Silver ENnie award winner for Best Rules; nominee for Best Game and Product of the Year. 13th Age combines the best parts of traditional d20-rolling fantasy gaming with new story-focused rules, designed so you can run the kind of game you most want to play with your group. Created by Rob Heinsoo and Jonathan Tweet, 13th Age gives you all the tools you need to make unique characters who are immediately embedded in the setting in important ways; quickly prepare adventures based on the PCs’ backgrounds and goals; create your own monsters; fight exciting battles; and focus on what’s always been cool and fun about fantasy adventure gaming: Icon relationships and One Unique Things offer exciting storytelling possibilities Backgrounds provide a simple, flexible skill system drawn from characters’ personal histories Escalation dice enable fun, fast-moving d20 combat. Owlbears will rip PC’s limbs off to feed their young. Get your copy of 13th Age today at the Pelgrane Shop or your local game store. “13th Age RPG delivers an incredible fantasy storytelling experience.” – io9 “13th Age is, perhaps, the first d20 game that I’ve ever played that treats the game inside of combat and the game outside of combat with equal love, attention, and innovation.” – Dorkadia Learn more about 13th […]

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by Mike Shea

We live in a marvelous time for tabletop roleplaying games. Over the past ten years we’ve seen an explosion of wonderful game systems, each bringing a unique take to this hobby we love. We gamemasters can learn a lot by reading, and even playing, as many different RPGs as we can. We can find all sorts of ideas to bring back to our RPG of choice and—who knows—might even find ourselves regularly playing a variety of systems instead of just one. While most RPG players are familiar with Dungeons & Dragons, these other systems bring a unique take on the worlds they help us create.

13th Age is one such system. Its designers took their own vast experience building previous versions of D&D, and refined them into a system they thought would bring the most fun to the game.

Their philosophy diverged from the philosophy of the designers of the fifth edition of D&D, which carries the torch of a 40-year history. 13th Age is not bound by any such history, and thus Jonathan Tweet and Rob Heinsoo were free to build the d20 system of their dreams: their love letter to D&D.

With the increasing popularity of 5th edition, more new players and GMs are entering the hobby. This article delves into the ways 13th Age differs from 5e, and the distinctive features that 13th Age brings to the table. These features include:

  • A focus on superheroic fantasy
  • Character relationships with the Icons—the great powers of the world
  • Open backgrounds and “one unique things” that tie characters to the world
  • Escalating power across 10 levels of play
  • Two-dimensional monster design
  • Abstract combat mechanics which are perfect for narrative battles

As GMs, we grow by taking in new experiences and adding them to our previous knowledge. Trying out new game systems is one way to engage in these new experiences. We have no edition wars here: We play no favorites. With such a wide and rich variety of RPGs, we can try many of them out, learn from each of them, steal features we like, and focus on the one that best fits our needs.

So what can 5th edition DMs and players expect from 13th Age? Let’s have a look.

Superheroic Fantasy

At lower levels, D&D 5e focuses on the gritty and realistic feeling of local heroes growing up. Adventurers begin as careful explorers of a large and dangerous world. As they gain experience, their power grows—but not until the highest levels do they begin to change the world around them.

In 13th Age, the characters are powerful and unique beings at the moment of their creation. They aren’t just heroes, they’re superheroes. We can see this both in the mechanics of the game (such as a character’s high initial hit points) and in the flavor of the game (such as defining each character by their One Unique Thing that defines them in the world). As 13th Age characters gain levels, their power grows steeply. They become even more superheroic, roaring across the lands and venturing into the depths of living dungeons.

The world in 13th Age, the Dragon Empire, is as superheroic as the characters. The world is a flat disk, with the overworld of flying cities above and the Abyss below. The lands are scarred by hellholes, and trod by beasts as big as cities.

From the very beginning, 13th Age dives into the deep end of high adventure.

The Icons

Most fantasy RPG settings have higher powers, whose agendas and conflicts provide the background for adventures. In D&D, this usually takes the form of a pantheon of gods and demigods, either good or evil (or a bit of both). 13th Age focuses instead on the icons.

These powerful beings, such as the Prince of Shadows, the Elf Queen, the Orc Lord, and the Crusader, rule over the Dragon Empire. They are the movers and shakers in the world. Though mortal, they are rarely threatened in battle. They’re not boss monsters: they’re the moving pillars of the world. The web that lies between the Icons (there are 13 of them in the Dragon Empire) binds the world and weaves the player characters into it, for good and ill.

During character creation, the players decide which icons their character is connected to and whether those connections are positive, negative, or conflicted. The characters may not be powerful at 1st level, but they are important. They are are significant players in, and help define, the larger power struggles of the world.

In addition to signaling to the GM what the players want from the campaign (Lots of magic? Battles with orcs? Heists and intrigue?), the icon mechanics help drive the improvisational aspects of 13th Age, something that the game heavily embraces. At the beginning of each session, the players roll 1d6 for each icon relationship. 1 to 4 mean nothing. 6s offer some advantage to the character based on that relationship. 5s also give an advantage but with some complication.

Backgrounds and the One Unique Thing

In the 5th edition of D&D, characters are defined by their race, class, background, traits, and skills. Race and class selections in 13th Age will feel familiar, but 13th Age combines the aspects of skills and backgrounds into a larger character background feature.

Players create their characters’ backgrounds themselves: there is no pre-existing list of backgrounds to choose from. These backgrounds further define and refine the character and their place in the world. A player invents a number of relevant backgrounds for their character (usually two or three) and assigns eight points among them, with no more than five in any one background.

Whenever a character in 13th Age attempts something that would require a skill check, the player rolls and adds their attribute bonus. If they have a background relevant to the situation, they can add the points they have allocated to that background.

The open-ended nature of these backgrounds help players define their characters’ role in the world. Instead of “Sage”, a player may define part of the world with a background like “former sage of the Crusader’s inquisition, now on the run”.

Example: A paladin with the +3 background “Student in the Hidden Monastery of the Great Gold Wyrm” has to cross a tightrope across a pit. The paladin’s player says to the GM, “The monastery I trained in as a youth sits on a mountain cliffside, and all the buildings are only connected by tightropes. So I’m really good at walking tightropes.” The GM agrees that the +3 bonus applies to this skill check, and quietly writes a note to herself, “Future adventure: party goes to the hidden monastery, has awesome battle on tightropes.”

13th Age characters are further defined by their “one unique thing”. This trait sets their character apart from everyone else in the world. This can be something relatively personal like, “is guided by three ghost witches only she can see” or something larger in scope like, “is the only person in the world who can hear the laments of the Koru”. Like backgrounds, these unique features help the player define parts of the world beyond the bounds of the character sheet.

Abstract Combat

Though we can play the fifth edition of D&D without a map or miniatures, the distances, ranges, and areas of effect in D&D are defined in five foot increments. For this reason, many players and GMs choose to play D&D on a gridded battle map, with each square accounting for five feet of distance.

13th Age ignores fixed distances and instead talks about distances in abstract terms such as “nearby”, “far away”, “grouped”, and “engaged”. While we can play 13th Age with physical maps and miniatures, these abstract distances let us ignore individual squares and focus on the big movements and motions of the characters. These abstract distances still have mechanical effects in the game, such as a fireball being able to hit 1d3 nearby enemies in a group (or 2d3 enemies if you’re willing to hit your friends!).

Because of these abstracted distances, it’s as easy to run a 13th Age battle completely in the “theater of the mind” as it is with miniatures and a map. It also means we don’t have to worry about the small details of things like positioning and specific movement, and can focus on the high fantasy and superheroic action that’s central to 13th Age. Players and GMs who enjoy a map and miniatures can still use them with 13th Age, but we are no longer bound to the squares on those maps. Only relative distances matter.

For players and GMs used to running games on a gridded battle map, this can take some getting used to but it’s worth the effort. Battles in 13th Age feel less like chess and more like an explosive action movie.

Flat Versus Escalating Math

13th Age embraces the drive of superheroic fantasy in the game’s mechanics as well as its story. Those familiar with D&D 5e’s character growth recognize that the statistics of characters grow on a shallow curve (often called “flat math”). Armor classes are set by the armor of the character and don’t increase with the character’s level. A character’s attack bonus does go up with level, but slowly.

In 13th Age, a character’s power grows steeply from level to level. 13th Age only has ten levels but each level feels like two levels of growth in D&D. A 10th level character in 13th Age is roughly equivalent to a 20th level character in D&D 5e.

Not only do attack bonuses, saving throws, and armor classes go up as a character levels but the amount of damage dice a character uses on attacks also increases. Fifth level fighters roll five dice worth of damage on each attack. High level characters roll huge handfuls of dice on attacks, dishing out triple digits of damage. (Although at higher levels of play, to speed things up the rulebook recommends averaging some or all of the damage dice instead of rolling all of them.)

This steep curve once again reinforces the superheroic feeling of 13th Age.

Two Dimensional Monster Design

The monster design in 13th Age follows a design similar to the 4th edition of Dungeons & Dragons (but don’t let that scare you away if you weren’t a fan of 4e). Monsters not only have levels, but also sizes or strengths independent of level. These sizes and strengths include mooks, normal monsters, double strength (or large monsters), and triple strength (or huge monsters). These sizes and strengths mean that a level 4 triple strength monster is roughly equivalent to three level 4 characters. This two-dimensional monster design makes it much easier to build “balanced” encounters to challenge a group. A simple chart gives us a gauge of how many monsters of what types will balance well for a party at a given level.

Monsters in 13th Age use static damage instead of rolling dice, which may seem odd at first but becomes totally natural. Like characters, they also scale significantly in power as they level. The balor, for example, dishes out a whopping 160 damage on a single hit with its lightning sword.

Nearly all monsters also have attacks or powers that are triggered by dice results and other circumstances in the battle. For example, here are the balor’s attacks:

Abyssal blade +18 vs. AC—160 damage

Natural even hit: The balor deals +1d20 lightning damage to the target and to one other nearby enemy of the balor’s choice. Then repeat that damage roll against the targets once for each point on the escalation die (so if it’s 4, that’s four more d20 rolls)

Natural even miss: 80 damage.

C: Flaming whip +18 vs. PD (one nearby enemy)—50 fire damage, and the target is pulled to the balor, who engages it.

Natural even miss: 25 fire damage.

Limited use: 1/round, as a quick action.

Because each monster is “scripted” to take action on random die results, they’re capable of surprising both the players and the GM.

A Differentiated Game of High Fantasy

Unbound from the need to embrace the elements of traditional fantasy RPGs, 13th Age gives us an RPG that thrusts us deep into high fantasy. Our characters are big and bold. They’re unique actors in a unique world torn by the forces who rule over it. 13th Age is a world of hellholes and living dungeons. It is a world of floating cities and underground labyrinths. The game system itself embraces this superheroic fantasy with bold mechanics that handwave common wargaming details and thrusts its players into the actions of our limitless imaginations.

I love 13th Age. I also love 5th edition D&D. These games are not mutually exclusive. We can love many roleplaying game systems and each one gives us things we can use in the others. In a single volume, 13th Age gives us a beautiful system of high fantasy roleplaying that every GM should try. Whatever system you prefer, you’re sure to find ideas in 13th Age you can use in any system. And who knows? It just might become your system of choice.

Mike Shea is a writer, gamer, technologist, and webmaster for the D&D website Sly Flourish. Mike has freelanced for Wizards of the Coast, and wrote the books The Lazy Dungeon Master and Sly Flourish’s Fantastic Locations. Mike lives in Vienna, Virginia with his gamer wife Michelle and their dire worg Jebu.

by Rob Heinsoo

One of the great touches that Gareth Ryder-Hanrahan added to the unique hellholes he created for the upcoming Book of Demons is a customized random demon ability table for each hellhole. While developing the book, I realized that Gareth’s work was pointing to something that has bothered me for a while: I’m not fond of the way I designed the original Random Demon Abilities Table (13th Age core rulebook, page 209). My problem with the table I wrote for the core book is that several of the abilities it generates don’t often make the game more fun. A couple of the abilities (true seeing, resist fire) are irrelevant in many battles. Another ability, gating in a lower level demon, is interesting (and highly traditional!), but adding another lower level enemy to a fight interferes with pacing and may not warrant the trouble.

There are still times I’ll use the original table, but I’m more likely to use one of Gar’s customized tables or the new table I’ve added to the monster-stats section of Book of Demons. Here’s the new table.

There’s a bit more commentary on sources of random demon abilities and using the new table in the book. As you’ll see, the point of these new abilities is that they’re most always capable of having some form of impact on a battle. In one case, that impact could even be on future sessions.

New Random Demon Abilities (d6 or d8)

1: Deathwish—The demon takes a –2 penalty to all defenses and gains a +3 attack bonus.

2: Entropic warp—When an enemy deals miss damage to the demon, that enemy also takes half that amount of damage.

3: Bad ending—While staggered, the demon gains a +2 bonus with its attacks.

4: Big hate: Each battle, the demon gains a +4 attack bonus until the end of the battle against the first enemy that hits it with an attack.

5: Loophole—When the demon starts its turn with 10 hit points or fewer, it can teleport out of the battle as a move action. If it does it will return to face the PCs soon. Add the full-strength demon to an upcoming battle as a nasty complication to an upcoming battle, having it teleport in during the first or second round of combat. (Champion tier: 25 hp or fewer; epic tier: 50 hp or fewer).

6: Teleport 1d3 times each battle—As a move action, the demon can teleport anywhere it can see nearby.

7: Demonic speed—The demon can take an extra action each turn while the escalation die is 4+.                                                                                                                                                             

8: Theft of fate—At the start of each round, the demon rolls a hard save. If the save succeeds, it steals the escalation die that round, adding the escalation die to its own attacks but preventing the PCs from adding the die to their attacks.

 

Download the free 13th Age Bestiary 2 preview pack, with the Great Ghoul, chaos hydra, and rakshasa!

It’s Adopt-a-Monster month, when we urge you to take home some of the adorable beasties in our 13th Age product line. (Whose heart wouldn’t melt at the sight of a little intellect devourer scampering up when they come home in the evening?) This year’s Adopt-a-Monster mascot is this cuddly rakshasa kitten by artist Rich Longmore.

The rakshasa is featured in the first 13th Age Bestiary, and really comes into its own in Lions, Tigers & Owlbears: The 13th Age Bestiary 2. There it receives an expansive 7-page treatment, with entries that include the rakshasa sybarite, devourer of wizards, delver, mastermind, saint, and magician. There’s also a section on rakshasas and the icons, building battles, lairs and treasures, adventure hooks, and more!

You can pick up a print copy of the 13th Age Bestiary 2 in the Pelgrane Store.

Here’s just one of the many monsters you can adopt today—and it’s a great example of 13th Age monster design for a more complex creature…

Rakshasa Sybarite

A keen interest in alchemy and an understanding of the physiology and psychology of humanoids makes this hedonistic monster mad, bad, and dangerous to know.

Double strength 6th level caster [humanoid]

Initiative: +11

Silver-shod claws +11 vs. AC (2 attacks)—12 damage

Attack also beats the target’s PD: 12 ongoing poison damage.

C: Powders, potions, and lotions +11 vs. PD (1d3 nearby enemies in a group)—20 poison damage

Natural 2 or 12 hit: Target is weakened until they next take damage.

Natural 3 or 13 hit: Target is vulnerable to poison attacks until the end of the battle.

Natural 4 or 14 hit: Target is hampered until they next heal or gain temporary hp.

Natural 5 or 15 hit: Target is hampered until they next hit with an attack.

Natural 6 or 16 hit: Target is stuck, save ends.

Natural 7 or 17 hit: Target is dazed, easy save ends.

Natural 8 or 18 hit: Target is stunned until the end of its next turn.

Natural 9 or 19 hit: Target is confused, easy save ends.

Miss: 7 poison damage.

[once per battle] C: Psychic seduction +11 vs. MD (1d3+1 nearby or far away enemies in a group, group must contain at least two targets)—20 psychic damage, and the target is confused (hard save ends).

Miss, but another target in the group was hit: Target is confused until the end of its next turn.

All targets missed: The psychic seduction attack is not expended can be used again this battle.

Shapechange: As a standard action, the rakshasa can change its form to that of any humanoid, or back to its own shape. Seeing through the shapechange requires a DC 20 skill check.

Nastier Specials

Contrabando: The rakshasa has a stash of illicit substances—once per battle as a quick action, it can either deal 20 ongoing poison damage to one enemy that it has just left engagement with OR become dazed but heal 30 hit points at the end of each of its turns (save ends).

Shapechanger’s surprise: Once per battle as a quick action the rakshasa changes forms to something that causes consternation and misunderstanding among its enemies— causing each enemy to become dazed until the enemy with the lowest MD saves.

AC 20

PD 20     HP 230

MD 19

 

Friday the 13th Age LogoIt’s Friday the 13th, and you know what that means: it’s 13th Age DayTo celebrate, we’re offering a 13% discount on select 13th Age products at the Pelgrane Store and DriveThruRPG until Monday.

Use the code 13TH@FRI at the Pelgrane Store.

The discount applies to all 13th Age PDFs on both stores, and all print items except bundles, Bestiary 2, and Fire and Faith. Check out the game for the first time by buying the core book, or fill the gaps in your collection!

How can YOU participate in Friday the 13th Age (besides buying stuff)? Post something cool and useful for the game online with the hashtag #FridayThe13thAge. We’ll happily reshare the best of the bunch!

For example:

  • Link to a monster, magic item, icon, setting, homebrew class, house rule or play aid that you or someone else in the community created.
  • Share helpful 13th Age GM tips,.
  • Tell people about your favorite 13th Age product, whether it’s by Pelgrane Press or a third party publisher who’s creating great 13th Age material.
  • Link to a 13th Age podcast or YouTube channel that deserves more attention.
  • Play 13th Age and post a pic; or play online via Google Hangout or Roll20.
  • One Unique Things!
  • OWLBEARS

Friday the 13th Age comes but once a year. (Maybe two or three times, depending on the year.) Take advantage of this special offer while it lasts!

 

We were as surprised as anyone that our announcement of 13th Age—a new d20-rolling fantasy RPG by the lead designers of 3rd edition and 4th edition—happened right when Wizards of the Coast announced that 5th edition was on the way. Though part of the same tradition, the games had fundamental differences in approach, and provide very different experiences of the same genre.

So, which one is right for your group? We’ve linked to some forum threads and blog posts on that very topic below!

From “Fifth Edition D&D versus 13th Age (the good, the bad and the damned)”

5e D&D tries to keep some “classic” D&D features, while 13A has more experimentation and innovation. As far as quality goes, I think both options are equally valid.

From “What are the ‘use cases’ for using DnD5e over 13th Age?”

M. Weasel: I chose to use 5e for my current campaign (a player-driven hex crawl), and had a great time using 13th Age for my previous D&D-type game (investigation/big-damn-heroes action in Eberron). The biggest reason for me was that 5e feels more down-to-earth and traditional, while 13th Age feels like it has that big-damn-heroes style baked into it. That comes from a mix of what powers characters get, how hard characters are to kill, how magic items are designed and capped in each system, etc. Based on that, the feel of 5e was a better match for what I was aiming for with my game (relatively traditional D&D world, little fish in a big pond). Beyond that, I changed groups since my 13th Age campaign – some of my current players are not fond of Backgrounds (which is a pity, since I personally love them), and one of them loves the ol’ D&D-Puzzle-Wizard thing, which 5e does better than 13th Age. That said, I do miss many parts of 13th Age, especially in terms of monster design – it just has so many brilliant monsters.

Lemurion: I want to essentially replicate the AD&D 1e play style with a more modern rule set.  From everything I’ve seen, 5E is better at reproducing that kind of gaming experience than 13th Age. …5E is a good compromise for those who prefer modern rules to the Gygaxian prose of 1e, but still want to play in a similar style.

From Google+

Michael Kailus: In practice, 5E works much better for games where the players roleplaying creativity goes more towards “playing an adventurer” vs. “telling a fun action story.” 5E answers the question “how would I get past the trolls if I was Bilbo Baggins” and 13th Age answers the question “what is the sickest shield kickflip I could do if I was Orlando Bloom Legolas?” …As a GM, this has an interesting effect. GMing 5E is largely about prepping a story and situation and then seeing what the characters do. In 13th Age, meanwhile, you pretty much plan out a series of combat encounters (the actual action) but develop the story behind them collaboratively with the players. You know they’re going to fight five level three monsters before the “third act” of the adventure, but you might not know who hired those monsters or why the players need to stop them. By contrast, in 5E I’d plan out a group of monsters and their leader and the players might not fight them at all.

Martin Killmann: I have a very short explanation for you: The DC cinematic universe runs on 5E, but the Marvel cinematic universe runs on 13th Age. DCU is trying to be serious about conserving the legacy of iconic characters like Superman and Batman, whereas Marvel is like, “here’s a talking raccoon.”

From “13th Age vs. 5e?”

padgettish: 5e added a lot of stuff to up the presence of your character’s character in the mechanics of the game. When it comes down to it, backgrounds and inspiration don’t really stack up against a one true thing and icons. 13th Age will always do a better job at weaving the players into the narrative and empowering them to make their characters narratively important. 5e’s skill system is much less abstracted, though, and its mundane elements feel a lot more grounded in a living setting. If you’re running your typical fantasy story, 13th Age will be a lot better, but 5e will edge it out if you’re playing something like “all the characters are running a guild/merchant cartel” or a sandbox game where touches of minutia and simulation are important.

13th Age‘s combat is much tighter within a single encounter, and there’s a bit more of a game to it. At present, 5e’s design seems built more around one or two characters dropping a spell or ability to drastically change the circumstances of an encounter (at level one Sleep or Dragon Breath can easily wipe out a group of equal level monsters) and tactically mopping up the survivors. In 13th Age I feel you can really stress out the players without relying on tapping out their p/day resources, while thus far 5e seems to focus more on budgeting your resources from one encounter to the next. My group’s been playing through Tyranny of Dragons Rules as Written to get a feel for the “intended game,” and it even goes so far as structuring the story so taking short rests is something you have to budget and can’t just do after every encounter.

From “13th Age and 5ed”

wheloc: A lot of groups like to have freeform exploration but tight and tactical combat, and this is what 13th Age offers in spades. The exploration rules, like backgrounds and icons, are very loose and mostly amount to “do whatever seems fun”. Combat is more robust, with specific rules to do combat-stuff, and classes mostly consisting of bundles of combat abilities. It does encourage combat “set-pieces” and “everything looks like a nail” use of combat abilities, but for groups that enjoy this sort of thing this is a feature rather than a bug.

For groups that want more specific exploration rules, and maybe less specific combat rules (or at least different specific combat rules), D&D 5th edition might be a better choice. The classes and backgrounds (at least some of them) are a mix of combat and exploration abilities. Combat isn’t exactly freeform, but there’s more of a broad pool of combat options to draw from, and less of a restrictive list of combat abilities for each class.

From “[5E or 13th Age] Which is easier to run? Which is easier to play?”

Dionysos: In my opinion, as somebody currently running campaigns in both systems, 5th edition is far simpler to play and to run. The rules are easy and straightforward. 13th Age, while much simpler than 3e or 4e, is a strange fusion of traditional adventure game and artsy storygame, and so it will naturally be a little tougher to get your head around. Having said that, 13th Age is the more interesting of the two.

Lesp: For a brand-new, no-experience group, I’d probably say that, while there are pros and cons to each in terms of accessibility, 13th Age is probably a hair easier. 5e has a little more counterintuitive baggage sitting at its core than 13th Age does. However – and this is important – the 5e Core Rulebook is more clearly written. The 13th Age rulebook isn’t bad or anything, but there are definitely places where referring to the FAQ will save you a huge amount of time in trying to understand things, because there are rules that are in very odd places. …Both systems are top notch in terms of ease of play compared to most other D&D-alikes, and I don’t think you can really go wrong with either choice. 13th Age is arguably more demanding on DMs when it comes to thinking on your feet (it has significant improvisation vectors built in on both sides of the screen), while 5e is more demanding of DMs in terms of managing mechanical references and requires more work to produce satisfying combat encounters, but neither game is super demanding in any of those regards.

Extrakun: I believe whether you like 13th Age “background checks” depends on your play-style and the kind of game you like. From my reading of the rules, the game is supposed to be a constant back and forth between GM and players—this is even the style of the organized play scenarios. The GM will outright ask players questions such as, “All right, Jen, you used to run with the Thief’s Guild at Drakkenhall, but were chased out. Why?” …In 13th Age, the authors see “skill checks” as more of a narrative experience than a gameplay one.

neowolf: For running I think they’re about on par. 5e is a little more mechanically complex, 13th Age is a little more improv demanding. So this could depend on what your strengths and weaknesses are as a GM, but overall I don’t think either is much worse than the other to run. For playing, I don’t think either stands out either, however I do think that 13th Age has the advantage and disadvantage of being written in a fairly conversational tone, that assumes this isn’t your first rodeo. A lot of terms go unexplained and there’s no sitting down to explain to you what a roleplaying game is. For an experienced player, I think this is great. It helps it to be a more enjoyable read. For a completely new player, I think it can be a little confusing. Though I think this is mitigated pretty much entirely if you’ve got a group showing you the ropes as well.

Want to see 13th Age in action? Check out this actual play video from Saving Throw:

by Rob Heinsoo

I’ve known editors who agonize over the placement of a comma in a card game rulebook ten years after the game released . . . and other editors who nodded knowingly when I told the stories as what I thought was an example of caring way too much! My own nibbling regrets, years after a book is published, often have something to do with the way I wasn’t able to make final text live up to the art.

Unlike my comma-troubled editor friends, I’m able to follow-up! So today’s column has monster stats meant to capture the spirit of the nasty centaur lancer devoted to the Lich King pictured on page 36 of the first 13th Age Bestiary. That’s him below, in war paint blessed by necromancers.

When I commissioned this art from Rich Longmore, I intended to have a number of centaur champions devoted to different icons in the centaur entry. The lancer with the Lich King’s symbol on his shield was going to be one of four or five icon-focused warriors. But then the story and the mechanical design went in a different direction. I used text about devotion to nasty icons to account for Rich’s illustration, but I had the lingering feeling that I’d let the art down by providing generic stats.

Well no longer. The nigh-dead lancer that follows counts as an elite monster, half-again as tough as a normal monster (see page 7 in Bestiary 2 for a discussion of elite creatures and page 303 for a Building Battles table that accounts for them.)

About these elite stats: If you look carefully at the lancer’s stats, it won’t look tougher than most other 5th level monsters. It counts as elite because when it dies, the Lich King’s power transforms it into another undead creature, ready to fight on against the enemies that ended its life.

The math here is interesting. Both the living and undead versions are normal-strength monsters. They shouldn’t count as double-strength because you only fight one at a time. They also shouldn’t count as only a single monster because you’ll have to fight two, one after the other. I’m guessing that splitting the difference is right, hence the designation as elite.

Level choice: I put the new creature at 5th level instead of 4th for a few reasons. First, I wanted to team the nigh-dead lancer up with 5th level wraiths (13th Age core book, page 250). Second, I figured I might as well give you a centaur one level higher than the existing lancer instead of duplicating stats. So I rewrote several mechanics. If you want to use it as a regular 5th level creature instead of elite, just skip the death unmasked ability. Likewise you can use both the zombie centaur and the wraith lancer as standard 5th level monsters.

Punishing option: If your game table is anything like mine, you may want to pronounce this creature’s name as ‘neigh-dead’ lancer. It’s neigh-dead. Until it is.

 

Nigh-Dead Lancer

Your death or its, both work.

Elite 5th level troop [humanoid]

Initiative: +11

 

Terrible lance +11 vs. AC—17 damage, and the target pops free from the centaur

Hit ’em hard: The crit range of the attack expands by 2 and instead deals 22 damage on a hit if the centaur first moves before attacking an enemy it wasn’t engaged with at the start of its turn.

Natural 18+: The nigh-dead lancer gains the ability to make a single kick attack as a quick action later this battle; these uses can accumulate.

 

Kick +11 vs. PD—7 damage, and the target pops free from the nigh-dead lancer.

 

R: Horse bow +10 vs AC (1 nearby or faraway enemy)—14 damage

 

Death unmasked: When the nigh-dead lancer drops to 0 hit points, even if the PCs say they’re only trying to knock it unconscious, it dies. Roll a d6, add the escalation die, and replace the nigh-dead lancer with the indicated creature. 1-5: zombie centaur; 6+: wraith lancer. The new creature keeps the same initiative as the now-dead lancer.

Harnessed speed: The nigh-dead lancer gains a +4 AC bonus against opportunity attacks.

AC   21

PD    18                 HP 64

MD  17

 

Zombie Centaur

Faith isn’t always fully rewarded.

5th level wrecker [undead]

Initiative: +7 (but uses nigh-dead lancer’s initiative if that’s how it entered the battle)

Vulnerability: holy

 

Flailing hooves +10 vs. AC (2 attacks)—8 damage

Natural even hit or miss: Both the zombie centaur and its target take 2d6 damage!

 

Headshot: A critical hit against a zombie drops it to 0-hit points.

AC   18

PD    18                 HP 100

MD  14

 

Wraith Lancer

Destroy this creature utterly, or it’s bound for the marshalling grounds of the Necropolis.

5th level spoiler [undead]

Initiative: +11 (but uses nigh-dead lancer’s initiative if that’s how it entered the battle)

Vulnerability: holy

 

Wraith-lance +11 vs. PD—13 negative energy damage

Natural 2-5: Target is weakened until the end of its next turn.

 

C: Spiral charge +11 vs. PD (1d4 nearby enemies)—13 negative energy damage, and after the attack the wraith lancer teleports to and engages with one target it hit

Limited use: The wraith lancer can use spiral charge only when the escalation die is even.

 

Flight: The wraith lancer hovers, zooms, and stampedes mid-air.

Ghostly: This creature has resist damage 16+ to all damage except force damage, which damages it normally. It can move through solid objects, but it can’t ends its movement inside them.

AC   19

PD    15                 HP 70

MD  16

 

THE MONK

By ASH LAW

In this series by ASH LAW, we feature two different builds for every 13th Age character class, at all levels. ASH suggests how the builds might be used, and offers tips on playing each character. Stats are based on the point-buy method, and the characters have no non-standard elements.

 

THE MONK

 

The mighty monk: never unarmed because their fists (and feet, and foreheads) are weapons. Wielding the power of ki, monks are by default also fighting with two weapons. Monks don’t make weapon attacks, nor unarmed attacks like other classes—instead they make special attacks known as Jab, Punch, and Kick attacks. You also use attack forms (opening, flow, finishing) that grant AC bonuses (+1, +2, +3). As the combat progresses you cycle through forms, dealing damage for Jabs, Punches, and Kicks.

As a monk expect to be very mobile on the battlefield, but be careful not to get too far ahead of the rest of the party. You should also expect to track ki, work out which forms to use and when, and to know when to activate your ki powers. This class has a lot of moving parts to track and isn’t for those who prefer a simpler combatant.

 

PHOENIX-FIST MONK

 

Download the Phoenix-Fist Monk character sheets here.

 

This monk is all about avoiding damage while dishing it out. Talents like flurry give extra attacks, and phoenix-touched and spinning willow style let us heal or avoid damage.

This monk build works well as a defender, soaking up attacks that would otherwise target your allies. You are that unusual class build—one that actively relishes being engaged with multiple tougher enemies.

 

Talents

 

Flurry

Make extra quick action attacks each round, provided the escalation die is high enough.

Phoenix-Touched

Use Charisma in place of Wisdom for monk class attacks, talents, features, etc. Plus heal yourself. Plus deal extra damage to engaged enemies.

Spinning Willow Style

Take half (or no) damage from certain attacks.

 

Race

Half orcs get a once-per-battle re-roll on attacks, very useful for this monk as it will be making a lot of attacks.

 

Attributes

For this build, Charisma replaces Wisdom as one of the most important attributes, but being a monk it’s still important to keep attributes balanced: Str 16 (+3) Con 14 (+2) Dex 16 (+3) Int 10 (0) Wis 10 (0) Cha 16 (+3).

1st level

Attributes: Str 16 (+3) Con 14 (+2) Dex 16 (+3) Int 10 (0) Wis 10 (0) Cha 16 (+3)

Racial Power: lethal

Talents: flurry, phoenix-touched, spinning willow style

Feats: toughness

Ki: 4

Ki Powers: a thousand palms, imperial phoenix flare, the willow bends

Attack Forms: dutiful guardian (one must be free, wind horse shakes mane, temple lion stands true), way of the metallic dragon (bronze thwarts an army, silver warrior advances, general slays the hordes)

 

2nd level

New feat (flurry), ki (5), ki powers (a thousand palms, imperial phoenix flare, the willow bends), attack forms (dutiful guardian (one must be free, wind horse shakes mane, temple lion stands true), way of the metallic dragon (bronze thwarts an army, silver warrior advances, general slays the hordes)).

 

3rd level

New feat (phoenix-touched), ki (5), ki powers (a thousand palms, imperial phoenix flare, the willow bends), attack forms (dutiful guardian (one must be free, wind horse shakes mane, temple lion stands true), way of the metallic dragon (bronze thwarts an army, silver warrior advances, general slays the hordes), dance of the mantis (springing mantis strike, the pincer whirls shut, precise mantis kick)).

 

4th level

+1 to three attributes (Strength, Dexterity, Charisma), new feat (spinning willow style), ki (5), ki powers (a thousand palms, imperial phoenix flare, the willow bends), attack forms (dutiful guardian (one must be free, wind horse shakes mane, temple lion stands true), way of the metallic dragon (bronze thwarts an army, silver warrior advances, general slays the hordes), dance of the mantis (springing mantis strike, the pincer whirls shut, precise mantis kick)).

 

5th level

New feat (flurry), ki (6), ki powers (a thousand palms, imperial phoenix flare, the willow bends), attack forms (dutiful guardian (one must be free, wind horse shakes mane, temple lion stands true), way of the metallic dragon (bronze thwarts an army, silver warrior advances, general slays the hordes), dance of the mantis (springing mantis strike, the pincer whirls shut, precise mantis kick), iron crusader form (no retreat, no mercy, no weakness)).

 

6th level

New feat (phoenix-touched), new talent (path of the perfect warrior), ki (6), ki powers (a thousand palms, imperial phoenix flare, the willow bends, perfect breath), attack forms (dutiful guardian (one must be free, wind horse shakes mane, temple lion stands true), way of the metallic dragon (bronze thwarts an army, silver warrior advances, general slays the hordes), dance of the mantis (springing mantis strike, the pincer whirls shut, precise mantis kick), iron crusader form (no retreat, no mercy, no weakness)).

 

7th level

+1 to three attributes (Strength, Dexterity, Charisma), new feat (spinning willow style), ki (7), ki powers (a thousand palms, imperial phoenix flare, the willow bends, perfect breath), attack forms (dutiful guardian (one must be free, wind horse shakes mane, temple lion stands true), way of the metallic dragon (bronze thwarts an army, silver warrior advances, general slays the hordes), iron crusader form (no retreat, no mercy, no weakness), tiger in storm (stalking tiger, tiger follows blood, striped lightning roars)).

 

8th level

New feat (flurry), ki (7), ki powers (a thousand palms, imperial phoenix flare, the willow bends, perfect breath), attack forms (dutiful guardian (one must be free, wind horse shakes mane, temple lion stands true), way of the metallic dragon (bronze thwarts an army, silver warrior advances, general slays the hordes), iron crusader form (no retreat, no mercy, no weakness), tiger in storm (stalking tiger, tiger follows blood, striped lightning roars), death’s quivering shadow (invoke the name, stunning fist, ghostwalk of the fallen king)).

 

9th level

New feat (phoenix-touched), new talent (champion of three worlds), ki (7), ki powers (a thousand palms, imperial phoenix flare, the willow bends, perfect breath), attack forms (dutiful guardian (one must be free, wind horse shakes mane, temple lion stands true), way of the metallic dragon (bronze thwarts an army, silver warrior advances, general slays the hordes), iron crusader form (no retreat, no mercy, no weakness), tiger in storm (stalking tiger, tiger follows blood, striped lightning roars), death’s quivering shadow (invoke the name, stunning fist, ghostwalk of the fallen king)).

 

10th level

+1 to three attributes (Strength, Dexterity, Charisma), new feat (spinning willow style), ki (7), ki powers (a thousand palms, imperial phoenix flare, the willow bends, perfect breath), attack forms (dutiful guardian (one must be free, wind horse shakes mane, temple lion stands true), way of the metallic dragon (bronze thwarts an army, silver warrior advances, general slays the hordes), iron crusader form (no retreat, no mercy, no weakness), tiger in storm (stalking tiger, tiger follows blood, striped lightning roars), death’s quivering shadow (invoke the name, stunning fist, ghostwalk of the fallen king), flagrant blossoms (the petals open, fist shows the path to wisdom, lotus dreams the world)).

THE MONK

By ASH LAW

In this series by ASH LAW, we feature two different builds for every 13th Age character class, at all levels. ASH suggests how the builds might be used, and offers tips on playing each character. Stats are based on the point-buy method, and the characters have no non-standard elements.

 

THE MONK

 

The mighty monk: never unarmed because their fists (and feet, and foreheads) are weapons. Wielding the power of ki, monks are by default also fighting with two weapons. Monks don’t make weapon attacks, nor unarmed attacks like other classes—instead they make special attacks known as Jab, Punch, and Kick attacks. You also use attack forms (opening, flow, finishing) that grant AC bonuses (+1, +2, +3). As the combat progresses you cycle through forms, dealing damage for Jabs, Punches, and Kicks.

As a monk expect to be very mobile on the battlefield, but be careful not to get too far ahead of the rest of the party. You should also expect to track ki, work out which forms to use and when, and to know when to activate your ki powers. This class has a lot of moving parts to track and isn’t for those who prefer a simpler combatant.

 

FLYING DAGGERS MONK

 

Download the Flying Daggers Monk character sheets here.

 

This monk is all about battlefield mobility, with access to ranged attacks that add extra flexibility to the build. When using your attacks (opening, flow, finishing) pick ones that allow you to pop free if you are engaged, or ones that grant extra movement, or that allow you to fly.

This monk isn’t exactly fragile, but works best when it is darting from foe to foe and avoiding getting bogged down, so don’t be afraid to pull back and make ranged attacks when monsters are too tough for you to face one-on-one.

 

Talents

 

Temple Weapon Master

Turn misses into hits when you are fighting with a weapon that fits your style, which for this build would be throwing stars, arrows, etc.

Heavens Arrow

You have no penalties for using ranged weapons, and you can sometimes make ranged attacks in place of melee attacks as part of your fighting forms.

Leaf on the Wind

Gain extra move actions, fall without damage by using nearby handholds to slow you, and sometimes you fly.

 

Race

Halflings have the neat evasive and small powers that lets them dodge through battles—perfect for a flying daggers monk.

 

Attributes

Wisdom gives us ki, Dexterity and Strength are important for attacks, and Constitution is needed for hit points—the monk needs to be a balanced character. Fortunately the monk gets two +2 attribute bonuses from its class, instead of the usual one!: Str 16 (+3) Con 14 (+2) Dex 16 (+3) Int 10 (0) Wis 16 (+3) Cha 10 (0).

1st level

Attributes: Str 16 (+3) Con 14 (+2) Dex 16 (+3) Int 10 (0) Wis 16 (+3) Cha 10 (0).

Racial Power: small, evasive

Talents: temple weapon master, heavens arrow, leaf on wind

Feats: ki

Ki: 1

Ki Powers: supreme warrior discipline, wind from heaven, wind’s comrade

Attack Forms: claws of the panther (panther spins free, cat cuts between hounds, twinned panther claws), three cunning tricksters (fox senses weakness, monkey taps the shoulder, crane summons carp)

 

2nd level

New feat (leaf on wind), ki (6), ki powers (supreme warrior discipline, wind from heaven, wind’s comrade), attack forms (claws of the panther (panther spins free, cat cuts between hounds, twinned panther claws), three cunning tricksters (fox senses weakness, monkey taps the shoulder, crane summons carp)).

 

3rd level

New feat (heavens arrow), ki (6), ki powers (supreme warrior discipline, wind from heaven, wind’s comrade), attack forms (claws of the panther (panther spins free, cat cuts between hounds, twinned panther claws), three cunning tricksters (fox senses weakness, monkey taps the shoulder, crane summons carp), dance of the mantis (springing mantis strike, the pincer whirls shut, precise mantis kick)).

 

4th level

+1 to three attributes (Strength, Dexterity, Wisdom), new feat (precise shot), ki (6), ki powers (supreme warrior discipline, wind from heaven, wind’s comrade), attack forms (claws of the panther (panther spins free, cat cuts between hounds, twinned panther claws), three cunning tricksters (fox senses weakness, monkey taps the shoulder, crane summons carp), dance of the mantis (springing mantis strike, the pincer whirls shut, precise mantis kick)).

 

5th level

New feat (ki), ki (7), ki powers (supreme warrior discipline, wind from heaven, wind’s comrade), attack forms (claws of the panther (panther spins free, cat cuts between hounds, twinned panther claws), three cunning tricksters (fox senses weakness, monkey taps the shoulder, crane summons carp), dance of the mantis (springing mantis strike, the pincer whirls shut, precise mantis kick), rising phoenix (rising phoenix fist, becomes the pillar of flame, life burning fire fist)).

 

6th level

New feat (leaf on wind), new talent (improbable stunt), ki (7), ki powers (supreme warrior discipline, wind from heaven, wind’s comrade, ludicrous improbability manoeuvre), attack forms (claws of the panther (panther spins free, cat cuts between hounds, twinned panther claws), three cunning tricksters (fox senses weakness, monkey taps the shoulder, crane summons carp), dance of the mantis (springing mantis strike, the pincer whirls shut, precise mantis kick), rising phoenix (rising phoenix fist, becomes the pillar of flame, life burning fire fist)).

 

7th level

+1 to three attributes (Strength, Dexterity, Wisdom), new feat (heavens arrow), ki (8), ki powers (supreme warrior discipline, wind from heaven, wind’s comrade, ludicrous improbability maneuver), attack forms (claws of the panther (panther spins free, cat cuts between hounds, twinned panther claws), three cunning tricksters (fox senses weakness, monkey taps the shoulder, crane summons carp), three evil dragons (the burning shadow, blue lightning fist, red fury), rising phoenix (rising phoenix fist, becomes the pillar of flame, life burning fire fist)).

 

8th level

New feat (leaf on wind), ki (8), ki powers (supreme warrior discipline, wind from heaven, wind’s comrade, ludicrous improbability maneuver), attack forms (claws of the panther (panther spins free, cat cuts between hounds, twinned panther claws), three cunning tricksters (fox senses weakness, monkey taps the shoulder, crane summons carp), three evil dragons (the burning shadow, blue lightning fist, red fury), rising phoenix (rising phoenix fist, becomes the pillar of flame, life burning fire fist), feathered serpent (coils dispense blessings, feathers on talons on scales, poisoned heaven kick)).

 

9th level

New feat (heavens arrow), new talent (abundant step), ki (8), ki powers (supreme warrior discipline, wind from heaven, wind’s comrade, ludicrous improbability maneuver), attack forms (claws of the panther (panther spins free, cat cuts between hounds, twinned panther claws), three cunning tricksters (fox senses weakness, monkey taps the shoulder, crane summons carp), three evil dragons (the burning shadow, blue lightning fist, red fury), rising phoenix (rising phoenix fist, becomes the pillar of flame, life burning fire fist), feathered serpent (coils dispense blessings, feathers on talons on scales, poisoned heaven kick)).

 

10th level

+1 to three attributes (Strength, Dexterity, Wisdom), new feat (abundant step), ki (8), ki powers (supreme warrior discipline, wind from heaven, wind’s comrade, ludicrous improbability maneuver), attack forms (claws of the panther (panther spins free, cat cuts between hounds, twinned panther claws), three cunning tricksters (fox senses weakness, monkey taps the shoulder, crane summons carp), three evil dragons (the burning shadow, blue lightning fist, red fury), rising phoenix (rising phoenix fist, becomes the pillar of flame, life burning fire fist), spiral path (the cycle opens, spiral ascension widens, star joins as ally), feathered serpent (coils dispense blessings, feathers on talons on scales, poisoned heaven kick)).

 

In the demonologist playtest I ran a week ago, the non-demonologist character in the party cast turn undead against a mixed group of zombie mooks and ghostly mooks. We were halfway through the attack when we all realized, no, this couldn’t be right, something was wrong with our results.

I must have half-remembered an earlier moment with the cleric’s spellbook because I decided to look at the 13th Age FAQ here on the Pelgrane website. Half a minute later I was reading the turn undead FAQ entry from the cleric section to my players, who guffawed when I read the part that said the turn undead spell isn’t playing as intended against mooks, and that “Rob Heinsoo says . . . .” The FAQ goes on to explain how the spell can be revised to work properly against mooks.

Now that I’ve designed many more classes, I realize that turn undead could use a bit of a tune-up. The version of the spell below is what I’ll use in my game. I’m sorry that it’s wordier, but it now folds in the mook usage notes from the FAQ. It also has slightly improved adventure-tier and champion-tier feats. Not so much that the feats are must-haves, because spells that only target one or two types of enemy are either heavenly-useful or hellishly-irrelevant. But if you’re going to take feats that are attached to a questionably relevant daily spell, you should have a little more fun with it.  The improvements make it less likely that casting the spell at its proper targets will play out as an unlucky waste of time.

 

Turn Undead

Close-quarters spell

Daily

Target: 1d4 nearby undead creatures, each with 55 hp or fewer

Attack: Wisdom + Charisma + Level vs. MD

Hit: The target is dazed until end of your next turn.

Hit by 4: 1d10 x your level holy damage, and the target is dazed until end of your next turn.

Hit by 8+ vs. non-mook: Holy damage equal to half the target’s maximum hit points, and the target is dazed (save ends).

Hit by 8+ vs. mook: 4d10 x your level holy damage, and any mooks left in the mob after this attack is over are dazed (save ends).

Hit by 12+ or Natural 20 vs. non-mook: The target is destroyed.

Hit by 12+ or Natural 20 vs. mook: 4d20 x your level holy damage, and any mooks left in the mob after this attack is over are dazed (hard save ends).

 

3rd level spell       Target with 90 hp or fewer.

5th level spell       Target with 150 hp or fewer.

7th level spell       Target with 240 hp or fewer.

9th level spell       Target with 400 hp or fewer.

Adventurer Feat: If you wish, you can expend your daily use of turn undead to gain an additional use of heal in one battle. Cast against undead targets, the spell now targets 1d3 +1 undead instead of 1d4 undead.

Champion Feat: You can choose to target either demons or undead with the spell (but not both with the same casting). In addition, natural even attack rolls with the spell weaken targets instead of dazing them.

Epic Feat: Increase the targeting limit by 100 hp.

THE NECROMANCER

By ASH LAW

In this series by ASH LAW, we feature two different builds for every 13th Age character class, at all levels. ASH suggests how the builds might be used, and offers tips on playing each character. Stats are based on the point-buy method, and the characters have no non-standard elements.

 

MORTAL MAGICS NECROMANCER

 

Download the Mortal Magics Necromancer character sheets here.

 

This necromancer is all about magic, deadly magic. The magic of the dead.
As with other necromancers this one avoids penalties from high Constitution, and benefits from the wasting away class feature via feats.

The mortal magics build avoids summoning, in favor of direct magical attacks. This means that you’ll have no shambling army of undead to stand behind. Your best plan is to hit enemies hard and fast, then retreat behind tougher party members.
Your spells let you do things like temporarily turning your allies (or yourself) into terrifying undead monsters—as well as more direct attacks. You can switch out spells at the start of each day, so these are suggestions only.

You are not tough, and have no undead minions to hide behind—but the death knell class feature and the death’s call spell let you heal yourself, as does cackling soliloquist. Add to that the fact that your wasting away class feature means that you just won’t stay dead.

 

Talents

 

Cackling Soliloquist

Take a bit longer (and make a grand speech) while casting a daily spell and it becomes a recharge (18+) spell, and you get a minor improvement to the spell.

Deathknell

As a quick action kill a nearby enemy that is at or below a certain hit point threshold.

It’s Complicated

Your icon relationships are worse, but get an extra daily spell.

 

Race

Dark elven cruelty is the order of the day for this necromancer.

 

Attributes

Low Constitution, high Intelligence, a dash of Charisma: Str 8 (-1) Con 8 (-1) Dex 8 (-1) Int 20 (+5) Wis 10 (0) Cha 18 (+3).

1st level

Attributes: Str 8 (-1) Con 8 (-1) Dex 8 (-1) Int 20 (+5) Wis 10 (0) Cha 16 (+3)

Racial Power: cruelty

Talents: cackling soliloquist, deathknell, it’s complicated

Feats: wasting away

Skeletal Minion Level: 1

Spells: zombie form, channel life, unholy blast, chant of endings, terror

2nd level

New feat (deathknell), spells (1st level: zombie form, channel life, unholy blast, chant of endings, death’s gauntlet, terror).

3rd level

New feat (cackling soliloquist), spells (1st level: unholy blast, chant of endings, death’s gauntlet, 3rd level: zombie form, ghoul form, channel life, terror).

4th level

+1 to three attributes (Intelligence, Wisdom, Charisma), new feat (terror), spells (3rd level: zombie form, ghoul form, channel life, unholy blast, chant of endings, death’s gauntlet, terror).

5th level

New feat (deathknell), spells (3rd level: unholy blast, chant of endings, death’s gauntlet, 5th level: zombie form, ghoul form, channel life, death’s call, terror).

6th level

New feat (wasting away), spells (5th level: zombie form, ghoul form, channel life, unholy blast, chant of endings, death’s gauntlet, death’s call, terror).

7th level

+1 to three attributes (Intelligence, Wisdom, Charisma), new feat (cackling soliloquist), spells (5th level: unholy blast, chant of endings, death’s gauntlet, 7th level: zombie form, ghoul form, channel life, negative energy shield, death’s call, terror).

8th level

New feat (wasting away), spells (7th level: zombie form, ghoul form, channel life, negative energy shield, unholy blast, chant of endings, death’s gauntlet, death’s call, terror).

9th level

New feat (deathknell), spells (7th level: unholy blast, death’s gauntlet, chant of endings, 9th level: zombie form, ghoul form, vampiric form, channel life, negative energy shield, death’s call, terror).

10th level

+1 to three attributes (Intelligence, Wisdom, Charisma), new feat (cackling soliloquist), spells (9th level: zombie form, ghoul form, vampiric form, channel life, negative energy shield, unholy blast, chant of endings, death’s gauntlet, death’s call, terror).

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