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.
As mentioned in the description of the Deadly Delves: Reign of Ruin, there are over 20 new monsters in this adventure. A number of them are half dragons. 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 13th Age adventures.
Half-Dragon Lizardman Brutes
This lizardman 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.
Large 4th level wrecker [dragon]
Stone-tip spear +10 vs. AC—15 damage.
Natural 16+: The lizardman brute can make a bite attack against the target or another creature engaged with it as a free action.
[Special trigger] Bite +10 vs. AC—10 damage, and the lizardman brute can make a ripping frenzy attack against the target as a standard action during its next turn if it’s engaged with that target.
[Special trigger] Ripping frenzy +8 vs. AC (3 attacks)—10 damage.
R: Thrown spear +8 vs. AC—15 damage.
C: Acid breath +9 vs. PD (1d3 nearby enemies)— 10 acid damage, and 5 ongoing acid damage.
Miss: 5 acid damage.
Flier: Half-dragon lizardman brutes are clumsy fliers, usually hovering only momentarily to attack with their spears or breath weapons.
Intermittent breath: Half-dragon lizardman brutes can use acid breath twice per battle, but never two turns in a row.
Resist acid 12+: When an acid attack targets this creature, the attacker must roll a natural 12+ on the attack roll or it only deals half damage.
Orsephia, Half-Dragon Sphinx
Imagine a great cat with the cruel countenance of a drow and the temper of a dragon, then make it a madcap genius. We promise you that Orsephia is worse.
Large 6th level spoiler [dragon]
Claws +11 vs. AC (2 attacks)—20 damage.
Natural 16+: Orsephia can make a bite attack against the target or another creature engaged with her as a free action.
[Special trigger] Bite +11 vs. AC—15 damage.
C: Acid breath +11 vs. PD (1d3 nearby enemies)—15 acid damage, and 5 ongoing acid damage.
Miss: 10 acid damage.
R: Maddening Riddle +11 vs. MD—20 psychic damage.
Natural even hit: The target is stunned until the end of Orsephia’s next turn.
Natural odd hit: The target is confused (save ends).
Flier: Orsephia is a competent flier who uses the vaulted ceiling in her chamber to her advantage if forced to fight.
Intermittent breath: Orsephia can use acid breath twice per battle, but never two turns in a row.
Resist acid 12+: When an acid attack targets this creature, the attacker must roll a natural 12+ on the attack roll or it only deals half damage.
So I’ve been working on a number of 13th Age monsters in my spare time. I am really liking what I’ve done so far. However, there are a few that I would like feedback on how to tighten them up, particularly on the body slump ability. I would really appreciate your feedback. Note: this isn’t edited yet, so the verbage may be a little rough.
This enormous, fanged, stubby horned, clawed, razor-backed, ugly quadruped bears a skin of living rock.
Huge 13th level wrecker [aberration]
C: Bite +18 vs AC—100 damage
Natural odd hit: Starak can make a free buried alive attack.
Jawbone impale +18 vs AC (2 attacks)—90 damage
Natural 16+: Target’s speed is hampered until the end of the starak’s next turn.
R: Earth spike +18 vs AC—180 damage
Natural 12+ hit: Starak can make a free knock flying attack.
[Special trigger] Knock flying +18 vs PD—Unless the target can fly, the target is hurrled into the air and falls back to the ground, dealing 50 damage
Natural even hit: Target is hampered until the end of the starak’s next turn.
Natural 18+: Target is knocked into the far away range increment.
Acid immunity: A starak does not take acid damage.
Burrow: As the standard monster ability (see the 13th Age Core Rulebook, Chapter 7).
Foot stomp (all nearby enemies) +18 vs PD—target is stuck and vulnerable until the end of the starak’s next turn
[Special trigger] Buried alive +18 vs PD—Starak uses its pointy nose to move some of the earth and deposit the target in the hole before covering the target back up, dealing 50 ongoing damage. The target must start making last gasp saves as it is crushed by the mounds of dirt on top of it. The ongoing damage continues until either the target has succeeded his last gasp save (where it digs itself out) or the target is rescued (requiring another character to succeed a hard save to undig the character) or the target dies.
Available now are three new d66 lists for your game in the far future. The first of which is d66 Reasons Why Your Ally Cannot Help Right Now. Allies can help you out a tight spot, but they have lives of their own and are not always available to help you every instant of every day. This is not a mere list of excuse, but a list of serious problems that can lead to exciting new adventures.
Hundreds, if not thousands, of ships were sent out into the blackness of space carrying crews that were asleep for hundreds of years of living each day aboard the ship, waiting for the day they may find a star with habitable planets to colonize. Some of those ships are still in transit. Others have arrived, but the colony remembers those ships and their names. d66 Generational/Sleeper Ship Names gives you the names of hope and peace that the people of Earth left for the stars, only to find those stars are already inhabited by man kind.
d66 Personal Spacecraft Names 2 delivers even more names appropriate for someone’s personal pleasure ship. Pirates or corporations need not apply; these ships belong to the rich and the meager owners of outer space travel.
The people of the Foreven Sector have their own collection of vehicles that they use to travel the worlds. With little infrastructure, the people here must rely on the few worlds that are built up enough to produce such machines, even if they are their enemies. Whether you are building a colony, arming a police force, or starting a war, the vehicle you need lies within.
Foreven Worlds: Vehicles of the Frontier is a 20 page supplement for Traveller. Inside you will find:
- 3 Civilian Battledresses and 4 Military Battledresses,
- 7 Civilian Vehicles,
- 2 Cargo Vehicles,
- 3 Police Vehicles,
- 4 Military Vehicles, and
- descriptions of how each fits into the Foreven Sector and in your game.
What destiny lies in your hands?
Deadly Delves: Reign of Ruin (PFRPG)
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