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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!


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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!


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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.


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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


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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!