GRIMOIRE VIPERIAN

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Now Available: the Grimoire Viperian Free Web Enhancement & Errata PDF!

A new third-party supplemental PDF book for the smash hit Pathfinder Roleplaying Game.

The Grimoire Viperian adds new flavor and excitement to any game, for both players and GMs alike!

  • 160+ pages of Pathfinder and OGL compatible content (PDF only available at this time)
  • Intriguing backstory designed to fit in with any campaign
  • Exciting and unusual new base classes: the Shapeshifter and the Pyro
  • 33 unique prestige classes,including many specifically designed for multi-class characters, and many with a serpentine, barbaric, elemental, knightly, assassin or weapon specialist theme. Just a few examples include the Serpent Warlock, Wolf Clan Warchief, Earth Lord, Storm Knight, Knight Heretic, Knight of the Death Angel, Silent Adder, Dread Crusher, Master of the Razor Scourge, and many more!
  • Supernatural Signs of Good and Evil, designed to add customizable powers to any character, villain, or monster, and unique flavor to any campaign or adventure.
  • New “Eldritch Path” feats provide a way for spellcasters to “specialize” in a unique path of themed spells, such as the Secrets of the Grimoire, Secrets of the Fiend, Secrets of the Netherdark, Secrets of the Mist, The Secret of Blades, and more!
  • New spells of all kinds, including many designed with a serpentine theme in mind
  • New magic items, weapons  and armor, such as the Sorcerous Helm, Razor  Scourge, Angelic Breastplate, Cobra Scale Armor, Black Mamba Scale Armor, Hellreaver Battle Axe, and more!
  • New monsters and monster templates, such as creatures of Entropy, sentient serpents, deadlier variants of classic venomous snakes, serpentine undead, trog trolls, viperian dragons, and more!

Requires the use of the Pathfinder Core Rulebook, and some content makes use of rules from the Advanced Player’s Guide, Bestiary 3, Ultimate Combat, and Ultimate Magic.

SNEAK PREVIEW: More info about the new base classes:

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

Sample Shapeshifter: “Maulgron”

Shapeshifter 7; Medium Human; HD (7d8+14); hp 51; Init +7; Spd 30 ft.; AC 19 (+3 Dex, +5 armor, +1 buckler), touch 13, flatfooted 16, BAB +5; CMB +9, CMD 22; Atk: +11 melee (1d8+6 plus 1d6 cold, heavy frost mace +2); +9 ranged (1d8+1, heavy crossbow);

SA: Alter Self 1/day, Shapechange (tiny, small, medium or large Animal) 3/day; Form of the Mythical Beast (centaur, hellhound, or winter wolf) 1/day; Supernatural Attack (alternate form only) 3/day; Monstrous Aspect (human form only) 1/day; Favored Forms (winter wolf, dire tiger — favored form bonuses: +2 Dex [winter wolf, dire tiger], +2 Acrobatics [winter wolf, dire tiger], favored terrains); Form Powers: Knockback; Bonus Feat (Improved Natural Attack [animals, bite]); AL: CG; SV Fort +7, Ref +8, Will +4; STR 19, DEX 16, CON 14, INT 12, WIS 12, CHA 12.

Skills: Acrobatics +8 (+12 in alternate forms, +13 in winter wolf and dire tiger form), Climb +6 (+10 in alternate form), Fly +7, Intimidate +4, Knowledge (nature) +8, Perception +5, Ride +7, Stealth +7 (+11 in alternate form), Survival +5, Swim +6 (+10 in alternate form), Use Magic Device +5.
Feats: Armor Proficiency (Light), Buckler Proficiency, Cleave, Improved Initiative, Improved Natural Attack (animals, bite – alternate forms only), Power Attack, Vital Strike, Weapon Focus (heavy mace), Weapon Proficiency (Simple Weapons).

Possessions: studded leather +2, buckler, heavy frost mace +2, heavy crossbow

Below are stats for just a few of the many possible forms this shapeshifter could assume:

Favored form (Dire Tiger): Spd 40 ft.; 2 claws +17; AC 17 (+3 Dex, +4 natural armor), touch 13, flat-footed 14, BAB +5; CMB +11, CMD 24; Space 10ft./Reach 5ft., Atk: +11 melee (2d4+6 plus grab, 2 claws), melee +11 (2d8+6/19–20 plus grab, bite); SA: Low-light vision, Scent, Pounce; Supernatural Attack (alternate form only) 3/day, Favored Dire Tiger Form Bonuses: +2 Dex, +2 Acrobatics, plains favored terrain; Form Powers: Knockback;  SV Fort +7, Ref +8, Will +4; STR 23, DEX 16, CON 16, INT 12, WIS 12, CHA 10.

Form of the Mythical Beast (Winter Wolf – this form is also a favored form): Spd 30 ft.; AC 17 (+3 Dex, +4 natural armor), touch 13, flat-footed 14, BAB +5; CMB +11, CMD 24; Atk: +11 melee (1d8+9 plus 1d6 cold and trip); SA: Darkvision 60 ft., Scent, Trip, When assumed using Form of the Mythical Beast: breath weapon (usable once, 15-ft. cone, 6d6 cold damage, Reflex half DC 17), immune to cold, vulnerable to fire; Supernatural Attack (alternate form only) 3/day, Favored Winter Wolf Form Bonuses: +2 Dex, +2 Acrobatics, forest favored terrain; Form Powers: Knockback; SV Fort +7, Ref +9, Will +4; STR 23, DEX 16, CON 14, INT 12, WIS 12, CHA 10.

Form of the Mythical Beast (Centaur, non-favored form): Large Monstrous Humanoid; HD (6d8+12); hp 50; Init +3; Spd 55 ft. (35 ft. in armor); AC 19 (+2 Dex, +4 natural armor, +2 buckler, +1 ring), touch 12, flat-footed 16, BAB +4; CMB +11, CMD 24; Atk: +13 melee (1d8+8 heavy mace +1), +8 melee (1d6+6, two hooves), +5 ranged (1d8, heavy crossbow); SA: darkvision; Form Powers: Knockback; SV Fort +7, Ref +7, Will +4; STR 23, DEX 14, CON 16, INT 12, WIS 12, CHA 10. Feats: as natural form, plus Run.


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

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, wand of magic missiles, light crossbow +2, (12) bolts, (12) torches, (3) alchemist’s fire, (2) flasks of oil, (3) thunderstones

 

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

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

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

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

Examples of signs include the Sign of the Phoenix, Intrepid Lion, Black Goat, Plague, Demonic, Insanity, Evil, Netherworld, Vile Serpent, Slaughter and more. For example, an evil knight gifted with the Sign of Plague might be a plague carrier, gaining the “Vile Epidemic” ability or the ability to cast Contagion. He might also leave a trail of noxious slime, suffer from necrotic tumors or exhude a horrible stench, just to name a few of the nasty and wickedly fun abilities associated with the Sign of Plague. This flexibility in template powers lets the GM craft unique and suprising foes that players will never forget! A good character lucky enough to be gifted with a supernatural sign of good (celestial sign) is truly blessed and unique.

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

Buy at: ★ DriveThruRPG!★ Paizo!★ shop.d20pfsrd!★ Free Sample!

 

Copyright 2012-2013 Steven F. Johnson (Magic Skull Games). All Rights Reserved.

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