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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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.

The Necromancer: digging up old acquaintances and making new friends!

This class is for players who like things a little darker, and can handle a bit more complexity and decision-making than is found in most other classes. The necromancer has aspects of battlefield control (by deploying undead servants to engage enemies, and hindering enemies via spells), healer (via things like channel life and deathknell), and part buffer (via the various turn-into-undead spells). More than other classes, the necromancer helps to define the shape and terms of a battle.

DEATH GRIP NECROMANCER

 

Download the Death-Grip Necromancer character sheets here.

 

This necromancer build is all about maximizing the number and potency of your undead followers. I’ve called this build ‘death-grip’ because leader-of-undead-multitude is a bit of a mouthful.

The spells you have tend to focus around improving the abilities of your undead followers, or summoning even more of them. You’ll even end up with powers that kill enemies and bring them back as undead under your command. Meanwhile your feats focus on improving your loyal skeletal minion, and getting the most out of a negative constitution modifier via the wasting away class feature.

You can cast your spells as rituals, so look forward to ritually raising graveyards full of workers to build a tower for you. Like a wizard you can pick new spells at the start of each day (so this build has only ‘suggested’ spells, rather than an inviolable list). You also gain a benefit from the wasting away feature, giving you FIVE death saves to fail before you die, and an identical number of last gasp saves.

Necromancers aren’t known for being tough (quite the opposite), so avoid getting into situations where you are a target. Hang back, and flood the battlefield with undead. Your skeletal minion isn’t the most impressive of your array of undead friends, so use it more as a disposable bodyguard than as your main offensive ploy.

 

Talents

 

Death Priest

Perform seances to commune with the spirits of the dead, gaining useful information.

Redeemer

When your followers die, you release them to their afterlife—as a result they fight for you with greater potency.

Skeletal Minion

You have a loyal servant/bodyguard, and when it inevitably falls apart you just go dig up a new servant.

 

Race

Dragonics get a handy breath weapon, useful if an enemy gets too close. Our dragon will be bone-white, naturally.

 

Attributes

For necromancers Constitution is a dump stat—in fact it is beneficial for necromancers to have as low a constitution as possible. What we do want is lots of Intelligence and a touch of Charisma: Str 8 (-1) Con 8 (-1) Dex 8 (-1) Int 20 (+5) Wis 10 (0) Cha 18 (+4).

1st level

Attributes: Str 8 (-1) Con 8 (-1) Dex 8 (-1) Int 20 (+5) Wis 10 (0) Cha 18 (+4)

Racial Power: breath weapon

Talents: death priest, redeemer, skeletal minion

Feats: wasting away

Skeletal Minion Level: 1

Spells: summon undead, command undead, death’s gauntlet, channel life

2nd level

New feat (skeletal minion (1st adventurer feat)), skeletal minion level (2), spells (1st level: summon undead, command undead, death’s gauntlet, channel life, unholy blast).

3rd level

New feat (skeletal minion (2nd adventurer feat)), skeletal minion level (3), spells (1st level: command undead, death’s gauntlet, channel life, 3rd level: summon undead, the bones beneath, summon horror).

4th level

+1 to three attributes (Intelligence, Wisdom, Charisma), new feat (skeletal minion (3rd adventurer feat)), skeletal minion level (4), spells (3rd level: summon undead, the bones beneath, summon horror, command undead, death’s gauntlet, channel life).

5th level

New feat (wasting away), skeletal minion level (5), spells (3rd level: command undead, death’s gauntlet, channel life, 5th level: summon undead, the bones beneath, summon horror, summon wraith).

6th level

New feat (skeletal minion (1st champion feat)), skeletal minion level (6), spells (5th level: summon undead, the bones beneath, summon horror, summon wraith, command undead, death’s gauntlet, channel life).

7th level

+1 to three attributes (Intelligence, Wisdom, Charisma), new feat (skeletal minion, (2nd champion feat)), skeletal minion level (7), spells (5th level: command undead, death’s gauntlet, channel life, 7th level: summon undead, the bones beneath, summon horror, summon wraith, death’s call).

8th level

New feat (wasting away), skeletal minion level (8), spells (7th level: summon undead, the bones beneath, summon horror, summon wraith, command undead, death’s gauntlet, channel life, death’s call).

9th level

New feat (skeletal minion (1st epic feat)), skeletal minion level (9), spells (7th level: command undead, death’s gauntlet, channel life, 9th level: summon undead, the bones beneath, summon horror, summon wraith, finger of death, death’s call).

10th level

+1 to three attributes (Intelligence, Wisdom, Charisma), new feat (skeletal minion (2nd epic feat)), skeletal minion level (10), spells (9th level: summon undead, the bones beneath, summon horror, summon wraith, command undead, death’s gauntlet, channel life, finger of death, death’s call).

 

Publishing Lions & Tigers & Owlbears: 13th Age Bestiary 2 feels like a celebration! As part of the fun, we’re offering sample monsters from the book to a few gaming and geek culture sites, and I’m taking a sage moment here to tease out the origin stories.

Rakshasa: The rakshasa entry started with art. Lee Moyer created a couple wonderful rakshasa illustrations and asked me if I liked them. I loved them enough to write them up as part of a 13th Age Monthly installment, but didn’t think to create the rakshasa saint who surely appears in at least one of the pictures. ASH LAW wrote adventure hooks, added stats for the rakshasa saint and the rakshasa delver, and then I drafted a rakshasa into service as the tigerish-mastermind creating the conflict on the Bestiary 2 cover, with pencils by Aaron McConnell and paints by Lee.

Rakshasas are complex creatures. They can be handled so many different ways in fantasy games, and even in different 13th Age campaigns. We’ve made them tough in combat, with new ideas in the descriptive text to suggest that combat could be the least of your worries when rakshasas are involved. In fact, part of the reason we keep shapechanging rare in 13th Age is to make it a scary part of the arsenal of rakshasas and other evil masterminds. . . .

Great Ghoul: Did you read Ruth Tillman’s Eldritch Icons columns on the Illuminerdy website? If not, do so now!

When ASH came up with the concept of fallen icons, I thought immediately about the ghoul king that Ruth had started to write up, and its jackal priests. I didn’t want to introduce a whole new ecology of icons (proper term: an icology) in the Dragon Empire, but a single eldritch icon, left over from a previous dark era, lingering as a fallen icon? Yes! And wow, did Ruth deliver. Along with Paul Fanning’s Gold King (a part of which was previously excerpted here on the Pelgrane website), the Great Ghoul is a fallen icon that can have story consequences through an entire campaign.

Hydra: The second page of the Bestiary 2 hydra entry explains why I needed to include the hydra in this book. In an issue of 13th Age Monthly, and in offhand remarks in a video, I mistakenly said that the math on the hydra was off in the core book. Yes, it’s true that there are monsters in the core book whose stats are too forgiving to the PCs—and that will make a good 13th Sage column someday. But as I explain in the new hydra entry, the core book hydra only seemed to fall into that category because of an unfortunate special ability.

Anyway, enough about mistakes! The chaos hydra was something I knew I wanted to design and Ania Kryczkowska provided the perfect illustration. It’s probably going to be the most fun when the players have no idea what’s about to happen, but foreknowledge won’t actually help them.

claw demonIn The Book of Demons, we introduce the idea of hellhole-specific demon powers. Instead of using the standard random demon power table, the book provides tailored tables of random powers, so demons from the Ratwood are more likely to have, well, ratty-woody themed powers, and demons from the Floating Market have a chance of powers reflecting the anything-goes-as-long-as-The-Diabolist-approves laws of the place.

Now, why should the Hellholes from the 13th Age core rulebook be left out of the fun? This article gives site-specific power tables for those hellholes on p. 271…

 

Random Hum Demon Powers (d4 for lesser demons, d8 for bigger ones)

  1. Bug Eyes. The demon is immune to invisibility and ignores any illusions.
  2. Carapace. +1 AC
  3. Bug Wings. The demon can buzz into the air on furiously beating insect wings. If the demon can already fly, reroll.
  4. Blind Instinct. At the start of the encounter, pick a target for this demon. The demon gets a +1 bonus to all attacks on that target, but may not attack other enemies as long as that target is still in the battle. (The demon can use attacks that hit multiple foes, as long as the chosen target is one of those foes.)
  5. Egg of Doom. When this demon is slain, it lays a demonic egg. If the egg is not destroyed, the reborn demon hatches from this egg at the start of the next round at half its starting hit points. The egg can be destroyed before it hatches; treat it as having the defences and hit points of a basic mook of level equal to the demon.
  6. Stinger. On a natural 16+ with a melee attack, the demon also inflicts 5 ongoing poison damage (save ends). Champion-tier demons: 10 ongoing poison damage; epic-tier, 15 ongoing damage.
  7. Swarm. Once per battle, when the escalation die is 4+, this demon may grant all nearby demon allies an extra action this round.
  8. Protect The Queen! Once per turn, when an attack hits this demon, the demon may attempt a save. If successful, the attack is redirected to a nearby demon ally.

 

Random Blackfort Demon Powers (d4 for lesser demons, d8 for bigger ones)

  1. Implements of Torture. The demon gets a bonus to damage equal to its level when attacking staggered foes.
  2. To The Barricades! The demon gets a +2 bonus to AC and PD against ranged attacks thanks to its mastery of the terrain.
  3. Hold The Line! If fighting alongside two other demons, this demon gets a +1 bonus to attack rolls.
  4. The demon starts the battle invisible. It becomes visible when it attacks.
  5. Terrain Stunt. The demon may pull of a terrain stunt, as per the ranger power (13th Age, 120).
  6. Strength of the Earth. The demon has a +5 bonus to saves as long as it’s in contact with the ground.
  7. Master Torturer. Whenever the demon inflicts a critical hit, it heals a number of hit points equal to its level x 3.
  8. Once per battle, the demon may summon up a fortress from the earth, changing the terrain of the battlefield. The fortress comes with a garrison of mook reinforcements.

 

Random Bubble Demon Powers (d4 for lesser demons, d8 for bigger ones)

  1. Smoke shroud. If the demon doesn’t attack this round, it gains a smoky shroud that gives attacks against it a 25% miss chance. The shroud vanishes when the demon attacks.
  2. Resist Fire 18+.
  3. When the demon dies, it inflicts fire damage equal to its level x 2 to all nearby enemies.
  4. Resist Fire 18+.
  5. Demonic Flame. The demon’s got a fiery aura; any foes engaged with the demon at the start of the demon’s turn take 1d10 damage (Champion-tier: 2d10; Epic: 4d10).
  6. Demonic Hatred. If the escalation die is 3+, the demon gets an extra action each round. This extra action may only be used to attack a foe it’s already attacked this round.
  7. Demonic Aristocrat. The first time this demon is staggered, it vanishes, and a demon bodyguard two levels lower appears on the battlefield. When the bodyguard’s defeated, the original demon reappears.
  8. Once per battle as a standard action, if the demon is staggered, the demon may trigger a localised volcanic eruption. Treat this as a ridiculously hard impromptu challenge (13th Age, p. 186).

SaveSave

Can you kill the dungeon before it kills you?

We have produced just 100 copies of this faux-leatherbound limited edition of 13th Age: Eyes of the Stone Thief. 50 will be made available to customers in the US & Canada, and 50 will be made available to customers outside the US & Canada. The books are faux leather with gold foil, and each one includes a sticky-backed book plate signed by Gareth Ryder-Hanrahan, which you can add to your book.

In 13th Age, living dungeons slither up through the underworld and invade the surface lands. The Stone Thief is the most ancient and cunning of its kind; a vast monster that preys on the cities and structures you love, swallows them, and remakes them into more deathtrap-filled levels inside itself. Now, it’s hunting YOU.

For players:

  • Embark on a saga of madness, revenge and giant monsters
  • Aid or thwart the schemes of the Icons as they battle for control of the dungeon
  • Slay, loot and survive deep in the bowels of the earth
  • Destroy this age-old threat forever

For GMs:

  • A monstrous campaign covering the entire Champion tier (4th to 8th level)
  • Thirteen levels of peril from the dungeon’s opening Maw to the orc hordes of the Deep Keep, the terrors of the Pit of Undigested Ages, and the nightmare city beyond the Onyx Catacombs
  • New monsters, new treasures, new traps, and new factions for your 13th Age campaign

The Stone Thief rises. Enter it, find its secrets and defeat it – or die trying.

Stock #: PEL13A07L Author: Gareth Ryder-Hanrahan
Artist: Anna Kryczkowska, Pat Loboyko, Rich Longmore, Juha Makkonen, Russ Nicholson, Ben Wooten Pages: 360 page hardback

Buy

THE CLERIC

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.

This time, we look at two different takes on the Cleric.

The Cleric is the core of most adventuring groups, able to heal and buff their fellow adventurers, while laying the hurt on enemies.

The 13TH AGE Cleric has some interesting wrinkles to the class—things like spells that can be cast for power or for broad effect, invoking domains, and a resurrection spell with an increasing cost. The cleric has only two class features. Firstly, you get to cast the spell heal twice per battle as a quick action. You can take extra healing spells, but all clerics can heal as a class feature. Secondly, just like the wizard class, you get ritual casting, letting you cast spells as more powerful and unusual versions of themselves if you take an hour or so and make some skill checks.

 

RADIANT CLERIC

 

Download the Radiant Cleric character sheets here.

This cleric build is focused on dealing ranged holy damage, commonly known as a “laser cleric.” Javelin of faith is our primary attack, with spells like spirits of the righteous and judgement being reserved for big dramatic moments. This cleric probably serves a god or goddess of light, or a chaotic yet good trickster deity.

Talents

Justice Domain

When an enemy crits you or an ally or drops somebody you gain an attack reroll blessing to hand to an ally. Invoke to add extra damage to your misses and the misses of your allies.

Sun Domain

All attacks deal holy damage, unless you choose otherwise. Invoke the domain to get a chance to regain uses of daily spells.

Illusion Domain

Invoke to cause enemies to miss you, and once-per-battle if an enemy does get too close to you then you get a special trick die.

Race

Dwarves have a great self-healing racial power called “Is That Your Best Shot?” which lets them instantly recover from getting hit, shrugging off the damage. Together with a racial bonus to Constitution or Wisdom this makes for a very survivable cleric.

Attributes

Wisdom is the most important attribute for this character, with high HP being important too: Str 8 (-1) Con 17 (+3) Dex 15 (+2) Int 10 (0) Wis 17 (+3) Cha 10 (0).

1st level

Attributes: Str 8 (-1) Con 17 (+3) Dex 15 (+2) Int 10 (0) Wis 17 (+3) Cha 10 (0).

Racial Power: Is that your best shot?

Talents: justice domain, sun domain, illusion domain

Spells: bless, javelin of faith, shield of faith, spirits of the righteous

Feat: javelin of faith

2nd level

New spells (1st level: bless, cure wounds, javelin of faith, shield of faith, spirits of the righteous), new feat (sun domain).

3rd level

New spells (1st level: cure wounds, shield of faith / 3rd level: bless, javelin of faith, spirits of the righteous), new feat (justice domain).

4th level

+1 to three attributes (Strength, Dexterity, Wisdom), new spells (1st level: cure wounds / 3rd level: bless, javelin of faith, shield of faith, spirits of the righteous, judgement), new feat (precise shot).

5th level

New spells (3rd level: cure wounds, shield of faith / 5th level: bless, javelin of faith, spirits of the righteous, judgement), new feat (javelin of faith).

6th level

New spells (3rd level: cure wounds / 5th level: bless, crisis of faith, javelin of faith, shield of faith, spirits of the righteous, judgement), new feat (judgement).

7th level

+1 to three attributes (Constitution, Dexterity, Wisdom), new spells (5th level: cure wounds, shield of faith / 7th level: bless, crisis of faith, javelin of faith, spirits of the righteous, judgement) new feat (toughness).

8th level

New spells (5th level: cure wounds / 7th level: bless, crisis of faith, javelin of faith, shield of faith, spirits of the righteous, judgement, resurrection), new feat (javelin of faith).

9th level

New spells (7th level: cure wounds, resurrection / 9th level: bless, crisis of faith, javelin of faith, shield of faith, spirits of the righteous, judgement), new feat (judgement).

10th level

+1 to three attributes (Constitution, Dexterity, Wisdom), new spells (7th level: resurrection, / 9th level: bless, cure wounds, crisis of faith, javelin of faith, shield of faith, spirits of the righteous, judgement, overworld travel), new feat (justice domain).

THE CLERIC

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.

This time, we look at two different takes on the Cleric.

The Cleric is the core of most adventuring groups, able to heal and buff their fellow adventurers, while laying the hurt on enemies.

The 13TH AGE Cleric has some interesting wrinkles to the class—things like spells that can be cast for power or for broad effect, invoking domains, and a resurrection spell with an increasing cost.
The cleric has only two class features. Firstly, you get to cast the spell heal twice per battle as a quick action. You can take extra healing spells, but all clerics can heal as a class feature.
Secondly just like the wizard class you get ritual casting, letting you cast spells as more powerful and unusual versions of themselves if you take an hour or so and make some skill checks.

 

HEALING TANK CLERIC

 

Download the Healing Tank Cleric character sheets here.

This cleric build is focused on healing and buffing party members, and on devastating melee combat. Hammer of faith and the Strength Domain are used to bolster attacks, with buff spells cast for wide effect so the cleric can benefit from them too. This cleric probably serves a god or goddess of battle, or the chief deity of a pantheon.

Talents

Healing Domain

All your healing is more powerful, and when you use your daily invocation you get an extra use of heal.

Strength Domain

Wield big weapons without penalty, and invoke to give you and your allies x3 damage with crits. The feats give you extra damage once per battle on a hit.

War Domain

Allies get a bonus to attack enemies that you make melee attacks against, invoke to increase the escalation die.

Race

Aasimar get a halo which helps protect them in battle, useful for a melee-focused cleric. Aasimar also play thematically into a touched-by-the-divine origin.

Attributes

Wisdom and Strength are paramount, so including bonuses from race and class we get: Str 18 (+4) Con 14 (+2) Dex 10 (0) Int 8 (-1) Wis 18 (+4) Cha 8 (-1).

1st level

Attributes: Str 18 (+4) Con 14 (+2) Dex 10 (0) Int 8 (-1) Wis 18 (+4) Cha 8 (-1).

Racial Power: Halo

Talents: healing domain, strength domain, war domain

Spells: bless, cure wounds, hammer of faith, shield of faith

Feat: heal

2nd level

New spells (1st level: bless, cure wounds, hammer of faith, shield of faith, turn undead), new feat (healing domain).

3rd level

New spells (1st level: shield of faith, turn undead / 3rd level: bless, cure wounds, hammer of faith), new feat (strength domain).

4th level

+1 to three attributes (Strength, Constitution, Wisdom), new spells (1st level: turn undead / 3rd level: bless, cure wounds, hammer of faith, shield of faith, mighty healing), new feat (war domain).

5th level

New spells (3rd level: shield of faith, turn undead / 5th level: bless, cure wounds, hammer of faith, mighty healing), new feat (strength domain).

6th level

New spells (3rd level: turn undead / 5th level: bless, cure wounds, hammer of faith, mighty healing, shield of faith, sphere of radiance), new feat (healing domain).

7th level

+1 to three attributes (Strength, Constitution, Wisdom), new spells (5th level: turn undead, shield of faith / 7th level: bless, cure wounds, hammer of faith, mighty healing, sphere of radiance) new feat (halo).

8th level

New spells (5th level: turn undead / 7th level: bless, cure wounds, hammer of faith, mighty healing, sphere of radiance, shield of faith, resurrection), new feat (strength domain).

9th level

New spells (7th level: resurrection, turn undead / 9th level: bless, cure wounds, hammer of faith, mighty healing, sphere of radiance, shield of faith), new feat (healing domain).

10th level

+1 to three attributes (Dexterity, Intelligence, Charisma), new spells (7th level: resurrection / 9th level: bless, cure wounds, hammer of faith, mighty healing, sphere of radiance, shield of faith, turn undead, prayer for readiness), new feat (mighty healing).

If you’re like me, you sometimes want the best villains of your campaign to escape a battle in order to become recurring villains. My usual 13th Age group knows that and does what it can to prevent the creation of yet another nemesis! I still get away with it occasionally, but I found myself thinking about the schemes of masterminds and realized I was missing an obvious piece of tech that’s already in the 13th Age system.

Throwing extra enemies into a fight is a reasonable trope, but I’m not actually looking to tip a fight away from the PCs that they deserve to be winning. I’m looking to buy a little more space-time for a villain to make their escape, making it tougher for PCs to figure out how to chase them down.

The answer is mooks. A big mob or two of mooks held in reserve and called in when the fight has gone south for the villain probably won’t seriously threaten a PC group when the escalation die is high unless the PCs totally ignore the mooks while trying to chase down the escaping villain. And if the villain does manage to escape, the PCs at least get the semi-satisfactory glory of rapidly mowing down the minions that helped their master get away.

THE FIGHTER

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.

This time, we look at two different takes on the Fighter.

Fighters are far more complicated than barbarians to play, but if you like lots of mid-battle decisions and tricks to pull out of nowhere to astound your friends and terrify your enemies they are the class for you.

Fighters use flexible attacks and manoeuvres, and a large part of playing a fighter is choosing what flexible attack outcome works best for you at any given moment.

 

WINNER FIGHTER

 

Download the Winner Fighter character sheets here.

This build is called the winner, because it matters little if you miss as every roll is a winner hit or miss. Focusing on turning every miss into a win, this fighter build also uses talents and manoeuvres that get you extra attacks. This fighter uses a longsword in one hand and a warhammer in the off-hand.

Your tactics are simple—get into melee combat and stay there. You are tough enough to stick it out when the going gets rough, and when you miss you use your manoeuvres to get second chances at attacks or expand your crit range. You don’t have any way to heal yourself (invest in some healing potions) but you shouldn’t need it, especially if you remind the party healers that you are taking the brunt for them.

Look out for counter-attack, it’s tricky as it requires you to keep escalation die values and enemy attack rolls in mind, but if you pay attention you’ll get some free attacks outside the normal turn order.

For the rest of your talents and manoeuvres just make your attack roll and see where it takes you. If you hit, great… and it matters little if you miss because every roll is a winner.

Talents

Cleave

Once per battle after you drop an enemy make a second melee attack as a free action.

Comeback Strike

Once per battle make a second attack after your first misses.

Counter-Attack

When the escalation die is even, and an enemy misses you with an odd melee attack roll you get to make a basic melee attack against them.

Race

The half-elf’s surprising power lets you drop your natural attack roll down by 1, a once per battle trick useful for turning an odd miss into an even miss or vise-versa.

Attributes

Strength is key for your attacks, and Constitution for your hit points: Str 17 (+3) Con 17 (+3) Dex 15 (+2) Int 10 (0) Wis 10 (0) Cha 8 (-1).

1st level

Attributes: Str 17 (+3) Con 17 (+3) Dex 15 (+2) Int 10 (0) Wis 10 (0) Cha 8 (-1)

Racial Power: Surprising

Talents: comeback strike, skilled intercept, counter-attack

Manoeuvres: brace for it, grim intent, heavy blows

Feat: Cleave

2nd level

New manoeuvre (two-weapon pressure), new feat (comeback strike).

3rd level

New feat (brace for it).

4th level

+1 to three attributes (Strength, Constitution, Dexterity), new manoeuvre (carve an opening), new feat (toughness).

5th level

New feat (two-weapon pressure).

6th level

New talent (tough as iron), new manoeuvre (hero’s skill), new feat (carve an opening).

7th level

+1 to three attributes (Strength, Constitution, Dexterity), new feat (cleave).

8th level

New manoeuvre (steady now), new feat (steady now).

9th level

New feat (strong recovery).

10th level

+1 to three attributes (Strength, Constitution, Dexterity), new manoeuvres (hack & slash)

THE FIGHTER

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.

This time, we look at two different takes on the Fighter.

Fighters are far more complicated than barbarians to play, but if you like lots of mid-battle decisions and tricks to pull out of nowhere to astound your friends and terrify your enemies they are the class for you.

Fighters use flexible attacks and manoeuvres, and a large part of playing a fighter is choosing what flexible attack outcome works best for you at any given moment.
 

IRON-ARCHER FIGHTER

 

Download the Iron-Archer Fighter character sheets here.

The point of this build is to be as tough as possible: high hp, high AC, and as many ways to avoid damage as possible. As the build name suggests, you are a ranged tank: a big stack of hit points in a fancy metal can, with a bow.

Our maneuvers are all going to be selected based on how well they increase our survivability in battle. Your melee weapon is a warhammer, and you carry a shield to boost the AC from your already impressive heavy armor. However, you’ll be fighting with a longbow most of the time (so no shield)—being at range means you’ll hopefully avoid most damage while still dishing it out.

Tactically this build is selfish—all about survival rather than killing enemies or aiding allies. However, that means that if everything does go wrong, you’ll likely still be standing to either avenge the fallen or haul your allies off the battlefield. Don’t discount this build’s effectiveness though—staying power is an enviable quality in a fighter.

Talents

Deadeye Archer

Ranged damage dice go up one step (d8 to d10), and your miss damage with ranged weapons increases.

Heavy Warrior

Once per battle, rally using a quick action, a self-healing second-wind.

Tough as Iron

Tell a story to reroll icon dice.

Race

Halflings fare surprisingly well as fighters, with their small racial power giving a bonus to AC against opportunity attacks and their evasive power forcing enemies to reroll their attacks.

Attributes

Constitution is vital for hit points, and Dexterity for AC and PD (strength is needed to hit and damage, but that is a secondary concern with this build): Str 10 (0) Con 20 (+5) Dex 18 (+4) Int 8 (-1) Wis 8 (-1) Cha 8 (-1).

1st level

Attributes: Str 10 (0) Con 20 (+5) Dex 18 (+4) Int 8 (-1) Wis 8 (-1) Cha 8 (-1)

Racial Power: small, evasive

Talents: deadeye archer, heavy warrior, tough as iron

 

2nd level

New maneuver (brace for it), new feat (deadeye archer).

3rd level

New feat (heavy warrior).

4th level

+1 to three attributes (Strength, Constitution, Dexterity), new maneuver (make ‘em flinch), new feat (tough as iron).

5th level

New feat (heavy warrior).

6th level

New talent (power attack), new maneuver (steady now), new feat (tough as iron).

7th level

+1 to three attributes (Strength, Constitution, Dexterity), new feat (deadeye archer).

8th level

New maneuver (hero’s skill), new feat (tough as iron).

9th level

New feat (deadeye archer).

10th level

+1 to three attributes (Strength, Constitution, Dexterity), new maneuver (sword of destiny), new feat (hero’s skill).

 

THE BARD

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.

This time, we look at two different takes on the Bard.

BATTLETHUNDER BARD

 

Download the Battlethunder Bard character sheets here.

This bard is all about getting stuck into the fight, a daring warrior who enhances their weapon attacks with battle cries and bardic songs.

This ‘battlethunder’ bard uses battle cries to fulfil a leader-style role, granting their allies little boosts here and there as a side-effect of their bardic weapon attacks. This bard sings bardic songs rather than use spells, and can usually maintain songs over several rounds of melee combat.

In battle you’ll want to get stuck in on the front line, with your melee attacks triggering battle cries and your songs providing constant benefits to the whole party.

If you want to play a character who is all about singing their way to victory, this is it.

Talents

Songmaster

When you (the player) sing, gain a bonus to maintain songs (just rewrite the words to your favorite songs and sing to entertain the GM and the other players with your ‘combat karaoke’).

Spellsinger

You get extra bardic songs.

Storyteller

Tell a story to reroll icon dice.

Race

High elves get to teleport, useful for getting to fallen allies or quickly reaching enemies.

Attributes

Charisma and Dexterity are all-important for this bard – you use Dexterity for your melee attacks instead of Strength: Str 8 (-1) Con 14 (+2) Dex 18 (+4) Int 10 (+0) Wis 8 (-1) Cha 18 (+4).

1st level

Attributes: Str 8 (-1) Con 14 (+2) Dex 18 (+4) Int 10 (+0) Wis 8 (-1) Cha 18 (+4)

Racial Power: highblood teleport

Talents: songmaster, spellsinger, storyteller

Feats: soundburst

Spells & Songs: song of heroes, song of spilt blood, soundburst

Battle cries: stay strong! pull it together!

 

2nd level

New spell (charm person), new feat (pull it together!).

3rd level

New song (song of aid replaces charm person), new battle cry (hang tough!), level-up spells/songs (song of heroes, song of spilt blood), new feat (hang tough!).

4th level

+1 to three attributes (Charisma, Dexterity, Constitution), new song (song of thunder), all spells/songs now 3rd level, new feat (toughness).

5th level

New song (song of magic), level-up spells (song of thunder, song of aid), new feat (song of thunder).

6th level

New battle cry (stay true!), all spells/songs now 5th level, new feat (soundburst).

7th level

+1 to three attributes (Charisma, Dexterity, Constitution), new song (song of blood and legends), level-up spells (song of thunder, song of aid, song of heroes), new feat (hang tough!).

8th level

New battle cry (victory is ours!), all spells/songs now 7th level, new feat (song of thunder).

9th level

New song (song of destinies), level-up spells (song of thunder, song of aid, song of heroes), new feat (soundburst).

10th level

+1 to three attributes (Strength, Intelligence, Wisdom), new battle cry (the time is now!), all spells/songs now 9th level, new feat (overworld two-step).

 

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