By Pelgrane Press
Omens of the Age
As the thirteenth Age unfolds, its mysteries—and dangers—grow extra numerous.
Undreamed-of creatures move slowly up from the underworld, descend from the sky on steel wings, and slip during the cracks in fact. unusual magic is free on the planet, no matter if it’s drawn from the Wild, from the nation-states of chaos and loss of life, or from the internal energy of ki.
Patch issues up together with your surly magic weapon, hero. the journey is simply beginning.
13 precise methods expands the thirteenth Age Roleplaying online game in fascinating new instructions. inside its 256 pages you’ll locate six new sessions, the lore of devils, the keys to Horizon, the good Gold Worm’s mystery murderer, and lots more and plenty more.
• The chaos mage who embraces randomness, and the monk who embodies discipline
• The druid who masters the weather , and the necromancer who instructions the undead
• The commander who orders your ranks, and the occultist who orders reality
• Multiclassing instruments that will help you create the nature you such a lot are looking to play
• Treasure to loot, and artifacts that may simply loot you
• All-new info and event seeds for Axis, the courtroom of Stars, Drakkenhall, Horizon, and Santa Cora
• extra how one can use the icons, together with version icons and dating effects tied to a location
• Lists of thirteen: lethal dungeons, flying geographical regions, must-visit hotels, and more
• New monsters to problem your gamers, together with devils, metal dragons, werebeasts, and soul flensers
• 4 exact new NPCs with a number of crusade options
13 real methods: New heroes. New legends. Your global.
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Additional resources for 13th Age: 13 True Ways
If you aren’t comfortable with your ranger casting spells, go ahead and reinterpret the spells as the results of training or inspiration rather than magic. The 5th and 9th level Animal Companion spells might be more difficult to reinterpret in this fashion, but the lower level spells shouldn’t be a problem. 41 chapter 42 1 classes The Animal Companion Initiate The Animal Companion Adept If you invest a single talent into Animal Companion, you have an animal companion as detailed in the core rulebook, but with two differences—one small, one huge.
Epic Feat: Once per battle as a free action when you hit with this tactic, the target also takes 1d10 psychic damage for each point on the escalation die. commander 3rd Level Commands Charge! Interrupt action Cost: 1 command point Target: One nearby ally (on the ally’s turn) Effect: As a standard action this turn, the target can both move and make a basic attack. Adventurer Feat: If you spend an additional command point, the target can use a melee attack instead of a basic attack. Champion Feat: The target gains a bonus to the melee attack it makes from this command equal to your Charisma modifier.
Adventurer Feat: You begin each battle with 1 additional command point. Champion Feat: Once per battle, you can use a command on a far away ally. Epic Feat: Once per day when you use this talent to grant an ally a bonus to a d20 roll, you can also allow that ally to reroll that roll once as a free action. Into the Fray At the start of each battle before you and your allies roll initiative, roll a d4. A number of your allies equal to the roll gain the following benefit of your choice: a +4 bonus to initiative that battle; OR a +2 bonus to AC until the end of the first round.
13th Age: 13 True Ways by Pelgrane Press