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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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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 Wizard Should Be Able to Answer

Wizards are the geeks of the fantasy realm. They spend quite some time in books, prefer to spend time in a library instead of with other people, and they are frequently imagined as wearing glasses. They are the studious ones, the one that went to a university and can bend the universe with a gesture of their hand, words of power on their tongue, the right magical material within their grasp and an investment of power from their mind. The road to become a wizard or wizardess is far from easy and many burn out along the way. You are one of the lucky ones that was able to achieve such a lofty goal without losing your mind or worse.

Experiences that you had while learning to harness such power will shape your outlook on the world, and these questions will help you define that outlook. Previously we had similar questions for fighters, clerics, monks, bards, rogues, and paladins.

1) Why Did You Start Learning Wizardry?

Did your parents scrimp and save in order to send you to wizarding school? Did you exemplify some basic talent and a traveling wizard took you on as their apprentice? Are you from a rich family and going to wizarding school was always in your future whether you wanted it or not? Were you a blacksmith that wanted to learn to enchant your swords because enchanted swords sell so much better? Did you simply decide that that is what you wanted to do with your life? Did you follow someone you were in love with? There are all kinds of answers to this question and yours should be both unique and interesting.

2) How Did You Learn to Wield Arcane Power?

The two most obvious answers to this questions are at an arcane college/university or as an apprentice to a great wizard. Other less common answers include self taught, a tutor as part of your upbringing in a great wizarding family, and other similar examples. The important distinction in this answer is that you are taught from another source as opposed to a sorcerer where the magic was always inside them.

Describe what your schooling was like. Did you learn illusion magic quickly so you could make an image of yourself taking notes while you cut class? Did you have to perform hundreds of menial tasks for your teacher in exchange for them teaching you the basics? Did you take up mud artistry in addition to leaning transmutation magic so you can change your clay statue into stone?

What where your classmates like? In a sizable school you’d have dozens, hundreds of peers. As an apprentice, you’d have only two or three. Do you have close friends or bitter rivals? Come up with a memory involving classmates that happened during your schooling years that you remember fondly and another one that still causes you pain.

3) Why Did You Leave?

If you start off as a 1st level wizard, you are far from accomplished. Sure you can cast cantrips all day and a few 1st level spells, but there is so much you cannot do yet. First year Hogwarts students could levitate a troll’s club. While a first level wizard could levitate the feather with a cantrip, the club is out of the question. Nor can you locate your lost keys, unlock a door because you lost your keys, nor walk on the walls to get to the open second floor window which you wouldn’t have to do if you could find those dang keys. Like I said, you’re barely competent as a wizard, yet you left your studies behind. Why did you do that?

4) How Do Others Perceive You?

As I said above, wizard are the nerds of the fantasy world, and nerds are not known for their popularity. So how do others see you? Does your family get you and what you are doing, or do they just not understand what you study and why you do it? Do the people that you grew up with respect you or fear you? At the same time, do you hold a grudge against those that picked on you when you were young and now seek revenge now that you wield immense power? Do you make friends easily, or do people risk getting blasted by magic just to punch your face within ten minutes of meeting you?

5) What Have You Learned From Your Fellow Adventurers?

The thing about wizards is that they never stop trying to learn. Every moment is an opportunity to learn something new. So what is it you learned from your fellow adventurers? Do you learn to always expect an ambush from the ranger or how to secure your belongings from the rogue? Did the monk teach you that meditating can help focus your mind? Or rather is it that your fellow adventurers inspired you to learn something new? Did you learn to make someone large to help make the fighter more deadly in combat? Did the bard teach you the value of enchanting someone?

Luis is our signature halfling wizard. He learned wizardry from his tribal mage because he was one of the clever people in his tribe and wanted to learn arcane secrets. When the tribe was taken over by a priest that wanted to return to the old ways, he and the others well schooled were thrown out of the tribe. Being a halfling, he was able to make friends faster than other wizards. From his fellow adventures, he learned to accept himself for who he is since he no longer had to hide his intellect to appease religious extremists.

Deadly Delves: Reign of Ruin features Luis blasting a black dragon with ice. Help us bring you more great role playing game posts by downloading Deadly Delves: Reign of Ruin for Fifth Edition, Pathfinder, 13th Age, and Swords and Wizardry. Use the “holiday2017” coupon code to get 30% off your order today.

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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.