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JBE Adventure Price Reduction

After hearing your feedback and much consideration, we have decided to reduce the price of our adventures from $10 to $6.95. This means that these exceptional adventures that you have been wanting are now permanently reduced by more than 30%. Specifically, this affects:

Pathfinder Roleplaying Game
Deadly Delves: To Claw the Surface
Deadly Delves: The Gilded Gauntlet
Deadly Delves: The Chaosfire Incursion
Deadly Delves: Nine Lives for Petane

Fifth Edition
Deadly Delves: Reign of Ruin

Swords and Wizardry
Deadly Delves: Reign of Ruin

Grab these adventures today to enhance your world and your game.

I hope you enjoy these adventures as much as we enjoy bringing them to you.

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5 Questions Every Paladin Should Be Able to Answer

I have seen quite a few paladins in my time—both at the table and in fiction, and my favorite is O-Chul from the Order of the Stick Comics. He is what a paladin should be in my opinion, fighting for justice without overdoing it. Paladins have a stereotype of being “lawful stupid.” Frequently they appear so full of themselves and their station that they make everything about them.

A paladin should put their deity above everything incuding their own pride. They shouldn’t be glory seeking zealots but seeking to glorify their deity through their every action. Their should be someone with rock hard faith in the rightness of their cause, not the rightness in themselves. If anything, they should doubt themselves, questioning whether or not their every action is the right one to exemplify the rightness of their deity and their cause. Here are 5 Questions to help you role play a paladin better. Previously we shared with you 5 Questions to help you play a fighter, cleric, monk, bard, and rogue better.

1) What Caused Your Strong Devotion to your Deity?

Following a deity is one thing. You worship, follow a few tenants, and go about your daily life. Being devoted is another. A devoted person will take time out of their day to contemplate how to best incorporate their deity’s tenants into their actions and will wonder if they are devoted enough. Being a paladin is far, far more devoted than that. You are so devoted that you are willing to go into dangerous places risking your own live to do your deity’s work and are willing to kill while doing so. Being that devoted should be sobering. One does not do that “because it seemed like a good idea at the time,” at least, not for long. The person had to have had a life changing event to inspire that level of devotion. So what was it? Were you rescued from certain death or worse by a servant of that deity (or the deity him/her/itself/themselves)? Perhaps you were in a bad place in your life and the church helped you leave that life behind. Did you lose a family member to monsters or strung out on demonic narcotics and a paladin of this deity was the only thing that kept you alive? What bad place were you in and how does this deity help change that in you?

2) What is Your Purpose?

For many religious people that find faith because of some great change, they feel they now have a purpose to their lives that they lacked before. What is that purpose? “Spreading the word of the deity,” is far too easy and generic of an answer. It would be specific and would relate directly to your old life before you began worshiping the deity. It is this purpose that propels you to wake up every morning, even when you are questioning your devotion to your deity. You remember what your life was like before and are determined at all costs to not return. You swore an oath and follow a strict code of conduct that keeps you on that purpose. That purpose can suddenly change your perspective in any situation. If you were addicted to drugs, you would be particularly merciful to someone you were after the moment you found out they are hooked on those same narcotics and even more wrathful if the person you are after sells those bits of false pleasure. If you purpose is to hunt down demons so no one else’s family need die and you were hunting down a nest of demon worshippers, you would only show mercy to those that were doing their bidding out of fear, not out of a desire for power. What drives you?

3) What About Yourself Do You Not Like?

You swore an oath and follow a strict code of conduct because you were in a bad place and do not want to return. The thing is, deep down you blame yourself for being in that bad place in the first place. If you didn’t blame yourself, you could have fought your way out of that situation and became a fighter or learned to see the right opportunity to escape it and became a rogue. Instead, you couldn’t adapt, couldn’t figure a way out, and needed rescued. Situations like this can make a person turn their anger at the situation inward and see the fault with themselves, making them not like some aspect of themselves.

Yet there is the purpose that let’s the person ignore that inner struggle, silencing it for a time while focusing on the work. As such those unresolved feelings fester inside and can make the paladin stumble. This is exactly why paladins have the ex-paladin sections in their class description, about breaking their oaths. Everyday for a paladin should be a constant struggle between the good person they want to be and the darkness that lurks inside. What is that darkness for you?

4) How did those you know respond to your change?

People don’t like change. You have changed yet your old friends and family have not. They are still in the same place they were before. Some people can handle that you are a different person now; others cannot. Some relationships should end, like those that helped you to get to your bad place. Others were unaware of how bad that place you were in truly was and do not understand what that change means to you. So when you start trying to help them in ways they do not want helped, it is not uncommon for people to abandon the changed person. Name three relationships that changed for your character. The first should be someone that helped get you to that bad place. The person can be evil but does not have to be. The second should be someone you were close to before but you are now estranged from. The third should be someone you casually knew before but are now close to after your change. All three of these people should be people your GM can use as NPCs to cause internal conflict, making the story more personal.

5) Why Do You Stay With Your Fellow Adventurers?

Let’s be honest, adventurers can be a rather unpredictable lot. They steal, fail to show proper respect for “worthy” deities or those that serve them, and can commit all manner of sacrilege, not because they are evil (necessarily) but because they are ill-informed of what they are doing. Is this why you stay with them? To help them see how they could be better? Or do you see the person you use to be before you went to your bad place and are trying to help them find a way to avoid the same fate? Is this simply a relationship of convenience, where they happen to be fighting the same evil you are? Or do you genuinely care for them and as a good and faithful friend you are sticking with them?

Corrakwak is a tengu paladin (sometimes preferring the term inquisitor) of the goddess Amanozako, bent on making sure that all are treated fairly. He despises those that go back on their word having once been left for dead by those that use to be his close friend. As such, Carrakwak has trouble making close friends now, but has learned to trust his fellow adventurers enough to know they will not cheat him. Now he fights for truth and justice with a vengeance.

Carrakwak is featured on the cover of the Book of Heroic Races: Advanced Compendium for Pathfinder, the Book of Heroic Races Player Races 1 for 5e and Book of Heroic Races Age of Races 2 for 13th Age. Download these today at the JBE Shop with the “holiday2017” coupon code until January 31st for your game to choice to get 30% off your order.

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Happy Festivus and Merry Whatever

With the holidays upon us, get yourself something that you really want. Download the JBE book you have been wanting now through January 31, 2018 for 30% off your entire order at JonBrazer.com with the “holiday2017” coupon code.

From all of us at Jon Brazer Enterprises, have a safe and happy holiday.

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State of the Enterprise 2017

Good day everyone and welcome to the State of the Enterprise 2017.

Before I begin on I want to take a moment to thank everyone that helped make JBE the success it this year and in all the years proceeding. I want to thank my wife who does not want to be talked about much online who supports me in all I do. Thank you to my two editors Kevin and Richard and the many authors and artist whom make all the wonderful products you enjoy. Thank you to all the people at DriveThruRPG, Paizo, and the OpenGamingStore for selling and promoting our books, helping us to get our books into your hands. Thank you to Wizards of the Coast, Paizo, Mongoose, and Pelgrane Press for letting us make gaming material for your games. Thank you to everyone that told your friends how awesome our books are. Lastly, thank you to our fans like you for all your support over the years and for sharing our passion. All this we do is for you and for the love of the game; thank you for being apart of that love.

Book of Heroic Races: Advanced CompendiumSo how have things gone for the past year and where are they going next year? First up, our accomplishments: we finally have a schedule that works for us. We have been releasing 1 product every month since Fall of 2016. This year proved that we can hold that schedule. Some are rather thick like the Book of Heroic Races: Advanced Compendium. Some were rather thin like the Book of Magic: 10 Warlock Invocations. Yet we still made it. Why is this a big deal? Because being regular and on time is huge part in showing those that are skeptical that we are reliable and approach our work seriously. Previously we tried releasing 1 product every two weeks, and we simply could not sustain that. Some months we did succeed in releasing 2 products. Those were frequently followed up by months without a single product. Just take a look at the Book of Heroic Races: Advanced Compendium. That book was supposed to take 1 year to get all the individual PDFs released. It took 2 years. While the quality of that book was well worth the additional time, it did show that we bit off more than we could chew. We learned from it and the next project like this we do, we will allocate our time better. Hooray for lessons learned!

Another major development with JBE is the creation of our own webstore. I decided it was long past time to invest in the website and gave it an upgrade, including a way to sell our books, both in print and PDF online. If you haven’t downloaded from us directly yet, I invite you to do so with the coupon code “holiday2017” to get 30% off. The coupon code expires on 31 January 2018. So be sure to do that today.

All in all, I have to say that it was a good year for the company. The worst thing that happened to us is that my computer died on me. Even though I had all the data backed up online, temporarily switching to an older system tends to impede workflow. A new computer has been ordered (Acer Aspire Tower with an AMD Ryzen 7 processor, Nvidia 1070, and 16 Gigs of RAM, for all you technophiles out there), but I do not have an estimate on its delivery date yet. With Christmas a week away, I would not be surprised if it arrived next year, but I can hope. My Skyrim and Witcher III games are about to get an upgrade. As we all know, however, even this can’t hold a candle to the graphics in our imaginations.

Traveller

Foreven Worlds: Rusted Fang StationTraveller remains our favorite science fiction game. It is quick and simple, allowing the GM to focus on the story rather than a bunch of mechanics. That really was what led to the creation of Foreven Worlds: Rusted Fang Station. This was meant for Traveller referees to have a location they could use and incorporate into their own games. Its a small station, meaning the players can take their time to get to know everyone aboard from commander to the maintenance staff. It is a place for legitimate business people can make deals that are on the edge of the law. We really liked this little piece and feedback on it has been great. Expect to see more locations like this in the future. I started working on the next one recently, a Zhodani domed city. “But how can the Zhodani be interesting with all their people mind altered into thinking everything is puppies and unicorns?” That is the exact question we are setting out to answer, and we hope to give you a new perspective on them. Look for that in 2018.

At the time of writing this blogpost the rewrite of the Prelude to War Adventure Path part 3 should be arriving at our door soon. Between edits, artwork, and layout, we are hoping to have it out in the summer. That is one thing we learned for future Adventure Paths: have all the adventures in hand and edited before the first is published. This way, we can release the issues one after the other in rapid succession with only the monthly break in between.

In years past, when I was bored or frustrated and infront of a computer, I would create a Pathfinder monster. In the last few months, I realized that that habit has been replaced by the creation of a Traveller vehicle. As a result, I have a nice little database of Traveller vehicle stats. Sure they all need a description and artwork, but one piece of a nice Traveller vehicle book is well on its way to being made. While such a book is not on the schedule at this point in time, I would not be surprised if it were not created at some point during 2018. Keep your eyes pealed.

13th Age

My feelings on 13th Age can best be summed up as the Little Game System that Could. It is not our best selling system, but it holds it’s own, and we are happy with it. I always expect Pathfinder and Fifth Edition to dominate sales because they have such a large player base, but because their base is so large they attract an overwhelming number of publishers, giving players more choices than they know what to do with. Smaller games like 13th Age and Traveller have far fewer publishers catering to the players of that game. So it is easier to get a player or GM’s attention.

Our first release for the year was a conversion of Pathfinder races to 13th Age, Book of Heroic Races: Age of Races 2. Giving players more choices in the races they play is something we have done for some time and are glad to do the same for this game. We may do another set of converted races (or even some new ones) next year, but I forsee us focusing on more products like our second release—13 Fighter Talent and Maneuvers. This short supplement is designed with one class in mind and expands players options, allowing a player to customize their character to the player’s unique vision. Supplements for the Wizard, Cleric, and Rogue classes are planned throughout the coming year.

Fifth Edition

In a number of ways, what happened with Pathfinder happened with 5e but on a much more accelerated pace. Two years ago when I released Book of Heroic Races: Player Races 1, it quickly became a smash hit and one of our best selling products that year, if not our best selling product that year. It’s sequel, Book of Heroic Races: Player Races 2 released earlier this year, did not sell at the same pace. The reason for this is simple: increased competition. When Pathfinder was released the number of companies supporting it we’re few, but as time passed that number grew. The same has happened to Fifth Edition, but on a much quicker scale.

The solution to this situation is simple: distinguish yourself in a way your competitors cannot, essentially putting yourself in a market of one. We do have plans to do exactly this but they will not be ready in 2018. We are taking a long view with 5e and will be working to make something amazing for it, something you are going to want to grab the moment it is released and hug it and squeeze it and call it “George.” For next year we have a number of adventures and magic item supplements that GM’s will be sure to want to get their hands on. Who knows, we might even make some more monsters. We’ll see. Expect great things from us in 5e’s future.

Pathfinder

For obvious reasons, our best selling product of 2017 was the Big Book of Everything. Have everything bundled up for 90% off and it goes like hot cakes. It does, however, mark the beginning of the end of our Pathfinder support. We are still releasing high level adventures well into next year (and possibly beyond) because GM’s need the help and there are far too few adventures that go up that high. For them, we are glad to help. You can count on us next year.

The first two will be coming out rather quickly. Deadly Delves: 9 Lives for Petane was supposed to be out this month, but my computer dying required me to push it back a month. This 12th-level adventure written by Christen N Sowards of Lost Spheres Publishing has the players trying to figure out which body is the right one to bring back from the dead, and the stakes get worse as time goes on. Deadly Delves: The Dragon’s Dream by Landon Winkler is a 16th-level adventure where the players are asked by a group of psychopomps to travel into the demiplane formed by a dead dragon. Both of these adventures are challenging and fun to boot. If you like running high level games, be sure to check these adventures out.

We do have one other product coming out next year that is not an adventure—the Book of Heroic Races: Occult Intrigue in the Wilderness. When we started designing what would become the Book of Heroic Races Advanced Compendium, we specifically excluded Occult Adventures and Ultimate Intrigue, despite both fans and authors asking to include material from them. We decided against it since we did not want tengu, catfolk, and other early released races excluded merely because of timing. Now that the Advanced Compendium is complete, we have the time and do right by all of the race and create rules for all these races with the classes found in these books plus Ultimate Wilderness, and that is exactly what we are doing.

Sword and Wizardry

With all the good news we have to report, there has to be some bad. Unfortunately, it is with Swords and Wizardry. We decided to convert over an adventure—Book of Heroic Races: Reign of Ruin—to this old school system to test the waters. I set a very low threshold of sales it would have to meet for us to continue to support it. Two months and a 4-Star review from Endzeitgeist later, and it did not make it a third of the way there. Should it get there we’ll talk about more releases, but for the time being all of our old school plans are on hold.

That is all the plans we are able to talk about at this point. Follow us on Twitter, Facebook, and Google+ and subscribe to our newsletter to stay current of more previews of upcoming and current products from us and see our regular blog posts through the week. Remember to use coupon code “holiday2017” to get 30% off at the JBE Shop.

Dale McCoy, Jr
Jon Brazer Enterprises

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5e: Bloodboar

Book of Beasts: Monsters of the Forbidden Woods (5e)

I consider myself primarily a monster maker. Some specialize in new class options, adventures, magic items, or whatever. Me, I can just take a look at some piece of artwork and can just see all the ways it can tear a human to shreds, eat it alive, take over its mind, or a number of other bizarre desires it may have. This is why I write monster: it just comes to me. This also is why I share monsters every Wednesday with you. Previous 5e monsters I shared on this website include the draugr and the snapping skulls trap.

Today, I bring you a bloodboar. This relation of a pig is as large as a hill giant and as deadly as an ogre. They have a deadly charge and are downright terrifying. This is a monster worthy for the players to fight against. Pit your players against this monster today.

Bloodboar

Large beast, unaligned
Armor Class 13 (natural armor)
Hit Points 37 (5d10 + 10)
Speed 50 ft.
Str 16 (+3) Dex 11 (+0) Con 14 (+2)
Int 2 (–4) Wis 9 (–1) Cha 5 (–3)


Senses passive Perception 9
Languages
Challenge 2 (450 XP)


Charge. If the bloodboar moves at least 20 feet straight toward a target and then hits it with a tusk attack on the same turn, the target takes an extra 3 (1d6) slashing damage. If the target is standing on the ground, it must succeed on a DC 13 Strength saving throw or be knocked prone.
Relentless (Recharges after a Short or Long Rest). If the boar takes 7 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.
Actions


Tusk. Melee Weapon Attack: +5 to hit, reach 5 ft.; one target. Hit: 10 (2d6 + 3) slashing damage. If the target is a living creature, it must succeed on a DC 13 Constitution saving throw or have its speed reduced by half until the bloodboar’s next turn.
Battlesqueal (1/Day). A bloodboar can let out a loud squeal, calling all nearby boars to attack. All boars that can hear the bloodboar’s squeal gain advantage on their next attack.

The bloodboar is one of the many monsters 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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5 Questions Every Rogue Should Be Able to Answer

Comparing a fighter with a rogue is a healthy exercise and helpful when trying to understand how these characters are fundamentally different. When in a fight, a fighter walks up to the thing and beats it down until it is dead while a rogue will look for the creature’s weak point and strike there. When trying to get something from a cave where a monster lies sleeping, a fighter will most likely wake it up with the clanging of its armor and then have to kill it before getting the treasure while a rogue will quietly sneak past it and just take it. When trying to talk their way into a room past a guard, a fighter will try to intimidate the guard into letting them pass while a rogue may intimidate but will more likely turn on the charm and convince the guard that they should already be in there. The common thread in all of them is that a rogue relies on looking for the opportunity, and that is where the heart of your character should lie.

To help you flesh out your character, we have 5 questions for you that you, as the player of the rogue should be able to answer through your character’s eyes. If you prefer to play a fighter, cleric, monk, or bard, we have 5 questions for them as well. So lets begin.

1) Why Did You Start Seeing the Opportunity in Every Situation?

Being a rogue doesn’t mean that you look for an opportunity; it means that you just see the opportunity in every situation. You were not born seeing the opportunity. This is a survival mechanism; you were made. So something had to happen over and over again, and you compensated by looking for ways to fight back. This happened so often that it comes to you as easily as breathing. So what was it? Did you grow up an orphan on the street and had to hide in order to avoid the bigger kids? Are you the scion of a noble and were constantly tricked by someone jealous of your station? Was one of your parents an abusive drunk that would beat you until you could find ways to keep the drunk from attacking before the beatings began? In short, something in your life was not pleasant for a long time and this is how you survived. What was it?

2) How Did You Escape that Bad Situation?

You’re an adventurer and are no longer in that bad situation. The story of how you got out of there is one that will hold considerable meaning to you as it will be your goto backup plan the moment the chips are down. Did you run away from your problem? This will probably mean that if the battle turns badly, you may well abandon your friends to get away. It will also mean that you take feats and other class choices that let you move faster and get away without taking attacks from your enemies. Did you finally confront that abusive parent and say, “No more!” If that were the case, you’d probably make character choices that let you attack before anyone else, striking hard with that first blow, ending the fight right away. It also means you would rush into battle faster than the fighter. Did you outsmart your jealous rival, tricking them as you were? This means you will rely on far less conventional tactics than most characters. Maybe you will use a net, whip, or other weapon that incurs some type of penalty onto your enemy. Your method of escape is a proven method of survival in your mind. What is it?

3) When Did You Fight Your Instincts and Trust Someone?

Trust is a difficult thing when you have been treated in some fashion that turns you into a rogue. However, those that do not trust lead very lonely lives. Sooner or later you have to take a chance and trust someone. Come up with three examples. Two of them should be good friends, even if you have moved on and have not talked to them in a long time. The third should be someone that let you down. It could be out and out betrayal, but it could also be something as ordinary as simple human failing. Remembering those that you trust is what keeps you trying to trust again. Feeling that pain of being let down should always temper that trust, keeping you from getting too close.

4) What Actions Will Make You Trust Again?

As mentioned previously, you don’t trust easily. To a rogue, actions speak louder than words. You have heard words over and over again and no longer trust them. “I won’t get drunk and hit again,” “I only want to help you, “I won’t tell anyone your secret.” It doesn’t matter. You’ve heard all the lies. So what does someone have to do to make you trust them? Is it someone that makes sure you get a fair share of the gold? Someone that stands up to a bully? Honesty no matter how much it hurts? What is it that will let you put your guard down to someone?

5) How Does Staying With Your Fellow Adventurers Benefit You?

While you will not sell out your fellow adventurers, you can walk away from them at any time. So why do you stick with them? There must be something in it for you? Money is the obvious answer. Going on adventures makes you rich. Yet you could find another group of adventurers. Why do you stick with this particular group? Do you trust one of them (or *gasp* all of them)? Are you doing it as a favor for someone that you want a favor from? Did someone you trust ask you? Or are you with them only for the moment and could leave when you get paid? Why are you still in this group?

Edward grew up a noble but renounced his birthright because of all the political games he had to play. He did run away, stealing to survive from that day forward. It was the Princess Yolanda that made him trust again. So when the King caught Edward and Yolanda together and he talked with them, Edward trusted the King as well. Now he adventures to prove himself worthy of the Princess’ hand and the King’s approval, trying to amend his past crimes.

Edward stands tall on the cover of Deadly Delves: Rescue from Tyrkaven. Download this adventure for Pathfinder and Fifth Edition. Download these and all of our books today using coupon code “holiday2017” to get 30% off this and everything else at the JBE Shop now through January 31, 2018.

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5 Questions Every Bard Should Be Able to Answer

“Why did you think going into the dungeon and singing at the monsters was a good idea?” Let’s just agree that the idea of going into a deadly location armed with a tune is silly concept, at least at first glance. Yet, no one will hear of the hero’s exploits unless someone that is skilled at retelling the tale of heroic is there to witness them. In so doing, they have to know how to stand their ground and meet dangers head on. So it makes sense that they would use what they are best at to full effect.

To help you flesh out your character, we have 5 questions for you that you, as the player of the bard should be able to answer through your character’s eyes. If you prefer to play a fighter, cleric, or monk, we have 5 questions for them as well. So lets begin.

1) How Long Have You Been Training?

Anyone can move to music. Anyone can pick up an instrument, blow on it or pluck a string, and make noise. Anyone read words on a page while changing pitch. These, however, are not the product of years of training, dedication, and long hard work. That is what you have done. Day in and day out you played your lute until it comes to you as easily as breathing. You strengthening certain muscles while hammering your dulcimer, carrying your tuba, lifting your trombone again, and again, and again. Imagine what it was like, being a child on stage performing your dance routine and years later still performing. Not only are you good, you are captivating, enthralling, mesmerizing, inspiring. Your performances are quite literally magical. What were those long days like? Did you enjoy them or were they downright torture? This is actually the perfect intro to the next question…

2) Why Did You Start Training and Keep Training?

First off, why did you start? Did it seem like fun? Did you try it out and liked it? Were you forced by your parents for some village or clan festival? Trying it is one thing; continuing it is another. Children are notorious for trying something and stopping the moment it gets hard. So why did you stick to it? Did you tell your parents you wanted the instrument, they got it for you, you were unhappy when it got hard and your parents made you continue after they spent the money for it? Did they tell you how proud they were of you for doing so? Were you determined to earn someone’s approval by playing hard? Were you trying to emulate the local performer? What made you keep going when it was hard?

3) How Did You Learn a Bit of Everything?

Bards may not be experts in any one area, but they are darn good at just about everything. They may not be front line fighters but they know how to use a number of weapons well. They may not have the spell breadth of a wizard, but they do have a solid number of spells. Their skill selection is diverse. How are you so well educated, so much of a jack of all trades? Did you get sent to college or did you go to the school of hard knocks? Was far more expected of you than most others or were you naturally gifted at learning anything you were shown once. How are you so good at everything?

4) What Drives You To Be Better?

While this answer should always be, “To be better than I was yesterday,” what fun is there in that? If anything this is a great end point for your character—coming to a point where you are in competition with no one but yourself—but not a good starting point. This is a point of professional conflict with your character. Are you trying to be better than someone you consider your equal, that started around the same time as you, but got all the recognition that you feel you deserve? Perhaps you want to be just like your hero, the one person that got you into performing in the first place. Maybe you have this idealized version of yourself and you are forever striving for it but never attaining it. Over the course of the campaign, you should come to terms that you are only in competition with yourself, and talk to your GM about wanting to explore this in the campaign. Maybe your rival or hero can play a part in the campaign and your character can find a kind of peace when they finally see the truth of the situation. This will make your character engaging long after the campaign is over.

5) What “epicness” does your current group of companions present?

If you are going to tell the tale, sing the songs, perform the scene of the exploits of your character and their adventures, their deeds should be worthy of tales, songs, and plays. Maybe they haven’t done anything yet, but you see the spark inside them. What is it that makes you believe in them, and how does being with them make you believe in yourself more?

Sharem is our signature transman samsaran bard. He remembers himself playing instruments and telling tales in previous incarnations and started playing to connect with his former lives. That is what kept him practicing year after year growing up. Today he is more of an actor than a musician. He makes his performances showy, using his whip whenever possible to swing over the audience. He uses similar showmanship when in the dungeon as well. By keeping the monsters’ attention on himself, his companions can take them down with ease.

Sharem and his fellow adventurers are on the cover of the adventure Deadly Delves: The Gilded Gauntlet. Download this Pathfinder book today using coupon code “holiday2017” to get 30% off this and everything else at the JBE Shop now through January 31, 2018.

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Happy Hogswatch (Or Whatever You Celebrate)

From now through Festivus and all the way through January 31, 2018, you can download anything JonBrazer.com and get 30% off your entire order with the “holiday2017” coupon code. May your Yule be bright, your Saturnalia be joyous, your St Lucia Day be merry, your Kwanzaa be celebrated with family, your Hanukkah be will lit, and have a Merry Christmas. 

From all of us at Jon Brazer Enterprises, have a safe and happy holiday.

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5 Questions Every Fighter Should Be Able To Answer

It doesn’t matter which fantasy game you play: Pathfinder, D&D of any edition, 13th Age, Swords and Wizardry, or any other variation on the game, they all have someone that is easy to for a new person to play that generally involves swinging a sword. Some move onto more complex classes; others stay with their tried and true favorite. No matter how long you have been playing the classic fighter class. Just because the mechanics are not terribly complex does not mean that role playing such a character should be stunted. Fighters can be just as involved and complex characters as any other on the board. To help you get into your character and see the world through their eyes, here are five simple questions that can help you immerse yourself into your character even more.

1) Why Did You Start Fighting?

You didn’t pick up the sword yesterday. You have trained for this. You fought against something and you emerged victorious. What was it? Why did you fight? Did you grow up on the family farm and a spider the size of a dog start spitting its venom at your family nearby and you attacked it with your garden hoe? Did the king conscript you into some battle and you happened to survive? Where you sold into slavery and thrown into a pit with another slave and were told to kill the other before the other slave killed you while the crowd took bets on who survived? No matter how you answer that question it will provide you with a solid foundation for your character.

2) Why Do You Fight Now?

Sure, fighting may not have been your choice before, but why do you do it now? You could be sitting in a tavern drinking, in a mine swinging a pick axe, a local guard, someone in the regular military, someone that loads the cargo docks, or one of a hundred other jobs that will probably see you having a longer life expectancy than walking into a dark cave looking for trouble. Are you on the run from someone more powerful? Perhaps you are trying to avenge the death of someone you held dear. Maybe you already killed the person that murdered your loved one and are now just trying to earn enough money to have the dead person resurrected. Did you return home from the war having seen so much that no one you love wants to be around you anymore? Have you been fighting for so long that you no longer know who you are until you are wearing the armor and swinging your weapon? This will help you find out who this character is on a day to day basis.

3) When Will You Not Fight?

“When all you have is a hammer, everything looks like the nail,” is an apt expression for the fighter. “Something is coming!” “I STAB IT!” Fighters are frequently accursed of being from the “Stab first, ask questions never,” school of thinking. But even they will sheath their swords if the right thing is put in front of them. The question is, what is it for your character. Is it an old war buddy that had your back? An old commander, mentor, teacher, or family member that helped you become what you are today? Perhaps it is a wounded bunny rabbit, even if it is sitting on top of a suspicious-looking tree stump with what could be a weird grin on its front? How about instead of it being something that obvious, you will stay your hand for something less expected, like when a member of a religious order appears, even if you do not appear religious at any other time. Perhaps you will not fight on the anniversary of your parent’s death, and you just won’t tell anyone why you are spending the day in a bar. This question is important because it introduces a source of internal conflict in your character, helping them go from an idea to a person.

4) What Are You Afraid Of?

Everyone is afraid of something. Some won’t admit it, but even they are. Are you a sensible person and are afraid of spiders? Did you see your dead buddies on a battle field being raised before your eyes and now have a terrifying fear of dead bodies just lying around? Is the sound of war drums or the way the ground shakes when cavalry is charging right at you? Is it the musty odor of a dungeon or the putrid smell of rotting corpses? Even worse, is the screams you hear every night as you try to fall asleep that can only be quieted by massive amounts of alcohol? Like the last question, having a fear is a source of internal conflict that provides depth to the character, but it also gives the person a way to grow. By standing up the fears, you can make a character that fights not only the demons on the battlefield but also the demons raging inside.

5) Why Do You Trust The Rest Of The Party?

Please note, I didn’t ask “do you trust the rest of the party?” The answer to that question must be a resounding “Yes.” As someone that has played his fair share of games that involved the rest of the party not trusting each other, it can go bad. Like ending friendships bad. Yes, I am speaking from experience on this. Many campaigns start with the group coming together and that is fine, but after a while you all need to have a talk where everyone finds reasons to trust each other beyond “they fought beside me.” Consider having a session where everyone stays in character the whole time around the fire and everyone gets to know the other characters. You’d be amazed at just how bonding that can be to a group.

What Other Questions Should A Fighter Be Able to Answer? Leave Your thoughts in the comments below.

Darlanrea, the elven fighter, is featured on the cover of our adventure Deadly Delves: Reign of Ruin. Download this adventure today for Fifth Edition, Pathfinder RPG, 13th Age, and Swords and Wizardry.

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5e: Conjure Fey

Book of Heroic Races: Player Races 1 (5e)

Today we come to the final conjure spell. Previously, we discussed conjure animals, conjure celestial, conjure minor elementals, conjure woodland beings, and conjure elemental. As always, let’s read the spell’s text:

Conjure Fey

6th-level conjuration

Casting Time: 1 minute
Range: 90 feet
Components: V, S
Duration: Concentration, up to 1 hour

You summon a fey creature of challenge rating 6 or lower, or a fey spirit that takes the form of a beast of challenge rating 6 or lower. It appears in an unoccupied space that you can see within range. The fey creature disappears when it drops to 0 hit points or when the spell ends.

The fey creature is friendly to you and your companions for the duration. Roll initiative for the creature, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you), as long as they don’t violate its alignment. If you don’t issue any commands to the fey creature, it defends itself from hostile creatures but otherwise takes no actions.

If your concentration is broken, the fey creature doesn’t disappear. Instead, you lose control of the fey creature, it becomes hostile toward you and your companions, and it might attack. An uncontrolled fey creature can’t be dismissed by you, and it disappears 1 hour after you summoned it.

The GM has the fey creature’s statistics.

At Higher Levels: When you cast this spell using a spell slot of 7th level or higher, the challenge rating increases by 1 for each slot level above 6th.

This spell is quite similar to conjure elemental except it requires a higher level to cast, but it also brings a higher level creature to the table. In fact, it brings a of equal CR to one you could call upon with the conjure elemental spell if cast at the same level. This stands in sharp contrast with conjure celestial in that it uses a high spell slot that this spell requires but conjures a lower level creature.

Enough analysis of the spell itself, how about the creatures that can be summoned? Well, everything that you can bring to the table with conjure woodland beings as well as conjure animals plus:

6th-level: Ankylosaurus (dinosaur), triceratops (dinosaur), green hag, night hag, giant crocodile, giant scorpion, giant shark, killer whale, mammoth
7th-level: Giant ape
8th-level: Tyrannosaurus rex (dinosaur)
9th-level: —

I will admit that when I was preparing the list of conjurable creatures for this list, I missed that it allowed beasts as well. So my original list of creatures was just the green hag and the night hag. I couldn’t believe that the list was this short so I went back and read it again and discovered that it allowed beasts as well. That different saved the spell. It goes from 2 summomable creatures to 11. Just like conjure elemental, you do not have any creatures you can summon using a 9th-level spell slot, but at least your hero has 7th- and 8th-level options with this spell.

Speaking of your hero, choose an exciting races for your character today. Download the Book of Heroic Races: Player Races 1 at the JonBrazer Shop now.

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5e: Prepare for the Reign Of Ruin

Beware The Blackener Of Bright Waters, For She Is Come Again

Rumors of death move like a plague through the Crannogtowns of the Great Swamp—of ranger patrols mysteriously disappearing on routine scouting missions, of a winged shadow that blots out the midday sun, and of entire villages slaughtered, their homes left burning and the victims’ flesh melted from their bones. All evidence gathered from the sites of these massacres points to the heart of the Great Swamp, where an ancient and primitive tribe of lizardmen have ruled from an abandoned human temple for centuries on end. The Crannogtowns’ protectors, the Stormhammer Rangers, warn that horrid half-dragon monstrosities still stalk the bogs and travelers would do well to stay away from the inner swamp. Yet the killing and the carnage continue, and the people of the Crannogs plead for heroes to aid them now as they did in days long forgotten. Are you up to the challenge?

Reign Of Ruin is the exciting new adventure module in Jon Brazer Enterprises’ Deadly Delves product line, and is designed for the Fifth Edition of the World’s Oldest Fantasy Roleplaying Game. This adventure is designed to heartily challenge a party of 7th- or 8th-level PCs and leave them with a memorable heroic tale. Inside this volume, you’ll find:

  • 18 New or Modified Monsters and NPCs for your campaign, including lizardfolk warpriests, swarms of undead, and a black dragon fighter
  • 9 New Traps to menace the PCs, including retractable stair spikes, acid bath chambers, and statues that spray corrosive fluid
  • 3 New Magic Items waiting to be discovered, including the glorious rainbow sceptre.
  • Full-color maps of a Crannogtown village, as well as five floors of a terrifying temple dungeon
  • Specialized advice on playing a cunning black dragon against a group of PCs in a dangerous game of cat and mouse
  • Enough content for five 7th- or 8th-level PCs to gain nearly two levels, with ideas to extend the story even further once you’re done exploring the temple

Dangers Unknown. Treasures Untold. Adventure Awaits.

Download Deadly Delves: Reign Of Ruin today at the JonBrazer Shop. You can also find this adventure at DriveThruRPG/RPGNow, the Open Gaming Store, and Paizo.com.

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5e: Conjure Woodland Beings

Deadly Delves: Doom of the Sky Sword (5e)

Now that we’ve covered the lowest level conjuring spells for the three classes that can summon assistance. First we covered conjure animals. Then we skipped to the highest level conjure spell: conjure celestial. Last week we talked conjure elemental. Today we talk the next logical step up from conjure animals: conjure woodland beings. First let’s take a look at the spell itself.

Conjure Woodland Beings

4th-level conjuration
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (one holly berry per creature summoned)
Duration: Concentration, up to 1 hour

You summon fey creatures that appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears:

  • One fey creature of challenge rating 2 or lower
  • Two fey creatures of challenge rating 1 or lower
  • Four fey creatures of challenge rating 1/2 or lower
  • Eight fey creatures of challenge rating 1/4 or lower

A summoned creature disappears when it drops to 0 hit points or when the spell ends.

The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which have their own turns. They obey any verbal commands that you issue to them (no action required by you). If you don’t issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions. The GM has the creatures’ statistics.

At Higher Levels: When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 6th-level slot and three times as many with an 8th-level slot.

So what precisely can you conjure with this spell? Well, from the MM, you can summon:
CR 2: Sea hag
CR 1: Dryad
CR 1/2: Pixie, satyr
CR 1/4: Sprite, blink dog

Like conjure celestial, the list of creatures to magically bring to the table is remarkably thin. Even then, a sea hag is going to not be a desirable creature to be summoned many players, it being chaotic evil.

That means that this spell has much needed room for expansion as far as creatures to conjure. Be sure to come back to JonBrazer.com every Wednesday for new monsters, some you can conjure with spells like conjure woodland beings or the other spells we are covering in this series. Support our efforts to cover spells like this and other exciting articles by downloading Deadly Delves: Doom of the Sky Sword for your Fifth Edition game today at JonBrazer.com.