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5 Questions Every Sorcerer Should Be Able to Answer

Sorcerers can be a bit of a problematic topic, depending on what edition of the game you play. If I remember correctly, they came into existence because a sizable chunk of the Player’s Handbook was for wizards only so they created another class that used the exact same spell list. So there are some originalists that do not feel they should exist. I’m more of a modernist in that sense where I accept the class as they are and go from there.

The basic concept of the class itself is that you can just do magical abilities. No matter the reason why, you can just wave your hands, utter what would otherwise sound like nonsense and BOOM magic happens. Frankly it sounds like that if the magic didn’t happen, you’d be locked up for insanity. But here you are, making with the magic. So yeah!

If you want to play a sorcerer, here are five questions that will help you get into your character. See our 5 Questions for bards, clerics, druids, fighters, monks, paladins, rogues, and wizards here.

1) How Did Your Magic First Manifest?

One day you were an average person. The next you were making sparks shoot out of your fingers or you levitated something or you made someone suddenly agree with you. Wait a second, how do you know that that last one wasn’t just a really persuasive argument? Simple, you tried it again without waving your arms or putting that same amount of force to your voice and it didn’t work. It is only when you did that exact same sequence over and over again that you realized that you were making magic. The same is true with the other spells you cast. You tried to make fire happen without waving your hands or suddenly gain the ability of perceiving magical auras by speaking different words but they simply don’t happen.

This brings us to a first if several non-obvious truths about the sorcerer class: sorcerers have to work hard at their magic. Being a wizard requires years if study while sorcerers just make the magic happen so it is easy to think that being a sorcerer is easy. That’s simply not true. There is no guidebook to being a sorcerer. Wizards literally have a book that says this is how you make magic; sorcerers have to reinvent the wheel for every new spell they want to cast. That requires lots of work and patience.

2) When Was The Last Time You Lost Control of Your Magic?

Like I said, being a sorcerer just happens. You did something and unexpectedly magic just happens. So was anyone hurt when you did that? How about the second time that happened? Third? How many times were you told to keep your magical powers under control after you broke something without meaning to? In your anger did you burn someone without meaning to? Is this why you left home and became an adventurer, because you feel you are a danger to those you care about decided to not return until you could control your new-found powers better?

3) Did You Always Choose to Use Your Magical Abilities for Good?

Frankly, I hope the answer to this one is “No.” It is far more of an interesting answer to decide to choose good instead of always being good. Say you left home in a hurry because you had burned someone, not bringing much in the way if food or supplies. You are now a homeless person. So if you manage to outrun the stories about yourself, you’re going to be hungry. So you walk into a tavern and and charm your way into a free meal and a night’s rest from the tavern owner. So when the tavern owner comes to their senses and brings their spouse comes to collect what you owe, you try again and fail and get run out of another town. Sooner or later (maybe after spending a few nights in jail for your actions, maybe after you saw someone in need and you helped and someone looked upon you favorably for the first time since you developed your powers), you realize that you have to clean up your act and can use your abilities to earn your keep instead of stealing it from others.

This brings us to the next non-obvious truth about sorcerers: it’s easy to go bad. Instead of choosing to clean up your act, suppose you always decided to stay selfish. Sure you did the occasional good deed so you could tell yourself you’re a good person, but much of the time you are motivated by your own wants and desires, ignoring the pain you cause others. That way is easier, even quicker. That is a seductive thought, one that your sorcerer should be able to understand, no matter which way they choose.

4) What Spell Is Inside of You That You Can’t Seem to Cast?

Much like Rincewind with a powerful spell inside of him that doesn’t want to come out, you should also have a powerful spell inside of you that doesn’t want to come out yet. You know it is inside of you, but you can’t seem to get it to come out yet. Maybe you don’t even have a name for it yet, but you can feel it inside if you, deep in your soul. Do you hold it back until you can control it? Perhaps you try to bring it out, but it simply will not come out yet. Is it asleep inside if you and you are not sure you want to wake it yet? This is why I like to make my sorcerers with a theme. You know you have a raging inferno inside if you and you try to tap into it and instead you only get burning hands. You try again and you get scorching ray. Then fireball and so in until you can fully tap into that power deep inside if you that you know is there.

This brings us to our last non-obvious truth about sorcerers: it should be confusing as hell. Why does flapping my arms and saying nonsense make magic happen when it doesn’t for someone else? Why can I now call forth this one spell when I couldn’t yesterday? How come I could make this magic spell before but I simply can’t now? There should be very little about your abilities that actually makes sense. That would make some seek stability. Which brings us to our last question:

5) What Do Your Fellow Adventurers Offer You?

Why are you with this group of adventurers instead some other group? The simple answer is that they offer you something that others cannot: stability and acceptance. Your powers can be viewed as weird or downright scary by those that do not understand them. For you to stay with your fellow adventurers, they must have accepted you for who you are. Maybe they express that acceptance while teasing you, but they will stand by your side if anyone is mean or attacks you. This group may very well be the most stable relationships you have had since you developed your powers. So the question then becomes, what will you do to defend them when they need you?

Greyrend, our signature sorcerer, left her clan of lycanthropes and other skinwalkers when she was only 12. She could only manifest her magical powers when she was angry and she did not have much control of her powers at first, making her an outcast. She tried to live among humans in her human form, but growing up among wolf-people didn’t imbue her with the greatest amount of social skills. While she can unleash destructive power, she prefers to focus on ways to enhance her natural fighting abilities and to adjust the minds of those that oppose her, making it feel like she has some acceptance, even if it is only for a little while. Since joining up with her fellow adventurers, she has had to change other people’s minds far less. They are helping her interact with others when she is less than socially graceful and teaching her how to get along better with others.

Greyrend is featured on the cover of the adventure Deadly Delves: The Chaosfire Incursion for the Pathfinder Roleplaying Game. Download this adventure today and check out all our Pathfinder, D&D 5e,13th Age, and Traveller titles today at the JBE Shop, DriveThruRPG/RPGNow, Paizo, and the Open Gaming Store.

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5e: Great Eagle

How many times have we all said that the answer is the giant eagles? I mean, come on. That has been the answer to how many problems in the Lord of the Rings and Hobbit trilogies? Yet the one in the book is only CR 1 and Large size. There’s no way that thing can go toe to toe with the great flying creatures that the Nine ride. So if you are a druid looking to call upon wondrous help when you cast conjure fey, you will need this choice creature.

Why not have a truly memorable character ride a great eagle instead of just another elf or dwarf. Download the Book of Heroic Races Player Races 2 for your Fifth Edition game at JonBrazer.com. You can also find this at DriveThruRPG/RPGNow, the OpenGamingStore and Paizo.com and make your 5e character something truly special.

Great Eagle

Gargantuan beast, neutral good


Armor Class 15
Hit Points 81 (6d20 + 18)
Speed 10 ft., fly 80 ft.


STR 20 (+5) DEX 21 (+5) CON 16 (+3)
INT 9 (–1) WIS 17 (+3) CHA 12 (+1)


Skills Perception +6
Senses passive Perception 16
Languages Giant Eagle, understands Common and Auran but can’t speak them
Challenge 6 (2,300 XP)


Keen Sight. The eagle has advantage on Wisdom (Perception) checks that rely on sight.

Actions


Multiattack. The great eagle makes two attacks: one with its beak and one with its talons.
Beak. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage.
Talons. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage, and the target is grappled (escape DC 15). Until this grapple ends, the target is restrained, and the great eagle can’t use its talons on another target.

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5e: Flame Cat

Like I said a week ago, we went through the MM mentioned which monsters are usable with the various conjure spells and discovered the selection was rather thin. In an effort to correct this we are creating monsters you can conjure with these spells. Last week we shared the thunderscreech today we are sharing with you the flame cat, ideal for the conjure minor elementals spell.

Flame Cat

Small elemental, neutral evil
Armor Class 13
Hit Points 39 (6d6 + 18)
Speed 30 ft.


STR 12 (+1) DEX 17 (+3) CON 16 (+3)
INT 7 (–2) WIS 11 (+0) CHA 8 (–1)


Saving Throws Dex +5
Damage Vulnerabilities cold
Damage Resistance piercing and slashing from nonmagical attacks
Damage Immunities fire, poison
Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
Senses darkvision 60 ft., passive Perception 10
Languages Ignan
Challenge 1 (200 XP)


Fire From. The flame cat can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the flame cat or hits it with a melee attack while within 5 feet of it takes 2 (1d4) fire damage. In addition, the flame cat can enter a hostile creature’s space and stop there. The first time it enters a creature’s space on a turn, that creature takes 2 (1d4) fire damage and catches fire; until someone takes an action to douse the fire, the creature takes 2 (1d4) fire damage at the start of each of its turns.
Pounce. If the flame cat moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 11 Strength saving throw or be knocked prone. If the target is prone, the flame cat can make one bite attack against it as a bonus action.
Variable Illumination. The flame cat sheds bright light in a 5- to 20-foot radius and dim light for an additional number of feet equal to the chosen radius. The flame cat can alter the radius as a bonus action.
Water Susceptibility. For every 5 feet that the flame cat moves in water, or for every gallon of water splashed on it, it takes 1 cold damage.

Actions


Multiattack. The flame cat makes two attacks: one claw and bite attack.
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (1d10+1) fire damage.
Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8+1) fire damage. Miss: 2 (1d4) fire damage

Wizards, with their spell books, tend to get nervous around flame cats. Unsurprisingly, flame cats love to watch things burn, and spell books have a tendency to go up in flames around them. Because of this, wizards do not summon them very often. Druids that live in the forest also tend to be skittish around flame cats, not wanting their homes burned down. Those druids that live in other environments—such as caves or deserts—frequently summon flame cats, especially when in the forest or when encountering a wizard.

Flame cats stand a little under 3 feet tall, their bodies constantly rippling. Unlike fire elementals, flame cats have a distinctive shape that is always present, no matter how strained that shape might be from a tight corridor.

Get more monsters for your Fifth Edition game today in the Book of Beasts: Monsters of the Forbidden Woods. Download this book today at JonBrazer.com. You can also find it at DriveThruRPG/RPGNow, Paizo, and the Open Gaming Store.

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What Kind of Monster Artwork Do You Prefer?

Earlier this week, we showed off a monster that a druid or wizard can summon with the conjure minor elemental spell. I really like that monster, but there’s something I have been wondering about with the artwork: the style. It is a beautiful color image. The problem is is that I don’t have a massive library of color images. I have a much larger library of black and white image. So as I continue to work on monster books for Fifth Edition, 13th Age, Pathfinder 2e (possibly), and other systems, I want to stay consistent as much as possible throughout the entire project. So that leads me to ask, what do you prefer?

Adding a parchment background to a black and white image is quite easy and rather fun. Not only that, it gives the image a distinctive feeling of being from an ancient tome that time forgot, in keeping with the fantasy theme. However, I do love looking at the color images in monster books. So I am asking you to help me make up my mind.

Tell me what kind of image would you like to see in a monster book from us. Vote in the poll below and as always, elaborate in the comments below.

What Style of Monster Artwork Do You Prefer?

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See our monster books we have published so far for Pathfinder and Fifth Edition at the JBE Shop.

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5e: Thunderscreech

Thunderscreech Image by Matt Bulahao

Last year, I had a series of blog posts that shared all the conjurable creatures in the 5e MM and I noticed that it was a rather thin selection. I decided to do something about that, seeing as how summoning monsters is something I enjoy doing. I’ve been working for the last few months when I have time (both seconds) on increasing that number. Today I thought I would share with you one of those creatures. This one is ideal for the conjure minor elemental spell, usable by wizards and druids.

Thunderscreech

Small elemental, chaotic neutral
Armor Class 13
Hit Points 33 (6d6 + 12)
Speed 10 ft., fly 30 ft.


STR 13 (+1) DEX 16 (+3) CON 14 (+2)
INT 9 (–1) WIS 12 (+1) CHA 6 (–2)


Saving Throws Dex +5, Con +4
Damage Immunities lightning, poison, thunder
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 11
Languages Auran
Challenge 1/2 (100 XP)

Actions

Lightning Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) piercing damage plus 2 (1d4) lightning damage. Miss: 1 (1d2) lightning damage.
Deafening Screech (Recharge 6). As an action a thunderscreech can let out a deafening cry. All creatures within 10 feet must succeed a DC 12 Constitution save or take 7 (2d6) thunder damage.

Looking like a bird the size of a gnome wreathed in lightning, a thunderscreech is known for its distinctive cry as it swoops in for the kill. A favorite among druids, the thunderscreech will sit upon the shoulder of the one that summoned it until it is given a command, its eyes darting around looking for signs of trouble.

Its exact form varies, covering all types of avians. It frequently appears as an owl for a wizard and a hawk or an eagle for druids. Some scholars believe that the thunderscreech that answers the summoning shares similarities to caster. Others believe that the thunderscreech can change its form to be looked upon more favorably by the summoning caster.

Check out the other monsters we created for Fifth Edition in the Book of Beasts: Monsters of the Forbidden Woods at JonBrazer.com. You can also find this at DriveThruRPG/RPGNow, Paizo and the OpenGamingStore.

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5e: What Should We Work On Next?

Last year, we asked what levels need more adventures. While we are working on adventures, we are starting to plan our player options. Tell us what you want to see and share with us your ideas as to what you want to see in the comments below, and be sure to check out what we already have in the JBE Shop.

What New Fifth Edition Projects Should We Do Next

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5e: Shadowed Blade Fighter Archetype

Last week, we shared with you a new cleric domain we have been working on. This week, I want to share with you a new fighter archetype. Long time fans of Jon Brazer Enterprises will know that I am a fan of the Plane of Shadows, or Shadowsfall as I call it. A place that has been darkened, where hope is a single candle in the night. Here heroes are those that work in the dark and with the dark. That was the inspiration of the Shadowed Blade. I hope you enjoy this archetype.

Shadowed Blade

Infused with the power of the realm of shadows, the shadowed blades strike at their enemies from a distance. They disappear into the shadows, reappearing in the worst possible place for their enemy.

Shadow’s Reach

Your shadow stretched out and strikes your enemy, even if you are too far away to normally hit the creature. The reach of a single melee attack increases by 5 feet. You can use this ability twice before completing a short or long rest. At 8th level, you can use this ability three times before completing a short or long rest. At 15th level, the reach of your melee attack increases by 10 feet.

Shadow Step

Starting at 7th level, you can move between shadows without being observed. If you are in dim light or darkness, you can teleport to any point within 15 feet that is also in dim light or darkness. You must complete a long rest before using this ability again. At 13th level, the distance you can teleport increases to 30 feet.

Darkvision

Starting at 7th level, you can see in dim light within 30 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of grey. If you already have darkvision, your darkvision is extended by 30 feet.

Shadowy Appearance

Starting at 10th level, you become harder to identify exactly where you are. Your increase your armor class by +1.

Shadow Escape

When you reach 15th level, you can use your reaction to teleport up to 30 feet away. You can use this ability after an attack is rolled but before the damage is rolled, negating the damage from the attack. If you use this after the damage is rolled, you still take the damage before teleporting. You do not have to start or end your teleport in an area of dim light or darkness. You cannot use this ability again until you complete a long rest.

Shadow Invisibility

At 18th level, you are treated as invisible when you are in dim light or darkness, even when facing an opponent that can see in dim light or darkness.

If you like seeing new class options for your Fifth Edition game and want to see more, download our races and adventure for your game today at the JBE Shop.

The GM’s Day Sale is going on now is going on now at DriveThruRPG/RPGNow, Paizo and the Open Gaming Store. Get titles you’ve been wanting for 30% off or more now.

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GM’s Day Sale 2018

It’s that time of year again and the GM’s Day Sale is in full swing. Just about everything from Jon Brazer Enterprises is on sale at DriveThruRPG/RPGNow, Paizo, and the Open Gaming Store. There you will find just about everything in the JBE catalog for Traveller, Pathfinder, Fifth Edition, 13th Age, and Swords and Wizardry at 30% off or more.

Additionally, we will be doing a number of 1-Day Sales at JBE Shop. Today we are offering the Pathfinder adventure Deadly Delves: Reign of Ruin for only $2 when you use the GMsDayReignOfRuin coupon code. Download this adventure today and check back this adventure over the next week for more.

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5e: Bravery Domain

So I have been working on some new class options for Fifth Edition, and I thought I would share them with you. The language is still a little rough; it hasn’t been edited yet. (My editors hate it when I do this.) Please let us know what you think.

Bravery Domain

A cleric of a god of bravery rushes headlong into danger, regardless of her own safety. When someone is in distress, a cleric of the god of bravery abandons all fear and acts to save lives. They put themselves between innocents and harm without a second thought.

Table: Bravery Domain Spells

Cleric Level Spells
1st bless, heroism
3rd aid, enhance ability
5th beacon of hope, haste
7th death ward, stoneskin
9th dispel evil and good, raise dead

Bonus Proficiency

When you choose this domain at 1st level, you gain proficiency with heavy armor.

First Into Battle

Also starting at 1st level, you add your proficiency bonus to initiative checks.

Channel Divinity: Courageous Aura

Starting at 2nd level, you can use your Channel Divinity to bolster the courage of your allies.
As an action, you present your holy symbol and invoke the name of your deity. You and each of your allies within 30 feet of you gain a bonus equal to your proficiency bonus to saving throws against spells or effects that cause the frightened condition. This aura lasts for 1 minute. If a creature affected by this aura is currently frightened, the creature is granted another saving throw at the start of its turn; if the new saving throw is successful, the creature is no longer frightened.

Inspirational Words

Beginning at 6th level, you become an inspiration to your allies. With a few words of encouragement and a kind touch, you grant the touched ally a Second Wind, as per the fighter feature’s description. You cannot use this ability again until you take a long rest. At 15th level, you can use this ability twice before requiring a long rest.

Penetrating Fear

At 8th level, your bravery becomes overwhelming to your enemies. When casting a spell or ability that causes the frightened condition, the target has disadvantage to any saving throws to resist it.

Embodiment of Courage

Starting at 17th level, your deity recognizes your shining example of bravery and imbues you with brilliant radiance. All your allies within 30 feet are immune to the frightened condition as long as you are conscience. Additionally all your physical weapon attacks deal an additional 1d6 points of radiant damage.

If you like seeing new class options for your Fifth Edition game and want to see more, download our races and adventure for your game today at the JBE Shop.

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Dreamation: A Gender-Inclusive Convention

If you want to know how to make your gaming conversation gender inclusive, to make it a welcoming place for all gamers no matter what their background, look no further than Dreamation. This convention, as well as DexCon, both if which are run by Dexposure, is a local con for me, located in North-Central New Jersey. It hosts board games, miniature war games, LARPs, and of course role playing games. It was this past weekend and I enjoyed myself immensely at it.

This conversation has a sizable indy game presence where you can find yourself in a game of Monster Hearts as well as Dungeons and Dragons. I spotted games of Dungeon World and Misspent Youth. I ran a game of Traveller set in the Foreven Worlds. Naturally Adventurers League, Pathfinder Society, and Starfinder Society were present as well as Living Arcanis, Greyhawk Reborn, and Shadowrun Missions. I can now finally say I played in Pathfinder Society. Despite having a low 4 digit society number, I never sat down for a game. My first character is now level 2. First, however, I had to play a pair of Greyhawk Reborn games. If you like D&D5e rules but miss the Greyhawk setting, but sure to check out Reborn. You will be glad you did.

Munchkin Panic

While I spent much of my time in the role playing area, I did slip out and got in a game of Munchkin Panic. This game is similar to Castle Panic, but with some elements of Munchkin thrown in. The shear number of games that were offered we’re amazing and well worth spending an entire weekend in those areas.

I never got to the war gaming and LARPing area and I always wish I did. Perhaps next year. Seeing people in costume or with their minis sets is always a joy.

So what about this conversation makes it inclusive? I will just let two pictures speak for themselves:

By having ribbons to stick to name badges that let everyone know how they should be identified, it makes it more comfortable for everyone. No one has to tell another how they should be identified; everyone can just read for themselves. On top of that, the signs in the second picture we’re covering the normal restroom signage, meaning there weren’t any strictly male or female restrooms. I did hear some ask others that the seat be lowered when they leave so maybe that can be added to future signs. Even still, there are plenty of other ways Dreamation supports an inclusive culture in tabletop gaming, and if every other convention followed their example in these two areas, it would go a long way to helping gaming to being a welcoming place for all.

When I talked about PAX Unplugged last year, I mentioned that they needed a much better way to pre-register people for games. While Dreamation’s system is light years ahead if them, they could be better. I would prefer it if they migrated completely to Warhorn or Tabletop.Events instead of only being done by Adventurers League, Pathfinder Society, and Greyhawk Reborn, but writing names down on paper still got the job done. Dreamation had a massive quantity more games, letting everyone get in a game in every time slot they choose to. Plus, Dreamation’s sign up sheets were always up and spread out over a sizable area, letting multiple people sign up for games at the same time, day or night. So if my biggest complaint about the convention is that its game registration system is not as modern as I would like it to be, I’d call that a serious win for this conversation.

Be sure to check out Dreamation and the other conventions such as DEXCon at Dexposure.com.

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5 Questions Every Druid Should Be Able to Answer

The clerics of the natural world, druids believe in the divinity of nature and the elemental forces. They draw their magical power directly from these forces. This gives them power to tap into incredible raw power that they can channel for the greater good (the greater good) for the Wild places.

Book of Heroic Races: Advanced Compendium

Join us each Friday as we delve into the classes one at a time, helping you to get in touch with your character. Previously we had similar questions for fighters, clerics, monks, bards, rogues, paladins, and wizard.

Before I continue, we have been having trouble with our Facebook account and have been unable to share our posts in groups for quite a while. So we are asking you to help us. Please share this post (any any other post of ours you find entertaining) to your Facebook profile, any Facebook groups you belong to that would find this post helpful, as well as any other social media platform (Twitter, Google+, Reddit, etc) that you frequent. This will help us during this period. Thank you in advance.

1) Where Does Your Deep Connection with Nature Come From?

You’re not just some random person wandering around a forest. You are a priest and defender of the wild. You can feel the pain of the trees as an axeman cuts it down. You experience the pain of animals hunted for their skins. You cannot bare the enslavement of wheat plants in rows for food instead of being allowed to grow wild and allowed to live a full life, free of civilized taint. Where do you get it? Do you worship one of the elemental lords? Were you blessed by a fae queen? Do you have a shard of the planet’s spirit in your soul? Where does your connection come from?

2) What is Your Spirit Animal?

This one is weird since it sounds like a game term, but it isn’t. A spirit animal, as I mean it, is the soul of a beast that is inside a person, like when a person and their pet have pretty much the same personality. A druid, possessing a deep connection to nature, would be deeply connected it there spirit animal and they would let it show in their mannerisms, their attitude, and their whole person. So what animal spirit do you possess? Consider making that the creature you change shape into, when you gain that ability.

3) How Do You Behave in Urban Environs?

The short answer to this one should be, “Not well.” Remember, you are the priest of nature, and when you are in a city, you are witnessing trees and stones forced into unnatural shapes to make buildings. This could make you angry and want to yell at carpenters and stone cutters. Before your eyes, you see horses forced to wear bridals and harnesses and being made to work for their supper instead if being free spirits. This could make you want to free the horses when the the stable master’s back is turned. Or you could instead see nature as undefeated in the city, forcing people to give a wide berth around a weed that is growing in the middle of a street or giving the rats some food. What is your personal style of behaving “weird” by city folk standards?

4) Why Would You Side With Humans Over Fey?

You may be a priest of nature, but you are still human (or a dwarf or elf or whatever). No one ever sees what their side is doing is completely right, unless you are brainwashed. Reasonable people can disagree. So what would make you say that the side of nature has gone too far and want to protect some humans? Would it be some fey resorting to murder instead of playing the pranks that most fey resort to. Is it fine to kill a dwarf that cuts down a tree? Is it ok to kill an elf if you eat it (since that is nature’s way)? Is disrupting human commerce as far as you will go to protect your furry friends? How far will you go?

5) How Do You Share Your Love of Nature to Fellow Adventures?

Obviously you are working with your fellow adventurers towards the greater good (the greater good) of protecting nature, even if that is not their goal. Yet if they do not respect the wild places, it is doubtful that you will stay with them for long. How do you share with them your passion for protecting the untamed wilderness? Do you make shelter for them each night so they do not have to endure the elements during the night? Do you call and have a deer come to you so your party can eat and not have to hunt? Do you wake up each morning surrounded by bunnies and song birds and ask the others to hold them as a way to start their day off on a positive note? How do you spread the joy of nature?

Kanoa is our signature druid, although some call him an oracle of the sea. His kind, being one of the gillmen, live underwater and are distant relatives of humans. He sleeps with the fishes and walks with an octopuses. While he has no problem with shipping, he does mind it when ports and harbors dump their garbage in the sea, and he makes his displeasure well known to the council chambers of local cities. His eternal fight for the sea is never done.

Find the racial stats on the gillmen race and other nature-friendly races in the Book of Heroic Races Compendium and Advanced Compendium for Pathfinder, Book of Heroic Races: Player Races 1 as well as Player Races 2 for Fifth Edition, and Book of Heroic Races: Age of Races 1 and Age of Races 2 for 13th Age.

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Now in Print Feb 2018

While JBE is primarily a producer of electronic books, we know that some of our fans prefer to hold their books in their hands. To that end, we have made a number of our most recent books available for print at the JBE Shop and DriveThruRPG. See what we’ve got.

Pathfinder

When You Call Forth The Dead, What Horrors Will Answer?

The Barony of Petane has lost its sole remaining heir at sea, and the artifact which the Petane noble line wields to ensure the region’s prosperity will only function for a member of their bloodline. To ensure that her family’s legacy continues for the sake of her realm, Baroness Jelia Petane seeks a group of experienced adventurers to delve into the Tombs of Valor and resurrect a long-lost ancestor using a powerful ancient amulet secured by the Barony’s operatives—just find his tomb, activate the amulet, and escort him back to the Baroness. Easy, right? Right…

Order your copy of this 12th level Pathfinder adventure today at the JBE Shop and DriveThruRPG.

Fifth Edition

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?

Order your copy of this 7th-8th level Fifth Edition adventure today at the JBE Shop and DriveThruRPG.

Swords and Wizardry

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?

Order your copy of this 6th level Swords and Wizardry adventure today at the JBE Shop and DriveThruRPG.