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Christmas in July 2018

Its that time of year again everyone.

*Time to brush up on our juggling?*

What?!? No. Well, not only that, but it is time for the Christmas in July Sale. Sure we said last year and the year before and the year before that that it is better than ever. Just like it was true then, it is even more true now. Why? Because we have more on sale than we did last year.

*Isn’t that just because you have more stuff than you did a year ago?*

Yes, thank you very much unhelpful voice in my head, that is true. We are talking over 200 PDFs that are 25% off.

*Wow! 25% off. That’s like … 75% of the regular price.*

Once again unhelpful voice, you are correct. And you can find these deals at DriveThruRPG/RPGNow and the Open Gaming Store. Let’s take a look at some of these awesome deals you can snag right now.

Pathfinder

Book of Beasts: Legendary Foes (DriveThruRPG/Open Gaming Store)
Book of Heroic Races: Advanced Compendium (DriveThruRPG/Open Gaming Store)
Book of Heroic Races Compendium (DriveThruRPG/Open Gaming Store)
Book of the River Nations (DriveThruRPG/Open Gaming Store)
Deadly Delves: The Gilded Gauntlet (DriveThruRPG/Open Gaming Store)
Deadly Delves: To Claw the Surface (DriveThruRPG/Open Gaming Store)
Shadowsfall: Shadow Plane Player’s Companion (DriveThruRPG/Open Gaming Store)

Traveller

Creatures of Distant Worlds Compendium (DriveThruRPG/Open Gaming Store)
d66 Compendium (DriveThruRPG/Open Gaming Store)
Mech Tech ‘n’ bot: Mech Squadrons (DriveThruRPG/Open Gaming Store)

Fifth Edition

Book of Beasts: Monsters of the Forbidden Woods (DriveThruRPG/Open Gaming Store)
Deadly Delves: Along Came a Spider (DriveThruRPG/Open Gaming Store)
Deadly Delves: Reign of Ruin (DriveThruRPG/Open Gaming Store)

13th Age

Book of Heroic Races: Age of Races 1 (DriveThruRPG/Open Gaming Store)
Book of Heroic Races: Age of Races 2 (DriveThruRPG/Open Gaming Store)
Deadly Delves: Reign of Ruin (DriveThruRPG/Open Gaming Store)

See all of our PDFs on sale at DriveThruRPG/RPGNow and the Open Gaming Store and download now before this sale ends.

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13th Age: Deific Weapon

All week long, we are looking at the new class options in 13 Cleric Domains and Spells. Earlier this week, we looked at the Luck domain and the Spark of Hope spell.

Lets be honest here a second, epic level spells and abilities should just be massively cool. This is the time where you can just ride a dinosaur and have it just eat your enemies. Or maybe through your sword of undead slaying and have it just appear back into your hand. If you’re a bard, you give an epic performance that lets a few high level character and a group of mooks to stand against an entire horde of enemies. So what should a cleric get? How about their deity’s personal weapon?

Download 13 Cleric Domains and Spells for your 13th Age Compatible game at the JBE Shop. You can also download it at DriveThruRPG/RPGNow and the Open Gaming Store.

Deific Weapon

Close-quarters spell
Daily
Effect: Excalibur. Mjolnir. Trishula. Areadbhair. The names of these legendary weapons echo across the ages, wielded by the gods, the icons, and their most powerful servants. The mightiest of the gods’ faithful can call upon these weapons in times of need. When you cast this spell, you must cash in an icon relationship point on which you rolled a 6 at the start of the session. The legendary weapon of your deity manifests in your hand for the rest of the battle, overwriting the appropriate magic item chakra (so any other item you currently have in that chakra slot is rendered inert until the spell wears off). The item grants a +3 bonus and the epic version of two weapon powers from those listed in Chapter 9: Magic Items. (If the two selected powers offer the same situational bonuses, use the higher of the two rather than stacking them.)
Additionally, when the escalation die value is less than or equal to your Charisma modifier, enemies who are direct enemies of your god/pantheon, or enemies of icons with whom you have positive relationships, become vulnerable (16+) to attacks from your deific weapon.
Finally, on a hit by 4+ with this weapon, you ignore any resistances possessed by enemies who are direct enemies of your god/pantheon, or enemies of icons with whom you have positive relationships.

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13th Age: Spark of Hope

Earlier this week, we released 13 Cleric Domains and Spells for the 13th Age Roleplaying Game. Yesterday we shared with you one of the domains inside. Today we want to bring you a 1st level spell, Spark of Hope.

Like the Luck domain, you can take the spark of hope spell at 1st level. Clerics are supposed to be a beacon of hope when all else looks dim, when the battle seems lost. That is exactly what this spell does: it provides a spark of hope when the battle turns against the adventurers, encouraging them to fight on all the harder for just a little longer.

In my own imagination, I see don’t see it so much as the cleric casting this spell as much as the deity channeling their power through the cleric. The cleric is seized by the god’s holy power and shoots beams of light through the eyes, mouth, finger tips, etc and then converging upon the target. How do you see this spell being cast? Share our thoughts in the comments below.

Download 13 Cleric Domains and Spells for your 13th Age Compatible game at the JBE Shop. You can also download it at DriveThruRPG/RPGNow and the Open Gaming Store.

Spark of Hope

Close-quarters spell
Daily
Special: You must be staggered (at 50% or less of your total hp) to cast this spell.
Target: One nearby enemy (or more, depending on the spell level)
Attack: Wisdom + Charisma + Level vs. MD
Hit: The enemy is vulnerable (18+) to all of your allies’ attacks until the end of your next turn.
Additional Effect: All nearby allies gain 1d8 + Wisdom temporary hit points.

3rd level spell Your allies gain 2d8 temporary hit points; the enemy becomes vulnerable (16+).
5th level spell Your allies gain 3d8 temporary hit points; the enemy becomes vulnerable (14+), or you can target two enemies to become vulnerable (16+).
7th level spell Your allies gain 4d8 temporary hit points; the enemy becomes vulnerable (14+), or you can target three enemies to become vulnerable (16+).
9th level spell Your allies gain 5d8 temporary hit points; the enemy becomes vulnerable (12+), or you can target three enemies to become vulnerable (14+).

Adventurer Feat: Affected enemies are also dazed until the end of your next turn.
Champion Feat: Affected enemies are also weakened until the end of your next turn.

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13th Age: Luck Domain

While other games may take a broader-based approach to the cleric class, 13th Age focuses on the classic archetypal clerics: bastions of holiness who protect and heal their allies while debilitating the forces of evil. So when we set out to create new domains and spells for clerics, we wanted to expand that view some. Take the Luck Domain for example. This domain is perfect for clerics of gambling gods as well as trickster gods. The help of such deities is far from consistent, unless the cleric call upon the luck of these deities to help them in their quests. It is this good fortune that we wanted to incorporate into 13th Age and as always, Richard Moore did a smashing job of delivering that.

Download 13 Cleric Domains and Spells for your 13th Age Compatible game at the JBE Shop. You can also download it at DriveThruRPG/RPGNow and the Open Gaming Store.

Domain: Luck

Once per battle on your respective turns as a free action, you and your allies may each adjust the natural value of a single d20 roll downward by 1 (typically to trigger a result which would usually only work on a natural odd or even roll). An ally must be nearby you in order to use this blessing.
Champion Feat: As a free action at any time (typically after an enemy attack is rolled but before its damage and other effects are resolved), you can revoke this benefit for yourself and all allies who have not yet used it in order to add the escalation die to a single ally’s AC or PD (you choose which one is affected). You cannot bestow this defense bonus on yourself.
Epic Feat: As the Champion feat above, except that the escalation die bonus is now granted to AC, PD, and MD.
Invocation of Luck: This battle, you and each of your allies can each separately reduce the difficulty value of a single save in order to end an ongoing condition by one step—Hard (16+) is reduced to Normal (11+), Normal (11+) is reduced to Easy (6+), and an Easy (6+) save automatically succeeds the next time the character would make the roll. This difficulty reduction persists until you or that ally succeeds on the save, or until the battle ends.

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13th Age: Pray for New Domains and Spells

May The Righteous Be Exalted

Liberate the oppressed from the yoke of tyranny! Shape the battlefield through acts of faith and divine allegiances! Shine your holy light where the deepest darkness pervades! Clerics channel their devotion into miraculous deeds that shield their allies from evil and smite foes born of the grave and the pit. Now you can go beyond the core book and expand your character’s repertoire of healing and protection spells, as well as utilize the icon relationship system to shape the story with your character’s unique spiritual journey.

13 Cleric Domains and Spells is the latest in our 13 Class Options series for the 13th Age Roleplaying Game. Inside this 12-page PDF, you will find:

  • 3 New Cleric Domains for worshipers of the deities of Weather, Liberation, and Luck
  • 3 New 1st Level Spells to offer lucky opportunities in a fight, save an ally’s life at the cost of your own blood, and turn the tide of a desperate battle
  • 2 New 3rd Level Spells for limiting opponents’ tactics and sanctifying the ground on which you stand
  • 2 New 5th Level Spells that punish your enemies’ misdeeds and invoke the saints of your religious tradition in battle
  • 2 New 7th Level Spells to overwhelm your foes with the fear of your gods—or open their hearts to redemption
  • 1 New 9th Level Spell that calls forth a legendary weapon from the myths of your patron or pantheon

The Damned Will Cower Before Your Glory in the 13th Age.

Download 13 Cleric Domains and Spells for your 13th Age Compatible game at the JBE Shop. You can also download it at DriveThruRPG/RPGNow and the Open Gaming Store.

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5 Questions Every Ranger Should Be Able to Answer

Frequently depicted as the paladins of the natural world, rangers are far more complex than that. They are the fighting force in the places few others dare to tread. They stand on the bridge alone, preventing others from passing. They are loyal to their cause, to an individual, to a group, or to an ideal. While their general mission of protecting those that cannot protect themselves against terrible dangers frequently draws them to the wilderness, they can be found in towns, cities, and royal courts. Some look upon them as vigilantes, working outside of the law while others see them as the only semblance of law where the local guard fears to stand watch.

Join us Fridays 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 the barbarian, bard, cleric, druid, fighter, monk, paladin, rogue, sorcerer, and wizard.

1) Where Do Your Loyalties Lie?

One does not simply walk into the mouth of danger for no reason. Even treasure hunters and tomb plunderers do not seek out terrible danger half as terrible as a ranger encounters on an average Tuesday. You face this danger out of loyalty to someone, some group, or to an idea. What is it that you are loyal to? Describe those you are loyal to. Is it your hometown? Maybe it is just your family. Perhaps it is something larger, like your people who have been persecuted by the crown for generations and no one is coming to help you in your people’s time of trouble? Maybe your kingdom was conquered, and you are one of the last of the royal guard, living in the wilderness to avoid detection by the new rulers, all this time you are carrying out your liege’s final request: protect the people.

2) Why Do You Continue On When Few Others Do?

The obvious answer here is, “because I am loyal to them,” but that is to easy of an answer. Others were loyal as well but they abandoned their such a dangerous situation. You are a ranger and stand your ground when few others do. Something drives you forward when prudence and good sense says to flee. What is it? Are you fighting to earn the respect of the parents of the one you love? Do you seek the safety of your family and your people? Did someone now gone save your life and you are fight on in your memory? What drives you into danger?

3) How Did You Become So Comfortable with Nature?

A ranger works among by the wild places in the same way a physician does surrounded by the sick. Some find those environs so dangerous, they will work hard to avoid them. You, however, fear it not and even find it comforting. That level of comfort does not come without any explanation. It can be as simple as growing up in a small town or as a serf child on a lord’s farm and you played in the woods when ever the adults were not looking. Perhaps you’re an orphan or a runaway that fled a city to avoid those from whom you had no defense, found people that took you in and loved you, so when they were in danger, you stood your ground. Even more, you learned to make friends with animals. Did you share with a wolf some meet from a deer you shot? Did you pull a thorn from a lion’s paw? Did you raise a dinosaur from an egg?

4) What Was The Most Memorable Danger You Encounter Alone?

Remember, this is a world where a hag can disguise a cave as a candy house so unsuspecting children will enter, and it can devour them before the parents realize their young are even missing. So any tale about some deadly foe you encountered should be more interesting than a mundane mountain lion or bobcat. Make it something not from our world like gremlins, kobolds, giants, demons, or a ravaging horde of undead. No matter how you survived, it should not be by strength alone. Relying on your arm strength is for fighters. You should have survived and even overcome by your wits. Did you have the zombie horde run off the cliff edge like lemmings? Did you tie the giant’s shoe laces together when he was asleep? Did you sic the gremlins on the kobolds?

5) Do You Really Like Your Fellow Adventurers More Than Your Animal Companion?

Jokes about rangers loving their wolves a little to much aside, rangers are people that spend less time around others than they do battling monsters. Because of that, they can be socially less adept than other classes. So their interactions with their fellow adventurers should be a little awkward. No place is that better illustrated than in the Lord of the Rings when Aragorn first meets the hobbits. He’s abrupt, gruff, and even off-putting. It is when he proves to the four that he is there to help that they begin to trust him. In the same way, if your character grows up away from civilization and does not choose any Charisma-based skills, then your character should be rough around the edges. While your character should always be well meaning, helpful to the group, and never a jerk, there is plenty of room there for your character to be less than socially graceful. The strong-silent type, always phrasing their thoughts in as few words as possible, is an excellent way of doing this. No matter how you portray your character, remember to be one of the group.

Iragui is our signature ranger. His kind are knows as dragonborn but some call them a dragonspawn or even a wyvaran. He and his kind are no strangers to the wild places far from human civilization. With so much smaller numbers than humans, they have to be brave and delve into deadly places with little backup. Iragui knows the sounds of the woods and the smells of the caves. He know if the smell of mold is harmlessly decomposing something dead or if he should draw his weapon. He knows to be ready for battle when the birds are suddenly silent. All these little cues he constantly pays attention to, sometimes so much he misses the casual conversations of his fellow adventurers. While that doesn’t make him the most friendly of travelling companions, they do appreciate it when he warns then that battle is about to begin.

Find the racial stats on this dragon-based race and all our 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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5 Questions Every Barbarian Should Be Able to Answer

Conan is the classic barbarian. Most artwork for this class depicts someone from a tribal background in some type of leather clothing covering only the bare essentials to be considered “decent,” wielding a sizable weapon. While there is nothing wrong with that image of a barbarian, it is only one interpretation of a barbarian. The problem with it came in when some versions of the game mechanically reinforced it. As late as D&D 3.5, a barbarian was illiterate unless you took “reading” as a language. This meant that all barbarians are tribal. Personally, I am quite glad this has been done away with. It allows for different interpretations of what a barbarian can be. One such interpretation: the movie Falling Down. In it, Michael Douglas plays a man who has simply had enough, lashing out at the problems he sees in society. This is one reason why I like the 13th Age and D&D 5e idea of background separate from a class and am glad that it looks like Pathfinder 2e is going that route as well. Ever wanted to play a noble that rejects the laws their family set up? Now you can.

When coming up with this 5 Questions I took a long look at modern and even some classic iterations of the barbarian class and decided to focus in on a few aspects that I feel are key: using anger as a way to help them fight, self sufficiency, and a natural instinct to spot danger. To see which aspect of the other classes we focused on for their 5 Questions posts, see what we posted for the bard, cleric, druid, fighter, monk, paladin, rogue, sorcerer, and wizard.

1) Where Does Your Rage Come From?

The classic answer is that you are an uncivilized person and you simply cannot control yourself. While this answer is perfectly fine, this is far from the only available option. You could be cursed (ahem, failed science experiment) that when you get into a fight you lose your head and fly into a battle rage, potentially making you a danger to everyone in the fight except yourself. My personal favorite is the civilized person that use to make biting comments and engaged in sarcasm–letting the rage inside of them out in small doses–but saw their friends and loved ones hurt and finally unleashing the full force of their anger. I like this one because it subverts what many expect a barbarian should be, opening up a range of character possibilities.

2) How Do You Try to Emulate Your Characters Rage?

This question is quite a bit more meta than the other questions we’ve asked in the 5 Questions series, but I think it is important with the barbarian. A barbarians rage is meant to be uncontrolled, reactionary. It is telling Hulk to “smash,” because telling him anything else isn’t going to help. So when you are done with your turn, you have to sit and wait for everyone else to take their turn. That design choice lends itself towards a more thoughtful, tactical approach to your character. If you play it like a tactician, carefully considering every move to figure out what is the optimal course of action, you are not letting your character live as they should. So to help me get into my barbarian more, I intentionally choose less than optimal actions if it means it would be more reactionary. When facing multiple opponents, I generally go after the toughest looking enemy until one of my allies is hurt, then I rush to attack whomever was hurt (prioritizing the squishiest ones first), taking whatever attacks come from leaving an enemy in the middle of a fight. But that is just me; how does your way to attack your enemies reflect being in an all-consuming rage? Do you ignore all but the closest enemies to you? Do you just run through your enemies, one attack at a time, no matter if they drop or not? What is your style?

3) How Do You Reflect Your Ability to Spot Danger?

The barbarian class typically grants some advantage to spotting danger. How do you reflect this in your character? Are you jumpy, ready with a weapon in your hands because a cute, fluffy bunny rustled some bushes nearby? Are you constantly looking g around, trying to maintain a constant vigilance? Are you always listening to everything going on around you? How do you role play your ability to spot Danger?

4) How Did You Learn to Depend Upon Yourself?

Barbarians are frequently have the survival skill and other skills that would help them do well on their own. That is understandable considering the classic barbarian is one that shuns civilized society for the natural world. It even makes sense for the civilized barbarian; getting angry rather quickly tends to drive people away, requiring you to depend upon yourself more. If you’re cursed, you probably do not want many people around you for fear they will get hurt, promoting self sufficiency. So what was that like? If you are a societial outcast, how do you make clothes for yourself? What was it like learning to hunt? We’re you raised by a tribe and they taught you? We’re you always on the outskirts of civilization and had a basic idea of how to survive on your own before, even if it was not previously your soul source of survival before and now it is? Did you almost starve before learning how to use a bow? Do you trade with the local tribes, helping you get what you cannot do yourself?

5) How Much Does It Mean to You That Your Companions Accept You?

No person can exist without interacting with others. Even the most standoffish dwarf still needs friends. Barbarians may be self sufficient, but they still need friends and companions as well. So what does that mean to you? Put it another way: what will you do to protect them and keep them? Being with a person that frequently gets angry is not an easy person to get along with and after you failed to hear the cries for help from your fellow adventurers yet again because you were fighting the toughest-looking bad guy might mean they are not happy with your character. So how far is your character willing to go? Should such a situation arise, how will your character grow and change? Who will you become?

Catfolk are known for being free spirits and Khol Saka is no exception. He roams the plains, playfully pouncing on whatever trouble comes his way, appearing more care free than most humans. Just don’t get him angry; you wouldn’t like him. It is as if he turns into an uncontrollable green rage monster, even if he still looks like a catfolk on the outside. He will scratch the face off of anyone that hurts him or his allies, unable to stop himself even if he wanted to.

Khol Saka is featured on the cover of the Book of Heroic Races: Advanced Compendium. Download this awesome book today at the JBE Shop, DriveThruRPG/RPGNow, Paizo, and the Open Gaming Store.

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Fort Strange

Officially known as Fort Vanderwalten, many refer to it as Fort Strange because of the numbers of non-humans and less common demi-humans present here. When Kortrill Nightfeather was appointed captain of this frontier fort and military governor over the sparsely-populated region until a noble can be entrusted with this land, she took with her many other non-humans with her—both military and civilian alike. In her new position, she made sure that all under her care have been treated equally and prejudicial actions are prosecuted. It did not take long for word of her commendable action to spread and non-humans that want to live in peace to start flocking to live here. Today, Blacktooth Blacksmith and Glittering Foundry—owned by the orc Gathic Blacktooth and hobgoblin Miktar Deathblade, respectively—may be rivals but their rivalry plays out with them pushing the other to make better blades and other wares, instead of slaughtering each other’s families as many humans would expect of their their kind.

Fort Strange is home to many hagborn, catfolk, gnomes, everborn, tengu, lizardfolk, and even a few umbral kobolds. The majority of them came since Captain Nightfeather took command of the post. Previously, the region was inhabited mostly by humans and elves. Those that stayed when a tengu was appointed commander have been far more receptive of their new neighbors. A small yet vocal minority, however, have been voicing their opposition to so many “weird” creatures living among them. While the military-police force protecting this region have made it clear that voicing such concerns will be tolerated, that is the limit; any hostile actions against another law-abiding citizen will be met with swift justice. A number of attacks against non-humans has baffled investigators considering the military forces are not set up to handle such investigations and Lieutenant Gronk Bloodaxe is looking to hire adventurers to assist in this investigation.

The majority of the humans in this region are serfs, living in the work-farms adjacent to the fort. Their owners—mostly human—are not happy with the current regional government. Normally they hate each other and actively plot against one another, but they are united in their prejudice. If they could be turned against one another, their petitioning to speed up the appointment of a noble (preferably one of human ancestry) would fall apart.

Fort Strange

LG large town
Government military overlord
Population 3,500 (1,000 humans; 400 elves; 350 catfolk, 250 hagborn, 1,500 other)

Notable NPCs


Captain Kortrill Nightfeather, military governor (LG female tengu fighter 9 [13A: 4])
Lieutenant Gronk Bloodaxe, head of special operations (LN male orc fighter 4 [13A: 2])
Faixgrop, Crafter’s Guildmaster (LN female umbral kobold rogue 3 [13A: 2])
Darren Rimeheart, Farm owner and serf master (NE male human bard 6 [13A: 3])

If you want to see more locations like this detailed, please let us know in the comments below.

To find out more about the races mentioned here see the Book of Heroic Races collection for Pathfinder, Fifth Edition, and 13th Age here at the JBE Shop. You can also find out titles at DriveThruRPG/RPGNow, the Open Gaming Store, and Paizo.

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13th Age: Happy Friday the 13th Age Sale

Deadly Delves Reign of Ruin (13th Age)

Happy Friday the 13th! May your black cat cross the path of a broken mirror walking under a ladder that threw salt over its shoulder. And to help you with your luck, there’s a Friday the 13th Age Sale going on right now at the JBE Shop, DriveThruRPG/RPGNow, and the Open Gaming Store.

Grab these 13th Age deals today while this Friday the 13th Sale lasts. It is for this weekend only so download today.

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13th Age: Slow Spell

Previously, we’ve shared two low-level spells from the recently released 13 Wizard Cantrips and Spells: web and mirror image. Today we are sharing with you a 7th level spell, perfect for high level characters—the slow spell. This classic spell makes it harder for enemies to attack. With this spell, it is impossible for an enemy to both move an attack, tipping the balance of power into the players’ favor. Check out this new spell now.

Slow

Ranged spell
Daily
Target: One nearby enemy
Attack: Intelligence + Level vs. MD
Hit: On the target’s next turn, it can only take either a standard action or a move action, but not both.
In addition, at the start of each of the target’s turns this battle, if the escalation die is odd, roll a d20 and add the escalation die; on a 16+, this effect persists for that turn.
Miss: You regain this spell during your next quick rest.
9th level spell The roll to repeat the effect is now 11+ instead of 16+.

Download 13 Wizard Cantrips and Spells today for your 13th Age game today at JonBrazer.com. You can also download it at DriveThruRPG/RPGNow and the Open Gaming Store.