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5e: Arm Wrap

One thing I hear over and over again no matter what edition or variation of D&D, there just are not enough magic items for monks. In an effort to fix that, I started writing some. As usual for this blog when showing off something not yet published in a book, it hasn’t been approved by my editors yet so it is not as polished as it would be when given the final nod.

Tell us what you think of it in the comments below. Support our efforts to bring you more 5e awesomeness by downloading our adventures, races and more at You can also find our 5e game supplements at DriveThruRPG RPGNow Paizo and the Open Gaming Store.

Arm Wrap

Wondrous item, uncommon (requires attunement)

When wrapped around the arms, you gain a +2 bonus to damage rolls on from natural weapons such as claws and bite attacks as well as martial arts that use unarmed strikes. If you have ki points, you gain an additional ki point.

Download our Fifth Edition PDFs at the JBE Shop. You can also find our 5e books at DriveThruRPG/RPGNow Paizo and the Open Gaming Store.

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5e: Scroll of Blinding Ash

So I was leafing through the DMG the other day and I realized that there is a real shortage of awesome common and uncommon magic items. So I decided to start writing some. Magic items, especially low level items, make for an excellent and rewarding experience for players. They can separate an average game from a memorable game. Expect to see this and many other like it in an upcoming PDF release from JBE when we have completed enough to make for an awesome release.

Scroll of Blinding Ash

Scroll, uncommon
Upon activating this scroll, it turns to ash. The ash flies into the eyes of a creature within 30 feet and the creature takes 1d6 fire damage. On a failed DC 13 Constitution save, the creature is also blinded for the round.

You know what else makes adventures memorable? A unique adventure your characters never played before. Download Deadly Delves: Reign of Ruin for your Fifth Edition game today at the JBE Shop, DriveThruRPG/RPGNow, Paizo, and the Open Gaming Store. Prefer it in print? Order your copy at JBE Shop, DriveThruRPG/RPGNow, or Amazon today.

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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.

[poll id=”3″]

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Pathfinder: The Amulet of Nine Lives – A High Level Artifact

The thing that makes high level adventures so tough is that you have to take high level magic into account. Why walk into a dungeon when you can teleport in? Well the solution for the high level adventure writer is to make the dungeon so it can only be teleported into. But even then, sometimes high level players need a unique magic item or artifact to help them out of particularly difficult challenges. It can’t just be your run of the mill scroll or staff. For it to be memorable at this level, such a powerful item has to be massively unique.

The Deadly Delves: 9 Lives for Petane adventure—masterfully written by Christen N. Sowards of Lost Spheres Publishing—has one such high level magic item. In this adventure, you are looking for the remains of someone, but you have no idea which remains are the right ones, and there are lots of remains and the fact that the cult of the demon lord Zeraghal has been using the tomb as their own personal nercromantic playground does not help matters. So this level 12 adventure is going to require more than a single casting of a spell to bring someone back to life, and those high value diamonds add up fast.

Enter the Amulet of Nine Lives. This powerful item can bring just about anyone back from the dead, but there is a catch. Read the artifacts description and see if you can figure it out. (Spoiler Alert: I bolded a section of the description that should catch your eye.)

The Amulet of Nine Lives

Aura overwhelming conjuration (healing); CL 25th
Slot neck; Weight 2 lbs.


This artifact, known formally as the nine lives’ amulet of Heshatta, was crafted in the ancient city-state of Khys by the high priests of the goddess Heshatta, known among her faithful as the Voices. The Tomb Dancer’s magics were forbidden in the extreme and involved the sacrifice of many of her own worshippers to fuel the amulet’s dark powers. Eventually human barbarians heard of the amulet and assaulted the city-state, overwhelming its keepers. In a final vengeful act, the High Voice of Heshatta cried out for a miracle from his mistress.
He laid a curse on the amulet as it was taken so that those who fell defending it would rise to reclaim it from its thieves. Thus, when the powers of resurrection are called upon by anyone using the amulet, they are also joined by rebirthed catfolk defenders of Khys who are sworn to slay anyone near the amulet and return it to their homeland. Each of the amulet’s nine ruby jewels contains the power to restore a life as per true resurrection (CL 20th). The jewels darken as the powers of the amulet are used. For each month that passes during which the amulet is not used, one ruby regains its ability to restore life. In order to activate the amulet, it must be placed around the neck of the corpse to be resurrected; the activating creature must then touch the cat-face of the amulet and whisper in Daemonic “Dance back from death.”
The amulet can resurrect any creature that has been dead for less than 300 years.
When the amulet is activated by a non-catfolk who does not worship Heshatta, the miracle of her High Voice is enacted and vengeful warriors are called forth to battle those who possess the amulet, and to return it to Khys if possible.


To destroy the amulet of nine lives, it must be depleted of all remaining charges, all summoned guardians must be defeated, and it must be returned to the ruins of Khys. Once in Khys, the
body of the High Voice who cursed the artifact must be adorned with the amulet, and a true resurrection spell must be cast on it beneath a new moon.

Deadly Delves: 9 Lives for Petane is an adventure for the Pathfinder Roleplaying Game and is designed for a group of four-to-five 12th-level characters and will be released tomorrow. You can download this adventures at the JBE Shop. You can also find them at DriveThruRPG/RPGNow, Paizo, and the Open Gaming Store.

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Pathfinder: Preview of Some Awesome Upcoming Products

Hello, gamers! Editor Extraordinaire Richard Moore here, with a sneak peek of our product lineup for 2015! As we begin our foray into the second quarter of the year, we have a lot of exciting supplements in the pipeline, but none so anticipated as our Book Of Heroic Races Advanced series. By now, you probably know about a lot of the upcoming releases in this product line from our posts on social media, including merfolk, wyvarans, and lizardfolk. If you’re a subscriber, then you already have our take on tengu, catfolk, and changelings. But we want to go broader—to offer truly unique racial options for our readers.

So, it’s with no small pleasure that I introduce to you the first original race that will be published once we finish covering the material from Book Of Heroic Races: Advanced Favored Class Options. We’re going back to the drawing board to offer you a unique Small-sized playable race called the Pomeran.

BoHR Advanced Pomeran
Distant relatives of gnolls, the pomeran are a lovable, extroverted people who seek the company of adventuring parties as a means of curing their insatiable desire for attention and adulation. Most pomeran adventurers are barbarians, brawlers, or rogues, although a rare few with magical aptitude become bards, bloodragers, or skalds. We’re saving a lot of the details and advanced options  of this scrappy new race for the final product, but for now, feel free to use the following details to create your own pomeran PCs and NPCs for your game!

Ability Score Racial Traits: –2 Strength, +2 Dexterity, –2 Intelligence, +2 Charisma. Pomerans are quick and endearing, but lack higher reasoning and brawn.
Type: Pomerans are humanoids with the pomeran subtype.
Size: Pomerans are Small creatures and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on their combat maneuver checks and to Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Base Speed: Pomerans have a base speed of 30 feet.
Languages: Pomerans begin play speaking only Gnoll. Pomerans with high Intelligence scores can choose from the following: Abyssal, Celestial, Common, Infernal, and Sylvan.
Low-Light Vision: Pomerans can see twice as far as humans in conditions of dim light.
Bite: Pomerans have a bite attack which they can use as a natural weapon. The bite is a primary attack that deals 1d4 points of damage.
Chase: Pomerans gain the benefit of the Run feat when moving toward a creature that is withdrawing or otherwise actively retreating from combat, regardless of the load they are carrying or the armor they are wearing. Additionally, their bite attack deals double damage to withdrawing or retreating creatures.
Fervent Attention: Pomerans are doggedly tenacious when doing something that interests them. They receive a +4 racial bonus to all concentration checks.
Fetch: If a creature within a range equal to the pomeran’s speed drops an object, whether willingly or due to being disarmed or otherwise forced to drop an item by some effect, the pomeran may, as an immediate action, move up to its speed, picking up the dropped object at any point during its movement.

…Alright, so by now you’re probably figured out that this is our April Fool’s Day post. But really, in all seriousness, we also want to post some previews of REAL upcoming material. For instance, we’re working on some great new supplemental material for Gms who want to spice up things at their table. One such game aid is a short supplement of new monster templates, like this jewel that’s guaranteed to get your players’ attention at your next session:

NEW MONSTER TEMPLATE: Screw You Guys, It’s A Creature (CR +0, because screw you guys)
A screw you guys, it’s a creature is a more powerful version of a given monster type that can withstand punishment from twinked-out, min-maxed character builds with enragingly powerful ability combos like ragelancepounce or broke-ass feats like Clustered Shots or the pre-errata Crane Wing*.

A screw you guys, it’s a creature gains maximum hit points for its hit dice, a +10 insight bonus to AC, CMD, attacks, and CMB checks, and a +10 luck bonus to all damage rolls. It also gains Improved Great Fortitude, Improved Iron Will, and Improved Lightning Reflexes as bonus feats (even if it does not meet the prerequisites for these feats). Additionally, it gains DR 10/legendary (“legendary” is defined as any damage source with a total enhancement bonus of +10 or higher, because screw you, that’s why), heavy fortification, the benefits of the Improved Evasion rogue talent, the Dual Initiative mythic universal monster ability, and Spell Resistance equal to its CR + 22. That oughta teach the little bastards.

SAMPLE MONSTER: Screw You Guys, It’s A Chicken
XP 65
N Tiny animal
Init +4/–6; Senses low-light vision; Perception +5


AC 22, touch 22, flat-footed 22 (+10 insight, +2 size)
hp 9 (1d8+1)
Fort +3, Ref +2, Will +1
Defensive Abilities heavy fortification, improved evasion; DR 10/legendary; SR 22


Speed 30 ft., fly 20 ft. (clumsy); drift
Melee bite +8 (1d3+6)
Space 2-1/2 ft.; Reach 0 ft.


Str 3, Dex 11, Con 12, Int 2, Wis 12, Cha 13
Base Atk +0; CMB +8; CMD 14
Feats Improved Great FortitudeB, Improved Initiative, Improved Iron WillB, Improved Lightning ReflexesB
Skills Fly –4, Perception +5


Drift (Ex) A chicken flies in short bursts, and can’t use its fly speed to hover. When it flies, a chicken must end its move action by landing or perching on a solid surface.

…Okay, okay,  you got me: this one’s not real either. April Fool’s, again. But for super serious this time, we’re also working on a new print compendium called Book Of Magic: Relics Of Power, which will feature awesome new weapons like this:

Deauxphis’ Bane

Aura moderate conjuration and transmutation; CL 10th; Weight 2 lbs.; Price 50,308 gp


Forged by a warmage and brigade blacksmith suffering intolerably under his small-minded commander, Major Deauxphis, this weapon famously cut down the general when he turned on his lieutenant for disobeying a suicidal order that would have needlessly killed dozens of troops. It has passed from owner to owner since then, seeking out the most cunning minds to wield its might and slaking its thirst on the blood of fools.

This +3 returning kukri may be thrown as if it were a dagger without penalty. If tossed into the air as a move action, it flies to the creature with the lowest Intelligence score within 60 feet, attacking that creature once with an attack bonus equal to the caster level of the blade’s creator and then dropping to the ground.

On any successful hit against a creature with an Intelligence of 9 or lower, Deauxphis’ Bane deals 2d6 extra damage (as the bane weapon property), plus an additional amount of bleed damage equal to the target’s Intelligence penalty modifier. The weapon has no extra effect against creatures with an Intelligence of 10 or higher, although these creatures might still be subject to the seeking attack described above.

If used against a target with a higher Intelligence score than the wielder in combat, Deauxphis’ Bane forces its wielder to attempt a disarm check against themselves as an immediate action, using their own CMB against their own CMD. If disarmed, the blade flies into one of the target’s free hands or hovers next to them for 1 full round if they do not have a free hand. (This also occurs if the sword is thrown in the air around only creatures that have higher Intelligence scores than the wielder.)


Craft Magic Arms and Armor, bleed, detect thoughts, summon monster I, telekinesis, creator must have an Int score of 20 or higher; Cost 25,308 gp

So, I hope everyone reading this has enjoyed our sneak peek at Jon Brazer Enterprises’ 2015 product offerings, and that you’ll consider subscribing to our… um, guys?

HEY! YOU! GET BACK HERE! For serious, we totally have some awesome products coming out soon! Come back… Please?
Richard Moore is very, very sorry** for this blog post, and blames Dale McCoy for giving him less than 12 hours to come up with some jokes. He also extends his thanks to James Harms, Jenny Moore, and the Warbunny for some much-needed inspiration in a pinch. You can exact your revenge against both of them by sending practical jokes, singing telegrams, and/or blow-up dolls to their hotel rooms at PaizoCon in May.

* Please direct all hate mail to, kthxbai.

** not sorry

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Pathfinder: Egyptian Magic Items for your Mummy-Themed Adventure Path

Treasury of the SandsWe are adding the magic items from Treasury of the Sands to If you are battling a Mummy and his evil Mask, make sure to check out these magic items.

And pick up Treasury of the Sands of magic items at and DriveThruRPG/


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Pathfinder: The Mummy’s Treasure Trove Opens For You

Treasury of the Sands

From the depths of the desert sands, beneath the unrelenting sun, Great Pharaoh, blessed of the Gods, has collected these Objects of magic and power. Chronicled by the Scribe at the behest of our God-King, every item has been meticulously recorded. Some items protect the user while others aid the user in adventurous endeavors; they may be portable or stationary. It is the sincerest wish of Pharaoh that all find within this scroll items that bring Glory to their Names.

Within this 16 page PDF, you will find:

  • 4 magical arms and armor that no desert traveler would be without
  • 21 wondrous items that even the pharaohs would desire,
  • a rod said to be a gift from the Cat Goddess, and
  • a ring housing the spirit of the Western Desert

Don’t leave the pyramid without these exciting magic items.

Download the Treasury of the Sands for Pathfinder at the JBE Shop. You can also download this collection at DriveThruRPG/RPGNow, >Paizo, and d20PFSRD.

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Pathfinder: Enhance Your Games with Gemhancements

Book of Magic: GemhancementsA truly dwarven group of magical items, gemhancements bring the lore and personality of the dwarves to your game. Book of Magic: Gemhancements delivers to you a new set of rules for magic items based on gems. These unique and versatile magic items are easy to integrate into your game.

Within this 8 page PDF, you will find:

  • New rules to use and create gemhancements
  • Insight into their connections with dwarven culture
  • 4 sample dwarven made gemhancements
  • 2 groups of non-dwarven made gemhancements

Explore this uniquely dwarven type of magic items today.

Book of Magic: Gemhancements was written by the talented Bret Boyd of Tricky Owlbear Publishing. Download today at DriveThruRPG/RPGNow, Paizo and d20PFSRD.

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Pathfinder: Open Call for Egyptian-Themed Magic Items

JBE LogoPharaoh welcomes you, Great Scribe, to Jon Brazer EnterprisesOpen Call for Magic Items of all shapes and sizes. Whether it be a low-costing, one-use item or a great and powerful magic item, if it has an Ancient Egyptian theme, we would love to see it. Please read on for the specifics.

What do the stories say of these ancient treasures?
Merchants tell of trinkets commonly found in burial tombs with great and terrible powers, but they do not tell us what powers. This is why you, Great Scribe, are necessary to Pharaoh’s endeavors. Descriptions of the items and their powers must be formatted in the same style as you would find in Pathfinder Core Rulebook (download our template here). Pharaoh desires variety in his items, and they must be Ancient Egyptian in theme.

What will we not accept?

  • Unbalanced items. Great Scribe, review the magic item creation guidelines in the Pathfinder Core Rulebook. Compare your item to those guidelines and to similar items in the Pathfinder Core Rulebook, Ultimate Equipment, etc. Careful application of these steps will provide a good assessment of your item’s balance.
  • Items not formatted correctly. If you have adapted the common hieroglyphics to fit your needs, understand we will not be able to correctly decipher them, Great Scribe. We will not accept them by Pharaoh’s decree. Download our magic item template here.
  •  Items that already exist or are submitted to the RPG Superstar contest. The gods frown upon falsified writings. We shall not accept any item that already exists in this world or the next. Also, once you submit an item to the RPG Superstar contest it belongs to Paizo, regardless whether or not you are chosen for the Top 32. We cannot accept them.
  • Variations upon a theme such as bracelet of iceballs, boots of arrow catching, etc. Pharaoh has plenty of the standard items and plenty of magicians already who can vary these templates as needed. The stories speak of ancient items not seen in 10,000 lifetimes. Those are what we seek.
  • Bad grammar/spelling, “Egyptian-speak” such as Aset neteru, etc. The open call borrows from ceremonial language forms, Great Scribe; Pharaoh desires a more direct report from you. Remember, not everyone speaks English as their first language, and we do not wish those who will read your report to become confused by flowery turns of phrase. If we must edit your grammar much, we shall search out another scribe for this duty. Please note, some “Egyptian-speak” for flavor is acceptable; many strings of “Egyptian-speak” syllables such as “et” or “ka” is not.
  • Anything containing the Pathfinder Campaign Setting (or any other setting). We know how much we all love the Pathfinder Campaign Setting, but we cannot use it. If you want to make something useful for worshippers of Sarenrae, instead mention “the sun deity.”

How do you submit your report for review?
Send us an email to with your item inside. Subject Line should be Egyptian Item Submission. Attachments will see your report burned in ritual fire. Transcribe your item in the body of the email. We prefer to get more items in a single email than more emails each with a single item contained within.

What shall be your reward?
Pharaoh is beneficent and has authorized payment of 1 US cent for every word in your item that gets published. We may edit your item. Unnecessarily ceremonial or flowery language shall be trimmed and transformed until the beauty of the item shines brightly as the sun.

Will we accept all items submitted.
We cannot. Stories being what they are, some will be hearsay of hearsay twice removed, and we need only the best items submitted to us. If we do not accept your item (or we accept an item resembling yours), Great Scribe, we will send an email informing you of the circumstances. Of course, we will send emails to those whose items are accepted as well. Expect an email either way.

When do we want your items by?
November 30th is the last day we can accept items. If you send us an item on December 1st, your item shall be sacrificed in ritual fire. So you have 46 days from today to send us your best item.

When should you inquire on your item?
We receive many emails so if you hear nothing before Dec 31st, worry not, Great Scribe. We’re working as hard as we can. However, if you haven’t received an email from us by the start of the new year, send us a reminder email. Please do not notify Pharaoh. He’s a bit touchy about this, and we have no desire to perish in ritual fire.