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 metal wings, and slip in the course of the cracks in truth. unusual magic is unfastened on the earth, no matter if it’s drawn from the Wild, from the geographical regions of chaos and demise, or from the interior strength of ki.
Patch issues up along with your surly magic weapon, hero. the journey is simply beginning.
13 precise methods expands the thirteenth Age Roleplaying online game in interesting new instructions. inside its 256 pages you’ll locate six new periods, 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 so much are looking to play
• Treasure to loot, and artifacts that will simply loot you
• All-new info and event seeds for Axis, the courtroom of Stars, Drakkenhall, Horizon, and Santa Cora
• extra how you can use the icons, together with variation icons and dating effects tied to a location
• Lists of thirteen: lethal dungeons, flying nation-states, must-visit lodges, and more
• New monsters to problem your gamers, together with devils, steel dragons, werebeasts, and soul flensers
• 4 distinct new NPCs with a number of crusade options
13 real methods: New heroes. New legends. Your international.
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Additional info for 13th Age: 13 True Ways
3rd level spell 5th level spell 7th level spell 9th level spell 3d6 damage 5d6 damage 5d8 damage 7d10 damage 1d6 mook damage on odd hit. 1d10 mook damage on odd hit. 2d8 mook damage on odd hit. 4d6 mook damage on odd hit. druid Earth Mastery If you take earth mastery feats, there’s a core solidity to you that shows up in odd circumstances. You might sleep better than anyone else. You also might be more affected than others by the seasons. Adventurer Feat: You gain the ripping vines spell below.
Single talent initiate vs. double-talent adept: Elemental Caster initiates are limited in two ways compared to Elemental Caster adepts. First, as shown by the level progression chart, an initiate casts fewer daily spells. Second, Elemental Caster initiates can only use a single summon elemental spell each day. Elemental Caster adepts can use two different summon elemental spells each day. Otherwise, Elemental Caster initiates and adepts play by the same rules, including being able to take the Elemental Mastery feats that provide at-will spell attacks and other benefits.
Champion Feat: When you attack with this tactic and roll a natural even hit, you gain 2 command points instead of 1. 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.
13th Age: 13 True Ways by Pelgrane Press