Tuesday, January 4, 2022

Briar Knight (Cavalier)

 



Briar Knight (Archetype)

By Frank Gori

 

A wise knight knows that strength is not just holding firm like an oak, it also means bending like a willow. Briar knights follow the natural order and partner with a plant companion rather than a noble steed.

 

Briar knights have the following class features:

 

Briar-bound (Ex)

At 1st level, a briar knight forms a companion bond with a crawling vine plant companion that he wears as armor. At first level this armor grants a +5 armor bonus to AC, which increases by an additional +2 for every three cavalier levels. Serving as living armor the vine can move independent of the cavalier and does not encumber the briar knight in any way.


Unlike a normal armor, the briar armor has the statistics of the plant companion crawling vine using the briar knight’s level as his effective druid level. If for any reason the briar knight is not wearing the briar armor, it can move independently and advances like any other companion keeping it’s normal natural AC when independent of the briar knight. 


When serving as armor, the briars can take one action during its master’s turn as long as the master is engaged in melee. They may make a single attack, a disarm attempt, or grapple attempt to a foe within 5ft of the wearer. If the briars grapple, they leave the master and he loses the benefit of wearing his armor.

 

If the vine armor is killed while the briar knight is wearing the creature, the briars acts as wooden armor and confers only half the normal AC bonus it would normally and the wearer becomes vulnerable to fire. This wooden armor rots away after a week. If the briar armor is slain while separated from its master it cannot be worn as armor. The briar knight must spent a week growing new armor in terrain that supports plant life to replace lost or deceased briar armor..


For the purpose of being targeted for spells, the briars are treated as armor when worn, as an independent creature when separated from it’s host. The briars cannot be permanently enchanted like normal armor though it can have permanent enchantments via permanency.

 

This ability replaces the mount ability.

 

Tanglevine strike (Su)

At 3rd level, a briar knight may, as a standard action, extend a 15-ft. vine from the briar armor and make a single disarm or trip combat maneuver. If a trip attempt is made outside the target’s reach the briar knight does not risk of being tripped in return if the trip attempt fails by 10 or more. This attack is made with the vine’s base attack bonus added to the briar-bound knight’s for the purpose for calculating the CMB.

 

This ability replaces the mounted charge ability.

 

Thorn Burst (Su)

At 4th level, as a swift action you can cause sharp thorns to explode outward from your armor. These splinters deal 1d6 points of piercing damage per two briar knight levels (minimum 1d6) to all creatures within a 10-foot radius. A Reflex save halves this damage. The Reflex save DC is 10 + 1/2 the briar-knight’s class level + his Charisma Modifier. In addition, the sharp splinters count as caltrops in the area until the briar knight’s next turn. You can use this ability once per day, plus one additional time per day at 5th level and every five levels thereafter.

 

This ability replaces expert trainer.

 

Photosynthetic Healing (Ex)

At 5th level, a briar knight feeds upon nature’s raw essence. The need to eat and sleep is reduced as if wearing a ring of sustenance, and the briar-knight and his briars gain fast healing 1 when in daylight. At 14th level this increases to fast healing 3.

 

This ability replaces banner and greater banner.

 

Rooting (Su)

At 9th level, a briar knight can, as a move action, extend roots into the ground. The briar knight’s speed is reduced to 5 feet, but he gain a +2 bonus to natural armor and a +10 bonus to CMD against bull rush, overrun, reposition, and trip maneuvers. He also gains tremorsense with a range of 30 ft. He can use this power for a number of minutes per day equal to his briar knight level. This duration need not be consecutive, but it must be used in one minute increments.

 

This ability replaces mighty charge.

 

Oaken Heart (Su)

At 20th level the briar knight gains a +4 bonus to Strength and Constitution and the Plant subtype.

 

This ability replaces Supreme Charge.


Shield Maiden (Cavalier)

 


Shieldmaiden (Archetype)

The common wisdom is that offense is the best defense and that it is weak to yield. Like the Valkyries they emulate, shield maidens stand in defiance of the mightiest foe ready to ward away the best blows a foe has to offer.

 

Shieldmaidens have the following class features:

 

Valkyrie’s Gaze (Sp)

At 1st level a shieldmaiden can use a swift action to cast deathwatch as a spell like ability. This is Charisma based using the Shield maiden’s level as caster level. A shieldmaiden may use this ability a number of times equal to her charisma modifier.

 

This ability replaces Tactician

 

Shield of Resolution (Ex)

At 1st level a shieldmaiden gains the feat Shield Focus and can apply her shield bonus to all saves. In addition, the shield maiden’s class levels count as fighter levels for any feat that involves the use of a shield.

 

This ability replaces the mount class feature.

 

Guarded Tactician (Su)

At 3rd level a shieldmaiden gains a teamwork feat and the ability to share it exactly like the tactician ability gained by a regular cavalier at 1st level.

 

This ability replaces the mounted charge ability.

 

Jarring Riposte (Ex)

At 4th level whenever a shieldmaiden is missed within the margin of her shield bonus she may counter attack as an immediate action with a shield bash.

 

This ability replaces Expert Trainer.

 

My Shield is my Banner (Ex)

At 5th level the shieldmaiden gains the banner ability. Her shield, when wielded, counts as her banner.

 

This ability modifies Banner.

 

Uncanny Shield (Ex)

At 9th level a shieldmaiden gains the uncanny dodge class feature but only when she is wielding her shield.


This ability delays Greater Tactician to 11th level and replaces Mighty Charge.

 

Indomitable Shield

At 20th level, once per round the shieldmaiden can simply block the first melee or ranged strike that would normally hit, negating the damage. She also gains the effects of Greater Uncanny Dodge as long as she is wielding her shield.

 

This ability replaces Supreme Charge.


Cavalier Archetype: Chitin Rider






Intended for our eventual release: Tongue of the Grippli

Chitin Rider (Cavalier)

Perhaps it is a form of grippli humor to change drastically their relationship with some of the large and dangerous arthropod predators they share the jungle with, or simple practicality.  Whichever is true, none can argue with the grace of a dragonfly’s flight, or the fierce hunting skill of the centipede.  Both of which chitin riders have put to their own advantage.

Weapon and Armor Proficiency: Chitin riders are proficient with all simple and martial weapons and with light and medium armor, and  with shields (except tower shields). 

This modifies the cavalier’s weapon and armor proficiencies.

Insect Tamer: At 1st level, a chitin rider gains Monstrous Mount as a bonus feat. The chitin rider can use this feat only to select a giant centipede or giant dragonfly mount. Regardless of which the chitin rider chooses, the mount functions as if it possessed an intelligence score of 2, thus losing the mindless quality and follows the normal progression for a companion. 

This ability functions identically to and replaces the cavalier’s mount ability and banner.


Giant Dragonfly

Starting Statistics

Size medium; Speed 20 ft.  Fly 80 ft. (perfect); AC +2 natural armor; Attack bite (2d6); Ability Scores Str 15, Dex 12, Con 14, Int - (2), Wis 12, Cha 9; Reach 5 ft.; Special Attacks darting charge; Special Qualities darkvision 60 ft.

4th-Level Advancement

Size Medium; AC +2 natural armor; Attack bite (2d8+ grab); Ability Scores Str +2 Dex +2; Special Attacks grab


Darting Charge (Ex)

A giant dragonfly is adept at swooping in to attack prey with a powerful bite and then, just as quickly, swooping back up out of reach. As a result, a giant dragonfly gains Flyby Attack as a bonus feat. In addition, if a giant dragonfly charges while flying, it receives a +4 bonus on CMB checks made to grapple foes.


Giant centipede

Starting Statistics

Size medium; Speed 40 ft.  Climb 40 ft.; AC +2 natural armor; Attack bite (1d6); Ability Scores Str 14, Dex 13, Con 12, Int - (2), Wis 12, Cha 3; Reach 5 ft.; Special Qualities darkvision 60 ft., can’t be tripped, +4 Perception, +8 Stealth

4th-Level Advancement

Size Medium; AC +2 natural armor; Attack bite (1d8 + poison); Ability Scores Str +2 Dex +2; Special Attacks Poison

Poison (EX)

Under Re-Construction Cavalier Guide


Hi all,

    We will be posting more frequently than in the past. There's loads of ground to cover but an update to the Cavalier Guide is long over due. Bear with me for a few days as there's more material to cover and we will be adding some of our Flying Pincushion Games material as a bonus!

 The intro, attribute, and race sections are already done. I'll also hyperlink some new material references once all the pages are up to date.

Happy 2022!

Best Regards,

Frank Gori/GM Solspiral

Thursday, November 11, 2021

Questions about Class: The Druid interview by Jeff HArris

 Welcome back readers! It has been nearly three years since our last book was published. A great many things have changed, and we have all had to learn to live with some less than awesome truths about the world, but now more than ever, the diversion of TTRPGing and the company of good friends is needed. To that end, in preparation for the forthcoming Into the Breach: the Druid, I sit down with fellow Pincushioner, long time friend, and gaming brother Frank Gori to chat about the druid class. A class that is very close to my heart for a great many reasons.


JH: First of all, I would like to thank you for taking the time to sit down and answer my questions!



FG: Anytime.



JH: Can you give the readers a little about yourself and your role at The Flying Pincushion?



FG: Co-owner/Co-Lead Developer and rule of cool enthusiast.



JH: Starting off with the easy questions, what is your favorite thing about the druid class?



FG: Versatility first and foremost. I can make a melee Druid that loves to wildshape, or a sharpshooting elvish druid, or a druid that rides a tiger and uses a spear, or a blaster caster, or a summoner or a hybrid of any of those. Druids can adapt to just about any role you want them to be in without multiclassing or you can do some crazy things with just a dip into something else.



JH: The druid class has been around a good long while in a number of editions, why do you think it has such longevity?



FG: There’s a mystique to them. Everyone knows we’re not designed to sit behind a desk all day and all of us have some level of connection to the natural world. If your heart ever gets broken by plastic litter in a lake there’s a little druid in you. It’s a relatable mystique.



JH: As the druid stands in its current Pathfinder form as a base class, if you could add or remove one ability, what would it be?



FG: I don’t think “trackless step” has ever come up for any Druid I have ever played, mostly tracking comes up with rangers and PCs are on the other side of it. It matches the class theme but rarely shines in use.

 


JH: As we all know, druidry was an ancient form of real life religion, and persists in one form or another today. What do you think the challenges of this fact are when writing about them in a fantasy setting?



FG: As versatile as they are I just don’t see a silly Druid as a respectful choice. They are otherwise kind of a staple class/option in fantasy.



JH: Animal companions are a big part of the druid class, do you have a favorite animal, and if so, why?



FG: Yak/Bull/Oxen all use the same statline/progression and they are tanky mounts that hit like a truck. Something about riding 1k lbs of muscle and horns appeals to me.



JH: The druids spell list is often touted as one of the best around, why do you think this is?



FG: It’s a full caster that has their entire spell list available to call, which is second only to the wizard list but with healing. They get midrange HD, oftentimes an animal companion that can tank, and an array of useful skills and class features. It IS the BEST class.



JH: The druid is a class all about nature, the elements, and balance. Do you think there is a right and/or wrong way to play them given the inherent ethics the class seems to have?



FG: Druids even in fantasy settings are in conflict with civilizing forces, trying to combat that is a little hopeless at times even with god tier power so to me there’s a tinge of sadness in every druid.



JH: Now for an extra tough question, the druid as noted above seems to have a set of ethics and a deep seated philosophy built into it, so given this, what is the most important lesson you think the class has to teach us in our modern world, state of the planet such as it is?



FG: Consequences are inherent to nature, the Druid can be those consequences personified but even without them this translates to the real world. We may believe we have mastered nature but climate change is here and our technology can only do so much.



JH: The druid ability “ A Thousand Faces” is one of the few druid abilities that is not overly nature themed; do you think it belongs in the class and is in keeping with the rest of the theme of the class?



FG: It feels like a fey addition to the druid, it is not the only one and oddly enough I do actually think it works a little. Experienced druids not only resist nature's lure but they pick up a few tricks too.



JH: What is, if anything, your least favorite facet of the druid class?


FG: The metal armor restriction. I do not see metal as antithetical to nature and blacksmithing is in my opinion a very elemental task.



JH: As the druid is a very element focused class, what is your favorite element they have access to and why?



FG: Air, it’s frequently underestimated. The wind subdomain is a favorite of mine.



JH: Do you think that as written, there are some animal types and facets of nature that are not well represented by the druid class, is there too much of a focus on the fuzzy and powerful animals, or an avoidance of some of the more harsh aspects of nature in the class?



FG: Plagues are a natural phenomena but you’re more likely to see that in a necromancer’s bag of tricks.



JH: Finally, I just wanted to thank you for taking the time to have this chat, Frank!



FG: It is the way.


Thursday, October 7, 2021

From the Ashes a Fire Shall Wake

It is my distinct pleasure to announce the return of The Flying Pincushion Games to the world of publishing. To compliment that return, this blog will also be restored to life and purpose, giving our readers the crunch and fluff it always has, along with updates and insights into what the wizards at TFPG are up to, and what new publications are coming down the pipeline.

Jeff Harris
The Flying Pincushion Games


Monday, August 27, 2018

Farewell to a True American


Senator John McCain

9/29/1936-9/25/2018

While I personally did not always agree with his politics, I do wholeheartedly agree with the strength, courage, honor, and sacrifice that Senator John McCain showed in all aspects of his life. 

His love of country and unyielding stoicism in the face of deprivation and torture while in captivity in the infamous "Hanoi Hilton", and later against the rising tide of American isolationism and base populism shows the full measure of his quality. 

Our country is a poorer place with his passing, and the very real dangers he fought against, both at home and abroad, remain. But what we should all take from the life of Senator John McCain is that no matter our failings, our missteps, we can, nae, must, get back up, admit to our failings, and strive always to be better than we were the day before.

Jeffery B. Harris


“We have made mistakes. We haven’t always used our power wisely. We have abused it sometimes and we’ve been arrogant. But, as often as not, we recognized those wrongs, debated them openly, and tried to do better. And the good we have done for humanity surpasses the damage caused by our errors. We have sought to make the world more stable and secure, not just our own society. We have advanced norms and rules of international relations that have benefited all. We have stood up to tyrants for mistreating their people even when they didn’t threaten us, not always, but often. We don’t steal other people’s wealth. We don’t take their land. We don’t build walls to freedom and opportunity. We tear them down. To fear the world we have organized and led for three-quarters of a century, to abandon the ideals we have advanced around the globe, to refuse the obligations of international leadership for the sake of some half-baked, spurious nationalism cooked up by people who would rather find scapegoats than solve problems is unpatriotic. American nationalism isn’t the same as in other countries. It isn’t nativist or imperial or xenophobic, or it shouldn’t be. Those attachments belong with other tired dogmas that Americans consigned to the ash heap of history. We live in a land made from ideals, not blood and soil. We are custodians of those ideals at home, and their champion abroad.”
― John McCain, The Restless Wave: Good Times, Just Causes, Great Fights, and Other Appreciations