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Pathfinder: Book of Heroic Races: Occult Intrigue in the Wilderness is Unleashed for your Game

Heroes Assemble!

From the seas below to the skies above, from the land to the stars, heroes are all around us, and they come in many different forms. Now that heroes take on the forms of animals, are filled with spirits of ancient heroes, assume different personas, and wield mastery of the elements, these heroic races can join the fray and save the day like the common races. Enhance your character and your game by adopting an intriguing theme with these occult options as you venture into the wilderness. Play a character that you have always dreamed of playing, with all-new specific character options tailored to each race’s flavor. Expand your horizons and your gaming experience with these Heroic Races today!

Book of Heroic Races: Occult Intrigue in the Wilderness is the essential expansion for playing an amazing race with a new class. This 45-page supplement features:

  • 76 New Character Archetypes and Class Options for 14 Races, designed specifically for the kineticist, medium, mesmerist, occultist, psychic, shifter, spiritualist, and vigilante classes for the android, catfolk, changeling, dhampir, elan, lizardfolk, merfolk, samsaran, sashahar, skinwalker, tengu, umbral kobold, wyrwood, and wyvaran races
  • 112 New Favored Class Options and 9 New Feats, bringing out the races’ natural abilities for each of these new classes
  • New imagination fuel to create new heroes for your campaign world

Be Heroic With These Advanced Races Today!

Download the Book of Heroic Races: Occult Intrigue in the Wilderness today at the JBE Shop for your Pathfinder game. You can also find it at DriveThruRPG/RPGNow. It is also coming soon to Paizo, and the Open Gaming Store.

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Pathfinder: Wallpaper of Heroes

While we are awaiting final approval of the Books of Heroic Races: Occult Intrigue in the Wilderness, I thought you would enjoy seeing the interior artwork for the book. For this book we decided to upgrade our artwork. Normally, we do small images characters. This time around we are doing larger images, each one ideal for wallpaper for your computer screen.

Choose which image or images you want for your computer wallpaper and download today.

Download the Book of Heroic Races: Occult Intrigue in the Wilderness today at the JBE Shop for your Pathfinder game. You can also find it at DriveThruRPG/RPGNow. It is also coming soon to Paizo, and the Open Gaming Store.

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Adventure Review Roundup Part 1

So I wondered this morning when the last time I had a review roundup. Oh it was only May 2017!!! Oops. Well Let me do a new review roundup. There have been enough that I will have to do them in small groups or else it will take me many more months before this one gets done. Today we are going to start off with adventures, and even then we have enough that we have to split them into multiple posts. Quick FYI, all my summaries are spoiler-free. I can’t make that same claim about the reviews themselves that we link to.

Deadly Delves: The Gilded Gauntlet

First up, we have the Deadly Delves: The Gilded Gauntlet. Endzeitgeist gave this adventure “5 stars + seal of approval – and this qualifies as a candidate for my Top Ten of 2017” So what did he say?

Gauntlets are hard to make and cater to a specific demographic. And they often suck hardcore. … A good gauntlet is a bit like the extreme-sport version of dungeoneering: It remains constantly challenging for PC and player; it is lethal – but it needs to remain fair. It needs to alternate the way in which it challenges the PCs and players without getting boring…and in a published adventure, it also should tell a decent story, remain plausible. …

[The Gilded Gauntlet] manages just that. This is one of the hardest dungeon-complexes I have ever had the pleasure to run…

This is a module that requires both brains and brawn to solve and it will challenge even groups that usually waltz through published modules. In short: This is glorious.

Download Deadly Delves: The Gilded Gauntlet for the Pathfinder Roleplaying Game today at the JBE Shop, DriveThruRPG/RPGNow, Paizo, and the Open Gaming Store.

Deadly Delves: The Chaosfire Incursion

Next up we have another review by Endzeitgeist, this time for the Deadly Delves: The Chaosfire Incursion adventure. This one got rated 4.5 Stars. Why did it earn such high praise?

Joel Flank’s “Chaosfire Incursion” is a module that starts off with a great bang: The first act is cool and makes clear that the stakes are high … Once the PCs have found the apparatus, things become amazing, though: The idea is glorious…

This [adventure] sports some seriously nice scenes: The monsters are often modified in unique ways; the module is challenging and the final boss appropriately brutal. Moreover, we a) don’t get many modules in the high-level range and b), the artifacts that can be gained … can make for absolutely fantastic ways to transition the PCs from regular adventuring to the wonders of the planes.

Download Deadly Delves: The Chaosfire Incursion for the Pathfinder Roleplaying Game today at the JBE Shop, DriveThruRPG/RPGNow, Paizo, and the Open Gaming Store.

Deadly Delves: Along Came a Spider

Now for the three-in-a-row reviews from Endzeitgeist and back to back adventures written by Joel Flank, we share with you the review of Deadly Delves: Along Came a Spider. He gives this one a solid 3.5 rating!

Joel Flank’s “Along Came a Spider” is a solid critter-theme module; the foes employed are pretty deadly for first level characters, making this a challenging, but fair module, particularly if the PCs don’t try to murder-hobo everything. I absolutely love the BBEG of this module and how it can be used as a great recurring villain that could theoretically carry a whole campaign

Download Deadly Delves: Along Came a Spider for the Pathfinder Roleplaying Game today at the JBE Shop, DriveThruRPG/RPGNow, Paizo, and the Open Gaming Store.

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Now in Print Feb 2018

While JBE is primarily a producer of electronic books, we know that some of our fans prefer to hold their books in their hands. To that end, we have made a number of our most recent books available for print at the JBE Shop and DriveThruRPG. See what we’ve got.

Pathfinder

When You Call Forth The Dead, What Horrors Will Answer?

The Barony of Petane has lost its sole remaining heir at sea, and the artifact which the Petane noble line wields to ensure the region’s prosperity will only function for a member of their bloodline. To ensure that her family’s legacy continues for the sake of her realm, Baroness Jelia Petane seeks a group of experienced adventurers to delve into the Tombs of Valor and resurrect a long-lost ancestor using a powerful ancient amulet secured by the Barony’s operatives—just find his tomb, activate the amulet, and escort him back to the Baroness. Easy, right? Right…

Order your copy of this 12th level Pathfinder adventure today at the JBE Shop and DriveThruRPG.

Fifth Edition

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?

Order your copy of this 7th-8th level Fifth Edition adventure today at the JBE Shop and DriveThruRPG.

Swords and Wizardry

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?

Order your copy of this 6th level Swords and Wizardry adventure today at the JBE Shop and DriveThruRPG.

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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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Pathfinder: Vigilant Wyrwoods

Last February, we released the Book of Heroic Races: Advanced Compendium. Since development for that book started when the Advanced Class Guide was just released, we made the decision that support ends there, and we should not provide support for classes that came out later for individual races that came out later. It simply would not be fair. So shortly after the final book’s release, we got requests for an additional book to provide support for the new classes Paizo’s Occult Adventures and Ultimate Intrigue. We decided to go ahead with that idea, yet we waited for the release of Ultimate Wilderness so we can provide support for the shifter class as well. We are glad we waited.

This new book—Book of Heroic Races: Occult Intrigue in the Wilderness—is almost done and should be out sometime February. Today is a good day to share with you one of the archetypes in that book. Did you ever want to play a wyrwood vigilante but the game master said you would be identified instantly considering how different you look? Well worry no longer. That problem is solved with the Equinox Infiltrator. This is a great way to bring in a more druidic theme to the vigilante class. We hope you enjoy it.

Equinox Infiltrator

The wyrwoods, because of their relative scarcity, are typically easy to pick out in a crowd. As a result, they turned to magic to master the art of disguise, developing identities with their own abilities. These identities are called equinoxes by those who practice them, and each is tied to a domain of natural influence, as their naturally-disciplined power allows them to tie their arcane origin to divine power.
Associated Class: vigilante
Associated Race: wyrwood
Replaced Abilities: dual identity, vigilante specialization, vigilante talents (4th-level, 8th-level, 10th-level, 14th-level, and 16th-level only), social talents (7th-level and 15th-level only).
Modified Abilities: weapon and armor proficiencies, seamless guise.
Weapon and Armor Proficiencies: The equinox infiltrator cannot wear metal armor, just as a druid, and wearing metal armor causes them to lose their spellcasting class feature for 12 hours.
Equinox Identity (Su): At 1st level, the equinox infiltrator has three identities. This functions as the vigilante’s dual identity class feature, except that changing identities takes one minute of careful meditation, and the effect is that the equinox infiltrator changes the appearance of their bark, based on which equinox identity they change into. An equinox infiltrator has a social identity as normal, as well as two equinox identities, and can choose which one to turn into whenever changing identities.
Each equinox infiltrator selects two domains (as the cleric class feature) from the following: fire, water, earth, air. Each equinox identity is connected to one domain, referred to as their fire equinox, water equinox, and so forth. They can only use their domain powers while in the corresponding equinox.
The equinox infiltrator always starts the day in the identity in which they ended the previous day.
The equinox infiltrator’s equinox identities all count as their vigilante identity.
Seamless Guise (Ex): At 1st level, the equinox infiltrator gains a +20 circumstance bonus to Disguise checks to appear as their current identity instead of any other identities they have.
Spellcasting: The equinox infiltrator casts divine spells and orisons as a hunter, except they draw their spells from solely the druid spell list and the domain spell list for their current equinox identity, if any. The spells from their current identity’s domain are added to their spells known as bonus spells for as long as they are in that identity.
Seasonal Cycle: Starting at 7th level, the equinox infiltrator gains one more equinox identity. This occurs again at 15th level. In doing so, they select additional domains from those available for equinox identities, without gaining the same equinox identity multiple times.

The wyrwood’s racial stats can be found in the Book of Heroic Races: Advanced Compendium, available at the JBE Shop. Download this book today to help us make more great products for your Pathfinder game. You can also find it at DriveThruRPG/RPGNow, Paizo and the Open Gaming Store.

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Pathfinder: Art of the Cats of Doom

For today’s preview of the Deadly Delves: 9 Lives for Petane, we want to show you some more of the artwork inside of this adventure. We pride ourselves on having some exceptional artwork by amazing artists. The cover image was created by Luis Antonio Salas Lastra and is of a particularly nasty leukodaemon—a plague daemon—using its breath of flies ability on F’haisa, our signature lizardfolk magus, while Lindiwe our signature elan psychic warrior, charges in for an attack. I love that one. Look for it soon as wallpaper you can download for your computer.

Up next we have a fun interior drawing by Brian Brinlee of a half-fiend aboleth having snagged Khol Saka, our signature catfolk slayer while F’haisa rushes in to save her ally.

Last up we have some more images by Brian Brinlee. A total of two catfolk, but the question is, are there more in the adventure? Hmmm? Also, we have two different psionic classes shown. Deadly… Lastly we have one Hell of a demon. (Well, I guess technically, that would be one Abyss of a demon, but that doesn’t flow as nicely.) All of this and more are inside Deadly Delves: 9 Lives for Petane.

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: These Catfolk Are Out of Their Furry Minds

We at JBE know that you want to use more of your library in your game. To this end, we choose to be less constrained in the number of sources we utilized for the Deadly Delves: 9 Lives for Petane adventure. So instead of our typical monster that we share every Wednesday, today we are sharing an NPC.

Like I mentioned earlier when showing off the amulet of nine lives, the amulet summons in defenders to help take the amulet back when used by a non-catfolk. One of those catfolk is referred to as a Ba-Lord, a wielder of psionic power. The perfect class for this summons is a wilder, using Dreamscarred Press’ Ultimate Psionic rules. The wilder class is a spellcaster class but specializes in amplifying the psionic powers they manifest. They cannot do as much as a psion, making it easier for a GM to incorporate into their game, while still being memorable.

We hope that you enjoy this NPC as well as the 9 Lives for Petane adventure.

Ba-Lord CR 9

XP 6,400
Catfolk wilder 10
NE Medium humanoid
Init +7; Senses low-light vision; Perception +11


Defenses

AC 26, touch 16, flat-footed 20 (+10 armor, +3 Dex)
hp 66 (10d8+20)
Fort +5, Ref +5, Will +5
Defensive Abilities elude attack


Offense


Speed 30 ft.
Melee claw +8 (1d4+1)
Ranged surge blast +10 touch (3d6 force)
Special Attacks surge blast
Wilder Powers Known (ML 10 (13 if wild surging); concentration +15 [18])
5th—upheaval (DC 22, surged)
4th—claw of energy, psychokinetic charge
3rd—physical acceleration, psionic blast (DC 18)
2nd—endorphin surge, energy stun (DC 17)
1st—energy ray, inertial armor, mind thrust (DC 16)
0 (at will)—energy splash


Tactics

Before Combat If the amulet is used inside a locked or barricaded room, the Ba-Lord will surge manifest a swift action physical acceleration and claw of energy, mostly to trigger its surge aura for itself and its allies.
During Combat The Ba-Lord uses upheaval to damage foes and create areas of difficult terrain, relying on its allies’ superior movement speeds. It places spreads of upheaval which maximize the distance between itself and any opponents, then spends subsequent rounds using mental blast to stun any enemies who approach. If it must seek a new vantage, it uses psychokinetic charge to hurl itself to a new position.
Morale The Ba-Lord fights to the death, although it will gladly sacrifice allies to protect itself. It may use a psychokinetic charge to interpose allies between itself and its foes.


Statistics


Str 12, Dex 16, Con 14, Int 10, Wis 6, Cha 20
Base Atk +7; CMB +8; CMD 21
Feats Expanded Knowledge (inertial armor), Expanded Knowledge (physical acceleration), Expanded Knowledge (psychokinetic charge), Surging Aura
Skills Acrobatics +16, Bluff +12, Diplomacy +12, Knowledge (psionics) +8, Perception +11, Spellcraft +10; Racial Modifiers +2 Perception, +2 Stealth, +2 Survival
Languages Common, Daemon
SQ surging euphoria +1
Other Gear headband of alluring charisma +2

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: Prepare to Face the 9 Lives of Petane

When You Call Forth The Dead, What Horrors Will Answer?

The Barony of Petane has lost its sole remaining heir at sea, and the artifact which the Petane noble line wields to ensure the region’s prosperity will only function for a member of their bloodline. To ensure that her family’s legacy continues for the sake of her realm, Baroness Jelia Petane seeks a group of experienced adventurers to delve into the Tombs of Valor and resurrect a long-lost ancestor using a powerful ancient amulet secured by the Barony’s operatives—just find his tomb, activate the amulet, and escort him back to the Baroness. Easy, right? Right…

Nine Lives For Petane is an exciting adventure module in Jon Brazer Enterprises’ Deadly Delves series and is compatible with the best-selling Pathfinder Roleplaying Game. This adventure is designed to challenge four to five 12th-level PCs like no other content has to date. Inside this volume, you’ll find:

  • 9 New and Variant Monsters, including demonic vampire spawn, a psionic ghoul and her tormented psyche, an aboleth spawned from the Abyss, and a vengeful bloodrager whose anger burns from beyond the grave
  • 6 Fully-Statted New NPCs, including a tiefling ally and a multitude of new catfolk adversaries suitable for use in any campaign
  • 2 Unique Traps to confound your players
  • A Full-Color Map of the Tombs of Valor
  • A New Magic Item which can act as the impetus for an entire campaign arc—the amulet of nine lives
  • Enough content to get your group of 12th-level PCs all the way to 13th level

Dangers Unknown. Treasures Untold. Adventure Awaits.

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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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.

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5e/Pathfinder: 3 Steps to Start GMing

Deadly Delves: Along Came A Spider (PFRPG)

Being the game master is a rough business. There’s a ton of rules, you never know where the players are going to go, and no one knows how things are going to turn out. Despite this, there is a yearning inside you to be the one that is not just a player in the story but the one telling the story. So here are our hints and tricks to help get you started in this new year as the game master.

1) Know that Everything Will Be Alright

More than anything else I can tell you, knowing that everything will be alright is the most critical step to being a game master. You are not running a giant multinational corporation; you’re just setting the getting in front of your friends for one evening and telling a story. You can do that, and you’ll be fine afterwards.

Put it another way: what is the worst that could happen? Will your friends stop being friends if the game goes poorly? Absolutely not. Will you completely flop, proving to the world that you are not fit to play a character, let along be the GM? Definitely not. Will you start a spiral of suckatude so great that it will form a trans-dimensional vortex that pulls in all matter from the universe, collapsing all of space and time around us? No. Even Bob in Accounting didn’t do that his first time GMing (no offense to anyone named Bob that works in accounting).

So what will most likely happen? Well you do great at some aspects and others will need improvement, just like everyone else. Ask your gamers afterwards to tell you what you did good and what needs improved. They’ll tell you. The parts that need improved, try harder next time. You can do this.

2) Ask Someone Else to be Your Rules Arbitrator

It can be really intimidating to have to know all the rules for every corner case, because you know there’s one gamer at the table that will try to find some loophole to do something crazy. That is where a rules arbitrator comes in. Ask a player you trust at the table to be the one says, “I’m sorry, Mike, but that is not allowed,” so you don’t have to make that call. This way, you can focus on the story.

Now there’s the critical part of that, make a note on that rule question and after the game ask the rules arbitrator to show you exactly where that rule is and explain to you exactly what it means. Then read that rules and all the rules around it since you probably missed them as well. This will help you be a better GM.

3) Use a Pre-Published Adventure

This is exactly why adventures are written: to help new or busy GMs with the story they want to tell. For your first game or two, run them as is, so you can see how it goes. As time goes on, vary up the adventures some: vary up a few monsters, add an NPC to connect it to one of the characters’ backstory, change the reason they are going on this adventure. Make the adventure your own.

The place to start is with short adventures, not a long campaign book or a full adventure path. First find out if you like GMing. Once you get the bug and want to do it more and more, then look at those longer campaigns.

You can find our collection of adventures right here at JonBrazer.com. I recommend starting with Deadly Delves: Along Came a Spider, available for both Pathfinder and Fifth Edition. It is a great 1st-level adventure to start off with involving a bunch of spiders taking over a town. If you like it, you can follow it up with Deadly Delves: Rescue from Tyrkaven, also available for Pathfinder and Fifth Edition. You can get these adventures today for 30% off their regular price with the “holiday2017” coupon code. Download these today, and run your first game. Take your first steps into a whole new world.