Posted on Leave a comment

Pathfinder: $1 and $2 River Nations Sale

image Return to classic fantasy in the River Nations. Whether your players are putting an stop to a bloody baron or starting their own kingdom, the River Nations series is everything you need. This $1 and $2 sale has all the resources you need, at up to 67% off the regular price. The sale lasts only one week, though, so grab these titles today!

Download the Book of Beasts: Monsters of the River Nations, Book of the River Nations Complete, and Book of Friends and Foes: Assassins in the River Nations all week at deep discounts at DriveThruRPG/RPGNow and d20pfsrd today.

Posted on Leave a comment

Pathfinder: A Superstar of a Sale

Book of Beasts: Monsters of the River NationsLast week, Steven Helt won the RPG Superstar™ contest. In his honor, we have the first book he wrote for us, the Book of Beasts: Monsters of the River Nations, on sale all week long. The print version of this amazing monster book has been available in game stores on three continents and is a favorite among those looking for wilderness adventures. This book introduced several new classic monsters such as the autumn death, forest giant, lemkin, silverbell plant, and of course the river dragon.

All week long, you can download this amazing monster book for $3 at DriveThruRPG/RPGNow, and d20PFSRD.

RPG Superstar is a trademark of Paizo Publishing, LLC.

Posted on Leave a comment

Pathfinder: More “Monster” of a Black Friday Sale

Yesterday we announced that we will be having a “Monster” of a Black Friday Sale. But monsters are not the only things that will be on sale. Oh No. There is more. We are putting all of our Book of the River Nations PDFs for a whopping 75% off (minimum $0.99). That’s right. Starting tomorrow, you can get the Book of the River Nations: Complete Player’s Reference for Kingdom Building for the low, LOW price of $1.50. This is the lowest price we will ever offer these books so grab them this weekend. If you have been curious about how to build your own kingdom, there is no better time to grab these amazing deals. Declare war on your neighbor or defend your lands from invaders. Crush your foe with the feats, archetypes, prestige classes and spells you read about here. Pick it up anytime between tomorrow morning and Monday, November 26th.

Do you already have the Kingodom Building rules? Well grab Assassins of the River Nations! This book of premade Assassin NPCs is designed for the kingdom encounter assassination attempt. Now you don’t have to take a break from the game to quickly make up an someone designed to kill off the PCs. This arms you with assassins designed to make quick work of those pesky heroes. This will be on sale for a mere $0.99. There will never be a better time to pick up these NPCs. And don’t forget that Book of Beasts: Monsters of the River Nations will also be on sale for an eye-popping $1.25. This book will never be this low again. So grab the whole River Nations set at the best sale of the season.

This sale will be running at DriveThruRPG, RPGNow and

Posted on Leave a comment

Pathfinder: An Advanced Racial Fighter

Taking a break from my normal writing, I decided to write up a quick Oread Fighter, using options presented in the Advanced Race Guide and the Advanced Player’s Guide. If you have yet to see it, this will give you a small preview of some of the options for the oread race contained within.

And incase you are wondering, this has nothing to do with tomorrow’s announcement.

Artist: Marc Radle
Cove Granitefist           CR 6
XP 2,400
Male oread** fighter (two-handed fighter*) 7
LN Medium outsider (native)
Init +0; Senses darkvision 60 ft.; Perception +2


AC 20, touch 10, flat-footed 20 (+9 armor, +1 natural)
hp 57 (7d10+14)
Fort +7, Ref +2, Will +4


Speed 20 ft., burrow 10 ft.
Melee +1 greatsword +14/+9 (2d6+9/19-20)
Ranged mwk composite (+4) longbow +8 (1d8+4/x3)
Special Attacks backswing*, overhand chop*, treacherous earth (1/day, 7 minutes)


Str 18, Dex 10, Con 14, Int 13, Wis 14, Cha 6
Base Atk +7; CMB +11 (+13 sunder); CMD 21 (23 vs sunder, 28 vs bull rush, drag)
Feats Dwarf Blooded**, Lunge, Oread Burrower**, Point Blank Shot, Power Attack (-2/+4), Stony Step**, Weapon Focus (greatsword), Weapon Specialization (greatsword)
Skills Knowledge (dungeoneering, engineering) +11, Profession (miner) +12
Languages Common, Dwarven, Terran
SQ granite skin**, shattering strike*, slow speed, stonecunning, weapon training (swords)
Gear +1 greatsword, +1 half plate, mwk composite (+4) longbow, arrows,

Special Abilities

Burrow (Ex) Cove Granitefist can burrow through sand, dirt, clay, gravel, or similar materials, but not solid stone. He leaves no hole behind nor is his passage marked on the surface.
Treacherous Earth (Su) Once per day, Cover Granitefist can can transform a 10-foot-radius patch of earth, unworked stone or sand into difficult terrain. This area is centered on on an area he touches. This last for 7 minutes and then returns to normal.

Having worked with the dwarves most of his life, Cove Granitefist knows the mountains near the River Nations well. He has helped out with more than one mining operation, passing through the looser earth, helping the dwarves to locate veins of precious materials. He also stood by their side, fighting the foul creatures that live deep beneath the surface.

When the dwarves disappeared, he was arranging for goods to be sold to a neighboring nation. He returned to find plates of uneaten food, buckets and carts full of dirt as if dropped by their owners and toys ready to be played with but without owners. Instead of investigating by himself, he decided to hire others to investigate. When he returned, the entrance had been sealed off, preventing him from and his fellow adventurers from discovering the truth. Also, he and his companions were not powerful enough to overcome the new wards guarding the place.

Cove considers himself constantly training, looking to gain enough power to get past the wards and allow himself entrance. He wants to know what happened in that cave and hungers for a way to bring them back from whereever they may be.

* Advanced Player’s Guide
** Advanced Race Guide

Posted on 2 Comments

Book of the River Nations Sells its 2500th Copy!

As of last month, Jon Brazer Enterprises has sold over 2,500 copies of the Book of the River Nations. This is a tremendous milestone and we couldn’t be more pleased. We are so glad that our book is appearing at so many gaming tables.

Share with us and tell your friends how the Book of the River Nations has helped your game. Leave a comment below and make sure to point your gaming friends to us and tell them how much Jon Brazer Enterprises’ books enhance your world and your game.

Posted on Leave a comment

Pathfinder: Book of Friend and Foes: Assassinating your Downloads Now

Get personal – Fully fleshed arch-nemeses and assassins for your characters await within! The Book of Friends and Foes: Assassins in the River Nations delivers eight NPCs to fill out your kingdom building game. These assassins will keep your the characters guessing where the next deadly threat will come from next. Covering CR 6-13, these assassins will cover your death squad needs for much of the adventure path. Use these deadly foes to hang plot hooks and move your adventure along.

Inside this supplement, you will find:

  • Muffin Brownbottle, Death’s Chef, Rogue 5/Assassin 2
  • Jolanta Adanski, the Grave Cackler, Witch 7/Assassin 1
  • Qog Kirgon, the Mountain Stalker, Ranger 5/Assassin 4
  • Dyali Starwater, Heirophant of the Dying Moon Cult, Cleric 9/Assassin 1
  • Koron, Warmaster of Death, Fighter 9/Assassin 2
  • Mariana, Master of Disguise, Rogue 5/Assassin 7
  • Akanor, Funeral Singer, Bard 10/Assassin 3
  • Ceriddaia Shimmerstar, the Sword Breaker, Magus 14

This PDF supplement comes complete with a Hero Lab file, allowing for the quickest possible integration into your game.

Download these deadly foes today at DriveThruRPG/RPGNow and at

Posted on 3 Comments

Pathfinder: Assassin in the River Nations

Last year, the Book of the River Nations: Complete Player’s Reference for Kingdom Building was released. At the time I had plans to provide NPCs appropriate for a kingdom building game as well as much more support. Instead of doing that, I ended up going straight to work on Shadowsfall and several half finished products fell by the wayside. I don’t like vaporware as much as you so I’m working to finish up these products that I began so long ago. One such product is assassins for the River Nations. This one here is one I wrote last night. She’s part of an all elf/half-elf dance team called the Skyprancer Dance Troop. The team are mercenaries, using the cover of dancers as a way to cross borders and gain access. While none of the team actually possess the assassin prestige class, they have registered with the Gracetree Assassins in Daggerton.

Please let us know if you would like to see more assassins for the River Nations. Without further ado, I present to you Ceriddaia Shimmerstar!

Ceriddaia Shimmerstar           CR 10
XP 9,600
Female elf magus 11
CN Medium humanoid
Init +3; Senses low-light vision; Perception +13


AC 25, touch 14, flat-footed 22 (+8 armor, +3 Dex, +4 shield)
hp 75 (11d8+22)
Fort +7, Ref +6, Will +7
Immune sleep


Speed 20 ft. (30 ft. without armor)
Melee +1 scimitar +12/+7 (1d6+4/15-20)
Special Attacks arcane pool (9), improved spell combat, spell strike
Magus Spells Prepared (CL 11th, concentration +19)
4th – arcane theft, dimension door, wall of ice
3rd – fireball (DC 17), fly, force punch (DC 17), undead anatomy i, vampiric touch
2nd – defensive shock, elemental touch (DC 16), frigid touch, scorching ray, web
1st – corrosive touch, expeditious retreat, ray of enfeeblement (DC 15), shocking grasp, true strike, vanish
0 (at will) – acid splash, detect magic, disrupt undead, read magic, spark


Before Combat Before attacking her opponent, Ceriddaia will cast expeditious retreat as well as fly if the situation calls for it. Following that, she will use one of her arcane pool points to increase her scimitar to a total of a +3 shock weapon. Next she will cast vanish and then undead anatomy i. The following round she will strike.
During Combat The above preparations changes her attacks: +1 scimitar +15/+10 (1d6+7/15-20 plus 1d6 shock). First she will neutralize her target’s weapons by sundering them. Next, she will fight using her spell combat to increase the damage output of each hit. Meanwhile, Ceriddaia will use her shield spell ability to give herself a +4 shield bonus to her armor class.
Morale Ceriddaia is paid for her services and will flee if her hit points fall below 25.


Str 16, Dex 16, Con 10, Int 18, Wis 10, Cha 8
Base Atk +8; CMB +11 (+16 sunder); CMD 24 (26 sunder)
Feats Combat Casting, Combat Reflexes, Improved Critical (scimitar), Improved Sunder, Lunge, Power Attack, Toughness, Weapon Focus (scimitar)
Skills Fly +17, Knowledge (arcana) +18, Perception +13, Perform (dance) +10, Spellcraft +18, Use Magic Device +13; Racial Modifiers +2 Perception
Languages Celestial, Common, Draconic, Elven, Gnome,Sylvan
SQ improved spell recall, knowledge pool, magus arcana (arcane accuracy +4, maneuver mastery [sunder], shield spell)
Gear +2 breastplate, +1 scimitar, belt of giant’s strength +2, clear spindle ioun stone, dust of illusion, spellbook (includes all prepared spells plus magic missile, shout, slow, stoneskin), 500 gp

Both literally and figuratively, Ceriddaia is all about the shock factor. She gets a thrill out of appearing out of nowhere, looking like a skeleton and electrocuting her targets with her strikes. Her primary tactic however is to break her opponent’s weapons before they can use them against her. This tactic of breaking her enemy’s offense has served her well.

Among the Skyprancer Dance Troop, she is the flighty one. She bores easily and frequently acts without forethought. However, she channels her impulsive nature into shopping. She keeps a considerable amount of money on her, more money than a mere dancer should possess. This has caused the dance troop’s mercenary activities to be discovered before.

Ceriddaia Shimmerstar has long flowing blonde hair and stands about 6 feet tall. Her sapphire eyes stand out against her pale skin. When outside of combat, she wears long, flowing silk dresses or gossamer robes revealing far too much. Her breastplate, decorated in elven knots and exquisite scimitar are seldom far away. She’s worked for some of the most vile leaders in the whole of the River Nations. She doesn’t really care about the money, however. She cares more about being able to do what she wants whenever she wants. If she has to kill someone every so often to make that happen, that suit her just fine.

Posted on 3 Comments

Pathfinder: New Monster – Slime Beast

Longtime followers of JBE will know that I run a Kingmaker Pathfinder game at home. We’re currently playing in our alternate adventure path (Carrion Crown) while I do a rewrite of adventure 4. Short of the long, the group has gone a little off the very loose AP rails and adventure 4 is being tossed for my campaign. While I’m using some of it as a basis, I need new material. The Book of Beasts: Monsters of the River Nations is a great place to start, but I need more. So I’m generating my own adventure and some custom monsters during this break. Today I created this monster and I thought I would share it with you. So here you go, one free monster. Enjoy.

Slime Beast

Translucent with a blue-green color, this creature jelly-like body is vaguely humanoid-shaped but possesses no eyes in the head.
Slime Beast                  CR 12
XP 19,200
NE Large ooze
Init +8; Senses blindsight 60 ft., tremorsense 120 ft.; Perception +24


AC 23, touch 13, flat-footed 19 (+4 Dex, +10 natural, -1 size)
hp 178 (17d8+102)
Fort +11, Ref +11, Will +12
Defensive Abilities acid body; Immune acid, piercing, slashing


Speed 40 ft., climb 40 ft., swim 60 ft.
Melee 2 slams +21 (1d6+9/19-20 plus 4d6 acid)
Ranged acid glob +15 (4d6 acid)
Space 10 ft., Reach 10 ft.


Str 29, Dex 18, Con 22, Int 11, Wis 25, Cha 2
Base Atk +12; CMB +22 (+24 bull rush); CMD 34 (cannot be tripped, 36 vs bull rush)
Feats Awesome Blow, Critical Focus, Improved Bull Rush, Improved Critical (slam), Improved Initiative, Improved Vital Strike, Lightning Reflexes, Power Attack (-4/+8), Vital Strike, Weapon Focus (slam)
Skills Climb +17, Perception +24, Stealth +17 (+25 when under water), Swim +17; Racial Modifiers +8 Stealth when under water


Environment cold or temperate marsh or swamp
Organization solitary or pair
Treasure none

Special Abilities

Acid Body (Ex) The physical form of the slime beast is a gelled acid. It is immune to all damage from piercing or slashing weapons . Additionally, all objects that strike the slime beast sustain 1d6 points of acid damage. Creatures that strike the slime beast with a natural weapon or an unarmed attack sustain 1d6 points of acid damage.
Acid Glob (Ex) Once every 2 rounds, a slime beast can produce a ball of slime in its hand and throw it at a range increment of 10 ft. to a maximum of 60 ft. Those successfully struck by the blog of slime sustain 4d6 points of acid damage and must succeed a DC 24 Fortitude save or sustain an additional 4d6 points of damage the following round on the slime beast’s turn. Producing the glob of slime and throwing it  is a single standard action. Being completely submerged in water will reduce the second round’s damage by half.

Posted on Leave a comment

Pathfinder: Prestige Classes vs Archetypes

The upcoming release for the Book of the River Nations is mostly going to focus on new Feats, Spells, and Magic Items. Additionally, we’re planning to include a few Prestige Classes. Why Prcs instead of the currently popular Archetypes? Because Prestige Classes should indicate some sense of being part of a larger group, one which transcends the individual classes and allows those of very different backgrounds to share a common set of abilities. And that is what I wish to accomplish with these PrCs.

First among these is the King’s Spy. I’ve been intrigued by the recent book about a secret information gathering service commissioned by America’s first President, George Washington, and how it has (supposedly) been around ever since with few to no one in the general populous knowing about it. It makes sense and is pretty cool. So I wanted to give players something like that for their NPCs in their adventures in the River Nations. The King’s Spy PrC will focus around mundane spying and information gathering techniques, but they will exceptionally good at it. There’s no reason why a Commoner (tavern owner) couldn’t be just as much part of the King’s Spy Network as a Rogue (travelling business person). These and plenty of others could be part of some super secretive informants. Additionally, this PrC could used by a later player that joins the game as a reason why the players trust him so much. Or the players that do an espionage focused game where they’re all apart of the King’s Spy Network.

We’ll be posting more about the Prestige classes included within as we develop them. In the meantime, we hope your adventures in the River Nations are enjoyable.

Posted on 1 Comment

Pathfinder: Book of the River Nations: Mass Combat

Based on Kingmaker rules, Book of the River Nations: Mass Combat presents rules for the character’s nation to rise against another nation with a simple and fun system. Perfect for players in any Pathfinder game that uses mass combat rules and an ideal reference for game masters to have a handy reference. With errata incorporated and frequently asked questions clarified, this book is the goto reference for mass combat. Now everyone at your table can have the rules to valiantly lead their kobold army (or whatever race) into battle.

Book of the River Nations: Mass Combat also features new tactics, requirements to produce certain types of units, rules for training time, the incorporation of the Leadership feat into mass combat and more.

Available now at and Paizo Downloads.