.

The class is perfect for many of the villains in the Serpent's Skull adventure path, especially the serpentfolk, or any serpent-themed villains in any campaign.

Monsters:
New deadly venomous snake types with much more powerful poison and realistic poison side effects. Drop these into nearly any Serpent's Skull encounter, especially the wilderness sandbox areas.

These are much deadlier than their standard Bestiary counterparts and will rightly put new fear of serpents in your players and make combat with them exciting and memorable. There are also suggested rules for using these deadly snakes in summoning spells and with druid shapechanging abilities.

Black Mamba
Krait
Gaboon Viper
King Cobra
Spitting Cobra
Rattlesnake
dire version of all the above

Other new snake-themed monsters include...
serpentine medusas
scaly otyugh
trog ettin
trog troll
xocouatl (evil necromantic couatls)

Monster templates such as...
half-serpents
sentient serpents (with levels or sorcerer or other classes - these make great minions for serpentfolk bosses, or can even be introduced as new sub-bosses - they're the last thing most players will expect!)
vampiric serpents
amphisbaena serpents
hydran serpents
serpentine undead
snake-vomiting undead
viperian dragons

Supernatural Signs of Evil templates such as...
Sign of the Vile Serpent (apply this template to any of the serpentfolk or their minions to create unique foes with unexpected and cool serpent-themed powers).
Sign of Death
Sign of Evil, and others

Prestige classes:
Serpent Warlock, Serpentine Necromancer, Serpent Temple Warrior, Serpent Druid, Silent Adder, Python Master, Cobra Master, Snake Clan Warrior, Snake Cult Leader, and Viper Assassin.

Any of these can be used to spice up the serpent-themed adversaries and their minions, or allow your players to select them for their own snake-themed characters.

Spells:
Serpent Strike, Amphisbaena Call, Speed of the Mamba, Summon Snake Swarm, Summon Venomous Snake Swarm, Serpent's Wrath, Virulent Venom, Ghost Serpent, Serpent Reflexes, Serpent Sneak Attack and Serpentine Whip, and Wall of Serpents.

These spells are great for a serpent-flavored campaign, and many are designed to go along with the prestige classes and other new material in the book.

Eldritch Path Feats:
Secrets of the Beast and The Secrets of Terror.

Magic Items:
Cobra Scale Armor, Mamba Scale Armor, Viper Scale Armor, Serpent Scale Cloak, Python Spear, Serpent Strike Weapons, Snake Flail, Strangling Snake Whip, Weapon of Deadly Venom, Snake Animal Totem Headdress, Banner of the Supernatural Sign.

And as I said before, a ton of additional material from all these categories that is not specifically snake-themed.

Thanks from Steve at MSG!


Your alternate intro ideas sound pretty cool.

If you're looking for ways to expand or enhance your Serpent's Skull campaign, you might consider checking out the Grimoire Viperian from Magic Skull Games.

The book has a great deal of snake-themed material ideally suited for the adventure path, and a ton of generic-themed material that can be dropped into any campaign.

Just some of the snake-themed material from the book:

Shapeshifter base class:

A new base class focused on shapeshifting abilities such as alter self, shapechange (similar to a druid's wildshape - so many snake forms are available), forms of the mythical beast, dragon form, giant form, special form powers, favored form ability enhancements, and more.

The class is perfect for many of the villains in the adventure path, especially the serpentfolk. It also makes a great class for characters.

Monsters:
New deadly venomous snake types with much more powerful poison and realistic poison side effects. Drop these into nearly any Serpent's Skull encounter, especially the wilderness sandbox areas.

These are much deadlier than their standard Bestiary counterparts and will rightly put new fear of serpents in your players and make combat with them exciting and memorable. There are also suggested rules for using these deadly snakes in summoning spells and with druid shapechanging abilities.

Black Mamba
Krait
Gaboon Viper
King Cobra
Spitting Cobra
Rattlesnake
dire version of all the above

Other new snake-themed monsters include...
serpentine medusas
scaly otyugh
trog ettin
trog troll
xocouatl (evil necromantic couatls)

Monster templates such as...
half-serpents
sentient serpents (with levels or sorcerer or other classes - these make great minions for serpentfolk bosses, or can even be introduced as new sub-bosses - they're the last thing most players will expect!)
vampiric serpents
amphisbaena serpents
hydran serpents
serpentine undead
snake-vomiting undead
viperian dragons

Supernatural Signs of Evil templates such as...
Sign of the Vile Serpent (apply this template to any of the serpentfolk or their minions to create unique foes with unexpected and cool serpent-themed powers).
Sign of Death
Sign of Evil, and others

Prestige classes:
Serpent Warlock, Serpentine Necromancer, Serpent Temple Warrior, Serpent Druid, Silent Adder, Python Master, Cobra Master, Snake Clan Warrior, Snake Cult Leader, and Viper Assassin.

Any of these can be used to spice up the Serpentfolk adversaries and their minions, or allow your players to pick them for their own characters.

Spells:
Serpent Strike, Amphisbaena Call, Speed of the Mamba, Summon Snake Swarm, Summon Venomous Snake Swarm, Serpent's Wrath, Virulent Venom, Ghost Serpent, Serpent Reflexes, Serpent Sneak Attack and Serpentine Whip, and Wall of Serpents.

These spells are great for a serpent-flavored campaign, and many are designed to go along with the prestige classes and other new material in the book.

Eldritch Path Feats:
Secrets of the Beast and The Secrets of Terror.

Magic Items:
Cobra Scale Armor, Mamba Scale Armor, Viper Scale Armor, Serpent Scale Cloak, Python Spear, Serpent Strike Weapons, Snake Flail, Strangling Snake Whip, Weapon of Deadly Venom, Snake Animal Totem Headdress, Banner of the Supernatural Sign.

And as I said before, a ton of additional material from all these categories that is not specifically snake-themed.

Thanks from Steve at MSG!


A hearty thanks to Neuroglyph for the insightful review of the Grimoire Viperian!


kevin_video wrote:
Question on the spell, Curse of the Epidemic. It's an Anti-Paladin 5 spell. How? Anti-paladins only have 4th level spells. Is this supposed to be a 4th level spell?

You're correct - it should be a 4th level anti-paladin spell!


PURE DISARMER PYRO BUILD

The pure Disarmer pyro build is nearly identical to the Disarmer/Tripper build, but focuses on disarm and doesn’t pursue tripping.

The only difference between the Disarmer/Tripper build and the pure Disarmer build is that instead of taking Improved Trip at level 5, Greater Trip at level 9, and Torch Weapon Mastery at level 15, the pure Disarmer takes Torch Weapon Mastery at level 5, Greater Disarm at level 9 and Master Fire Breather at level 15.

This means the pure Disarmer will not only be better at disarming, he will do more damage with his torch at earlier levels. He’ll also do more fire breather damage at higher levels. However, he’s less versatile than the Disarmer/Tripper, since he no longer has trip feats.

Like the Disarmer/Tripper build, the pure Disarmer build will by no means produce a character that is going to compete with the very best disarmer builds in the game (other classes are better suited for it), but it is still fun.

........................................

Tactics:

Disarm the target with main weapon, then use the pyro’s enhanced Catch Off-Guard ability with a torch attack for a better chance to hit and an extra 1d4 damage, since your opponent is unarmed and considered flat-footed/denied Dex bonus vs. the pyro’s torch attacks thanks to catch off-guard.

Next round you can go for a blinding torch strike provided your opponent is still flat-footed/denied their Dex bonus.

Make use of the Break Guard (UC) feat, which gives you a free extra attack as a swift action with your torch off-hand weapon after disarming a target with your hooked axe main weapon.

At higher levels, Disarming Strike (APG) is available, letting you attempt a disarm on a critical hit.

And of course you still get to use many of the standard pyro tactics of igniting opponents.


DISARMER/TRIPPER PYRO BUILD

First of all, kudos to c873788 and other forum posters for their helpful tripper’s guides and advice, which factored in the design of this build:

http://paizo.com/threads/rzs2m7y5&page=1?A-Guide-for-Trip-Builds-in-Pat hfinder

https://docs.google.com/document/d/1Kj_ppmS2m5Z4MNaSzW48rH9wTE72HihX_7s52u5 gsbs/edit?hl=en&pli=1

This build is designed to create a versatile pyro that is fun to play. In all honesty, this build will by no means produce a character that is going to compete with the very best disarmer/tripper builds in the game (other classes are better suited for it), but it gives a decent shot at pulling off the maneuvers against most foes. If you’re looking for a truly uber, maximized disarmer/tripper, you should try a different class such as fighter or barbarian. I haven’t yet tinkered with a multi-class fighter/pyro or barbarian/pyro disarmer/tripper build – they might provide some advantages or cool alternatives.

The pyro Disarmer/Tripper build takes the standard pyro and adds hooked axe (UC) exotic weapon proficiency plus several disarm and trip feats. It makes use of the disarm maneuver + the pyro’s enhanced Catch Off-Guard bonus feat + pyro blinding torch strikes to disable opponents. Trips can be added to the mix for even more dastardly fun. A blinded and disarmed or tripped opponent is in serious trouble.
The build leverages pyro talents for easy access to the Combat Expertise feat (required for Improved Disarm and Improved Trip), and the pyro Weapon Focus talent to make it easier to hit in general also to boost CMB.

....................................................

Requirements:

The build requires Dexterity 15 for Two-Weapon Fighting at level 1, unless you wait for level 2 and get it for free via the pyro Torch and Steel talent.
Requires Intelligence 13 for Combat Expertise, the prerequisite feat for Improved Disarm and Improved Trip feats. However, the intelligence bonus will make the pyro more of a skill monkey, which is a good thing.
Requires a decent Strength for CMB since BAB is low, though this is somewhat mitigated by the CMB bonuses provided by improved trip/disarm (+2) and weapons with the trip/disarm feature (+2).

Disarm/Trip Weapon + Torch: The build requires a weapon with both the trip and disarm qualities to be used in the main-hand. I chose a hooked axe (exotic weapon), but a flail or scorpion whip could also be used. A torch is used in the off-hand to make use of the pyro’s class abilities.

....................................................

PROS:
Decent to good at disarming and tripping average CMD targets

Unarmed opponents are vulnerable to the pyro’s blinding torch strike

Pyro torch fire damage and possible ignition abilities from torch used as off-hand weapon

OK two-weapon fighting

Hooked axe is both a disarm and trip weapon with decent damage, x3 crit multiplier, and can be used as the main hand weapon with the two-weapon fighting style.

Good Strength means better damage and higher CMB for pulling off disarm and trip maneuvers.

Pyro class talents provide free access to Combat Expertise (prerequisite for Improved Trip and Disarm feats) and Weapon Focus.

CONS:
Requires Intelligence 13 for Combat Expertise. However, the intelligence bonus will make the pyro more of a skill monkey, which is a good thing.

Feat heavy build.

Lower Dex means this pyro must pump up Dex instead of Strength at level 4 and 8 in order to take improved two-weapon fighting at level 8 (via the improved torch and steel talent), and will not be eligible for greater two-weapon fighting until level 16 (requiring additional Dex bumps in order to take the greater torch and steel talent).

It’s hard for a disarmer/tripper build to succeed at these maneuvers at higher levels when many opponents have high CMDs. At high levels, the disarmer/tripper pyro is going to be challenged to pull off its maneuvers without bonuses to hit from magic weapons or buffs like the True Strike and Heroism spells. If you’re going to play a high level campaign and want a great disarmer/tripper, you should probably choose a different class. On the other hand, for a typical campaign running from levels 1-10, this build can be fun.

You can only attempt to trip opponents who are no more than one size category larger than you, so against really big targets you would need regular access to size-enlarging magic such as Enlarge Person spells and potions. This is true for any tripping build, regardless of class.

....................................................

Tactics:
Disarm the target with main weapon, then use the pyro’s enhanced catch-off guard ability with a torch attack for a better chance to hit and an extra 1d4 damage, since your opponent is unarmed and considered flat-footed/denied Dex bonus vs. the pyro’s torch attacks. You can follow up with a blinding torch strike provided your opponent is still flat-footed/denied their Dex bonus, or follow up with a trip attempt. Remember that any penalties to a creature's AC also apply to its CMD.

Trip with main weapon, then attack prone target with torch for a better chance to hit (does not work as well with whip because whip provokes attack of opportunity). Plus, when the target stands up on its turn, you can make an attack of opportunity to disarm them. They may also have to spend an action drawing a new weapon or picking up their fallen weapon.

....................................................

Tips:

You should definitely invest in some magic weapons to help with disarm and trip maneuvers, since you can apply the weapon's enhancement bonus, weapon-specific attack bonuses such as Weapon Focus, and so on to your Combat Maneuver roll. Magic items that provide True Strike are great for this. Also seek out and Strength-enhancing and heroism magic items to boost your CMB. The good news is any pyro, regardless of build, is going to benefit from having this stuff.

Note: Another point that should be considered for any pyro build is the use of poison, coated on the pyro’s main-hand weapon. A disarmed or tripped opponent is going to be easier to hit for the pyro thanks to Catch Off-Guard and may provoke more attacks of opportunities, thus better chances to land a poisoned attack.

....................................................

The Build:

Race: Human for +2 stat bonus and extra feat

Starting Stats: (15pt standard point buy)
STR 16 (14 +2 human bonus, 5pts)
DEX 15 (7pts)
CON 12 (2pts)
INT 13 (3pts)
WIS 10 (0 pts)
CHA 8 (-2 pts)

Feats and chosen abilities:

• Level 1: exotic weapon proficiency (hooked axe - UC) feat, two-weapon fighting feat (human bonus). At levels 1-2 the pyro is not going to be doing much disarming or tripping without the Improved Disarm/Trip feats, and relies on two-weapon fighting with hooked axe and torch and standard pyro abilities.

• Level 2: pyro talent: combat trick (combat expertise feat)

• Level 3: special torch attack: blinding torch strike, improved disarm feat. The pyro can now make use of his disarm + catch off-guard combo.
CMB is now +9 for disarming (BAB +2, Str +3, improved disarm +2, hooked axe +2. This is enough to provide a good to even chance of success vs. many CR 3 opponents. Also remember that many things that give you a bonus to hit also add to your CMB, such as magic weapon bonuses from a +1 hooked axe, a bless spell, heroism spell, true strike, charging, etc. Also remember that any penalties to a creature's AC also apply to its CMD.)

• Level 4: ability increase (+1 Dex = 16), pyro talent: igniter

• Level 5: special torch attack: blazing torch, improved trip feat.
CMB is now +10 for disarming/tripping (BAB +3, Str +3, improved disarm/trip +2, hooked axe +2)

• Level 6: pyro talent: weapon focus (hooked axe)
CMB is now +12 for disarming/tripping (BAB +4, Str +3, improved disarm/trip +2, hooked axe +2, weapon focus +1). At this level, the chance of success is probably about 45% vs. most typical CR 6 monsters, or greater with a magic hooked axe, some Strength-enhancing and/or heroism magic.

• Level 7: special torch attack: penetrating torch, combat reflexes feat

• Level 8: ability increase (+1 Dex = 17), pyro talent: (improved torch and steel)

CMB is now +14 for disarming/tripping (BAB +6, Str +3, improved disarm/trip +2, hooked axe +2, weapon focus +1). This is a fairly low disarm/trip CMB when compared to the most uber tripping builds using other classes, but it gives a decent shot against foes with average to low CMDs. Against some of the CR 8 monsters with high CMDs it will probably succeed 25% of the time.

• Level 9: special torch attack: immolation, greater trip feat

• Level 10: pyro advanced talent: extra special torch attack feat (fire breather)

• Level 11: special torch attack: witchlight torch, break guard (UC) feat

• Level 12: ability increase (+1 Dex = Dex 18), pyro talent: brimstone mixture, opportunist, improved evasion, resiliency, defensive roll, or slippery mind

• Level 13: special torch attack: thundering torch, disarming strike (APG) feat

• Level 14: pyro talent: brimstone mixture, opportunist, improved evasion, resiliency, defensive roll, or slippery mind

• Level 15: special torch attack: pyrotechnic torch, torch weapon mastery feat

• Level 16: ability increase (+1 Dex = Dex 19), pyro talent: greater torch and steel

• Level 17: special torch attack: warding torch, master immolator feat

• Level 18: pyro talent: brimstone mixture, opportunist, improved evasion, resiliency, defensive roll, or slippery mind

• Level 19: special torch attack: smoking torch, searing critical feat

• Level 20: ability increase (+1 Dex = Dex 22), pyro talent: brimstone mixture, opportunist, improved evasion, resiliency, defensive roll, or slippery mind

....................................................

Multi-Class Options:

Fighter is a nice multi-class choice for the bonus feats and full BAB, plus armor and weapon proficiencies.

Barbarian is a good choice with its full BAB, rage, Beast Totem tree and Strength Surge rage power, though the lack of bonus feats hurts.

Alchemist is an odd combo flavorwise, but works thanks to its
synergizing Intelligence score and Stength-boosting mutagens. There are also several alchemist extracts to boost disarming and tripping, such as enlarge person and bull’s strength.

Monk/pyro is another odd combo, but monks can use their monk level in place of BAB for calculating CMB bonuses.

Battle oracle/pyro is also odd, but its Maneuver Mastery revelation can be used to aid tripping or disarming (you have to pick one), and eventually grants bonus Improved Disarm or Trip feats. The Weapon Mastery revelation will also give you Weapon Focus for free. Alternately, you could take the Fire Mystery and the Divine Fire pyro feat which allows the oracle to convert pyro fire damage to holy damage, but none of that helps with disarming and tripping…


Igniter Build

PROS:
Greater potential to ignite opponents, both with torch melee attacks and other special abilities.

Early access to the improved and greater two-weapon fighting feats, thanks to pyro torch and steel talents. Only a two-weapon combat style ranger is likely to get these feats sooner than the pyro.

High Dex means better initiative, Reflex saves, armor class, stealth checks and DC to extinguish flames, and more attacks of opportunity (thanks to Combat Reflexes)

CONS:
The heavy focus on two-weapon fighting and abilities that ignite targets requires a lot of feats, talents and special torch attacks. This means the pyro has less options to take other handy pyro abilities (such as blinding torch strike and other special torch attacks, special pyro feats like searing burns and cunning torch and steel, and pyro talents like resiliency, defensive roll, improved evasion, etc.), or the pyro must wait longer to take them.

MULTI-CLASS OPTIONS:

ROGUE: Consider taking levels of rogue for sneak attack and additional weapon proficiencies. This class is probably the best choice for a multi-class pyro who wants to do more damage and leverage the pyro’s extra flanking bonus and bonus to hit targets denied their Dexterity combined with sneak attacks. The large skill point pool with access to Disable Device and other rogue staples, plus the additional talents is also hard to beat.

BARBARIAN: Consider a few levels of barbarian for rage, medium armor and martial weapon proficiency plus fast movement.

RANGER: Levels of ranger will add armor and weapon proficiencies, plus favored enemies and combat style feats, though I think levels of rogue or barbarian would be more effective.

FIGHTER: Levels of fighter could be used to create an interesting build with all the bonus feats, armor and weapon proficiencies.

INQUISITOR: Levels of inquisitor can make a flavorful character, and with the Inquisitor’s Fire feat you have a character reminiscent of the fiery Spanish Inquisition or torch-bearing monster hunter with the added ability to transform pyro fire damage into holy damage, plus a boost to daily judgment uses. An inquisitor/pyro also has a large pool of skill points, and the inquisitor bane ability combined with torch attacks can be fun. This multi-class combo fits thematically with the Fire and Arson domains, especially for pyro villains.

CLERIC/ORACLE: Cleric/pyro and oracle of fire/pyro also make for an interesting character or villain theme, and can use the Divine Fire feat to transform pyro fire damage into holy damage. This feat also allows stacking of half your pyro levels with cleric or oracle levels to determine domain and mystery powers.


Just started a new thread about Pyro class builds.

Post your builds - I would love to see 'em!

I'd especially love to see ideas for goblin pyros, pyros focused on the Blinding Strike attack, weapon imbuer builds (using blazing torches, witchlight torches, etc. to imbue weapons), combat feinting pyros using the Distracting Torch attack, and anything else new and different you can think of!

Cheers,

Steve at Magic Skull Games


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This thread is for posting Pyro class builds from the Grimoire Viperian. I'd love to see others' builds and ideas, so feel free to post 'em!

"IGNITER" PYRO BUILD

The first suggested build is the Igniter pyro. The Igniter build focuses on maximizing the pyro's mainstay power, the ability to potentially ignite opponents, and two-weapon fighting. More often than not, this is going to be the standard build for most pyro characters or NPCs.

Race: Human, for bonus feat to kick start TWF, stat boost and extra skill points.

Starting Stats:
(15pt standard point buy)
STR 14, DEX 17, CON 12, INT 11, WIS 10, CHA 10.

Basic starting gear: studded leather, shortsword (piercing), handaxe (slashing), (12) torches (bludgeoning + fire and possible igniting), (2) alchemist’s fire, light crossbow, 20 bolts

...................................................................

Skills
All pyros have a fair number of skill points to play with. The most important for the igniter are:

Craft (Alchemy) for alchemist's fire and all the other handy alchemy items. This build has no Int bonus, but since it's a class skill it will get a little boost.

Perception is just plain good for anyone, and all the better for the pyro since its a class skill

Stealth for scouting (with your torch doused but at the ready for a quick ignite) and for escaping

Escape Artist is nice for this high Dex, low Str build

Ride just for the mobility and leveraging the build's high Dex, and for making fast getaways

Bluff is not a fantastic choice for a low Cha build, but since it's a class skill it will get a little boost, and the skill may come in handy for dodging the authority's questions...

Knowledge (arcana),(dungeoneering)and {history) can come in handy for the pyro in search of lost tombs, treasure, and general adventuring

Use Magic Device will always be handy, though with no Cha bonus, it's iffy

...................................................................

Feats and Ability Choices

Level 1:

Two-Weapon Fighting (shortsword or handaxe in main hand, torch in off-hand)
Weapon Finesse (human bonus)

Level 2:

Igniter talent to improve ignition range

Level 3:

Fire Breather torch attack for an area of effect fire attack
Master of Arson feat to automatically ignite opponents x times per day

Level 4:

ability increase (+1 Dex = Dex 18)
Fire Arrows talent for igniting targets from a distance or helping out your archer allies

Level 5:

Penetrating Torch special attack for getting past fire resistance plus a small damage bonus,
Combat Reflexes feat for extra attacks of opportunity and thus more chances to ignite opponents

Level 6:

Improved Torch and Steel talent for early access to the Improved Two-Weapon Fighting feat

Level 7:

Blazing Torch special attack for greater torch fire damage and imbuing weapons with the flaming quality
Extra Special Torch Attack(Witchlight Torch) feat for inflicting cold damage vs. fire resistant targets

Level 8:

ability increase (+1 Dex = Dex 19)
Brimstone Mixture talent for dealing with fire resistant and even fire immune outsiders

Level 9:

Immolation special torch attack for nastier damage over time on ignited targets
Torch Weapon Mastery feat for increased torch bludgeoning damage and critical threat range

Level 10:

Feat (Master Fire Breather) advanced talent not only increases fire breathing damage but gives a 50% chance to ignite with it, and you can now drink the mixture as a free action

Level 11:

Sparking Torch attack for another area of effect fire attack that can ignite targets or can be used to imbue weapons with the shocking quality
Flaming Weapon Master feat for igniting opponents with a flaming main hand weapon and re-rolling its fire damage

Level 12:

ability increase (+1 Dex = Dex 20)
Greater Torch and Steel talent for early access to the Greater Two-Weapon Fighting feat

Level 13:

Thundering Torch attack for imbuing weapons with the thundering quality
Master Immolator feat for even greater ignited fire damage over time

Level 14:

Improved Evasion talent

Level 15:

Blinding Torch Strike attack
Supreme Fire Breather feat

Level 16:

ability increase (+1 Dex = Dex 21)
Resiliency or Defensive Roll talent

Level 17:

Pyrotechnic Torch or Warding Torch attack
Supreme Immolator feat

Level 18:

Opportunist or Slippery Mind talent

Level 19:

Special torch attack of your choice
Searing Critical feat

Level 20:

ability increase (+1 Dex = Dex 22)
Opportunist or Slippery Mind talent

More builds to come!


Gerald wrote:

Wow, I just started reading it today. What a great product! I love the idea of the pyro, and will be checking one out the next time I am rolling up a character. I'm part way through the Prestoge Class section and they look great as well.

Magic Skull certainly has gained yourself a fan and purchaser of some of your material in the future. Make sure you make a post over here at Paizo with any new material....

Thanks, Gerald! Glad to hear you like the GrimVip and hope it provides tons of fun and excitement for you and your group!

MSG is cooking up some wickedly cool new stuff for the future, and we'll definitely post about it here on Paizo when the time comes. And please feel free to post your comments and questions on the forums, as well.

Thanks again!

Steve at Magic Skull Games


We have our 15 responders!

Thanks to everyone for your interest in the Grimoire Viperian!

Happy Holidays and Happy New Year from Magic Skull Games.


As a special holiday promotional event, Magic Skull Games will send a FREE copy of the Grimoire Viperian PDF to the first 15 responders to this post!

Step 1: Respond to this post with "Please send me a free copy!"

Step 2: Provide your e-mail address by clicking the Magic Skull Games profile link in this post (above the skull with armored helm pic), click "Send Private Message", then type "Free Grimoire Viperian Offer", followed by your e-mail.

The first 15 responders will be e-mailed a coupon to redeem their free copy of the Grimoire Viperian PDF!

Happy Holidays and Happy New Year from Magic Skull Games!


Scott_UAT wrote:


Magic Skull Games wrote:


The pyro class is different enough and has enough class build choices to warrant its own base class...

I always saw base classes as being iconic staple found in stories rather then a setting specific/thematic specific archetype. I guess my question is where was the inspiration for this from? It just never struck me as a important to have a torch bearer in my party. (The cleric, a knight, a magic casting guy in the back, and the guy with the torch. One of these is not like the other)

The pyro was designed from a unique character concept, inspired by many different ideas.

The classic arsonist/pyromaniac was the main source of these ideas - the shady, dangerous and possibly demented type whose depredations are feared. I also remembered various heroes and characters from different movies and books, where they were exploring a dark and often spooky place with a lit torch, in addition to whatever other weapon they were carrying (whip, sword, or even a gun for modern movies). The torch was not their main weapon, it was a tool, but in some situations it became a handy, unexpected and dangerous weapon when thrust at an opponent. Having a lit torch thrust at you, with the threat of being ignited, is not something to be taken lightly. Indiana Jones using a torch to ward off snakes also came to mind, and even the scene from Rambo First Blood (seriously, lol) where he's hiding in a flooded mine warding off bats with a torch. The pyro takes this inspirational material and melds it into something unique and fun.

The class wasn't designed to fill some kind of missing niche, it was designed because it was fun and different. The pyro wasn't envisioned as a "torch bearer" guy who's hired to carry a light for the party, either, lol. The pyro was intended to have an edgier, roguish feel - a meleer with a bit of crazy alchemist thrown in there, as well. The class evolved from there into what it is now.


Kyros Deun wrote:
Looking forward to this!

The free Web Enhancement & Errata PDF is now available from the Magic Skull Games website, Paizo, and soon from DrivethruRPG.

Check out the new Pyro class feats and talents and errata changes!


The NPC wrote:


Can the extra Form of Feats be taken multiple times? Ex. I can I take Extra Giant Form twice getting a total of 4 additional uses per day?

The Extra Form feats and Extra Shapechange can be taken only once.


It's here!

I'm pleased to announce the Free Grimoire Viperian Web Enhancement & Errata PDF is now available for download from the Magic Skull Games website, and soon also from Paizo and Drivethrurpg!

Happy Holidays!

Here's a sneak peek at just some of the enhancements included in the PDF:

Grimoire Viperian spell lists for non-core base classes

Pyro Discussion

The Pyro - More Than Just a “Fire” Rogue
Tip: Optimizing the Pyro
Tip: Pyros vs. Fire Resistant/Immune Opponents
Tip: Pyros vs. Damage Reduction

New Pyro Feats

Cunning Torch and Steel
Divine Fire
Double Torch Strike
Extra Pyro Talent
Extra Special Torch Attack
Extra Special Torches
Flaming Weapon Master
Inferno Torch
Inquisitor’s Fire
Master Fire Breather
Master Imbuer
Master Immolator
Master of Arson
Rain of Sparks
Searing Burns
Searing Critical
Supreme Fire Breather
Supreme Immolator
Torch Weapon Mastery

New Pyro Talents

Brimstone Mixture
Improved Torch and Steel
Intimidator
Greater Torch and Steel
Pyromania

Shapeshifter Discussion

Tip: Optimizing the Shapeshifter
Tip: Suggested Alternate Forms
Animals - Small & Tiny
Animals - Medium
Animals - Large
Animals - Huge
Magical Beasts -Small
Magical Beasts - Medium
Magical Beasts - Large

New Forms of the Mythical Beast

Androsphinx
Thunderbird
Sea Serpent
Phoenix

Shapeshifter Feats

Aspect of the Beast (APG)
Extended Form of the Dragon
Extended Form of the Mythical Beast
Extended Giant Form
Extra Favored Form
Extra Form of the Dragon
Extra Form of the Mythical Beast
Extra Giant Form
Extra Shapechange
Natural Spell
Powerful Shape (UM)
Quick Wild Shape (UM)
Shaping Focus (UM)

Shapeshifter Magic Items

Druid’s Vestment
Shifter’s Deadly Gloves
Shifter’s Wounding Gloves
Wild Armor

Errata

The errata contains changes, clarifications and additions to the shapeshifter base class, pyro base class, and various prestige classes. The base classes now have more options than ever before and more powerful abilities, thanks to new feats, talents, and alternate forms. The clan warchief classes have been slightly revamped and some rule glitches have been addressed, making them much more viable and able to hold their own in any party of adventurers. Several other prestige classes have received boosts to their hit dice, BAB progression, certain save progressions, and in some cases, special abilities.


It's here!

I'm pleased to announce the Free Grimoire Viperian Web Enhancement & Errata PDF is now available for download from the Magic Skull Games website, and soon also from Paizo and Drivethrurpg!

Happy Holidays!


It's here!

I'm pleased to announce the Free Grimoire Viperian Web Enhancement & Errata PDF is now available for download from the Magic Skull Games website, and soon also from Paizo and Drivethrurpg!

Happy Holidays!


The NPC wrote:
How will the notice go out?

The Free Web Enhancement/Errata PDF will be available from the Magic Skull Games website and through Paizo and Drivethrurpg.

Estimated release date is December 22 for downloading from the Magic Skull Games website, though it may take a bit longer to get it up on Paizo and Drivethrurpg.


Bring back the fear of snakes with the new "Deadly Snake" monstersfrom Magic Skull Game's Grimoire Viperian.

Deadly Snakes with abilities that more closely match their real counterparts, from a king cobra's hood flair, the black mamba's speed and aggression, a rattler's rattle, a gaboon viper's camouflage, and more

Viciously potent venom with additional side effects that emulate the real thing. Anytime an opponent fails their poison save by five or more, they not only suffer the standard stat damage, they also suffer one of several random and nasty effects that emulate the real snake's venom, such as pain, swelling, fatigue, bleeding, necrosis, respiratory failure, blurred vision, and loss of body control, just to name a few.

Snakes will never be dull again!

Plus, the Grimoire Viperian contains a ton of additional material, such as snake-themed monsters and monster templates like sentient serpents, creatures of Entropy, fear feeders, and more. The book also includes Eldritch Path feats which let casters "specialize" in a group of themed spells, new Pyro and Shapeshifter base classes, over 30 new prestige classes and dozens of new spells, many of which are serpent-themed.

Grab your copy at Paizo!

And Happy Holidays from Magic Skull Games!


The NPC wrote:
Magic Skull Games wrote:
The NPC wrote:
Huzzah! I have been eagerly awaiting this for a while. *Victory arm wiggle*
Thanks for being patient, and thanks for your feedback, BTW!
Your welcome. I just try to be useful. Will the shapeshifter feats be able to be taken using the bonus feats that the class gets?

Yes, they are added to the list of shapeshifter's bonus feats. They can also be taken anytime the shapeshifter would normally be eligible for a feat from leveling up.


Here's a more detailed sneak peek at just some of the enhancements coming out in the free Grimoire Viperian Web Enhancement & Errata PDF:

Grimoire Viperian spell lists for non-core base classes

Pyro Discussion

The Pyro - More Than Just a “Fire” Rogue
Tip: Optimizing the Pyro
Tip: Pyros vs. Fire Resistant/Immune Opponents

New Pyro Feats

Extra Pyro Talent
Extra Special Torches
Inferno Torch
Inquisitor’s Fire
Master Fire Breather
Master Imbuer
Master Immolator
Master of Arson
Rain of Sparks
Searing Critical
Torch Weapon Mastery

New Pyro Talents

Improved Torch and Steel
Intimidator
Greater Torch and Steel

Shapeshifter Discussion

Tip: Optimizing the Shapeshifter
Tip: Suggested Alternate Forms
Animals - Small & Tiny
Animals - Medium
Animals - Large
Animals - Huge
Magical Beasts -Small
Magical Beasts - Medium
Magical Beasts - Large

New Forms of the Mythical Beast

Androsphinx
Thunderbird
Sea Serpent
Phoenix

Shapeshifter Feats

Aspect of the Beast (APG)
Extended Form of the Dragon
Extended Form of the Mythical Beast
Extended Giant Form
Extra Favored Form
Extra Form of the Dragon
Extra Form of the Mythical Beast
Extra Giant Form
Extra Shapechange
Natural Spell
Powerful Shape (UM)
Quick Wild Shape (UM)
Shaping Focus (UM)

Shapeshifter Magic Items

Druid’s Vestment
Shifter’s Deadly Gloves
Shifter’s Wounding Gloves
Wild Armor

Errata

The errata contains some clarifications and corrections, plus improvements to the Shapeshifter's number of daily alter self uses, the pyro's imbue weapons duration, and significant changes to the various Clan Warchief barbarian prestige classes!


The NPC wrote:
Huzzah! I have been eagerly awaiting this for a while. *Victory arm wiggle*

Thanks for being patient, and thanks for your feedback, BTW!


Here's a sneak peek at some of the Shapeshifter base class enhancements coming out in the free Grimoire Viperian Web Enhancement & Errata PDF!

Shapeshifter Discussion


  • Tip: Optimizing the Shapeshifter
  • Tip: Suggested Alternate Forms
  • Animals - Small & Tiny
  • Animals - Medium
  • Animals - Large
  • Animals - Huge
  • Magical Beasts -Small
  • Magical Beasts - Medium
  • Magical Beasts - Large

New Forms of the Mythical Beast


  • Androsphinx
  • Thunderbird
  • Sea Serpent
  • Phoenix

Shapeshifter Feats


  • Aspect of the Beast (APG)
  • Extended Form of the Dragon
  • Extended Form of the Mythical Beast
  • Extended Giant Form
  • Extra Favored Form
  • Extra Form of the Dragon
  • Extra Form of the Mythical Beast
  • Extra Giant Form
  • Extra Shapechange
  • Natural Spell
  • Powerful Shape (UM)
  • Quick Wild Shape (UM)
  • Shaping Focus (UM)

Shapeshifter Magic Items


  • Druid’s Vestment
  • Shifter’s Deadly Gloves
  • Shifter’s Wounding Gloves
  • Wild Armor

Errata

The errata contains some clarifications and corrections, plus improvements to the Shapeshifter's number of daily alter self uses!

The Free Web Enhancement/Errata will be out before Christmas!


Here's a sneak peek at just some of the Pyro class enhancements coming out in the free Grimoire Viperian Web Enhancement & Errata PDF!

Pyro Discussion


  • The Pyro - More Than Just a “Fire” Rogue
  • Tip: Optimizing the Pyro
  • Tip: Pyros vs. Fire Resistant/Immune Opponents

New Pyro Feats


  • Extra Pyro Talent
  • Extra Special Torches
  • Inferno Torch
  • Inquisitor’s Fire
  • Master Fire Breather
  • Master Imbuer
  • Master Immolator
  • Master of Arson
  • Rain of Sparks
  • Searing Critical
  • Torch Weapon Mastery

New Pyro Talents


  • Improved Torch and Steel
  • Intimidator
  • Greater Torch and Steel

Errata

The errata contains some clarifications and corrections, plus improvements to the Pyro's torch imbuing duration!

The Free Web Enhancement/Errata will be out before Christmas!


Magic Skull Games is excited to announce that the Free Grimoire Viperian Web Enhancement and Errata PDF will be out before Christmas!

The web enhancement contains:


  • Grimoire Viperian spell lists for non-core base classes such as the summoner, witch, inquisitor, oracle and magus
  • New feats designed for the Shapeshifter and Pyro classes
  • 3 new Pyro talents
  • New Shapeshifter Forms of the Mythical Beast for high level play
  • Shapeshifter magic items
  • Guides for building and optimizing your Pyro and Shapeshifter characters.

The errata contains corrections and rule changes for even greater and improved play experience for both the Pyro and Shapeshifter, as well as the various Clan Warchief barbarian prestige classes.

Don't have the Grimoire Viperian yet? No problem - you can view a limited free sample or get the full version here!


Magic Skull Game's Grimoire Viperian PDF is now available for only $6.99!

We hope you check it out!

We're also excited to announce that the Grimoire Viperian Web Enhancement and Errata will be out before Christmas! This free PDF supplement will contain Grimoire Viperian new spell lists for base classes such as the summoner, witch, inquisitor, oracle and magus, numerous new feats for both the Shapeshifter and Pyro classes, plus new Pyro talents, Shapeshifter forms of the mythical beast for high level play, "wild" magic items for the Shapeshifter, and guides for optimizing your Pyro and Shapeshifter characters. The errata includes corrections and rule changes for even greater and improved play experience for both the Pyro and Shapeshifter, as well as the various Clan Warchief barbarian prestige classes.


Magic Skull Game's Grimoire Viperian PDF is now available for only $6.99!

  • 160+ pages of Pathfinder and OGL compatible content (PDF only available at this time)

  • Intriguing backstory designed to fit in with any campaign

  • Exciting and unusual new base classes: the Shapeshifter and the Pyro

  • 22 unique prestige classes, including many specifically designed for multi-class characters, and many with a serpentine, barbaric, elemental, knightly, assassin or weapon specialist theme. Just a few examples include the Serpent Warlock, Wolf Clan Warchief, Earth Lord, Storm Knight, Knight Heretic, Knight of the Death Angel, Silent Adder, Dread Crusher, Master of the Razor Scourge, and many more!

  • Supernatural Signs of Good and Evil, designed to add customizable powers to any character, villain, or monster, and unique flavor to any campaign or adventure.

  • New “Eldritch Path” feats provide a way for spellcasters to “specialize” in a unique path of themed spells, such as the Secrets of the Grimoire, Secrets of the Fiend, Secrets of the Netherdark, Secrets of the Mist, The Secret of Blades, and more!

  • New spells of all kinds, including many designed with a serpentine theme in mind

  • New magic items, weapons and armor, such as the Sorcerous Helm, Razor Scourge, Angelic Breastplate, Cobra Scale Armor, Black Mamba Scale Armor, Hellreaver Battle Axe, and more!

  • New monsters and monster templates, such as creatures of Entropy, sentient serpents, deadlier variants of classic venomous snakes, serpentine undead, trog trolls, viperian dragons, and more!

Check it out here!

We're also excited to announce that the Grimoire Viperian Web Enhancement and Errata will be out before Christmas! This free PDF supplement will contain Grimoire Viperian new spell lists for base classes such as the summoner, witch, inquisitor, oracle and magus, numerous new feats for both the Shapeshifter and Pyro classes, plus new Pyro talents, Shapeshifter forms of the mythical beast for high level play, "wild" magic items for the Shapeshifter, and guides for optimizing your Pyro and Shapeshifter characters. The errata includes corrections and rule changes for even greater and improved play experience for both the Pyro and Shapeshifter, as well as the various Clan Warchief barbarian prestige classes.


The NPC wrote:
Any word on when the errata is coming out?

The Web Enhancement + Errata should by out by Christmas!


The NPC wrote:
This isn't pyro related but did you (Red Skull Games) get that IM with my questions?

IM received and reply sent! Thanks for the feedback!


1 person marked this as a favorite.
Elamdri wrote:
Just curious but how does a class like this get around things like Fire Immunity? Especially because a lot of GMs that I know are dicks and I could see them cherry picking every fire immune monster out there to throw at this class.

That's a challenge for fire elemental sorcerers and fire oracles, as well, or for any class that specializes in fire or for players who prefer fire spells.

The Pyro base class has several ways of dealing with fire immune or resistant creatures:


  • Pyros can choose to learn how to make Witchlight torches which burn with a cold flame
  • Pyros can also choose the "Penetrating Torch" attack, which lets them bypass a certain amount of fire resistance with their torches. At higher levels, the amount of fire resistance bypassed increases.
  • As pyros go up in level, their torch fire damage increases. Granted, this won't help vs. fire immune creatures, but it will help get past fire resistance
  • If a Pyro learns the Dancing Torch, Smoking Torch, Sparking Torch and Thundering Torch, he still has a means to deal with enemies without resorting to fire, and he can use some of those torches to imbue allies' weapons with shocking and thundering abilities.
  • Pyros are intended to (but not limited to) fight with a standard weapon in their main hand and a torch in their off hand, so they aren't 100% reliant on fire damage for their attacks. Of course, there's nothing stopping you from making a pyro with the torch in the main hand, or from using a two-handed weapon and pulling out the torches when needed.
  • Pyro torch attacks inflict both bludgeoning damage and fire damage, so if a target is fire resistant or immune, he will at least get some bludgeoning damage in there.
  • The pyro also has a lot of other tricks up his sleeve, so he's no one-trick fire pony by any means. He gains a bonus to hit opponents that are denied their dexterity bonus and a greater than normal flanking bonus when flanking with a torch. He's also got a big skill pool to draw from making him handy for all kinds of roguish things, and if he puts ranks in Alchemy he can benefit the party with alchemical items. His ability to imbue allies' weapons with energy type effects makes him a useful buffer, as well. He also gets some talents which make him more effective in general combat, along the lines of a rogue.


Terraneaux wrote:
My group is running Skull and Shackles pretty evil. We've got an Antipaladin, even.

Check out the new Pyro base class and Black Lord, Knight Heretic and Knight of Entropy prestige classes from the Grimoire Viperian.

These make great characters for an evil adventure path!

There's also new Eldritch Path Feats like the Secrets of the Fiend and the Secrets of Terror, for more uber-badness, and several wicked new spells such as vultures of death, screaming gate, deathly familiar and more!


This sneak preview offers just a small peek at a portion of the new Eldritch Path Feats in the Grimoire Viperian from Magic Skull Games.

Eldritch Path feats represent the eldritch secrets of magic discovered by a spellcaster as his or her knowledge of a series of themed spells, or “path,” grows. These secrets are closely guarded, and allow the caster to draw forth more power and control over each spell in the path, and in some cases, to tap into hitherto undiscovered abilities locked within the spell magic.

Prerequisites: To qualify for an eldritch path feat, you must meet all the feat prerequisites - these typically require a minimum caster level, a certain Spell Focus feat, and knowledge of at least two of the spells the feat enhances. The full PDF book contains all the prerequisite details.

Benefits: Whenever you cast one of the spells listed in an eldritch path feat, you gain the extra power or ability described. You must already know the spells in order to cast them. If you lose the ability to cast one of the feat’s spell prerequisites, you lose all benefits of the feat.

Paths:

When a caster has one of the feats below, he gains access to additional abilities when casting the spells listed, provided he knows the spell. These additional abilities expand the capabilities of the spell, allowing the caster to manipulate them in hitherto unseen ways. However, such power comes with a price... We don't go into the full details in this sneak preview -- check out the PDF for that info! ;)

* spells with asterisks indicate brand new spells from the Grimoire Viperian!

Secrets of the Arcane Fortress: spells affected - freezing wall*, wall of ice, wall of iron, wall of fire, wall of stone, wall of thorns. The caster can manipulate these walls or cause them to partially "erupt".

Secret of Blades I: dancing weapon*, ice blade*, flame blade, keen edge, magic weapon, minor dagger swarm*, shillelagh, trident of the Helldukes*, true strike. The caster gains a variety of bonuses making these spells do new things or inflict more damage.

Secret of Blades II: black swords*, lesser dagger swarm*, divine light weapon*, flaming weapon*, python rod*, trident of seafury*. Like Secret of Blades I, the caster can make these spells do very cool new things that casters without the feat cannot do.

Secrets of Terror: bane, cause fear, crushing despair, doom, fear, scare, screaming gate*. These spells are particularly terrifying when cast by a practitioner of the Secrets of Terror, enhancing their fear effects and giving the caster bonuses against those who succumb to them.

Secrets of the Beast: beast shape I, beast shape II, beast shape III, beast shape IV, form of the dragon I, form of the dragon II. Certain ability penalties caused by these spells are reduced for the practitioner of the Secrets of the Beast, and there is a chance the assumed form gains an additional ability or enhancement.

Secrets of the Fiend: align weapon, desecrate, inflict light wounds, deeper darkness, protection from good. These spells are particularly fiendish for the caster, and each gains a new expanded ability and some are more potent against good opponents.

Secrets of the Grimoire: explosive runes, illusory script, secret page, sepia snake sigil. This feat benefits wizards, allowing them to draw power from their spellbooks to make the spells more potent, and to draw forth the power of these spells once they are cast on the spellbook, though at a price...

Secrets of the Heavens: align weapon, bless weapon, daylight, consecrate, cure light wounds, protection from evil, searing light. The celestial counterpart to the Secrets of the Fiend, these spells are particularly hallowed or holy for the caster. Each spell gains a new expanded ability and some are more potent against evil opponents.

Secrets of the Mist: devouring cloud*, fog cloud, gaseous form, ice storm, obscuring mist, sleet storm, solid fog, stinking cloud. The practitioner of this eldritch path gains partial immunity to some of the effects of these spells when he casts them, and can infuse himself with their essence in an unexpected way...

Secrets of the Mystic Seal: arcane lock, floating disc, hold portal, knock, magic mouth. These seemingly innocuous spells gain surprising new uses, some of them offensive, in the hands of those who know their eldritch secrets...

Secrets of the Phantom Darkness: darkness, darkvision, deeper darkness, phantasmal killer, phantom draught horse*, phantom steed, phantom warhorse*, shadow conjuration, shadow evocation. The caster's knowledge of the secrets of phantom and darkness magic allow him to get expanded or more powerful use out of these spells, or shield him from similar effects.

Secrets of the Wind: alter winds, control winds, dread cyclone*, greater numbing wind*, gust of wind, lesser numbing wind*, plague wind*, wall of hurricane winds*, whirlwind, wind wall. The lost secrets of the wind grant boons to the caster, letting him manipulate the winds to levitate himself, knock aside incoming objects or project his voice through the wind.


Good question, Scott_UAT! The short answer is that there are too many key ability differences between a rogue and a pyro to warrant just a rogue prestige class. One important factor is the lack of sneak attack, the other is the focus on using a torch as a weapon, and all the pyro abilities packed into the class that go along with it. This class is not a trap disarmer, either, and doesn't have the amount of skill points per level that a rogue has. So it leaves the rogue's sneak attack, skill monkey and trap disarmer niche to the rogue. The pyro has access to several rogue talents, but not all of them, and has several unique talents of its own. The pyro has a very different play style and distinctly different flavor from a rogue (well, at least different enough that it definitely won't feel just like a rogue!).

As a pyro you won't be contantly jockeying for a sneak attack by hiding in shadows or going invisible, or always sent up to disarm those nasty traps, but you will be dealing decent damage for a two-weapon meleer with the added bonus of potentially igniting opponents struck by your torch and having a bag full of tricks with which to spring deadly and often debilitating surprises on your opponents (such as exploding torches, smoking torches, sparking torches, breathing fire, etc.), while also providing good support to your allies (both by providing flanking bonuses and distracting attacks, and by buffing allies with special torches that imbue their weapons with flame and other energy types). You'll have more than enough skills to be versatile in that department, and make a good scout. Also, you'll be the guy who volunteers to carry the torch so the non-darkvision characters can see, and you'll be glad to do it because of the nasty uses you can put that torch to! Mwahaha!

The pyro class is different enough and has enough class build choices to warrant its own base class. In that way, it's similar to the barbarian, magus and alchemist, who have a variety of rage powers, magus arcana, and special bombs/discoveries to choose from, allowing you to create a unique character with a unique set of abilities each time.

You could also ask a similar question for the Magus - why have a magus when you already have the Eldritch Knight and Dragon Disciple prestige classes, both of which are designed for melee/arcane caster characters? The reason is the magus is designed from the ground up to be both an arcane caster and a meleer, with a plethora of abilities to choose from that lets you build your own unique magus and have an arcane caster/meleer character that is cool, versatile and flavorful to play, starting at level 1.

The pyro was designed as a base class for similar reasons. The pyro class has several abilities focused on using a torch as a weapon that no other class has, to such an extent that it would not be covered merely by introducing new torch feats for the rogue or making it a rogue archetype, and the pyro has a wide variety of potential special torch attack abilities to select from, as well as numerous pyro talents. That's what I mean when I say it's similar to the magus, the barbarian and the alchemist, where you have a wide range of potential class builds thanks to wide variety of class abilities to pick from (magus arcana, barbarian rage powers, alchemist bombs and discoveries). This lets you have a unique and flavorful character right from level 1.

If the Pyro were a prestige class, you'd also have to wait until 5th level to take it! ;) In all seriousness, though if it were a prestige class, you'd have to wait until much higher level to acquire even the most basic special pyro abilities, the pyro abilities would have to be completely revamped to reflect the higher levels at which they'd be acquired, and you wouldn't have nearly the pool of abilities to draw from that a base pyro class has.

Another analogy would be the differences between a fighter, ranger and paladin. They're all basically tough guy warrior types, but the ranger and paladin have enough differences right from the start that each is its own class, rather than prestige classes or archtypes for the fighter.

Sorry for the long response - but it was good question deserving a good answer!


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Magic Skull Games presents the Pyro base class, included in the Grimoire Viperian, now available at Paizo and DriveThruRPG!

Pyro base class:

The pyro is an individual with a talent (and some say perverse penchant) for using fire as a weapon. They are adept at using torches as weapons, typically in their off hand, while using a sword or standard weapon in their main hand. Pyros use their pyrotechnic alchemy skills to enhance their torch attacks, setting foes ablaze! They are often explorers and treasure hunters whose travels lead them into dangerous tombs, dark ruins or underground caves and corridors. As light sources are a necessity to explore such places, pyros have learned to use torches not only to illuminate the way but also as weapons. Evil pyros tend to be arsonists whose depredations terrorize the community. Such heinous criminals are highly wanted men.

Role: Like rogues, pyros are highly skilled and versatile and tend to avoid lone hand-to-hand combat. Though they don’t possess the rogue’s ability to strike vital areas or disarm traps, they excel at using their torches as unexpected and dangerous weapons, often catching unsuspecting foes off-guard. Their scouting abilities and broad set of skills also makes them handy to have around in just about any situation.

The pyro class comes with exciting and customizable abilities ensuring no two pyros are alike. These include numerous special insidious torch attacks such as blinding strikes and distracting attacks and the creation of torches fueled by dangerous and volatile alchemical mixtures which allow them to produce pyrotechnic effects and even spit fire or immolate opponents! Examples include: blazing torch, sparking torch, smoking torch, witchlight torch, dancing torch, and thundering torch. Pyros can also select from a bevy of rogue-like talents, many focused on, you guessed it, fire!

Burn, baby, burn!

Sample Pyro: "Angus the Red"

Pyro 10; Medium human; HD (10d8+10); hp 76; Init +7; Spd 40 ft.; AC 20 (+4 Dex, +6 armor), touch 14, flat-footed 16, BAB +7/+2; CMB +9, CMD 22; Atk: +12/+7 melee (1d6+5, 19-20/x2, cold iron shortsword +2, main hand); +6 melee (1d4+1 plus 3 points of fire damage, 20/x2, torch, off-hand), +13 ranged (1d8+2, 19-20/x2, light crossbow +2);

SA: Torch Attack (+2 competence bonus to hit flanked opponents and those denied Dexterity bonus to AC, ignite on 17-20, 1d4+4 ignited damage plus immolation, Reflex DC 17 to extinguish), Catch Off- Guard, Fire Expert, Pyro Talents: Torch and Steel (Two- Weapon Fighting feat), Finesse (Weapon Finesse feat), Combat Trick (Spring Attack), Igniter, Additional Special Torch Attack; Torch Light Adaptation, Special Torch Attacks (create 7 special torches per day): Blazing Torch, Sparking Torch (5 ft. radius, 5d4 fire, Reflex DC 22 for half), Blinding Torch Strike (Reflex DC 20 negates), Fire Breather (15ft. cone, 5d6 fire, Reflex DC 24 for half), Immolation; Evasion, Improved Uncanny Dodge; AL: CN; SV Fort +8, Ref +11 (+12 vs. fire), Will +4; STR 16, DEX 19, CON 12, INT 14, WIS 12, CHA 10.

Skills: Acrobatics +11, Bluff +10, Climb +11, Craft (alchemy) +13, Escape Artist +10, Intimidate +12, Knowledge (arcana) +5, Knowledge (dungeoneering) +8, Knowledge (geography) +5, Knowledge (local) +6, Perception +10, Ride +10, Sense Motive +8, Stealth +12, Use Magic Device +10.

Feats: Armor Proficiency (Light), Catch Off-Guard, Combat Reflexes, Dodge, Improved Initiative, Mobility, Spring Attack,Two-Weapon Fighting, Weapon Focus (short sword), Weapon Finesse (short sword), Weapon Proficiency (Simple Weapons -- includes torch), Weapon Proficiency (short sword).

Possessions: chain shirt +2, cold iron shortsword +2, boots of striding and springing, light crossbow +2, (12) bolts, (12) torches, (3) alchemist's fire, (2) flasks of oil, (3) thunderstones


SNEAK PREVIEWS - This sneak preview offers just a small peek at a portion of the new Eldritch Path Feats in the Grimoire Viperian.

SNEAK PREVIEW: Eldritch Path Feats

Eldritch Path feats represent the eldritch secrets of magic discovered by a spellcaster as his or her knowledge of a series of themed spells, or “path,” grows. These secrets are closely guarded, and allow the caster to draw forth more power and control over each spell in the path, and in some cases, to tap into hitherto undiscovered abilities locked within the spell magic.

Prerequisites: To qualify for an eldritch path feat, you must meet all the feat prerequisites - these typically require a minimum caster level, a certain Spell Focus feat, and knowledge of at least two of the spells the feat enhances. The full PDF book contains all the prerequisite details.

Benefits: Whenever you cast one of the spells listed in an eldritch path feat, you gain the extra power or ability described. You must already know the spells in order to cast them. If you lose the ability to cast one of the feat’s spell prerequisites, you lose all benefits of the feat.

Paths:

When a caster has one of the feats below, he gains access to additional abilities when casting the spells listed, provided he knows the spell. These additional abilities expand the capabilities of the spell, allowing the caster to manipulate them in hitherto unseen ways. However, such power comes with a price... We don't go into the full details in this sneak preview -- check out the PDF for that info! ;)

* spells with asterisks indicate brand new spells from the Grimoire Viperian!

Secrets of the Arcane Fortress: spells affected - freezing wall*, wall of ice, wall of iron, wall of fire, wall of stone, wall of thorns. The caster can manipulate these walls or cause them to partially "erupt".

Secret of Blades I: dancing weapon*, ice blade*, flame blade, keen edge, magic weapon, minor dagger swarm*, shillelagh, trident of the Helldukes*, true strike. The caster gains a variety of bonuses making these spells do new things or inflict more damage.

Secret of Blades II: black swords*, lesser dagger swarm*, divine light weapon*, flaming weapon*, python rod*, trident of seafury*. Like Secret of Blades I, the caster can make these spells do very cool new things that casters without the feat cannot do.

Secrets of Terror: bane, cause fear, crushing despair, doom, fear, scare, screaming gate*. These spells are particularly terrifying when cast by a practitioner of the Secrets of Terror, enhancing their fear effects and giving the caster bonuses against those who succumb to them.

Secrets of the Beast: beast shape I, beast shape II, beast shape III, beast shape IV, form of the dragon I, form of the dragon II. Certain ability penalties caused by these spells are reduced for the practitioner of the Secrets of the Beast, and there is a chance the assumed form gains an additional ability or enhancement.

Secrets of the Fiend: align weapon, desecrate, inflict light wounds, deeper darkness, protection from good. These spells are particularly fiendish for the caster, and each gains a new expanded ability and some are more potent against good opponents.

Secrets of the Grimoire: explosive runes, illusory script, secret page, sepia snake sigil. This feat benefits wizards, allowing them to draw power from their spellbooks to make the spells more potent, and to draw forth the power of these spells once they are cast on the spellbook, though at a price...

Secrets of the Heavens: align weapon, bless weapon, daylight, consecrate, cure light wounds, protection from evil, searing light. The celestial counterpart to the Secrets of the Fiend, these spells are particularly hallowed or holy for the caster. Each spell gains a new expanded ability and some are more potent against evil opponents.

Secrets of the Mist: devouring cloud*, fog cloud, gaseous form, ice storm, obscuring mist, sleet storm, solid fog, stinking cloud. The practitioner of this eldritch path gains partial immunity to some of the effects of these spells when he casts them, and can infuse himself with their essence in an unexpected way...

Secrets of the Mystic Seal: arcane lock, floating disc, hold portal, knock, magic mouth. These seemingly innocuous spells gain surprising new uses, some of them offensive, in the hands of those who know their eldritch secrets...

Secrets of the Phantom Darkness: darkness, darkvision, deeper darkness, phantasmal killer, phantom draught horse*, phantom steed, phantom warhorse*, shadow conjuration, shadow evocation. The caster's knowledge of the secrets of phantom and darkness magic allow him to get expanded or more powerful use out of these spells, or shield him from similar effects.

Secrets of the Wind: alter winds, control winds, dread cyclone*, greater numbing wind*, gust of wind, lesser numbing wind*, plague wind*, wall of hurricane winds*, whirlwind, wind wall. The lost secrets of the wind grant boons to the caster, letting him manipulate the winds to levitate himself, knock aside incoming objects or project his voice through the wind.


SNEAK PREVIEWS - The sneak previews below offer just a small peek at a portion of the new base classes and supernatural signs. Get the full PDF for complete rules for this and other great content!

SNEAK PREVIEW: More info about the new base classes:

Shapeshifter base class: Shapeshifters are born or mysteriously gifted or cursed with the innate magical power to change their form, especially into that of a fearsome animal or beast. Many do not discover their abilities until later in life, when a moment of extreme stress or self preservation triggers their instinct to change, assuming the form of an entirely different person or a savage beast of legend. Role: Shapeshifters’ shape-changing abilities greatly enhance their combat prowess, allowing them to hold their own and contribute in battle. They do well in the role of a secondary melee fighter, and can provide ranged attack support as new forms with unique and sometimes magical ranged abilities become available. As they gain more powerful forms and form powers, their combat prowess greatly increases and they gain access to new and useful magical abilities. Their varied skills and abilities allow them to be highly versatile, and ensure that no two shapeshifters are alike. Their stealth, disguise and shapechanging ability makes shapeshifters excellent scouts and spies, easily able to access hard to reach places and blend in with the local populace as man or beast.

Pryo base class: The pyro is an individual with a talent (and some say perverse penchant) for using fire as a weapon. They are adept at using torches as weapons, typically in their off hand, while using a standard weapon in their main hand. Pyros use their pyrotechnic alchemy skills to enhance their torch attacks. They are often explorers and treasure hunters whose travels lead them into dangerous tombs, dark ruins or underground caves and corridors. As light sources are a necessity to explore such places, pyros have learned to use torches not only to illuminate the way but also as weapons. Evil pyros tend to be arsonists whose depredations terrorize the community. Such heinous criminals are highly wanted men. Role: Like rogues, pyros are highly skilled and versatile and tend to avoid lone hand-to-hand combat. Though they don’t possess the rogue’s ability to strike vital areas or disarm traps, they excel at using their torches as unexpected and dangerous weapons, often catching unsuspecting foes off-guard. Their scouting abilities and broad set of skills also makes them handy to have around in just about any situation.

SNEAK PREVIEW: More about Supernatural Signs of Good and Evil:

Legends tell of rare heroes and villains born with a special destiny, or who have accomplished such great or heinous deeds that they have been noticed by supernatural powers, gods, angels, demons, devils or otherworldly beings, who become their patrons. These individuals are often marked by their patrons in some way, typically by the presence of a birthmark or a sign (though some may be invisible and only revealed in special circumstances), and are gifted with powers above and beyond those of mere mortals. Often they receive a vision or a dream that gives a glimpse of their destiny or patronage, or they may be approached by another individual with the same or similar sign, who offers an explanation. Rarely, they are contacted directly by a supernatural agent of their patron, who cryptically announces their destiny and the meaning of the sign they have acquired. Other individuals who desire the power of these signs frequently invoke the name of the sign while inscribing it in the air, hoping to attract the attention of the sign’s patrons and be gifted with power, or at least a temporary boon.

Supernatural signs are essentially templates that can be applied to a creature. It’s solely up to the game master to decide if a character, non-player character or monster has earned a particular sign based on their great deeds. The GM should be very careful not to upset the balance of power in their game by awarding too many signs to characters, or by awarding a sign that is too powerful for a low-level character. In general, a character should be lucky to gain even a single sign in their career. Villains and monsters, on the other hand, are a different story, and a sign can turn an average foe into a unusual, flavorful force to be reckoned with. The GM should feel free to add signs to noteworthy, unique villains and monsters, keeping in mind that they must still be careful not to make the villain overly powerful. For example, imagine an evil sorcerer or dragon with the Demonic Sign, who has a legion of dark knights under his command. Only the sorcerer or dragon and possibly a few of his chief knight captains should have signs, not the entire legion or otherwise things can get out of hand quickly. However, the entire legion might have adopted the Demonic Sign for their insignia.

Each supernatural sign template follows a theme and grants several powers in line with that theme. Lesser and greater signs exist, and the powers they grant vary.

Examples of signs include the Sign of the Phoenix, Intrepid Lion, Black Goat, Plague, Demonic, Insanity, Evil, Netherworld, Vile Serpent, Slaughter and more.

For example, an evil knight gifted with the Sign of Plague might be a plague carrier, gaining the "Vile Epidemic" ability or the ability to cast Contagion. He might also leave a trail of noxious slime, suffer from necrotic tumors or exhude a horrible stench, just to name a few of the nasty and wickedly fun abilities associated with the Sign of Plague.

This flexibility in template powers lets the GM craft unique and suprising foes that players will never forget! A good character lucky enough to be gifted with a supernatural sign of good (celestial sign) is truly blessed and unique.

Check out the full Grimoire Viperian for access to ALL the wickedly cool stuff!!


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Hobgoblin Shogun wrote:
There's very little I love more than Shifter/Shapeshifter types. Not a lot of that in PF. What are my options exactly? Druid? Ish? Synthesist works too. And there's that Ranger archetype, but kinda. Help me out here, guys.
Lohan wrote:

I'm wondering if there are any classes out there for Pathfinder (or are easily adaptable) that focus on shapeshifting from level 1. I have a player that likes the wildshape aspect of the druid but doesn't want to wait until level 4 to start to use it.

I remember there being a druid variant in 3.5 that dealt with this issue, but the Druid gave up a lot for it.

Is there anything out there that focuses on shapeshifting? I'm willing to look at 3PPs if the material is good.

There's a very cool new shapchanging base class called the Shapeshifter introduced in the "Grimoire Viperian" by Magic Skull Games.

The class is not just limited to animals but also lets you use alter self and change into mythical beasts of legend like the hellhound, winter wolf, centaur, nightmare, unicorn, sphinx and eventually giants and dragons! You not only get some of the their standard abilities as you would from a beast shape spell, but you also get some of their special or spell-like abilities that normally aren't available with beast shape or polymorph spells.

The Grimoire Viperian Shapeshifter is also highly customizable, letting you choose favored forms and special form abilities so no two shapeshifters are exactly alike!

You can download a partial free sample preview at DriveThruRPG or here at the Paizo store. Both sites offer the full PDF with all the Shapeshifter rules (and 160+ pages of other great content) for a very reasonable price!


Lohan wrote:

I'm wondering if there are any classes out there for Pathfinder (or are easily adaptable) that focus on shapeshifting from level 1. I have a player that likes the wildshape aspect of the druid but doesn't want to wait until level 4 to start to use it.

I remember there being a druid variant in 3.5 that dealt with this issue, but the Druid gave up a lot for it.

Is there anything out there that focuses on shapeshifting? I'm willing to look at 3PPs if the material is good.

There's a very cool new shapchanging base class called the Shapeshifter introduced in the "Grimoire Viperian" by Magic Skull Games.

The class is not just limited to animals but also lets you use alter self and change into mythical beasts of legend like the hellhound, winter wolf, centaur, nightmare, unicorn, sphinx and eventually giants and dragons! You not only get some of the their standard abilities as you would from a beast shape spell, but you also get some of their special or spell-like abilities that normally aren't available with beast shape or polymorph spells.

The Grimoire Viperian Shapeshifter is also highly customizable, letting you choose favored forms and special form abilities so no two shapeshifters are exactly alike!

You can download a partial free sample preview at DriveThruRPG or here at the Paizo store. Both sites offer the full PDF with all the Shapeshifter rules (and 160+ pages of other great content) for a very reasonable price!


I am completely, totally, 100% stoked to present the GRIMOIRE VIPERIAN, a brand new supplemental, 160+ page PDF book from Magic Skull Games fraught with wickedly fun goodies for both players and GMs alike, now available here on Paizo's website!

The wickedness includes:

- Exciting and unusual new base classes: the Shapeshifter and the Pyro

- Supernatural Signs of Good and Evil, designed to add customizable powers to any character, villain, or monster, and unique flavor to any campaign or adventure.

- New “Eldritch Path” feats provide a way for spellcasters to “specialize” in a unique path of themed spells, such as the Secrets of the Grimoire, Secrets of the Fiend, Secrets of the Netherdark, Secrets of the Mist, The Secret of Blades, and more!

- Intriguing backstory designed to fit in with any campaign

- 22 unique prestige classes, including many specifically designed for multi-class characters, and many with a serpentine, barbaric, elemental, knightly, assassin or weapon specialist theme. Just a few examples include the Serpent Warlock, Wolf Clan Warchief, Earth Lord, Storm Knight, Knight Heretic, Knight of the Death Angel, Silent Adder, Dread Crusher, Master of the Razor Scourge, and many more!

- New spells of all kinds, including many designed with a serpentine theme in mind

- New magic items, weapons and armor, such as the Sorcerous Helm, Razor Scourge, Angelic Breastplate, Cobra Scale Armor, Black Mamba Scale Armor, Hellreaver Battle Axe, and more!

- New monsters and monster templates, such as creatures of Entropy, sentient serpents, deadlier variants of classic venomous snakes, serpentine undead, trog trolls, viperian dragons, and more!