by Mikhail Bonch-Osmolovskiy

For all their seeming simplicity, Icon relationships can be tricky to use in a game, as some GMs, myself included, occasionally struggle to offer a satisfying use for them. Icons are just too abstract, too detached, too far away from the daily life of a low-level adventurer. They need intermediaries, something to connect the dungeons to the floating towers, the blood to the idea, the PCs to Icons. They need factions.

At their most basic, factions are NPC organizations who serve one or more Icons. In this article you’ll find advice on preparing factions and their use, as well as optional mechanics for tracking the changing influence of factions.

Making and using factions

Like any organization, factions form in order to achieve a goal. It can be something specific, like “return the Lich King to his rightful place as the ruler of the Dragon Empire”, or abstract like “keep the citizens of Axis safe”. That’s where we start: for each faction you have in mind, figure out its agenda. You’re not writing the faction’s manifesto, a single sentence will do.

Not every faction declares its agenda outright – a decadent high society faction dedicated to opening a new Hellmouth probably doesn’t advertise the fact to outsiders. But it’s this true purpose you’re interested in. Leave lies to your NPCs.

Speaking of NPCs, a faction needs a face (or three), someone the party will interact with when they deal with the faction. It can be the faction leader, but it can just as easily be an approachable rank-and-file member.

Similarly to PCs, factions have relationships with Icons, though these relationships are never rolled, and are purely indicative of the faction’s allegiances. As a rule of thumb, a faction should have at least one positive and one negative relationship, and no more than three relationships overall. The faction’s agenda should make it clear which Icons a given faction supports and opposes. And just as with PCs and their relationships with Icons, thinking of the relationships your factions have may reveal unexpected facets of their “personality”.

Ideally, your factions will cover every Icon with which the PCs have a relationship with both positive and negative relationships of their own. For the frequently referenced Icons, you may wish to have multiple factions that are interested in them. Ties to other Icons are nice, but less essential. In this way, the Icons your players pick will impact your worldbuilding, helping you to further focus on the aspects of the world your players find interesting.

If you use the “Icon relations story-guide results” table from the core book, you may wish to amend it with names of factions supporting or opposing the Icons.

Armed with this information, the next time your players want to use a relationship roll, you’ll have a faction or two with the same Icon relationship that fits the bill. Maybe one of its “face” NPCs shows up to offer assistance, or you suggest the PCs visit them to ask for help.

If the relationship die was a 5, you have a starting point for what the faction may ask for in return for its help – its agenda. Alternatively, a 5 on a positive relationship could indicate the involvement of a faction with a negative relationship to that Icon, and vice versa.

Note that this doesn’t rule out any other use of Icon relationship rolls the books suggest or you come up with. Indeed, factions merely offer a framework for some of these suggestions.

Faction influence level

In case you’re looking for some extra granularity in distinguishing between factions, you can assign levels to them. A faction’s level determines the average level of its significant assets and personnel. To put it another way, kicking down the door to the faction’s headquarters and taking them on would constitute an adventure of the faction’s level.

A level 1 faction is not much more than a group of local thugs, a level 5 faction can run a town, while a level 9 faction is a continent-spanning organization.

A faction’s level indicates the resources they have access to, helping determine what kind of assistance or opposition they offer to the PCs. An adventurer-tier faction can’t hand out champion-tier magic items, for instance. Additionally, faction levels provide some ideas for the likely outcome of a faction-vs-faction conflict.

Faction levels aren’t set in stone. At the end of every adventure, as well as whenever some significant change happens, ask yourself: did any faction get more powerful or otherwise achieve a major victory? Did any faction lose major holdings or important allies? Adjust their level by 1 in either direction. Where appropriate, campaign loss caused by PCs fleeing may also result in a faction losing a level.

As a rule of thumb, PCs can’t affect the level of a faction that is three or more levels above theirs without major plot upheaval to assist them. However, large and high-level factions are rarely monolithic. Consider introducing local chapters or sub-factions of a level closer to the level of PCs so they can more easily influence each other.

The changes to faction influence levels represent tangible consequences to the PCs’ efforts, making it easier to see how their adventures affect the world around them.

Example – factions of the Sea Wall

Let’s say your group has decided upon the Sea Wall as the starting location for the campaign. Sea breeze and giant monsters, what can be better. The player characters have positive relationships with the Archmage, the Dwarf King, and the Prince of Shadows; they have conflicted relationship with the High Druid and the Diabolist; and a negative relationship with the Three.

Looking at the map, we see a slight problem: there’s the Iron Sea on the one side, the Blood Wood on the other, and not much else. With the chosen Icons in mind, let’s start with the obvious options and expand to accommodate the more esoteric choices.

Sea Wall Maintenance Crew

Level 5 faction

Agenda: keep the wall standing. Currently occupied with repairing a massive breach that occurred last month. Nominally subordinate to the Sea Wall Guard (a faction with positive relationship to the Emperor, in which we’re not as interested).

Relationships: positive with the Archmage and the Dwarf King, ambiguous with the High Druid.

Faces: Prince Azbarn Stonebeard, fifteenth in line to the Dwarven Throne (dwarf, naturally), and magister Ariel Thornfist (high elf) are in joint command. Both are highly ambitious and competitive, with views of distinguishing themselves and leaving this backwater post behind.

Leviathan Hunters

Level 3 faction

Agenda: to safeguard the Blood Wood (and the Empire, as a secondary consideration) from the sea monsters.

Relationships: positive with the High Druid, ambiguous with the Orc Lord, negative with the Diabolist.

Face: Uzg (orc) left his clan and his clan name behind to serve High Druid. An unlikely but enthusiastic guardian of Blood Wood, he’s assembled a warband of other renegade orcs, wood elves and beasts of the forest. Currently weakened from their continued skirmishes with the sea monsters that got through last month, Leviathan Hunters would love to live up to their name and take the fight to the enemy – if their level reaches 5, Uzg will lead an expedition beyond the Sea Wall.

Red Right Pincer

Level 4 faction

Agenda: to bring down the Sea Wall by summoning a mighty leviathan from the depths.

Relationships: positive with the Diabolist, negative with the High Druid, the Emperor, and the Archmage.

Face: Deep priest Kashtarak (sahuagin). The designated bad guy for the first few levels of the campaign. Red Right Pincer currently hunts for mystic beasts to slaughter in the Blood Wood, in order to use their hearts for an unholy ritual that would weaken the magic protection of the Sea Wall. Should the Pincer’s level exceed that of the Sea Wall Maintenance Crew, a new massive breach is all but guaranteed.

Storm’s Bane

Level 2 faction

Agenda: recover the treasure that has cursed them to undeath.

Relationships: positive with Prince of Shadows, negative with the Three.

Face: Captain Sam Kellock (human) was a daring pirate, his ship Storm’s Bane feared by all. That is, until he robbed one too many ships that belonged to the Three, fled from their pursuit into the Iron Sea, and met his end in the jaws of a leviathan. That would have been bad enough, but unbeknownst to him the treasure he carried was cursed. Now ghostly remains of his crew plague the shore, looking for fools to help them recover the gold and break the curse. After a century of torment, Kellock is desperate and sees the PCs as his last best hope. Should their relationship go awry, he would even help sahuagin bring the leviathan that swallowed his treasure to the shore, in hopes of someone killing it for him.

 


Mikhail Bonch-Osmolovskiy is a game designer and a writer. He’s currently looking for a publisher for his board game, Passages & Plunder; writing a blog, PonderingsOnGames.com; and planning on resuming his YA horror serial at newvalenar.wordpress.com. He lives in Sydney, Australia and has given up on teaching the locals how to pronounce his name.

THE WIZARD

by ASH LAW

Wizard Overview

The wizard is in many ways the most complicated of the classes from the 13th Age core rule book. At the start of each new day you can memorize a different set of spells, so the only real things that permanently change as a wizard levels up are their feats. Wizards however do tend to have a standard set of most-likely spells, so for these builds I’m laying those out for these builds.

The wizard’s class features are cantrips (minor yet useful magic), cyclic magic (powerful magic that can be used repeatedly in battle), overworld advantage (daily spells become recharge when in the overworld), and ritual casting (cast spells as hour-long rituals for more unusual effects).

Also of note are utility spells, which are stand-ins for a host of useful effects from saving wizards from falls to talking to magic items.

War Wizard

Download the War Wizard character sheets here.

This wizard makes things go boom!

OK, this wizard also has many options for how to make something go boom, but the build is focused solely on high damage output and showy spells. No utility spells here, just lots of daily damage-dealing power (of course with the wizard’s ability to swap out spells a player who finds their wizard regularly going down can swap out attack spells for more defensive ones).

On the downside, this build sacrifices protection and durability for aw firepower (though taking the toughness feat and the abjuration talent helps somewhat), making teamwork vital if you want to last long in a fight with this ‘glass canon’… though with the amount of damage you deal, fights tend to end quickly!

Talents

Abjuration

When you cast a daily spell, you gain a bonus to your defenses.

Evocation

Once per battle max out the damage on a spell that targets PD.

Wizard’s Familiar

A raven (with the abilities scout and flight)

Race

Humans with their quick to fight racial power and extra feat make great battle wizards.

Attributes

This glass canon has a focus on intelligence: Str 10 (0) Con 14 (+2) Dex 10 (0) Int 20 (+5) Wis 10 (0) Cha 10 (0).

1st level

Attributes: Str 10 (0) Con 14 (+2) Dex 10 (0) Int 20 (+5) Wis 10 (0) Cha 10 (0).

Racial Power: quick to fight

Talents: abjuration, evocation, wizard’s familiar

Feats: abjuration, ray of frost

Most likely memorized spells: 1st level: acid arrow, ray of frost, color spray, shocking grasp, shield

2nd level

Most likely spells (1st level: acid arrow, ray of frost, color spray, shocking grasp, shield, magic missile), new feat (toughness).

3rd level

Most likely spells (1st level: blur, color spray, magic missile / 3rd level: ray of frost, force salvo, crescendo, lightning bolt), new feat (force salvo).

4th level

+1 to three attributes (Constitution, Dexterity, Intelligence), most likely spells (1st level: blur, magic missile / 3rd level: teleport shield, ray of frost, force salvo, crescendo, lightning bolt, confusion), new feat (linguist).

5th level

Most likely spells (1st level: magic missile / 3rd level: crescendo, lightning bolt, teleport shield, confusion / 5th level: fireball, acid arrow, ray of frost, force salvo), new feat (fireball).

6th level

Most likely spells (3rd level: blur, magic missile / 5th level: crescendo, lightning bolt, teleport shield, confusion, fireball, acid arrow, ray of frost, force salvo), new feat (evocation).

7th level

+1 to three attributes (Constitution, Dexterity, Intelligence), most likely spells (3rd level: magic missile / 5th level: crescendo, lightning bolt, acid arrow, force salvo / 7th level: fireball, ray of frost, overcome resistance, teleport shield, confusion), new feat (abjuration).

8th level

Most likely spells (5th level: magic missile, crescendo, lightning bolt / 7th level: flight, overcome resistance, acid arrow, force salvo, fireball, ray of frost, teleport shield, confusion), new feat (fireball).

9th level

Most likely spells (5th level: magic missile, / 7th level: lightning bolt, flight, overcome resistance, teleport shield, confusion / 9th level: acid arrow, force salvo, fireball, ray of frost, disintegrate, meteor swarm), new feat (abjuration).

10th level

+1 to three attributes (Constitution, Dexterity, Intelligence), most likely spells (7th level: blur, teleport shield, confusion / 9th level: lightning bolt, flight, overcome resistance, acid arrow, force salvo, fireball, ray of frost, disintegrate, meteor swarm), new feat (ray of frost).

[Author Roland Rogers is a 13-year-old 13th Age player whose One Unique Thing is that he Knows All the Monsters. ]

Do you want to annoy your GM?

Do you want to never be hit by any attack?

Do you want to always get the most out of your most useful spells?

Do you want your teammates to always get the most out of their attacks?

Do you want to never miss?

Look no further.

Use these abilities that cause or force rerolls or allow another attack. The page references are in brackets.

Core Book

Lethal – Half-orc racial power (65)

Once per battle, reroll a melee attack and choose the preferred roll

 

Evasive – Halfling racial power (70)

Once per battle, force an enemy that hits you with an attack to reroll the attack with a -2 penalty

 

Justice or Vengeance – Cleric domain (95)

When an enemy scores a critical hit on you or one of your allies, you gain an attack reroll blessing to give to a nearby ally. They can use it to reroll an attack this battle.

 

Trickery or Illusion – Cleric domain (97)

Once per battle as a quick action roll a d20. This is your trick die. You can change an ally or enemy’s natural attack roll to the result of the trick die

 

Hammer of faith – Cleric spell (98)

Once during the battle when this spell is active, reroll a basic melee attack and keep the result

 

Prayer for readiness – Cleric spell (101)

5 nearby allies gain a blessing. Later during the battle, any targeted ally can use the blessing to reroll a missed attack

 

Comeback strike – Fighter talent (105)

Once per battle when you miss a fighter attack, make another attack with a -2 penalty

 

Hack & Slash – Fighter Maneuver (108)

When you get a natural even roll, and the escalation die is 2+, make a second melee weapon attack against a second target.

 

Spinning charge – Fighter Maneuver (109)

When you move before you attack and roll a natural even hit, then after dealing damage you can pop free from the target, move to a different enemy and make a basic melee attack against that enemy

 

Swift dodge – Rogue power (130)

Requires momentum – if you are hit by an attack against AC you can make the attacker reroll the attack

 

Assassin’s gambit – Rogue power (131)

Make a melee attack dealing half damage, and if you kill the enemy then you can make another attack

 

13 True Ways

Try again – Commander command (36)

Let an ally reroll an attack, but they must keep the reroll

Timely mistake – Occultist spell (108)

When an enemy hits you or one of your allies with a natural roll, you can make them reroll the attack and take the lower result

 

 

 

 

 

 

 

 

 

 

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.

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

 

We know that shelf space is at a premium in your store, and that you want quick turnaround. Some retailers are concerned about stocking rolepaying games, but there are upsides to roleplaying games for a retailer. For the amount of space they take they generate good margin, and RPG players tend to be loyal customers who like a wide variety of games and tend to be advocates for your store.

It’s always a risk taking on a new line, and we’d like to minimize that risk for you by giving you some suggested mixes for our top lines, based on 2017 sales data. We’ll start this month with 13th Age.

Created by the makers of 3rd and 4th Dungeons and Dragons, 13th Age combines the best parts of traditional d20-rolling fantasy gaming with new story-focused rules. The line includes the core book, with monster supplements, adventures, a GM Screen and splat book with new character classes. We recommend the Bestiary 2 rather than the first Bestiary at the moment, because it’s a new release.

Here are some suggested starter bundles for the 13th Age roleplaying game to suit every budget. You can get them from your distributor.

Bundle 1

Product Code  RRP # Units Cost
13th Age PEL13A01  $      44.95 2  $      89.90
The Crown Commands PEL13A12  $      27.95 1  $      27.95
True Ways PEL13A04  $      39.95 1  $      39.95
Total RRP  $    157.80

 

Bundle 2

Product Code  RRP # Units Cost
13th Age PEL13A01  $      44.95 2  $      89.90
Bestiary 2 PEL13A14  $      44.95 1  $      44.95
True Ways PEL13A04  $      39.95 1  $      39.95
The Crown Commands PEL13A12  $      27.95 1  $      27.95
Total RRP  $    202.75

 

 

Bundle 3

Product Code  RRP # Units Cost
13th Age PEL13A01  $      44.95 3  $    134.85
Bestiary 2 PEL13A14  $      44.95 2  $      89.90
True Ways PEL13A04  $      39.95 1  $      39.95
Book of Loot PEL13A04  $      17.95 1  $      17.95
The Crown Commands PEL13A12  $      27.95 1  $      27.95
13th Age GM Screen PEL13A10  $      24.95 1  $      24.95
Total RRP  $    335.55

 

Bundle 4

Product Code  RRP # Units Cost
13th Age PEL13A01  $      44.95 3  $    134.85
Bestiary 2 PEL13A14  $      44.95 2  $      89.90
True Ways PEL13A04  $      39.95 2  $      79.90
Book of Loot PEL13A04  $      17.95 1  $      17.95
The Crown Commands PEL13A12  $      27.95 1  $      27.95
13th Age GM Screen PEL13A10  $      24.95 1  $      24.95
Eyes of the Stone Thief PEL13A07  $      49.95 1  $      49.95
Total RRP  $    425.45

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:

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)).

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