
The Corpseshaper's Toolbox (PFRPG) PDF
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While most necromancers simply let their magic do all the work, a special few roll up their sleeves, dive on in, and optimize the gross anatomies of their latest victims before animating them. The Corpseshaper's Toolbox introduces twelve tools used in this trade, as well as the corpseshaper feat, a prerequisite for the use and construction of the aforementioned tools. A balance has been struck between offensive, defensive, support, and "silly" tools so that different playstyles will be drawn into the use of the corpseshaper line.
- Achilles Fortifier - increased land speed
- Adamantine File - makes some natural attacks keen
- Adrenal Echoes - one round of hasted action
- Energy Buffer - channel resistance and resistance to positive energy
- Essence Focuser - accepts spells with a duration for the implanted undead; can implant itself in another undead, thus moving the spells mid-duration
- Eyegouger - grants a bonus to optical Perception
- Flesh Hardener - fortification and natural armor bonus
- Frigid Nodules - natural attacks deal cold damage
- Impact Enhancers - bludgeoning attacks and attacks made on the charge deal additional damage
- Mental Cogitator and Needles - mindless undead have an Int of 2, can learn tricks as though an animal
- Sower of Entropy - tongue is impregnated with power, allowing an undead to make a negative energy breath attack that destroys its tongue
- Visage - creatures in a 30 foot radius become shaken
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Annals of the Drunken Wizard: Critical Hit-Exchanging Weapon Special Abilities (PFRPG) PDF
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Critical hits really are what a good number of martial characters live and die by, but, all too often, the critical hit is made the realm of the min-maxing Strength-based melee, whilst more Dexterity-based characters simply don't get so much bang for their buck.
This supplement, the first in the Annals of the Drunken Wizard series, introduces forty-five new weapon special abilities that tear down critical hits, traditionally an enterprise of the two-handed fighter, and rebuilds the system with options that make critical hits an event for characters of all sorts, allowing players to sacrifice their spike damage for improved survivability, the ability to throw around status effects, the ability to regain low level spell slots, or perhaps the ability to simply do something ridiculously silly instead because the character is a flavor build!
Product Features
- 45 new weapon special abilities
- All spells and feats linked to the online Pathfinder System Reference Document
- 13 random tables that integrate into (and link to) tables found in the Pathfinder Roleplaying Game Core Rulebook for easy use of this ruleset
- Intralinking so you're always one click away from the page you want
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Annals of the Drunken Wizard: +0 Weapon Modifiers (PFRPG) PDF
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Drunk one night in his study, master wizard Archibald, much like Cher in the way he has only one name thanks to his notoriety, mused about his compatriots, those who slice and stab with their sharp bits of metal and wallow in tier envy whenever they gaze upon himself being totally awesome and stuff. The next morning, he woke up with a terrible hangover, Constitution having never been a strong point. To his surprise, his body was covered in sheaves of paper musing about how he could help his allies stay alive by harnessing one of the few things they actually do do correctly: hit things with sharp bits of metal. In typical Archibald form, his musings were backed up by highly technical documents detailing exactly how to make those musings a reality. With a shrug, Archibald collected his drunken ravings. This bears some investigation, he thought, right after I prepare and cast that hangover spell...
Let's consider the way the wealth by level curve works. Players pick up masterwork weapons early on and have fun with them. Some invest in the +1 weapon, whilst others begin to pick up all sorts of fun toys. Much later, those who got toys finally get a +2 weapon, while the fellow who focuses on weapons may have a +3 weapon and nothing else. Frankly, weapons simply don't do interesting things in the early game, and the more interesting something is, the more fun the player has. The person focusing on the weapon is essentially playing for the future the entire time. Let's bring that individual to the NOW, shall we?
The simple solution to this is to have the ability to add a weak free ability to any weapon that has a +1 enhancement bonus or greater. It allows players to have more options, while also allowing the GM to slap fun and interesting powers onto randomly generated +1 weapons (and we know every campaign has far too many of those). That being said, beware, for each ability also carries a hefty penalty with it. Perhaps you don't get critical damage. Perhaps your enhancement bonus to damage is a bonus to something else instead. Maybe you need to spend multiple full round actions charging some moderately powerful effect. ...Maybe the weapon just slowly tears itself apart.
This product contains 20 +0 weapon modifiers and special abilities as well as rules on how to integrate them into your game.
- Acidic: Rather than dealing additional damage on a critical hit, this weapon launches gouts of alchemical acid.
- Dazing: Rather than dealing additional damage on a critical hit, this weapon dazes foes of 4 HD and under.
- Debilitating: Rather than dealing additional damage on a critical hit, this weapon imposes a saving throw penalty to wielder and victim.
- Dense: +1 sunder, -2 CMD
- Flaring: Rather than dealing additional damage on a critical hit, this weapon dazzles the victim.
- Hooked: +1 disarm, -2 CMD
- Jittery: The weapon's enhancement bonus to damage is now to initiative
- Least Spell Storing: As spell storing, but only 1st level spells and under. Further, use of the spell storing ability causes the weapon to gain the broken condition.
- Lesser Bladethirst: Rather than dealing additional damage on a critical hit, the wielder restores hit points equal to the weapon's enhancement bonus.
- Lesser Erupting: Rather than dealing additional damage on a critical hit, the victim takes one point each of acid, cold, electric, and fire damage.
- Lighthurling: Rather than dealing additional damage on a critical hit, the wielder can slowly focus on creating a number of lights that can be thrown at range.
- Plated: +1 shield bonus to AC, -2 to hit
- Raging: +1 morale bonus to damage, -1 to AC and Reflex
- Resisting: Rather than dealing additional damage on a critical hit, the wielder gets a resistance bonus to saves on a critical hit.
- Smoking: The wielder and everything he threatens takes a penalty to hit.
- Sparking: This weapon slowly destroys itself, but deals additional fire damage to unarmored targets and can start fires.
- Terrifying: This weapon deals additional negative energy damage, but punishes the wielder on a critical hit.
- Vengeful: Immediately after being critically hit, you may declare a smite. If this smite hits, both you and the target take 2d6 points of damage.
- Weighted: +1 to trip, -2 to CMD
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Annals of the Drunken Wizard: Oriental Elemental Foci (PFRPG) PDF
Interjection Games
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Drunk one night in his study, master wizard Archibald, much like Cher in the way he has only one name thanks to his notoriety, mused about his compatriots, those who utilize elemental magic, burning and freezing creatures when simply controlling the battlefield is more the way of a true master wizard. The next morning, he woke up with a terrible hangover, Constitution having never been a strong point. To his surprise, his body was covered in sheaves of paper musing about he could make these lesser magical allies more effective through the creation of elemental foci. In typical Archibald form, his musings were backed up by highly technical documents detailing exactly how to make those musings a reality. With a shrug, Archibald collected his drunken ravings. This bears some investigation, he thought, right after I prepare and cast that hangover spell...
Because martial classes suddenly hit harder in the Pathfinder RPG, there is a little something called hit point bloat. As such, compared to 3.5, trying to actually deal spell damage to win a fight is something that is typically frowned upon by the powergamers out there. That being said, fireballs are fun!
One of the more interesting notions brought about by Ultimate Magic was the advent of elemental descriptors for those with more an eastern persuasion. These are metal, wood, and void.
This product contains 15 magic items that trigger whenever a spell of the proper oriental elemental descriptor is cast. Most effects persist for a single round, slowly build up charges, or have one use that is held for up to 1 minute. Also featured in this supplement are a small subset of items that act like metamagic, allowing the wearer to up the spell level of a spell with the proper descriptor in order to get some additional effects in a single action.
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One Bling to Rule Them All (PFRPG) PDF
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Make treasure an adventure again!
Consider that magic, with all of its wonder, has been cheapened to the point where even the most miraculous of its manifestations can be identified with a great enough Spellcraft check. The great mystery has been bled out of it: it is merely a tool, something to be studied, harnessed, and taken for granted. Now, to some, this would seem to be only natural. It makes sense that a society containing so many accomplished wizards would be able to reduce magic to the point of it behaving as mere science. That being said, it's simply missing out on a great opportunity for fun!
One Bling to Rule Them All presents a socketed magic item format that the PCs use to produce custom magic items. Based on a triad of focal items, the weapon, the crown, and the baton, PCs quickly learn that various magical crystals and gems they find produce interesting effects in their equipment; however, the effect is different for each kind of focal item! When one of these crystals is analyzed, it is impossible to figure out exactly what it does. Instead, the PCs learn the school, aura strength, and emotion of the gem. This causes the party to make educated guesses and, sometimes, even take risks in the hopes that the next item summons a 30-foot cone of ravenous mosquitoes.
Why would a player hope for a cone of ravenous mosquitoes? Because it's possible in this system!
The capstone of each focal item is a nexus crystal. Nexus crystals are either an embodiment of raw, entropic power and have very random abilities, or have abilities that are thematically linked in an interesting fashion. In either case, nexus crystals are a one shot deal. Once installed on a focal item, removal destroys the nexus crystal. This makes things quite risky indeed once the party realizes that every single nexus crystal carries with it an annoying, and sometimes downright brutal, downside.
This product features:
- Different abilities for different PCs, thus making it easier to avoid reselling and maintaining a proper wealth-by-level curve
- A solid injection of wonder back into the world of magic items
- Item emotions - analyze your crystals and determine their abilities by sleuthing and experimentation, or just plain dumb luck
- Nexus crystals - capstone crystals with random or thematically linked abilities, as well as a nasty little downside you need to learn to live with
- 73 lesser crystals with a total of 177 different abilities
- 18 specific nexus crystals
- A random generator that can produce over 3.3 million combinations of nexus crystals
- Tables to integrate into the main Pathfinder Roleplaying Game rules
- Bookmarks, limited internal linking, and gem photography by Rob Lavinsky and others
If sales of this product are strong, Interjection Games hereby promises to produce other alternate systems for magic items. In fact, Interjection Games has an idea for scaling-with-level magic items ready to go!
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One Bling to Rule Them All: Scaling Magic Items (PFRPG) PDF
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Sick of your players throwing away magic items?
There's something wrong when an adventurer explores a tomb, finds a better magic sword, then dumps his old magic sword on a small-town merchant whose hometown's yearly corn exports are worth a mere fraction of the "obsolete" sword's worth. One Bling to Rule Them All - Scaling Magic Items helps to mitigate the "disposable economy" nature of magic items with the introduction of scalars, or magic items that level up as the master does. Featuring five tiers of abilities and a rank system that mimics the ubiquitous talent point system, the scalar is an excellent quest end reward for high fantasy sidequests.
Complete scalar attunement, scalar ability generation, and scalar "hacking" rules are presented herein, as well as a number of flavor-rich suggestions on how to justify their insertion into your game world.
Product Features:
- Over 100 abilities in five tiers covering most common character archetypes
- Rank, or "talent", point system for customization even if two scalars have the same abilities
- Intuitive system makes it easy to make your own abilities
- Ability assignment is done by the Game Master, while rank distribution is done by the player, thus eliminating the worst of powergaming and letting Rule 0 decide how powerful, or weak, a party's scalars will be.
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One Bling to Rule Them All: Glyphed Weapon Wrappings (PFRPG) PDF
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The Problem:
Not only are spellcasters (usually) more powerful than martial characters, but magic is what dictates power in the Pathfinder Roleplaying Game. As spellcasters already have magic, items that modify this magic, such as a bag of pearls of power, end up being significantly more cost effective than, say, a +3 sword.
As a result, just as spellcasters get more powerful exponentially, their equipment only hastens the rate at which they pull away from martial characters.
The Solution
Though not a complete solution by any means, One Bling to Rule Them All: Glyphed Weapon Wrappings introduces glyph wrappings, a new magic item type that allows for the temporary editing of a weapon's special abilities.
How This Helps
You just found a +1 vorpal longsword! Sell it, right? Wrong! With a glyph wrapping, that weapon can be transformed into a +1 holy speed longsword for about one-third the market price of that longsword. Now, the player has a fun beatstick that can be quickswapped back into +1 a vorpal longsword should the fight demand vorpal for some reason. The martial character has more flexibility, the party saved 18,500 gp compared to selling the weapon in the store, and now there's more wealth to assign to something other than magic weapons.
Maybe, just maybe, there will be something left to buy something fun once the weapon golfbag is full up with wraps.
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Strange Magic Items: Truenaming (PFRPG) PDF
Interjection Games
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To get full use out of this product, Strange Magic or Ultimate Truenaming is required.
The Strange Magic Items series splits a full codex of magic items into the three subsystems laid out in Strange Magic: ethermagic, truename magic, and musical composition. Each of these thirds has its own unique flavor, both in fluff and in terms of mechanics, and such compartmentalization allows those who only bought some of the constituent thirds of Strange Magic to pick up whatever new content interests them.
Truename magic is all about deliberation, poise, and explicit intent. For a truenamer to attempt to recite something before its exact phrasing is known is little better than suicide. Necessarily, a truenamer's experimentation takes no chances. The ultimate end goal of First Language experimentation is not new recitations, but rather to get the universe to heed those recitations permanently. Since a recitation must be known to the most exacting degree to have any hope of influencing the universe permanently, truename magic items are among the most deliberately-made objects in the known cosmos. Chaos and uncertainty simply do not exist in the realm of the truenamer, and the seemingly-chaotic creations of a scion of discordia are, in actuality, the painstakingly-researched masterpieces of a rhetorician who knows exactly how to make her audience react however she wants.
Of course, it's not fair to assume that truename magic items are dull, wooden, and utilitarian simply because the research to make one that doesn't spontaneously explode is meticulous. There's just something about building something ridiculous out of universal constants that draws a very specific sort of personality, and truenamers have been one-upping each others' whimsy pieces for centuries. Whenever a tower shield transforms into a tower with a periscope, that's a truenamer's work. Whenever a club insults its target constantly, that's a truenamer's work. Whenever something that couldn't possibly come stocked with a minibar has a minibar anyway, that's a truenamer's work. Whenever a random ring, amulet, or tiara finds a way to make its creator's intellectual superiority known mere moments before atomizing its target, that's DEFINITELY a truenamer's work.
Contents
- 9 armor/weapon/shield special abilities
- 3 specific magic weapons, including songbird - a dagger that turns enhancement bonus into a spellcasting minigame
- 3 specific tower shields, including the portable watchtower - a shield that takes the hits and dishes them out so you don't have to!
- a new kind of wand
- 12 magic items with 11 additional variants, including the overlord's dogtag - a necklace that can turn just about any outsider into a bonded servant
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Strange Magic Items: Ethermagic (PFRPG) PDF
Interjection Games
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To get full use out of this product, Strange Magic or Ultimate Ethermagic is required.
The Strange Magic Items series splits a full codex of magic items into the three subsystems laid out in Strange Magic: ethermagic, truename magic, and musical composition. Each of these thirds has its own unique flavor, both in fluff and in terms of mechanics, and such compartmentalization allows those who only bought some of the constituent thirds of Strange Magic to pick up whatever new content interests them.
It can be rather unsettling to learn that our infinite universe is but one of many, a miniscule dot on the roadmap of creation. These universes follow vastly different laws of physics and are prone to annihilating each other if they should ever touch. Though these events do happen, they are quite rare thanks to a weightless and almost completely elastic extrauniversal fluid known as the ether.
There are some puny and insignificant organic creatures who find themselves attuned to this background noise of the multiverse, this infinite source of energy that surrounds them and suffuses the void beyond the edge of everything. Finding they have the ability to communicate with the extrauniversal fluid and to draw from its raw, shapeless energy to do as they will, these ethermancers tend to fall into two camps. Some believe that the universe chose them to carry its greatest gift and use it to protect this tiny speck of creation. Others feel it is a perfect excuse to lord it over everyone. Given humanoid nature, the latter tends to be far more common.
Contents
- Rules for etherstaves, which expand an ethermage's manifestation selection
- 11 premade etherstaves
- 4 magical rings
- 10 armor/weapon/shield special abilities
- 4 specific magic firearms
- A single wondrous item with thirteen variants that can be mixed and matched to customize void blades in hundreds of different ways
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Annals of the Drunken Wizard: Elemental Foci (PFRPG) PDF
Interjection Games
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Drunk one night in his study, master wizard Archibald, much like Cher in the way he has only one name thanks to his notoriety, mused about his compatriots, those who utilize elemental magic, burning and freezing creatures when simply controlling the battlefield is more the way of a true master wizard. The next morning, he woke up with a terrible hangover, Constitution having never been a strong point. To his surprise, his body was covered in sheaves of paper musing about he could make these lesser magical allies more effective through the creation of elemental foci. In typical Archibald form, his musings were backed up by highly technical documents detailing exactly how to make those musings a reality. With a shrug, Archibald collected his drunken ravings. This bears some investigation, he thought, right after I prepare and cast that hangover spell...
Because martial classes suddenly hit harder in the Pathfinder RPG, there is a little something called hit point bloat. As such, compared to 3.5, trying to actually deal spell damage to win a fight is something that is typically frowned upon by the powergamers out there. That being said, fireballs are fun!
This product contains 12 magic items that trigger whenever a spell of the proper elemental descriptor is cast. All effects persist for a single round.
- Air
- Gusting Gloves - The caster's Jump skill is increased by double the caster level of an air spell.
- Jet Streamers - The caster's base land speed increases by 20 feet whenever he casts an air spell.
- Static Capacitor - Every time an air spell is cast, a charge point is added to this item. When unleashed as a swift action, the next air spell deals extra damage equal to the number of charge points held.
- Earth
- Entangling Grasp - Enemies struck by the caster's earth spells have their speed reduced.
- Flint Bracelet - When casting an earth spell, the caster's natural armor increases by +1.
- Rockhide Belt - The caster gains DR X/- for one attack, where X is the earth spell's spell level.
- Fire
- Amulet of the Squinting Eye - The caster's fire spells also dazzle.
- Scorched Guantlets - When a fire spell is cast, these guantlets light, dealing fire damage to unarmed and melee attackers.
- Withering Lenses - The caster's fire spells grant you a burning gaze ability.
- Water
- Aquatic Defenders - When a water or cold spell is cast, the caster gets a +1 luck bonus to saving throws.
- Cord of the Rapids - When a water or cold spell is cast, the caster gets +1 to CMD.
- Hat of Refreshment - When a water or cold spell is cast, the caster gains +1 hp.
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The Corpseshaper's Toolbox (PFRPG) PDF
Interjection Games
   
(based on 3 ratings)
While most necromancers simply let their magic do all the work, a special few roll up their sleeves, dive on in, and optimize the gross anatomies of their latest victims before animating them. The Corpseshaper's Toolbox introduces twelve tools used in this trade, as well as the corpseshaper feat,...
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$3.50
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Annals of the Drunken Wizard: Critical Hit-Exchanging Weapon Special Abilities (PFRPG) PDF
Interjection Games
   
(based on 2 ratings)
Critical hits really are what a good number of martial characters live and die by, but, all too often, the critical hit is made the realm of the min-maxing Strength-based melee, whilst more Dexterity-based characters simply don't get so much bang for their buck. ... This supplement, the first in...
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Annals of the Drunken Wizard: +0 Weapon Modifiers (PFRPG) PDF
Interjection Games
   
(based on 3 ratings)
Drunk one night in his study, master wizard Archibald, much like Cher in the way he has only one name thanks to his notoriety, mused about his compatriots, those who slice and stab with their sharp bits of metal and wallow in tier envy whenever they gaze upon himself being totally awesome and...
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Our Price:
$1.00
Add to Cart
Annals of the Drunken Wizard: Oriental Elemental Foci (PFRPG) PDF
Interjection Games
Drunk one night in his study, master wizard Archibald, much like Cher in the way he has only one name thanks to his notoriety, mused about his compatriots, those who utilize elemental magic, burning and freezing creatures when simply controlling the battlefield is more the way of a true master...
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Our Price:
$6.99
Add to Cart
One Bling to Rule Them All (PFRPG) PDF
Interjection Games
   
(based on 1 rating)
Make treasure an adventure again! ... Consider that magic, with all of its wonder, has been cheapened to the point where even the most miraculous of its manifestations can be identified with a great enough Spellcraft check. The great mystery has been bled out of it: it is merely a tool, something...
|
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Our Price:
$4.49
Add to Cart
One Bling to Rule Them All: Scaling Magic Items (PFRPG) PDF
Interjection Games
   
(based on 1 rating)
Sick of your players throwing away magic items? ... There's something wrong when an adventurer explores a tomb, finds a better magic sword, then dumps his old magic sword on a small-town merchant whose hometown's yearly corn exports are worth a mere fraction of the obsolete sword's worth. One...
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Our Price:
$1.00
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One Bling to Rule Them All: Glyphed Weapon Wrappings (PFRPG) PDF
Interjection Games
   
(based on 1 rating)
The Problem: ... Not only are spellcasters (usually) more powerful than martial characters, but magic is what dictates power in the Pathfinder Roleplaying Game. As spellcasters already have magic, items that modify this magic, such as a bag of pearls of power, end up being significantly more cost...
|
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Our Price:
$2.49
Add to Cart
Strange Magic Items: Truenaming (PFRPG) PDF
Interjection Games
To get full use out of this product, Strange Magic or Ultimate Truenaming is required. ... The Strange Magic Items series splits a full codex of magic items into the three subsystems laid out in Strange Magic: ethermagic, truename magic, and musical composition. Each of these thirds has its own...
|
|
Our Price:
$2.49
Add to Cart
Strange Magic Items: Ethermagic (PFRPG) PDF
Interjection Games
To get full use out of this product, Strange Magic or Ultimate Ethermagic is required. ... The Strange Magic Items series splits a full codex of magic items into the three subsystems laid out in Strange Magic: ethermagic, truename magic, and musical composition. Each of these thirds has its own...
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Our Price:
$1.00
Add to Cart
Annals of the Drunken Wizard: Elemental Foci (PFRPG) PDF
Interjection Games
Drunk one night in his study, master wizard Archibald, much like Cher in the way he has only one name thanks to his notoriety, mused about his compatriots, those who utilize elemental magic, burning and freezing creatures when simply controlling the battlefield is more the way of a true master...
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