To say I have been busy lately has been an understatement. Between being sick and my girlfriend’s birthday (which, she was really happy with all I did for her this year), I have barely had enough time to get layouts of Advanced Tengus and Quests of the Sands done and have totally failed to do any kind of previews. Well, better late than never. So starting today and running through next week, I’m going to be posting exclusive looks inside these and other recent releases that I have not shared properly.
We’re going to start off with the Book of Heroic Races: Advanced Tengus. This 23 page PDF gives you everything you need to play a tengu. It starts off with a piece of short fiction and presents the racial traits. But it goes beyond that by presenting new archetypes, feats, spells, magic items and more. For this exclusive looks, we’re sharing my favorite archetype, the Spell Scavenger. This wizard archetype draws power from others that cast spells at it and turns that power on its enemies. Check it out.
Spell scavengers use residual scraps of magic from other spellcasters to power their spells.
Associated Class: wizard
Associated Race: tengu
Replaced Abilities: bonus feat (5th, 10th and 15th levels only)
Modified Abilities: spells
Diminished Spellcasting: A spell scavenger may cast one fewer spell of each level than normal. If this reduces the number to 0, he may cast spells of that level only if his Intelligence allows bonus spells of that level.
Scavenge Magic (Su): A spell scavenger can use leftover bits of magical energy to power his spells. When he succeeds on a saving throw against a spell or spell-like ability which targets him or includes him in its area of effect, he can use the energy of that spell to cast a spell in the next round. If he has the spell prepared, he can cast the same spell the following round without expending the prepared spell. If the spell is on his spell list but not prepared, he can use the spell energy to cast a spell up to one level lower which he has prepared without expending the prepared spell. If the spell is not on his list, he can use the spell energy to cast a spell up to two levels lower which he has prepared without expending the prepared spell. The spell scavenger cannot gain the energy of a spell that does not require a saving throw.
Steal Magic (Su): At 5th level, when a spell scavenger successfully ends a spell with dispel magic or a similar effect, he can attempt a second caster level check against the spell’s caster level. If he is successful in this second attempt, he can cast that spell once as if he had prepared it. If the spell was modified which a metamagic feat, the spell scavenger casts it in its modified form, even if he does not possess the feat. A spell scavenger can only have one stolen spell readied in this way at any time. If he steals a second spell, the previously stolen spell is immediately lost. This ability does not work when the magic is merely suppressed, such as when when dispel magic is cast on a magic item. If the spell is of a level higher than the spell scavenger is normally able to cast, the spell scavenger must succeed a caster level check to successfully cast the stolen spell (DC = spell’s caster level +1). If this check fails, a mishap occurs (see Scroll Mishaps in the Pathfinder Core Rulebook, under Section 15: Magic Items). If the spell is not on the wizard spell list, the spell scavenger can still cast the spell as if it were a scroll, using either Use Magic Device or his caster level to cast the spell. Alternatively, the spell scavenger can record the spell in his spellbook or create a scroll without a check, while still needing to pay the writing cost for the spell in the book or to create the scroll, respectfully.
Improved Scavenge Magic (Su): At 10th level, three times per day, a spell scavenger can make a melee touch attack against a spellcaster. If the touch attack is successful, he steals a randomly selected spell of the caster’s highest level prepared spells or spells known. The touched caster loses the spell and the spell scavenger gains the energy of the spell as as if he had succeeded the spell’s saving throw.
Greater Scavenge Magic (Su): At 15th level, a spell scavenger can gain the energy of a spell when he fails a spell’s saving throw. Once per day, he can choose to gain the energy of a spell that targeted him or included him in its area of effect even if he failed the spell’s saving throw or if the spell did not require a saving throw. The spell still affects the spell scavenger as normal.
This isn’t the only archetype in the book, there’s also the aerialist (swashbuckler archetype, where you leap over the heads of your enemies in dramatic acrobatic assaults), crow shaman (shaman archetype, where you can use your trickster nature to steal objects at a short range), kite fighter (fighter archetype where you wield a war kite with exceptional effect), raven knight (cavalier archetype where you get to ride a giant raven mount), and the spite chanter (cleric archetype that uses channel energy to harm all nearby, regardless of creature type).
Or download the Book of Heroic Races: Advanced Tengus as part of the Book of Heroic Races: Advanced Subscription. Get this and Book of Heroic Races: Advanced Favored Class Options today as well as the 11 other races in the Book of Heroic Races: Advanced series as they are released throughout 2015 plus the upcoming Book of Heroic Races: Advanced Compendium when it is finished at DriveThruRPG/RPGNow, d20PFSRD, and Paizo.com.
I have done a few meta posts before, but I am going to try to make this a yearly thing. This is not only going to be my thought on how Jon Brazer Enterprises is doing but how I view the industry as a whole, from my chair in New Jersey, at least.
2014 was a real mixed bag in my opinion. In a number of ways, it was an awesome year. I had three Paizo writing credits this year, JBE had a pretty freaking awesome year in terms of sales, and oh yea, a game called Dungeons and Dragons came back and both the GF and I love it. In other ways, 2014 had its hard side as well. JBE pulled out of traditional distribution, 5E still does not have any kind of official license to go with it and then there are the personal hardships that I will not go into here. But as always, we pick ourselves up and we keep going. “You just have to say ‘no, I won’t’ one more time than they can say ‘yes, you will’.” -John Sheridan
As I write this, I just finished uploading our 3rd Deadly Delve adventure. Until recently, I have really resisted adventures because I started roleplaying in systems that did not have much adventures. I mean, sure, I created the Temple of Orcus adventure for Shadowsfall, but that was my first adventure I ever created, and I knew I could do better if I had more experience. But now I am actively writing and hiring writers to create adventures for us and I have to say it is quite a bit of fun. For a while I was getting burned out of Pathfinder. In the 5-1/2 years since Pathfinder’s release, more than 100 companies have published Pathfinder Compatible material (some of them weekly) and that is on top of the 3-ish products/month that Paizo releases themselves. I will be honest, there are times I try to come up with new products and I come up with a blank. This brings us to Deadly Delves. While there are alot of adventures out there, I do believe there is still a considerable amount of room for new stories. So that is why we are focusing on adventures for Pathfinder.
It did not start out that way though. Deadly Delves, when I came up with the idea of doing adventures a year ago, was for 5th Edition, not for Pathfinder. To be completely honest, the original idea was for an adventure path where the players faced off against the 5 different types of chromatic dragons. That specific idea was scrapped when, about a month after, Tyranny of Dragons was announced. But that did not stop Richard Moore from developing the adventure he was working on from completing it. In fact, Reign of Ruin still holds a number of ideas and names from the proto-setting we came up with for the adventures.
Which brings us to the 13th Age version of Reign of Ruin. Both Richard and I like 13th Age. So when it became obvious that a license for D&D 5th edition was not going to be available at launch, he developed the adventure for 13th Age and then converted it over to Pathfinder. We’ve made adjustments to how we develop adventures since then, but I have held off on releasing other 13th Age adventures until we got some feedback on the first. And we did. The feedback is overwhelmingly positive with some constructive input to make it better in the future. Namely: more integration with the 13th Age icons and suggestions for campaign failures. So once we make those adjustments to Rescue from Tyrkaven and others, we will resume releasing adventures for 13th Age.
The other area in Pathfinder we are focusing our energy is in races. Shortly after the release of the Book of Heroic Races Compendium, I started a thread that I thought was going to be a good promoter for the book. Instead it generated about a 1000 ideas for ways to develop playable races that have been largely ignored. Sure, races outside of the core rulebook have gotten some development, but 7 pages in the advanced race guide is hardly noteworthy and 2 pages is just a downright scandal compared to the supplements devoted to core book races. So we are going full bore ahead with the Book of Heroic Races Advanced Series. About half of the drafts have been turned in and we really believe that people that want to play something other than what Tolkien wrote about are going to just love them.
Which makes me think of new races for 13th Age. I mean there is no reason why I can’t adjust these races for this system. Sure, they will each need a new section talking about how they fit in with the icons, or possibly new icons for those that want to ignore elves and dwarves, but being such a rules light system, we can do so much more than what is possible with Pathfinder. For example, races don’t necessarily have to have a humanoid shape. We can have unicorns, pseudodragons, butterflies (tiny gnome-like creatures with butterfly-wings), intelligent wolves, rock people, and so much more. With 13th Age we don’t have to stick to D&D-based games, but can go a whole new direction. The possibilities are endless.
Speaking of D&D, I mentioned that I love the game and that there is still no official license for it. You see, no supplemet is as popular as the first 6 month to a year of the game. Paizo’s two most popular adventure paths are 1) Rise of the Runelords, their first AP and 2) Kingmaker, an adventure path first published 6 months (ending 1 year) after the release of the Pathfinder Roleplaying Game. That means that we are coming to a point where if Wizards doesn’t release a license for 5th edition or we are going to have to make a decision. Either a) support it through existing OGL material or b) forget about the game entirely. I really hope I don’t have to make that decision, but I do not know I can wait much longer.
To totally change subjects for a moment: Traveller. This company was founded on supporting Traveller and to this day Traveller remains some of our best selling products. Which is why I keep kicking myself for how little support I give the game. It certainly is not for lack of ideas. Developing border words for Foreven produces endless ideas. Adventures are a great idea as well. We even have a few short ones written that are apart of a larger campaign. But we have yet to finish it. We keep working on it when it when we have time. However, time is one of the most rare commodities we have these days. So we will be releasing more Traveller supplements this year, but when is kind of up in the air.
Now here is the real question: what surprises do we have up our sleeves for the year. That’s a good question and we are not totally ready to reveal that just yet, but have no fear, we have surprises coming, some that will be exceptionally amazing. We hope that you will stick with us for the year and enjoy the ride.
Dale McCoy, Jr
President of Jon Brazer Enterprises
Whether you are playing Pathfinder, Traveller, 13th Age, or Legend, there is something here for you. Pathfinder GM’s can download anything in our Book of Beasts line or players can snag themselves some new spells from the Book of Magic series. Grab some new vehicles or ships for Traveller. Snag yourself some undead agents for your 13th Age game. Or join a cult with Legendary Factions.
Next week sees the release of the Pathfinder version of the Deadly Delves: Reign of Ruin. Some monsters are new and others are existing monsters with the half dragon template added to them. Yes, this dragon has been busy! Right now I want to share with you two of those half dragons in this adventure. We hope you enjoy them in your own Pathfinder campaigns.
Ixtupi Dragonblood Brutes
This lizardfolk stands a full head taller than his savage brethren, his scales a deep, near-black green and his eyes a bright crimson red. Leathery wings spanning eight feet rise from his shoulders, and his facial structure is noticeably more primal and draconic than the rest of the Ixtupi.
Ixtupi Dragonblood Brute CR 6
Half-black dragon lizardfolk fighter 3 (two-handed fighter APG)
NE Medium dragon
Init +0; Senses darkvision 60 feet, low-light vision; Perception +3
AC 19, touch 10, flat-footed 19 (+9 natural)
hp 50 (2d8+3d10+20)
Fort +10, Ref +1, Will +1
Immune acid, sleep, paralysis
Speed 30 ft., fly 60 ft. (average), swim 15 ft.
Melee longspear +10 (1d8+10/x3)
Ranged javelin +4 (1d6+5)
Special Attacks breath weapon (1/day; 60-ft. line, DC 16, 5d6 acid)
Before Combat The Ixtupi dragonblood brute takes wing and prepares to use Flyby Attack in conjunction with other brutes to gain an outflank bonus.
During Combat The Ixtupi attempts to sunder shields and armor, power attacking anyone with light or broken armor first when possible.
Morale Dragonblood brutes fight to the death in defense of their dragon queen.
Str 21, Dex 10, Con 19, Int 11, Wis 10, Cha 12
Base Atk +4; CMB +9 (+12 sunder); CMD 19 (+22 vs. sunder)
Feats Flyby Attack, Improved Sunder, Outflank, Power Attack, Weapon Focus (longspear)
Skills Acrobatics +7, Climb +11, Fly +6, Perception +3, Survival +6, Swim +19; Racial Modifiers +4 Acrobatics, +8 Swim
SQ hold breath, overhead chop, shattering strike
Gear spear, 4 javelins
Hold Breath (Ex) An Ixtupi dragonblood brute can hold its breath for a number of rounds equal to 4 times its Constitution score before it risks drowning.
Hopsey, Dragon Toad
Despite its draconic heritage, this thing isn’t much smarter than your average bullfrog—but what it lacks in brains, it makes up for with brute strength and raw nastiness.
Dragon Toad CR 3
Half-black dragon giant frog
N Medium dragon
Init +1; Senses darkvision 60 ft., low-light vision, scent; Perception +3
AC 16, touch 11, flat-footed 15 (+1 Dex, +5 natural)
hp 21 (2d8+12)
Fort +9, Ref +6, Will –1
Immune acid, sleep, paralysis
Speed 30 ft., fly 60 ft. (average), swim 30 ft.
Melee 2 claws +7 (1d4+6), bite +7 (1d6+6 plus grab) or tongue +7 touch (grab)
Space 5 ft., Reach 5 ft. (15 ft. with tongue)
Special Attacks breath weapon (1/day, 60-ft. line, DC 17, 2d6 acid), pull (tongue, 5 feet), swallow whole (1d4 bludgeoning damage, AC 12, 2 hp), tongue
Str 23, Dex 13, Con 22, Int 3, Wis 8, Cha 8
Base Atk +1; CMB +7 (+11 grapple); CMD 18 (22 vs. overrun, trip)
Feats Lightning Reflexes
Skills Acrobatics +9 (+13 jumping), Perception +3, Stealth +5, Swim +14; Racial Modifiers +4 Acrobatics (+8 jumping), +4 Stealth
Environment temperate or warm marshes and aquatic
Organization solitary, pair, or army (3-8)
Tongue (Ex) A dragon toad’s tongue is a primary attack with a 15-foot reach. A dragon toad’s tongue deals no damage on a hit, but can be used to grab. A dragon toad does not gain the grappled condition while using its tongue in this manner.
If you download The Book of Beasts: War on Yuletide between now and November 30th from DriveThruRPG/RPGNow.com, Paizo.com, or d20PFSRD.com, we will donate half of the proceeds to Food Bank of South Jersey. Download today and tell your friends.
Beware The Blackener Of Bright Waters, For She Is Come Again
Rumors of death move like a plague through the Crannogtowns of the Great Swamp—of ranger patrols mysteriously disappearing on routine scouting missions, of a winged shadow that blots out the midday sun, and of entire villages slaughtered, their homes left burning and the victims’ flesh melted from their bones. All evidence gathered from the sites of these massacres points to the heart of the Great Swamp, where an ancient and primitive tribe of lizardmen have ruled from an abandoned human temple for centuries on end. The Crannogtowns’ protectors, the Stormhammer Rangers, warn that horrid half-dragon monstrosities still stalk the bogs and travelers would do well to stay away from the inner swamp. Yet the killing and the carnage continue, and the people of the Crannogs plead for heroes to aid them now as they did in days long forgotten. Are you up to the challenge?
Reign Of Ruin is the first full-length adventure module in Jon Brazer Enterprises’ Deadly Delves product line, and is compatible with the ENnie-award winning 13th Age Roleplaying Game. This adventure is designed to challenge five 4th-level PCs like no other content has to date. Inside this volume, you’ll find:
- More than 20 fully-developed new monsters for your 13th Age campaign
- Eight new traps and eight new magic items waiting to be discovered, ranging from the entertaining to the awe-inspiring
- Full-color maps of a Crannogtown village, as well as five floors of a terrifying temple dungeon
- Story hooks that help GMs tie their players’ characters directly into the adventure using the Icon system
- Specialized advice on playing a cunning black dragon against a group of PCs in a dangerous game of cat and mouse
- Optional rules for using tactical terrain in select encounters
- Enough content to take five 4th-level PCs from the Adventurer to Champion tier of play, with ideas to extend the story even further once you’re done exploring the temple
Dangers Unknown. Treasures Untold. Adventure Awaits.
When my players first encountered the mites in my Kingmaker campaign, I wanted to make them memorable. And memorable I made them, if annoying. I gave them a loud, high-pitched battle cry that I demonstrated myself. My players never forgot that for the rest of the campaign, and I used it several times after that. The only monsters in that campaign they hated worse than the mites were the will-o-wisps. Because the mites were enemies of the kobold tribe, I wanted the players to hate them. However, if it were not for the kobolds, I can only guess that I would have tried to make them more likeable.
So it is my pleasure to pass that thought onto you. Below, we are presenting what we feel is the a faithful homage to the mites presented in that adventure and in the Pathfinder Roleplaying Game Bestiary 2 (even if there are a few minor changes). Please let us know if you want to see more details on this fey race. Oddly enough, by the race builder in the Pathfinder Roleplaying Game Advanced Race Guide, these guys are balanced with humans while kobolds are still considerably underpowered.
Mite Racial Traits
+2 Dexterity, +2 Wisdom, –4 Strength, –2 Intelligence: Mites quick and perceptive while physically weak and not very smart.
Fey: Mites are fey.
Small: Mites are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on their combat maneuver checks and to Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Slow Speed: Mites have a base speed of 20 feet.
Darkvision: Mites can see in the dark up to 60 feet.
Low-Light Vision: Mites can see twice as far as humans in conditions of dim light.
Light Sensitivity: Mites are dazzled in areas of bright sunlight or within the radius of a daylight spell.
Damage Reduction: Mites reduce damage taken from any source except cold iron by 2.
Vermin Empathy: Mites gain a +4 racial bonus on Handle Animal checks against creatures of the vermin type. Mites can use Handle Animal on vermin to train them to be mounts, as if they were animals. Mites can also use the Handle Animal skill on vermin swarms, as if the swarm is a single creature.
Spell-Like Abilities: Mites can cast prestidigitation at will and doom once per day. The save DC for these spells is equal to 10 + the spell’s level + the mite’s Charisma modifier.
Hatred: Mites receive a +1 bonus on attack rolls against humanoid creatures of the dwarf and gnome subtypes because of their special training against these hated foes.
Languages: Mites begin play speaking Undercommon. Mites with high Intelligence scores can choose from the following: Common, Draconic, Sylvan.
What kind of characters do you want to make with these guys? Leave your thoughts in the comments below.
The Christmas in July Sale starts today at DriveThruRPG and RPGNow. For the next week, you can download all of Jon Brazer Enterprises’ Traveller and 13th Age titles for 25% off. Download these great deals and have yourself a Merry Little Christmas in the middle of the Summer.
EDIT: Well, I didn’t plan on it, but it would appear that Pathfinder is on sale for 25% off as well. Wahoo!
Deadly Delves: Reign of Ruin (PFRPG)
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