Announcing the Book of Heroes

Today JBE is announcing we are consolidating all of our player-focused lines into the Book of Heroes. This goes for DnD 5e, Pathfinder, and 13th Age. So all future Book of Heroic Races, Book of Magic, Book of Feats, Book of the Faithful, 13 Class Options, and several other lines we created will all be in this line. This is something we should have done from the beginning, and I only recently understood just how important it is. So I thought I would share with you our reasoning and hope you will check out our titles.

1) It Makes It Easier for You to Recognize

This is easily the biggest reason. From now on, you will know that any book of ours labeled Book of Heroes, you will know it is designed for players. From there, all you have to do is look at the subheading to see if it is right for you. Makes life easy.

2) It’s Less Confusing

Previously we had put Arcanist, Warlock and Witch class options, dragon themed-archetypes, and spellcaster feats in the Book of Magic, Cleric subdomains, feats, and artifacts under the Book of the Faithful, and some magic items and Cavalier class options under no heading at all. Where exactly the line was on these was not well planned out and was downright confusing. By consolidating all of these and others under the heading of the Book of Heroes, it all makes sense.

3) It Gives Us More Freedom

Lastly, we have the freedom to combine different ideas. Take the Book of Magic: Dragon Spells and Archetypes as an example. In addition to the spells, we included archetypes and class options for the Occultist, Shaman, and Wizard classes. You’ll notice there is no dragon rider archetype for the Cavalier, dragon hunter for the Ranger, or a scaled warrior for the fighter. Those ideas were cut because they did not fit under the heading of Book of Magic very well. From here, we are no longer held back by the label we put on the product. From here out, you should enjoy seeing our products covering a wider range of topics. Now we are freed up to include new archetypes and class options as well as magic items designed to work with those new class options and spells to make better use of these archetypes. Plus we can consolidate them all under one title to give you more print books for your shelves.

I should point out that Shadowsfall will still be separate but that is because it is its own setting and not designed for use with any setting, like the Book of Heroes line is.

Check out all of our Pathfinder, D&D 5e, and 13th Age products at the JBE Shop. Order and download them today.

Pathfinder: Eternal Implement for Samsaran Occultists

Earlier this month, we released the Book of Heroic Races: Occult Intrigue in the Wilderness. This book details new ways for your character to battle the forces of evil with archetypes and class options for the non-core book races. Some of those options are very specific to the race, like the equinox infiltrator archetype for wyrwood vigilantes. Others are themed for the race but technically can be taken by anyone like the alligator/crocodile shifter aspect for lizardfolk. Today we are looking at one that straddles the line. The eternal implement for samsaran occultists has a strong connection to past lives. If your home setting does anything with past lives, this one would be perfect for just such a setting. However, if samsarans are the only race in your game that reincarnates, then this implement is solely for them. No matter how you use it, we hope it is fun for your game.

Eternal Implements

Eternal implements allow samsaran occultists to perform magic that draws on their past lives and their racial connection to the eternal cycles of life and death.
Implements: death shroud, family heirloom, journal, medal, noble vestment, pocket watch, veil.

Resonant Powers: Each time the occultist invests mental focus into an eternal implement, the implement grants the following power. The implement’s bearer gains the benefit of this power until the occultist refreshes his focus.
Memory Echoes (Su): The implement invokes the knowledge and memories of those who have borne it in the past. The implement’s bearer gains a +1 competence bonus on all Intelligence-based skill checks and ability checks for every 2 points of mental focus invested in the implement, to a maximum bonus of 1 + 1 for every 4 occultist levels you possess.

Base Focus Power: All occultists who learn to use eternal implements gain the following focus power.
Touch of Antiquity (Sp): As a standard action, you can expend 1 point of mental focus to cause an object to age, withering as though it had endured for long stretches of time. Your touch deals 1d4 points of damage + 1d4 points for every 2 occultist levels you possess beyond 1st to an object and grants it the broken condition. Alternatively, with a successful melee touch attack, you can cause the same decay in constructs, dealing 1d6 points of damage + 1d6 points of damage for every 2 occultist levels you possess beyond 1st.

Focus Powers: In addition to gaining the base focus power, occultists who learn to use eternal implements can select from the following focus powers when choosing the powers gained from their focus powers class feature.

Ancient Prowess (Sp): As a standard action, you can impart martial techniques from a past life on yourself or a living creature you touch. Your touch grants the use of any one combat feat for 1 minute. The granted feat must not have any other feat prerequisites but can be used without meeting other requirements (such as base attack bonus or race). This ability grants the use of an additional combat feat for every 6 levels you possess (to a maximum of 4 at 18th level). These subsequent feats can have feat prerequisites if those prerequisites are also granted by the same use of this ability.

Collective Calm (Sp): As a standard action, you can spend 1 point of mental focus to draw upon the collective experiences of your past lives, giving you improved ability to perform difficult tasks under pressure. When you use this focus power, select a number of skills equal to 1 + your Intelligence modifier. For 1 minute per occultist level you possess, you can take 10 on skill checks with the chosen skills even when stress and distractions would normally prevent you from doing so. You must be at least 9th level to select this focus power.

Mantle of Antiquity (Sp): As a standard action, you can spend 1 point of mental focus to shroud yourself in an ephemeral mantle that causes your countenance to shift between images of your past lives. The shifting nature of the images makes your position hard to discern, causing attacks against you to have a 20% miss chance. Once, while the mantle is active, you can call upon the skills of your past lives to automatically succeed on any one saving throw as though you had rolled a natural 20, which instantly ends this effect. The mantle otherwise lasts for 1 minute for each occultist level you possess. You must be at least 5th level to select this focus power.

Reincarnation’s Guise (Sp): As a standard action, you can spend 1 point of mental focus to assume the form of one of your past lives, changing your appearance as per the spell disguise self (though your appearance must be either human or samsaran, as appropriate for your past lives) and gaining a +4 enhancement bonus to any one ability score for 1 minute for each occultist level you possess. You must be at least 3rd level to select this focus power.

Restore Grandeur (Sp): As a standard action, you can spend 1 point of mental focus to touch an object or creature and restore it to its former glory. If you restore grandeur to an object, your touch restores 1d4 points of damage to the object plus 1d4 points for every 2 occultist levels you possess beyond 1st. If you instead target a creature, your touch instead restores 1d6 points of damage plus 1d6 points for every 2 occultist levels you possess beyond 1st. Living creatures can only receive healing from this ability once per day.

Wisdom of the Ages (Sp): You can spend 1 point of mental focus to search memories from your past lives to recall legends and myths. This functions as legend lore, but the person or thing you wish to learn of must be at hand, and the casting time is always 1d4 minutes. You must be at least 11th level to select this focus power.

Occultist Spells

Occultists who select the eternal implements school gain access to the following spells.
0-Level Occultist Spells: guidance, purify food and water, stabilize

1st-Level Occultist Spells: borrow skill APG, burst of insight OA, comprehend languages, deathwatch, deja vu OA, disguise self, karmic blessing ARG, object reading OA, protection from chaos/evil, sanctify corpse UM, see alignment UC, share language APG, youthful appearance UM

2nd-Level Occultist Spells: augury, blessing of courage and life APG, hypercognition OA, make whole, share memory UM, tongues, undetectable alignment

3rd-Level Occultist Spells: gentle repose, haste, hold person, erase impressions OA, lesser age resistance UM, magic circle against chaos/evil, retrocognition OA, sands of time UM, slow, speak with dead

4th-Level Occultist Spells: age resistance UM, death ward, legend lore, reincarnate

5th-Level Occultist Spells: atonement, dispel chaos/evil, elude time APG, fabricate, greater age resistance UM, serenity UM, threefold aspect APG

6th-Level Occultist Spells: disintegrate, euphoric tranquility APG, mislead, repress memory OA, transformation

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, Paizo, and the Open Gaming Store.

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, Paizo, and the Open Gaming Store.

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, Paizo, and the Open Gaming Store.

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.

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, Paizo, and the Open Gaming Store.

The 2017 Not Going to Gen Con Sale for Print Books

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.

Pathfinder: Stone Mountain Style

Last year, we created a number of hexes for witches based on their patron, and we released them on a weekly basis until we finished them all. Now we are doing the same thing with martial arts. These are created with monks in mind, but non-monks can take these, as long as they meet the qualifications.

Stone Mountain Style is designed for dwarven monks. Their style is one created by those that, like the mountain, do not move in the face of danger. Being hammer wielders, dwarven martial arts utilizes these weapons just as several martial arts styles on our world used farming implements as weapons. All that is the basis of Stone Mountain Style. I hope you find this style as fitting for dwarven monks as we do.

Stone Mountain Style (Combat, Style)

Like a stone mountain, you excel at absorbing damage.
Prerequisites: Weapon Focus (any hammer), 1st-level monk or base attack bonus +2.
Benefit: You gain a +1 bonus to all damage rolls made with a hammer. While using this style, you gain DR/bludgeoning equal to half your total character level (minimum 1). However, you can only move up to a maximum of 5 feet each round and your feet must be in contact with the ground to gain the benefits of this feat (you can still wear footgear). This style instantly ends if you move more than 5 feet in a single round for any reason.

Stone Mountain Stun (Combat)

Your hammer stuns like a rock falling from a mountain.
Prerequisites: Stone Mountain Style, Stunning Fist, Weapon Focus (any hammer), 5th-level monk or base attack bonus +10.
Benefit: You gain one additional use of your Stunning Fist per day. When using Stone Mountain Style, you can deliver your Stunning Fist attacks through any hammer you have selected for the Weapon Focus feat.

Stone Mountain Fortress (Combat)

Damaging you is like damaging a fortress made of stone
Prerequisites: Stone Mountain Stun, Stone Mountain Style, Stunning Fist, Weapon Focus (any hammer), 10th-level monk or base attack bonus +15.
Benefit: You gain a +1 bonus to your CMD. When using Stone Mountain Style, your damage reduction changes to DR/adamantine.

Emberwood is our signature wyrwood monk. Learn more about its race in the Book of Heroic Races: Advanced Compendium at DriveThruRPG/RPGNow, the OpenGamingStore, and Paizo.

Lots of 4- and 5-STAR Reviews

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

Book of Heroic Races: Advanced Skinwalkers (PFRPG)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!

D66 Compendium 2Let’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.

d66 Compendium (Traveller)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.

Book of Beasts: Monsters of the Forbidden Woods (5e)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.

Book of Heroic Races: Player Races 1 (5e)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.

Deadly Delves: Along Came A Spider (PFRPG)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.

Download all of Jon Brazer Enterprises book at DriveThruRPG/RPGNow, the OpenGamingStore, and Paizo.com.

Pathfinder: Occult Intrigue in the Wilderness

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.

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