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.
The clerics of the natural world, druids believe in the divinity of nature and the elemental forces. They draw their magical power directly from these forces. This gives them power to tap into incredible raw power that they can channel for the greater good (the greater good) for the Wild places.
Join us each Friday as we delve into the classes one at a time, helping you to get in touch with your character. Previously we had similar questions for fighters, clerics, monks, bards, rogues, paladins, and wizard.
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1) Where Does Your Deep Connection with Nature Come From?
You’re not just some random person wandering around a forest. You are a priest and defender of the wild. You can feel the pain of the trees as an axeman cuts it down. You experience the pain of animals hunted for their skins. You cannot bare the enslavement of wheat plants in rows for food instead of being allowed to grow wild and allowed to live a full life, free of civilized taint. Where do you get it? Do you worship one of the elemental lords? Were you blessed by a fae queen? Do you have a shard of the planet’s spirit in your soul? Where does your connection come from?
2) What is Your Spirit Animal?
This one is weird since it sounds like a game term, but it isn’t. A spirit animal, as I mean it, is the soul of a beast that is inside a person, like when a person and their pet have pretty much the same personality. A druid, possessing a deep connection to nature, would be deeply connected it there spirit animal and they would let it show in their mannerisms, their attitude, and their whole person. So what animal spirit do you possess? Consider making that the creature you change shape into, when you gain that ability.
3) How Do You Behave in Urban Environs?
The short answer to this one should be, “Not well.” Remember, you are the priest of nature, and when you are in a city, you are witnessing trees and stones forced into unnatural shapes to make buildings. This could make you angry and want to yell at carpenters and stone cutters. Before your eyes, you see horses forced to wear bridals and harnesses and being made to work for their supper instead if being free spirits. This could make you want to free the horses when the the stable master’s back is turned. Or you could instead see nature as undefeated in the city, forcing people to give a wide berth around a weed that is growing in the middle of a street or giving the rats some food. What is your personal style of behaving “weird” by city folk standards?
4) Why Would You Side With Humans Over Fey?
You may be a priest of nature, but you are still human (or a dwarf or elf or whatever). No one ever sees what their side is doing is completely right, unless you are brainwashed. Reasonable people can disagree. So what would make you say that the side of nature has gone too far and want to protect some humans? Would it be some fey resorting to murder instead of playing the pranks that most fey resort to. Is it fine to kill a dwarf that cuts down a tree? Is it ok to kill an elf if you eat it (since that is nature’s way)? Is disrupting human commerce as far as you will go to protect your furry friends? How far will you go?
5) How Do You Share Your Love of Nature to Fellow Adventures?
Obviously you are working with your fellow adventurers towards the greater good (the greater good) of protecting nature, even if that is not their goal. Yet if they do not respect the wild places, it is doubtful that you will stay with them for long. How do you share with them your passion for protecting the untamed wilderness? Do you make shelter for them each night so they do not have to endure the elements during the night? Do you call and have a deer come to you so your party can eat and not have to hunt? Do you wake up each morning surrounded by bunnies and song birds and ask the others to hold them as a way to start their day off on a positive note? How do you spread the joy of nature?
Kanoa is our signature druid, although some call him an oracle of the sea. His kind, being one of the gillmen, live underwater and are distant relatives of humans. He sleeps with the fishes and walks with an octopuses. While he has no problem with shipping, he does mind it when ports and harbors dump their garbage in the sea, and he makes his displeasure well known to the council chambers of local cities. His eternal fight for the sea is never done.
Find the racial stats on the gillmen race and other nature-friendly races in the Book of Heroic Races Compendium and Advanced Compendium for Pathfinder, Book of Heroic Races: Player Races 1 as well as Player Races 2 for Fifth Edition, and Book of Heroic Races: Age of Races 1 and Age of Races 2 for 13th Age.
Next week sees the release of the Book of Heroic Races: Age of Races 2, and we couldn’t be more excited. We are taking many of the races we developed in-depth for Pathfinder and bringing them over for your 13th Age Compatible game. We’ve got 5 races in total in this book: androids, geppettoans, gillfolk, moonblooded, and tengus. Today we are going to look at the moonblooded.
I will be honest, I was hesitant about bringing a shapechanger playable race into 13th Age with Richard Moore proposed it. As far as I know, there hasn’t been one yet, and I was not sure how it would be received. I know Richard knows his stuff so I gave him the green light. After seeing the race, I am glad I did. I really like this race and think it is a solid addition to any 13th Age game. See for yourself.
Moonblooded Racial Traits
Moonblooded have the following racial traits.
+2 Wis; also see Racial Power.
Change Shape (Racial Power)
You may shapeshift into a bestial form as a standard action once per battle. When you do so, you can increase either your Str, Dex, or Con by +2, and your unarmed melee attacks deal damage as though you were wielding a two-handed light or simple weapon for your class (unless you are a monk and your damage dice and attack bonus for such an attack would be higher than this amount, in which case you use the better of the two).
Champion Feat: You now change shape as a move action, and your unarmed melee attacks benefit from the effects of two-weapon fighting (see the “Attacks” section of Chapter Five: Combat Rules in the 13th Age Core Rulebook).
Everyone has their favorite Fifth Edition class. The warlock, however, is in a class by itself. As someone who enjoys playing this newer class (newer being it was created during 3rd edition and made a core class in 4th, as compared to all the other core book classes first appearing in 1e or 2e), there is quite a bit to live with this class. Here are three reason why the warlock is just a downright awesome class.
1) Its a class with a backstory.
While it is true that every character should have a backstory, most other classes can have a rather boring sentence. Wizard: I went to school. Fighter: I picked a sword and started using it. Cleric: I worship a god and was granted powers. Druid: I worship nature and was granted powers. Sorcerer: I started doing magic one day. A warlock by comparison can have a single sentence backstory, it is by no means boring: I struck a bargain with a dark power and was given power. Even then, that single sentence draws a whole host of questions: which dark power, how did you get its attention, what did you offer it for your power, and mostly, are you really working against the good of all humanoid kind in exchange for your power? Already, that is one hell of a character that is exciting to play.
2) It is one heck of a versatile class.
Warlocks may not have the full spell list as the sorcerer or wizard, they can use quite a few spells. While they are not front line fighters, they have as many hit points and the same armor proficiency as a rogue. They don’t even need to carry a weapon since the pact of the blade option lets them create a weapon out of pure magical energy. On top of that, they get eldritch invocations that let them gets all kinds of tricks like being able to read all writing, let them use spells not on their list, gain proficiency with more skills. This class can dabble in many different kinds of classes and can be customized for many play styles.
3) Always max slot level spellcasting
One serious advantage that a warlock has over wizards and sorcerers is that they always class all their spells at the highest slot level. Why is that big? Take hold person for example. This second level spell paralyzes one person. But if it is cast using a 3rd level spell slot, you can paralyze an additional person. You never need to ask yourself which spell level you want to use. It is always your highest spell level. So at 9th level, a warlock casting hold person can always hold four people while the wizard needs to decide which spell levels will be needed later and might not hold those last few orcs, leaving them for the fighter to take on and possibly be overwhelmed.
But these are just my opinion. Why do you love warlocks? Tell us in the comments below.
Synapse is our signature android warlock. He made a deal with the great machine for power. Play his kind today by downloading the Book of Heroic Races Player Races 2 for your Fifth Edition game at JonBrazer.com. You can also find this at DriveThruRPG/RPGNow, the OpenGamingStore and Paizo.com.
It was the end of last summer when I did the most recent review roundup. We have much to share since then so let’s jump right to it. Lets start with the 5-STAR review by Rick H. we got last night for our newest adventure Deadly Delves: The Gilded Gauntlet.
There are, however, many out-of-the-box problems that need to be carefully considered. I really liked this approach- the information the characters require is readily available, but making sense of it is key. Further, the encounters mix monsters with hazards in interesting environments. There’s a lot of content for the price, and I look forward to using it.
Read the full review at DriveThruRPG
I would also like to give a special shout out to John McCoy (no relation) for his first review ever. It was a 5-STAR review for Book of Heroic Races: Advanced Skinwalkers, and his review is short and sweet.
Love Skinwalkers, and this pdf is a great addition to them.
Thank you, John. We hope you write more reviews in the future!
Let’s skip over to Traveller and take a look at the reviews here. The d66 Compendium and D66 Compendium 2 are two of the most useful books in all of Traveller and people continue to recognize that. One person, James J, left very similar 5-STAR reviews for the both review for both, saying
Solid product. I bundled this and Compendium into a binder to take with me to Traveller sessions as Referee. Great stuff for ideas. This also works as a brainstroming setup for writing.
Another reviewer gave the D66 Compendium 2 a 5-STAR reviews, describing it thus:
Very useful, … I find it useful for both RPGs and Sci-fi wargames.
The d66 Compendium received another new 5-STAR review as well, saying:
It too is filled with lots of great d66 charts. But to be honest it also is a gold mine of great ideas. Just looking over some of the lists causes ideas to spring up in my mind. Not just a great place to randomly select a name, but to look at a name and begin to build out who or what it is. I have had fun just reading various entries and charts. I strongly encourage any GM to pick both this compendium and the 2nd one as well. They are both great additions to my collection and will be very helpful resources in my creative efforts.
The very same James J. gave Scenes of Space Hex Battle Maps a 5-STAR review, saying
I liked this a lot. I used the asteroid map in a recent Traveler Session. nice big hexes on four sheets. I like that there are different sizes. No problems printing and cutting these pieces to fit together with some tape. … I would buy more if there were more in the series.
Thank you very much, good sir.
Switching over to Fifth Edition, we are rather proud of Book of Beasts: Monsters of the Forbidden Woods getting Ismael A’s rating of “5 out of 5 stars, and my royal seal.” Let me reprint the whole review.
Now, I have to say that I am massively impressed with this product. It is not a bestiary so much as it is an ecology primer on a bunch of new creatures that are original, inspiring, and effective. Ranging from animal to elemental to monstrocity, there are plenty of interesting and original creatures to use in your campaigns. For each creature or type we are given a wide number of alternative builds, whether they be stronger versions of the base creature, or full distinct variations on a similar theme. For instance, we get young, adult, and elder spider bears, while the druidic guardians are varied by elemental type.
Each cluster of creatures comes with plot hooks, potential treasure (when it makes sense), and pointers for how a creature might behave in battle. This, coupled with the brief but comprehensive descriptions give creatures a depth that is not conveyed in a 1 page stat block. And although the hit point values are a bit low for a given CR, the creatures themselves are excellently represented for 5th edition statistics.
I very much look forward to seeing more books like this, and it has even changed my view on what shorter bestiaties should be. Without the history of older and established monsters, every new beast needs to be as fleshed out as the ones in this book.
Gaeton V reviewed Book of Heroic Races: Player Races 1, giving it 4-stars, describing it thus:
Overall though, I’m impressed. There are lots of “freebie” races out in the wilds of the internet, but very few of them have as much detail as these ones.
Martin S give a spoiler heavy 4-Star review of Pathfinder’s Deadly Delves: Along Came a Spider so I will only share his conclusions:
I think this is a good module and one that not only reaches its goal, but that offers many possibilities to expand on the material presented here.
That is a total Eight 5-STAR Reviews and only a pair of 4-Star reviews and nothing else in that time frame. Jon Brazer Enterprises has a reputation for exceptionally high quality work that does not disappoint. We do not release very fast because we take the time to do it right. Tell you friends about Jon Brazer Enterprises books for their games today.
Go beyond the standard fantasy races and play a new breed of hero. These intrepid adventurers forge their place in legends with splinter, gill, electron, and scale. Now you can play one of these heroic races in your home game and battle monsters like never before.
Book of Heroic Races: Player Races 2 introduces a number of playable races for your fifth edition game. This 13-page supplement gives you everything you need to include the following races at your table:
- Androids, machines with human-like souls, including subraces powered by alchemy and technology
- Geppettoians, a halfling-sized, wooden construct race possessing free will to forge their own paths
- Gillfolk, a race mutated by powerful sea monsters to serve as slaves who have won their freedom, featuring two subraces defined by where they live in the sea: the shore-line gillfolk and their deep-sea cousins
- Lizardfolk, scaly swamp-dwelling heroes whose subraces originate from draconic progenitors or stewards of nature
Be Heroic With These New Races Today!
Lizardfolk are one of the most misunderstood races in the world, reviled by other humanoid societies for their practice of cannibalism, their frequent alliances with or subjugation by evil dragons, and their tendency to war over border encroachments and environmental exploitation.
Despite the misunderstandings of outsiders about this race of people, lizardfolk occupy and protect ecological niches which benefit the world at large. When treated fairly and given the means to peaceably integrate with other humanoid societies, they become valued allies and powerful members of standing multicultural armies.
Lizardfolk Racial Traits
Lizardfolk have the following racial traits.
Ability Score Increase. Lizardfolk are used to harsh environments and being exposed to adversity. Your Constitution score increases by 2.
Age. Lizardfolk mature more quickly than most humans, reaching adulthood around age 14. They age rapidly as well, seldom reaching 80 years of age.
Alignment. Most lizardfolk are neutral due to their deep connection with nature.
Size. Lizardfolk tend to be a little taller than humans, standing between 6 and 7 feet tall. You are Medium size.
Speed. Your base walking speed is 30 feet.
Lizardfolk Combat Training. You have proficiency with the blowgun, handaxe, javelin, and maul.
Languages. You can read, write, and speak Common and Draconic.
Subrace. The two most common types of lizardfolk are the dragonsired and swampkin. Choose one of these subraces.
Dragonsired lizardfolk carry a touch of their draconic ancestry within them.
Ability Score Increase. Dragonsired lizardfolk exude a dragon’s confidence and power. Increase your Charisma score by 1.
Damage Resistance. You gain advantage on saving throws against damage of of a type chosen from the following: acid, cold, fire, lightning, or poison. You also have resistance to that same type of damage.
Draconic Cantrip. You know one cantrip of your choice from the sorcerer spell list. Charisma is your spellcasting ability for it.
Born to the marsh, a swampkin lizardfolk is at home in places others would forever avoid.
Ability Score Increase. Being observant in harsh and deadly marshes keeps a swampkin lizardfolk alive. You increase your Wisdom by 1.
Hold Breath. You can hold your breath for a number of minutes equal to your Constitution score before needing to make Constitution checks.
Natural Armor. Your scales protect you against the elements and against attacks, granting you a +1 bonus to Armor Class.
Lizardfolk are one of the races in the Book of Heroic Races: Player Races 2. Download now for your Fifth Edition game at JonBrazer.com. You can also find this at DriveThruRPG/RPGNow, the OpenGamingStore and Paizo.com.