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:
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!
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:
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
Other new snake-themed monsters include...
Monster templates such as...
Supernatural Signs of Evil templates such as...
Prestige classes:
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:
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:
Magic Items:
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!
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:
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
Other new snake-themed monsters include...
Monster templates such as...
Supernatural Signs of Evil templates such as...
Prestige classes:
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:
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:
Magic Items:
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:
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
Other new snake-themed monsters include...
Monster templates such as...
Supernatural Signs of Evil templates such as...
Prestige classes:
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:
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:
Magic Items:
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!
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.
.................................................... 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.
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:
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:
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:
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)
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.
• Level 4: ability increase (+1 Dex = 16), pyro talent: igniter • Level 5: special torch attack: blazing torch, improved trip feat.
• Level 6: pyro talent: weapon focus (hooked axe)
• 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
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:
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:
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
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:
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
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)
Level 2: Igniter talent to improve ignition range Level 3: Fire Breather torch attack for an area of effect fire attack
Level 4: ability increase (+1 Dex = Dex 18)
Level 5: Penetrating Torch special attack for getting past fire resistance plus a small damage bonus,
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
Level 8: ability increase (+1 Dex = Dex 19)
Level 9: Immolation special torch attack for nastier damage over time on ignited targets
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
Level 12: ability increase (+1 Dex = Dex 20)
Level 13: Thundering Torch attack for imbuing weapons with the thundering quality
Level 14: Improved Evasion talent Level 15: Blinding Torch Strike attack
Level 16: ability increase (+1 Dex = Dex 21)
Level 17: Pyrotechnic Torch or Warding Torch attack
Level 18: Opportunist or Slippery Mind talent Level 19: Special torch attack of your choice
Level 20: ability increase (+1 Dex = Dex 22)
More builds to come!
Gerald wrote:
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
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:
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!
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
New Pyro Feats Cunning Torch and Steel
New Pyro Talents Brimstone Mixture
Shapeshifter Discussion Tip: Optimizing the Shapeshifter
New Forms of the Mythical Beast Androsphinx
Shapeshifter Feats Aspect of the Beast (APG)
Shapeshifter Magic Items Druid’s Vestment
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!
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:
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
New Pyro Feats Extra Pyro Talent
New Pyro Talents Improved Torch and Steel
Shapeshifter Discussion Tip: Optimizing the Shapeshifter
New Forms of the Mythical Beast Androsphinx
Shapeshifter Feats Aspect of the Beast (APG)
Shapeshifter Magic Items Druid’s Vestment
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!
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
New Forms of the Mythical Beast
Shapeshifter Feats
Shapeshifter Magic Items
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
New Pyro Feats
New Pyro Talents
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:
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!
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.
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:
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!
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
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:
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:
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! |