ROGUE

By ASH LAW

Rogue Overview

The 13th Age rogue is a team player, using allies to help them gain sneak attack bonuses.

Rogues have a lot to track—momentum (a binary state, do you have it or not?), sneak attack bonuses, and complicated class talents make this class one for the pros (or for beginners who don’t mind a challenge).

The rogue has three class features. You gain momentum when you hit an enemy with an attack, lose it when you are hit, and some powers require you to have momentum or spend momentum. Secondly there is sneak attack bonus damage. Thirdly is a reroll on failed skill checks to find traps.

You should also note that for rogues, daggers and the like use d8s for damage instead of d4s.

Assassin Rogue

Download the Assassin Rogue character sheets here.

This rogue build revolves around making maximum use of sneak attacks and shadow walking, together with powers that improve damage output. Use deadly thrust on staggered enemies, evasive strike to get out of trouble and gain momentum, sure cut to deal maximum damage, and flying blade against ranged enemies. Bleeding strike and cruel let you deal lots of ongoing damage.

This character benefits from backgrounds relating to being sneaky, getting into places, and perhaps disguises. If you fancy playing a mysterious character with a deep hood and a love of poisons, this one’s for you.

Talents

Improved Sneak Attack

Your sneak attack bonus damage increases, and with the feats you’ll sneak attack more often.

Shadow Walk

Disappear, only to reappear later and deal double damage. Note that if you crit after shadow walking you deal x3 damage, not x4 damage.

Murderous

Your crit range against staggered enemies expands by 2, perfect for an assassin who appears from nowhere to finish enemies off with decisive attacks.

Race

Dark elves with their bonus to Dexterity or Charisma and their cruel racial power work well thematically with the assassin concept.

Attributes

Dexterity and Charisma are important, but Dexterity more so: Str 9 (-1) Con 12 (+1) Dex 19 (+4) Int 8 (-1) Wis 10 (0) Cha 17 (+3).

1st level

Attributes: Str 9 (-1) Con 12 (+1) Dex 19 (+4) Int 8 (-1) Wis 10 (0) Cha 17 (+3).

Racial Power: cruel

Talents: improved sneak attack, shadow walk, murderous

Feats: sneak attack

Powers: evasive strike, deadly thrust, sure cut, flying blade

2nd level

Powers (evasive strike, deadly thrust, sure cut, flying blade, roll with it), new racial feat (shadow walk).

3rd level

Powers (evasive strike, deadly thrust, sure cut, flying blade, roll with it), new feat (improved sneak attack).

4th level

+1 to three attributes (Constitution, Dexterity, Charisma), powers (evasive strike, deadly thrust, sure cut, flying blade, bleeding strike, roll with it), new feat (bleeding strike).

5th level

Powers (evasive strike, deadly thrust, sure cut, flying blade, bleeding strike, roll with it), new feat (improved sneak attack).

6th level

Powers (evasive strike, deadly thrust, sure cut, flying blade, bleeding strike, spiky bastard, roll with it), new feat (sneak attack).

7th level

+1 to three attributes (Constitution, Dexterity, Charisma), powers (evasive strike, deadly thrust, sure cut, flying blade, bleeding strike, spiky bastard, roll with it), new feat (improved initiative).

8th level

Powers (evasive strike, deadly thrust, sure cut, flying blade, bleeding strike, spiky bastard, assassin’s gambit, roll with it), new feat (sneak attack).

9th level

Powers (evasive strike, deadly thrust, sure cut, flying blade, bleeding strike, spiky bastard, assassin’s gambit, roll with it), new feat (improved sneak attack).

10th level

+1 to three attributes (Strength, Dexterity, Charisma), powers (evasive strike, deadly thrust, sure cut, flying blade, bleeding strike, spiky bastard, assassin’s gambit, death’s twin, roll with it), new feat (assassin’s gambit).

DRUID

By ASH LAW

Druid Overview

The druid, more than any other class, is shaped by its talents. A shape-changing druid with an animal companion will play very differently from a caster-style druid, and both will play differently from a warrior druid or a healing-focused druid.

If you like the idea of building a class as you build your character, or if you love the idea of a character whose magic is linked to the natural world, this class is for you.

Wildblood Druid

Download the Wildblood character sheets here.

This druid is in touch with their animal side—really in touch. Being a shifter adept gives you the ability to transform into a dangerous animal at-will, and gives you the ability to scout about in the form of something small like a ferret, bat, snake, large spider, or sparrow.

As an animal companion initiate you have an wild beast friend that sometimes shows up and helps you out. It isn’t always around, but turns up when you need it most (it an fight every other battle).

Nature talking and wilderness survival means you can talk to animals and plants, and survive in the wilds.

You are very much a front-line fighter, taking on your enemies face-to-face and claw-to-claw. Get stuck in, giving your allies space to do their thing (which likely involves healing you on occasion).

This character isn’t complex to play—no hard decisions here. You scout ahead, and report back, and when danger rears its ugly head you turn into something even more dangerous.

Talents

Shifter (adept—two talents)

Turn into animals, to scout or fight. You also get some recharge 16+ beast aspects to make your transformations even more dangerous in battle.

Animal Companion (initiate)

You sometimes gain help in battle from an animal that has formed a mystic bond with you.

Race

Wood elves with their racial elven grace gives the possibility of extra attacks—very useful for this melee-focused character.

Attributes

Strength is the primary attribute for this build, with Constitution secondary (for AC and HP): Str 20 (+5) Con 16 (+3) Dex 10 (0) Int 8 (-1) Wis 10 (0) Cha 8 (-1).

1st level

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

Racial Power: elven grace

Talents: shifter adept, animal companion initiate

Feats: Beast form attack

Animal Companion Level: 0

Daily Scout Form Shifts: 1

Daily Beast Form Aspects: Wolverine

2nd level

New feat (wolverine), Animal companion level (1), Daily scout form shifts (1), Daily Beast Form Aspects (wolverine, bear)

3rd level

New feat (bear), Animal companion level (2), Daily scout form shifts (1), Daily Beast Form Aspects (wolverine, bear, tiger)

4th level

+1 to three attributes (Strength, Dexterity, Constitution), new feat (tiger), Animal companion level (3), Daily scout form shifts (1), Daily Beast Form Aspects (wolverine, bear, tiger)

5th level

New feat (beast form attack), Animal companion level (4), Daily scout form shifts (2), Daily Beast Form Aspects (wolverine, bear, tiger, owlbear)

6th level

New feat (elven grace), Animal companion level (5), Daily scout form shifts (2), Daily Beast Form Aspects (wolverine, bear, tiger, owlbear)

7th level

+1 to three attributes (Strength, Dexterity, Constitution), new feat (wolverine), Animal companion level (6), Daily scout form shifts (2), Daily Beast Form Aspects (wolverine, bear, tiger, owlbear)

8th level

New feat (beast form attack), Animal companion level (7), Daily scout form shifts (3), Daily Beast Form Aspects (wolverine, bear, tiger, owlbear, behemoth)

9th level

New feat (wolverine), Animal companion level (8), Daily scout form shifts (3), Daily Beast Form Aspects (wolverine, bear, tiger, owlbear, behemoth)

10th level

+1 to three attributes (Strength, Dexterity, Constitution), new feat (toughness), Animal companion level (9), Daily scout form shifts (3), Daily Beast Form Aspects (wolverine, bear, tiger, owlbear, behemoth)

DRUID

by ASH LAW

The druid, more than any other class, is shaped by its talents. A shape-changing druid with an animal companion will play very differently from a caster-style druid, and both will play differently from a warrior druid or a healing-focused druid.

If you like the idea of building a class as you build your character, or if you love the idea of a character whose magic is linked to the natural world, this class is for you.

Jack-Of-All-Magics Druid

Download the Jack of all Magics Druid character sheets here.

This druid is all about the wild magic of nature, and lives partway between cleric and wizard in terms of its abilities. This caster-style druid can heal, call on the elements, and draw power from the land itself.

Judging what powers to use and when is important. Timing is everything, and you’ll need to carefully ration the use of your daily powers.

Thankfully spending some feats gives this character a couple of at-will spells to fall back on when it isn’t appropriate to use a daily power.

You might not have all the bells and whistles of a cleric or a wizard—but you can talk to plants and animals and understand their replies. In many ways that is more powerful than anything a wizard or cleric can do, if you can find the right thing to use nature talking on. You also benefit from the wilderness survival feature, meaning that no matter where you are you’ll probably be fine.

You aren’t a front-line fighter, so hang back and let tougher characters slog it out. Or pair up with a druid who specializes in melee combat. You don’t get a decent at-will ranged spell until 3rd level, so you’ll carry a shortbow for emergencies.

Talents

Elemental Caster (initiate)

You can cast elemental spells. Like wizards and clerics, at the start of each day you pick which daily spells you cast. For this build I’ve determined the most likely spell, but if you are playing this build you can swap that spell out—for example you might want to swap out summoning an earth elemental for a water elemental if you are adventuring at sea. Starting at 3rd level you’ll gain the ability to summon elementals, but only once per day.

Terrain Caster (initiate)

Cast terrain spells—and when you cast a daily spell it is determined by the terrain you are in. As the terrain you are in determines your daily spells I’ve just noted for each level how many you get and of which level (or lower) you can cast them from.

Wild Healer (initiate)

You can use the druidic regeneration ability at least once per battle, and often more. Your healing gets better as you level up.

Race

Humans get an extra feat, and with our two starting feats we’ll improve our healing and pick up an at-will elemental attack.

Attributes

Wisdom is the primary attribute for druid casters: Str 12 (+1) Con 16 (+3) Dex 14 (+2) Int 10 (0) Wis 18 (+4) Cha 8 (-1).

1st level

Attributes: Str 12 (+1) Con 16 (+3) Dex 14 (+2) Int 10 (0) Wis 18 (+4) Cha 8 (-1).

Racial Power: quick to fight

Talents: elemental caster, terrain caster, wild healer

Feats: wild healer, earth mastery

Spells/powers: ripping vines (at-will), regeneration (1/battle + 1/day), wild heal (1/day), earth strength (1/day), one 1st lvl terrain daily.

2nd level

New feat (behemoth terrain mastery), healing (regeneration 1/battle + 1/day, wild heal 1/day), 1st level at-will spells (ripping vines, whoomph), daily spells (1st level: earth strength, one 1st lvl terrain daily).

3rd level

New feat (plains/overworld terrain mastery), healing (regeneration 1/battle + 1/day, wild heal 1/day), 3rd level at-will spells (ripping vines, whoomph, sunbeams), daily spells (3rd level: summon earth elemental; two 3rd lvl terrain dailies).

4th level

+1 to three attributes (Dexterity, Constitution, Wisdom), new feat (mountain terrain mastery), healing (regeneration 1/battle + 1/day, wild heal 1/day), 3rd level at-will spells (ripping vines, whoomph, sunbeams, spark), daily spells (1st level: earth strength; 3rd level: summon earth elemental; two 3rd lvl terrain dailies).

5th level

New feat (wild healer), healing (regeneration 1/battle + 2/day, wild heal 2/day), 5th level at-will spells (ripping vines, whoomph, sunbeams, spark), daily spells (3rd level: earth strength; 5th level: summon earth elemental; two 5th lvl terrain dailies).

6th level

New feat (druidic summoning), healing (regeneration 1/battle + 2/day, wild heal 2/day), 5th level at-will spells (ripping vines, whoomph, sunbeams, spark), daily spells (5th level: earth strength, summon earth elemental; three 5th lvl terrain dailies).

7th level

+1 to three attributes (Dexterity, Constitution, Wisdom), new feat (druidic summoning), healing (regeneration 1/battle + 3/day, wild heal 2/day), 7th level at-will spells (ripping vines, whoomph, sunbeams, spark), daily spells (5th level: earth strength; 7th level: summon earth elemental; three 7th lvl terrain dailies).

8th level

New feat (wild healer), healing (regeneration 1/battle + 3/day, wild heal 2/day), 7th level at-will spells (ripping vines, whoomph, sunbeams, spark), daily spells (5th level: gust; 7th level: earth strength, summon earth elemental; three 7th lvl terrain dailies).

9th level

New feat (druidic summoning), healing (regeneration 1/battle + 3/day, wild heal 3/day), 9th level at-will spells (ripping vines, whoomph, sunbeams, spark), daily spells (7th level: gust, earth strength; 9th level: summon earth elemental; three 9th lvl terrain dailies).

10th level

+1 to three attributes (Strength, Intelligence, Charisma), new feat (earth mastery), healing (regeneration 1/battle + 3/day, wild heal 3/day), 9th level at-will spells (ripping vines, whoomph, sunbeams, spark), daily spells (7th level: gust; 9th level: earth strength, summon earth elemental; three 9th lvl terrain dailies).

THE PALADIN

By ASH LAW

Paladins are among the simplest class to play—high hp, high AC, and hitting the unrighteous with a big weapon. They have no special powers, and are in some ways even simpler than barbarians.

The first paladin build of these two plays to those strengths—focused on smiting others as hard as they can.

The second paladin build is a holy warrior, optimized for smiting and using cleric-style powers that work alongside the paladin’s smite ability.

Thrash Paladin

Download the Thrash Paladin character sheets here.

This paladin is focused around beating up the bad guys in melee combat, and not much else. They are a ‘glass cannon’ in that their AC and hp are relatively low (for a front-line combatant)… but what a cannon! Your smite attacks will be the envy of all other warriors.

Your tactics are to hit hard and fast, finish enemies quickly, and hope for healing to pick you back up; this build is best for groups with strong teamwork, where you can depend on the support of a healer character. Thankfully your lay on hands talent means that you can do some self-healing when the situation calls for it.

This paladin uses a halberd (a combined spear and battle-ax) which we’ll be pairing with the reach trick feat for once-per-battle unexpected attacks. Smite early and often, using it to clear out mobs of mooks or hammer tougher foes into the dirt. Save your lay on hands healing for yourself, you’ll need it! If possible avoid using bastion to take damage for allies, unless you are protecting the party healer in which case protect them at all costs (and remind them of that fact when you need healing).

This paladin’s third talent implies that they are not entirely righteous—perhaps they are an avowed servant of evil, or merely a tarnished knight seeking redemption. Don’t be afraid to ‘kill-steal’ with your smite attack, it lets you avoid expending it and your allies are freed up to go fight something else.

Talents

Bastion

A +1 bonus to AC, and the ability to aid allies by taking the brunt of blows.

Lay on Hands

Heal an ally (or most likely yourself) when the going gets tough.

Way of Evil Bastards

When we smite somebody to death that use of smite is not expended.

Race

We need something with a Constitution bonus to get our hit points as high as possible. The dwarf’s is that your best shot? power makes sense for a paladin who is likely to need a mid-battle pick-me-up.

Attributes

This build is all about high charisma to gain as many smites per day as possible, and high Strength to hit enemies: Str 19 (+4) Con 10 (+0) Dex 8 (-1) Int 8 (-1) Wis 8 (-1) Cha 19 (+4).

1st level

Attributes: Str 19 (+4) Con 10 (+0) Dex 8 (-1) Int 8 (-1) Wis 8 (-1) Cha 19 (+4).

Racial Power: is that your best shot?

Talents: bastion, lay on hands, way of evil bastards

Feat: reach trick

2nd level

New feat (smite evil).

3rd level

New feat (lay on hands).

4th level

+1 to three attributes (Strength, Constitution, Charisma), new feat (way of evil bastards).

5th level

New talent (implacable), new feat (smite evil).

6th level

New feat (lay on hands).

7th level

+1 to three attributes (Strength, Constitution, Charisma), new feat (way of evil bastards).

8th level

New talent (fearless), new feat (smite evil).

9th level

New feat (lay on hands).

10th level

+1 to three attributes (Strength, Constitution, Charisma), new feat (implacable).

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).

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)).

THE NECROMANCER

By ASH LAW

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

 

MORTAL MAGICS NECROMANCER

 

Download the Mortal Magics Necromancer character sheets here.

 

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

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

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

 

Talents

 

Cackling Soliloquist

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

Deathknell

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

It’s Complicated

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

 

Race

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

 

Attributes

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

1st level

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

Racial Power: cruelty

Talents: cackling soliloquist, deathknell, it’s complicated

Feats: wasting away

Skeletal Minion Level: 1

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

2nd level

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

3rd level

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

4th level

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

5th level

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

6th level

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

7th level

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

8th level

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

9th level

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

10th level

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