Monthly Archives: January 2022

Boosting Noncaster Pathfinder 1e Classes

I’m considering running an E6-style campaign for Pathfinder 1st edition in the not-too-distant future. That’s a play mode where character level progression stops at 6th level, and after that characters pick up a feat every few thousand experience points (and some higher-level abilities can be accessed as feats, and higher-level spells are sometimes available as rituals). I find such campaigns can have a very different feel from standard levels-go-normally-to-20th Pathfinder games, and can be great for more “Sword & Sorcery” stories (with typical Pathfinder often going quickly into High Fantasy and Epic Fantasy).

Being me, I am likely to use some houserules for such a campaign, to help produce a specific play experience focused on competent characters with flexible tools to encourage players to find creative ways to overcome situations. So far I have drafted from fodder foe rules, so I can still throw hordes of adversaries at my stuck-at-lower-level PCs, and a set of cantrip buffs to make 0-level spells more impactful and give spellcasters a set of options that won’t run out of daily uses.

Of course, granting a universal set of buffs to classes with access to cantrips obviously gives characters with those classes an edge. Given that being underpowered it not generally the problem with spellcasting classes, if we are going to give those classes a big boost every other class needs a few things as well. When looking at who has options in a game that wants to challenge players to get creative, classes with access to spells already had an edge, so the fewer spells (and similar abilities) a character class has access to, the more of a boost it needs for our Sword and Sorcery E6 game.

Since we’re not getting those boosts from spells, we need to look at other game elements, specifically, skills and feats.

Skill Specialization

To help them keep up with our super-cantrip spellcasters, classes with more limited spell access gain some bonus skill ranks and early access to Skill Unlocks (as presented in Pathfinder Roleplaying Game Pathfinder Unchained). Since the game is designed to cap at 6th level, PCs would normally never get the skill unlocks for having 10 and 15 ranks in a skill. So by granting skill unlocks early, we can give classes with fewer spells a flexible edge that other characters don’t have access to. This special skill boost is referred to as skill specialization.

The less access a class grants to spells and other special powers, the more skill specialization it needs. As convenient break-points, I’ve created major and minor skill specialization (defined below), and a lesser option to access some skill specialization by spending a feat (for classes with a lot of general spellpower, but who don’t get cantrips). These don’t apply to all a characters’ skills, just a few they select from their class skills (which helps encourage spotlight protection of different rolls, without locking any class into one one option).

For purposes of deciding how many skill unlock boosts a class gives you, point-based power pools such as monk’s ki and gunslinger panache are treated as spell-like abilities, due to their flexibility and utility, even though in some cases the powers they grant are all extraordinary and/or supernatural. Similarly some classes (such as kineticist) are placed in categories based on their overall magic power access, even if they don’t gain normal spellcasting. I’ve categorized the official classes by how much skill specialization they gain, with brief descriptions of why in case the system gets mixed with 3pp classes… which, let’s be honest, I have written a ton of.

Least Special Powers (fighter): 2 major skill specializations, 2 minor skill specialization

No Spell Access (barbarian, brawler, cavalier, samurai, shifter): 1 major skill specialization, 2 minor skill specialization

Minor Spell-Like or Supernatural Access (gunslinger, monk, ninja, rogue, slayer, swashbuckler, vigilante): 2 minor skill specializations

1st-4th Level Spell Access (bloodrager, kineticist, medium, paladin, ranger): 1 minor skill specialization

1st-6th Level Spell-Like Access [No cantrips] (alchemist, investigator): 1 minor skill specialization available as a feat choice.

Major Skill Specialization: Select a class skill. You gain a bonus rank in this skill at every class level (not to exceed a number of ranks equal to your character level), and use your total ranks +9 as your effective number of ranks for skill unlocks with that skill.

Minor Skill Specialization: Select a class skill. You gain a bonus rank in this skill at every class level (not to exceed a number of ranks equal to your character level), and use your total ranks +4 as your effective number of ranks for skill unlocks with that skill.

Minor Skill Specialization Feat: You can expend a feat to gain a +4 bonus to the number of effective ranks you have in a class skill of your choice when determining your skill unlocks for that skill. You may only expend a feat for this bonus for a single skill.

Improved Combat Feats For Fighters

The fighter should be a viable, even attractive option for a Sword and Sorcery genre ttRPG. However, the fighter is the least flexible and utilitarian of all the standard PC classes in Pathfinder 1st edition. Not only are fighters often not the best combatants (with barbarians, cavaliers, and all the classes with full attack bonuses and access to up to 4 levels of spells frequently outdoing fighters in pure combat), but they have many fewer special abilities that other classes can’t access somehow. While there are “fighter feats” that were originally fighter-only, many classes (often hybrid classes of the fighter and another class) gain access to fighter feats at some level, and nearly everything else a fighter gets as an exclusive class feature is just a bonus or weakening of a penalty.

So, for our E6/Sword and Sorcery campaign, fighters get Improved Combat Feats, giving them options other characters just don’t have.

Improved Combat Feats: The bonus combat feats gained by a fighter grant the option to automatically apply the benefits of the feat’s combat trick (as normally gained through the Combat Stamina feat) without having to expend stamina points. Combat Stamina is not available for characters to select as a feat–fighter bonuses feats gaining combat tricks automatically for their bonus feats is the only way to access combat tricks in this campaign model.

If a combat trick has a variable stamina point cost up to a specific ability score modifier (such as Agile Maneuvers), the fighter gains the benefit of spending points equal to the maximum. For other variable costs, the fighter gains the benefit of spending stamina points equal to half their class level.

Additionally, a fighter ignores ability score minimums when determining if they meet prerequisites for combat feats gained with the bonus feat class feature. Everyone else may need a 13 Intelligence to take Combat Expertise, but fighters do not.

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Buffing Pathfinder 1st ed Cantrips

I’m thinking of running an E6-style Pathfinder 1st edition game in the not-too-distant future, and I want to make cantrips a more important and impactful element of that campaign. So, I have come up with scaling power increases to every official cantrip for Pathfinder 1st edition.

To be clear, these are a pure power-up, and using these rules makes all characters able to cast cantrips at least slightly more powerful. I plan on using these rules only in campaigns where noncasters gain a similar boost to effectiveness.

Those affects that use half your caster level always round down. Those that allow you to make a skill check only allow a single check for each thing you wish to attempt, and you can never take 10 or take 20. Such checks are often made by the GM in secret.

Acid Splash: Add half your caster level to the damage done by this spell.

Arcane Mark: You cast use Spellcraft to attempt to find or follow the most recent arcane mark spell you cast, as if using Survival to track.

Bleed: This spell can be cast on creatures not below 0 hp, in which case if they fail a save they bleed 1 hp/round for a number of rounds equal to half your caster level.

Brand: This spell can deal acid, electricity, or fire damage, as you prefer. Add half you caster level to the damage done by this spell.

Breeze: During the duration of this spell, each round as a standard action you can select one creature within range to gain a deflection bonus to AC against ranged missile attacks equal to half your caster level. Only ranged attacks that could be affected by the Deflect Arrows feat are affected by this spell.

Chameleon Scales: When you cast this spell while you have cover or concealment, you can make a Spellcraft check to hide as if using Stealth. You cannot use it for Stealth while moving, and if your cover or concealment ends, so does your Stealth.

Create Water: Casting this spell allows you to attempt to trip a foe, with a CMB of 1/2 your caster level + your spellcasting ability score. It also does 1 point of damage per 2 caster levels to fire elementals (and, at the GM’s discretion, other creatures actually made of fire).

Dancing Lights: Casting this spells allows you to attempt to feint a single foe using Spellcraft, as if making a Bluff check, by using the lights to confuse and distract your opponent. If your check is successful, the feint applies to the next attack made against the target before the end of your next turn.

Daze: This spell affects targets with a max HD equal to your caster level +3.

Detect Fiendish Presence: Casting this spell allows you to use Spellcraft in place of a Perception check to spot outsiders with the evil subtype, as well as the lingering effects caused by their gifts, presence, and spells and divine spellcasters who worship fiendish deities or creatures with fiendish patrons. If you have time to also make a Perception check, you can use this spell in an attempt to aid another with your own Perception check.

Detect Magic: Casting this spell allows you to use Spellcraft in place of a Perception check to spot magical creatures, items, and traps. If you have time to also make a Perception check, you can use this spell in an attempt to aid another with your own Perception check.

Detect Poison: Casting this spell allows you to use Spellcraft in place of a Perception check to spot poisonous creatures, items, and traps. If you have time to also make a Perception check, you can use this spell in an attempt to aid another with your own Perception check.

Detect Psychic Significance: Casting this spell allows you to use Spellcraft in place of a Perception check to spot items of psychic significance. If you have time to also make a Perception check, you can use this spell in an attempt to aid another with your own Perception check.

Disrupt Undead: Add your caster level to damage done with this spell.

Drench: Drenched creatures gain a bonus equal to half your caster level on their next saving throws against fire effects within 1 round per caster level. This spell also does 1 point of damage per caster level to fire elementals (and, at the GM’s discretion, other creatures actually made of fire).

Flare: The duration is 10 rounds, +1 round/2 caster levels.

Ghost Sound: Casting this spell allows you to attempt to demoralize a single foe using Spellcraft, as if making an Intimidate check, by making sudden, distracting, disturbing noises. This use does not allow a Will save, and is not language-dependent. If the target is already shaken, this extends the duration of their shaken effect, rather than increase their degree of fear.

Grasp: This spell gains a target of 1 creature, and a range of 1/2 your caster level x 5 feet.

Grave Words: The chance of the words being of some use is 9+caster level %.

Guidance: Guidance has a duration of 1 minute/caster level, and is not discharged when the target uses it. instead, the target can use its bonus again one minute after a previous use.

Haunted Fey Aspect: The DR is increased by +1 per 3 caster levels.

Jolt: Add half your caster level to the damage done by this spell.

Know Direction: This spell allows you to use Spellcraft in place of Survival for all Survival tasks except tracking.

Light: Casting this spells allows you to attempt to pass a secret message to a single creature using Spellcraft, as if making a Bluff check, by using the lights to send clandestine signals.

Lullaby: You can make a Perform check to conceal casting a lullaby, with observers having to exceed your Perform result with an opposed Perception check to realize you are using this spell.

Mage Hand: The spell’s weight limit is 4 + your caster level in pounds.

Mending: Add half your caster level to the hp restored with each casting of this spell. If a magic item is destroyed by damage, and you mend it back to full hp within one minute, its magic properties are retained.

Message: The DC for those not targeted by your spell to overhear the message is 24 + your caster level.

Oath of Anonymity: Add half your caster level to the bonus granted by this spell.

Open/Close: The casting time for this spell is 1 move action. The weight limit is (5 + your caster level) x 5 lbs.

Penumbra: The target of this spell gains a bonus to Stealth checks (equal to half your caster level) against creatures unable to see in total darkness, when in dim and no light.

Prestidigitation: Prestidigitation allows you to use Spellcraft as wide number of Craft and Professional skill checks (subject to GM approval), including as an aid another option for yourself and others making any Craft or Profession check.

Purify Food and Drink: You can use this spell to make a Spellcraft check to attempt to treat disease or treat poison, as if making a Healing check. If you have time to also make a Healing check, you can use this spell in an attempt to aid another with your own Healing check.

Ray of Frost: Add half your caster level to the damage done by this spell.

Read Magic: You can use this spell to make a Spellcraft check to attempt to decipher written language as if making a Linguistics check. If you have time to also make a Linguistics check, you can use this spell in an attempt to aid another with your own Linguistics check.

Resistance: This becomes an untyped bonus that does not stack with itself (regardless of source), with a duration of 1 minute per caster level.

Root: This spell gains a range of 1/2 your caster level x 5 feet, and a duration of 1 minute/caster level.

Scoop: As part of the standard action to concentrate on this spell, you can use it to deliver a liquid in your possession to a creature within range. This can apply potions and oils to willing targets, or to make a thrown attack against unwilling targets using your spellcasting ability bonus in place of your Dexterity bonus for the attack.

Scrivener’s Chant: This spell allows you to scribe spells into a spellbook in half the normal time and at half the normal cost, and to make scrolls (if you have the Scribe Scroll feat) while travelling (but not engaging in more strenuous activities, such as fighting, research, or crafting).

Sift: This spell uses your Spellcraft check if that is superior to your Perception -5. All other limitations of the spell apply. You can make a Perform check to conceal casting a sift, with observers having to exceed your Perform result with an opposed Perception check to realize you are using this spell.

Sotto Voce: This spell affects targets with a max HD equal to your caster level +3.

Spark: This spell can deal one point of fire damage per 2 caster levels to a creature or object within range. Targets soaked or covered in easily flammable substances (such as being soaked in oil) must make a Reflex save each time they take damage, or catch on fire.

Stabilize: The first time each day a creature has stabilize cast on them, they also recover hit points equal to half the caster’s level.

Summon Instrument: This spell can also summon a typical tool (weighing no more than 5 lbs and worth no more than 1 p, and it is obviously conjured), which will function only for you. Instruments summoned by it grant a +1 circumstance bonus to related Perform checks per 5 caster levels.

Telekinetic Projectile: Add half your caster level to damage dealt by this spell.

Touch of Fatigue: This spell gains a range of 1/2 your caster level x 5 feet.

Unwitting Ally: The spell’s duration becomes 1 round/caster level.

Vacuous Vessel: The duration increases to 10minutes/level, and you can have one vacuous vessel spell active per 2 caster levels.

Vigor: Add half your caster level to the damage bonus provided by this spell.

Virtue: Add half your caster level to the temporary hit points granted by this spell.

Expanded Post:

While I likely won’t use the 2 pre-Pathfinder spells published in official sources (enhanced diplomacy and sign of the dawnflower), I went ahead and included them in the expanded version of this article available to backers of my Patreon.
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“Fodder” foes for Pathfinder 1st-edition

I’ve been considering running a Pathfinder 1st-edition game sometime in the not-too-distant future, as a change of pace for when my current Really Wild West campaign wraps up its current story arc. I’ve been especially considering running a variant of the “E6” concept, where regular character progress ends at level 6, and after that characters get a feat (with some new feats to allow ability score progress, access to new spells, access to higher-level abilities as rituals and such).

One of the nice things about running an E6 style game is that lots of classic monsters remain relevant. You have a range from about CR 4 to CR8, and later even CR 9, where its easy to challenge but not overwhelm characters. That means bulletes, dire animals, tougher mundane animals, centaurs, chimeras, cockatrices, cyclops, dinosaurs, drakes, Medium and Large elementals, giant bugs, gorgons, hell hounds, hill giants et al, howlers, hydras, leucrotta, manticores, medusa, ogres, phase spiders, rust monsters, trolls, unicorns and most typical undead (just to name a few) are all easily introduced into encounters. For many people this power level is the “sweet spot” of the game, so E6 just makes that the default, with power increases increasing breadth of options more than raw power numbers.

But it can also mean it’s tough to have challenging encounters with 8-20 foes, which while needn’t be common can certainly be fun. One of the things that can feel good as a hero is to be able to kill foes in a single blow, take out small gangs that jump you in an ally, and hold the bridge against small armies. Doing that without huge numerical bonuses of being 5 levels higher than your foe is tricky, because being outnumbered gives PCs a massive action economy disadvantage.

Lots of games have solved this issue with “minion” or “thug” rules, creating a class of adversary who has enough offensive values to be a threat, but are easily killed. I’ve enjoyed using “rowdies” in my Really Wild West game, and a similar mechanism seems like it might be useful for the specific feel I want for my E6 Pathfinder 1st ed game. This is just a first stab at such rules, off the top of my head, using the template concept and referring to such quickly-defeated adversaries as “fodder.”

I specifically want to make fodder dangerous enough you can’t ignore them, but weak enough their big advantage in extra actions doesn’t allow them to overwhelm PCs. I also want to make sure they are debuffed both in combatant terms, and when thinking about spells and special ablities.

Fodder Template

Six creatures with the fodder template are equal to a single creatre of the same CR. Thus, six CR 2 fodder worgs have a CR of 2. This also means you can have one CR 2 worg pack leader, and six fodder worgs, for a total of a CR 4 encounter.

Fodder have a -4 penalty to Initiative checks, AC, CMB, and CMD.
Fodder have a -4 penalty to saving throws against effects that do not deal hp damage, and if such effects have a duration of 1 round or more, the duration is doubled on a failed save.
Fodder have hp equal to the CR of the base creature. (Thus a CR 2 fodder worg has 2 hp).
Fodder do half damage with all abilities. The save DCs of their spells and abilities are reduced by 2, and on a successful save targets take no effect.
Any successful Knowledge check to identify a creature also identifies if it is fodder.

That’s just one change I am considering making to the rules–I have ideas about cantrips automatically scaling, feats gained from some classes have additional benefits (such as combat feats fighters gain from the class bonus feats automatically granting the combat stamina advantages if the fighter wishes, without needing to expend stamina points), and allowing PCs to gain abilities from other classes as feats.

But those are posts for another day. 🙂

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“Toss a Credit to Your Jinxer,” Soldier Fighting Style for Starfinder

Obviously when working on ShadowFinder, one of the things I want to do is give new character options that will help produce the kinds of PCs I expect people to want for that modern-urban-fantasy Play Mode. While many of those are inspired by various urban fantasy media, there are also fantasy, horror, and scifi concepts that adapt well. The Jinxer is one such concept, adapted as a soldier fighting style.

Jinxer Fighting Style

You have been trained to oppose monsters and supernatural threats. In this pursuit you can create and utilize special serums to enhance your abilities, and over time change your physiology to gain access to greater eldritch powers.

(Art by Jacob Blackmon)

Personal Serums (Ex) – 1st Level

You have learned to take materials that would be useless at best for others (and poisonous at worst) to make a serum specifically designed to boost your metabolism. When you regain your daily abilities, you can create any one enhancement serum with an item level of 5 or less. This serum works only for you, and expires after 24 hours, as well as whenever you create a new personal serum. You can draw and consume this serum as a move action. You can recreate an expended personal serum whenever you recuperate*. While there is no cost to this serum, you must have access to your personal possessions to be able to create it.

Jinxer Power (Su) – 5th Level

When you consume a serum (including your personal serum), you can use it to unlock special powers. Each time you drink a serum, select one of the powers below. It lasts for 10 minutes per soldier level.
Darkvision: You gain darkvision with a range of 90 feet.
Extreme Speed: You gain a +10-foot enhancement bonus to your land speed.
Jinxer Blast: You access phrenic powers to gain a telekinetic strike, allowing you to make a special ranged unarmed strike that targets KAC, requires one hand, is not archaic, has a range increment of 30 feet, bludgeoning damage, is a force effect, and has the stunned critical hit effect. For the duration of this ability, you gain a special version of the Weapon Specialization feat that adds 1-1/2 times your level to the damage of this unarmed strike (rather than adding your level).

*Recuperate is my proposed term for when a character takes a 10-minute rest and expends a Resolve point to regain Stamina points.

Jinxer’s Vigor (Ex) – 9th level

When you consume a serum (including your personal serum), you also heal damage equal to your soldier level. If this healing exceeds your max HP, you gain the additional healing as temporary HP that alst for 10 minutes per soldier level. These otherwise work as jinxer powers.

Expanded Jinxer Power (Su) – 13th Level

When you drink a serum (including your personal serum) you add the following powers to those you can select with the jinxer power.

Black Blood: Your blood becomes toxic. Any creature that damages you with a bite attack must make a Fortitude save or be sickened for 1 minute/soldier level. Adjacent creatures that damage you also must make this save, but gain a +4 bonus to their saving throw.

Ear for Trouble: You gain blindsense, 30 feet.

Jinxer Resilience: You gain DR/– and energy resistance to acid, cold, electricity, fire, and sonic equal to 1/4 your soldier level.

Rapid Reactions: You gain a +4 bonus to Initiative checks.

Greater Jinxer Power (Su) – 17th Level

When you gain a jinxer power from drinking a serum (including your personal serum), you may select two abilities rather than just one.

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Cantrip-Based Items for PF1

Yes, these are yet more inexpensive, nonconsumable items for 1st edition Pathfinder, but these are all united by being based on cantrips. The idea is to create items that boost the utility and functionality of low-level spellcasters in a different way that giving them minor scrolls or wands. These items popped into my head over the past few days, inspired by a conversation I had with longtime (37+ years) gaming friends earlier this week. (I’m also making them available to my wife, who is running a currently-5th-level PF1 campaign, in case she wants to pass them out as loot).

Blooddrop Pin
Aura
faint necromancy; CL 3rd; Slot head or shoulders; Price 1,500 gp; Weight
This long silver pin has a bright, blood-colored, teardrop-shaped garnet in the handle. It can be worn as a hairpin (taking the head item slot) or as a cloakpin (taking the shoulder item slot). It can also be used as a Small or Medium dagger without being considered an improvised weapon, but its base damage is 1, rather than 1d4. A spellcaster who has the bleed cantrip on their class list can learn it from the blooddrop pin as if the pin was a scroll, without damaging the item. The pin also allows the spell bleed to be targeted on a creature with a positive hp total, causing them on a failed save to take 1 hp and gain a 1 hp bleed effect. Multiple bleed spells cast on a target in this manner do not increase the bleed effect to more than 1 hp/round.
Craft Wondrous Item, bleed; Cost 750 gp

Brightstrap
Aura
strong (no school); CL 17th; Slot —; Price 250 gp; Weight
A brightstrap is a silvery silk-and-leather strap roughly 6 inches long that can easily be tied to a weapon, torch, holy symbol, belt, glove, or most other common adventuring equipment. A spellcaster who has the light cantrip on their class list can learn it from the brightstrap as if the strap was a scroll, without damaging the item. When a spellcaster casts the light cantrip on a brightstrap, it does not count against their maximum of 1 active light spell at a time.  This item does not grant the ability to cast light, just to modify the spell if the caster already has access to it.
Craft Wondrous Item, continual flame, light; Cost 125 gp

Charcoal Cord
Aura
strong (no school); CL 17th; Slot —; Price 1,500 gp; Weight —The charcoal cord is a short length of dark gray cording that appears to be covered in charcoal, though it leaves no powder or mark behind. The cord can be worn nearly anywhere on the body (wrapped around the wrist, tied to a belt, used to hold back hair, etc), and does not take up a magic item slot. A spellcaster who has the detect poison cantrip on their class list can learn it from the cord as if the cord was a scroll, without damaging the item. Three times per day, the charcoal cord allows a character casting detect poison to do so as a move action. This item does not grant the ability to cast detect poison, just to modify the spell if the caster already has access to it.
Craft Rod, Craft Wondrous Item, Quicken Spell; Cost 750 gp

Guiding Star
Aura
strong (no school); CL 17th; Slot belt, body, chest, or shoulders; Price 1,500 gp; Weight
The guiding star is a fine cloth sash with small patterns matching constellations sewn into it. It can be worn as a belt, shoulder sash, chest wrap, or numerous other ways that allow it to take one of a number of magic items slots (see above) and still function. A spellcaster who has the guidance cantrip on their class list can learn it from the sash as if the sash was a scroll, without damaging the item. Three times per day, the guiding star allows a character casting guidance to have the spell last up to 10 minute pers level (until discharged). This item does not grant the ability to cast guidance, just to modify the spell if the caster already has access to it.
Craft Rod, Craft Wondrous Item, Extend Spell; Cost 750 gp

Ring of Trifles
Aura
feint transmutation; CL 7th; Slot ring; Price 500 gp; Weight
A character able to prepare cantrips can prepare one additional cantrip when wearing this ring. The ring must be worn or 24 hours before it can be used.
Forge Ring; Special creator must be able to prepare cantrips from at least 2 different class spell lists; Cost 250 gp (1st)

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More Minor PF1 Magic Items

More minor magic items for 1st edition Pathfinder.

Beneficial Beltpouch
Aura
minor conjuration; CL 5th; Slot —; Price 500 gp; Weight 1 lb.
This appears to be a typical beltpouch, appearing large enough to hold about a quart of material. In fact, it is like a bag of holding and can actually hold material of as much as 2 cubic feet in volume or 20 pounds in weight.
While such storage is useful enough, the purse has an even greater power. When the wearer reaches into it for a specific item, that item is always on top. Thus, no digging around and fumbling is ever necessary to find what the beltpouch contains. Retrieving any specific item from a beneficial beltpouch is a move action, but it does not provoke the attacks of opportunity that retrieving a stored item usually does.
Craft Wondrous Item, secret chest; Cost 250 gp

Eldritch Brazier of Focus (1st-Level Spell)
Aura strong transmutation; CL 17th; Slot —; Price 1,000 gp; Weight 1 lb.
Once per day a character able to prepare spells of at least 1st level can burn this brazier while making their preparations, allowing them to prepare one additional 1st level spell. A character can only benefit from a single eldritch brazier per day.
Craft Wondrous Item; Special creator must be able to prepare 1st-level spells; Cost 500 gp (1st)

Ring of Escape
Aura moderate illusion; CL 8th; Slot ring; Price 2,000 gp; Weight
Once per day as a reaction when the wearer takes damage or fails a saving throw, they can become invisible as if they had cast vanish, using their character level as the caster level.
Forge Ring, Improved Initiative, vanish; Cost 1,000 gp

Satchel of Endless Bandages
Aura
faint conjuration; CL 8th; Slot —; Price 250 gp; Weight 1 lb.
This shoulder satchel has a faintly pleasant, herbal smell to it, and has a clasp in the form of a snake woven around a small staff. It functions as a healer’s kit, but never runs out of charges.
Craft Wondrous Item; goodberry; Cost 250 gp

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“Loot 4 Less” for Pathfinder 1e

In 1st edition Pathfinder, it can be tricky to give players interesting, useful, nonconsumable treasure at low levels. I did a whole line of Loot 4 Less books to extend the options available, but it’s often still useful to come up with new inexpensive-but-nice items for characters under 6th-7th level.

Here are some I have written up.

Boots of Quick Pace
Aura: faint Transmutation           Slot: feet              CL: 1st    Price: 1,000 gp  Weight: 1 lb.
These boots increase the wearer’s base land speed by 5 feet.
Construction
Feats Craft Wondrous Item; Spells longstrider; Cost 500 gp

Oil of Reforging
Aura: faint Transmutation           Slot: —   CL: 1st    Price: 450 gp      Weight: —
When applied to a weapon, this oil turns the weapon into a shiny mass of claylike material. If the claylike material is then applied to a second weapon, that weapon gains any masterwork, special material, or magical property of the first weapon that can apply to the second. The first weapon is destroyed, and the duration of this change is instantaneous. If for some reason granting the second weapon the appropriate properties would cost more than forging the first weapon, the difference between the two must be added to the oil bottle prior to adding it to the first weapon. If the oil is applied to a weapon to make it claylike, and that clay is not applied to a second weapon within an hour, the claylike material returns to its original weapon state, and the oil is expended.
Construction
Feats Brew Potion, Craft Magic Arms and Armor; Spells polymorph any object; Cost 225 gp

Resistant Mantle
Aura: faint Abjuration    Slot: Shoulder    CL: 1st    Price: 340 gp      Weight: —
Once you have worn this mantle for 24 hours, you gain a +1 resistance bonus to your lowest saving throw category (Fort, Ref, or Will) while wearing it.
Construction
Feats Craft Wondrous Item; Spells resistance; Cost 170 gp

Rod of Cantrips
Aura: faint Transmutation           Slot: Held             CL: 1st    Price: 650 gp      Weight: 1 lb.
While holding the rod, when you deal damage with a cantrip that has no other enhancement to its damage and has not been augmented by any form of metamagic, you add your caster level to the damage dealt (maximum +5 damage).
Construction
Feats Craft Rod; Spells spiritual weapon; Cost 325 gp

Weapon Talisman of Eldritch Blows
Aura: faint Transmutation           Slot: —   CL: 1st    Price: 400 gp      Weight: —
This silken ribbon is roughly a foot long, with an apparently wax seal bearing a sigil of crossed staff and scimitar. It can be wrapped around any nonmagic weapon, the wax seal affixing it in place, at which point it changes coloration and symbols to match the patronage, deity, order, or personal mark of the weapon’s bearer.
Once per day when an attack is made with a weapon it is attached to, as part of the attack the wielder can activate the talisman, causing the attack to be affected as by magic weapon (+1 enhancement bonus to attacks and damage for 1 minute).
A weapon can only benefit from a single weapon talisman each day.
Construction
Feats Craft Magic Arms and Armor; Spells magic weapon; Cost 200 gp
Special
Like a +1 magic weapon can be upgraded to a +2 magic weapon, a weapon talisman of eldritch blows can be augmented to work more often, with its total cost increased as noted below
2/day    800 gp
3/day    1200 gp
4/day    1600 gp
Permanent         2300 gp

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Some Custom PF1 Items for Witches

Just a few magic items I designed at request, to add to a haord that was supposed to include multiple witchy things.

Doomblood Athame
Aura necromancy; CL 8th
Slot none; Price 18,000 gp; Weight 0.1 lbs.
While this cold iron dagger is on your person or in your possession (it need not be welded), the first time each round a target makes a saving throw against a hex of yours, you may choose to take damage equal to half your hexcaster level (all levels in classes that give you access to hexes, or half your character level, whichever is higher) to create a blood curse. This damage bypasses any defenses you have, and cannot be recovered through spells or channeling (though hexes and other spell-like abilities, potions, and natural healing, work normally).
If you are affected by this damage, the target is sickened for 1 round. This duration can be extended with the cackle hex. This effect can be removed with a remove curse or remove disease, but requires a caster level check against a DC equal to 10 + your caster level. Once you have used the doomblood athame’s blood curse against a target, you cannot use it against that target again for 24 hours.
Additionally, when you use either the doomblood athame or a natural weapon or unarmed attack to attack a target that has failed a save against one of your hexes within the past 24 hours, you may use your hexcaster level as your bonus to attack (in place of your base attack bonus and any ability score bonus you would normally add to the attack), and your attack is considered bane against that target (an additional +2 to your attack roll, and +2d6 damage).
Construction
Requirements Craft Arms and Armor, must know a greater hex; Cost 9,000 gp

Slippers of the Glacier
Aura moderate transmutation; CL 8th
Slot feet; Price 6,000 gp; Weight 0.1 lbs.
You ignore all movement reductions and skill check penalties from ice, cold, snow, and other winter hazards (mundane or magical). Additionally, if you have hexcaster levels (levels in a class that give you access to hexes), once per day you can cause a whirlwind of snow and ice to surround and support you as if you were using the flight hex. (If you have the flight hex, instead double the number of times you can use levitate, or the number of minutes of fly you receive).
Construction
Requirements Craft Wondrous Item, flight hex; CL 5th; Cost 3,000 gp

Ring of Favor
Aura moderate transmutation; CL 8th
Slot ring; Price 7,500 gp; Weight
This ring appears to be a tiny silver chain with a thorny rose vine intertwined among the links. However, when worn by a character who has the hex class feature, it changes form to look like their personal symbol of heraldry (or a thematically appropriate appearance if the character has no heraldry). When the witch casts a hex on an ally, they can choose to have this symbol appear briefly over the ally, as a sign of the witch’s favor.
When word by a character who has 3 or more hexes gained from classes or feats, this ring grants one bonus hex known while worn. If the wearer has 6 or more hexes, it grants 2 bonus hexes. If the wearer has 12 or more hexes, the ring grants 3 bonus hexes.
The bonus hexes must be selected from the following list: Ameliorating, Aura of Purity, Fortune, Healing, Protective Luck, Ward.
Once made, the selection of bonuses hexes cannot be easily changed. Each time a character gains a new level in a class that grants hexes, they may change what bonus hexes they gain from the ring.
Construction
Requirements Forge Ring, must have patron class feature, CL 8th; Cost 3,750 gp

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