13th age commander and monk playtest

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13 True Ways Playtest File: Commander & Monk A fantasy roleplaying supplement for 13 th Age by Rob Heinsoo & Jonathan Tweet Edited by Cal Moore © 2013 Fire Opal Media. All rights reserved Published by Pelgrane Press Ltd under license from Fire Opal Media The commander borrowed some of its talents from a class design by Ryven Cedrylle. The monk benefitted from comments by ASH Law, Wade Rockett and many playtesters. Playtester credits will appear in final drafts. Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version 1.0a, Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper names (characters, icons, place names, new deities, etc.), dialogue, banter and comments from Jonathan and Rob, plots, story elements, locations, characters, artwork, and trade dress. (Elements that have previously been designated as Open Game Content are not included in this declaration.) Open Content: Except for material designated as Product Identity (see above), the game mechanics of this Fire Opal Media game product are Open Game Content, as defined in the Open Gaming License version 1.0a Section 1(d). No portion of this work other than the material designated as Open Game Content may be reproduced in any form without written permission. 13 True Ways and 13 th Age are published by Pelgrane Press under the Open Game License version 1.0a Copyright 2000 Wizards of the Coast, Inc. 13 True Ways and 13 th Age are trademarks of Fire Opal Media. ©2013 Fire Opal Media. All rights reserved. www.fireopalmedia.com and www.pelgranepress.com. Playtest Note Greetings to all of you who bought the Escalation Edition, contributed to the 13 True Ways Kickstarter, or have pre-ordered the 13 th Age Bestiary. We hope you have fun playing with the two classes attached. If you have playtest feedback, send it to [email protected]. As usual, we’re more interested in feedback based on play sessions rather than read-and-critique messages. On the other hand, I admit we’ve had a few extremely helpful read-and-critique responses, so if that’s all you have time for it’s not like we’ll kick your mail out of the box. It’s easiest for sorting purposes (and for giving you credit) if you use the subject line of the mail to indicate what you’re giving playtest feedback on, monk, commander, or both monk and commander. If you have questions and doubts about how to handle something while you’re playing, I’d suggest not waiting for a response. Choose the interpretation that seems right to you, or that makes sense, play with it, and report on the experience. That’s useful feedback. Commander We called this class the battle captain during the 13 True Ways Kickstarter. As you’ll see, there’s a trace of the original battle captain name in the current class talents. I have some hunches about how the class is going to change slightly in the future but I should keep quiet and see whether playtest responses lean the same way. Monk This is the third serious iteration of the monk to go out to playtesting. It’s not going to please all the people all the time but it should be a touch simpler than the previous versions without sacrificing fun. There should also be more worthwhile talents that compete for the monk’s attention and form choices that aren’t as easily broken.

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Page 1: 13th Age Commander and Monk Playtest

13 True Ways

Playtest File:

Commander &

Monk

A fantasy roleplaying supplement for 13th Age

by Rob Heinsoo & Jonathan Tweet

Edited by Cal Moore

© 2013 Fire Opal Media. All rights reserved

Published by Pelgrane Press Ltd under license

from Fire Opal Media

The commander borrowed some of its talents from a

class design by Ryven Cedrylle.

The monk benefitted from comments by ASH Law,

Wade Rockett and many playtesters. Playtester

credits will appear in final drafts.

Product Identity: The following items are hereby identified

as Product Identity, as defined in the Open Game License

version 1.0a, Section 1(e), and are not Open Content: All

trademarks, registered trademarks, proper names

(characters, icons, place names, new deities, etc.), dialogue,

banter and comments from Jonathan and Rob, plots, story

elements, locations, characters, artwork, and trade dress.

(Elements that have previously been designated as Open

Game Content are not included in this declaration.)

Open Content: Except for material designated as Product

Identity (see above), the game mechanics of this Fire Opal

Media game product are Open Game Content, as defined in

the Open Gaming License version 1.0a Section 1(d). No

portion of this work other than the material designated as

Open Game Content may be reproduced in any form

without written permission.

13 True Ways and 13th Age are published by Pelgrane Press

under the Open Game License version 1.0a Copyright 2000

Wizards of the Coast, Inc. 13 True Ways and 13th Age are

trademarks of Fire Opal Media. ©2013 Fire Opal Media. All

rights reserved.

www.fireopalmedia.com and www.pelgranepress.com.

Playtest Note

Greetings to all of you who bought the

Escalation Edition, contributed to the 13 True

Ways Kickstarter, or have pre-ordered the 13th

Age Bestiary. We hope you have fun playing

with the two classes attached.

If you have playtest feedback, send it to

[email protected]. As usual, we’re

more interested in feedback based on play

sessions rather than read-and-critique messages.

On the other hand, I admit we’ve had a few

extremely helpful read-and-critique responses,

so if that’s all you have time for it’s not like we’ll

kick your mail out of the box.

It’s easiest for sorting purposes (and for

giving you credit) if you use the subject line of

the mail to indicate what you’re giving playtest

feedback on, monk, commander, or both monk

and commander.

If you have questions and doubts about how

to handle something while you’re playing, I’d

suggest not waiting for a response. Choose the

interpretation that seems right to you, or that

makes sense, play with it, and report on the

experience. That’s useful feedback.

Commander

We called this class the battle captain during the

13 True Ways Kickstarter. As you’ll see, there’s a

trace of the original battle captain name in the

current class talents.

I have some hunches about how the class is

going to change slightly in the future but I

should keep quiet and see whether playtest

responses lean the same way.

Monk

This is the third serious iteration of the monk to

go out to playtesting. It’s not going to please all

the people all the time but it should be a touch

simpler than the previous versions without

sacrificing fun. There should also be more

worthwhile talents that compete for the monk’s

attention and form choices that aren’t as easily

broken.

Page 2: 13th Age Commander and Monk Playtest

If you played the previous versions, the big

change you’ll see right away is that the monk is

now a class that uses three ability scores:

Dexterity, Strength, and Wisdom. Dexterity is

the main stat for attack bonuses, Strength

determines damage, and Wisdom is for ki and

all the other stuff. This may sound like a raw

deal, but we’ve also increased monks’ base

damage and revised the ki system to enhance

combat effectiveness instead of option-overload.

There have been a ton of changes to the

monk. The structure of the forms as an opening,

flow attack, and finishing attack has not

changed. Other stuff may have shifted. Here’s a

short summary of major changes:

The damage structure is now called

JAB/PUNCH/KICK

The ki system has been entirely

revised

The daily options for the forms have

been eliminated

Feats are revised

All three of the damage-increasing

talents are now arguably

worthwhile

The choices of the weapons for your

monastic tradition have been

opened up so that you can model

the style/variety of martial arts

you’d like instead of being

constrained to tonfa and nunchaku

In fact, the first playtest with the new

system featured a heaven’s arrow monk whose

monastic weapon was a steel ball—he was one

of the champions of the deadly version of

dodgeball played in the Axis arenas! Yes, this

was another salvo in my business partner Jay’s

efforts to get me to watch the Dodgeball movie,

but it suggests that monastic traditions in the

half-designed worlds of 13th Age can take many

forms. You can stick to what we know of martial

arts from reality and d20 fantasy or spin up

something new for your campaign.

Thanks to all of you for supporting the game

with your pre-orders, Kickstarter contributions,

and wonderful home campaigns. We’re having a

great time creating 13 True Ways and we look

forward to sharing more classes soon.

—Rob Heinsoo

Lead Designer, Fire Opal Media

November 25, 2013

Page 3: 13th Age Commander and Monk Playtest

COMMANDER

Some people are born to fight. Others like giving

orders. Put these two types of people together and

you’ve got a commander.

Overview

Play style: Commanders tell other characters

what to do. A commander who isn’t a team

player is a lonely warrior who needs to get over

it and rejoin their warband or adventuring party

in order to do what they best: dole out

commands.

The commander aims to tell other player

characters what to do without interfering too often

in the turn-by-turn structure of the round. That’s

why commands take effect on the turn of an ally

who is already taking their turn. Tactics can be

used anytime, but they’re limited in how many

times they can be used each day.

Choosing how and when you’ll spend

command points to help your allies may be

challenging for a novice player. Actually, that’s

not entirely right. The challenge-level may not

be so bad. But straightforward characters

usually work best for novice players and the

commander’s options are laced with subtleties,

starting with how you’ll choose between

commands and tactics as you create your

character.

Races: Half-orcs and half-elves both excel as

commanders, especially in the service of the

Emperor. Humans and high-elves share an

aptitude and a taste for command. Although

they lack the advantages other races possess as

commanders, dwarves are drawn to the class

anyway—it’s a cultural thing.

If the optional races show up in your

campaign, dragonics are commanders supreme.

Ability scores: Strength and Charisma are

the two most important ability scores for

commanders. Strength is the ability score used

for the commander’s favored melee attacks.

Charisma helps commanders give effective

commands and orders to their allies.

Commanders gain a +2 class bonus to

Strength or Charisma, as long as it is the same

ability you increase with your +2 racial bonus.

Backgrounds: Commanders have

backgrounds similar to fighters and some

paladins and rangers. Sample backgrounds

include Frost Range mercenary, historical re-

enactor, sergeant of the city guard, street gang

survivor, ex-gladiator, wilderness scout, cobbler,

bouncer, exotic dancer, Queen’s Wood patroller,

Axis wargame veteran, Imperial squad leader,

reformed drunk, and officer of the Crusader’s

Guard.

Icons: The Emperor and the Dwarf King are

the icons most associated with commanders,

largely as a function of their positions as the

masters of large standing armies. Soldiers

devoted to the Great Gold Wyrm may find that

the path of the commander gives them even

more influence over their comrades than the

moral example of the paladin. Similarly, the

Crusader appreciates underlings who can give

orders that will be obeyed.

In recent years, orc sub-commanders

represent one of the most dangerous examples

of the Orc Lord’s growing influence on the

hordes. Few of the Elf Queen’s followers master

the skills of battle in times of peace, but these are

not peaceful times and warriors know they may

find service in the grace of the Queen.

Gear

At 1st level, commanders start with a trusty

melee weapon or two, a ranged weapon, a

shield, light armor of some type (or heavy armor

if they chose the Armor Skills talent), and other

minor odds-and-ends suggested by their

backgrounds.

Commanders who have been taking it easy

start with 25 gp. Commanders flush with

battlefield plunder or back from a gambling

expedition start with 1d6 x 10 gp.

Armor

Commanders split their focus between

commanding fellow warriors and striking their

own blows. Unless they choose the Armor Skills

talent, commanders are at home in light armor

such as leather armor, studded leather,

courbolli, and light chain.

Page 4: 13th Age Commander and Monk Playtest

Commander Armor and AC

Type Base AC Atk Penalty

None 10 —

Light 12 —

Heavy 14 –2

Shield +1 —

Weapons

Unless they improve their combat ability using

the Martial Training talent, commanders fight

better with light weapons.

Commander Melee Weapons

One-Handed Two-Handed

Small 1d4 dagger 1d6 club

Light or Simple 1d6 mace, shortsword 1d8 spear

Heavy or Martial (-2 attack) 1d8 longsword, warhammer (-2 attack) 1d10 greatsword

Commander Ranged Weapons

Thrown Crossbow Bow

Small 1d4 dagger, star 1d4 hand crossbow —

Light or Simple 1d6 javelin 1d6 light crossbow 1d6 shortbow

Heavy Martial — (-2 attack) 1d8 heavy crossbow (-2 attack) 1d8 longbow

Commander Level Progression

Comma

nder

Level

Total Hit Points

Total # Feats

Class

Talents

Commands

& Tactics

Pool

available

Level-

up

Ability

Damage

bonus from

ability score

Level 1

(7 + CON mod) x

3

1 adventurer 3 4 1st level ability

modifier

Level 2

(7 + CON mod) x

4

2 adventurer 3 5 1st level ability

modifier

Level 3

(7 + CON mod) x

5

3 adventurer 3 6 3rd level ability

modifier

Level 4

(7 + CON mod) x

6

4 adventurer 3 7 3rd level +1 to 3

abilities

ability

modifier

Level 5

(7 + CON mod) x

8

4 adventurer

1 champion

4 7 5th level 2 x ability

modifier

Level 6 (7 + CON mod) x

10

4 adventurer

2 champion

4 8 5th level 2 x ability

modifier

Level 7 (7 + CON mod) x

12

4 adventurer

3 champion

4 8 7th level +1 to 3

abilities

2 x ability

modifier

Level 8 (7 + CON mod) x

16

4 adventurer

3 champion

1 epic

4 9 7th level 3 x ability

modifier

Level 9 (7 + CON mod) x

20

4 adventurer

3 champion

2 epic

4 9 9th level 3 x ability

modifier

Level 10 (7 + CON mod) x

24

4 adventurer

3 champion

3 epic

4 10 9th level +1 to 3

abilities

3 x ability

modifier

Page 5: 13th Age Commander and Monk Playtest

Commander Stats

Initiative, AC, PD, MD, Hit Points, Recovery Dice, Feats, and some Talents are level dependent.

Ability Bonus +2 Strength or Charisma (different from racial bonus)

Initiative Dex mod + Level

Armor Class (light armor) 12 + middle mod of Con/Dex/Wis + level

Physical Defense 10 + middle mod of Str/Con/Dex + level

Mental Defense 12 + middle mod of Int/Wis/Cha + level

Hit Points (7 + Con mod) x Level modifier (see level progression chart)

Recoveries (probably) 8

Recovery Dice (1d8 x Level) + Con mod

Backgrounds 8 points, max 5 in any one background

Icon Relationships 3 points

Talents 3

Feats 1 per Level

Commander Basic Attacks

Melee attack

At-Will

Target: One enemy

Attack: Strength + Level vs. AC

Hit: WEAPON + Strength damage

Miss: Damage equal to your level

Ranged attack

At-Will

Target: One enemy

Attack: Dexterity + Level vs. AC

Hit: WEAPON + Dexterity damage

Miss: —

Page 6: 13th Age Commander and Monk Playtest

© 2013 Fire Opal Media. All rights reserved. 6

Class Features

All commanders share class features associated

with Commands and Tactics.

Commands & Command Points

Most of the times you’ll help your allies fight

better, you’ll be making commands as interrupt

actions on an ally’s turn. Unless otherwise

specified, the targets of your commands must be

conscious allies. Line of sight isn’t required,

because commanders can cry out to allies. If you

think it’s cool to complicate matters by

deafening characters and giving them problems

receiving commands, go ahead, but that should

be the exception or you’re screwing the

commander out of its fun.

Most commanders will want to choose two

of the 1st level commands, Try Again and Rally

Now, but we’ve left the choice open. If you have

a cunning plan that does not include those

extremely useful commands, carry on.

Although we aren’t writing it out on each

command, all the commands are at-will powers.

Instead of being limited by the number of times

you can use them in a battle or day, they’re

limited by counting as interrupt actions, so that

you normally can only use one command a

round, and by requiring you to spend command

points to use them. Using a command costs a

specified number of command points as

indicated in the command’s write-up.

You start each battle with 1 command point

(unless you’ve taken talents that improve your

situation) and can gain more command points

during each battle.

There are two standard ways of gaining

command points: the Front-line class feature

(that asks you to make melee attacks on your

turn), and the Command Decision action. The

essential question you face during each of your

turns is whether you’ll attack in melee, hoping

to hit and gain command points, or whether

you’ll hold back, make a Command Decision,

and automatically gain command points. (Also

see the Outmaneuver tactic that’s available at 1st

level, which may gain you a command point if

you have none left.)

Front-line

When you hit with a melee attack on your turn,

gain 1d3 command points.

Adventurer Feat: You now gain 1d4 command

points when you hit with a melee attack on

your turn instead of 1d3.

Champion Feat: Twice per day, gain

command points equal to your Charisma

modifier instead of the result of your d4 roll.

Epic Feat: Gain 1d3 command points when

you hit with an opportunity attack.

Command Decision

Standard action

Effect: Gain 1d3 command points.

Adventurer Feat: Once per day, add your

Charisma modifier to the number of

command points you gain with command

decision.

Champion Feat: Once per battle when the

escalation die is 3+ you can gain 1d3

command points as a quick action.

Epic Feat: You now gain 1d4 command points

instead of 1d3 when you use command

decision.

Tactics

Your powers also include tactics that have

immediate effect on your turn. Tactics are

powerful and you don’t have to spend

command points or wait around for an ally’s

turn to use them, but tactics don’t always

recharge after a battle. You’ll have to decide

how you will split your power choices between

tactics and commands (at 1st level you get 4 total,

not 4 of each). It’s possible you’ll opt to ignore

one category entirely, though our experience

suggests that the most effective commanders

balance commands and tactics.

Page 7: 13th Age Commander and Monk Playtest

© 2013 Fire Opal Media. All rights reserved. 7

Talents

Choose three of the following class talents.

You’ll get a fourth talent at 5th level.

Armor Skills

You cannot take this talent if you have taken the

Martial Training talent.

Unlike other commanders, you take no

attack penalties for fighting in heavy armor. (As

indicated on your class chart, your base AC in

heavy armor is 14.)

Adventurer Feat: Gain a command point

whenever an enemy misses you with a

natural 1 or a natural 2 with a melee attack.

Champion Feat: Once per day as a free action,

when you are hit by an attack that targets

AC, you only take half damage from that

attack.

Epic Feat: One battle per day, you gain a

bonus to your AC equal to the escalation

die, up to a maximum of the number of icon

relationship points you have with the

Crusader, Dwarf King, Emperor, or Great

Gold Wyrm.

Battle Captain

Once per battle, if you still have command

points left after giving a command, roll a d6. If

you roll equal to or less than your current

command points, you can use another interrupt

action on another ally’s turn later this round.

Adventurer Feat: Use the ability twice per

battle.

Champion Feat: If the roll fails, gain a

command point.

Epic Feat: One battle per day, roll two d6s for

this ability and use the lower result.

Combat Maneuver

Choose a fighter maneuver of your level or

lower. You can use it like a fighter. Like a

fighter, you can switch to a different maneuver

when you level up.

Adventurer Feat: You gain the adventurer feat

for the maneuver you chose.

Champion Feat: Choose a second fighter

maneuver to use. This second maneuver can

be no higher than 5th level, even as you rise

in level.

Epic Feat: You gain another adventurer or

champion tier feat for one of your fighter

maneuvers.

Destined to Lead

Whenever you roll a 4, a 5, or a 6 with an icon

relations die, note that result on your character

sheet. Regardless of what transpires with that

icon relations result in the larger story, the result

earns you a free bonus command point you can

use anytime that day.

When you use one or more bonus command

points, be sure to tell a little story about how

something related to the icon (or icons!) is

helping you be a better/luckier/destined

commander. That may be tougher with some

icons than others, and possibly tougher with

negative relationships that other relationships,

so have fun.

Adventurer Feat: A 4 or a 5 is now worth 1

bonus point that day, a 6 is now worth 2

bonus points that day.

Champion Feat: When you roll all your icon

relationship dice and come up with zero 5s

or 6s, choose one die to reroll.

Epic Feat: Whether or not you spent the bonus

points, you can also add +1 to all your death

saves for each 6 you got as an icon

relationships result that day.

Forceful Command

Whenever you give a command that lets an ally

roll a d20 (an attack, a save, etc.), you can spend

additional command points before the roll. Each

additional point spent adds +1 to the roll.

Adventurer Feat: Start each battle with an

additional command point.

Champion Feat: Once per battle, use a

command on a far away ally.

Epic Feat: Once per day, when an ally has

wasted one or more of the extra command

Page 8: 13th Age Commander and Monk Playtest

© 2013 Fire Opal Media. All rights reserved. 8

points you’ve spent to aid their roll, they get

to reroll. (Act disappointed, but supportive.)

Into the Fray

At the start of each battle before you and your

allies roll initiative, choose whether you gain a

+2 initiative bonus or all your allies gain a +1

initiative bonus.

Adventurer Feat: Bonuses increase to +4 for

yourself or +2 for your allies.

Champion Feat: Now you can wait until you

see your allies’ initiative rolls before

deciding where to apply the bonus.

Epic Feat: Once per day, after rolling

initiative, choose an ally. That ally may

reroll their initiative with a bonus equal to

your Charisma modifier and must abide by

the reroll.

Martial Training

You cannot take this talent if you have taken the

Armor Skills talent.

Unlike other commanders, you don’t have a -2

attack penalty when fighting with martial

weapons.

Adventurer Feat: Gain a command point

whenever you roll a natural 19 or 20 with a

melee attack.

Champion Feat: Twice per day as a free action

(once per turn), reroll one of your melee

attack rolls.

Epic Feat: Twice per day, add 1d10 damage to

one of your melee attacks that hit for every

positive or conflicted icon relationship point

you have with any or all of the Great Gold

Wyrm, Crusader, Emperor, Dwarf King, or

Orc Lord.

Moment of Glory

When you roll initiative, also roll a d4 and save

the result. As a free action, you can add the

result to a single attack roll made by one of your

nearby allies later this battle. (It’s a free action,

so you can wait and add the result after seeing

the roll.)

Adventurer Feat: You can instead add the d4

result to a save or dicey-move roll made by

an ally.

Champion Feat: Roll a d6 instead of a d4.

Epic Feat: One battle per day, roll a d6 and a

d4. Use each result on a separate roll.

Strategist

You rely on planning, teamwork, and calm

execution of orders as a commander instead of

charismatic presence. Any time an element of

the commander class refers to Charisma, you

can replace that element with a reference to

Intelligence.

In addition, you start every battle with an

additional command point.

Adventurer Feat: Gain an additional point in a

background related to military history,

strategy, command, or warfare. You can use

this point to raise the background beyond

the normal maximum of 5.

Champion Feat: Whenever you roll a die to

find out how many allies one of your

commands or tactics affects, add +1 to the

result.

Epic Feat: Once per day, you gain a number of

command points equal to your Intelligence

modifier as a free action.

Sword of Victory

When your melee attack drops a non-mook

enemy to 0 hp, or drops three mooks, you gain a

command point.

Adventurer Feat: When your melee attack

drops two or more mooks, roll a d20. If you

roll 11+, gain a command point.

Champion Feat: You gain 2 command points

instead of 1 when you drop a non-mook

enemy to 0 hp.

Epic Feat: Once per day as a quick action, gain

command points equal to the number of

relationship points you have with any or all

of the Crusader, Emperor, or the Great Gold

Wyrm.

Page 9: 13th Age Commander and Monk Playtest

© 2013 Fire Opal Media. All rights reserved. 9

Tactician

You rely on perception, intuition, and common

sense as a commander instead of charismatic

presence. Any time an element of the

commander class refers to Charisma, you can

replace that element with a reference to

Wisdom.

In addition, one battle per day, you can

reroll your initiative if you don’t like the first

result.

Adventurer Feat: Gain an additional point in a

background related to military history,

strategy, command, or warfare. You can use

this point to raise the background beyond

the normal maximum of 5.

Champion Feat: Once per day after a battle,

add your Wisdom modifier to all the

recharge rolls for Tactics you’re making

after the battle.

Epic Feat: Gain a command point when an

ally you have given a command rolls a

natural 20 with the action influenced by that

command.

Commands & Tactics

Commands and tactics are broken into separate

pools below to aid comparisons. Whenever you

gain a new command or tactic, you can choose

from either category. If you wish you can ignore

tactics and choose only commands, though our

experience suggests that it’s better to have some

of both category. Ignoring commands entirely

and choosing only tactics doesn’t work well,

because the class has too many talents and feats

and features that pivot on commands.

1st Level Commands

Get Out of There!

Cost: 1 command point

Interrupt action

Target: One nearby ally on the ally’s turn.

Effect: Target can use one quick action to make

a disengage check this turn.

Adventurer Feat: Target gains a bonus on its

disengage checks this turn equal to your

Charisma modifier.

Champion Feat: If the disengage check fails,

target gains temporary hit points equal to twice

your Charisma modifier.

Epic Feat: If the target’s disengage roll is a

natural even roll, this command doesn’t cost you

a command point.

Rally Now

Cost: 1 command point

Interrupt action

Target: One nearby ally on the ally’s turn.

Special: You can use this command on an

unconscious ally.

Effect: Target can use their rally action as a free

action. (If it’s their second or subsequent rally,

they still need to roll a save to get it to work.)

Adventurer Feat: If the target has to roll a save

to use the rally, add your Charisma modifier

to their save.

Champion Feat: If the ally has to roll a save to

use their rally action, you can add +2 to their

save before they roll for each additional

command point you spend on the

command.

Epic Feat: Add triple your Charisma modifier

to the hit points regained by the ally.

<<insert Players Sidebar>>

Note that the Rally Now command doesn’t help

the commander rally or heal themselves.

<<end Players Sidebar>>

Save Now!

Cost: 1 command point

Interrupt action

Target: One nearby ally on the ally’s turn.

Effect: Target can roll a save against a save ends

effect.

Adventurer Feat: Before your ally rolls the

save, you can spend additional command

points. For each additional point you spend,

add +1 to the save.

Page 10: 13th Age Commander and Monk Playtest

© 2013 Fire Opal Media. All rights reserved. 10

Champion Feat: Target also gains temporary

hit points equal to twice your Charisma

modifier (triple your Charisma modifier at

8th level).

Epic Feat: Roll saves against two effects if the

target is suffering from more than one. Any

additional command points spent add to

both saves.

<<insert Players Sidebar>>

If you like, you can wait and see whether your

ally succeeds with a save at the end of their turn,

then use the Save Now! command to if they fail.

<<end Players Sidebar>>

Try Again

Cost: 2 command points

Interrupt action

Target: One nearby ally who is making an attack

on that ally’s turn.

Effect: Target can reroll one attack roll but must

use the re-rolled result.

Adventurer Feat: If the escalation die is 3+,

your ally can add your Charisma modifier

to the reroll.

Champion Feat: If the rerolled attack scores a

critical hit, gain 1 one command point

Epic Feat: If the rerolled attack misses, gain 1

command point.

1st Level Tactics

Basic Tactical Strike

Quick action

Recharge 16+

Target: One nearby ally

Effect: Your ally can make a basic attack as a

free action. The basic attack only deals half

damage.

Adventurer Feat: The attack now deals full

damage.

Champion Feat: Attack now has an attack

bonus equal to your Charisma modifier.

Epic Feat: Recharge roll becomes 11+

Enforce Clarity

Quick action

Recharge 11+

Target: One nearby ally

Effect: A dazed effect on the target ends

(including an effect that doesn’t require a save).

3rd level: Also works against weakened.

5th level: Also works against confused.

7th level: Target up to two nearby allies.

9th level: Target 1d4+1 allies, including

yourself.

<<insert Players Sidebar>>

For now, let’s test this tactic as simply getting

better as your level improves, instead of

requiring feats to improve. It’s an example of a

corner case effect that isn’t really worth

spending feats on.

<<end Players Sidebar>>

Just Stay Calm

Quick action, when the escalation die is 2+

Recharge 16+

Effect: Decrease the escalation die by 1. Then

1d3 of your nearby allies can heal using a

recovery.

Adventurer Feat: Now affects 1d4 allies.

Champion Feat: You can now target yourself

with the effect.

Epic Feat: Now affects 1d6 allies.

Outmaneuver

Quick action once per round but only when you

have 0 command points

At-Will

Close attack

Target: Nearby foe with the highest Mental

Defense

Attack: Charisma + Level vs. MD

Hit: You gain 1 command point.

Adventurer Feat: If you are engaged with one

or more enemies, you can target the highest

MD enemy you are engaged with instead of

the highest nearby MD enemy.

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© 2013 Fire Opal Media. All rights reserved. 11

Champion Feat: Once per battle when you roll

a natural even hit with Outmaneuver, gain

two command points instead of one.

Epic Feat: Once per battle as a free action

when your outmaneuver attack hits, the

target takes 1d10 psychic damage for each

point of the escalation die.

3rd Level Commands

Charge!

Cost: 1 command point

Interrupt action

Target: One nearby ally on the ally’s turn.

Effect: Target gets to both move and attack as a

standard action.

Adventurer Feat: Target can use a melee

attack instead of only a basic attack.

Champion Feat: Add your Charisma

modifier as a bonus to the target’s melee attack.

Epic Feat: If the target moves to attack an

enemy you are also engaged with, the enemy is

vulnerable to the attack.

Hit Harder

Cost: 1 command point

Interrupt action

Target: One nearby ally who has hit with an

attack on the ally’s turn.

Effect: Target can reroll its damage roll. It must

use the rerolled result.

Adventurer Feat: Add the commander’s

Charisma modifier to the rerolled damage.

At 5th level, add double the Charisma

modifier instead, at 8th level add triple.

Champion Feat: You can also use this

command when an ally makes an

opportunity attack.

Epic Feat: Use the higher of the two rolls

rather than being forced to use the reroll.

You Are A Precious Snowflake!

Cost: 1 command point

Interrupt action

Target: One nearby non-human ally who is

using a once-per-battle racial power.

Effect: Roll a d20. On a 11+, the target does not

expend the use of its racial power and can use

it again later this battle.

3rd Level Tactics

Finish this!

Quick action

Recharge 11+

Limited Use: Can only be used when

escalation die is 4+ and there is only a single

enemy left in the battle.

Effect: Spend between 1 and 3 command points.

Expand the crit range of all attacks against the

remaining enemy by the number of command

points you spent. This expanded crit range

lasts until the start of your next turn.

Adventurer Feat: Can now be used when the

escalation die is 3+.

Champion Feat: Can now be used when there

are one or two enemies left in the battle.

Epic Feat: You can now spend between 1 and

5 command points this way.

<<insert players sidebar>>

So far, this is the one case in which you can

spend command points as part of a tactic.

<<end sidebar>>

Scramble

Quick action

Recharge 16+

Target: You and 1d4 of your nearby allies

Effect: Each target can use a move action as a

free action, starting with you and proceeding in

the order of your choice.

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© 2013 Fire Opal Media. All rights reserved. 12

Adventurer Feat: Disengage checks made

using this free action gain a +5 bonus.

Champion Feat: The number of allied targets

is now the result of the d4 or the escalation

die, whichever is higher.

Epic Feat: This tactic recharges on a roll of 11+

instead of 16+.

Swordwork

Free action, when the escalation die is 4+

Recharge 16+

Effect: You can make a basic melee attack as a

quick action once each turn until the end of the

battle. The basic melee attack deals only half

damage, hit or miss.

Adventurer Feat: Now usable when the

escalation die is 3+.

Champion Feat: Now usable when the

escalation die is 2+.

Epic Feat: If the escalation die reaches 6+, the

recharge roll is 6+ instead of 16+.

5th Level Commands

Hit ’Em From Here!

Cost: 1 command point

Interrupt action

Target: One nearby ally on the ally’s turn

Effect: This turn, target can target one far away

creature with a spell or power that normally

targets or affects nearby creatures.

Champion Feat: All the spell’s or power’s

usually nearby targets can be far away now.

Epic Feat: If you pay two command points

instead of one, the effect lasts until the end

of the target’s next turn.

Make It Count!

Cost: 4 command points

Interrupt action

Target: One nearby ally on that ally’s turn.

Effect: Target gets an extra standard action this

turn. If it uses the action for an attack, the

attack only deals half damage.

Champion Feat: Cost is now 3 command

points instead of 4.

Epic Feat: Target also gains 3d10 + triple your

Charisma modifier temporary hit points.

We’re on your side!

Cost: 1 command point

Interrupt action

Target: One nearby confused ally on the ally’s

turn.

Effect: Roll a d20. 11+: Target ignores the effects

of confusion this turn. 16+: End the confusion

and target can take its turn normally.

Champion Feat: Add dazed and weakened to

the list of conditions the command can

affect.

Epic Feat: Add hampered and stunned to the

list.

5th Level Tactics

Advanced Tactical Strike

Quick action

Recharge 16+

Target: One nearby ally

Effect: The target can make an at-will attack as a

free action.

Champion Feat: You can use a command to

influence the attack as if it was not your

turn.

Epic Feat: Recharge roll becomes 11+

Buck Up!

Quick action

Recharge 16+

Targets: You and 1d4 nearby allies

Effect: Target gains temporary hit points equal

to the average number of hit points it gains

when it heals using a recovery.

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© 2013 Fire Opal Media. All rights reserved. 13

Champion Feat: The number of allied targets

is now the result of the d4 or the escalation

die, whichever is higher.

Epic Feat: Choose one of the targets. That

target also heals using a recovery.

7th Level Commands

Strike Now!

Cost: 4 command points

Interrupt action

Target: One nearby ally on the ally’s turn.

Effect: Target gets an extra standard action this

turn.

7th Level Tactics

Climactic Battle

Quick action

Recharge 16+

Effect: This battle, the escalation die is a d8

instead of a d6. Then roll a d20. If you roll 11+,

increase the escalation die by +1.

Champion Feat: If the d20 roll is 16+, increase

the escalation die by 2 instead of 1.

Epic Feat: When the escalation die hits 8, gain

1d6 command points and make recharge

rolls for all your tactics.

On Your Feet, Maggots!

Quick action

Recharge 16+

Target: One or two allies who are staggered or

below 0 hit points.

Effect: Targets can heal using a recovery. Each

target is dazed until the end of its next turn.

Champion Feat: If the escalation die is 3+,

there is no dazed effect.

Epic Feat: Can now target up to three allies.

Saving Will

Quick action

Target: One nearby ally

Recharge 16+

Effect: Your ally gains a +5 bonus on all saves

until the end of your next turn.

Champion Feat: Can now be used as an

interrupt action.

Epic Feat: The target can now be an ally who

is far away.

9th Level Command

Natural Command

Cost: 2 command points

Interrupt action

Target: One nearby ally on the ally’s turn.

Effect: A natural odd roll the ally has just made

counts as natural even, or vice versa (without

actually changing the numerical result).

Epic Feat: Command now costs 1 command

point if the escalation die is 3+.

9th Level Tactics

Force A Conclusion

Quick action

Recharge 16+

Effect: If escalation die is 3+, roll the escalation

die and use the new result.

Epic Feat: Now usable when the escalation die

is 2+.

Now, Not Later

Free action

Recharge 16+

Target: Nearby ally who is using a recharge

power

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© 2013 Fire Opal Media. All rights reserved. 14

Effect: Target can make the recharge roll for that

power immediately instead of after the battle.

Epic Feat: If the recharge roll fails, target can

still roll for recharge after the battle.

Supreme Tactical Strike

Quick action

Recharge 16+

Target: Nearby ally

Effect: Your ally can make a standard action

attack as a free action.

Epic Feat: The target can now be an ally who

is far away.

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© 2013 Fire Opal Media. All rights reserved. 15

MONK

Every monk that joins an adventuring party has a

story about why they are not back at the monastery.

Some chase a vision, while others have been driven

out. For some, it’s a temporary step in their training.

For others, it’s a permanent exile, for a few a hard-

won escape.

Overview

Play style: Monks are great fun for

experienced players who like juggling

significant decisions within the flow of moment-

by-moment roleplaying. You’ll make significant

decisions when building your character out of

interwoven options and fighting round-by-

round using the diverse elements of the monk’s

attack forms. Some inexperienced players can

handle playing a monk, others can’t.

Races: When betting on the race of the

champion and runners-up in one of the grand

monastic tournaments, you are safest betting on

wood elf, halfling, and human. But if there’s a

half-orc in the tournament who has mastered

monastic discipline? Or a dwarf who has put

away the axe? They are your dark horses.

Ability scores: Dexterity is the most

important ability score for monks, determining

your attack bonus and also contributing to AC.

Strength and Wisdom are the other ability scores

that will matter to you. Strength is the score that

affects how much damage you deal with most

all your attacks. Wisdom determines how much

ki you have and influences some talents and

abilities.

Monks have a +2 bonus to Dexterity or

Wisdom or Strength, as long as it isn’t the ability

score they have increased with their racial

bonus.

<<insert RobSays sidebar>>

The monk is one of the few 13th Age classes that

makes your character’s effectiveness hinge on

three or more ability scores. Jonathan wanted us

to preserve the monk’s d20-history as the PC

who needs multiple good ability scores. As

Jonathan puts it, he wants monks to have to be

strong as well as fast and wise. As you’ll see

when you play a monk, their ki abilities and

powerful talents can vault them beyond the

apparent weakness of their ability score issues.

<<end RobSays sidebar>>

Backgrounds: A few representative monk

backgrounds . . . Temple acolyte, mountain

sanctuary guardsman, traveling circus acrobat,

river guide, Cathedral runner, spider cult

assassin, tunnel vermin exterminator,

bodyguard, tax collector, star pupil of the School

of Unified Dragons.

Icons: The six icons mostly likely to inspire

monasteries or monastic traditions are the Great

Gold Wyrm, Priestess, Crusader, High Druid,

Elf Queen, and the Three. Disciplines devoted to

the Lich King also persist, promising great

power without necessarily requiring that the

practitioner serve the King. There has been

enough cross-pollination between schools that

monks may easily be acquainted with martial

traditions that were originally conceived by

enemy icons.

In ages past, an icon known as the

Grandmaster of Flowers set the highest

standards of monk discipline, but there has been

no such grandmaster in the ages since the ogre

mages utterly defeated the last one.

Great Gold Wyrm: A time-honored path for

those who serve the Wyrm without taking on

the burdensome oaths and armor of the paladin.

Priestess: The Cathedral holds many dojos

and monasteries. Others carve themselves into

the mountains.

Crusader: Not all demons can be defeated

with steel. The Crusader understands the power

of discipline and tradition. The conviction that

you are better than other people isn’t necessarily

mistaken when you’re a warrior who can tear

monsters apart with your bare hands.

High Druid: Forest monasteries in the upper

terraces, island monasteries in wild rivers,

scattered masters teaching a few chosen

disciples, all may follow the High Druid’s

approach to fighting styles inspired by nature.

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© 2013 Fire Opal Media. All rights reserved. 16

Elf Queen: The Queen herself has little

personal connection to the perspectives required

for monastic training. But many of her high elf

and wood elf followers spend some portion of

their lives in communal meditation, and those

retreats have frequently grown into the elven

equivalent of monasteries. The High Druid’s

new monastic traditions owe a great deal to

patterns set by the elves.

The Three: The Black takes special pride in

training the most dangerous monks as fearsome

assassins.

Lich King: Each generation of monks who

serve the light promise to stamp out the forms

associated with the Lich King. But in the end,

they always find that the forms are too useful to

lose. If they remain true to the light, they try to

use the Lich King’s powers against him.

Gear

As a first level monk, you can opt to have next

to nothing, no possessions to get in your way as

you wander the earth. Or you can have one or

two weapons from your school, a change or two

of clothes, and perhaps even a missile weapon

you use to hunt rabbits.

If you have little concern for worldly things,

start with 25 gp. If money flows in and out of

your possession along with ki and fortune, start

with 1d6 x 10 gp.

Armor

Monks don’t get much out of wearing light

armor. The leather vests or ornate ceremonial

garb a few monks wear, especially when they

can get hold of magic versions of such items,

qualifies as armor but doesn’t have an inherent

advantage over whirling about in only a shirt,

gi, or flowing robes. Heavy armor might protect

from a few impacts the monk can’t normally

avoid but it actively impedes the practice of

monastic fighting arts. Same goes for shields.

Monk Armor and AC

Type Base AC Atk Penalty

None 11 -

Light 11 -

Heavy 12 -4

Shield +1 -2

Weapons

A monk’s very hands and feet are deadly

weapons, as you’ll see in the discussion of

damage dealt by JAB, PUNCH, and KICK

attacks when we discuss monk attack forms

below.

Most monks fight with bare hands and feet,

but not all. Some monastic traditions and

martial arts schools are linked to specific

weapons. Some traditions use swords, spears,

and even axes. Other traditions that insist on

mastering wooden weapons use nunchaku, sai,

kama and tonfa.

When you fight with weapons that match

your school’s traditions, your soul and training

determines your combat abilities rather than the

weapon itself. Whether fighting with bare hands

or with melee weapons from your own

tradition, use JAB, PUNCH, and KICK damage

instead of WEAPON damage.

In other words, we’re not going to bother

with a melee weapon chart for monks. We’ll

assume that you normally try to use weapons

from your tradition. When you try to fight with

weapons that are not from your tradition, look

at the fighter’s weapon chart but take a -2 attack.

Traditional Monk Weapons

The d20-roleplaying tradition that monks fight

with weapons like the kama, mankugrikisari,

tonfa, nunchaku, staff, and three-section staff

makes perfect sense if that’s how you want to

define your school. Those weapons come from

martial arts traditions that aimed to hide

weapons as farm tools.

If that style of weapon doesn’t suit your

monastery, go for whatever you like. Monks

fighting with swords, spears and axes makes

perfect sense, particularly if those weapons

match the elven, Imperial, or crusading

traditions you describe in your current

campaign.

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© 2013 Fire Opal Media. All rights reserved. 17

Ranged Weapons

Monks can use a variety of light thrown

weapons. They’re not as good with bows and

crossbows, though the heaven’s arrow talent

models a monastic tradition that’s focused on

the bow.

Monk Ranged Weapons

Thrown Crossbow Bow

Small 1d4 dagger, star 1d4 (-2 atk) hand crossbow —

Light or Simple 1d6 javelin 1d6 (-3 atk) light crossbow 1d6 (–2 atk) shortbow

Heavy Martial — 1d8 (–4 atk) heavy crossbow 1d8 (–3 atk) longbow

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© 2013 Fire Opal Media. All rights reserved. 18

Monk Level Progression

Monk

Level

Total Hit Points

Total # Feats

Talents Forms Ki Lev

el-

up

Abil

ity

Damage bonus

from ability

score

Level 1

(7 + CON mod)

x 3

1 adventurer 3 adv

2 adv 2 +

Wis

mod

Ability modifier

Level 2

(7 + CON mod)

x 4

2 adventurer 3 adv

2 adv 3 +

Wis

mod

Ability modifier

Level 3

(7 + CON mod)

x 5

3 adventurer 3 adv

3 adv 3 +

Wis

mod

Ability modifier

Level 4

(7 + CON mod)

x 6

4 adventurer 3 adv 3 adv 4 +

Wis

mod

+1

to 3

abili

ties

Ability modifier

Level 5

(7 + CON mod)

x 8

4 adventurer

1 champion

3 adv 3 adv,

1 cha

4 +

Wis

mod

2 x ability

modifier

Level 6 (7 + CON mod)

x 10

4 adventurer

2 champion

3 adv, 1

champ

3 adv,

1 cha

4 +

Wis

mod

2 x ability

modifier

Level 7 (7 + CON mod)

x 12

4 adventurer

3 champion

3 adv

1 champ

2 adv,

2 cha

4 +

Wis

mod

+1

to 3

abili

ties

2 x ability

modifier

Level 8 (7 + CON mod)

x 16

4 adventurer

3 champion

1 epic

3 adv

1 champ

2 adv

2 cha

1 epic

5 +

Wis

mod

3 x ability

modifier

Level 9 (7 + CON mod)

x 20

4 adventurer

3 champion

2 epic

3 adv

1 champ

1 epic

2 adv

2 cha

1 epic

5 +

Wis

mod

3 x ability

modifier

Level

10 (7 + CON mod)

x 24

4 adventurer

3 champion

3 epic

3 adv

1 champ

1 epic

2 adv

2 cha

2 epic

5 +

Wis

mod

+1

to 3

abili

ties

3 x ability

modifier

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© 2013 Fire Opal Media. All rights reserved. 19

Monk Stats

Level modifiers are already added in to the stats in this table.

Ability Bonus +2 Dexterity or Wisdom (different from racial bonus)

Initiative Dex mod + Level

Armor Class (no/light

armor)

11 + middle mod of Con/Dex/Wis + Level

Physical Defense 11 + middle mod of Str/Con/Dex + Level

Mental Defense 11 + middle mod of Int/Wis/Cha + Level

Hit Points (7 + Con mod) x Level modifier (see level progression chart)

Recoveries (probably) 8

Recovery Dice (1d8 x level) + Con mod

Backgrounds 8 points, max 5 in any one background

Icon Relationships 3 points

Adventurer-tier Talents 3

Adventurer-tier Forms 2

Feats 1

Monk Basic Attacks

Melee attack

At-Will

Target: One enemy

Attack: Dexterity + Level vs. AC

Hit: PUNCH + Strength damage

Miss: Damage equal to your level

Ranged attack

At-Will

Target: One enemy

Attack: Dexterity + Level vs. AC

Hit: WEAPON + Strength damage

Miss: --

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© 2013 Fire Opal Media. All rights reserved. 20

Features

All monks have attacks that deal unique styles

of damage, use forms as the basis of their actions

during each round, use ki points, and are

considered to fight with two-weapons even

when they’re just fighting with their fists and

feet.

JAB, PUNCH & KICK Attacks

Under normal circumstances, melee weapons

function like special effects for monks. Most

monk attacks are rated as JAB, PUNCH, or

KICK attacks, in the same sense that most

fighter attacks are WEAPON attacks.

JAB attacks deal 1d6 damage per level.

PUNCH attacks deal 1d8 damage per level.

KICK attacks deal 1d10 damage per level.

Monks don’t use weapon damage dice unless

they are using a basic ranged attack that is not

part of one of their monk forms. Instead, they

use damage dice based on the monk power they

are using, or FIST damage with a basic melee

attack. (See the discussion of monk weapons

earlier.) While using a magic weapon, monks

add the weapon’s attack and damage bonus to

their attacks, and they can use that weapon’s

power.

All monk attacks that use Dexterity as the

attack stat use Strength as the ability score that

determines damage.

<<insert Rob Says sidebar>>

You don’t have to describe PUNCH attacks as

punches and KICK attacks as kicks if it gets in

the way of the story you want to tell and the

style of fighting you picture your monk using.

Start the story with our JAB/KICK designations

if it helps.

<<end RobSays sidebar>>

Forms

When you learn a monk form, you learn all

three parts: an opening attack, flow attack, and

finishing attack. All the elements of the forms

require a standard action to use (although some

standard action elements of forms provide

access to free or quick actions you may use or

ignore).

Using your Forms in Combat: Your first

standard action attack after rolling initiative in a

battle must be an opening. Your second attack

can be a flow attack from any form you know or

you can ‘go back’ and use another opening.

After you use a flow attack, your next monk

attack can be any finishing attack, or you can go

back to another opening. You can’t use another

flow attack.

After a finishing attack you must start over

with an opening on your next standard action. If

you spend a turn without attacking for some

reason, you must start your forms over with an

opening on your next standard action.

Mixing Forms: So long as you use the

proper piece of the form (opening, flow, or

finishing attack) you can use an opening, flow,

or finishing attack from any of the forms you

know. Part of the fun of playing a monk

character is tracking which moves you have

used and announcing the pieces of the form as

they roll out across the rounds. Announce your

action during your turn in your best Hong Kong

action theater voice unless that conflicts with

your character’s story.

Defense bonus: When you use an element

of a form, you gain an AC bonus until the start

of your next turn. After using an opening attack

you gain +1 to AC. After using a flow attack,

you gain a +2 to AC. After using a finishing

attack, you gain +3 to AC.

If elven grace or some other ability lets you

use multiple elements of your forms in a turn,

the AC bonuses don’t stack but you do get to

use whichever bonus is better.

Ki feats: The feats associated with each form

offer interesting and powerful ways of spending

your ki.

Keeping track of your forms: Your best

choice each round will usually be between all

the options of a single category of attack. If

you’re writing out your forms, you’ll want track

all your opening attacks together, all your flow

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© 2013 Fire Opal Media. All rights reserved. 21

attacks in another spot, and all your finishing

attacks together.

Icon associations: Some forms work better if

you have at least one icon relationship point

with a specific icon. You’ll see the icon’s symbol

near the form and find the advantage within the

text. The relationship doesn’t have to be positive

to gain this advantage—if you know enough to

be the enemy of an icon, you know enough to

use their secrets against them.

<<insert Rob Says sidebar>>

Early in monk design I tried naming each of the

elements of the forms using a rigid haiku

structure. Each opening attack had five syllables,

flow attacks had seven, and finishing attacks

had five. Reading each combat round sequence

as an attack haiku is fun, but the forced-poetry

stunt hurt my head. Worse, it got in the way of

doing good design, since there was a stage

where I’d spent time polishing poor haiku

instead of working out the proper forms. So the

current forms are a compromise. You can read

their elements as freeform poetry. If you squint.

They may get closer to poetry as the draft

advances. If you can improve on the verses,

we’ll be happy to see your results.

<<end RobSays sidebar>>

Ki

You have a number of ki points per day equal to

your Wisdom modifier +2. (It increases a bit as

you gain levels, see the level progression table.)

All monks can spend ki to modify the natural

results of one of their attack rolls, as explained

below. Your talents, feats, and forms may give

you other ways of spending ki.

Spending ki to adjust your attack roll: After

rolling an attack, you spend a point of ki as a

free action to change your attack’s natural result

by 1. The change can be positive or negative. For

example, a natural roll of 19 could be turned

into a natural 20, a natural roll of 1 or 3 could be

turned into a natural 2, allowing you to reroll

the attack thanks to two-weapon fighting.

Other uses of ki: Some talents, forms, and

feats, particularly in the epic tier, provide

surprising ways of spending ki.

Spend only 1 ki per round: As a rule you can

only spend 1 point of ki each round. Unless

otherwise specified, spending a point of ki is a

free action.

Adventurer Feat: Gain one point of ki.

Champion Feat: You can spend as much ki as

you like in a round, but still only one ki per

turn.

Epic Feat: You can spend up to two points of

ki to change a roll’s natural result by two,

once per turn.

Two-Weapon Fighting

Since monks are trained to strike with all their

limbs, we’re happy say that they can always be

considered to be fighting with two weapons,

even when they’re barehanded. As indicated on

page 168 of 13th Age, the principal advantage of

‘two-weapon fighting’ is that you get to reroll a

natural 2 you roll with your melee attacks,

sticking with the reroll.

Monk Talents: Adventurer Tier

Choose three of the following class talents.

You get an additional monk class talent at

6th level and 9th level. These additional talents

are normally used to choose the champion tier

and epic tier talents that appear in the next

sections.

Child of Water

You gain a +1 bonus on all saves.

Adventurer Feat: You can spend ki on your

saves, not just on your attacks.

Champion Feat: Once per battle, you regain a

point of ki when you roll a natural 20 with a

save. Your ki can’t rise above its normal

maximum.

Epic Feat: Your child of water bonus on saves is

either +1 or +2 if you used a flow attack with

your last standard action, or +3 if you used a

finishing attack with your last standard

action.

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© 2013 Fire Opal Media. All rights reserved. 22

Focus

You can go one round without using a monk

attack form and maintain your place in the

attack form hierarchy. For example, if you have

made an opening attack but do not attack in the

next round (or with your next standard action),

you can still use a flow attack with your next

standard action.

In addition, whenever you become dazed or

weakened, roll a normal save. If you succeed,

end the dazed or weakened effect.

Adventurer Feat: Your focus save now also

gives you a chance of ending the confused

and hampered conditions.

Champion Feat: Focus save now extends to

the stunned condition.

Epic Feat: When foe’s powers and attacks

target staggered creatures or work better

against staggered creatures, you never count

as if you were staggered.

Flurry

You cannot take this talent if you have taken the

Greeting Fist talent or the Temple Weapon

Master talent.

Once on each of your turns when the

escalation die is 3+, you can make the following

attack as a quick action.

Melee attack, quick action

Target: One enemy

Attack: Dexterity + Level vs. AC

Hit: JAB + Strength damage

Miss: --

Adventurer Feat: Your flurry now starts when

the escalation die is 2+.

Champion Feat: Flurry attack now deals

damage equal to your level on a miss.

Epic Feat: When the escalation die is 5+, your

flurry attack deals P UNCH + Strength

damage.

<<insert player sidebar>>

Flurry is better than Greeting Fist and Temple

Weapon Master because Flurry helps you more

and more in the longest & toughest fights.

<<end player sidebar>>

Greeting Fist

You cannot take this talent if you have taken the

Flurry talent or the Temple Weapon Master

talent.

The first time you attack each enemy with a

melee attack during a battle (including the first

mook of a mob), deal +1d8 additional damage to

that creature if you hit.

2nd level monk +2d6 damage.

4th level monk +2d8 damage.

6th level monk +4d6 damage.

8th level monk +4d10 damage.

10th level monk +6d12 damage.

Adventurer Feat: Once per battle when you

miss with an attack that qualifies for

Greeting Fist, you can still attempt to use

Greeting Fist against that enemy later in

the fight.

Champion Feat: Once per battle, reroll your

Greeting Fist damage dice and abide by

the reroll.

Epic Feat: Once per battle, reroll an attack

that qualified for Greeting Fist.

<<insert player sidebar>>

Greeting fist is better than flurry or temple weapon

master because it combines well with forms that

help you disengage and move, improves your

otherwise weak opening attacks, and rewards

you for having fun jumping around the battle to

fight new enemies each round.

<<end player sidebar>>

Heaven’s Arrow

Unlike other monks, you have no attack penalty

with ranged weapons including thrown

weapons, longbows, shortbows, and crossbows.

Your basic ranged attacks also deal miss damage

equal to your level.

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© 2013 Fire Opal Media. All rights reserved. 23

Once per battle, you can use a ranged

weapon attack in place of a melee attack in

conjunction with an attack from one of your

monk forms so long as you target nearby

enemies. (In other words, use one of your

normal monk forms but making ranged attacks

instead of the usual melee attack.) This attack

deals damage according to the

JAB/PUNCH/KICK that’s part of the form rather

than WEAPON damage like your basic attacks.

Adventurer Feat: You can now target enemies

that are far away when you use the

Heaven’s Arrow ability. The ranged weapon

you are using might have an attack penalty

attacking far away enemies but your attack

otherwise functions as normal.

Champion Feat: You can now use the heaven’s

arrow ability twice per battle.

Epic Feat: Spend a point of ki each additional

time you want to use heaven’s arrow in a

battle.

<<insert Player Sidebar>>

Heaven’s Arrow allows normal ranged attacks. If

you use it while engaged with enemies, they

will make opportunity attacks against you.

<<end Player Sidebar>>

Leaf on Wind

Once per battle when you use a move action,

gain another move action as a free action.

Adventurer Feat: If you fall with a wall, tree,

or other physical object alongside, you can

slap it to slow your fall and suffer no falling

damage. Fall freely for up to 30’per level.

Champion Feat: When an enemy hits or

misses you with an attack that has more

than one target, you suffer only half

damage.

Epic Feat: Spend 1 ki on your turn to gain a

move action.

Overworld Lineage

This talent portrays headstrong and flamboyant

monks whose Wisdom is exceeded by their force of

will and personality.

Use your Charisma ability score instead of

your Wisdom ability score in all monk features,

talents, and powers.

In addition, after each battle in which you

use at least one ki, roll a d6. If you roll equal or

or higher than your current ki, regain one point

of ki.

Adventurer Feat: You now regain two points

of ki if you roll equal to your current ki.

Champion Feat: Gain +1 MD.

Epic Feat: Now you roll a d10 instead of a d6.

<<insert BlueSidebar>>

Monk Class Elements, not AC: Wisdom is a

useful ability score because it contributes to AC.

Charisma doesn’t. The downside of choosing

overworld lineage is that your AC may drop a bit.

<<end BlueSidebar>>

Spinning Willow Style

When you are hit by a ranged attack against AC,

use an interrupt action to roll a save to reduce

the damage you suffer by half.

The first save of each battle is an easy save,

the second save is a normal save, and

subsequent saves are hard saves.

Adventurer Feat: Spinning Willow Style now

also affects ranged attacks against your PD.

Champion Feat: The Spinning Willow Style

save now requires a free action instead of an

interrupt action, so it can now be used once

per ranged attack. .

Epic Feat: If your save is a natural 18+, reduce

the damage to 0 and deflect one-quarter of

the damage to a nearby foe.

<<insert Gamemaster-style Sidebar>>

Generally it’s only damage that’s getting

deflected but extraordinary story circumstances

or icon relationship situations might result in

some part of the enemy attack’s conditions

getting ricocheted as well.

<<end sidebar>>

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© 2013 Fire Opal Media. All rights reserved. 24

Strength of Earth

Whenever you become staggered, you gain

temporary hit points equal to your level + your

Strength modifier (double your Strength

modifier at 5th level, triple it at 8th level).

Adventurer Feat: You gain +1 PD.

Champion Feat: So long as you are touching

the ground, you gain a +2 bonus to death

saves and last gasp saves.

Epic Feat: Your recovery dice become d10s

instead of d8s.

Temple-Weapon Master

You cannot take this talent if you have taken the

Flurry talent or the Greeting Fist talent.

So long as you are fighting with a weapon

or weapons associated with your monastic

tradition, you can reroll one missed attack

against a humanoid foe each battle.

Adventurer Feat: So long as you are fighting

with your monastic weapons, rolling a

natural 2 not only lets you reroll the attack

(because of Two-Weapon Fighting) but also

gives your reroll a +4 bonus.

Champion Feat: If your temple-weapon master

reroll misses, you keep the ability to use it

once later this battle.

Epic Feat: So long as you are fighting with

your tradition’s weapons, one battle per day

you can spend ki to alter the natural result

of a foe’s melee attack against you.

<<insert player sidebar>>

Temple-weapon master is better than flurry and

greeting fist because it shows the superiority of

your style to all other warrior systems.

<<end player sidebar>>

Wise Parry

Whenever a foe you are engaged with rolls a

second or subsequent attack against you in the

same turn, add your Wisdom modifier to all

your defenses against that attack.

Adventurer Feat: Wise Parry also works

against enemies that are not engaged with

you.

Champion Feat: Take half damage from any

attack that you resisted with wise parry.

Epic Feat: Second and subsequent attacks

against you in the same turn by a foe also

miss if they are natural odd rolls

Zealous Student

Choose an additional adventurer tier monk

form. You have an additional adventurer tier

monk form all the way up your level

progression.

Class Talents: Champion Tier

You get a champion tier talent at 6th level. You

can opt to take another adventurer tier talent, if

you like, or select one of the four talents that

follow.

Diamond Soul

You have resistance 12+ against attacks that

target MD.

Champion Feat: The resistance increases to

16+.

Epic Feat: The resistance increases to 18+.

Evasive Harmony

Whenever you would take miss damage from a

foe’s attack, roll a normal save. If you succeed,

that miss damage is reduced to 0.

Champion Feat: If you roll a natural 19 or 20

with the save, gain a point of temporary ki

you must use this battle or lose.

Epic Feat: The save is now an easy save.

Improbable Stunt

Once per battle, as a quick action when the

escalation die is 1+, you can pull off an

outrageous improvisational stunt that no one

else could manage, with the possible exception

of a swashbuckling rogue! The stunt is not itself

an attack but it might lead to one.

The outrageous action of your stunt isn’t

something you have to roll for, even if it would

ordinarily require a skill check to pull off. As

with the Swashbuckle talent of the rogue from

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© 2013 Fire Opal Media. All rights reserved. 25

the core book, you’ll still have to roll for an

attack that follows up your stunt.

What’s possible with the talent? You’ll note

that the talent isn’t called impossible stunt:

jumping from a crashing airship directly onto

the wagon being driven by the villain seems

perfectly appropriate, but magically changing to

wind and wafting in to sit beside the villain is

not what this talent is about, it’s an extension of

your abilities as a monk rather than temporary

access to a new set of magical powers.

Monk Talents: Epic Tier

You can take a new epic tier talent at 8th level

and 10th level. As usual, you could use this as an

opportunity to pick up a talent from a lower tier,

but you’ll probably find that the epic tier

options are pivots that can make the campaign

turn.

Abundant Step

Once per battle when the escalation die is 1+,

teleport somewhere nearby as a move action.

Epic Feat: The place you teleport can be far

away, so long as it is in line of sight.

Champion of Three Worlds

Roll an additional d20 (usually two!) for all

finishing attacks. Choose whichever result you

like as your attack result.

Epic Feat: Once per battle, you can roll an

additional d20 for all attacks made as part of

a flow attack.

Disciple of the Hidden Path

When you gain this talent, choose a class—

cleric, sorcerer, or wizard. Each time you take a

full rest, choose a new spell that is your level or

lower from that class.

You can cast this spell in place of using one

of your flow attacks (if the spell is at-will) or in

place of one of your finishing attacks (if the spell

is limited use). Use your Wisdom as the ability

score that determines attack and damage with

the spell.

Spell Usage: If the spell is an at-will spell,

congratulations, you have an at-will spell this

full rest. If the spell is a daily or recharge spell,

use those rules instead.

You must choose a spell you have never

used before after each full rest.

If the story of your style or monastic

tradition indicates that spells from another class

such as bard or necromancer are appropriate,

work that out with your GM.

Perfect Master

One battle per day, while you are not staggered,

increase your JAB dice to d8s, your PUNCH dice

to d10s, and your KICK dice to d12s.

Epic Feat: During that same battle, increase

the size of your recovery dice to the next

higher die size.

Procession of the Sun and Moon

Once per level, while meditating during a quick

rest, you can decide that it is time for the start of

a new day. You each of your willing allies can

attempt a hard save. Characters who succeed

regain spells, abilities, powers, hit points and

recoveries as if you had taken a full rest and

started a new day.

The only character element that does not

reset as if it was a new day are your icon

relationship rolls and any icon relationships.

Epic Feat: Add your Charisma modifier to

your own save with this talent.

Adventurer Tier Forms

Claws of the Panther

Form

Opening Attack: Panther spins free Melee attack

Target: One foe

Attack: Dexterity + Level vs. AC

Hit: JAB + Strength damage, and you can pop free

from the target if you wish.

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© 2013 Fire Opal Media. All rights reserved. 26

Miss: Damage equal to your level.

Flow Attack: Cat between hounds Melee attack

Target: One foe

Attack: Dexterity + Level vs. AC

Hit: PUNCH + Strength damage

Natural even hit: Deal 1d6 damage to each enemy

you are engaged with (5th level: 2d6, 8th level: 4d6).

Miss: —

Finishing Attack: Twinned panther claw Melee attack

Target: Two attacks against different foes

Attack: Dexterity + Level vs. AC

Hit: PUNCH + Strength damage

Miss: Half damage.

Adventurer Feat: Once per battle, you can

reroll a missed melee attack against a mook.

Dance of the Mantis

Form

Opening: Springing mantis strike Melee attack

Special: So long as you start your turn free of enemy

engagement, the standard action used for this

attack lets you use a free move action before the

attack roll.

Target: One foe

Attack: Dexterity + Level vs. AC

Hit: JAB + Strength damage.

Miss: —

Flow Attack: Whirling mantis pincer Melee attack

Target: One foe

Attack: Dexterity + Level vs. AC

Hit: PUNCH + Strength damage, or KICK + Strength

damage vs. large or huge targets.

Miss: Half damage.

Finishing Attack: Precise mantis kick Melee attack

Target: One foe

Attack: Dexterity + 2 + Level vs. AC

Hit: KICK + Strength damage

Miss: Half damage

Effect: Hit or miss, if this attack drops a non-mook foe

to 0 hp, you gain a point of ki that you must spend

this battle (spend it or lose it).

Adventurer Feat: Once per battle, you can

reroll a missed melee attack against a beast.

Dutiful Guardian Form

Form

Opening: One must be free Melee attack

Target: One foe

Attack: Dexterity + Level vs. AC

Hit: JAB + Strength damage, and one ally engaged

with target can pop free.

Miss: Damage equal to your level.

Flow Attack: Horse shakes its mane Melee attack

Target: One foe

Attack: Dexterity + Level vs. AC

Hit: PUNCH + Strength damage, and choose one of

the following two benefits: either move as a free

action or until the end of your next turn, the first

critical hit against you from a melee attack

becomes a normal hit instead.

Miss: Half damage.

Finishing Attack: Temple lion stands true Melee attack

Target: One foe

Attack: Dexterity + Level vs. AC

Hit: JAB + Strength damage, and you can rally as a

free action (if you have already used your rally

this battle you’ll have to succeed with a save to

rally again, as usual).

Miss: Half damage.

Adventurer Feat: Once per battle, you can

reroll a missed melee attack against a

demon.

Original Venom Form

Form

Opening: First deadly venom Melee attack

Target: One foe

Attack: Dexterity + Level vs. AC

Hit: JAB + Strength damage, and if target is now

staggered, 5 ongoing poison damage.

Miss: You take damage equal to your level.

Flow Attack: Second certain toxin

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© 2013 Fire Opal Media. All rights reserved. 27

Melee attack

Target: One foe with fewer hit points than you.

Attack: Dexterity + Level vs. AC

Hit: JAB + Strength ongoing poison damage

Miss: You take damage equal to your level.

Finishing Attack: Third poisonous lesson Melee attack

Target: One foe

Attack: Dexterity + Level vs. AC

Hit: KICK + Strength damage

Natural even hit: An additional 10 ongoing poison

damage

Natural odd hit: An additional 5 ongoing poison

damage.

Miss: You take damage equal to your level.

Adventurer Feat: You gain a +5 bonus to saves

against ongoing poison damage.

Three Cunning Trickster Form

Form

Opening: Fox senses weakness Melee attack

Target: One foe

Attack: Dexterity + Level vs. AC

Hit: JAB + Strength damage

Natural even miss: Half damage.

Flow Attack: Tumbling monkey Melee attack

Special: If you decide to use this flow attack on your

turn, you can pop free of one enemy at some point

this turn.

Target: One foe

Attack: Dexterity + Level vs. AC

Hit: PUNCH + Strength damage

Miss: Half damage.

Finishing Attack: Crane summons carp Melee attack

Target: One foe

Attack: Dexterity + Level vs. AC

Hit: KICK + Strength damage

Natural even hit: You can use an interrupt action

when you are attacked by an engaged enemy

before the start of your next turn to deal JAB +

Strength damage to that enemy.

Miss: Half damage.

Adventurer Feat (Feint and Lunge): You can

spend ki to alter your natural disengage check

rolls. When you do, each ki you spend alters

your disengage checks by two.

<<insert Great Gold Wyrm symbol>>

Way of the Metallic Dragon

Form

Opening: Bronze thwarts an army Melee attack

Target: One foe, but you must be engaged with at

least two foes

Attack: Dexterity + Level vs. AC

Hit: JAB + Strength damage

Miss: Half damage.

Flow Attack: Silver warrior advances Melee attack

Target: One foe

Attack: Dexterity + Level vs. AC

Hit: PUNCH + Strength damage, and the target’s

attempts to disengage from you take a penalty

equal to your Wisdom modifier.

Miss: Half damage.

Finishing Attack: General slays the hordes Melee attack

Special: If you have at least one relationship point with the

Great Gold Wyrm, this attack deals holy damage if you

wish.

Target: One or two separate foes

First Attack: Dexterity + Level vs. AC

Hit: KICK + Strength damage

Miss: Damage equal to your level.

Second attack, against a different target: Dexterity +

Level vs. AC

Hit: PUNCH + Strength damage

Miss: Damage equal to your level.

Adventurer Feat (Devastating cascade): Once

per battle when one of your Way of the

Metallic Dragon attacks drops a non-mook

foe to 0 hp, deal half the leftover damage to

a nearby enemy.

Champion Tier Forms

<<insert Priestess symbol>>

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© 2013 Fire Opal Media. All rights reserved. 28

Heaven’s Thunder

Form

Opening: Moon in a storming sky Melee attack

Target: One foe

Attack: Wisdom + Level vs. PD

Hit: JAB + Wisdom damage, and deal thunder

damage equal to twice your level to each foe that

attacks you before the start of your next turn.

Miss: —

Flow Attack: Thunder restores the balance Melee attack

Target: One foe

Attack: Dexterity + Level vs. AC

Hit: PUNCH + Strength damage, and you can roll a

save against a save ends effect.

Natural even hit: The save has a bonus equal to

your Wisdom modifier.

Miss: Half damage.

Finishing Attack: This too was foreseen Melee attack

Target: One foe

Attack: Wisdom + Level vs. AC

Hit: KICK + Wisdom thunder damage

Natural even hit: You can use a recovery as a free

action.

Natural odd hit: If you have at least one

relationship point with the Priestess, gain 1d10

temporary hit points per point on the escalation

die.

Miss: Half damage.

Champion Feat: One battle per day, take only

half damage from ongoing damage.

Epic Feat (Cathedral’s Plainsong): One battle

per day, heal 5d10 hp each time you spend a

point of ki while staggered.

<<insert Crusader symbol>>

Iron Crusader Form

Form

Opening: No retreat Melee attack

Special: You can only use this opening if you or one

of your allies has dropped to 0 hit points druing

this battle

Target: One foe

Attack: Dexterity + Level vs. AC

Hit: PUNCH + Strength damage

Miss: Half damage.

Flow Attack: No mercy Melee attack

Special: This attack has a +4 bonus if it targets a

staggered foe.

Target: One foe

Attack: Dexterity + Level vs. AC

Hit: PUNCH + Strength damage,

Miss: Damage equal to your level.

Finishing Attack: No weakness Melee attack

Special: This attack has a +4 bonus if the target is

taking ongoing damage.

Target: One foe

Attack: Dexterity + Level vs. AC

Hit: KICK + Strength damage,

Natural even hit: You gain resist damage 16+ until

the start of your next turn.

Miss: Damage equal to your level.

Champion Feat: You can now also use the

opening attack if you are staggered.

Epic Feat (Merciless Chant): Once per day, as

a free action, gain ki equal to the roll of a d6

or the number of points of relationship you

have with the Crusader, whichever is lower.

Rising Phoenix

Form

Opening: Remarkable phoenix fist Melee attack

Target: One foe

Attack: Dexterity + Level vs. AC

Hit: JAB + Strength fire damage

Natural even miss: 5 ongoing fire damage.

Flow Attack: Become the pillar of flame Melee

Target: One foe

Attack: Dexterity + Level vs. AC

Hit: PUNCH + Strength fire damage, and you gain

Flight until the end of you next turn.

Miss: Fire damage equal to your level.

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© 2013 Fire Opal Media. All rights reserved. 29

Finishing Attack: Life burning fire fist Melee attack

Target: One higher level foe (cannot target a foe of

equal or lower level)

Attack: Dexterity + Level vs. AC

Hit: KICK + Strength fire damage,

Natural even hit: Heal using a recovery.

Natural odd hit: Roll a save against a save ends

condition effecting you.

Miss: Half damage.

Champion Feat: Once per day, double the

healing you get when you heal using a

recovery.

Epic Feat: Once per day, reroll a failed death

save with a bonus equal to your Wisdom

modifier.

<<insert symbol of The Three>>

Three Evil Dragons

Form

Opening: The burning shadow Melee attack

Target: One foe

Attack: Dexterity + Level vs. AC

Hit: JAB + Strength damage, and if the target is now

staggered, choose whether you want to pop free of

the target or deal ongoing acid damage to it equal

to your level.

Miss: Damage equal to your level.

Flow Attack: Blue lightning fist Melee attack

Target: One foe

Attack: Dexterity + Level vs. AC

Hit: PUNCH + Strength damage

Natural even hit: If you have at least one

relationship point with the Three, you gain flight

until the end of your next turn.

Natural odd hit: Deal lightning damage equal to

double your level to one random nearby foe.

Miss: Half damage, and deal lightning damage equal

to your level to one random nearby ally.

Finishing Attack: Red fury Melee attack

Target: One foe

Attack: Dexterity + Level vs. AC

Hit: KICK + Strength damage, +1d6 fire damage for

every point on the escalation die.

Miss: Damage equal to your level.

Champion Feat: Dragons that attack you do

not get to add the escalation die to their

attack rolls, even if they normally have the

escalator ability.

Epic Feat (Inevitable Comeback): Once per

day after one of your finishing attacks

misses all its targets, you can use another

finishing attack with your next standard

action.

<<insert High Druid symbol>>

Tiger in Storm

Form

Opening: Stalking tiger Melee attack

Target: One foe that is not engaged with any of your

allies.

Attack: Dexterity + Level vs. AC

Hit: JAB + Strength damage,

Natural even hit: An additional 2d6 ongoing

lightning damage.

Natural odd hit: You take damage equal to your

level.

Miss: Both you and the target take damage equal to

your level.

Flow Attack: Tiger follows blood Melee attack

Target: One foe that is not engaged with any of your

allies.

Attack: Dexterity + Level vs. AC

Hit: PUNCH + Strength damage, and you can pop

free of the target. If you have at least one icon

relationship point with the High Druid and you do

pop free, you will automatically deal 10 damage to

one other foe that you end your turn engaged with.

Miss: Both you and the target take damage equal to

your level.

Finishing Attack: Striped lightning roars Melee attack

Target: One foe that is not engaged with any of your

allies.

Attack: Dexterity + Level vs. AC

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© 2013 Fire Opal Media. All rights reserved. 30

Hit: KICK + Strength damage

Natural even hit: Deal lightning damage equal to

double your level to 1d3 nearby enemies other

than the target.

Miss: Both you and the target take damage equal to

your level.

Champion Feat (Storm’s Eye): Spend 1 ki

when a foe misses you with an attack that

deals lightning or thunder damage to heal

using a recovery.

Epic Feat: You gain resistance 16+ to both

thunder and lightning.

Epic Tier Forms

<<insert Lich King symbol>>

Death’s Quivering Shadow

Form

Opening: Invoke the name Melee attack

Target: One foe

Attack: Dexterity + Level vs. PD

Hit: JAB + Strength damage

Natural even hit IF you have at least one icon

relationship point with the Lich King: Ongoing

negative energy damage equal to twice the target’s

level.

Miss: You take half damage.

Flow Attack: Stunning fist Melee attack

Target: One foe

Attack: Dexterity + Level vs. AC

Hit: PUNCH + Strength damage

Natural even hit: If target has 180 hp or fewer after

this hit, it is stunned until the end of your next

turn.

Miss: Damage equal to your level.

Finishing Attack: Ghostwalk of the fallen king Melee attack

Target: One foe

Attack: Dexterity + Level vs. AC

Hit: KICK + Strength damage, and 15 ongoing

negative energy damage, and you gain flight and

incorporeal (resist all damage 16+) until the end of

your next turn.

Miss: Damage equal to your level.

Epic Feat: (Quivering Palm) Once per day,

spend 1 ki when you hit a target with any of

your finishing attacks. For the rest of the

day, as a standard action, regardless of how

far away the target is, you can spend a ki

point to deal PUNCH + Wisdom damage to

the target.

Feathered Serpent Form

Form

Opening: Shifting coils Melee attack

Target: Each foe engaged with you

Attack: Wisdom + Level vs. AC

Hit: JAB + Wisdom damage

Miss: Damage equal to your level.

Flow Attack: Flying serpent kick Melee attack

Effect: Choose one when you decide to use this flow

attack: either gain Flight until the end of your turn

or pop free from one foe at any point during your

turn.

Target: One foe

Attack: Dexterity + Level vs. AC

Hit: PUNCH + Strength damage

Miss: Half damage.

Finishing Attack: Overworld poison maneuver Melee attack

Target: One foe

Attack: Dexterity + Level vs. AC

Hit: KICK + Strength holy damage

Natural even hit: Target with 180 or fewer hit

points is hampered until the end of your next turn,

or 20 ongoing poison damage.

Miss: Half damage.

Epic Feat (Coils on feathers on scales Once

per day as a quick action, roll a difficult save

against a save ends condition you are

suffering from that was caused by a foe’s

attack. If you succeed, you can transfer the

condition to a foe you are engaged with.

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Flagrant Blossoms

Form

Opening: The petals open Melee attack

Target: One foe

Attack: Dexterity + Level vs. AC

Hit: JAB + Strength damage, if this attack drops a

non-mook to 0 hp, you can skip your flow attack

and move to a finishing attack with your next

standard action.

Miss: —

Flow Attack: Revealing impossible truths Melee attack

Target: One foe

Attack: Dexterity + Level vs. AC

Hit: PUNCH + Strength damage, and random nearby

ally rolls an icon relationship die of your choice

that can be used as a story-guide result later in the

adventure; obviously they need a 5 or a 6 for the

result to matter.

Miss: Half damage.

Finishing Attack: Lotus dreams the world Melee attack

Target: One foe

Attack: Wisdom + Level vs. MD

Hit: KICK + Wisdom damage, and

Natural 16+: You gain a point of ki.

Natural even hit: You OR an ally of your choice

gains a +2 save bonus until end of battle.

Natural odd hit: Target has a -2 save penalty until

end of battle.

Miss: Half damage.

Epic Feat: Once per day when you use this

finishing attack, a random ally heals using a

free recovery and can roll a save against

each save ends effect they are affected by.

<<insert Blue Sidebar>>

The Flagrant Blossoms form is said to have been

created by the last Grand Master of Flowers. If you’re

not already an enemy of the ogre magi, you are as

soon as you learn this form.

<<end Blue Sidebar>>

<<insert Elf Queen symbol>>

Spiral Path

Form

Opening: Open the cycle Melee attack

Target: One foe

Attack: Dexterity + Level vs. PD

Hit: JAB + Strength damage, then deal half damage to

a different nearby foe as force damage.

Miss: Lose 1 ki. If you don’t have ki to lose, spend 1

recovery. If you don’t have a recovery to lose, see

page 169 in the core book.

Flow Attack: Ascend the spiral Melee attack

Target: One foe

Attack: Dexterity + Level vs. AC

Hit: PUNCH + Strength damage,

Natural even hit: Until the end of your next turn you

can use move actions to teleport to nearby

locations.

Miss: No effect, OR half damage if you have at least

one icon relationship point with the Elf Queen.

Finishing Attack: Seal the way Melee attack

Target: One foe (and follow-up)

Attack: Dexterity + Level vs. AC

Hit: KICK + Strength damage, and then you can

teleport as a free action to engage with a different

nearby foe and use a free PUNCH attack against

that foe.

Miss: Deal half damage but lose 1 ki. If you don’t

have ki to lose, spend 1 recovery. If you don’t have

a recovery to lose, see page 169.

Special: The follow-up PUNCH attack, if any, only

deals damage equal to your level on a miss and

doesn’t cost you any ki if it misses.

Epic Feat: Once per day, as you take your first

turn in a battle, choose to fight this battle as

if you have one of the following three talents

that you do not ordinarily possess: flurry,

greeting fist, or temple weapon master.

Page 32: 13th Age Commander and Monk Playtest

© 2013 Fire Opal Media. All rights reserved. 32

RULES & STUFF ELSEWHERE

IN THE BOOK

Treasures for monks

Treasure not designed yet.

Flight rules

There were a few characters flying in the core

book. The monk gets to fly more than most, so

here’s the basics…

We’re keeping basic flight rules simple. For

now, play it exactly like other movement, but if

there's space above them, you can fly over

creatures you're not engaged with without

taking opportunity attacks from them.

We’re also keeping engagement and

disengagement rules the same when flyers make

melee attacks against enemies on the ground.

When a flyer makes a melee attack against a

flying enemy, however, instead of engaging that

creature, the flyer can choose to swoop past as

they attack, but they take a –2 attack penalty.

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© 2013 Fire Opal Media. All rights reserved. 33

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