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 (this one) is a holy warrior, optimized for smiting and using cleric-style powers that work alongside the paladin’s smite ability.

Divine Paladin

Download the Divine Paladin character sheets here.

Paladins are holy warriors, with shared access to features found in the cleric class. This paladin is focused on melee combat (as paladins should be) but aids their allies too, shining good’s light upon evil to banish it… or you could play this character as a servant of evil, granted strength by dark gods to further their malign agenda.

This paladin uses a longsword and shield, valuing defense over offence. Your job with this paladin build is to get out in front of the squishier members of the party and take the attacks that would otherwise be targeting them, while providing your allies with healing and buffs. Tactically you are a mix of front-line fighter and support/healer—ideal for smaller parties who need both roles covered. This character is a bit more complex to play than other paladins, as you’ll need to monitor the rest of your party to make best use of your healing and other support abilities.

Divine-domain wise this character’s story probably revolves around a sun god who sends mirages and warm healing light to protect the faithful (domains of sun, illusion, and healing).

Talents

Cleric Training

You can cast one cleric spell of your level or lower, which you can switch out each day for a different spell. Bless, cure wounds, shield of faith, turn undead, etc… are all available to you from the start, but you choose ahead of time which one you’ll pick so think ahead. If in doubt pick cure wounds, you can’t go wrong with a bit of extra healing to hand out when the going gets tough.

Divine Domain (Sun)

Your attacks deal HOLY damage.

Lay on Hands

Additional healing for your party.

Race

It’s aasimar for this character—the halo ability fits perfectly with the build concept of a warrior with a link to divine power.

Attributes

This character keeps things balanced: Str 16 (+3) Con 14 (+2) Dex 14 (+2) Int 10 (0) Wis 10 (0) Cha 16 (+3).

1st level

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

Racial Power: halo

Talents: cleric training, divine domain (sun), lay on hands

Feat: toughness

Spells: One 1st level cleric spell, can change each day

2nd level

New feat (smite evil).

3rd level

New feat (cleric training).

4th level

+1 to three attributes (Strength, Constitution, Dexterity), new feat (lay on hands).

5th level

New talent (divine domain: illusion), new feat (smite evil).

6th level

New feat (cleric training).

7th level

+1 to three attributes (Strength, Constitution, Dexterity), new feat (lay on hands).

8th level

New talent (divine domain: healing), new feat (lay on hands).

9th level

New feat (cleric training).

10th level

+1 to three attributes (Constitution, Dexterity, Charisma), new feat (smite evil).

You’ve defeated the monsters, now it’s time to loot the lair!

By ENnie award-winning author ASH LAW, Loot Harder: A Book of Treasures brings you hundreds of new magic items for your 13th Age game, including true magic items, consumables, and items for new classes.

Brave adventurers (and GMs) will also find game-changing, campaign-defining iconic relics; “minor” magical treasures that require no attunement; and of course (or should we say, “of curse”), those rare riches that exact a price. Plus: adventure hooks, new item types (scepters, chalices, orbs), lair items, linked thematic item sets, and iconic artifacts!

Think you’ve looted as hard as you can? Get ready to LOOT HARDER!

 

Stock #: PEL13A18 Author: ASH LAW, Paul Fanning
Interior Artwork: Tangmo Cecchini, Lauren Covarrubias, Rich Longmore,  Karolina Węgrzyn Developer: Rob Heinsoo, Paul Fanning
Cover art: Piya Wannachaiwong Type: Monochrome 128-page perfect-bound book

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The ranger is one of the simplest classes to build and play, but your choices of talents will determine what kind of ranger you are. Rangers can vary from animal-companion assisted trackers, deadly archers, to frighteningly efficient melee characters.

The ranger is a simple class, nothing flashy. Basic attacks, modified with expanding crit ranges or increasing the number of attacks possible. The first build focuses on multiple attacks, the second here on expanded crit ranges.

A third build possible involves magic (fey queen’s enchantments and ranger ex cathedra), animal companions, and ranger’s pets. This has the ranger as a magic user who supports their animal companion with spells. I’ve seen such builds work very well in the past, with a panther as the front line fighter and the ranger staying in cover and picking off enemies that try to hurt the beast.

Ranger talent clarifications

You should note two important things about the ranger’s talents. The first is that the ranger’s animal companion talent is superseded by the druid’s version found in 13 True Ways. If you only have the core book don’t worry about it, if you have both books use the updated version of the talent.

The second note about talents is a tiny wrinkle in favored enemy. Favored enemy lets us pick a race type (aberration, beast, construct, dragon, etc…) against which our attacks have an expanded crit range. Picking the humanoid type as your favored enemy is worth two talent slots instead of just one. The wrinkle comes in the adventurer-tier feat which lets us switch favored enemies during a full heal-up. What happens if you spend two talents on favored enemy to get humanoid but then switch to a non-humanoid favored enemy? The answer is that if you spend two talent slots and a feat you can get humanoid as your favored enemy and switch to two non-humanoid monster types simultaneously (dragon and ooze, beast and plant, devil and demon, etc).

Multi-attack ranger

Download the Multi-Attack Ranger character sheets here.

This ranger focuses on making as many attacks in a round as possible. It’s simple to play—attack and see if you can keep attacking.

Tactically your best bet in a fight is to get stuck in to melee, withdrawing and switching to ranged attacks when you get hurt, and returning to the fray once you’ve received some healing.

At champion tier you get access to a tiny bit of healing magic (a once per battle heal and a daily cure wounds), which you should use wisely to keep yourself and your allies in the fight. Being a ranger we’ll rename heal ‘Verdant Vitality’ and cure wounds ‘Wild Restoration’ on our character sheet.

Talents

Double Melee Attack

This talent drops damage dice down one die type (d8s become d6s, d6s become d4s), but when a melee attack roll is a natural even (hit or miss) a second melee attack is possible.

Double Ranged Attack

This is the same as double melee attack, but for ranged weapons.

Two-Weapon Mastery

This gives a +1 bonus when fighting with two melee weapons, with feats that increase miss damage and give extra attacks when enemies fumble.

Race

Wood elves’ elven grace grant extra standard actions, increasing the potential number of attacks.

Attributes

For this ranger, Dexterity is most vital, with Strength important for melee damage: Str 17 (+3) Con 12 (+1) Dex 19 (+4) Int 9 (-1) Wis 10 (+0) Cha 8 (-1)

1st level

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

Racial Power: elven grace

Talents: double ranged attack, double melee attack, two-weapon mastery

Feats: heritage of the sword

2nd level

New feat (two-weapon mastery).

3rd level

New feat (double melee attack).

4th level

+1 to three attributes (Strength, Constitution, Dexterity), new feat (double ranged attack).

5th level

New talent (ranger ex cathedral: cure wounds as 5th level spell), new feat (ranger ex cathedral: heal).

6th level

New feat (double melee attack).

7th level

+1 to three attributes (Strength, Constitution, Dexterity), new feat (elven grace), level-up spells (cure wounds).

8th level

New talent (favored enemy), new feat (double melee attack).

9th level

New feat (favored enemy), level-up spells (cure wounds).

10th level

+1 to three attributes (Strength, Dexterity, Intelligence), new feat (favored enemy).

The ranger is one of the simplest classes to build and play, but your choices of talents will determine what kind of ranger you are. Rangers can vary from animal-companion assisted trackers, deadly archers, to frighteningly efficient melee characters.

The ranger is a simple class, nothing flashy. Basic attacks, modified with expanding crit ranges or increasing the number of attacks possible. The first build focuses on multiple attacks, the second here on expanded crit ranges.

A third build possible involves magic (fey queen’s enchantments and ranger ex cathedra), animal companions, and ranger’s pets. This has the ranger as a magic user who supports their animal companion with spells. I’ve seen such builds work very well in the past, with a panther as the front line fighter and the ranger staying in cover and picking off enemies that try to hurt the beast.

Ranger talent clarifications

You should note two important things about the ranger’s talents. The first is that the ranger’s animal companion talent is superseded by the druid’s version found in 13 True Ways. If you only have the core book don’t worry about it, if you have both books use the updated version of the talent.

The second note about talents is a tiny wrinkle in favored enemy. Favored enemy lets us pick a race type (aberration, beast, construct, dragon, etc…) against which our attacks have an expanded crit range. Picking the humanoid type as your favored enemy is worth two talent slots instead of just one. The wrinkle comes in the adventurer-tier feat which lets us switch favored enemies during a full heal-up. What happens if you spend two talents on favored enemy to get humanoid but then switch to a non-humanoid favored enemy? The answer is that if you spend two talent slots and a feat you can get humanoid as your favored enemy and switch to two non-humanoid monster types simultaneously (dragon and ooze, beast and plant, devil and demon, etc).

Easy-crit ranger

Download the Easy Crit Ranger character sheets here.

This ranger build is focused on tracking down enemies and ending them, with a crit range that can be as low as 10+, and dealing triple damage!

This tough little ranger doesn’t care what they fight with—they are equally at home with a bow or with a two-handed great-axe. No subtlety here—just devastatingly accurate attacks.

Tactics with this ranger involve looking for ways to maximize the expanded crit rang—marking favored enemies and first striking them. Keep in mind how and when the crit range expands for this ranger; critting over 50% of the time, if the right confluence of factors comes into play, rocks—the key with this character is hitting the right enemies at the right time to get the maximum crit range possible.

Talents

First Strike

Expanded crit range with opening attacks.

Lethal Hunter

Mark enemies to gain an expanded crit range.

Favored Enemy

Pick a creature type that you have an expanded crit range against. The adventurer feat lets the creature type picked to be changed, and spending a second talent lets us pick ‘humanoid’ as a monster type.

Race

The halfling’s evasive and small racial powers gives this ranger extra survivability in combat.

Attributes

For this ranger, Strength is vital for our melee attacks, with Dexterity needed for ranged attacks and Constitution for much-needed hit points.

1st level

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

Racial Powers: evasive, small

Talents: first strike, lethal hunter, favored enemy

Feats: favored enemy

2nd level

New feat (lethal hunter).

3rd level

New feat (first strike).

4th level

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

5th level

New talent (favored enemy), new feat (favored enemy).

6th level

New feat (lethal hunter).

7th level

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

8th level

New talent (archery), new feat (archery).

9th level

New feat (lethal hunter).

10th level

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

THE WIZARD

By ASH LAW

Wizard Overview

The wizard is in many ways the most complex 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.

Explorer Wizard

Download the Explorer Wizard character sheets here.

This wizard is built to be all about having as much utility as possible-with a spell for every occasion. Play this wizard if you like solving problems with magic, and enjoy improvising new uses for spells.

Memorizing two acid arrows a day gives this wizard a powerful attack, and magic missile grants the wizard a reliable offence, giving the explorer wizard a good core of combat spells for when things go bad.

Talents

Cantrip Mastery

Use cantrips at-will, and do unusual things with them.

High Arcana

Memorize daily spells twice, and use counter-magic to resist unfriendly spellcasters. With the feat for utility spell this gives you four uses of the spell per day if memorized using two spell slots.

Vance’s Polysyllabic Verbalizations

Change the names of spells to get extra effects from them.

Race

High elves can perform a highblood teleport, very useful to a wizard exploring dangerous places.

Attributes

Intelligence is the single most important attribute for this character, but not to the exclusion of all else: Str 8 (-1) Con 14 (+2) Dex 14 (+2) Int 18 (+4) Wis 12 (+1) Cha 12 (+1).

1st level

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

Racial Power: highblood teleport

Talents: cantrip mastery, high arcana, vance’s polysyllabic verbalizations

Feats: utility spell

Most likely memorized spells: counter-magic 1st level: utility spell (x4), acid arrow, charm person, magic missile

2nd level

Most likely spells (counter-magic 1st level: utility spell (x4), acid arrow (x2), charm person, magic missile), new feat (magic missile).

3rd level

Most likely spells (counter-magic 1st level: blur, charm person, magic missile / 3rd level: utility spell (x4), acid arrow (x2)), new feat (precise shot).

4th level

+1 to three attributes (Constitution, Dexterity, Intelligence), most likely spells (counter-magic 1st level: blur, charm person / 3rd level: utility spell (x4), acid arrow (x2), magic missile, sleep), new feat (linguist).

5th level

Most likely spells (counter-magic 1st level: blur / 3rd level: hold monster, sleep, charm person, magic missile / 5th level: utility spell (x4), acid arrow (x2)), new feat (magic missile).

6th level

Most likely spells (counter-magic 3rd level: hold monster, sleep / 5th level: utility spell (x6), acid arrow (x2), magic missile, charm person, invisibility, dimension door), new feat (utility spell).

7th level

+1 to three attributes (Constitution, Dexterity, Intelligence), most likely spells (counter-magic 3rd level: sleep / 5th level: dimension door, fireball, invisibility, charm person / 7th level: utility spell (x6), acid arrow (x2), magic missile), new feat (linguist).

8th level

Most likely spells (counter-magic 5th level: dimension door, fireball, invisibility / 7th level: utility spell (x6), acid arrow (x2), magic missile, charm person, blink, flight), new feat (magic missile).

9th level

Most likely spells (counter-magic 5th level: invisibility / 7th level: blink, flight, haste, fireball, dimension door / 9th level: utility spell (x6), acid arrow (x2), magic missile, charm person), new feat (further backgrounding).

10th level

+1 to three attributes (Strength, Dexterity, Intelligence), most likely spells (counter-magic 7th level: dimension door, fireball, invisibility / 9th level: utility spell (x6), acid arrow (x2), magic missile, charm person, teleport (x2), blink), new feat (further backgrounding).

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).

THE NECROMANCER

By ASH LAW

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

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

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

DEATH GRIP NECROMANCER

 

Download the Death-Grip Necromancer character sheets here.

 

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

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

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

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

 

Talents

 

Death Priest

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

Redeemer

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

Skeletal Minion

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

 

Race

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

 

Attributes

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

1st level

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

Racial Power: breath weapon

Talents: death priest, redeemer, skeletal minion

Feats: wasting away

Skeletal Minion Level: 1

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

2nd level

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

3rd level

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

4th level

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

5th level

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

6th level

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

7th level

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

8th level

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

9th level

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

10th level

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

 

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