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Tales of the Crimson Boar: Meet Our Design Team

As I said in my last blog about Tales of the Crimson Boar, our upcoming campaign mini-setting, our design team for this project includes some excellent writers, including several members of the Raleigh gaming community that originally conceptualized the Crimson Boar Inn. I want to take a few minutes to brag about each of the amazing team members and introduce them to you!

 

Michael Allen is a freelance designer and cartographer, and his work with Adventure-A-Week Games and other third-party publishers of RPG products is well-known. He is also the designer of JBE’s critically-acclaimed 1st-level Pathfinder module To Claw The Surface and the cartographer for The Gilded Gauntlet (as well as a contributor to that project) and Along Came A Spider. Michael’s full-color rendering of the Crimson Boar Inn was commissioned by Raleigh Tabletop RPGs in 2016, and we’re thrilled to have licensed that content for use in this product as well!

 

Claire Carrington is a published academic author and researcher who has contributed to several scientific periodicals and blogs in addition to her fantasy writing as a NaNoWriMo participant and avid roleplayer. A lover of all animals, especially reptiles and amphibians, she is also the founder and owner of Terra Ophelia Designs, which offers custom-built terrariums for your favorite scaly friends!

 

Nori Duffy has worked as a translator and ESL instructor across a wide range of public, private, and nonprofit organizations. A longtime RTR member who has made many a veteran GM facepalm with puns and spurious decisions at the gaming table, they are an avid fan of all things geeky and gamey.

 

In addition to designing RPG content (The World of Esaene and The Pellinen Islands), Brant Guillory has also written columns and reviews for Scrye, RPG.net, Battles! Magazine, and ConSimWorld. His games and designs have included commercial RPGs and wargames, academic training exercises, and training games for the NSA and National Defense University.  He is the editorial director of GrogHeads.com and co-hosts their podcast (The GrogCast!) and video series (Dragon Up The Past) as well as organizing their wargaming program at the Origins Game Fair for the past 5 years.

 

Allan Hoffman’s prior credits as an RPG designer include contributions to Savage Mojo’s epic plane-hopping adventure Palace of the Lich Queen and their Suzerain rules supplement for playing demigods in Pathfinder, as well as room designs for JBE’s The Gilded Gauntlet. A seemingly-bottomless producer of ideas and words, Allan resides in North Dakota where he serves his community as a pastor.

 

Melissa Moritz has been playing, writing, designing and programming for roleplaying games since way back in the days of MUDs, MOOs, and MUSHs. Her blog, The Lonely Gamer Girl, is an excellent hub of resources for GMs. Melissa previously served as an organizer for Raleigh Tabletop RPGs prior to relocating to Ohio, and acted as showrunner for the inaugural season of The Contingent, RTR’s longest-running and most-popular Semi-Organized Play Campaign.

 

Cathy Nanni has been playing and running games for over a decade. An RTR member for over three years prior to relocating to Texas, she served as a Storyteller and creative consultant for The Contingent across four seasons of games, introducing a host of unforgettable characters and bone-chilling moments for our local player base (as well as a thigh-slappingly-funny session of Kobolds Ate My Baby! set in the Crimson Boar Inn!).

 

Randy Pinion is a longtime roleplayer and GM with a penchant for enormous, over-developed homebrew projects, as well as a previously-published satirist at Boston University’s Daily Free Press. The newest member of RTR’s Leadership Team, Randy has led the Tales of the Crimson Boar quarterly event going on two years now, and is also the creative force behind the wacky sci-fi hijinks of RTR’s newest Semi-Organized Play Campaign, Seek The Stars!

 

Christen Sowards is the owner of Lost Spheres Publishing and creator of the upcoming Pathfinder-compatible City of 7 Seraphs planar city setting. JBE fans will also recognize him as the author of Nine Lives For Petane. In addition to his work as a designer and publisher, Christen is an advocate for safe spaces in gaming. He resides in Utah with his husband James.

 

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Pathfinder: High Warpriest

When you are talking high level NPCs, their stat blocks can take quite a bit of time to create. Take the one we are featuring today, the high priest of Lirikellein, the goddess of the sun in this adventure: a high priest should be one that has accumulated quite a bit of abilities and gear. Detailing all that requires time, time a busy GM doesn’t have. Just like making high level adventures take quite a bit of time.

This is time we are happy to save you, just like how last week we showed off a very old solar dragon. With Deadly Delves: Temple of Luminescence, we have worshippers of the sun goddess using a ritual to pull the world into the sun. Yourdley, the high priest of the temple is one of those people involved in this endeavor. Now before you say, “killing everyone on the planet is evil,” let me ask you, is trying to bring people closer to a good deity evil? I mean, sure, most don’t take being “closer” to a deity quite so literally, but is it possibly just a good act that you may not like? If you said, “yes it is still evil,” you are right; it is still evil. But it is an act of one that is deluded into thinking that that is what their deity wants. Those that believe it can see it as an “ends justify the means” situation. Others might even believe that anything done to bring people “closer” to their god as good. What does Yourdley believe? You’ll have to read the adventure to find out.

One final point, keen observers will note that this NPC is of a CR equal to its character level. Normally the CR is 1 less than their character level but this NPC has far more gear than a heroic NPC of that level. As such, this NPC is more difficult than its heroic counterparts, raising its CR by 1.

Download Deadly Delves: Temple of Luminescence for your Pathfinder game at the JBE Shop. You can also find this 15th-level adventure at DriveThruRPG/RPGNow, Paizo, and the Open Gaming Store.

High Priest Yourdley CR 17

XP 102,400
Male dwarf warpriest of Lirikellein 17
N Medium humanoid (dwarf)
Init –1; Senses darkvision 60 ft.; Perception +13


Defenses


AC 27, touch 13, flat-footed 27 (+9 armor, +4 deflection, –1 Dex, +5 natural)
hp 216 (17d8+102+17 temporary)
Fort +19, Ref +6, Will +19; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training, fortification 50%, sacred armor (+4, 17 minutes/day) Resist fire 20; SR 29


Offense


Speed 20 ft.
Melee +1 brilliant energy dispelling morningstar +23/+23/+18/+13 (2d6+12/19–20)
Special Attacks blessings 11/day (armor of flame, blinding strike, cleansing fire, fire strike), channel positive energy 9/day (DC 25, 6d6), hatred, sacred weapon (2d6, +4, 17 rounds/day)
Warpriest Spells Prepared (CL 17th; concentration +24)
6th—blade barrier (DC 23), harm (2, DC 23)
5th—flame strike (DC 22), righteous might, spell resistance, true seeing, wall of stone
4th—air walk, blessing of fervor APG, divine power, freedom of movement, spell immunity
3rd—bestow curse (2, DC 20), blindness/deafness (DC 20), daylight, invisibility purge, protection from energy (2)
2nd—align weapon, hold person (3, DC 19), owl’s wisdom, sound burst (DC 19), spiritual weapon
1st—bane (DC 18), command (2, DC 18), doom (DC 18), liberating command UC, sanctuary (DC 18), shield of faith, sun metal UC (DC 18)
0 (at will)—bleed (DC 17), detect magic, guidance, resistance, spark APG (DC 17)


Statistics


Str 18, Dex 8, Con 20, Int 10, Wis 24, Cha 10
Base Atk +12; CMB +21; CMD 29 (33 vs. bull rush and trip)
Feats Combat Casting, Critical Focus, Dazzling Display, Deadly Finish UC, Extra Channel, Great Fortitude, Greater Vital Strike, Improved Critical (morningstar), Improved Vital Strike, Sickening Critical, Shatter Defenses, Skill Focus (Intimidate), Toughness, Vital Strike, Weapon Focus (morningstar)
Skills Appraise +0 (+2 to assess non-magical metals or gemstones), Climb +3, Heal +12, Intimidate +26, Knowledge (religion) +10, Perception +13 (+15 to notice unusual stonework), Sense Motive +12; Racial Modifiers +2 Appraise to assess non-magical metals or gemstones, +2 Perception to notice unusual stonework
Languages Common, Dwarven
Combat Gear potion of barkskin (CL 12th, used); Other Gear +1 moderate fortification adamantine half-plate, +1 brilliant energy dispelling morningstar, belt of physical might +4 (Str, Con), cloak of resistance +2

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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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Pathfinder: Very Old Solar Dragon

The Pathfinder Bestiaries present dragons in 3 age categories—young, adult, and ancient—and give you enough information so that you can make it change age categories (and thus, change CR) up or down with only a little work. The thing is, “with only a little work” is more than opening up the Bestiaries and using what is there. So when Mike Welham wanted to include the full stats for a solar dragon that was of a different age category than the normal three, I was thrilled. This can be used by GMs everywhere, even if they do not run the adventure Deadly Delves: Temple of Luminescence. You already know how a solar dragon should look and act while still giving you stats for an age you didn’t previously have.

I am not saying what this particular dragon’s name is nor am I saying if this dragon’s alignment is the alignment in the adventure. I’m not saying whether I modified the skills, feats or sorcerer spells to be more in in line with the typical solar dragon. Dragons are individuals; they are all different. This dragon, however is exactly what you would expect from a a typical very old solar dragon.

Download Deadly Delves: Temple of Luminescence for your Pathfinder game at the JBE Shop. You can also find this 15th-level adventure at DriveThruRPG/RPGNow, Paizo, and the Open Gaming Store.

Very Old Solar Dragon CR 17

XP 102,400
LN Gargantuan dragon (fire)
Init +4; Senses dragon senses see in darkness; Perception +30
Aura alien presence (300 ft., DC 29)


Defenses


AC 34, touch 6, flat-footed 34 (+28 natural, –4 size)
hp 310 (23d12+161)
Fort +19, Ref +15, Will +19
DR 15/magic; Immune fire, paralysis, sleep; SR 28


Offense


Speed 50 ft., fly 250 ft. (clumsy)
Melee bite +31 (4d6+18), 2 claws +31 (2d8+12), tail slap +29 (2d8+18), 2 wings +29 (2d6+6)
Space 20 ft.; Reach 15 ft. (20 ft. with bite)
Special Attacks breath weapon (120-ft. line, 18d10 fire, Reflex DC 27 half), channel life (9/day), channel radiation (DC 27), crush, primal fire, tailsweep
Spell-Like Abilities (CL 23rd; concentration +29)
At will—blight (DC 21), cup of dust APG (DC 19), detect magic, searing light
Sorcerer Spells Known (CL 13th; concentration +19)
6th (5/day)—contagious flame APG, disintegrate (DC 22)
5th (7/day)—break enchantment, dominate person (DC 22), wall of force
4th (7/day)—charm monster (DC 21), dimension door, fear (DC 20), greater invisibility
3rd (7/day)—dispel magic, fireball (DC 19), lightning bolt (DC 19), protection from energy
2nd (8/day)—continual flame, resist energy, scorching ray, see invisibility, shatter (DC 18)
1st (8/day)—charm person (DC 18), color spray (DC 17), mage armor, magic missile, shield
0 (at will)—bleed (DC 16), dancing lights, detect magic, detect poison, flare (DC 16), light, mage hand, read magic, touch of fatigue


Statistics


Str 34, Dex 11, Con 22, Int 21, Wis 18, Cha 23
Base Atk +23; CMB +39; CMD 49 (53 vs. trip)
Feats Improved Initiative, Iron Will, Lightning Reflexes, Maximize Spell, Multiattack, Power Attack, Quick Channel UM, Quicken Spell, Selective Channeling, Silent Spell, Spell Focus (enchantment), Toughness
Skills Diplomacy +32, Fly +12, Heal +28, Knowledge (arcana, geography, history, nature, planes, religion) +31, Linguistics +10, Perception +30, Sense Motive +30
Languages Auran, Celestial, Common, Draconic, Elven, Ignan, Sylvan, Terran
SQ no breath, starflight


Special Abilities


Alien Presence (Su) A creature that fails its saving throw against a very old solar dragon’s alien presence is blinded for 5d6 rounds (or permanently if it has 4 Hit Dice or fewer).
Channel Life (Su) A very old solar dragon can channel positive energy a number of times per day equal to 3 + its Charisma modifier as a cleric of 11th level. This energy can be used only to heal living creatures.
Channel Radiation (Su) A very old solar dragon can use its channel life ability to instead channel radiation that deals an equal amount of damage to living creatures. A living creature that succeeds at a Fortitude save takes half damage.
Primal Fire (Su) A very old solar dragon’s breath weapon can affect creatures normally immune or resistant to fire damage. A creature immune to fire damage still takes half damage from the breath weapon (no damage with a successful saving throw). A resistant creature’s fire resistance is treated as 10 less than normal.

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Pathfinder: Some Just Want to Watch the World Burn!

Some Just Want to Watch the World Burn!

When the high priest of the sun goddess brings the planet and the sun closer together to spread his deity’s light to every corner of existence, the world begins to heat up dangerously. All attempts to breach the Temple of Luminescence and halt the magic powering this catastrophe have failed. The adventurers must perform a ritual known as the path of the sun and navigate the temple’s defenses to stop the high priest. But what appalling truths which led to this deadly incident will the adventurers uncover—and can they save the world before it burns?

Deadly Delves: Temple of Luminescence is an exciting deluxe adventure for 15th-level characters and includes in its 40 action-packed pages:

  • 4 Fully-Statted New and Variant Monsters and NPCs—keep your players on their toes by having them face off against a very old solar dragon, a dwarven warpriest, an elven cleric, and a new type of demon
  • 10 New Traps and a New Haunt
  • 6 New Hazards to make the environment unique and interesting as the sun’s power scorches all within the temple
  • A New Curse that prevents any kind of resistance to fire damage
  • A New Ritual which lets the adventurers pass as one of the temple’s own
  • A Beautiful Map with a GM’s version included in the adventure and a separate PDF that includes player-friendly versions of each map—perfect for play on your favorite VTT!
  • 3 New Magic Items ideally suited to high-level characters
  • Enough content to get your group of 15th-level PCs to 16th level, and approaching the level beyond

Dangers Unknown. Treasures Untold. Adventure Awaits.

Download Deadly Delves: Temple of Luminescence for your Pathfinder game at the JBE Shop. You can also find this 15th-level adventure at DriveThruRPG/RPGNow, Paizo, and the Open Gaming Store.

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5e: Conjure Minor Celestial

Not long ago we shared with you one of my favorite creations for 5e, the lantern archon. This little talking ball of light is a guide through the heavens and a great helper to servants of a deity. There’s just one little problem with it, a cleric has to be level 13 to summon one and they cannot cast resurrection that day if they want to do so. I mean, I like that little guy and all but not that much.

It never seemed fair to me that wizards and druids can conjure up some help at much lower levels, but not the cleric. In other editions clerics are just as good at calling up help from beyond as wizards. So it only seemed logical that I do something about it.

Conjure Minor Celestial

5th-level conjuration
Casting Time: 1 minute
Range: 90 feet
Components: V, S
Duration: Concentration, up to 1 hour
You summon celestials that appear in unoccupied spaces that you can see within range. You choose one of the following options for what appears:

  • One celestial of challenge rating 2 or lower
  • Two celestials of challenge rating 1 or lower
  • Four celestials of challenge rating 1/2 or lower
  • Eight celestials of challenge rating 1/4 or lower.

A celestial summoned by this spell 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 has its 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.
At Higher Levels. When you cast this spell using certain an 8th level spell slot, you choose one of the summoning options above, and twice as many creatures appear.

Here’s the only problem with this spell, the MM as a total of 1 celestial you can conjure with this spell—the pegasus. Even worse, VGtM doesn’t add any. There are a decent number of beasts, fey (mostly evil ones), and elementals in that book, but not a single celestial a cleric can conjure up at any level. The flail snail is conjurable for wizards and druids (or crying out loud), but nothing for the cleric.

So I will continue to correct that oversight, both in our blog and in the book Book of Magic: Conjurable Creatures, coming late 2018/early 2019. This is without a doubt a book focused on spellcasting players, but it is also great for GMs as well. I mean, its a book of monsters; every GM can use more monsters, even ones that are primarily good ones. If you are a GM or someone that primarily players spellcasters, I hope you check this book out.

While you are at it, I hope you also check out all our other supplements for 5e. We have awesome adventures, radical races, and malicious monsters. Dive in at the JBE Shop.

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5e: Great Dodo

One of the problems that annoys me the most about Fifth Edition is the lack of character choice you have. Beyond 3rd level, there are very few choices for a character to make. Even spellcasters, the classes with the most numbers of choices regardless of edition get far less choice compared to other editions. This means that every choice you do make has to be more meaningful, far less choices can be a cute throwaway choice done just for the fun of it.

That is what makes the conjure spells so much fun for spellcasters. They can change their choices just because it seems like a good idea at that moment. If this one is silly, that’s ok because the next time you cast it can be completely serious. So while you have the opportunity, why not conjure up a great dodo. Before you go, “Wait, what?!?” here it is…

Great Dodo


Huge beast, unaligned


Armor Class 15 (natural armor)
Hit Points 152 (16d12 + 48)
Speed 30 ft.


STR 16 (+3) DEX 14 (+2) CON 17 (+3)
INT 2 (–4) WIS 12 (+1) CHA 5 (–3)


Saving Throws Con +6
Senses passive Perception 11
Languages
Challenge 6 (2,300 XP)


Flapping Run. When taking a Dash action, a great dodo treats its speed as 45 ft.
Actions


Bill Slam. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 36 (6d10 + 3) bludgeoning damage. On a successful hit, the target must succeed a DC 16 Constitution save or be stunned until the end of the great dodo’s next turn.
Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 42 (6d12 + 3) piercing damage.

Download all of JBE’s 5e PDFs at the JBE Shop. You can also download our 5e PDFs at DriveThruRPG/RPGNow, Paizo, and the Open Gaming Store.

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Crimson Boar: A Community Partnership

Although Jon Brazer Enterprises supports a variety of game systems and genres of play, it’s no secret that fantasy gaming makes up the lion’s share of our product releases. If you’re reading this, chances are good that you’ve already got one of our many adventures or rules supplements for Pathfinder, 5th Edition, or 13th Age either in your digital library or on your bookshelf. (If not, click on one of the links in my previous sentence to see what we have to offer your game!)

In addition to being a role-playing game publisher, JBE’s staff and contributors are also part of an international community made up of local networks of gamers. For my own part, I’ve been a member of an amazing community in Raleigh, NC for nearly ten years now—Raleigh Tabletop RPGs (or RTR), a Meetup-based community of nearly 1,600 gamers that has grown from coffeehouse meetups and a loose network of private home games to multi-table in-store gaming events and year-round semi-organized play for a number of different systems. Much has changed since RTR’s founding, yet the heart of that community remains just as vibrant as it was at its inception.

Today, it’s my utmost pleasure to announce in this blog post a partnership between the RTR community and the JBE community on a product we hope to bring to you within the next year: Tales of the Crimson Boar.

Longtime RTR members know the Crimson Boar well, although newer members or those outside the Raleigh area might not be familiar with its origins. In 2011, a group of gamers met at Deja Brew Coffeehouse in North Raleigh and began a massive crowdsourcing effort to stock an inn and tavern with unique NPCs. For seven going on eight years, RTR has hosted a summer fantasy gaming event called Tales of the Crimson Boar every July where the inn and its inhabitants were featured in the games run—sometimes just as a starting point, other times as the focal location of the scenario.

Over the next few months, I’ll be spearheading a design team to reconceptualize the Crimson Boar Inn and its inhabitants as a cohesive, modern campaign mini-setting, along with a massive collection of full-color maps and a short adventure module set in and around the Inn for GMs around the world to introduce their gamers to this little corner of our local community. Most excitingly, we’ll be working in concert with RTR organizers and GMs to bring their ideas to life! Our design team for this project includes eight former or current members of RTR (myself included) who will bring their unique talents to bear on creating an unforgettable setting and cast of characters. The Crimson Boar always has been, and always will be, RTR’s—JBE is merely the custodian and deliverer of that content, and it’s important to us that the product represent both our standards of quality and the diverse spirit of the Raleigh gaming community!

We’ll have much more to say about Tales of the Crimson Boar in the coming weeks and months, including a full introduction to our design team and some preliminary details about what makes this setting stand out—so pull up a bar stool and try a pint of the house ale!

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5e: Lantern Archon

The little helper angel, the lantern archon, is one of my favorite and it really disappointed me that it was not in the MM. This is a perfect creature that a cleric should be able to conjure up for help. Heck, you could even say this is the spirit that takes on an animalistic form from the find familiar spell when finding a celestial.

Be sure to check out all of our 5e monsters, class options, races and adventures at the JBE Shop, DriveThruRPG/RPGNow, Paizo, and the Open Gaming Store.

Lantern Archon

Tiny celestial, lawful good
Armor Class 14
Hit Points 76 (17d4 + 34)
Speed fly 30 ft.
STR 3 (–4) DEX 19 (+4) CON 14 (+2)
INT 12 (+1) WIS 18 (+4) CHA 15 (+2)
Saving Throws Wis +6
Damage Resistance radiant
Condition Immunities charmed, exhaustion, frightened, petrification
Senses darkvision 120 ft., passive Perception 14
Languages all
Challenge 2 (450 XP)


Innate Spellcasting. The lantern archon’s spellcasting ability is Charisma (spell save DC 12). The lantern archon can innate cast the following spells, requiring only verbal components:
At will: aid, detect evil and good
Magic Resistance. The lantern archon has advantage on saving throws against spells and other magical effects.

Actions


Multiattack. The lantern archon makes two light rays attacks.
Light Rays. Ranged Weapon Attack: +6 to hit, range 60 ft./360 ft., one creature. Hit: 6 (1d4 + 4) radiant damage.
Healing Touch (1/Day). The lantern archon touches another creature. The target magically regains 9 (2d6 + 2) hit points.

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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.