13th age commander and monk playtest
TRANSCRIPT
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.
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
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.
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
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: —
© 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.
© 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
© 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.
© 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.
© 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.
© 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.
© 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.
© 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
© 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.
© 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.
© 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.
© 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
© 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
© 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: --
© 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
© 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.
© 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.
© 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>>
© 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
© 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.
© 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
© 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>>
© 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.
© 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
© 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.
© 2013 Fire Opal Media. All rights reserved. 31
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.
© 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.
OPEN GAME LICENSE Version 1.0a
The following text is the property of Wizards of the Coast,
Inc. and is Copyright 2000 Wizards of the Coast, Inc
("Wizards"). All Rights Reserved.
1. Definitions: (a)"Contributors" means the copyright
and/or trademark owners who have contributed Open Game
Content; (b)"Derivative Material" means copyrighted
material including derivative works and translations
(including into other computer languages), potation,
modification, correction, addition, extension, upgrade,
improvement, compilation, abridgment or other form in
which an existing work may be recast, transformed or
adapted; (c) "Distribute" means to reproduce, license, rent,
lease, sell, broadcast, publicly display, transmit or otherwise
distribute; (d)"Open Game Content" means the game
mechanic and includes the methods, procedures, processes
and routines to the extent such content does not embody the
Product Identity and is an enhancement over the prior art
and any additional content clearly identified as Open Game
Content by the Contributor, and means any work covered by
this License, including translations and derivative works
under copyright law, but specifically excludes Product
Identity. (e) "Product Identity" means product and product
line names, logos and identifying marks including trade
dress; artifacts; creatures characters; stories, storylines, plots,
thematic elements, dialogue, incidents, language, artwork,
symbols, designs, depictions, likenesses, formats, poses,
concepts, themes and graphic, photographic and other visual
or audio representations; names and descriptions of
characters, spells, enchantments, personalities, teams,
personas, likenesses and special abilities; places, locations,
environments, creatures, equipment, magical or
supernatural abilities or effects, logos, symbols, or graphic
designs; and any other trademark or registered trademark
clearly identified as Product identity by the owner of the
Product Identity, and which specifically excludes the Open
Game Content; (f) "Trademark" means the logos, names,
mark, sign, motto, designs that are used by a Contributor to
identify itself or its products or the associated products
contributed to the Open Game License by the Contributor
(g) "Use", "Used" or "Using" means to use, Distribute, copy,
edit, format, modify, translate and otherwise create
Derivative Material of Open Game Content. (h) "You" or
"Your" means the licensee in terms of this agreement.
2. The License: This License applies to any Open Game
Content that contains a notice indicating that the Open
Game Content may only be Used under and in terms of this
License. You must affix such a notice to any Open Game
Content that you Use. No terms may be added to or
subtracted from this License except as described by the
License itself. No other terms or conditions may be applied
to any Open Game Content distributed using this License.
3.Offer and Acceptance: By Using the Open Game
Content You indicate Your acceptance of the terms of this
License.
4. Grant and Consideration: In consideration for agreeing
to use this License, the Contributors grant You a perpetual,
worldwide, royalty-free, non-exclusive license with the exact
terms of this License to Use, the Open Game Content.
5.Representation of Authority to Contribute: If You are
contributing original material as Open Game Content, You
represent that Your Contributions are Your original creation
and/or You have sufficient rights to grant the rights
conveyed by this License.
6.Notice of License Copyright: You must update the
COPYRIGHT NOTICE portion of this License to include the
exact text of the COPYRIGHT NOTICE of any Open Game
Content You are copying, modifying or distributing, and
You must add the title, the copyright date, and the copyright
holder's name to the COPYRIGHT NOTICE of any original
Open Game Content you Distribute.
7. Use of Product Identity: You agree not to Use any
Product Identity, including as an indication as to
compatibility, except as expressly licensed in another,
independent Agreement with the owner of each element of
that Product Identity. You agree not to indicate compatibility
or co-adaptability with any Trademark or Registered
© 2013 Fire Opal Media. All rights reserved. 33
Trademark in conjunction with a work containing Open
Game Content except as expressly licensed in another,
independent Agreement with the owner of such Trademark
or Registered Trademark. The use of any Product Identity in
Open Game Content does not constitute a challenge to the
ownership of that Product Identity. The owner of any
Product Identity used in Open Game Content shall retain all
rights, title and interest in and to that Product Identity.
8. Identification: If you distribute Open Game Content
You must clearly indicate which portions of the work that
you are distributing are Open Game Content.
9. Updating the License: Wizards or its designated Agents
may publish updated versions of this License. You may use
any authorized version of this License to copy, modify and
distribute any Open Game Content originally distributed
under any version of this License.
10 Copy of this License: You MUST include a copy of this
License with every copy of the Open Game Content You
Distribute.
11. Use of Contributor Credits: You may not market or
advertise the Open Game Content using the name of any
Contributor unless You have written permission from the
Contributor to do so.
12 Inability to Comply: If it is impossible for You to
comply with any of the terms of this License with respect to
some or all of the Open Game Content due to statute,
judicial order, or governmental regulation then You may not
Use any Open Game Material so affected.
13 Termination: This License will terminate automatically
if You fail to comply with all terms herein and fail to cure
such breach within 30 days of becoming aware of the breach.
All sublicenses shall survive the termination of this License.
14 Reformation: If any provision of this License is held to
be unenforceable, such provision shall be reformed only to
the extent necessary to make it enforceable.
15 COPYRIGHT NOTICE
Open Game License v 1.0 Copyright 2000, Wizards of the
Coast, Inc.
System Reference Document. Copyright 2000, Wizards of
the Coast, Inc; Authors Jonathan Tweet, Monte Cook, Skip
Williams, based on material by E. Gary Gygax and Dave
Arneson.
13th Age. Copyright 2013, Fire Opal Media; Authors Rob
Heinsoo, Jonathan Tweet, based on material by Jonathan
Tweet, Monte Cook, and Skip Williams.
13 True Ways. Copyright 2013, Fire Opal Media; Authors
Rob Heinsoo, Jonathan Tweet, based on material by
Jonathan Tweet, Monte Cook, and Skip Williams.
Pathfinder RPG Core Rulebook. Copyright 2009, Paizo
Publishing, LLC; Author: Jason Bulmahn, based on material
by Jonathan Tweet, Monte Cook, and Skip Williams.
Castles & Crusades, Copyright 2004, Troll Lord Games;
Authors: Davis Chenault, Mac Golden.