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Pathfinder: Arrr-some Reviews for Pirate Spells

April 12, 2012 Leave a comment

Book of Magic: Pirate Spells has been taking the web by storm. We got several new reviews for it that we had to share the highlights with you. First up comes a FIVE STAR REVIEW from Joshua Gullion aka KTFish7 (link):

A spell that lets you sail UNDER the water, how freaking cool is that?
Animate Figurehead spoke to me … The concept of awakening the figurehead of a ship as a golem is fantastic, and I was very happy to see that a spell of this nature was included in this collection.
… and that just screams for an evil pirate captain and his crew of damned souls!!!!!!
… it would be a great dis-service if this collection of spells were not available at [every table playing a pirate adventure path].
Going with a full 5 star rating for this collection.

Next up, we have another FIVE STAR REVIEW by Stark Enterprises VP (link):

From the flavorful Animate Figurehead to the endlessly-useful Sealegs, there’s some super spells for your seagoing spellcaster in here.
No Sea Mage would like to be without this product, and the price point is spectacular.

After this, we have a Thilo Graf aka Endzeitgeist who gave it a stellar Four Star Review (link):

Indeed, it is in the vessel-focused spells that the pdf truly shines.
vessel-grapples via kelp are a great idea as well, at least in my book.
“Sodden Ship” makes naval combat 3d in that it enables a ship to dive (and the crew to survive the experience).
MY second favorite is the high-level shipgate, which teleports a whole vessel – mad captain leading everyone into hell, anyone? NEAT!

Last up, we have a review from Ryan Costello Jr and Jefferson Jay Thacker aka Perram from the Know Direction podcast who had this to say about it (link):

What real purpose could these spells have [with so many other magic books out there]? As it ends up, these are so thematically appropriate I can easily see myself taking and using on a regular basis [these spells].
Some things are vital to the survival of your pirate character.
There was a very nice spell called Swashbuckler’s Charge that lets you charge around corners.
There’s a nice variety of spells.
A large portion of spells in here I will strongly consider … for my pirate character, not just for the fun of it but legitimately I feel these are going to be indispensable for a pirate adventure.
The PDF comes with the Hero Lab file… Oh that’s a neat effect.

Be sure to grab your Book of Magic: Pirate Spells for your Pathfinder Roleplaying Game Pirate-Themed Adventure Path. Download it at DriveThruRPG/RPGNow and at Paizo.com.

One Podcast, Two Podcast, Red Podcast, Blue Podcast

April 10, 2012 Leave a comment

Jon Brazer Enterprises has been mentioned a few times recently in podcasts. So we wanted to make sure you knew of them.

Today, we were mentioned in Know Direction, the Pathfinder-focused on 3.5 Private Sanctuary. On this podcast Ryan and Perram talk about the Book of Magic: Pirate Spells. They talk about how this is perfect for your Pirate themed-campaign. Plus make sure to listen to the end to hear the ad at the end.

Next up, we have the podcast created by a good friend of mine: Jennisodes. In this episode, Jenn interviews Colin McAlister from Lone Wolf Development. In this episode they talk about how Pathfinder 3rd party publishers are creating datafiles for Hero Lab to help you in your Pathfinder game. Jon Brazer Enterprises is one of those companies. Be sure to listen to this Jennisode and other exciting interviews Jenn covers.

If you have a favorite gaming podcast that discusses Pathfinder that takes sponsors, please let us know. We love to help support the gaming community.

Legend: Looking for a Smaller Dragon?

April 3, 2012 Leave a comment

One of the monsters more commonly I see requested is some type of dragon that does not require the players to be super humans to take on. Well, ask and you shall receive. This smaller dragon, we’re calling a wyvernling is usable in your campaign today. It is far less powerful than the legendary dragons which means that it your players will be far less likely to be digested in the dragon’s stomach. And today we even have a small piece of artwork for it. Enjoy.

As always, Legendary Factions: Common Factions 1 is available at DriveThruRPG.com. These factions will add new flavor to your game as well as provide plot hooks that you can enhance your world. Pick this up today.


Wyvernling

Frequently described as being highly aggressive and tiny when compared to dragons, wyvernlings have far fewer similarities than most humans assume. Wyvernlings must walk along the ground or climb trees as they do not have wings. They are also far less powerful. On average, wyvernlings are as smart as humans but they are far less intelligent and magically gifted as their larger brethren. One thing they have in common with dragons is their mutual love for gold and riches. Wyvernlings, however, are far more aggressive in their persuit of wealth.

STR 5d6 (18) CON 4d6 (14) SIZ 2d6+6 (13) INT 2d6+6 (13) POW 3d6 (11) DEX 2d6+2 (9) CHA 3d6+2 (13)

1d20     Hit Location     AP/HP
1-2        Tail                   6/8
3-4        Right Hind Leg   6/6
5-6        Left Hind Leg     6/6
7-9        Hindquarters      6/7
10-12    Forequarters      6/8
13-15    Right Front Leg  6/6
16-18    Left Front Leg    6/6
19-20    Head                 6/6

Combat Actions             2
Damage Modifier            +1d4
Magic Points     11
Movement         9m/6m (climb)
Strike Rank       +11

Typical Armor: Scales (AP 6). No Armor Penalty
Traits: Breathe Flame (1d6, 1/hour), Dark Sight, Formidable Natural Weapons, Night Sight

Skills: Athletics 70%, Brawn 50%, Evade 60%, Evaluate 40%, Lore (Regional) 40%, Persistence 43%, Resilience 60%, Stealth 55%
Common Magic: Demoralize, Detect Gold

Combat Styles
Bite 60%, Claw 50%, Tail Bash 60%

Weapons
Type          Size     Reach        Damage     AP/HP        Range
Bite            M         L                1d6+1d4      As for Head -
Claw           S          S                1d6+1d4      As for Leg   -
Tail Bash     M         L                1d4+1d4      As for Tail    -

Pathfinder: Book of Magic: Pirate Spells Released!

March 29, 2012 Leave a comment

Command the high seas with eldritch power and divine might. Wield arcane power designed for your pirate campaign with the Book of Magic: Pirate Spells. From grappling ships to shadowy magical sails to knowing the depth of water under a ship, these new spells for every Pathfinder class are sure to surprise your foes and your friends.

This book features 24 new spells focusing on life on the high seas. These new options for every spell casting class can give you a unique edge in your game.

Book of Magic: Pirate Spells includes with a 10 page PDF and the corresponding Hero Lab datafile.

Download Book of Magic: Pirate Spells at DriveThruRPG/RPGNow and at Paizo.com

Pathfinder: Pirate Spells Preview

March 28, 2012 1 comment

Last year, we held an open call for spells appropriate on the high seas. We received a number of excellent submissions. Later this week we will be bringing you the top 24 spells from those submissions in Book of Magic: Pirate Spells. Every single spellcasting class gets new spells. But to give you an idea of what kinds of spells are inside, we’re releasing the names of all 24 spells to you right now.

Here they are, in alphabetical order:
Animate Figurehead
Aquatic Appearance
Barnacle Growth
Bosun’s Whip
Bubbling Brine
Buoyancy
Calm Waters
Depth Sounding
Dwarven Stone Plating
Floatsteel
Gasp
Kelp Grapples
Landlubber
Landlubber, Mass
Sargasso
Sealegs
Seasickness
Seasickness, Mass
Shadow Sails
Shipgate
Shivering Timbers
Sodden Ship
Sublime Rope Swing
Swashbuckler’s Charge

Be sure to pick up these arrrsome spells for your adventures on the high seas. Don’t forget, Book of Magic: Pirate Spells comes with the Hero Lab file so you can have these spells in your Hero Lab created character.

Traveller: Don’t Leave Earth without d66 Terra System

March 27, 2012 Leave a comment

Not every game takes place in the vast depths of the black. Some far future games take place right here around earth. When humans leave the cradle of civilization to colonize our solar system, they will generate names for every place they create and you will need names for them all. And once again, the d66 lists are here to help.

To this end, we have d66 Terra System: American Colony Names and d66 Terra System: French Colony Names. These lists of 36 ideas for places to populate your the solar system and beyond will help you fill out the setting so you can get back to running your game. Have the perfect name for your game everytime with d66 Terra System. Don’t leave Earth without it.

Grab these and more d66 lists at DriveThruRPG.com and RPGNow.com

Legendary Factions now on your Phone, Tablet or Kindle

March 26, 2012 Leave a comment

Legendary Factions: Common Factions 1

Good day,

Jon Brazer Enterprises is committed to bringing you the highest quality products. To this end, we included .mobi and .epub files of Legendary Factions: Common Factions 1 for the Legend/RuneQuest RPG. This means you can now access Legendary Factions: Common Factions 1 on your smartphone, iPhone, kindle, tablet, or iPad with ease.

We hope you enjoy these factions. Please let us know if you enjoy them in these formats.

Dale C. McCoy, Jr
Jon Brazer Enterprises

Legend: Monsters of the River Nations: Addanc

March 20, 2012 1 comment


As part of attempting to release a new monsters every week, we bring to you the Addanc. This is a cross between an alligator and a beaver. While it draws it stats from that of an alligator, it behaves more like it malicious, furry half. More important for this is that this is the first monster from the Book of Beasts: Monsters of the River Nations converted over for the Legend RPG. We plan to do more of these, if you are interested. Express your interest or your disinterest in the comments below.

And like last time, I would like to point you towards our first Legend book: Legendary Factions: Common Factions 1. This is the cumulation of the factions presented here on our website. We’d like to keep up this model of presenting the material for you first on our website and then putting it all together in a single product.


Addanc
This monster possesses the form of a crocodile plus the fur of a beaver and the behavior of both.
The addanc is a solitary predator that builds dams to create small lakes. Once its territory is defined, anything that comes near to the lake or adjoining river becomes the addanc’s prey. The beast hunts by floating just under the surface of the water and waiting for its next meal to approach, at which point it attacks with a bone-crunching bite. With the prey held tight in its jaws, the addanc attempts to drag its quarry under the water. Both industrious and conniving, this monster possesses enough intelligence to wait for its prey to be the most vulnerable. Once it attacks, it goes immediately for the kill, giving its prey little chance to resist. It cares not for its prey; it cares only for its stomach.

Like the natural beaver’s lodge, an addanc’s lair can only be accessed from below the water’s surface. The structure is a truly gruesome scene. The creature uses the possessions and remains of its victims for decoration, and the stench of decay permeates the entire lair. The adjoining dam is composed of heavy tree branches and logs while long bones of larger prey are interspersed to shore the structure. A typical addanc lair is between ten and fifteen meters in diameter and rises about 5 meters above the surface of the water.

A typical addanc is 2.3 meters long and weighs 110 kilograms.

Swimming Grapple An addanc may swim at its full swim movement while grappling an opponent as long as the addanc succeeds an opposed swim check.

STR 4d6+12 (26) CON 4d6+8 (22) SIZ 4d6+12 (26) INT 2d6 (7) POW 3d6 (11) DEX 2d6 (7)

1d20     Hit Location     AP/HP
1-3        Tail                   5/9
4          Right Hind Leg   5/7
5          Left Hind Leg     5/7
6-9        Hindquarters      5/10
10-14    Forequarters      5/11
15         Right Front Leg  5/7
16         Left Front Leg    5/7
17-20    Head/Neck        5/9

Combat Actions             2
Damage Modifier            1d12
Magic Points     11
Movement         6m/10m (swim)
Strike Rank       +7
Typical Armor: Scales. No Armor Penalty.
Traits: Excellent Swimmer

Skills: Athletics 75%, Brawn 85%, Perception 48%, Persistence 55%, Resilience 72%, Stealth 50%, Swim 110%

Combat Styles
Bite 50%, Tail Bash 40%

Weapons
Type          Size     Reach        Damage     AP/HP        Range
Bite            M         M               1d8+1d12    As for Head -
Tail Bash     L          L                1d4+1d12    As for Tail    -

Pathfinder: Get More Life From Your Monster Books with the Book of Beasts

March 13, 2012 2 comments

Get more life out of your favorite monsters with Book of Beasts: Monster Variations. This collection of 21 traditional monsters are varied in ways to keep them feeling fresh and unique. Plus there are designer’s notes that take you through the various steps of modifying these monsters and the reasons behind it. This will help you in creating unique takes on old monsters for your game.

This book which will enhance your world and your game is available now at DriveThruRPG.com/RPGNow.com and Paizo.com

Legend: The Mighty Griffon

March 12, 2012 Leave a comment

The results of a survey show that people are interested for Legend material. For what exactly is fairly evenly divided. Well, I am known for being a monster designer in the Pathfinder Roleplaying Game so I figured that would be a good place to start. I’ll throw in a few NPCs as well from time to time but monsters is a good place to start.

By special request, I bring you a griffon this week. This was specifically asked for since someone wanted one as a mount. These legendary monsters make excellent mounts, if the griffon trusts you.

Before presenting the griffon on, I want to point you to Legendary Factions: Common Factions 1. This is the cumulation of the factions presented here on our website. We’d like to keep up this model of presenting the material for you first on our website and then putting it all together in a single product. It is far quicker for you to get the material you desire for your game (we saw the griffon request this morning) and it lets you know exactly what is going to be in the next supplement. And, like the griffon, we listen to your desires and give them to you when you need them. So in return, we ask that you support our efforts and pick this up. Your continued support is what makes this possible.

And without further ado …


Griffon
With the body of a lion and the head, forelegs and wings of an eagle, this great beast stands proud and majestic.

Wild griffons live in the hills and mountains. Their nests typically rest on ledges only accessible by flying. Anywhere from 4-8 griffin eggs can be found in the nest during mating season. These creatures typically are not dangerous unless someone invades their nest or it suspects the person may invade its nest.

Domesticated griffons are rare but not unheard of. The easiest way to domesticate a wild griffon is to steal an egg and raise it from birth. Of course its parents will search the rest of its life for the thief. Griffons are fiercely loyal and trust their trainers with their life. It is not unheard of for a griffon that had only one trainer to starve itself to death after the death of its trainer. Transfer of a griffon from one trainer to another (like if it is sold), can take as long as two to three months. Domesticated griffons typically serve as mounts to special knights.

A griffon can fly with two people of size 12 or less one person of size 20 or less.

STR 8d6 (28) CON 3d6+12 (23) SIZ 8d6 (28) INT 6 (6) POW 2d6+6 (13) DEX 3d6+12 (23) CHA 7 (7)

 1d20     Hit Location     AP/HP

1-2        Right Hind Leg   3/11

3-4        Left Hind Leg     3/11

5-7        Hindquarters      3/12

8-10      Forequarters      3/12

11         Right Wing        3/10

12         Left Wing          3/10

13-14    Right Front Leg  3/11

15-16    Left Front Leg    3/11

17-20    Head                 3/11

 

Combat Actions             3

Damage Modifier            1d12 (STR+SIZ, compare to chart)

Magic Points     13

Movement         6m, 10m when flying

Strike Rank       +15

Typical Armor: Thick Hide (AP 3, no Skill Penalty)

Traits: Flying, Formidable Natural Weapons, Night Sight

 

Skills: Athletics 80%, Evade 40% (60% when flying), Perception 50%, Persistence 80%, Resilience 70%, Survival 60%

 

Combat Styles

Bite 60%, Claw 70%

 

Weapons

Type          Size     Reach        Damage     AP/HP        Range

Bite            L          M               1d8+1d12    As for Head -

Claw           L          T                1d6+1d12    As for Leg   -

Categories: Legend RPG
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