Traveller: Tomorrow Starts Our Star Wars Day Sale

Have you been eyeing up our Traveller RPG books for some time but been putting it for another day. Well wait no longer. Tomorrow starts our Star Wars Day Sale. Grab all the titles your protocol droid has been talking nonstop about. At an R2 unit screaming 25% off, you can’t pass these up.  Get the fastest hunk of junk on the sector with Mech Tech ‘n’ bot: Fighters and Small Ships or all the stats on monsters that swallow your guards in Creatures of Distant Worlds Compendium 1.

But what’s more, we’ll be selling print copies of Mech Tech ‘n’ bot:  Mech Squadrons direct from our website for 50% OFF and it includes the PDF FREE. How can you not step on Jar Jar with these deals!

So be here tomorrow before the Empire shoots down our rear deflector screen and grab these awesome Traveller titles! And May the Fourth Be With You!

[Legend] Book of Beasts: Legendary Monsters 1 Unleashed

Every Legendary game requires new Legendary Monsters for players to fight or befriend. you do not have time to come up with them all. Book of Beasts: Legendary Monsters 1 bring you 7 fully fleshed out monsters that you can torture your players with. These monsters, initially posted free on JonBrazer.com are bundled up together for easy reference for your and your players. Each includes strategies and unique abilities for you to surprise and challenge.

Download Book of Beasts: Legendary Monsters 1[/url][/b] today and make your game Legendary.

Legend: Pygmy Sun Trolls

This week, I decided to bring you a monster that is more a variation on a theme than a new monster. I got the idea from an old D&D game I played in many years ago. The GM had lizardfolk the size of kobolds. They were fierce devils and I remember being very happy squashing them.

With that in mind, I bring you the Pygmy Sun Trolls. The first mental image I had of these guys is a character or two tied to a stake while these troll runts danced maniacally around them all the while the rest of the players are figuring out a plan to rescue their buddies.

Next moster we post we will be our 5th monster, but it will not be our fifth monster written. I’ve been working on several other monsters, as well. So when we collect these monsters up in one PDF (just like we did with, Legendary Factions: Common Factions 1, available now at DriveThruRPG.com), there will be some brand new monsters as well. Look for them in the near future. In the meantime, I hope you enjoy this new monster.


Pygmy Sun Trolls

Highly tribal and fiercly territoral, pygmy sun trolls are about as big as a goblin and live on land. They do not fear the sun nor do they turn to stone from day light’s touch. However, these yellow tiny trolls still regenerate damage they sustain and smell of filth. It is not uncommon to see a dozen pygmy sun trolls at a time, most hunt in groups of four to six. They prefer to use a rope or chain or similar weapon where they can entangle their opponent and then bring it down, biting it to death.

These troll runts know their lack of strength and favor group fighting tactics to compensate. Typically, one of their number grapples an arm or the head while the others beat and bite their target to death. Fearing magic, pygmy sun trolls will gang up on anyone obviously wielding magic. If the magic user is powerful and there are enough pygmy sun trolls, three of these annoying creatures will grapple the caster: one for each arm and one on the head.

While not bright, the know how to make poison. And poison they do make. They specialize in making and delivering yellow muck poison. This thick, deadly substance is the same color as their skin and is the most deadly thing about their kind. They deliver this poison to their enemies with blowgun darts that they fire from hidden positions.

Combat Notes
Pygmy sun trolls make a poison with the following Characteristics:
Application: Injection
Onset time: 1d3 Combat Rounds.
Duration: 4d4 minutes.
Resistance Time: The victim must make a resistance roll at the Onsset Time of each stage of the poison. Failure indicates that Condition has taken effect.
Potency: 70%
Resistance: Resilience.
Conditions: Exhaustion, Unconscious. The poison initially causes the victim to exhausted if the first Resistance roll fails (see the Legend Core Rulebook). At the end of the Duration the victim must succeed in a final resistance roll or fall Unconscious for 2d4 hours.
Antidote/Cure: Antidote. Pygmy sun trolls keep an antidote with a potency of 1d20+5 against this poison only. They keep some around incase they accidental poisonong. The antidote must be introduced with a successful First Aid or Healing roll and add the antidote’s Potency as a bonus to the victim’s Resilience roll to fight the poison throughout its duration.

STR 2d6+3 (10) CON 2d6 (7) SIZ 2d6-1 (6) INT 1d6+2 (5) POW 2d6 (7) DEX 3d6+6 (17) CHA 2d6+2 (9)

1d20     Hit Location     AP/HP
1-3        Right Leg          1/3
4-6        Left Leg             1/3
7-9        Abdomen          1/4
10-12    Chest                1/5
13-15    Right Arm          1/2
16-18    Left Leg             1/2
19-20    Head                 1/3

Combat Actions             2
Damage Modifier            -1d2
Magic Points     7
Movement         4m
Strike Rank       +11
Typical Armor: Troll Hide (AP 1), no armor penalty
Traits: Regeneration (1 hp/minute, fire stops regeneration for 1 minute)

Skills: Athletics 35%, Evade 65%, Lore (poison) 85%, Perception 70%, Persistence 50%, Resilience 50%, Stealth 55%, Survival 80%, Unarmed 75%

Combat Styles
Bite 50%, Chain 65%, Blowgun 75%

Weapons
Type          Size     Reach        Damage     AP/HP        Range
Bite            S          T                1d6-1d2       As for Head –
Chain          M         M               1d4-1d2       8/6              –
Blowgun      –           –                 see Poison  1/4              15m

Pathfinder: Arrr-some Reviews for Pirate Spells

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

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?

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!

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

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

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

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