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Pathfinder Summon Monster I Unchained

Recently, it was asked on Paizo’s forums for the summon monster list of monsters to be expanded. We at JBE decided to take up the challenge. What you have before you is the table of all 6 Bestiaries that are on par with the monsters from the original summon monster table (Note: 6 is not present here because B6 does not have any monsters in it comparable to those summonable with summon monster I).

Table 1: Summon Monster I

Pathfinder Roleplaying Game Bestiary Subtype
Dire rat*
Dog*
Dolphin*
Eagle*
Fire beetle*
Frog, poison*
Pony (horse)*
Viper (familiar)*
Pathfinder Roleplaying Game: Bestiary 2
Badger*
Giant Cockroach*
Compsognathus (dinosaur)*
Giant maggot*
Baboon (primate)*
Stingray*
Snapping turtle*
Pathfinder Roleplaying Game: Bestiary 3
Flying squirrel (familiar)*
Goat (familiar)*
Pig (familiar)*
Raccoon (familiar)*
Antelope (herd animal)*
Kangaroo (marsupial)*
Thylacine (marsupial)*
Ghost scorpion*
Giant crab spider*
Vulture*
Pathfinder Roleplaying Game: Bestiary 4
Giant flea*
Trumpeter swan*
Pathfinder Roleplaying Game: Bestiary 5
Flying fox (familiar)*
Penguin (familiar)*
Red panda (familiar)*
Seal (familiar)*

Return every Friday for a new and expanded summon monster list. Download our Book of Magic series for more awesome Pathfinder material today at the JBE Shop, DriveThruRPG/RPGNow, Paizo, and the Open Gaming Store.

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Pathfinder: Dungworm

Deadly Delves: To Claw the Surface (PFRPG)

While it is always good to use classic and well-established monsters in your games, it is even better to keep your players on your toes from time to time with a monster they haven’t memorized. All of our adventures feature at least one new monster and frequently a new magic item. Here is one of the new monsters in the exciting Deadly Delves: To Claw the Surface adventure.

Dungworm

The pale yellow skin of this three and a half-footlong worm darkens towards the rear; the tail segment is a dark brown and glistens with black pus.
Dungworm CR 1/2
XP 200
N Small vermin
Init +1; Senses darkvision 60 ft.; Perception +0


Defenses

AC 12, touch 12, flat-footed 11 (+1 Dex, +1 size)
hp 8 (1d8+4)
Fort +6, Ref +1, Will +0
Immune disease, mind-affecting abilities


Offense

Speed 20 ft.
Melee bite +1 (1d4)
Special Attacks Dung packet


Statistics


Str 10, Dex 12, Con 18, Int —, Wis 10, Cha 6
Base Atk +0; CMB –1; CMD 10


Ecology

Environment underground
Organization solitary, pair, brood (3–10), infestation (11–20)
Treasure incidental (dung packet, dung pressings)


Special Abilities


Dung Packet (Ex) Organic and mineral matter passes through the dungworm’s digestive tract and collects in its tail. Once per week, as a standard action, a dungworm whips its tail and flings the engorged body segment at a foe. The dung packet acts in all respects as a tanglefoot bag with the addition of a powerful stench that accompanies the splattering projectile; a target that fails its Reflex save by five or more takes a direct hit and is sickened by the stench until the splatter hardens and cracks away.

Download the Deadly Delves: To Claw the Surface for Pathfinder at the JBE Shop, DriveThruRPG/RPGNow, Open Gaming Store, and Paizo.com.

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Pathfinder: Book of Magic: Dragon Spells and Archetypes

Are You a Sheep? No. You’re a Dragon. Be a Dragon!

Dragons should be terrifying with their thick scales and their huge jaws and their deadly breath weapons. The draconic ability to cast spells should be just as iconic and fear-inducing, which really cannot be done with the same spells any wizard can learn. At the same time, those that hunt down dragons need specialized spells to counteract the deadly abilities dragons possess. Arm yourself with these spells and archetypes and take down these deadly beasts.

Book of Magic: Dragon Spells and Archetypes is a great resource for any spellcasting character in the Pathfinder Roleplaying Game. This short supplement features:

  • 20 New Spells—Some for the dragon hunter, some for the dragon
  • 5 New Class Options—theme your character to associate your character more like a dragon or to hunt these wyrms

Make Your Dragons Terrifying or Tremble With Fear!

Download Book of Magic: Dragon Spells and Archetypes today at the JBE Shop, DriveThruRPG/RPGNow, the Open Gaming Store and Paizo.

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Pathfinder: Everyone Needs Dragon Spells

Coming in September is the Book of Magic: Dragon Spells and Archetypes. As you can guess, this book contains spell and archetypes that are dragon-themed. So if your campaign features quite a number of dragons, this is definitely a supplement you NEED to grab ahold of. Some are designed to be used almost exclusively against dragons while others have a much wider use but still have dragons in mind during the spell’s creation.

Today I want to show off two such spells. The first is one every prepared spellcaster needs to know about before going into a dragon’s cave. The other has a much wider use than just dragons. I hope you enjoy them.

Deflect Breath Weapon

School abjuration; Level arcanist/sorcerer/wizard 2, cleric/oracle/warpriest 3, druid/hunter 3, magus 2, ranger 3
Casting Time immediate action
Components S
Range special
Area special
Duration instantaneous
Saving Throw none; Spell Resistance no
In a last ditch attempt, you pit your magic against the full force of a foe’s breath weapon. Depending on the type of breath weapon you can attempt the following.
Cone: You create a 15-foot long cone of force that you can place anywhere within 15 feet. All those that are within the cone’s area of effect gain a +8 bonus on their Reflex saves to evade the breath weapon’s effect.
Line: You attempt to deflect the line away by creating an angled wall of force 5 feet in front of you. The angled wall grants you a +10 bonus on your Reflex save. If you succeed on your Reflex save against the breath weapon you deflect the line either to the left or right of you (your choice) at a 45 degree angle, possibly causing it to hit other targets, who must make Reflex saves as normal for the breath weapon.

Heartseeker

School necromancy; Level arcanist/sorcerer/wizard 1, bloodrager 1, cleric/oracle/warpriest 2, magus 1, shaman 2, witch 1
Casting Time 1 standard action
Components V, S, F (heart)
Range touch
Target weapon touched
Duration 3 rounds + 1 round/2 levels (D)
Saving Throw none; Spell Resistance yes
Twisting the strands of fate, you imbue one weapon with a desperate need to seek vital organs. Upon a strike, you deal an additional 5 points of negative energy damage plus 1 point of damage per caster level (to a maximum of 15 points of damage) to the target. The magic dissipates after one hit.

Download all of the Book of Magic series by Jon Brazer Enterprises for your Pathfinder game at the Jon Brazer Enterprises Shop, DriveThruRPG/RPGNow, the Open Gaming Store, and Paizo.com.

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The 2017 Not Going to Gen Con Sale for Print Books

Book of Heroic Races: Advanced Compendium

As you are gearing up for Gen Con, getting ready the year pilgrimage to Indianapolis, I am sad to say that JBE will not be attending this year. That, however, does not mean that you should be sad because we just relaunched our Not Going to Gen Con Sale. This year, it is all about the print books.

That’s right, this sale is on books you can hold in your two hands. Those that love the feel of the covers, the smell of paper, the sight of seeing the book on your shelf, and the ability to make notes in the margins, this sale is for you. You can grab these books for a nice discount.

How much of a discount you ask? Easy. All of our print books that are more than $10 are $5 off. If the book is $10 or less, it is $2 off. That simple. And this is on ALL of our print books, even the one we released only a few short months ago. So if there is a new release you wanted and you wanted it in print, now is your chance to pick it. Do you want to read it now? Well that is even easier. For $2 more, you can get the PDF. This means you can devour it now and still have the print book on your shelf.

Which books are on sale? Great question.

Monster Books (PFRPG)
Book of Beasts: Legendary Foes
Book of Beasts: Monsters of the Shadow Plane
Book of Beasts: Monsters of the River Nations

Adventures (PFRPG)
Deadly Delves: The Gilded Gauntlet
Deadly Delves: To Claw the Surface
Shadowsfall: Temple of Orcus

Player Races (PFRPG)
Book of Heroic Races: Advanced Compendium
Book of Heroic Races Compendium
Book of Heroic Races: Half-Faerie Dragons
Book of Heroic Races: Seedlings

Traveller
d66 Compendium
Creatures of Distant Worlds Compendium
Mech Tech ‘n’ bot: Fighters and Small Ships
Character Datafile

Fifth Edition
Deadly Delves: Rescue from Tyrkaven

13th Age Compatible
Deadly Delves: Reign of Ruin

This sale is exclusively at DriveThruRPG and RPGNow. So hurry over there and order your books today. This sale will not last long. Share this sale with your friends on Facebook and Twitter as well as with your regular gaming group. I am sure they will want these books in their hands as well.

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Pathfinder: Spell Words with Undead Friends

Spell words are an all but forgotten subsystem in Pathfinder. We still love them. So today being Friday, I pulled up a few from Book of Magic: 10 Undead Spell Words and decided to share them.

Fade From Undead (Concealing)

School abjuration; Level cleric/oracle/warpriest 1 

Duration 1 round/level 

Saving Throw Will negates (harmless); Spell Resistance yes (harmless) 

Target Restrictions selected 

The target of a wordspell with this effect word becomes invisible to undead creatures. If the target attacks or otherwise takes an offensive action, this effect ends. 

Boost: The target cannot be detected by undead creatures through any means. Boosting this effect word increases its level by 1. 

Sunlight Flash (Illumination)

School evocation; Level cleric/oracle/warpriest 3, inquisitor 3

Duration instantaneous Saving Throw none; Spell Resistance yes

A wordspell with this effect word releases a flash of sun light. A creature that is targeted by this effect word sustains 1d8 points of damage per two caster levels (maximum 5d8). An undead creature takes 1d6 points of damage per caster level (maximum 10d6); an undead creature particularly vulnerable to bright light takes 1d8 points of damage per caster level (maximum 10d8). A construct or inanimate objects takes 1d6 points of damage per two caster levels (maximum 5d6). If the wordspell has only a single target, it requires a melee or ranged touch attack.

Book of Magic 10 Undead Spell Words can be downloaded at DriveThruRPG/RPGNow.com, d20PFSRD.com, and Paizo.com.

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Meet the Iconics: Runa Cloudsoles

There are many projects that I started long ago, got distracted from, and never got back to. One of them was introducing you to all our iconic characters. Well 2-1/2 years late is better than never, right?

I would like to share with you the tale of Runa Cloudsoles, our signature cloud dwarf cleric. Read our tales of Darlanrea Moonbright, our elven fighter and Edward Amante, our human rogue. I am sure you will find Runa’s tale most fascinating, yet relatable.

Name: Runa Cloudsoles
Race: Cloud Dwarf
Gender: Female
Age: 87
Background: Miner of cloud silver
Reason for Becoming an Adventurer: Fell to the ground, cannot return home

While in training to become a cleric of Marduk, Runa Cloudsoles spent her days in the cloud mines mining cloud silver. Her family needed her to work so she spent her days working the mines and her nights at the local temple in Cumulia in studying and performing rituals. All the other acolytes came from clans that did not lose anyone to the giants in their various wars or were from clans influential enough to sponsor them while learning their trade. Neither was true for Runa, and had to provide for herself and her sister and two brothers until they were of age.

It is fortunate that one of her brothers was of age and was able to provide for the other two when the accident happened. Mining cloud silver is always dangerous. A miner digs too deep and a leak opens, causing a downpour that takes all the miners in the area with them. It was not her fault; one of the other miners was careless and the bottom dropped out of the cloud. If she had not been so tired, so overworked from years of working, studying, and acting like the parent her family lacked, perhaps she could have saved herself from falling to the ground far below.

Most cloud dwarves know that doing so is almost certainly death, but a few here and there survive. Runa was one of the lucky ones. Perhaps it was Marduk looking out for her. She may never know for sure, but she believe that that is the case. She landed was cushioned by several other cloud dwarves that dropped down first and died upon impact. At first she tried to get back, but she lacked the money to hire a wizard to fly her there. So she turned to adventuring to earn the money to go home.

By the time Runa earned enough to contact her brothers and sisters to find out how they, she was a full cleric of Marduk. She talked with them enough to know that they are doing ok, their brother Guthrik took up silver smithing to pay the bills. She also learned that she was blamed for the mining accident. With no family connection, the elders blamed her and pretended it never happened. If she showed up back home, however, she would find life most difficult.

While she is sad for what happened, she counts it as a mixed gift from Marduk. She is free to be a cleric and adventure, spreading justice and her god’s thunder wherever she goes. All for the price of never being able to go home and see her family again. That knowledge drives her to become the best cleric she can be, hoping to one day to see them again and take her brothers and sister somewhere where they can live safely, where family connections do not matter.

She has a new clan now, adventurers all like her. She guards their back and they hers. Sure they are not dwarves like her, but they are loyal to her like any clan should be. It is not a better clan, just a different one.

Runa Cloudsoles graces the cover of Deadly Delves: To Claw the Surface. Download this adventure for Pathfinder at DriveThruRPG/RPGNow, Paizo, and the Open Gaming Store.

Download all of our Deadly Delve Adventures for the Pathfinder Roleplaying Game at DriveThruRPG/RPGNow, the OpenGamingStore, and Paizo.com, our Fifth Edition Adventures at DriveThruRPG/RPGNow, the Open Gaming Store, and Paizo.com, and our 13th Age Compatible Adventures at DriveThruRPG/RPGNow and the Open Gaming Store.

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Pathfinder: Brave the Gilded Gauntlet

A Fool And His Life Are Soon Parted!

The city of Hunstoc is experiencing a rash of calamity. Livestock and horses are falling ill, children and elderly people are dying off without any explanation, and the city’s clerics can’t manage to cure the mysterious malady. The Mayor’s Office has posted a bounty on strange clockwork creatures that keep emerging from the nearby foothills outside Hunstoc’s gates. Investigating these sinister happenings leads to a massive underground complex full of devious puzzles, dangerous traps, and alchemical wonders beyond anyone’s wildest imaginings—and only the most cunning of adventurers will survive the journey into its depths!

What would you do for limitless wealth? How far would you delve? What horrors would you be willing to face? Would you repeatedly risk your own life, or those of your friends or countless innocents, in order to have anything you wanted? The Gilded Gauntlet brings the classic feel of dangerous trap-laden tournament-style dungeons to Jon Brazer Enterprises’ Deadly Delves product line, and is fully compatible with the Pathfinder Roleplaying Game. Each room of this dungeon was designed by a different author to confound even the savviest of players and the wiliest of characters. This 61-page adventure is designed to challenge a group of 9th-level PCs like no other content has to date. Inside this volume, you’ll find:

  • 7 New and Variant Monsters, including the clockwork sentry, mercurial necroplasm, and thallium elemental
  • 28 New Traps, Hazards, and Haunts with which to confound, maim, and torture your players again and again
  • 20 Full-Color Maps detailing a treacherous underground complex filled with alchemical machinery and devious puzzles and also includes a separate PDF of all the maps in high resolution, making it easier ot use in your game
  • 3 New Magic Items, such as the imprint helm and the eternal jar
  • A New Fully-Detailed Location in which to immerse your players: the City of Hunstoc, complete with a full roster of NPC denizens and an accompanying full-color map of the city’s layout
  • Enough content to take five 9th-level PCs to 10th level and beyond, with ideas to extend the story even further once you’re done exploring the complex

Dangers Unknown. Treasures Untold. Adventure Awaits.

Download Deadly Delves: The Gilded Gauntlet at DriveThruRPG/RPGNow, the OpenGamingStore, and Paizo.com.

Download all of our Deadly Delve Adventures for the Pathfinder Roleplaying Game at DriveThruRPG/RPGNow, the OpenGamingStore, and Paizo.com.

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Pathfinder: Twelve Labors, Give Or Take

Richard Moore, one of JBE’s two editors helmed the development of Deadly Delves: The Gilded Gauntlet, and we are thrilled that it is coming out soon. So I asked him to write a few words as a blog post, sharing his experiences in doing so. I hope you enjoy his recount as I did.

Twelve Labors, Give Or Take

I love collaborative game design projects. I’ve co-run campaigns in my hometown of Raleigh, NC alongside several fantastic groups of game masters and designers, edited and contributed to a few massive third-party Pathfinder adventures, and recently had a chance to work with a great team of designers on Jon Brazer Enterprises’ latest release, The Book of Heroic Races: Advanced Compendium.

In late 2014, while moonlighting on just such a collaborative project for Savage Mojo, I was brainstorming ideas for future Deadly Delves products to propose in 2015. One of my weaknesses as a gamer, perhaps as a result of the era of gaming in which I came of age, is large dungeons full of maddening puzzles and deadly traps. I grew up reading Dungeon Magazine and being enthralled by works such as Rich Baker’s Prism Keep and Andy Miller’s Ex Keraptis Cum Amore (which is itself a cheeky remix of White Plume Mountain), and I’d previously run The Tomb Of Horrors in both D&D 3.5 and 4E, as well as the updated version of The Mud Sorcerer’s Tomb for D&D 3.5. Additionally, one of my favorite products ever produced by Paizo Publishing is the 2007 Gen Con Indy delve Seven Swords Of Sin, a dungeon whose story was outlined by James Sutter with individual rooms designed by other Paizo staff members to see who could come up with the deadliest, most devious trap/monster combos. I desperately wanted to spearhead a project of this nature myself, but I knew that other time constraints and commitments would prevent me from doing it all on my own. So, I pitched the idea to JBE President and Publisher Dale McCoy Jr., and he greenlit it, making me the lead developer for the adventure and clearing me to assemble a team of freelancers.

I had accepted that I couldn’t handle this Herculean task on my own—so instead of tackling twelve labors all on my own (or, well, sixteen as it turned out, considering the room count and the setting designed by Dale), I decided to recruit a little help. One of the perks of living in the Raleigh area is that there is a huge wealth of game design talent here. I’ve heard it said many times by West Coast industry folks that there is something in the water in North Carolina, and there’s some truth to that. I’ve had the pleasure, over the years, of gaming with some stellar people in this area, many of whom you might recognize from their design credits with Paizo or other publishers. So naturally, I immediately reached out to all of them to contribute to what was long dubbed “Project Hercules”. The final product, however, bears a different name: The Gilded Gauntlet.

Our roster of designers for this adventure is an impressive list indeed. Casey Clements designed one of the most devious dungeon rooms I have ever read, and the horrible culmination of that encounter was the inspiration for our cover art image. Charlie Bell’s ingenious attention to detail in his section of this dungeon will leave you looking askance at mirrors for days after playing it. Michael Eshleman designed a room sure to delight both GMs and their players; the victim of this particular room in playtesting was none other than Mike Welham, who roleplays crazed constructs as well as he writes adventure content. Sam Polak (whose PC in playtesting suffered a hilarious existential crisis in the last encounter I mentioned) offered up a middle-finger of a triple threat that combines traps, haunts, and treacherous treasure. Steve Miller turned in what has to be the most complex encounter I’ve ever developed and edited, complete with insanely-detailed AutoCAD maps befitting his professional background as a civil engineer. All of the aforementioned designers are former competitors in Paizo’s RPG Superstar contest. Welham’s design work is well-known to just about everyone who plays Pathfinder, and Miller and Eshleman have both served North Carolina’s Pathfinder Society organized play program as Venture Captains.

Michael Allen has previously freelanced for both Jon Brazer Enterprises and several other companies, including Adventure-A-Week and Kobold Press, and illustrated all of the maps for this adventure in addition to contributing a room design and coming up with the module’s final title (which was one of the things I was sweating most toward the end of development). I had the pleasure of working with Allan Hoffman and Andrew Hoskins on several Savage Mojo products and was thrilled when they signed on to contribute; Andrew is the author of several great pieces of content in Wayfinder Magazine as well as five Pathfinder Society scenarios. Daniel DeStephen is the greenest member of the team; we met on the Paizo messageboards while discussing the Carrion Crown Adventure Path, where his custom monster and NPC builds for that campaign impressed me greatly. Allan’s work was a variation on a classic theme of elemental puzzles that tied in well with other features of the dungeon. Andrew offered up three very short encounters that we included as minor interludes between larger set pieces, but I think you’ll find that awful things come in small packages. Daniel’s submission ties directly into Allan’s—if your players do well in the first encounter, the ones Daniel put together will be (slightly) easier, but no less entertaining.

So just what—besides madness, terror, and oblivion, of course—does The Gilded Gauntlet offer your campaign’s story, you ask? A small city is plagued by problems with poisoned livestock and tainted water supplies, not to mention strange monsters prowling the surrounding lands. Naturally, they hire adventurers to root out the cause of these disturbances. As the PCs investigate, they find a MASSIVE underground complex that houses a great machine—an alchemical wonder fueling a centuries-old global conspiracy woven by a very cunning, and very dangerous, foe…and that person does not want word of what he’s been up to getting out. I could say more, but to give away too much would be to spoil a really big surprise for both the players and the GMs who run this adventure.

Perhaps even more importantly, The Gilded Gauntlet is a meat grinder, but it’s also a portfolio of ready-made puzzle rooms for GMs who are designing dungeons of their own and need something cool and devious to drop into a play session. You could never run this adventure at all, and instead simply pluck out rooms whose themes, denizens, and mechanics match something else you’ve planned for your game group. We hope you’ll use these encounters to amaze and confound your players, challenge their PCs, and maybe take some work off your own plate in the process!

Thanks for taking the time to read this post, and I hope you’ll pick up a copy of Deadly Delves: The Gilded Gauntlet when it’s released in May 2017!

Download Deadly Delves: The Gilded Gauntlet at DriveThruRPG/RPGNow, the OpenGamingStore, and Paizo.com.

Download all of our Deadly Delve Adventures for the Pathfinder Roleplaying Game at DriveThruRPG/RPGNow, the OpenGamingStore, and Paizo.com.

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Pathfinder: Occult Intrigue in the Wilderness

Book of Heroic Races: Advanced Compendium

To put it lightly, I have gotten a few requests for additional support the Book of Heroic Races: Advanced Compendium races, specifically for the classes from Occult Adventures, Ultimate Intrigue, and the upcoming Ultimate Wilderness. So I would like to ask you directly, are you interested in additional support for the Book of Heroic Races: Advanced Compendium races? Would you like to see archetypes and favored class options for these races? Please tell us. We want to hear from you.

While we are at it, should we throw in the races from the original Book of Heroic Races Compendium? You know, seedlings, umbral kobolds, half-faerie dragons, fosterlings, ursine and the rest. Should we create archetypes for the vigilante, shifter, and all the classes in Occult Adventures?

And if we are going to go crazy here, why not throw in the Shadowsfall races? Would you like to see archetypes for a wanderer kineticist, a dhampir spiritualist, or a fetchling shifter?

Tell us! We want to know.

Download Book of Heroic Races: Advanced Compendium today at DriveThruRPG/RPGNow, the OpenGamingStore, and Paizo.