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www.fireopalmedia.com and www.pelgranepress.com. 13 True Ways File: February 2014 Commander, Playtest Note Greetings from rain-tossed Seattle. This time Druid, & Monk we’ve got three classes for you, as the druid joins the commander and the monk. A fantasy roleplaying supplement for 13th Age by Rob Heinsoo & Jonathan Tweet If you have playtest feedback on these classes, send it to [email protected].

We’re more interested in feedback based on play Edited by Cal Moore sessions rather than read-and-critique messages.

On the other hand, we’ve had a few extremely © 2014 Fire Opal Media. All rights reserved helpful read-and-critique responses, so if that’s all you have time for it’s not like we’ll kick your Published by Pelgrane Press Ltd under license mail out of the box. from Fire Opal Media It’s easiest for sorting purposes (and for giving you credit) if you use the subject line of The commander borrowed a couple of its talents from the mail to indicate what you’re giving playtest a class design by Ryven Cedrylle. feedback on, monk, commander, druid, or all of The monk benefitted from comments by ASH Law, the above. Wade Rockett and many playtesters. If you have questions and doubts about how to handle something while you’re playing, I’d Full playtester credits will appear in final drafts. In suggest not waiting for a response. Choose the this round we’re calling out Gurrzak and Eric interpretation that seems right to you, or that Stewart for useful or inspirational feedback. makes sense, play with it, and report on the experience. That’s useful feedback. Product Identity: The following items are hereby identified Internet discussion of playtest feedback does as Product Identity, as defined in the Open Game License us a small disservice, in that it’s much more version 1.0a, Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper names useful to get feedback from different gaming (characters, icons, place names, new deities, etc.), dialogue, tables rather than feedback that has been shaped banter and comments from Jonathan and Rob, plots, story and echoed by internet discussions. elements, locations, characters, artwork, and trade dress.

(Elements that have previously been designated as Open Game Content are not included in this declaration.) Commander We called this class the battle captain during the Open Content: Except for material designated as Product 13 True Ways Kickstarter. It’s the commander Identity (see above), the game mechanics of this Fire Opal Media game product are Open Game Content, as defined in now, but you can still find the battle captain the Open Gaming License version 1.0a Section 1(d). No name as a talent. portion of this work other than the material designated as The first playtest version of the commander Open Game Content may be reproduced in any form without written permission. was deliberately weak. A round of playtesting and development has strengthened the class. To 13 True Ways and 13th Age are published by Pelgrane Press help you see what is new, most all the major under the Open Game License version 1.0a Copyright 2000 changes are in yellow, green and blue , Inc. 13 True Ways and 13th Age are trademarks of Fire Opal Media. ©2014 Fire Opal Media. All highlighting. The colors correspond to three rights reserved.

© 2014 Fire Opal Media. All rights reserved. different phases of development inside Fire Thanks to all of you for supporting the game Opal. with your pre-orders, Kickstarter contributions, One note about something we cut without a and wonderful home campaigns. trace: the commands that created half-damage attacks were all changed to create full damage —Rob Heinsoo attacks. Lead Designer, Fire Opal Media February, 2014 Druid

The druid is the new arrival. It’s the largest of the class designs. As you’ll see it uses a new approach to talents. Different talent choices create very different druids. Playtesting may adjust the power level and the number of spells/powers provided at each level. Although there’s a lot of stuff in the class now, there will probably be a few more spells added, notably something like cantrips, so if you give the druid something like cantrips in your game feel free to tell us about it in your feedback.

Monk Changes from the last monk include…  an opening of the Five Deadly Secrets so that you can build your monk with flurry and greeting fist and drunken style, if you wish, so long as you use one secret per battle.  A number of new or seriously revised talents, including the aforementioned drunken style, burning fortress style and path of the perfect master.  Elimination of talents and forms that require specific icon relationships for best effect  More ki powers spread through the class as well as attack form revisions that make ki matter a bit more.  Acknowledgement of the monk’s reliance on multiple ability scores by giving the monk two class ability score bonuses instead of one bonus like everybody else.  Other changes you’ll find highlighted in green.

© 2014 Fire Opal Media. All rights reserved. COMMANDER Backgrounds: Commanders have backgrounds similar to fighters and some Some people are born to fight. Others like giving paladins and rangers. Sample backgrounds orders. Put these two types of people together and include Frost Range mercenary, historical re- you’ve got a commander. enactor, sergeant of the city guard, street gang Overview survivor, ex-gladiator, wilderness scout, cobbler, Play style: Commanders tell other characters bouncer, exotic dancer, Queen’s Wood patroller, what to do. A commander who isn’t a team Axis wargame veteran, Imperial squad leader, player is a lonely warrior who needs to get over reformed drunk, and officer of the Crusader’s it and rejoin their warband or adventuring party Guard. in order to do what they do best: dole out Icons: The Emperor and the Dwarf King are commands. the icons most associated with commanders, The commander aims to tell other player largely as a function of their positions as the characters what to do without interfering too often masters of large standing armies. Soldiers in the turn-by-turn structure of the round. That’s devoted to the Great Gold Wyrm may find that why commands take effect on the turn of an ally the path of the commander gives them even who is already taking their turn. Tactics can be more influence over their comrades than the used anytime, but they’re limited by how many moral example of the paladin. Similarly, the times they can be used each day. Crusader appreciates underlings who can give Choosing how and when you’ll spend orders that will be obeyed. command points to help your allies may be In recent years, orc sub-commanders challenging for a novice player. Actually, that’s represent one of the most dangerous examples not entirely true. The challenge level of the class of the Orc Lord’s growing influence on the might not be so bad. But straightforward hordes. Few of the Elf Queen’s followers master characters usually work best for novice players the skills of battle in times of peace, but these are and the commander’s options are laced with not peaceful times and warriors know they may subtleties, starting with how you’ll choose find service in the grace of the Queen. between commands and tactics as you create Gear your character. At 1st level, commanders start with a trusty Ability scores: Strength and Charisma are melee weapon or two, a ranged weapon, a the two most important ability scores for shield, light armor of some type (or heavy armor commanders. Strength is the ability score used if they chose the Armor Skills talent), and other for the commander’s favored melee attacks. minor odds-and-ends suggested by their Charisma helps commanders give effective backgrounds. commands and orders to their allies. Commanders who have been taking it easy Commanders gain a +2 class bonus to start with 25 gp. Commanders flush with Strength or Charisma, as long as it isn’t the same battlefield plunder or back from a successful ability you increase with your +2 racial bonus. night of gambling start with 1d6 x 10 gp. Races: Half-orcs and half-elves both excel as commanders, especially in the service of the Armor Emperor. Humans and high-elves share an Commanders split their focus between aptitude and a taste for command. Although commanding fellow warriors and striking their they lack the advantages other races possess as own blows. Unless they choose the Armor Skills commanders, dwarves are drawn to the class talent, commanders are at home in light armor anyway—it’s a cultural thing. such as leather armor, studded leather, If the optional races show up in your courbolli, and light chain. campaign, dragonics are commanders supreme.

© 2014 Fire Opal Media. All rights reserved. Commander Armor and AC Type Base AC Atk Penalty Weapons None 10 — Unless they improve their combat ability using Light 12 — the Martial Training talent, commanders fight Heavy 14 –2 better with light weapons. Shield +1 —

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

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: —

© 2014 Fire Opal Media. All rights reserved. Commander Level Progression

Comma Total Hit Points Class Commands Pool Level- Damage nder Talents & Tactics available up bonus from Level Total # Feats Ability ability score (7 + CON mod) x 1 adventurer 3 4 1st level ability Level 1 3 modifier (7 + CON mod) x 2 adventurer 3 5 1st level ability Level 2 4 modifier (7 + CON mod) x 3 adventurer 3 6 3rd level ability Level 3 5 modifier (7 + CON mod) x 4 adventurer 3 7 3rd level +1 to 3 ability Level 4 6 abilities modifier (7 + CON mod) x 4 adventurer 4 7 5th level 2 x ability Level 5 8 1 champion modifier Level 6 (7 + CON mod) x 4 adventurer 4 8 5th level 2 x ability 10 2 champion modifier Level 7 (7 + CON mod) x 4 adventurer 4 8 7th level +1 to 3 2 x ability 12 3 champion abilities modifier Level 8 (7 + CON mod) x 4 adventurer 4 9 7th level 3 x ability 16 3 champion modifier 1 epic Level 9 (7 + CON mod) x 4 adventurer 4 9 9th level 3 x ability 20 3 champion modifier 2 epic Level 10 (7 + CON mod) x 4 adventurer 4 10 9th level +1 to 3 3 x ability 24 3 champion abilities modifier 3 epic

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 (see level progression chart) Feats 1 per Level

© 2014 Fire Opal Media. All rights reserved. Class Features which may gain you a command point if you have none left.) All commanders share class features associated with Commands and Tactics. Fight from the Front When you hit with a melee attack during your Commands & Command Points turn, gain 1d3 command points. Most of the time you spend helping your allies Adventurer Feat: You now gain 1d4 command fight better, you’ll be making commands as points when you hit with a melee attack interrupt actions on an ally’s turn. Unless during your turn instead of 1d3. otherwise specified, you must target conscious Champion Feat: When you miss with a melee allies with your commands. Line of sight isn’t attack during your turn and roll a natural required, because commanders can cry out to even roll, gain 1 command point. allies. If you think it’s cool to complicate matters by deafening characters or making it difficult for Epic Feat: Twice per day, when you hit with a them to receive commands, go ahead, but that melee attack, gain additional command should be the exception or you’re screwing the points equal to double your Strength commander’s player out of their fun. modifier. Many commanders will want to choose two of the 1st level commands, Try Again and Rally Weigh the Odds Now, but we’ve left the choice open. If you have Standard action a cunning plan that does not include those Effect: Gain 1d4 command points. extremely useful commands, carry on. Adventurer Feat: Once per day, add your Although we aren’t writing it out on each Charisma modifier to the number of command, all the commands are at-will powers. command points you gain when you use Instead of being limited by the number of times this action. you can use them in a battle or in a day, Champion Feat: Once per battle when the commands are limited by being interrupt escalation die is 3+, you can gain 1d4 actions, so that you normally can only use one command points as a quick action. command a round, and by requiring you to Epic Feat: You now gain 1d6 command points spend command points to use them. Using a instead of 1d4 when you use this action. command costs a specified number of command points as indicated in its write-up. Tactics You start each battle with 1 command point Your powers also include tactics that have (unless you’ve taken talents that improve your immediate effect during your turn. Tactics are situation) and can gain more command points powerful and you don’t have to spend during each battle. command points or wait around for an ally’s There are two standard ways of gaining turn to use them, but tactics don’t always command points: the Fight from the Front class recharge after a battle. How you choose to split feature (that asks you to make melee attacks on your tactics and commands from the total your turn), and the Weigh the Odds action. The available to you will determine the type of essential question you face during each of your commander you want to play (at 1st level you turns is whether you’ll attack in melee, hoping get 4 total, not 4 of each). It’s possible you’ll opt to hit and gain command points, or whether to ignore one category entirely, though our you’ll hold back, choose to Weigh the Odds, and experience suggests that the most effective automatically gain command points. (Also see commanders balance commands and tactics. the outmaneuver tactic that’s available at 1st level,

© 2014 Fire Opal Media. All rights reserved. 6

Talents Champion Feat: Choose a second fighter Choose three of the following class talents. maneuver of your level or lower to use. You get an additional commander talent at Epic Feat: You gain the adventurer and 5th level. champion tier feats, if any, for both your fighter maneuvers.

Armor Skills Unlike other commanders, you take no attack Destined to Lead penalties for fighting in heavy armor. (As Whenever you roll a 5 or 6 on an icon indicated on your class chart, your base AC in relationship die, you gain 2 bonus command heavy armor is 14.) points that last until the end of the current game Adventurer Feat: Whenever an enemy misses session, no matter what events occur due to the you with a melee attack and rolls a natural 1 advantage gained with that icon. or 2, you gain 1 command point. When you use one or more of these bonus Champion Feat: Once per day when you are command points, tell a story about how hit by an attack that targets AC, as a free something related to the icon (or icons!) comes action, you can take half damage from that into play to make you a better/luckier/destined attack instead. commander. That may be tougher with some Epic Feat: Once per day as a free action, you icons than others, and possibly tougher with gain a bonus to AC equal to the current icons you have a negative relationship with, so escalation die until the end of the battle. have fun. This bonus can’t be higher than the number Adventurer Feat: You now gain the 2 bonus of icon relationship points you have with command points when you roll a 4 with an one of the following icons: Crusader, Dwarf icon relationship die. King, Emperor, or Great Gold Wyrm. Champion Feat: Once per session when you roll icon relationship dice, reroll one die that isn’t a 5 or a 6. Battle Captain Epic Feat: When you roll icon relationship Once per battle when you have 2 or more dice, for each 6 you get, you and each command points left after giving a command, nearby ally gain a +1 bonus to death saves you can use another interrupt action on a until the next full heal-up. different ally’s turn later this round.

Adventurer Feat: You now only need to have 1 or more command points left instead of 2. Forceful Command Champion Feat: You can use Battle Captain When you give a command that lets an ally roll twice per battle. a d20 (an attack, a save, etc.), you can spend Epic Feat: You gain an additional command additional command points before the roll up to point at the start of each round when the the current escalation die, or 1 point if the escalation die is 4+. escalation die is still 0. That ally gains a +2 bonus to the roll for each point you spend this way.

Adventurer Feat: You begin each battle with 1 Combat Maneuver additional command point. Choose a fighter maneuver of your level or Champion Feat: Once per battle, you can use a lower. You can use it like a fighter. You can also command on a far away ally. switch it for a different maneuver each time you Epic Feat: Once per day when you use level up. Forceful Command to grant an ally a bonus Adventurer Feat: You gain the adventurer feat for the maneuver you chose, if any. © 2014 Fire Opal Media. All rights reserved. 7

to a d20 roll, you can also allow that ally to Adventurer Feat: You can also add the d4 reroll that roll as a free action. result to a save or dicey-move roll made by an ally. Into the Fray Champion Feat: Roll a d6 instead of a d4. At the start of each battle before you and your Epic Feat: In addition to the d6 you roll with allies roll initiative, roll a d4. A number of your initiative, roll a d4. You can also use that roll allies equal to the roll gain the following benefit the same way, but not on the same turn you of your choice: a +4 bonus to initiative that use the d6 result. battle; OR a +2 bonus to AC until the end of the first round. Never Say Die Adventurer Feat: You also gain the chosen Once per battle when an enemy scores a critical bonus. hit against you or a nearby ally, increase the Champion Feat: The +2 bonus to AC also escalation die by 1. applies to PD and MD. Adventurer Feat: Once per day, you can use Epic Feat: The chosen allies now gain both Never Say Die twice in the same battle. bonuses (+2 to all defenses for the first Champion Feat: When you use Never Say Die, round and +4 to initiative this battle). the creature damaged by the critical hit can heal using a recovery. Epic Feat: When you use Never Say Die, you Martial Training and each of your nearby allies gains a +2 Unlike other commanders, you don’t take a –2 bonus to all defenses until the end of your attack penalty when fighting with heavy or next turn. martial weapons.

Adventurer Feat: You gain 1 command point whenever you roll a natural 19 or 20 with a Strategist melee attack. You rely on planning, teamwork, and calm Champion Feat: Twice per day as a free action execution of orders as a commander instead of (once per turn), reroll one of your melee charismatic presence. Any time an element of attack rolls. the commander class refers to Charisma, you Epic Feat: Twice per day (once per turn) when can replace that element with a reference to you hit with a melee attack, deal 1d10 extra Intelligence. damage to the target for each positive or In addition, you start every battle with 1 conflicted icon relationship point you have additional command point. with the Crusader, Dwarf King, Emperor, Adventurer Feat: You gain 1 additional point Great Gold Wyrm, and Orc Lord. in a background related to military history, strategy, command, or warfare. You can use

this background point to raise that Moment of Glory background beyond the normal maximum When you roll initiative, also roll a d4 and of 5. record the result. As a free action, you can add Champion Feat: Whenever you roll a die to the result to a single attack roll made by one of find out how many allies one of your your nearby allies later this battle. (It’s a free commands or tactics targets, add +1 to the action, so you can add the result after seeing the result. roll.) Epic Feat: Once per day as a free action, you gain a number of command points equal to your Intelligence modifier.

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gain a new command or tactic, you can choose Sword of Victory from either category. If you wish, you can ignore tactics and choose only commands, though our When your melee attack drops a non-mook experience suggests that it’s better to have some enemy to 0 hp, or drops three or more mooks, of both categories. Ignoring commands entirely you gain 1 command point. and choosing only tactics doesn’t work well, Adventurer Feat: You only have to drop 2 or because the class has too many talents, feats, and more mooks instead of 3 to gain the features that pivot on commands. command point.

Champion Feat: You gain 2 command points st instead of 1 when you drop a non-mook 1 Level Commands enemy to 0 hp. Epic Feat: Once per day as a quick action, you Get Out of There! gain command points equal to the number Interrupt action of icon relationship points you have with Cost: 1 command point the Crusader, Emperor, and Great Gold Wyrm. Target: One nearby ally (on the ally’s turn) Effect: The target can use a quick action this turn to pop free from one enemy. Tactician Adventurer Feat: The target can pop free from You rely on perception, intuition, and common all enemies instead of only one enemy. sense as a commander instead of charismatic Champion Feat: You can now target up to two presence. Any time an element of the nearby allies with this command. commander class refers to Charisma, you can Epic Feat: When you use this command on an replace that element with a reference to ally, any stuck condition affecting that target Wisdom. ends. In addition, one battle per day, you can reroll your initiative if you don’t like the first result. You must take the re-rolled result. Rally Now Adventurer Feat: You gain an additional point Interrupt action in a background related to military history, Cost: 1 command point strategy, command, or warfare. You can use Target: One nearby ally (on the ally’s turn) this background point to raise that Special: If you spend 1 additional command background beyond the normal maximum point on this command, it will affect an of 5. unconscious ally. Champion Feat: Once per day after a battle, Effect: The target can rally as a free action this you gain a bonus equal to your Wisdom turn. (If it’s their second or a subsequent rally, modifier to all recharge rolls you make for they still need to succeed on the save.) your expended tactics. Adventurer Feat: The target also adds hit Epic Feat: Once per day as a free action, points equal to your Charisma modifier to choose a tactic you don’t normally possess the recovery. (At 5th level, double the and use it as if you did (you don’t get any modifier; at 8th level, triple it.) feats associated with it). Champion Feat: When the target has to roll a save to rally, you can grant them a +2 bonus to the roll after seeing it for each additional Commands & Tactics command point you spend on the Commands and tactics are broken into separate command. pools below to aid comparisons. Whenever you © 2014 Fire Opal Media. All rights reserved. 9

Epic Feat: Also add +2 to the target’s defenses Epic Feat: You can use this command before until the end of the target’s next turn. an attack roll for 3 command points (instead of 2) for an entirely different effect: The <> target can make an additional basic attack Note that the rally now command doesn’t help this turn as a free action if the attack hits. the commander rally or heal themselves. <> 1st Level Tactics

Save Now! Basic Tactical Strike Interrupt action Quick action Cost: 1 command point Recharge 11+ after battle Target: One nearby ally (on the ally’s turn) Target: One nearby ally Effect: The target can roll a save against a save Effect: The target can make a basic attack as a ends effect. free action. Adventurer Feat: If the save fails, you regain 1 Adventurer Feat: On a hit, the attack gains a command point. damage bonus equal to your Charisma Champion Feat: For each additional 2 modifier. command points you spend when you make Champion Feat: The target gains an attack the command (before the save roll), the bonus equal to your Charisma modifier with target can roll another d20 for the save, that attack. choosing the result it prefers. Epic Feat: The recharge roll is now 6+. Epic Feat: Whether or not the save succeeds,

the target heals 3d10 + triple your Charisma modifier hit points. Enforce Clarity Quick action <> Recharge 16+ after battle Save Now! Timing Target: One nearby ally If you like, you can wait and see whether your Effect: One effect on the target ends (including ally succeeds with a save at the end of their turn, an effect that doesn’t require a save). then use the save now! command if they fail. Adventurer Feat: The recharge roll is now 11+. <> Champion Feat: You can now target up to two nearby allies with this tactic. Try Again Epic Feat: The recharge roll is now 6+. Interrupt action Cost: 2 command points Just Stay Calm Target: One nearby ally that made an attack roll Quick action, when the escalation die is 2+ (on that ally’s turn) Recharge 16+ after battle Effect: The target can reroll the attack but must Effect: Decrease the escalation die by 1. Then use that result. 1d3 of your nearby allies can heal using a Adventurer Feat: If the escalation die is 3+, the recovery. target can add your Charisma modifier to Adventurer Feat: The tactic now affects 1d3 + 1 the reroll. allies. Champion Feat: If the rerolled attack scores a Champion Feat: You can include yourself as critical hit, you gain 1 one command point. one of the targets.

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Epic Feat: When you use this tactic, you can Hit Harder spend 1 command point to avoid decreasing Interrupt action the escalation die. Cost: 1 command point Target: One nearby ally who hits with an attack Outmaneuver (on the ally’s turn) Quick action once per round Effect: The target can reroll any of the damage Close attack dice. They must accept the rerolled result. At-Will Adventurer Feat: The target gains a bonus to Limited Use: You can only use this tactic when the damage roll equal to your Charisma you have 0 command points. modifier. At 5th level, the damage bonus Target: The nearby enemy with the highest increases to double your Charisma modifier; Mental Defense at 8th level, the damage bonus increases to Attack: Charisma + Level vs. MD triple it. Hit: You gain 1 command point. Champion Feat: You can spend 1 additional Adventurer Feat: When you are engaged with command point (only 1) to add another one or more enemies, target the enemy with damage die of the same type to the damage the highest MD you are engaged with roll when you reroll damage dice. (You only instead of nearest enemy. roll the extra damage die once.) Champion Feat: When you make an Epic Feat: You can also use this command as a outmaneuver attack and roll a natural even free action (instead of an interrupt action) hit, you gain 2 command points instead of 1. when an ally hits with an opportunity Epic Feat: Once per battle as a free action attack. when you hit with outmaneuver, the target takes 1d10 psychic damage for each point on You Are A Precious Snowflake! the escalation die. Interrupt action Cost: 1 command point 3rd Level Commands Target: One nearby non-human ally using a once-per-battle racial power (on the ally’s

turn) Charge! Effect: Roll a d20. On a 11+, the target doesn’t Interrupt action expend the use of its racial power and can use Cost: 1 command point it again later this battle. Target: One nearby ally (on the ally’s turn) Effect: As a standard action this turn, the target 3rd Level Tactics can both move and make a basic attack. Adventurer Feat: The target can use a melee attack instead of a basic attack. Finish This! Champion Feat: The target gains a bonus to Quick action the melee attack equal to your Charisma Recharge 16+ after battle modifier. Limited Use: You can only use this tactic when Epic Feat: This turn, if the target moves to the escalation die is 4+ and only one enemy attack an enemy you are also engaged with, is left in the battle. that enemy is vulnerable to the attack. Effect: You can spend between 1 and 3 command points. The crit range of all allies’ attacks against the remaining enemy expands

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by the number of command points you spent. Hit ’Em From Here! This effect lasts until the end of the battle or Interrupt action until the enemy scores two critical hits. Cost: 1 command point Adventurer Feat: You can now use this tactic Target: One nearby ally (on the ally’s turn) when the escalation die is 3+. Effect: This turn, the target ally can target one Champion Feat: You can now use this tactic far away enemy with a power that normally when one or two enemies are left in the only targets or affects nearby enemies. battle. Champion Feat: The target ally can now target Epic Feat: You can now spend between 1 and one far away ally this turn in the same way. 5 command points on the effect. Epic Feat: The target ally’s power can now target multiple far away creatures (if it can Scramble target multiple creatures normally). Quick action Recharge 16+ after battle Strike Here! Targets: You and 1d3 nearby allies Interrupt action Effect: Each target can take a move action as a Cost: 4 command points free action, starting with you and proceeding Target: One ally engaged with an enemy you in the order of your choice. are engaged with (on the ally’s turn) Adventurer Feat: Disengage checks made Effect: The target can take an extra standard using this free action gain a +5 bonus. action this turn. Champion Feat: The recharge roll is now 11+. Champion Feat: This command costs 3 Epic Feat: Each target can also make a basic command points instead of 4. attack as a free action after taking the move Epic Feat: If the extra standard action is an action. attack, the crit range of that attack expands

by an amount equal to the escalation die. Swordwork Free action, when the escalation die is 4+ [[@@Note to Dev & players: Strike Here! had Recharge 16+ after battle been called Strike Now and it was 7th level, but it Effect: You can make a basic melee attack as a was too much like Make it Count, so Strike Here quick action once each turn until the end of is now something that only works when your the battle. ally is engaged with the same enemy as you You can’t gain command points from your are.]] Frontline class feature using swordwork attacks. We’ve Got Your Back! Adventurer Feat: You can now gain command Interrupt action points from your Frontline class feature Cost: 1 command point using swordwork attacks. Target: One nearby confused, dazed, or Champion Feat: You can now use this tactic weakened ally (at the start of the ally’s turn). when the escalation die is 3+. Effect: Roll a d20. On a 11+, the target ignores Epic Feat: The recharge roll is now 11+. the effects of one of those conditions (confused, dazed, weakened) this turn. On a 5th Level Commands 16+, the condition ends instead. Champion Feat: After the first time in a round you use we’ve got your back as an interrupt

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action, you can use it as a free action until using another interrupt action later in the the start of your next turn if you have the round. command points for the cost. You can still only use the command once per ally’s turn. You Know What to Do! Epic Feat: Add hampered and stunned to the Interrupt action list of conditions the effect includes. Cost: 4 command points

Target: One nearby ally (on that ally’s turn) th 5 Level Tactics Effect: The target can take an extra standard action this turn. Advanced Tactical Strike Champion Feat: This command costs 3 command points instead of 4. Quick action Epic Feat: The target also gains 3d10 + triple Recharge 16+ after battle your Charisma modifier temporary hit Target: One nearby ally points. Effect: The target can make an at-will attack as a

free action. th Champion Feat: The first time you use this 7 Level Tactics tactic each battle, make a recharge roll for it at the start of your next turn, adding the Climactic Battle escalation die to the roll. The recharge roll Quick action after the battle, if any, doesn’t gain a bonus Recharge 16+ after battle from the escalation die. Effect: Until the end of the battle, the escalation Epic Feat: The recharge roll is now 11+. die becomes a d8 instead of a d6. Then roll a

d20. If you roll 11+, increase the escalation die Buck Up! by 1. Quick action Champion Feat: If the d20 roll is 16+, increase Recharge 16+ after battle the escalation die by 2 instead of 1. Targets: You and 1d4 nearby allies Epic Feat: When the escalation die reaches 8, Effect: Each target gains temporary hit points you gain 1d6 command points and can equal to the average number of hit points it make recharge rolls for all your tactics. gains when it heals using a recovery. Champion Feat: Add twice your Charisma On Your Feet, Maggots! modifier to the temporary hit points gained. Quick action Epic Feat: One of the targets can also heal Recharge 16+ after battle using a recovery. Targets: Up to two allies who are staggered or at

0 hit points or lower. th 7 Level Commands Effect: The target can heal using two recoveries, but is dazed until the end of its next turn. Champion Feat: When the escalation die is 3+, Chain of Commands there is no dazed effect. Free action Epic Feat: This tactic now targets up to 1d4 +1 Cost: 1 command point allies. Target: You

Effect: The next interrupt action you use to make a command doesn’t prevent you from

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Saving Will Recharge 16+ after battle Quick action Effect: If the escalation die is 2+, roll the Recharge 16+ after battle escalation die and use the new result. Target: One nearby ally Epic Feat: You gain command points equal to Effect: The target gains a +5 bonus to all saves the newly rolled escalation die value. until the end of your next turn. Champion Feat: This tactic can now be used as Now, Not Later a free action. Free action Epic Feat: You can now target a far away ally. Recharge 16+ after battle Target: One nearby ally using a recharge power 9th Level Command Effect: The target can make a recharge roll for that power immediately after using the power. (If the recharge roll fails, the target can still Natural Command make a recharge roll for it after the battle.) Interrupt action Epic Feat: The target gains a bonus to the Cost: 2 command points recharge roll equal to your Charisma Target: One nearby ally (on the ally’s turn) modifier. Effect: Count a natural odd roll the target rolls as natural even, or count a natural even roll Supreme Tactical Strike the target rolls as natural odd (without Quick action actually changing the numerical result). Recharge 16+ after battle Epic Feat: This command costs 1 command point instead of 2 when the escalation die is Target: One nearby ally 3+. Effect: The target can make a standard action attack as a free action. Epic Feat: If the attack hits, it’s a critical hit. 9th Level Tactics

Force A Conclusion Free action

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DRUID Druids are poised between the cycles of nature and chagrin, heroes of nearly any great race seem the timelines of civilization. It’s true that druids are capable of becoming mighty druids. attuned to the calm rhythms of natural creation, but Backgrounds: Druid backgrounds we want as mortal humanoids they’re also poised between the someone to play again include orc-tribe savagery of wild nature and the mercilessness of hunter/gatherer, avalanche prophet, Koru cult tribal warfare. zealot, river guide, Elk Tribe healer, failed When the High Druid is weak, lesser druids get shaman, escaped Hellhole gardener, champion snared by hierarchy and competition, vying for Opals angler, wild temple priest, Concord urban mastery of each grove or cave complex. When the planner, mystic waterfall guardian, seventh High Druid’s strength grows, as it does in the 13th initiate of the Stalking Trees Circle, Moonwreck Age, lesser druids don’t have to fight to prove tunnel dweller, and raised by wolverines. dominance. The alpha female is clear to all, so the rest Icons: We published a game that included of the druids work together, or at least not so often at an icon named the High Druid. You had to wait cross purposes. until this expansion to actually play a druid. Play Style: True to a heritage as a class that Huzzah! can flourish in a variety of roles, the druid has After the High Druid, the Elf Queen has the options. Depending on your talents, you can most to do with druids. Depending on your play as the Wild Wood’s answer to the wizard, campaign, the Three, the Prince of Shadows, and or as a warrior healer flourishing in the space the Dwarf King might have many followers traditionally defined by the cleric, or as a among the druids. The Priestess is also a spellcasting magician who shapeshifts into possibility. Not many druids will follow the Orc animal forms to scout and fight. Lord, but given the orcs’ rampages in the Your choice of talents is key because each frontier, druids frequently have antagonistic druid talent unlocks a sizable pool of spells or relationships with that icon. powers. You may have quite a few options during play, especially if you select the Terrain Class Features Caster talent that lets you cast different spells depending on what terrain types you are in. All druids share a few class features. Druids may not be the best characters for new players who want something easy to play. Melee Attack Option If you do have a new player who needs an easy You choose whether you want to use Strength or character and still wants to play a druid, the Dexterity as the ability score you will use to Animal Companion, Shifter, and Wild Healer determine attack and damage for your basic talents keep the number of necessary choices attacks. Your choice also determines the ability low. score you will use in various spells and in If you’re comfortable with spellcasting attacks made in beast forms from the Shifter flexibility, start by looking at the Elemental talent. Caster and Terrain Caster talents. Dexterity pays its own way: Choosing Ability Scores: You’ll use Wisdom for most Dexterity as your melee attack ability score of your spellcasting. For melee combat you’ll works well because Dexterity already boosts use either Strength or Dexterity, your choice. your AC and Initiative and ranged weapon Races: Wood elves and half-elves are the attacks. iconic druids. Humans, halflings and dwarves Strength is strong: Choosing Strength as aren’t far behind. Much to the Emperor’s your melee attack ability score provides one

© 2014 Fire Opal Media. All rights reserved. 15 significant benefit: your recovery dice become We left initiative ratings on the summoned d10s instead of the d6s used by other druids. elementals in case some odd circumstance requires them. Summoning Actions: On its turn, the summoned creature can act like any other creature, taking a The Elemental Caster talent provides access to standard, move, and quick action. elemental summoning spells. Other druid talents don’t have summoning spells yet, but Allies? Summoned creatures generally they might in the future, so consider the count as your allies. following rules as generally applicable to Escalation Die: As a rule, summoned druidic summoning, though they’re presently creatures do not benefit from the escalation die. written addressing elemental summoning. No Recoveries, Bad Healing: Summoned Standard Action Spells: Summoning creatures do not have recoveries. If you cast a generally requires a standard action. The spell that attempts to heal an ally using a creature you summon appears next to you, recovery that targets a summoned creature, heal though feats or abilities might enable you to the summoned creature hit points equal to your summon the creature nearby. level. Similarly, if you use an effect that would Halfway There: Summoned creatures are heal a summoned creature, that healing has a not the same as real creatures. They’re partly maximum of your own hit points. real, partly magical. Their abilities don’t always As you’ll see, a few of the elementals have match the capabilities of the monsters and their own healing mechanisms that get around beings that your adventurers encounter for real. this problem, which is part of the reason they’re Sometimes this is reflected in a summoned popular with summoners. creature’s abilities or powers. It’s always Spell or Creature? When cast, it’s definitely reflected in a summoned creature’s hit points— a spell. After casting, it’s a creature, though if they won’t measure up to a normal creature’s hit the GM is feeling puckish they might allow points. effects that generally only interact with spells to Summoning Checks & Hit Points: Each interact with a summoned creature. Seems summoned creature indicates its base hit points. dicey, but possible. Starting hit points for summoned creatures are Druidic Summoning Feats: To improve nearly always lower than hit points for non- your ability to summon elementals, select the summoned versions of the same creature. following feats. Druids who want to take summoning feats, Adventurer Feat: Whenever you summon a detailed just below, get to add a certain number creature, roll 1d10 and add your Strength of hit points to the summoned creature’s base hit modifier or Dexterity modifier, whichever is points. higher. Add that many bonus hit points to Actions on Arrival: When you summon an the creature’s indicated base. (5th level: Roll elemental, attempt a normal save. If you 2d10 and add double your Strength/Dex succeed, your elemental can take its turn modifier; 8th level: Roll 3d10 and add triple immediately after your turn. The rest of the the modifier.) battle, on your initiative, you will choose Champion Feat: Your summoned creatures whether you want to take your turn first or let can add the escalation die to their attacks. the elemental take its turn. Epic Feat: Once per battle when you heal If the save fails, give the elemental an using a recovery, you only receive half the initiative of 1 so that it takes its turn at the end healing you would have gained from the of the round. recovery—the other half heals a creature

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you have summoned, getting around the Armor & Gear usual problems with summoning creatures. Druids wear light armor made of furs, hides, scales, shells and other natural materials. They Wilderness Survival can wear light armor made of metal, though in most druidic circles that’s a faux pas. Druids Druid PCs never suffer from non-magical cold, heat, or exposure. They can go for up to two who obtain metal magic armor usually cover it up with furs and hides. Druids are trained with weeks without eating and drinking, if necessary. shields and decorate them as needed if they are It shouldn’t come up too often in the game not already made of natural materials. mechanics, but if it comes up in the story, now you know. Your starting druid will have a melee weapon, light armor, possibly a staff, perhaps a

bow or other ranged weapon of some sort, and Druid Level Progression other minor possessions suggested by their Unlike most other classes, druids’ spells and background. abilities depend on which talents they’ve If you’re sure of the value of your various chosen. Each talent has its own level progression gems, beads, and coin, start with the equivalent table. It’s possible we’ll unify these tables into of 25 gp. If the coins and oddments you’ve one big table, at least on line. But for now, see collected may or may not be valuable, start with each individual talent to see how you progress 1d6 x 10 gp. as you level up. Druid Amor and AC Type Base AC Attack Talents Druid Total # Penalty Level HP Feats None 10 — (7 + CON 3 Light 12 — Level 1 mod) x 3 1 Heavy 14 -2 (7 + CON 3 Shield +1 — Level 2 mod) x 4 2 (7 + CON 3 3 Level 3 mod) x 5 adventurer (7 + CON 3 + 1 3 Level 4 mod) x 6 champion (7 + CON 3+ 2 3 Level 5 mod) x 8 champion Level 6 (7 + CON 4 adv, 2 3 mod) x 10 champion Level 7 (7 + CON 4 adv, 3 3 mod) x 12 champion Level 8 (7 + CON 4 adv, 3 3 mod) x 16 cha, 1 epic Level 9 (7 + CON 4 adv, 3 3 mod) x 20 cha, 2 epic Level 10 (7 + CON 4 adv, 3 3 mod) x 24 cha, 3 epic

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Weapons forge. Druids who use bows instead of relying Druids favor simple weapons such as spears, on their spells prefer shortbow and longbows, javelins, axes, and knives. Some make a point of crossbows are seen as civilized weapons. avoiding swords and weapons that require the

Druid Melee Weapons One-Handed Two-Handed Small 1d4 dagger 1d6 club Light or Simple 1d6 mace, axe, shell blade 1d8 spear Heavy or Martial 1d8 (–2 atk) warhammer, flail 1d10 (–2 atk) greatsword, dire flail

Druid Ranged Weapons Thrown Crossbow Bow Small 1d4 dagger 1d4 (-2 atk) hand crossbow — Light or Simple 1d6 javelin, axe 1d6 (-2 atk) light crossbow 1d6 shortbow Heavy or Martial — 1d8 (–5 atk) heavy crossbow 1d8 (–2 atk) longbow

Druid Stats Initiative, AC, PD, MD, Hit Points, Recovery Dice, Feats, and some Talents are level dependent. Ability Bonus +2 Strength, Dexterity, or Wisdom (different from racial bonus) Initiative Dex mod + Level Armor Class (light armor) 13 + middle mod of Con/Dex/Wis + Level Armor Class (shield and 14 + middle mod of Con/Dex/Wis + Level light armor) Physical Defense 11 + middle mod of Str/Con/Dex + Level Mental Defense 10 + middle mod of Int/Wis/Cha + Level Hit Points (7 + Con mod) x Level modifier (see level progression chart) Recoveries (probably) 8 Recovery Dice (1d6 x Level) + Con mod Backgrounds 8 points, max 5 in any one background Icon Relationships 3 points Talents 3 Feats 1 per Level

Basic Attacks Ranged Attack Melee Attack At-Will Ranged Attack At-Will Melee Attack Attack: Dexterity + Level vs. AC Attack: Strength OR Dexterity + Level vs. AC Hit: WEAPON + Dexterity damage Hit: WEAPON + Strength OR Dexterity damage Miss: — Miss: Damage equal to your level.

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Warrior Druid: Flexible attacks and stances Druid Talents that enable you to fight as a somewhat serious melee combatant in humanoid form. Like most other classes, you choose three talents. Unlike other classes, most of your talents unlock Wild Healer: Regeneration spells that may separate pools of spells and powers that are not allow you to function as an adventuring party’s generally available to characters who lack the primary healer. talent. Capsule descriptions of each of the talents follow, but to see what a talent really gives you, DRUIDIC ANIMAL you’ll need to flip ahead to read the full talent COMPANION entry and examine the detailed abilities, spells, The core rules for your animal companion are and powers you will select from at first level based on the Animal Companion talent and as you level up. possessed by the ranger in the core 13th Age The talents offer a wide range of abilities. book. There are significant differences, so we Some affect your character all the time, others have printed all the relevant rules here rather function once or twice a day, others provide than referring you to an earlier version that’s access to spell lists. As a first guide to creating only three-quarters accurate. your druid, the short talent summaries that The ranger’s Animal Companion eats up follow indicate what type of ability each talent two talents. (That may not have been the best provides and how often you’ll be able to draw approach. Someday we expect to do better by on the abilities. the ranger.) For the druid, taking an animal Druidic Animal Companion: A lot like the companion only requires one talent. But unlike ranger’s Animal Companion talent, but only the ranger’s animal companion, that’s always requiring a single talent, only useful in a limited around, your animal companion has other fish number of battles each day instead of all the to catch, other antelope to run down, other time, and accompanied by spells that improve ridgelines to stalk. The druid’s animal your animal companion’s abilities or chances of companion doesn’t show up every battle. The survival. level progression table below tells you how Elemental Caster: Access to a wide range of many battles a day you can call on your daily spells associated with air, earth, fire and companion. water, including summoned elementals. Feats Calling your companion: You can interact with provide access to at-will attack spells. your animal companion in roleplaying terms Shifter: Access to both scout form whenever you like. When it comes to using your transformations into quick-moving animals for animal companion as part of the adventuring out of combat reconnaissance, and battle party in a battle, choose whether you want your transformations into deadly predatory beasts. animal companion in the battle when you roll Terrain Caster: A lengthy list of daily spells initiative, if you haven’t already chosen. that can be cast when you are in particular If you choose against fighting alongside terrain. Eight different terrain types involved, so your companion in a battle and later realize that this talent complements Elemental Caster as a was a mistake, and you have one or more daily major source of spellcasting mojo. Feats provide appearances of your animal companion to draw at-will spell attacks that can be used regardless on, spend a quick action to start trying to call of what terrain you are in. your companion. At the end of each of your

© 2012 Fire Opal Media. All rights reserved. 19 turns, until you succeed or until the battle ends, Level 7 2 3 7th attempt a normal save, adding the escalation level die. If the save succeeds your animal companion Level 8 2 3 7th shows up at the start of the next round. If the level save fails, you can choose whether you want to Level 9 2 4 9th cancel the attempt as a free action or keep level rolling on later turns. Level 10 2 4 9th Animal companion spells: As well as deciding level when to call your animal companion, you decide when to cast spells that help you and Actions your animal companion fight better. The Your animal companion acts on your initiative number of spells you can cast each battle and turn. Each type of animal companion specifies each day appears in the level progression table whether it acts before you or after you on your for the talent. The spells themselves appear at turn; we’re cutting down on the amount of time the end of this Druidic Animal Companion you spend figuring out your turn by cutting out talent section. the choice of when to use your companion’s Many companions: Druids don’t necessarily turn. have to have only one companion. They just Your animal companion moves and attacks have one companion at a time. Druids who also like a PC: it gets a move action and a standard have the terrain caster talent may be especially action. For everyone’s sanity, you should likely to call on an animal companion who generally avoid giving the animal a quick action. seems to suit their current adventuring If you have powers that care about the first time conditions. Other druids follow the ranger’s you attack an enemy, an attack by your animal standard pattern and have one animal companion counts as your attack. companion they’re committed to, but that isn’t necessary if you see your story differently. Animal Harm Your animal companion can be healed like an ally. If it gets healed without you being healed, Druidic Animal Companion Level it uses one of your recoveries. The better option Progression is to use a recovery to heal yourself: when you Druid Daily Daily Level use a recovery while next to your animal Level Animal Spells the companion (including being engaged with the Compani Spells same enemy), your animal companion can also on are heal using a free recovery. Callings Cast Instead of dying like a monster or NPC at 0 At hp, your animal companion follows PC rules for Level 1 1 0 1st falling unconscious at 0 hp and dying after four level failed death saves or when its negative hit 1 1 1st Level 2 points equal half its normal hit points. level NEW: If your animal companion dies, you Level 3 1 2 3rd can summon another one (or perhaps explain level how druidic magic returns your original 1 2 3rd Level 4 companion to life), but your new companion level starts one level lower in its first battle with you 1 2 5th Level 5 (two levels lower than you, in other words). level After that battle, increase the companion’s level 2 2 5th Level 6 to one below you. level

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Stats & Levels For simplicity’s sake, we play that each animal Snake (also Giant Spider, Poison Toad) companion has roughly the same stats as listed Acts: After druid below. As you’ll see, there’s a touch of Advantage: The snake also deals ongoing customization possible in the defenses for each poison damage equal to twice your level on a stat block, but if that’s not enough for you, natural attack roll of 18+. tinker it up. Champion Feat: The ongoing damage is three Your animal companion is always one level times your level instead. lower than you. As a 1st level druid, you’ll have Epic Feat: The ongoing damage is four times a level 0 animal companion. Once you gain a your level instead. st level, your animal companion rises to 1 level. A kind GM might allow you to raise your animal Wolf (also Big Dog, Coyote, Hyena, Jackal) companion’s level early by using an incremental Acts: After druid advance. Advantage: The wolf gains a +1 attack bonus On top of the base stats, each type of animal against enemies its master attacked the same has a zoologically appropriate power or turn, or against enemies engaged with its advantage. The animals on this list are the master. obvious candidates, but some druids have a <> taste for the exotic. Players Companion Bonuses At high levels, your animal companion can Each type of animal companion is a little become a large-sized dire creature if you want it different. to be. If it suits your druid to have a giant wolf or snake as a companion, go for it. Bear (also Giant Badger, Wolverine) <> Acts: After druid <> Advantage: The bear gains temporary hit Gamemaster points equal to its level each time it hits with an The stats and feats for high-level animal attack. companions work fine whether the druid is Champion Feat: The temporary hit points accompanied by a dire beast or the animal increase to double its level. they’ve leveled up with. The choice to go dire is for flavor and story. Boar (also Spiky Lizard) <> Acts: Before druid Advantage: The boar gains a +1 attack bonus Baseline Stats when it moves before its attack during the same Use the following stats as the baseline for your turn. animal companion. Remember that your companion stays a level lower than you. Eagle (also Falcon, Hawk, Owl, Vulture) Generally your companion’s Physical Defense Acts: Before druid should be higher than its Mental Defense, but Advantage: Dude, it flies. So drop its melee you could flip that if you have a good damage die by one size (d6 at level 0). explanation.

Panther (also Lion, Tiger) Level 0 Animal Companion Acts: Before druid Attack +5 vs. AC Advantage: The panther’s crit range expands Damage d8 by 2 against enemies with lower initiative. AC 16

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PD (or MD) 14 AC 23 MD (or PD) 10 PD (or MD) 21 HP 20 (10) MD (or PD) 17 HP 90 (45) Level 1 Animal Companion Attack +6 vs. AC Level 7 Animal Companion Damage d10 Attack +14 vs. AC AC 17 Damage 7d6 PD (or MD) 15 AC 25 MD (or PD) 11 PD (or MD) 23 HP 27 (13) MD (or PD) 19 HP 108 (54) Level 2 Animal Companion Attack +7 vs. AC Level 8 Animal Companion Damage 2d6 Attack +15 vs. AC AC 18 Damage 8d6 PD (or MD) 16 AC 26 MD (or PD) 12 PD (or MD) 24 HP 36 (18) MD (or PD) 20 HP 144 (72) Level 3 Animal Companion Attack +9 vs. AC Level 9 Animal Companion Damage 3d6 Attack +17 vs. AC AC 19 Damage 9d6 PD (or MD) 17 AC 27 MD (or PD) 13 PD (or MD) 25 HP 45 (22) MD (or PD) 21 HP 180 (90) Level 4 Animal Companion Attack +10 vs. AC Level 10 Animal Companion Damage 4d6 Attack +18 vs. AC AC 21 Damage 10d6 PD (or MD) 19 AC 28 MD (or PD) 15 PD (or MD) 26 HP 54 (27) MD (or PD) 22 HP 216 (108) Level 5 Animal Companion <> Attack +11 vs. AC Players Damage 5d6 The level 10 animal companion is available if AC 22 your GM lets you improve your companion PD (or MD) 20 with an incremental advance. MD (or PD) 16 <> HP 72 (36)

Animal Companion Feats Level 6 Animal Companion Druid animal companion feats are designed so Attack +13 vs. AC that they do not build on each other. Unlike Damage 6d6 other feats, you don’t have to take animal

© 2014 Fire Opal Media. All rights reserved. 22 companion feats progressively, one after the target’s melee attack damage increases one die other as long as you qualify for the correct tier. size, up to a maximum of d12. Adventurer Feat: Once per day, your animal 5th level spell The target’s basic melee companion can attack twice in a round with attacks now deal half damage on a natural a standard action. even miss. Adventurer Feat: Once per battle, your animal 7th level spell The target’s basic melee companion can turn a disengage success by attacks now deal half damage on any an enemy it is engaged with into a failure. miss. Adventurer Feat: Once per day, reroll one of your animal companion’s missed attack Vitality (1st level) rolls. Ranged Spell Adventurer Feat: Your animal companion Quick action to cast adds the escalation die to its attacks. Daily Champion Feat: Once per day, your animal Targets: One nearby animal companion companion can force an enemy to reroll an Effect: The target heals using a free recovery. attack that hit it. Until the end of the battle, or until the target Champion Feat: Increase your animal drops to 0 hit points, it heals hit points equal to companion’s Physical Defense and Mental your Wisdom modifier at the start of each of its Defense by +1. turns. Epic Feat: Increase your animal companion’s 3rd level spell Every-turn healing is now damage die by one size (for example, from double your Wisdom modifier. d6s to d8s, or d8s to d10s) 5th level spell If you wish, you can also Epic Feat: Increase your animal companion’s spend a recovery to add to the healing AC by +1. provided by the initial effect. 7th level spell Every-turn healing is now Druidic Animal Companion Spells triple your Wisdom modifier. th You don’t have to choose spells ahead of time. 9 level spell The first time this battle that You can cast any spell that is your level or the target drops to 0 hit points, you lower. See your level progression table for the attempt a normal save (11+). If you level you cast spells at—usually the odd level succeed, the target heals using one of your that’s not’s higher than your current level. Spells recoveries as a free action. get better when cast at higher levels, but some spells lack upgrades at specific levels. Once you Magic Fang (3rd level) cast a particular daily spell, no matter its level, Ranged Spell you can’t cast it again until you regain it during Quick action to cast your next full heal-up. Daily Targets: One nearby animal companion Pack Link (1st level) Effect: If the target already adds the escalation Ranged Spell die to its attacks, it gains a +2 attack bonus until Quick action to cast the end of the battle. If it does not already add Daily the escalation die to its attacks, it does now, Targets: One nearby animal companion until the end of the battle. th Effect: Until the end of the battle, if the target 5 level spell Increase the target’s crit attacks an enemy that is engaged with you, the range by 2.

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9th level spell Now the target’s crit range Spirit Guardian (9th level) by a total of 4. Ranged Spell Free action to cast Armor of Shell & Spirits (5th level) Daily Ranged Spell Special Trigger: You can cast this spell when Quick action to cast you are dropped to 0 hp if your animal Daily companion is nearby and still above 0 hp. Special: You must spend one of your recoveries Effect: Your spirit trades places with the spirit of to cast this spell. your animal companion. You now occupy the Targets: One nearby animal companion body of your animal companion, using its current hit points and attacks and spells. You Effect: Until the end of the battle, the target can either keep fighting as your animal gains resist damage 12+ against attacks vs. AC. companion or attempt a normal save as a quick 7th level spell Now also applies to attacks action once each of your turns; if the save vs. PD. succeeds, your body and your animal 9th level spell Resist damage increases to companion’s body swap places to complete the resist damage 14+. transfer. You keep the hit points of the animal companion but can heal using a recovery as a Call of the Pack (7th level) free action when the swap is complete, if you Ranged Spell wish. Free action to cast While your animal companion is in your Daily body it can attempt death saves and be healed. If Special Timing: Cast when you roll initiative to it becomes conscious it can attack using basic use both your uses of Druidic Animal melee attacks, but does not have access to any of Companion this battle. You can’t use the spell your spells or abilities. unless you have two uses remaining. Effect: This battle, you have two animal ELEMENTAL CASTER companions. They can be different types of If you want to summon elementals and cast animal if you like. other spells that draw on the raw magic of Note that spells targeting one animal nature, this talent provides many powerful daily companion generally don’t affect the other. spells and access to at-will spells through feats. As you’ll see from the level progression chart, you gain a certain number of daily spells as you Blood is Strong (7th level) rise in level. Unlike a wizard or cleric or Ranged Spell sorcerer, you don’t have to choose the spells you Quick action to cast know ahead of time. You can cast any spell that Daily is your level or lower, and you cast the spell as Targets: One nearby animal companion powerfully as you like, up to your level. Effect: Until the end of the battle, when your Other than a few at-will spells, all of the animal companion hits with a melee attack, you elemental caster spells gained through taking heal hit points equal to 1d10 + twice your mastery feats are daily spells. Once you cast a Wisdom modifier. particular daily spell, no matter its level, you 9th level spell Healing changes to 2d10 + can’t cast it again until you regain it during your triple your Wisdom modifier. next full heal-up. Elemental mastery feats: You can choose as many feats as you wish from feat trees related to mastering the four elements: air, earth, fire and

© 2014 Fire Opal Media. All rights reserved. 24 water. The druidic perspective is all about Champion Feat: All elementals you summon balance, so you don’t have to choose one of the add your Strength or Dexterity modifier to masteries—if you wish you could choose the their disengage checks. adventurer tier feat that provides an at-will Epic Feat: The first daily Air spell you cast attack spell for each of the four, never each day is now recharge 16+ after battle progressing to the champion feats that provide instead of daily. Each time your recharge bonuses to elementals you summon. roll for that spell succeeds, you can cast it Given the druid’s emphasis on balance, it’s again without it counting further against worth noting that these champion tier elemental your total daily spell limit. mastery feats affect all the elementals you summon, not just the elemental that matches the Hail Hail mastery. The air mastery champion tier feat Ranged spell adds a bit of shiftiness and speed to all your At-Will summoned elementals, the fire mastery champion tier feat powers up all your Target: The nearby or far away enemy in your elementals the round you summon them, and so line of sight that has the most hit points. on. Attack: Wisdom + Level vs. PD Hit: 1d6 + Wisdom cold damage.

Natural even hit: Deal cold damage equal to Elemental Caster Level Progression your level to a different nearby enemy. Druid Level Terrain Level the Natural odd hit: Deal 1d3 damage to each Caster Daily Spells are nearby mook. Spells Cast At Miss: Damage equal to your level. st Level 1 1 1 level 3rd level spell 3d6 damage; odd hit = 1d6 Level 2 2 1st level per mook. Level 3 2 3rd level 5th level spell 5d6 damage; odd hit = 1d10 Level 4 3 3rd level per mook. 7th level spell 5d8 damage; odd hit = 2d8 Level 5 3 5th level per mook. Level 6 3 5th level 9th level spell 7d10 damage; odd hit = 4d6 th Level 7 3 7 level per mook. th Level 8 4 7 level 4 9th level Level 9 Earth Mastery Level 10 4 9th level If you take earth mastery feats, there’s a core solidity to you that shows up in odd Air Mastery circumstances. You might sleep better than anyone else. You might be more affected than If you take air mastery feats, the wind is like a others by the seasons. comrade. If you’ve got hair to toss, count on it flying artfully in dramatic situations. When you Adventurer Feat: You gain the shillelagh spell run, the wind gusts alongside. You can shut it statted out just below. down when you’re trying to be stealthy, but Champion Feat: All elementals you summon when you’re angry or upset the wind might force enemies engaged with the elemental to flourish tiny lightning bolts. roll two dice when they attempt to Adventurer Feat: You gain the Hail Hail attack disengage, and use the lowest result. spell statted out just below. Epic Feat: The first daily Earth spell you cast each day is now a recharge 16+ after battle

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instead of daily. Each time your recharge 5th level spell 5d8 damage; odd hit = 2d8 roll for that spell succeeds, you can cast it to your ally. again without it counting against your total 7th level spell 7d10 damage; odd hit = daily spell limit. 3d10 to your ally. 9th level spell 10d10 damage; odd hit = Shillelagh 4d6 to your ally. Close-quarters spell At-Will Water Mastery Effect: Make a basic melee attack. If the attack If you take water mastery feats, you may have a hits, you can either pop free of the target or unique perspective on your connection to water gain a cumulative +1 melee attack bonus until that other druids don’t quite share. Druids the end of the battle. (You can’t cast shillelagh connected to the powers of the waters aren’t and use one of the warrior druid’s flexible necessarily alike. There are a lot of possibilities attacks.) flowing through the world and one or two of them have eddied into you. Fire Mastery Adventurer Feat: You gain the deeper waters spell statted out just below. If you take fire mastery feats, small flickers of flame may accompany your strong moods. They Champion Feat: All elementals you summon don’t tend to set anything on fire or hurt gain temporary hit points equal to your anyone. They’re expressions of your core level whenever their natural attack roll is magical nature. Subtlety is a challenge. even. Adventurer Feat: You gain the flame spear spell Epic Feat: The first daily Water spell you cast statted out just below. each day is now recharge 16+ after battle instead of daily. Each time your recharge Champion Feat: All elementals you summon roll for that spell succeeds, you can cast it add the escalation die to their attack rolls again without it counting against your total the round you summon them. daily spell limit. Epic Feat: The first daily Fire spell you cast

each day is now recharge 16+ after battle instead of daily. Each time your recharge Deeper Waters roll for that spell succeeds, you can cast it Ranged spell again without it counting against your total At-Will daily spell limit. Target: One nearby enemy that is already affected by ongoing damage. Flame Spear Attack: Wisdom + Level vs. PD Ranged spell Hit: 1d10 + Wisdom damage. At-Will Natural even hit: Add your level to the amount Target: One nearby enemy of ongoing damage the target is taking. Attack: Wisdom + Level vs. PD Miss: Half damage. rd Hit: 1d12 + Wisdom fire damage. 3 level spell 4d6 damage. th Natural odd hit: Deal 1d6 fire damage to one 5 level spell 6d6damage. ally engaged with the target, if any. 7th level spell 6d10 damage. Miss: --. 9th level spell 8d10 damage. 3rd level spell 5d6 damage; odd hit = 2d6 to your ally.

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1st Level Spells 7th level spell 10d10 damage. Spells that include the name of the domain in 9th level spell 2d8 x 10 damage. their title, such as earth strength, don’t require domain markers. Spells whose names aren’t self- Gust (Air) explanatory are marked with their domain in Close Spell parentheses. Daily Target: One nearby enemy. Earth Strength Effect: Before rolling the attack, you can attempt Ranged Spell a disengage check as a free action. Daily Attack: Wisdom + Level vs. PD Targets: One nearby ally you choose, one other Hit: 3d6 damage, and 5 ongoing cold damage. random nearby ally. Both targets must be Miss: You do not expend the spell. touching the ground. Effect: The effect depends on the target’s status. 3rd level spell 6d6 damage, and 5 ongoing Unstaggered target: Target adds the druid’s cold damage. Strength or Dexterity modifier to its attacks, 5th level spell 6d10 damage, and 10 damage, and saves until the target ends one of ongoing cold damage, and when you use its own turns staggered. gust you can fly until the end of your next Staggered target: Target can heal using a turn. recovery. 7th level spell 10d10 damage, and 10 3rd level spell You can be included as one ongoing cold damage, and when you use of the possible random targets, though not gust you can fly until the end of the battle. the principal chosen target. 9th level spell 2d8 x10 damage, and 15 5th level spell If you spend one of your ongoing cold damage. own recoveries when you cast earth strength, choose two random allies Water Breathing instead of one. Ranged Spell 7th level spell You can now be the primary Daily non-random target if you wish. Effect: You can breathe underwater until the

end of a battle, or five minutes. Faerie Fire 3rd level spell Spell can now target up to Ranged spell five nearby allies as well as you. Daily 5th level spell Effect lasts for about five Target: One nearby enemy hours. Attack: Wisdom + Level vs. PD 7th level spell Ten hours. Hit: 3d6 + Wisdom fire damage, and the target is 9th level spell All day. vulnerable (hard save ends, 16+). Miss: Half damage, and the target is vulnerable 3rd Level Spells until the end of your next turn. This level is a giant chunk of text because we’re 3rd level spell 6d6 damage, and in covering the elemental summoning spells that addition to being vulnerable, the target start at 3rd level and go all the way up to 9th. can’t turn invisible or hide from you or We’ll start with summon air elemental and the your allies (save ends both). stats for the elementals summoned at each level, 5th level spell 6d10 damage, and the target then proceed through summon earth elemental, also can’t teleport (save ends all).

© 2014 Fire Opal Media. All rights reserved. 27 summon fire elemental, and summon water battle or until it drops to 0 hp, whichever comes elemental. first. The basic summoning rules are on page XX. The stats for each size of elemental you can The elementals are much the same as real summon are shown below. non-summoned creatures, but with fewer hit points. They also lack the magical power to 5th level spell You can now summon a trigger their own elemental transformations. At normal air elemental (5th level). the moment a free elemental would transform 7th level spell You can now summon a big into its more dangerous raging form, you have air elemental (7th level). to spend one of your recoveries if you want your 9th level spell You can now summon an summoned elemental to transform. epic air elemental (9th level). If you find yourself pressed for time as the rest of the table is waiting for you to take your Summoned Air Elemental (Small) turn, and you know you want to summon an 3rd level wrecker [ELEMENTAL] elemental, here’s a quick primer on how each Initiative: +9 elemental might serve you best. Remember also that champion-tier feats elemental mastery feats Slam +8 vs. AC—5 damage provide bonuses that apply to all the elementals you summon, a sort of magical admixture of elements that can spring serious surprises. C: Swirling winds +8 vs. PD (1d3 random Air: Air elementals can find a way to attack conscious nearby enemies)—5 damage most anyone. If you’re facing a caster or leader Natural even hit: Target pops free of all who is preventing you from getting at them, enemies it is engaged with. maybe you need an air elemental on your side. Earth: They suck up the damage so you Flight: Quick and lively. don’t have to. Towards the end of a fight they should end up pinning down enemies that Resist non-spell damage 16+: Non-spell attacks would rather be getting at you. against the air elemental deal half damage Fire: They deal lots of damage, though not unless the natural attack roll is 16+. so predicatably. Not recommended when your enemies have fire resistance. AC 18 Water: Not the best general purpose PD 17 Base HP 17 elemental, since they’re at a disadvantage unless they’re fighting in or around water. But in a long MD 13 battle they could help shut down the most powerful abilities of a dangerous enemy, and if you’re fighting near lakes, swamps, rivers, or an Summoned Air Elemental ocean they could be your best option. (Normal) 5th level wrecker [ELEMENTAL] Summon Air Elemental (3+) Initiative: +11 Ranged Spell Daily Slam +10 vs. AC—12 damage Effect: Summon a small air elemental (3rd level), as per the summoning rules on page XX. The C: Swirling winds +10 vs. PD (1d3 random elemental fights for you until the end of the nearby conscious enemies)—14 damage

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Natural even hit: Target pops free of all Whirlwind transformation: Roll a d6 at the start of enemies it is engaged with. each of the air elemental’s turns. If you roll less than or equal to the escalation die, you Flight: Quick and lively. can spend a recovery as a free action to have it shift into whirlwind form until the end of the Resist weapon damage 16+: Weapon attacks battle. While in this form, it gains the against the air elemental deal half damage following improved attack (and you stop unless the natural attack roll is 16+. rolling whirlwind transformation checks): Elemental whirlwind +13 vs. PD (each engaged enemy and one nearby enemy)— Whirlwind transformation: Roll a d8 at the start of each of the air elemental’s turns. If you roll 22 damage less than or equal to the escalation die, you Miss: Half damage. can spend a recovery as a free action to have it shift into whirlwind form until the end of the AC 22 battle. While in this form, it gains the PD 21 Base HP 44 following improved attack (and you stop MD 17 rolling whirlwind transformation checks):

Elemental whirlwind +10 vs. PD (each engaged enemy and one nearby enemy)— Summoned Air Elemental (Epic) 14 damage 9th level wrecker [ELEMENTAL] Miss: Half damage. Initiative: +16

AC 20 Slam +15 vs. AC—40 damage

PD 19 Base HP 26 C: Swirling winds +15 vs. PD (1d3 random MD 15 conscious nearby enemies)—40 damage Natural even hit: Target pops free of all enemies it is engaged with. Summoned Air Elemental (Big) 7th level wrecker [ELEMENTAL] Flight: Quick and forceful. Initiative: +14 Resist non-spell damage 16+: Non-spell attacks Slam +13 vs. AC—20 damage against the air elemental deal half damage unless the natural attack roll is 16+. C: Swirling winds +13 vs. PD (1d3 random conscious nearby enemies)—22 damage Whirlwind transformation: Roll a d4 at the start of Natural even hit: Target pops free of all each of the air elemental’s turns. If you roll enemies it is engaged with. less than or equal to the escalation die, you can spend a recovery as a free action to have it shift into whirlwind form until the end of the Flight: Quick and direct. battle. While in this form, it gains the

following improved attack (and you stop Resist non-spell damage 16+: Non-spell attacks rolling whirlwind transformation checks): against the air elemental deal half damage Elemental whirlwind +15 vs. PD (each unless the natural attack roll is 16+. engaged enemy and one nearby enemy)—

40 damage

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Miss: Half damage. Initiative: +7

AC 24 Rocky fists +9 vs. AC (2 attacks)—11 damage PD 23 Base HP 70 Miss: 4 damage.

MD 19 Repair damage 10 and below: When the earth

elemental is targeted by an attack that has a Summon Earth Elemental (3+) natural attack roll of 10 or less, the elemental Ranged Spell heals 1d12 damage before taking any damage Daily from the attack. Effect: You summon a small earth elemental (3rd level), as per the summoning rules on page Boulder up: Roll a d8 at the start of each of the XX. The elemental fights for you until the end earth elemental’s turns. If you roll less than or of the battle or until it drops to 0 hp, equal to the escalation die, you spend a whichever comes first. recovery as a free action to have it shift into The stats for each size of elemental you can boulder guardian form until the end of the summon are shown below. battle. While in this form, it gains a +2 bonus 5th level spell You can now summon a to AC and the relentless pursuit ability (and normal earth elemental (5th level). you stop rolling boulder up checks). 7th level spell You can now summon a big earth elemental (7th level). Relentless pursuit: The elemental must be in 9th level spell You can now summon an boulder guardian form to use this ability. epic earth elemental (9th level). Staggered enemies can’t disengage from the earth elemental. (They can pop free, but they Summoned Earth Elemental can’t roll disengage checks.) (Small) 3rd level troop [ELEMENTAL] AC 21 Initiative: +5 PD 20 Base HP 33 MD 15 Rocky fists +7 vs. AC (2 attacks)—7 damage

Miss: 2 damage. Summoned Earth Elemental (Big)

7th level blocker [ELEMENTAL] Repair damage 10 and below: When the earth Initiative: +9 elemental is targeted by an attack that has a

natural attack roll of 10 or less, the elemental Attack name +11 vs. AC (2 attacks)—16 damage heals 1d6 damage before taking any damage Miss: 7 damage. from the attack.

Repair damage 10 and below: When the earth AC 19 elemental is targeted by an attack that has a PD 18 base HP 20 natural attack roll of 10 or less, the elemental MD 13 heals 3d6 damage before taking any damage from the attack. Summoned Earth Elemental (Normal) Boulder up: Roll a d6 at the start of each of the 5th level blocker [ELEMENTAL] earth elemental’s turns. If you roll less than or

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equal to the escalation die, you spend a AC 25 recovery as a free action to have it shift into PD 24 Base HP 85 boulder guardian form until the end of the battle. While in this form, it gains a +2 bonus MD 19 to AC and the relentless pursuit ability (and you stop rolling boulder up checks). Summon Fire Elemental (3rd level+) Ranged Spell Relentless pursuit: The elemental must be in Daily boulder guardian form to use this ability. Effect: Summon a small fire elemental (3rd level), Staggered enemies can’t disengage from the as detailed in the summoning rules on page XX. earth elemental. (They can pop free, but they The elemental fights for you until the end of the can’t roll disengage checks.) battle or until it drops to 0 hp, whichever comes first. AC 23 The stats for each size of elemental you can PD 22 base HP 47 summon are shown below. th MD 17 5 level spell You can now summon a normal fire elemental (5th level).

7th level spell You can now summon a big Summoned Earth Elemental (Epic) fire elemental (7th level). 9th level blocker [ELEMENTAL] 9th level spell You can now summon an Initiative: +12 epic fire elemental (9th level).

Rocky fists +13 vs. AC (2 attacks)—28 damage Summoned Small Fire Elemental Miss: 14 damage. (Small) 3rd level troop [ELEMENTAL] Repair damage 10 and below: When the earth Initiative: +8 elemental is targeted by an attack that has a natural attack roll of 10 or less, the elemental Whipping flames +8 vs. PD—8 fire damage, heals 5d6 damage before taking any damage and 4 ongoing fire damage to a random from the attack. nearby enemy (possibly even an unconscious enemy . . .) Boulder up: Roll a d4 at the start of each of the Miss: — earth elemental’s turns. If you roll less than or equal to the escalation die, you spend a recovery Melee burn: Deal 1d8 fire damage to a melee as a free action to have it shift into boulder attacker that rolls a natural odd roll when guardian form until the end of the battle. While attacking a fire elemental. in this form, it gains a +2 bonus to AC and the relentless pursuit ability (and you stop rolling Resist fire 18+: Fire attacks against the fire boulder up checks). elemental deal half damage unless the natural

attack roll is 18+. Relentless pursuit: The elemental must be in

boulder guardian form to use this ability. Staggered enemies can’t disengage from the earth elemental. (They can pop free, but they AC 19 can’t roll disengage checks.) PD 18 base HP 19 MD 15

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nearby enemy (possibly even an unconscious Summoned Fire Elemental enemy . . .) (Normal) Miss: — 5th level wrecker [ELEMENTAL] Initiative: +10 Melee burn: Deal 2d12 fire damage to a melee attacker that rolls a natural odd roll when Whipping flames +10 vs. PD—14 fire damage, attacking a fire elemental. and 7 ongoing fire damage to a random nearby enemy (possibly even an unconscious Resist fire 18+: Fire attacks against the fire enemy . . .) elemental deal half damage unless the natural Miss: — attack roll is 18+.

Melee burn: Deal 1d12 fire damage to a melee Wildfire transformation: Roll a d6 at the start of attacker that rolls a natural odd roll when each of the fire elemental’s turns. If you roll attacking a fire elemental. less than or equal to the escalation die, you can spend a recovery as a free action to have it Resist fire 18+: Fire attacks against the fire shift into wildfire form until the end of the elemental deal half damage unless the natural battle. While in this form, it gains the attack roll is 18+. following improved attack (and you stop rolling wildfire transformation checks): Wildfire transformation: Roll a d8 at the start of C: Elemental wildfire +12 vs. PD (one nearby each of the fire elemental’s turns. If you roll enemy OR each nearby enemy already less than or equal to the escalation die, you taking ongoing fire damage)—30 fire damage can spend a recovery as a free action to have it and 11 ongoing fire damage shift into wildfire form until the end of the Miss: 11 ongoing fire damage. battle. While in this form, it gains the following improved attack (and you stop AC 23 rolling wildfire transformation checks): PD 22 base HP 46 C: Elemental wildfire +10 vs. PD (one nearby MD 19 enemy OR each nearby enemy already taking ongoing fire damage)—20 fire damage and 7 ongoing fire damage Summoned Fire Elemental (Epic) Miss: 7 ongoing fire damage. 9th level wrecker [ELEMENTAL] Initiative: +15 AC 21 PD 20 base HP 32 Whipping flames +14 vs. PD—40 fire damage, and 20 ongoing fire damage to a random MD 17 nearby enemy (possibly even an unconscious enemy . . .) Summoned Fire Elemental (Big) Miss: — 7th level wrecker [ELEMENTAL] Initiative: +13 Melee burn: Deal 3d12 fire damage to a melee attacker that rolls a natural odd roll when Whipping flames +12 vs. PD—22 fire damage, attacking a fire elemental. and 11 ongoing fire damage to a random

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Resist fire 18+: Fire attacks against the fire Surge +7 vs. AC (one or two enemies it is elemental deal half damage unless the natural engaged with)—8 damage attack roll is 18+. Miss: The elemental heals 3 damage

Wildfire transformation: Roll a d4 at the start of Resist weapon damage 12+: Weapon attacks each of the fire elemental’s turns. If you roll against the water elemental deal half damage less than or equal to the escalation die, you unless the natural attack roll is 12+. can spend a recovery as a free action to have it shift into wildfire form until the end of the Liquid empowerment: The water elemental gains battle. While in this form, it gains the +2 to its attacks and defenses if it in contact following improved attack (and you stop with a body of water, or there is a sizeable rolling wildfire transformation checks): body of water nearby. A spill or a bathtub C: Elemental wildfire +14 vs. PD (one nearby doesn’t count, we’re talking at least a pond, enemy OR each nearby enemy already creek, or just maybe a fountain. If the water taking ongoing fire damage)—55 fire elemental moves far away from the body of damage and 20 ongoing fire damage water the empowerment ends. Miss: 20 ongoing fire damage. AC 18 AC 24 PD 16 base HP 20 PD 24 base HP 83 MD 12 MD 21 Summoned Water Elemental (Normal) Summon Water Elemental (3rd level+) 5th level blocker [ELEMENTAL] Ranged Spell Initiative: +9 Daily

Effect: You summon a small water elemental (3rd Surge +9 vs. AC (one or two enemies it is level), as per the summoning rules on page engaged with)—14 damage XX. The elemental fights for you until the end of the battle or until it drops to 0 hp, Miss: The elemental heals 6 damage whichever comes first. The stats for each size of elemental you can Resist weapon damage 12+: Weapon attacks summon are shown below. against the water elemental deal half damage 5th level spell You can now summon a unless the natural attack roll is 12+. normal water elemental (5th level). 7th level spell You can now summon a big Liquid empowerment: The water elemental gains water elemental (7th level). +2 to its attacks and defenses if it in contact 9th level spell You can now summon an with a body of water. A spill or a bathtub epic water elemental (9th level). doesn’t count, we’re talking at least a pond, creek, or just maybe a fountain.

Summoned Water Elemental (Small) Great wave transformation: Roll a d8 at the start of each of the water elemental’s turns. If you roll 3rd level blocker [ELEMENTAL] less than or equal to the escalation die and you Initiative: +7 spend a recovery as a free action, it shifts into

great wave form until the end of the battle. All

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enemies engaged with an elemental in great wave form are hampered. (You stop rolling Summoned Water Elemental for the great wave transformation whether or (Epic) not the elemental transforms). 9th level blocker [ELEMENTAL] Initiative: +14 AC 20 PD 18 base HP 33 Surge +13 vs. AC (one or two enemies it is MD 14 engaged with)—22 damage Miss: The elemental heals 9 damage

Summoned Water Elemental (Big) Resist weapon damage 12+: Weapon attacks 7th level blocker [ELEMENTAL] against the water elemental deal half damage Initiative: +11 unless the natural attack roll is 12+.

Surge +11 vs. AC (one or two enemies it is Liquid empowerment: The water elemental gains engaged with)—22 damage +2 to its attacks and defenses if it in contact Miss: The elemental heals 9 damage with a body of water. A spill or a bathtub doesn’t count, we’re talking at least a pond, Resist weapon damage 12+: Weapon attacks creek, or just maybe a fountain. If the water against the water elemental deal half damage elemental moves far away from the body of unless the natural attack roll is 12+. water the empowerment ends.

Liquid empowerment: The water elemental gains Great wave transformation: Roll a d4 at the start of +2 to its attacks and defenses if it in contact each of the water elemental’s turns. If you roll with a body of water. A spill or a bathtub less than or equal to the escalation die, you doesn’t count, we’re talking at least a pond, can spend a recovery as a free action to have it creek, or just maybe a fountain. If the water shift into great wave form until the end of the elemental moves far away from the body of battle. While in this form, each enemy water the empowerment ends. If the water engaged with the elemental is hampered (and elemental moves far away from the body of you stop rolling great wave transformation water the empowerment ends. checks).

Great wave transformation: Roll a d6 at the start of AC 24 each of the water elemental’s turns. If you roll less than or equal to the escalation die, you PD 22 base HP 85 can spend a recovery as a free action to have it MD 18 shift into great wave form until the end of the battle. While in this form, each enemy engaged with the elemental is hampered (and th you stop rolling great wave transformation 5 Level Spells checks). Flame seeds (Fire) AC 22 Ranged spell PD 20 base HP 50 Daily MD 16 Target: 1d3 nearby enemies Attack: Wisdom + Level vs. PD

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Hit: 1d12 + Wisdom fire damage. Effect: Create a more or less impenetrable wall Miss: -- of stone that’s pretty big. You can’t drop it on Special: After you cast the spell and until the top of enemies or bend it, it follows natural end of the battle, when the escalation die is flowing shapes like a river of stone that’s at even at the start of your turn, repeat this most 40’high and 120’ long and 10’ thick. If attack as a free action. you’re straining to come up with nasty ways to use the wall, you’re breaking the spirit of the 3rd level spell 2d12 damage. spell, since it’s just supposed to be a stone wall that blocks most other people’s movement. 5th level spell 3d12 damage. But not you. You, the spellcasting druid, can 7th level spell 5d12 damage. move through the wall at will, but you can’t end 9th level spell 8d12 damage. your turn inside the stone.

Fog Bank (Water) Ranged spell SHIFTER Daily You glory in shifting into the forms of animals Targets: Each creature in the battle, including that nature blessed with keen eyes, swift wings, you and terrible fangs. Sometimes you take the form Effect: Until the start of your next turn, when a of swift scouts, other times you shift into the target attempts to attack, ready an action, or form of great beasts to destroy enemies in delay, it must roll a hard save (16+). If the save combat. At high levels, you can choose to master fails, the target expends the action to no effect. lycanthropic forms that mix the power of the 9th level spell You can now choose which great beasts with the spellcasting flexibility of creatures in the battles the spell targets. your humanoid form.

7th Level Spells Shifter Talent Progression: Daily Uses Druid Scout Combat Either Lightning Strikes (Air) Level Form Form Form Ranged spell Level 1 1 — — Daily Target: One nearby or far away creature Level 2 — — 1 Attack: Wisdom + Level vs. PD Level 3 1 — 1 Hit: 10d8 + Wisdom lightning damage Level 4 1 — 1 Miss: 15 lightning damage. Level 5 1 1 1 Effect: At the start of each of your turns when Level 6 1 1 1 the escalation die is odd, randomly determine Level 7 1 1 1 a nearby enemy. Repeat the attack against that Level 8 2 1 1 enemy as a free action, even if you don’t have line of sight to them. Level 9 2 1 1 9th level spell 10d12 damage, 25 miss Level 10 2 1 1 damage. Two Types of Form th 9 Level Spells As a first level druid, you can shift into scout Wall of Stone (Earth) form once a day. At second level, you can use Ranged Spell your once-per-day to shift into either scout form or combat form. At third level you get a single Daily

© 2014 Fire Opal Media. All rights reserved. 35 definite scout form and one shift that can be into For now, we aren’t setting up side-scenes of either scout or combat, and so on up through the Bobcats & Burrows. Instead of playing out the key levels. moments of your time spent shifted into scout Scout form form, our normal path is to abstract them with a background check that may let you do a bit of @@rh: feels overwritten, not sure what to cut yet. improvisational storytelling. Scout forms are normal animals such as bobcats, Using scout form: Shifting into scout form coyotes, owls, lizards, dire rats, giant spiders, requires a standard action. Shifting back into and so on. Most scout forms are quite a bit humanoid form is also usually a standard smaller than your humanoid body, mostly action, unless you get attacked and damaged, because the magic of transforming into scout which shifts you back as a free. See the combat form hinges on stealth, not on combat power. form rules below for the usual shifting rules; Rationality and the beast: Shapeshifting scout form shouldn’t be getting used in combat. into small animals isn’t a perfect maneuver. A single use of a scout form usually lets you Your human or elven brain doesn’t work the stay in scout form somewhere between five same when you’ve shifted into beast form. You minutes and half an hour. We’re being don’t talk. You can’t cast spells. Your magical deliberately vague because the point isn’t to items and possessions change shape with you, keep perfect track of animal time. Your animal but in you don’t get to use them in scout form. brain isn’t a time-keeper. You maintain your identity, you know who your friends are, but you’re just as much an If you like, you can decide that you’re going animal as a person when you’ve shifted. When to use scout form while the party is resting, your druid transforms into a bobcat and runs off traveling, or just hanging out. Normally, through the treeline, you’ve left the world of however, you can wait until the start of an two-legs behind, you’re getting a quick solo- apparently important encounter or battle, and as scene that’s all about showing off a shifting the GM says roll initiative, or introduces the talent you possess and most of the rest of the beginning of the encounter, tell the GM, “Hey, I table can’t follow with. think I scouted this out. I went into scout form some time recently and I got something on this.” Scout form dynamics: In 13th Age, we take this just a bit further: your scout forms aren’t At this point, before everyone rolls just normal bobcats, badgers, and bunnies. initiative, you roll a skill check representing You’re a magical animal, in touch with the flow your success in that scout form outing. of life and mana through the world. So long as Depending on the terrain, the weather, and your focus is survival, staying clear of trouble, the particular enemies, the GM will ask you to you don’t have any problem slipping through use an ability score that makes sense for the the world without being troubled by all but the situation just like any other check, though most serious defenses, or urban or magical Wisdom, Dexterity, and Strength are often environments your scout form isn’t naturally common choices. equipped to handle. You’ll normally roll against the standard Fighting in scout form? Let’s not go there. difficulty of the current environment. If you The scout form isn’t really made to fight, not were in scout form in an adventurer-tier area, against the type of enemies that your heroes the normal check starts at DC 15, a hard check is engage. Against mundane animals? Sure. But DC 20, and a ridiculously hard check is DC 25. when you’re attacked and damage you shift Champion tier increases the DC by 5, and epic th back to humanoid form. tier by 5 more (13 Age core rules, page 185). Simultaneously, roleplaying your solo When you roll the skill check, tell the group adventures as a magical animal isn’t an activity which animal you had shifted into. The skill that should take time away from the full group. check’s result helps with other narration. Note

© 2014 Fire Opal Media. All rights reserved. 36 that a successful check that qualifies for a higher Adventurer Feat: Normal success with the DC gains you the information for that result, scout form check also gives your allies +2 plus any lower results. A normal success or initiative this battle. better probably negates an ambush or surprise Champion Feat: Re-rolls from scout form by the enemy exploits have a +2 bonus. Failure: Things didn’t go so great. Or you Epic Feat: You should normally get two of the got distracted by your animal soul. Nothing suggested bonuses from the ridiculously came of your scouting. hard success, not just one. Normal success: Something you learned while scouting, or anticipated, or scented, Beast Form prepared you for the battle. You get a +4 bonus You gain the ability to choose a beast form that to initiative this battle. you can fight with. Hard success: As a free action at some point during the battle, you can grant one of your Daily allies a reroll of an attack roll or save. They must take the new result. You must explain how Standard action something that happened while you were Special: Roll a normal save when you shift into scouting contributed to this benefit. beast form. If the save succeeds, shifting Ridiculously hard success: The GM chooses only requires a quick action instead of a between giving you a reroll at some point during standard action. the battle, or giving you an extra standard action Effect: You leave your humanoid form behind the first round of combat to evoke a type of and assume the form of a deadly predator surprise you gained from scouting. Alternately, such as a wolf, panther, tiger, bear, wolverine, the GM can give you a floating story-guide icon lion, or (if you have some weird natural relationship result of 6 with a random icon. If connections) maybe even a giant praying the GM knows what’s good for the story, maybe mantis or something. the icon isn’t random. If you don’t normally have a relationship with that icon, you get to say Beast choices: The choice of what type of whether the relationship should be considered animal you become is up to you. You don’t positive or negative when you are awarded the always have to change into the same thing, your advantage. Yes, this can make for some weird choices can suit the story. Stick to four-legged storytelling. For people who are stumped, natural predators, not creatures with there’s always the possibility that your animal supernatural abilities or fliers. self accomplished more than you might have No spells, no speech: While shifted into imagined on some magical level that the GM combat beast form (called beast form for short), will help you figure out. Or hand-wave the you cannot speak, cast spells, or do normal benefit as a mystery! humanoid things. Your magic items stick with Design note: The point of these mechanics is you and you get the benefit of their default to evoke the feel of using animal shifting to get bonuses. Without spending a feat, you don’t get cool things done without holding the rest of the to use any magic item powers. party hostage to side-adventures in the world of Shifting back and forth: Using combat beast scents and scampering. From a strict power form allows you to shift back and forth between perspective, the combat form has a bigger bite, humanoid form and beast form for one battle. and the class is balanced that way. If you enjoy Shifting back to humanoid form on your turn is the results of scout form exploits, maybe you’ll a quick action. Shifting to beast form is either a lean that way instead. standard action or a quick action if you succeed

© 2014 Fire Opal Media. All rights reserved. 37 with a save. Note that spells cast on you (such as from the escalation die when it’s higher than your regeneration spells) work normally. the attack bonus you gained for shifting into Defense Bonuses: If your Mental Defense is beast form. normally higher than your Physical Defense, flip the values, then add 2 to your Physical Defense. Shake It Off If your Physical Defense is already higher than Special: You gain access to this power by taking your Mental Defense, just add 2 to your Physical the champion feat for beast attack. Defense. Once per battle Attack Bonuses: When you shift into combat Free action beast form the first time in a battle, roll 1d3. Add Trigger: You are damaged while fighting in this bonus to all your attacks while in beast beast form form! That’s the great news. On the other paw, Effect: You only take 2d6 damage from the while fighting in beast form, you do not add the escalation die to your attacks. In other words, attack and ignore the rest. You still suffer any combats that last awhile are going to reach a other effects of the attack. point when there will be a definite benefit to In addition, you shift back to your shifting back to humanoid form and fighting it humanoid form until the end of the battle (as out with spells or weapons. you not only shake off the attack but also the beast form).

Beast Attack Melee attack TERRAIN CASTER At-Will This is the talent for druids who want to play up Targets: Two attacks against the same or their attunement with the land, to draw on the different enemies power of nature as it is expressed in different Attack: Strength or Dexterity + Level vs. AC wild areas of the world. Natural Even Hit: 1d10 damage per level + The Eight Lands: There are eight different Strength or Dexterity damage types of terrain that are relevant to druidic Natural Odd Hit: 1d6 damage per level + magic. As you’ll see, several of the terrains Strength or Dexterity damage. encompass multiple associated styles of location Miss: — that are ‘close enough’ in druidic terms. The details on the quick list of terrain types appear Adventurer Feat: OK, OK, you want to be able below in the sections that detail the spells that to at least talk in a growly voice when you can be cast in specific terrain. are in beast form. And now you can. Still no Here’s the short list if you don’t want to spell-casting though. But we’re feeling wait for the detailed version . . . . benevolent: now your misses with Beast Cave, dungeon, underworld; Forest, woods; Attack deal damage equal to your level. Ice, snowfields, tundra; Koru Behemoth; Champion Feat: You gain the shake it off power Mountains; Plains, overworld; Ruins; Swamp, below. lake, river. Epic Feat: When you wish, your beast form is Terrain Caster Mechanics: At-will or once- now a lycanthropic form—furred, per-battle spells provided by your terrain caster humanoid, deadly. In lycanthropic form, adventurer feats are like other at-will spells or you fight like in beast form, you can cast once-per-battle spells, you can cast them in any spells normally, and you can use magic item terrain you like. powers normally. In addition, one battle per As you’ll see from the Terrain Caster day while in beast form, you can benefit progression chart, at any given level you can

© 2014 Fire Opal Media. All rights reserved. 38 also cast a certain number of daily spells. You You can invest part of your power in a specific don’t have to choose them or memorize them terrain by going all the way up the feat chain for like a wizard or a cleric—instead, you can cast a particular type of terrain, but that’s a any daily spell that is your level or lower that conscious choice, and it’s easily avoided if you matches terrain you are in. The good news is want to use your feats elsewhere. that you can always cast these spells at your <> highest power level, there’s no need to worry about casting a spell at 1st level when you are 3rd Where Are We? Druids are going to want to level, for instance. The not-as-good news is that know what type of terrain they are in. When you can only cast a specific daily spell once a players care a great deal and are starting to ask day. Consequently, low-level druids often prefer like kids on a car trip saying “Are we there yet?” to travel or operate in areas that include many Rob uses terrain cards placed in front of him, different types of terrain. picking them up or setting them down as the Non-Exclusive Lands: Terrain types are not party moves into new areas. But it’s just as exclusive. A druid adventuring in a ruin on a interesting to have players suggest that just forested mountain can draw on the magic of maybe a type of terrain I hadn’t considered is ruins, forests, and mountains. The types are not relevant to the situation . . . . meant to be exclusive. On the other hand, A touch of the land: Each of the terrain types descending into the underworld is likely to cut is associated with a feat chain that goes all the you off from the magic of mountains and plains, way to epic tier. A druid that has any feat unless, perhaps, the Underworld turned out to associated with a terrain carries a touch of that be directly connected to a dwarven mountain. terrain with them wherever they go. We tend to There are forests in the underworld that might interpret that visually and viscerally—a druid qualify as druidic forests, and there are certainly with Swamp terrain caster feats has a bit of the swamps and lakes and ruins and rivers in the swamp about her. A druid with Ice terrain feats underworld… but there are fewer instances of carries a touch of winter. Obviously feats from each of that type of terrain below the surface. multiple terrains create memorable individual Corner Cases: As with many other 13th Age signatures! mechanics in 13th Age, we aren’t aiming to be pedantic about terrain. For instance, should Terrain Caster Progression foothills count as plains or mountains? Maybe Druid Level Terrain Level the both, certainly not neither, it’s up to the GM and Caster Daily Spells are the druid to work out. When in doubt, go with Spells Cast At the power of the High Druid in your campaign. st If her power is high, the druids get the benefit of Level 1 1 1 level the doubt. Level 2 2 1st level Level 3 2 3rd level <> Level 4 3 3rd level Many Homes: Some fiction portrays druids as Level 5 3 5th level tied to a single type of terrain. That can make a Level 6 3 5th level compelling story, but as generally useful game 3 7th level experience it’s pretty bad to tie a player Level 7 character to a single type of geography. We’re Level 8 4 7th level going with druids who are flexible enough to Level 9 4 9th level harmonize with their surroundings rather than Level 10 4 9th level druids who master only specific areas.

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The Missing Lands: The power of the druids Hit: 1d8 psychic damage. isn’t equally distributed across the land. Not yet, Natural even hit: Target cannot attack the anyway. druid until the end of target’s next turn. Perhaps someday the wastes will have their Miss: Damage equal to your level. own magic. For now they offer no special magic 3rd level spell 3d8 damage. for the druids, whose best hope in the wastes is 5th level spell 5d8 damage. to be lucky enough to access the magic of ice 7th level spell 7d8 damage. (easy in Moonwreck, unlikely in the Red 9th level spell 9d8 damage. Wastes), the Koru (providentially cutting across the Red Wastes), or ruins (scattered hither and st yon). Spider Climb (1 level) The oceans also give druids little. The Ranged Spell Midland Sea is neutered and the Iron Sea is too Daily in Cave angry. Islands in the seas have terrain magic to Target: Yourself draw on, but the sea itself is presently a lost Effect: Until the end of the battle, you can climb cause. up sheer faces and stick to ceiling as if you were Perhaps your druid’s One Unique Thing a spider. You can fight and cast spells normally promises to open up the wastes or the oceans? while climbing around all spider-style. That’s power that could change the world, a 3rd level spell The effect lasts up to an goal for a campaign rather than a starting point. hour. <> 5th level spell While the spell is in effect you can fall 100’without taking damage. Cave, Dungeon, Underworld 7th level spell You can also target a nearby This is the most common terrain type for deep ally. th or wild underground adventuring. It would 9 level spell Now targets you and 1d4 +1 hardly ever apply to a basement in the city, but nearby allies. a basement that feeds into an underground cave complex would count. Fungal Ambuscade (3rd level)

Ranged Spell Adventurer Feat: You gain the ways of the dark Daily in Cave spell detailed below, castable in any terrain Target: One nearby creature at-will. Attack: Wisdom + Level vs. PD Champion Feat: Once per battle, you can reroll Hit: Target takes 15 ongoing poison damage a missed attack against an aberration. (two normal saves end). Epic Feat: You can cast one bonus daily Miss: Target takes 5 ongoing poison damage cave/dungeon/underworld spell that does (two normal saves end). not count against your daily spells, though th you still can’t cast a specific daily 5 level spell 25 ongoing damage on a hit, 10 ongoing damage on a miss. cave/dungeon/underworld spell more than th once per day. 7 level spell 50 ongoing damage on a hit, 20 ongoing damage on a miss.

9th level spell 90 ongoing damage on a hit, Ways of the Dark (Cave Feat Spell) 40 ongoing damage on a miss. At-Will Ranged spell <> Target: One nearby enemy Two Saves is at Least Two Turns: Targets Attack: Wisdom + Level vs. MD of fungal ambuscade only get one save

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against it at the end of each turn, so the Epic Feat: You can cast one bonus daily spell is at least a two-turn problem. forest+ spell that does not count against <> your daily spells, though you still can’t cast a specific daily forest+ spell more than once per day. Spikestones (5th level) Ranged Spell Rain of Acorns (Forest Feat Spell) Daily in Cave At-Will Effect: Until the end of the battle, the area the Ranged spell battle is occurring in is dangerous to move in. Target: 1d3 nearby enemies in a group Any enemy moving through the area on the Attack: Wisdom + Level vs. PD ground (without using teleport) must attempt a Hit: 1d4 damage + Wisdom damage. normal save once each turn they move (11+). If Miss: Damage equal to your level. they fail, deal 7d6 damage to them. 3rd level spell 1d8 damage. You can move normally in the area. Your 5th level spell 2d6 damage. allies must succeed with an easy save when they 7th level spell 4d6 damage. move or take half damage. 9th level spell 6d6 damage. Since the spell is normally only castable Champion Feat: The Woods/Forest champion- underground, it affects creatures with flight tier feat improves rain of acorns like so: once because it’s assumed that nasty stalactites jut out per battle when you hit a Beast with the from the ceiling as well as the walls and floors. If spell, you can make the Beast confused until you’re in a giant cavern when you cast it, fliers the end of your next turn as a free action. could probably zip around in the middle air without too much trouble. Barkskin (1st level) 7th level spell 7d10 damage. Daily 9th level spell 9d10 damage. Ranged spell Target: One nearby ally in no armor or light Forest, Woods armor. Woods don’t have to be huge like the woods Effect: Until the end of the battle, target gains +2 named on our map to count as druidic forest. AC except against attacks that deal fire damage. There are many small groves and copses and 5th level spell Target also gains +2 PD wooded ridge lines that count as forest. But except against attacks that deal fire bushes and hedges are usually not enough, and damage. a carefully groomed park like most of the green 9th level spell Choose two targets. space in Horizon is also not going to work.

Concord’s buildings and homes are often interwoven with trees and living forest, so even Entangle (3rd level) though Concord is not exactly wild, most all of Daily the city functions as druidic forest. Ranged spell Adventurer Feat: You gain the rain of acorns Target: One nearby creature with 96 hp or spell detailed below, castable in any terrain fewer. at-will. Attack: Wisdom + Level vs. PD Champion Feat: Your rain of acorns spell is Hit: 6d6 + Wisdom damage and target is stuck upgraded a bit, as reflected in the champion (hard save ends). feat entry under the spell below. Miss: Half damage and target is stuck (easy save ends).

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5th level spell Target with 160 hp or fewer, 6d10 damage. Frost Touch (Ice Feat Spell) th 7 level spell 1d3 targets, each with 266 Once per battle hp or fewer, 7d10 damage. Close spell 9th level spell 1d3 targets, each with 320 Target: One nearby enemy hp or fewer, 10d12 damage. Attack: Wisdom + Level vs. PD

Hit: 2d6 damage + Wisdom cold damage, or 3d6 th Plantwalk (5 level) + Wisdom damage to an enemy you are Ranged Spell engaged with. Daily Natural even miss: Half damage. Target: You Natural odd miss: Damage equal to your level. Effect: Until the end of this turn, you can 3rd level spell 4d6 damage, or 6d6 to an teleport once by moving into a tree or other enemy you are engaged with. large plant and emerging from another plant of 5th level spell 5d10 damage, or 6d10 to an the same species within line of sight or beyond enemy you are engaged with. line of sight. If you choose beyond line of sight, 7th level spell 8d10 damage, or 10d10 to the GM chooses how far you go, up to around a an enemy you are engaged with. mile. 9th level spell 2d6 x 10 damage, or 2d8 x 9th level spell You can now use the spell 10 to an enemy you are engaged with. to teleport halfway across the Empire so long as you are teleporting into a grove or rd forest and a tree or plant well-known to Icicle (3 level) you. Ranged Spell Daily Target: One nearby or far away creature. Ice, Tundra, Deep Snow Attack: Wisdom + Level vs. PD The tame Midland Sea keeps most of the Empire Hit: 5d10 + Wisdom cold damage. and the Seven Cities temperate. Glitterhaegen Natural even hit: Target is hampered (save and Drakkenhall experience more snowfall than ends). the more southern cities. Concord would Natural odd hit: Target is stuck (save ends). probably also get snow, but its proximity to the Miss: Half damage, and target is stuck until the Queen’s Wood means that winter only seriously end of its next turn. affects the city in the weeks or months the Elf 5th level spell 7d10 damage Queen decides she wants to hold her Winter th Court. 7 level spell 10d12 damage. th By contrast, the rest of the great forests 9 level spell 2d10 x 10 damage. know their natural place and have the decency to freeze over in winter. Cone of Cold (5th level) Adventurer Feat: You gain the frost touch spell Ranged Spell detailed below, castable in any terrain once Daily per battle. Target: 1d4 nearby enemies in a group. Champion Feat: You gain resist cold 16+. Attack: Wisdom + Level vs. PD Epic Feat: You can cast one bonus daily ice+ Hit: 10d6 + Wisdom cold damage. spell that does not count against your daily Natural even hit: Target is stuck (save ends). spells, though you still can’t cast a specific Miss: Half damage. daily ice+ spell more than once per day.. 7th level spell 10d10 damage.

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9th level spell 2d8 x 10 damage. Whoomph (Koru Feat Spell) Close-quarters spell Ice Shield (7th level) At-Will Ranged Spell Target: One nearby enemy. Daily Attack: Wisdom + Level vs. PD Targets: Yourself. Hit: 1d8 + Wisdom damage; or 2d8 + Wisdom Effect: Until the end of the battle, deal 6d10 cold damage vs. a mook. damage to engaged enemies that attack you Miss: Damage equal to your level against non- whose attack roll is between a natural 1 and a mooks; no effect against mooks. natural 15. Deal the damage to the enemy at the 3rd level spell 3d6 damage; or 6d6 vs. a same time as the effects of their attack against mook. you. 5th level spell 5d6 damage; or 6d10 vs. a 9th level spell 10d10 damage. mook. 7th level spell 5d8 damage; or 10d8 vs. a mook. 9th level spell 8d10 damage; or 3d6 x 10 Koru Behemoth vs. a mook. Each behemoth has unique characteristics but the core of their magical power is does not vary. The Koru Shrugs (3rd level) You can cast Koru Behemoth spells anywhere on the Koru migration route. If you are close Ranged Spell enough to smell a behemoth or on behemoth- Daily on Koru back the GM could consider making the spells Target: You or an ally. slightly more effective. Effect: Once per turn until the end of the battle, Unless there’s something extremely the target can use a quick action to heal 4d6 hit interesting going on in your campaign, the points. This action can only be used when the Seven Cities are way too far from the migration target is not staggered, since no true Koru route to allow Koru magic. A few druids might would allow itself to become staggered. be powerful enough to cast a Koru spell in 5th level spell Heal 6d6 hit points. Drakkenhall while a Behemoth is passing the 7th level spell Heal 7d10 hit points. city after coming over the Straits. 9th level spell Heal 10d10 hit points. Adventurer Feat: You gain the whoomph spell detailed below, castable in any terrain at- Stomp! (5th level) will. Ranged spell Champion Feat: If you wish, you can change Daily on Koru one of your icon relationship points to Koru Target: One nearby large, huge, or even bigger Behemoth. Presumably positive or enemy. It’s useless against normal-sized conflicted, but it’s your character. Now it’s enemies. you and your GM’s problem to figure out Attack: Wisdom + Level vs. PD what this means. Hit: 7d12 + Wisdom damage. Epic Feat: You can cast one bonus daily Koru spell that does not count against your daily Miss: You do not expend the spell, but must use spells, though you still can’t cast a specific it again on your next standard action. If you daily Koru spell more than once per day.. don’t, you take damage from the spell as if you had been hit and expend the spell.

7th level spell 3d4 x 10 damage. 9th level spell 3d8 x 10 damage.

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Champion Feat: Once per day, heal using a Koru Teleport (7th level) second recovery when some other effect has enabled you to heal using a single recovery. Ranged spell This bonus recovery doesn’t benefit from Daily on Koru any bonuses the first recovery might be Effect: You and up to 4 allies next to you can gaining. teleport to the back of any Koru behemoth in Epic Feat: You can cast one bonus daily the world. mountains spell that does not count against When you teleport, roll a d20. If you roll a 1, your daily spells, though you still can’t cast something unusual intervened and you arrive a specific daily mountains spell more than on a different Koru than you had intended, once per day. GM’s choice. Otherwise, you and your allies

arrive somewhere on the desired Koru’s back. Unlike a wizard’s 9th level teleport spell, yours Spark (Mountains Feat Spell) doesn’t allow you to choose your precise Close-quarters spell destination. At-Will Any effects of spells or items cast before Target: One nearby or far away enemy. teleporting are dispelled and no longer Attack: Wisdom + Level vs. PD function on arrival, so it’s best to wait and use Hit: 1d8 + Wisdom lightning damage; or 2d8 + such spells after you arrive. Wisdom lightning damage vs. a creature that 9th level spell You can now aim the is flying. teleport at any spot along the migration Miss: Damage equal to your level. route. Stabbing your finger on the world 3rd level spell 3d6 damage; or 6d6 vs. a map suffices, your aim isn’t perfect and flying creature. you generally don’t get to aim off the map 5th level spell 5d6 damage; or 6d10 vs. a to the north or west. flying creature . 7th level spell 5d8 damage; or 10d8 vs. a Mountains flying creature. th The obvious mountain ranges are 9 level spell 8d10 damage; or 3d6 x 10 complemented by hills and numerous peaks too vs. a flying creature. scattered or small to show up on our big map. As a city built in the crater of an extinct Rumble (1st level) volcano, Axis provides access to mountain Close Spell magic. Depending on your interpretation of the Daily hills to the north of New Port, some sections of Effect: Until the end of the battle, deal thunder New Port might also count. damage equal to your Wisdom modifier to each Given how many mountains happen to be enemy you end your turn engaged with. covered by forests, dotted with ruins, or 3rd level spell 1d6 + Wisdom modifier sheathed in ice, it’s fair to say that mountains damage. are splendid terrain for druids. When the 5th level spell 2d6 + Wisdom modifier pressure in the center of the Empire is too much, damage. druids move to the mountains to the north and th west. 7 level spell 3d6 + Wisdom modifier damage. Adventurer Feat: You gain the spark spell th detailed below, castable in any terrain at- 9 level spell 4d6 + Wisdom modifier will. damage.

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Stoneskin (3rd level) a specific daily plains+ spell more than once Ranged Spell per day. Daily Target: You or one nearby ally. Sunbeams (Plains Adventurer Feat) Effect: Target gains resist damage 16+ against Ranged spell attacks vs. AC until the end of the battle or until At-Will two attacks vs. AC hit the target with natural Target: One or two nearby or faraway enemies. 16+ rolls. Attack: Wisdom + Level vs. PD th 5 level spell Resist damage effect now Hit: 1d4 + Wisdom fire damage. also applies to attacks against PD. Miss: —. 9th level spell Resist damage increases to 3rd level spell 3d4 damage be 18+. 5th level spell 2d8 damage.

7th level spell 4d6 damage. th Call Lightning (7 level) 9th level spell 4d12 damage. Ranged Spell Daily Eagle’s Eye (1st level) Special: This spell generates a number of attacks Ranged Spell equal to the escalation die. Each attack targets a Daily in Plains random enemy. Choose the target of each attack just before rolling the attack, so that an enemy Quick action to cast that is dropped early in the spell won’t be Targets: You and one nearby ally. targeted later. Effect: Until the end of the battle, attacks the Attack: Wisdom + Level vs. PD targets make against far away targets have a +2 Damage: 5d12 + Wisdom lightning damage attack bonus. th Miss: Damage equal to your level. 5 level spell Now affects 1d3 nearby allies instead of just one ally. 9th level spell 7d12 damage. 7th level spell Attack bonus is now +4.

rd Plains, Overworld Heat Metal (3 level) Ranged Spell Farmland, prairie, some dirt roads, and even gently rolling hills might count as plains. The Daily in Plains overworld tag also applies to the parts of Santa Targets: One nearby enemy in heavy armor or Cora touched by the Cathedral and the Priestess; wearing metal armor or using metal weapons. and the part of Horizon that’s above the Attack: Wisdom + Level vs. PD horizon. Hit: 6d6 + Wisdom fire damage, and 15 ongoing Adventurer Feat: You gain the sunbeams spell fire damage and dazed (save ends both). detailed below, castable in any terrain at- Miss: 15 ongoing fire damage. will. 5th level spell 6d10 damage, and 25 Champion Feat: Once per battle, choose a spell ongoing damage (hit or miss). that targets nearby creatures or enemies. In 7th level spell 6d10 damage, and 40 this battle, that spell can target far away ongoing damage (hit or miss). creatures or enemies. 9th level spell 2d8 x 10 damage, and 50 Epic Feat: You can cast one bonus daily ongoing damage (hit or miss). plains+ spell that does not count against your daily spells, though you still can’t cast

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Harmony (5th level) Target: The nearby enemy with the highest Ranged Spell Mental Defense (line of sight not required). Daily in Plains Attack: Wisdom + Level vs. MD Targets: Two willing nearby members of your Hit: Deal 2d6 damage (no ability score party, possibly including you. modifier) to each nearby enemy. (Special: For Effect: Until the end of the battle, when one of this spell, deal damage to a mob of mooks just the affected characters takes damage, the once, not once per mook). damage is actually dealt to the affected character Miss: —. with the most hit points. 3rd level spell 4d6 damage The effect doesn’t operate while a character 5th level spell 6d6 damage. has 0 hit points. Temporary hit points obviously 7th level spell 9d6 damage. don’t count either, we’re talking about hit point 9th level spell 6d12 damage. subtraction. 7th level spell The spell can now target up Inevitable Collapse (1st level) to three willing members of your party. Ranged Spell

Daily

Target: 1 nearby enemy Ruins Attack: Wisdom + Level vs. PD The druid’s perspective on most ruins reverses Hit: 2d6 + Wisdom damage, and 10 special the perspective of civilized folk. Nature reclaims ongoing damage (special: target does not start its dominance as civilization fades to a rolling saves until it is attacked again by you manageable scar. There’s power in a ruin that is and your allies) or until it flees the battle). in the process of disintegrating. A few ruins, Miss: 5 special ongoing damage as described such as Old Wall, seem to be permanent, ever- above. renewing symbols of decay. 3rd level spell 5d6 damage on a hit, 15 This is the druidic magic you can draw on in ongoing, 5 ongoing on a miss. Drakkenhall, a city that is half-ruined already, 5th level spell 5d10 damage on a hit, 20 with the other half waiting to be ruined in the ongoing, 10 ongoing on a miss. next monster apocalypse. 7th level spell 8d10 damage on a hit, 25 Adventurer Feat: You gain the ruination spell ongoing, 15 ongoing on a miss. detailed below, castable in any terrain once 9th level spell 10d12 damage on a hit, 40 per battle. ongoing, 20 ongoing on a miss. Champion Feat: Once per day when you are reduced to 0 hit points, attempt a normal Hubris (5th level) save. If the save succeeds, heal using a recovery as a free action. If the save fails, Ranged Spell mark off a failed death check. Daily Epic Feat: You can cast one bonus daily ruins Target: One nearby higher level enemy. spell that does not count against your daily Attack: Wisdom + Level vs. MD spells, though you still can’t cast a specific Hit: Target heals 6d6 hit points, but is vulnerable daily ruins spell more than once per day. to all attacks and cannot attack the caster (hard save ends both). Miss: You regain the spell as if you had not cast Ruination (Ruins Adventurer Feat) it after a short rest; you could try casting the Ranged spell spell later in the day or use a different daily Once per battle spell.

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7th level spell Heals 6d10 hit points. The two cities strongly influenced by lakes 9th level spell Heals 8d10 hit points. are Glitterhaegen and Concord. Glitterhaegen’s lakes feed into canals that lead to the sea. Concord’s lakes are surrounded by natural- Devastation (9th level) seeming woodlands as part of the city’s Ranged Spell expression of urban wilderness. Daily Adventurer Feat: You gain the poison thorns Special: The druid can cast this spell once per spell detailed below, castable in any terrain level. at-will. Target: One mortal-constructed structure that is Champion Feat: You gain resist poison 16+. not in the overworld, nor the underworld, nor Epic Feat: You can cast one bonus daily under an icon’s personal magical protection (i.e., swamp+ spell that does not count against not the Cathedral, one of the Imperial palaces, or your daily spells, though you still can’t cast the Necropolis). a specific daily swamp+ spell more than Skill Check: To succeed, the spell requires a once per day. skill check corresponding to the tier of the structure and the GM’s assessment of the difficulty, normal, hard, or ridiculously hard Poison Thorns (Swamp Feat Spell) (see 13th Age, page 184). Ranged Spell Effect: The structure begins to come down as if At-Will it aged centuries in minutes. It may take up to Target: 1 random nearby enemy (line of sight an hour to be brought down entirely. Supremely not required!) magical structures may have their own ways of Attack: Wisdom + Level vs. PD regenerating. Hit: 5 damage and 5 ongoing poison damage. Miss: — Swamp, Lake, River 3rd level spell 8 damage and 8 ongoing poison damage. In addition to the great named lakes, rivers, and 5th level spell 13 damage and 13 ongoing swamps on the world map, countless smaller poison damage. fens and lakes pool in the world’s wet spots. th They offer access to powerful magic, but not all 7 level spell 20 damage and 20 ongoing water features have much to offer. Ponds are too poison damage. th small to harness mana, though that’s clearly a 9 level spell 30 damage and 30 ongoing bit of a judgment call between you and the GM. poison damage. In the High Druid’s perfect world, rivers would have more to offer than magic that’s associated The Big Muddy (1st level) with stagnation, the magic of swamps. But the Ranged Spell terrible damage done to the rivers in the taming Daily of the Midland Sea has not healed. Rivers are Targets: All nearby enemies with 50 hit points damaged goods and in most campaigns it would or fewer that are touching the ground or the be a fair guess that it has taken centuries for water and do not have the flight ability. rivers to offer terrain magic at all. They might Attack: Wisdom + Level vs. PD have been as dead for the druids as the oceans Hit: Target is stuck (save ends). until the recent resurgence of the High Druid. Miss: — The two cities that have rivers running 3rd level spell Targets with 80 hit points or through them, or extremely near them, are Axis fewer. and Santa Cora.

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5th level spell Targets with 140 hit points You fight in your humanoid form, ready to or fewer. switch between attacking in melee and casting 7th level spell Targets with 200 hit points spells. or fewer. Flexible attacks: Like the fighter class, your 9th level spell Targets with 320 hit points basic melee attacks on your turn gain access to or fewer. flexible attacks. Roll your attack, then choose a flexible attack that can be triggered by your natural attack roll. Reclamation (5th level) Stances: You can use each stance you know Ranged Spell once per day. You can use one stance per battle. Daily As usual, if your story suggests that the stance Targets: The two nearby non-mook enemies should have a different name, something more with the fewest hit points (line of sight not in keeping with the beings that are important in required). your life, improve on our default names. Attack: Wisdom + Level vs. MD Humanoid form only: Warrior druid attacks Hit: 6d8 + Wisdom damage, and target cannot and stances only work when you are in heal or regain hit points (hard save ends). humanoid form. If you are also a shifter the two Miss: Half damage. styles of fighting don’t normally overlap. 7th level spell 10d8 damage. Once-per-battle flexible attacks: Unlike the 9th level spell 2d8 x 10 damage. fighter, each of your flexible attacks can only be used once per battle. You’re drawing on druidic @@rh: note to dev: Yes, monster healing is battle magic instead of the fighter’s practiced usually not a big deal. Therefore we rarely skill. The trade-off is that some of your flexible account for it. So this is the flavorful attacks accomplish magical effects the fighter exception that doesn’t require the PC to can’t accomplish through skill. use a slot just to know the spell, it’s cast- when-required. Warrior Druid Progression Druid Level Flexible Attacks Stances Purification Chant (7th level) Level 1 1 1 Ranged Spell Level 2 2 1 Daily Level 3 2 1 Targets: One nearby enemy. Level 4 2 2 Attack: Wisdom + Level vs. MD Level 5 3 2 Hit: 2d6 x 10 + Wisdom psychic damage, and you and all your nearby allies can each roll a Level 6 3 2 save with a +5 bonus against any save ends Level 7 3 3 effect created by the target. Level 8 4 3 Miss: Half damage, and you and 1d3 allies of Level 9 4 3 your choice can each roll a save against any save Level 10 4 3 ends effect created by the target.

9th level spell 2d10 x 10 damage. Warrior Druid’s Flexible Attacks You must choose which flexible attacks you WARRIOR DRUID know. If you like, you can change the flexible Choose this talent if you want to fight well in attacks you know when you gain a level. melee with your normal weapons and armor.

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You can select any of the flexible attacks rolled on the d8 as thunder damage to a below beginning at first level. Some won’t come nearby enemy of your choice. fully into their own until you choose feats that Adventurer Feat: If you wish, roll a d6 for the won’t be available early in your adventuring approaching thunder instead of a d8. career. Champion Feat: Damage increases to ten times the number on the d8 or d6. Ancestral Guidance Epic Feat: Damage increases to fifteen times Flexible melee attack the number on the d8 or d6; keep rolling for Triggering Roll: Natural even roll. the approaching thunder until you have landed it twice in the battle. Effect: Your next basic melee attack can target Mental Defense instead of AC, if you wish, Nature’s Fury and the target will be vulnerable to your Flexible once-per-battle melee attack attack. Triggering Roll: Natural 16+ Adventurer Feat: Add psychic damage equal Effect: For each 1 in your damage roll, roll to your Wisdom modifier to the damage another damage die. Keep both the new dealt by this attack (5th level: double your results and the original 1’s. Wisdom modifier; 8th level: triple your Adventurer Feat: Can now trigger on any Wisdom modifier). natural even roll. Champion Feat: When you trigger ancestral Champion Feat: You can now choose either guidance, your ancestor spirits allow you to the 1s in your damage roll or the dice that attempt a save against a save ends effect. have rolled the maximum result (automatic Epic Feat: You can now use ancestral guidance maximum damage you have not rolled twice each battle. doesn’t count, this doesn’t combine with Greenmantle abilities like the drow’s cruel). Flexible once-per-battle melee attack Epic Feat: When you trigger nature’s fury you Triggering Roll: Natural 18+ get to roll a new die for both the 1s and the maximum damage die results. Effect: You gain +4 AC until an attack against AC misses you. Resilience Adventurer Feat: If you fight with a shield, Flexible once-per-battle melee attack greenmantle can also trigger on any natural Triggering Roll: Natural 1-5 16+. Effect: You gain resist damage 12+ vs. attacks Champion Feat: Bonus now also applies to PD against AC until the end of your next turn. and attacks against PD. Adventurer Feat: Also applies to attacks Epic Feat: After the first greenmantle bonus against PD. ends, you can trigger greenmantle a second Champion Feat: Choose a nearby ally to enjoy time, but the second time it only provides +2 the same damage resistance when resilience AC and +2 PD. triggers. Greet the Storm Epic Feat: Resist damage increases to 16+. Flexible once-per-battle melee attack Warrior’s Blessing Triggering Roll: Natural 5, 10, 15 or 20 Flexible once-per-battle melee attack Effect: The damage from this attack is lightning Triggering Roll: Any natural odd roll damage. At the start of each of your Effect: You heal hit points equal to 1d6 + your subsequent turns until this roll succeeds, roll a Strength modifier (5th level: double your d8. If you roll less than or equal to the Strength modifier; 8th level: triple your escalation die, deal five times the number you Strength modifier).

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Adventurer Feat: Add another 1d6 to the Fox amount of healing provided by warrior’s Warrior druid stance blessing. Daily Champion Feat: You can now choose a nearby Quick action ally to gain the same amount of healing you Effect: Once later this battle, as a free action, you are gaining. can change the natural result of one of your Epic Feat: The dice rolled for the hit point gain melee attack rolls by 1 point. Add one or become 4d10; and you can use warrior’s subtract one as you like. blessing twice per battle. Adventurer Feat: You can use the effect twice per battle, but only once per turn Champion Feat: Add +5 to your disengage Warrior Druid’s Stances checks while using fox stance. You must choose stances you know. You can Leopard select any of the stances below beginning at first level. Warrior druid stance You can only use one stance per battle. Daily Quick action Bear Effect: Until the end of the battle, when a foe Warrior druid stance misses you with a melee attack with a natural Daily roll of 1-2, you gain a bonus standard action to Quick action use on your next turn. You can only use get Effect: Until the end of the battle, you gain a +2 one bonus standard action a turn. Abilities attack bonus and a +2 damage bonus against like elven grace or a command won’t stack mooks (5th level: damage bonus increases to with this either. th +4; 8 level: damage bonus increases to +8). Adventurer Feat: Now takes effect on natural Adventurer Feat: Attack bonus is now +4 rolls of 1-4. against mooks. Behemoth Warrior druid stance Warrior druid stance Daily Daily Quick action Quick action Effect: Until the end of the battle, your critical Effect: The first time you become staggered this hit range with melee attacks expands by 2. battle, roll a normal save. If the save fails, Adventurer Feat: If you choose one of the two following bonuses. If Champion Feat: While you are in owlbear the save succeeds, you get both. stance, your critical hits with melee attacks Endurance: Heal using a recovery as a free deal triple damage instead of double action. damage. Wrath: Roll 2d20 for each of your melee Tiger attacks and choose the result you prefer until the Warrior druid stance end of the battle or until both rolls for an attack are naturally 10 or less. Daily Adventurer Feat: The recovery is now a free Quick action recovery. Effect: Even if you are not fighting with two Champion Feat: The save that determines weapons, you are considered to be using two- whether you get both bonuses is now an weapon fighting this battle, rerolling any easy save. natural 2’s you roll with melee attacks. All

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such rerolls have their critical hit range Wild Healer Progression Chart expanded by 4. Drui Regeneratio Daily Daily Adventurer Feat: Rerolls after a natural 2 also d n spells per regeneratio greater have a +5 attack bonus. Level battle n spells regeneratio Wolverine n spells Warrior druid stance Level 1 1 -- Daily 1 Quick action Level 1 2 -- Effect: Until the end of the battle, when your 2 melee attacks hit an enemy that has more hit Level 1 2 -- points than you, deal +1d6 damage. If you 3 take the adventurer feat, the damage will Level 1 1 1 increase by level. If you don’t take the 4 adventurer feat, ignore the bonus damage Level 1 1 1 increase listed below. 5 2nd level druid +1d8 damage. Level 1 1 1 4th level druid +1d10 damage. 6 6th level druid +2d6 damage. Level 1 1 1 8th level druid +3d6 damage. 7 10th level druid +3d12 damage. Level 1 2 1 Adventurer Feat: Congratulations, you get the 8 shaded damage increase listed above. Level 1 2 1 Champion Feat: Once per day while in 9 wolverine stance, use the bonus against an enemy that started the battle with more hit Level 1 2 1 points than you, but doesn’t any more. 10

WILD HEALER You are the druidic healer. Unlike most of the other druid talents, wild healer doesn’t provide choices about which abilities you will use. The chart below summarizes your progression with the talent. Regeneration is your main healing spell. You have a certain number of uses of regeneration per battle and another batch that can be used a certain number of times a day. Greater regeneration spells are twice as powerful and are always daily resources.

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Regeneration If the save fails, the target heals the same Special: varying number of uses amount but the regeneration effect ends. Interrupt action Important wrinkle: The save to continue the Target: A nearby ally, but only at the start of regeneration effect becomes a hard save if the that ally’s turn. target is at or below 0 hp, or at full hit points. Effect: Ally heals using a recovery but only heals half the hit points they would normally <> gain. Keep track of the amount they just healed. Owlbear took your arm? You need a druid who At the start of the target’s subsequent turns, the has taken the Ritual Casting feat (13th Age, page the target rolls a normal save. If the save 44) to cast a greater regeneration spell as a full succeeds, the target heals the same amount ritual. Perhaps the ritual will be aided if you add again, half the original recovery roll, and the the claws of the owlbear that ate your arm to the regeneration effect continues so that the target ritual’s spirit-circle. Or maybe the druid will roll again on its next turn. performing the ritual is extremely fond of If the save fails, the target heals the same owlbears and your new arm is going to turn out amount but the regeneration effect ends. to sprout occasional feathers and claws. Important wrinkle: The save to continue the <> regeneration effect becomes a hard save if the target is at or below 0 hp, or at full hit points. Adventurer Feat: Gain an additional daily use of regeneration. Champion Feat: You can now target yourself with regeneration. If you target yourself, cast the spell as an interrupt action just before you start your turn. Epic Feat: Add triple your Wisdom modifier to the amount of healing produced by your regeneration spells (in other words, add the bonus after you halve the original recovery roll).

Greater Regeneration Daily, varying number of uses Interrupt action Target: A nearby ally, but only at the start of that ally’s turn. Effect: Target heals using two recoveries but only heals rolling a single recovery. Keep track of the amount they just healed. At the start of the target’s subsequent turns, the the target rolls a normal save. If the save succeeds, the target heals the same amount again, half the original recovery roll, and the regeneration effect continues so that the target will roll again on its next turn.

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MONK The monk is one of the few 13th Age classes that makes your character’s effectiveness hinge on Every monk that joins an adventuring party has a three or more ability scores. We’ve opted to story about why they are not back at the monastery. preserve the monk’s d20-history as the PC who Some chase a vision, while others have been driven needs multiple good ability scores. As Jonathan out. For some, it’s a temporary step in their training. puts it, he wants monks to need to be strong as For others, it’s a permanent exile. And for a very few, well as fast and wise. The extra ability score a hard-won escape. bonus helps.

<> Overview Play style: Monks are great fun for experienced Backgrounds: Here are a few representative players who like juggling significant decisions monk background options: Temple acolyte, within the flow of moment-by-moment mountain sanctuary guardsman, traveling circus roleplaying. You’ll make significant decisions acrobat, river guide, Cathedral runner, spider- when building your character out of interwoven cult assassin, tunnel vermin exterminator, options and fighting round-by-round using the bodyguard, tax collector, star pupil of the School diverse elements of the monk’s attack forms. of Unified Dragons. Some inexperienced players can handle playing Icons: The six icons most likely to inspire a monk, others can’t. monasteries or monastic traditions are the Great Ability scores: Dexterity is the most Gold Wyrm, Priestess, Crusader, High Druid, important ability score for monks, determining Elf Queen, and the Three. Disciplines devoted to your attack bonus and also contributing to AC. the Lich King also persist, promising great Strength and Wisdom are the other ability scores power without necessarily requiring that the that will matter to you. Strength is the score that practitioner serve the icon. There has been affects how much damage you deal with most of enough cross-pollination between schools that your attacks. Wisdom determines how much ki monks may easily be acquainted with martial you have and influences some talents and traditions that were originally conceived by abilities. enemy icons. Monastic training demands the best of its In ages past, an icon known as the students. Rewards of the discipline are Grandmaster of Flowers set the highest commensurately high: unlike other classes, standards of monk discipline, but there has been monks gain two ability score bonuses. Monks no such grandmaster in the ages since the ogre gain a +2 bonus to two of the following three mages utterly defeated the last one. ability scores: Strength, Dexterity, or Wisdom. Great Gold Wyrm: A time-honored path for You can’t use either of those ability score those who serve the Wyrm without taking on bonuses on an ability you increase with your +2 the burdensome oaths and armor of the paladin. racial bonus. Priestess: The Cathedral holds many dojos Races: When betting on the race of the and monasteries. Monks who prefer distance champion and runners-up in one of the grand from the Cathedral’s crowded social calendar monastic tournaments, you are safest betting on carve new monasteries into the foothills of wood elf, halfling, and human. But if there’s a distant mountain ranges or the ruins of ancient half-orc in the tournament who has mastered cities. monastic discipline? Or a dwarf who has put Crusader: Not all demons can be defeated away the axe? They are your dark horses. with steel. The Crusader understands the power of discipline and tradition. The conviction that <> you are better than other people isn’t necessarily

© 2014 Fire Opal Media. All rights reserved. 53 mistaken when you’re a warrior who can tear avoid but it actively impedes the practice of monsters apart with your bare hands. monastic fighting arts. The same goes for High Druid: Forest monasteries built into the shields. upper terraces; island monasteries surrounded by wild rivers; scattered masters teaching a few Monk Armor and AC chosen disciples in sleepy hollows—all may Type Base AC Atk Penalty follow the High Druid’s approach to fighting None 11 — styles inspired by nature. Light 11 — Elf Queen: The Queen herself has little Heavy 12 –4 personal connection to the perspectives required Shield +1 –2 for monastic training. But many of her high elf and wood elf followers spend some portion of their lives in communal meditation, and such Melee Weapons groups of individuals have frequently grown A monk’s very hands and feet are deadly into the elven equivalent of monasteries. The weapons, as you’ll see in the discussion of High Druid’s new monastic traditions owe a damage dealt by JAB, PUNCH, and KICK great deal to patterns set by the elves. attacks when we discuss monk attack forms The Three: The Black takes special pride in below. training the most dangerous monks as fearsome Most monks fight with bare hands and feet, assassins. but not all. Some monastic traditions and Lich King: Each generation of monks who martial arts schools are linked to specific serve the light promise to stamp out the forms weapons. Some traditions use swords, spears, associated with the Lich King. But in the end, and even axes. Other traditions that insist on they always find that the forms are too useful to mastering wooden weapons use nunchaku, sai, lose. If they remain true to the light, they try to kama, and tonfa. Bracers are also a common use the Lich King’s powers against him. weapon (see page XX). When you fight with weapons that match Gear your school’s traditions, your soul and training As a 1st level monk, you can opt to have next to determines your combat abilities rather than the nothing, no possessions to get in your way as weapon itself. Whether fighting with bare hands you wander the earth. Or you can have one or or with melee weapons from your own two weapons from your school, a change of tradition, use JAB, PUNCH, and KICK damage clothes or two, and perhaps even a ranged instead of WEAPON damage. weapon you use to hunt small game. In other words, we’re not going to bother If you have little concern for worldly things, with a melee weapon chart for monks. We’ll start with 25 gp. If money flows in and out of assume that you normally try to use weapons your possession along with ki and fortune, start from your tradition. When you try to fight with with 1d6 x 10 gp. weapons that are not from your tradition, look Armor at the fighter’s weapon chart but take a –2 attack Monks don’t get much out of wearing light penalty. armor. The leather vests or ornate ceremonial Traditional Monk Weapons garb a few monks wear, especially when they The d20-roleplaying tradition that monks fight can get hold of magic versions of such items, with weapons like the kama, mankugrikisari, qualifies as armor but doesn’t have an inherent tonfa, nunchaku, staff, and three-section staff advantage over whirling about in only a shirt, makes perfect sense if that’s how you want to gi, or flowing robes. Heavy armor might protect define your school. Those weapons come from from a few impacts the monk can’t normally

© 2014 Fire Opal Media. All rights reserved. 54 martial arts traditions that aimed to hide weapons as farm tools. Ranged Weapons If that style of weapon doesn’t suit your Monks can use a variety of light thrown monastery, go for whatever you like. Monks weapons. They’re not as good with bows and fighting with swords, spears, and axes make crossbows, though the Heaven’s Arrow talent perfect sense, particularly if those weapons models a monastic tradition that’s focused on match the elven, Imperial, or crusading thrown weapons or the bow. traditions you describe in your current campaign.

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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Monk Level Progression

Total Hit Class Talents Forms Ki Lev Damage Points el- Bonus From up Ability Score Monk Abil Level Total Feats ity (7 + CON 1 adventurer 3 adventurer 2 adventurer 2 + Ability mod) x 3 Wis modifier Level 1 mod (7 + CON 2 adventurer 3 adventurer 2 adventurer 3 + Ability mod) x 4 Wis modifier Level 2 mod (7 + CON 3 adventurer 3 adventurer 3 adventurer 3 + Ability mod) x 5 Wis modifier Level 3 mod (7 + CON 4 adventurer 3 adventurer 3 adventurer 4 + +1 Ability mod) x 6 Wis to 3 modifier mod abili Level 4 ties (7 + CON 4 adventurer 3 adventurer 3 adventurer 4 + 2 x ability mod) x 8 1 champion 1 champion Wis modifier Level 5 mod Level 6 (7 + CON 4 adventurer 3 adventurer 3 adventurer 4 + 2 x ability mod) x 10 2 champion 1 champion 1 champion Wis modifier mod Level 7 (7 + CON 4 adventurer 3 adventurer 2 adventurer 4 + +1 2 x ability mod) x 12 3 champion 1 champion 2 champion Wis to 3 modifier mod abili ties Level 8 (7 + CON 4 adventurer 3 adventurer 2 adventurer 5 + 3 x ability mod) x 16 3 champion 1 champion 2 champion Wis modifier 1 epic 1 epic mod Level 9 (7 + CON 4 adventurer 3 adventurer 2 adventurer 5 + 3 x ability mod) x 20 3 champion 1 champion 2 champion Wis modifier 2 epic 1 epic 1 epic mod Level (7 + CON 4 adventurer 3 adventurer 2 adventurer 5 + +1 3 x ability 10 mod) x 24 3 champion 1 champion 2 champion Wis to 3 modifier 3 epic 1 epic 2 epic mod abili ties

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Monk Stats Initiative, AC, PD, MD, Hit Points, Recovery Dice, Feats, and some Talents are level dependent. Ability Bonus +2 Strength, Dexterity, or Wisdom in two scores(different from racial bonus) Initiative Dex mod + Level Armor Class (no/light 11 + middle mod of Con/Dex/Wis + Level armor) 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 (see level progression chart) Adventurer-tier Forms 2 Feats 1 per Level

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 + Dexterity damage Miss: —

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Class Features access to free or quick actions you can choose to All monks have attacks dealing JAB, PUNCH, use or ignore). and KICK damage, use forms as the basis of Using your Forms in Combat: Your first their actions during each round, use ki points, standard action attack after rolling initiative in a and are considered to fight with two-weapons battle must be an opening. Your second attack even when they’re just fighting with their fists can be a flow attack from ANY form you know and feet. or you can “go back” and use another opening. After you use a flow attack, your next monk attack can be a finishing attack from ANY form JAB, PUNCH, and KICK Attacks you know, or you can go back to another Under normal circumstances, melee weapons opening. You can’t use another flow attack. function like special effects for monks. Most After a finishing attack you must start over monk attacks are rated as JAB, PUNCH, or with an opening on your next standard action. If KICK attacks, in the same sense that most you spend a turn without attacking for some fighter attacks are WEAPON attacks. reason, you must start your forms over with an  JAB attacks deal 1d6 damage per level. opening on your next standard action.  PUNCH attacks deal 1d8 damage per level. Mixing forms: So long as you use the proper  KICK attacks deal 1d10 damage per piece of the form (opening, flow, or finishing level. attack), you can use an opening, flow, or Monks don’t use weapon damage dice unless finishing attack from ANY of the forms you they are using a basic ranged attack that is not know. Part of the fun of playing a monk part of one of their monk forms. Instead, they character is tracking which moves you have use damage dice based on the monk power they used and announcing the pieces/names of the are using, or PUNCH damage with a basic form as they roll out across the rounds. melee attack. (See Melee Weapons and Announce your action during your turn in your Traditional Monk Weapons on page XX.) While best Hong Kong action theater voice unless that using a magic weapon, monks add the weapon’s conflicts with your character’s story. attack and damage bonus to their attacks, and Defense bonus: When you use an element of they can use that weapon’s power(s). a form, you gain an AC bonus until the start of All monk attacks that use Dexterity as the your next turn. After using an opening attack attack stat use Strength as the ability score that you gain a +1 bonus to AC. After using a flow determines damage. attack, you gain a +2 bonus to AC. After using a finishing attack, you gain +3 bonus to AC. <> If elven grace or some other ability lets you You don’t have to describe PUNCH attacks as use multiple elements of your forms in a turn, punches and KICK attacks as kicks if it gets in the AC bonuses don’t stack but you do get to the way of the story you want to tell and the use the highest bonus. style of fighting you picture your monk using. 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 Forms all your opening attacks together, all your flow When you learn a monk form, you learn all attacks separately, and all your finishing attacks three parts: an opening attack, flow attack, and in their own group. finishing attack. All the elements of the forms require a standard action to use (although some <> standard action elements of forms provide

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Early in monk design I tried naming each of the abilities that cost multiple points of ki for a elements of the forms using a rigid haiku single use. structure. Each opening attack had five syllables, Adventurer Feat: You gain 2 points of ki. flow attacks had seven, and finishing attacks Champion Feat: You can spend as much ki as had five. Reading each combat round sequence you like in a single turn. Each use of ki must as an attack haiku is fun, but the forced-poetry be spent on a different roll or a different ki stunt hurt my head. Worse, it got in the way of power. doing good design, since there was a stage Epic Feat: Work with your GM to invent a where I’d spent time polishing poor haiku new ki power related to your One Unique instead of working out the proper forms. So the Thing or some other aspect of your current forms are a compromise. You can read character’s story. If the ki power is too good their elements as free-form poetry. If you squint. and overshadows your other ki powers (for They may get closer to poetry as the draft example, like the quivering palm ki power on advances. If you can improve on the verses, page XX), the GM should rule that you can we’ll be happy to see your results. only use it once a day. <>

Two-Weapon Fighting Ki Since monks are trained to strike with all their You gain a number of ki points each day equal to limbs, we’re happy to say that they can always 2 + your Wisdom modifier. (It increases as you be considered to be fighting with two weapons gain levels; see the level progression table.) You in melee, even when they’re barehanded. As can spend ki to modify the natural result of one indicated on page 168 of the 13th Age core book, of your attack rolls, as explained below. Talents the principal advantage of “two-weapon and some feats provide ki powers, each of which fighting” is that you get to reroll your attack can be activated by spending a point of ki. when you roll a natural 2 with a melee attack, Ki is a daily resource. When you take a full sticking with the reroll. heal-up, you regain all your ki points. As a rule, you don’t regain ki during a quick rest. Adventurer Tier Talents Spending ki to adjust your attack roll: After Choose three of the following class talents. rolling an attack, you can spend 1 point of ki as You get an additional monk class talent at a free action to change your attack’s natural 6th level and 9th level. These additional talents result by 1. The change can be positive or are normally used to choose the champion-tier negative. For example, you could change a and epic-tier talents that appear in the next natural roll of 19 into a natural 20, or natural roll sections. of 1 or 3 into a natural 2, allowing you to reroll Ki powers: Each monk talent provides a ki the attack thanks to the two-weapon fighting power. You don’t have to take an additional feat benefit. to access the ki power; you get it with the talent. Ki powers: Adventurer-tier talents and a few Like other uses of ki, spending ki is usually a feats offer additional ways to spend ki. free action, but there may be other actions Spending ki is a free action: Unless associated with the ki power that require otherwise specified, spending ki is a free action. specific actions. Spend only 1 ki per turn: As a rule you can The Five Deadly Secrets: Instead of spend only 1 point of ki each turn. You can appearing in strict alphabetical order, the five spend multiple points of ki each round, but only talents known as the Five Deadly Secrets are once on your turn and once on each other grouped at the top of the list. You are free to creature’s turn. The exceptions to this rule are take as many of the Five Deadly Secrets as you wish but you can only use one Deadly Secret

© 2014 Fire Opal Media. All rights reserved. 59 talent per battle. You don’t have to commit to Monks of the Emperor, Crusader, Priestess, and the Deadly Secret you are using immediately; sometimes even the High Druid use the Burning you can wait until the right moment before Fortress name for this not-so-secret style. Other using its power. Once you have used a power High Druid monks call it The Gauntlet, while from one of your Deadly Secrets, you generally dark elf monks know the talent as Broken can’t use a power from any other Five Deadly Shadow Style. If your monk’s story suggests a Secrets talents later in the same battle. Certain different name, coin your own style. feats and ki powers might let you get around Whatever you call it, Burning Fortress is the this restriction. best of the Five Deadly Secrets because you Most monks know at least one of the Five don’t have to go through any posturing and Deadly Secrets—they are among the most decision-making. Someone up-close hits you? powerful talents the class offers and they’re not They take damage. It’s a near-death sentence for called “deadly” for nothing. A few monks mooks. choose to know multiple Deadly Secrets, <> adjusting their fighting style to match each battle. Drunken Style (Five Deadly Secrets)

You can’t choose Drunken Style if you have chosen Burning Fortress Style (Five Deadly Path of the Perfect Master, and vice versa. Secrets) If you use Drunken Style in a battle, you can’t When you use Burning Fortress Style in a battle, use any other Five Deadly Secrets talents that you can’t use any other Five Deadly Secrets talents battle. that battle. You fight like a normal monk unless you When an enemy you are engaged with hits choose to fight Drunken Style at the start of a you with an attack, it takes 1d6 damage. battle as a free action. You can only use Drunken 2nd level monk 1d8 damage. Style powers while fighting in this style. Fight 4th level monk 2d6 damage. drunken, finish drunken: Once you start fighting 6th level monk 3d6 damage. Drunken Style in a battle, you don’t get to 8th level monk 5d6 damage. switch back to a normal fighting style unless the GM agrees that there is some once-in-a- 10th level monk 7d6 damage. campaign Sobering-Up-Event.

Giving up control: Playing a Drunken Style Ki power (Certain Vengeance Posture): When an monk is a very different experience than playing enemy engaged with you hits you with an a regular monk. When you choose to fight using attack, you can spend 1 point of ki to make Drunken Style, the normal sequence of monk that enemy vulnerable to your monk attacks attacks doesn’t apply to you. Each time you until the end of the battle. want to use an element of one of your monk Adventurer Feat: You can reroll Burning forms during your turn, you must first roll a d6 Fortress Style damage dice that are 1s. You to determine which element you will use. Roll a must accept the reroll. d6: Champion Feat: Your Burning Fortress Style 1–2: You must use an opening attack this damage dice are now d10s. turn. Epic Feat: Once per battle, you can deal 3–4: You must use a flow attack this turn. Burning Fortress Style damage to a nearby 5–6: You must use a finishing attack this enemy that hits you instead of an engaged turn. enemy. Corner cases: You always have the option of saying that you aren’t going to use a monk <> attack on your turn, in which case you don’t roll

© 2014 Fire Opal Media. All rights reserved. 60 and do something else like rally. But you can’t looseness and loss of control without taking a roll and then decide to do something else drink, but that seems a bit less fun. because you don’t like the option you get. Roleplaying? That’s up to you. If your monk If you gain an extra standard action in the is somehow deprived of alcohol and you wish to same turn (like from elven grace, for example), roleplay a monk grieving for his lost spirits who your second (and subsequent!) attacks in the can’t access Drunken Style until he gets a taste, same turn must be opening attacks. knock yourself out. If obstinacy or odd circumstances prevent In case you’re wondering, Drunken Style is you from having a legal way to use any of the the best of the Secrets because you may elements you’re allowed to use on your turn, randomly lurch past the necessity of using an clearly you couldn’t handle your wine: you burn opening attack. Bottle is strong. your standard action to no effect this turn. (This <> is only possible if you choose multiple forms that have odd targeting limitations, and even Flurry (Five Deadly Secrets) then you’d sort of have to work to screw If you use Flurry in a battle, you can’t use any other yourself, but drunken monks aren’t known for Five Deadly Secrets talents that battle. their caution, so the rule is here.) You gain the following attack:

Ki Power (Spasmodic Lurch): [Limited: You can Melee attack only use this power when fighting Drunken Style] At-Will (once per round), when the escalation When an enemy attacks and rolls a natural die is 3+ odd roll against your AC, you can spend 1 point of ki as an interrupt action to gain resist Quick action damage 12+ against that attack. Target: One enemy Adventurer Feat: The ki power now affects Attack: Dexterity + Level vs. AC attacks against both your AC and PD. Hit: JAB + Strength damage Champion Feat: The resistance you gain from Miss: — the ki power is now 16+. Adventurer Feat: You can now use Flurry Epic Feat: If you use the ki power against an when the escalation die is 2+. enemy engaged with you and the natural Champion Feat: Your Flurry attack now deals attack roll was a 1 or a 3, you can make a damage equal to your level on a miss. JAB attack against that enemy as a free Epic Feat: When the escalation die is 5+, your action after the attack. Flurry attack deals PUNCH + Strength damage instead of JAB + Strength. <> The Monker You Get, the Thumper You Like most other talents, Flurry provides a ki Drunk: You’ll notice that we aren’t using blood power. alcohol technology to rule on whether your monk is drunk enough to access Drunken Style. Ki Power (A Thousand Palms): You must be Tracking drinks isn’t a 13th Age style mechanic. engaged with 2 or more enemies to use this Instead, feel free to assume that your maybe- power. When you miss with a Flurry attack, drunken monk usually maintains a level of non- you can spend 1 point of ki to make another sobriety that facilitates their art without Flurry attack against a different target. otherwise impairing them the way drunkenness affects normal people. There are probably even <> drunken monks who achieve the required

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Flurry is better than Greeting Fist and Temple Temple Weapon Master (Five Deadly Weapon Master because Flurry helps you most Secrets) in the longest and toughest battles. If you use Temple Weapon Master in a battle, you <> can’t use any other Five Deadly Secrets talents that battle. Greeting Fist (Five Deadly Secrets) Once per battle while you’re fighting with a If you use Greeting Fist in a battle, you can’t use weapon or weapons associated with your any other Five Deadly Secrets talent that battle. monastic tradition, you can turn a natural even The first time you make a melee attack miss into a hit. against each enemy during a battle (including the first mook of a mob), the target takes 1d8 Ki Power (Supreme Warrior Discipline): When extra damage on a hit. you use your Temple Weapon Master power, 2nd level monk 2d6 extra damage. you can spend 1 point of ki to gain a bonus to AC equal to the escalation die until an attack 4th level monk 2d8 extra damage. against AC misses you or until the end of the 6th level monk 4d6 extra damage. battle. (The AC bonus doesn’t increase as the 8th level monk 4d10 extra damage. escalation die increases.) 10th level monk 6d12 extra damage. Adventurer Feat: The AC bonus from the ki Adventurer Feat: Once per battle when you power also applies to your PD. An attack miss with your first melee attack against an against your PD that misses also ends the enemy, you can use Greeting Fist against bonus. that enemy later that battle. Champion Feat: When you roll a natural 2 Champion Feat: Once per battle, you can reroll with a monk attack while fighting with your your Greeting Fist damage dice. You must monastic weapons, in addition to the reroll accept the reroll. you get from Two-Weapon Fighting, you Epic Feat: Once per battle, reroll an attack that also gain a bonus to the rerolled attack equal qualified for Greeting Fist damage. to your Wisdom modifier. Epic Feat: One battle per day, the damage dice Like most other talents, Greeting Fist of your finishing attacks increase by one size provides a ki power. (max d12). (For example, d6s become d8s, and d8s become d10s.) Ki Power (Opening the Death Gate): When you

deal Greeting Fist damage, you can spend1 <> point of ki to double that damage (as usual, a Temple Weapon Master is the best Deadly crit would then triple that damage). Secret because it blends offense and defense, as

long as you are willing to use your ki. <> <> Greeting Fist is better than the other Deadly

Secrets because it combines well with forms that help you disengage and move, improves your Child of Water otherwise weak opening attacks, and rewards You gain a +1 bonus to all saves. you for having fun jumping around the battle to fight new enemies each round. Ki Power (River Chant): When an ally with <> ongoing damage is next to you during your turn, you can spend 1 point of ki to transfer an ongoing damage effect from that ally to you. Adventurer Feat: When you roll a save, spend 1 point of ki to gain a +1 bonus to the save.

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Champion Feat: Once per battle, you can use Champion Feat: If you roll 16+ with the save, this ki power to transfer any save ends effect one enemy you are engaged with takes from an ally to you instead of only ongoing damage equal to twice your Wisdom damage. modifier. Epic Feat: You gain a +2 bonus to saves Epic Feat: If you roll a 19+ with the save, instead of +1 from your Child of Water regain 1 point of ki. power if you used a flow attack with your last standard action, or a +3 bonus if you Ki Power (Harmonious Counter): When an enemy used a finishing attack with your last makes a second attack against you in the same standard action. turn, you can spend 1 point of ki to gain a bonus to all defenses equal to your Wisdom Diamond Focus modifier until the end of the turn (including against the second attack). You can have both the Drunken Style and

Diamond Focus talents, but you can’t use Diamond Focus while you are fighting using Heaven’s Arrow Drunken Style. Unlike other monks, you have no attack penalty You can go one round without using a with ranged weapons, including thrown monk attack form and still maintain your place weapons, longbows, shortbows, and crossbows. in the attack form hierarchy. For example, if you Your basic ranged attacks also deal miss damage made an opening attack last round but don’t equal to your level. attack this round (or with your next standard Once per battle, you can use a ranged action) for any reason, even being stunned or weapon attack against a nearby enemy in place unconscious, you can still use a flow attack with of a melee attack in conjunction with an attack your next standard action. from one of your monk forms. (In other words, you use one of your normal monk forms but you Ki Power (Diamond Soul): When you are dazed can make a ranged attack instead of the usual or weakened, you can spend 1 point of ki to melee attack.) This attack deals damage make an immediate easy save (6+). If you according to the JAB/PUNCH/KICK hierarchy succeed, the effect ends. If you fail, the that’s part of the form rather than WEAPON condition affects you normally. damage like basic attacks. Adventurer Feat: You can also use the ki power to save when you’re confused or Ki Power (Wind From Heaven): You can spend 1 hampered. point of ki to regain your Heaven’s Arrow Champion Feat: You can also use the ki power power when it’s expended. to save when you’re stunned. Adventurer Feat: You can now target enemies Epic Feat: You can also use the ki power to that are far away when you use the save against a last gasp effect (16+, but it Heaven’s Arrow power. The ranged weapon doesn’t count against your total if you fail). you’re using might have an attack penalty attacking far away enemies, but your attack otherwise functions as normal. Champion Feat: You can now use the Evasive Harmony Heaven’s Arrow power twice per battle. When you take miss damage from an enemy Epic Feat: You no longer take opportunity attack, roll a normal save. If you succeed, that attacks when you make ranged attacks miss damage is reduced to 0. while engaged. Adventurer Feat: It’s now an easy save (6+).

<>

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Heaven’s Arrow allows normal ranged attacks. half the hit points you roll for the recovery, If you use it while engaged with enemies before and one enemy engaged with you of your you have the epic feat, they will make choice takes the other half in fire damage. opportunity attacks against you. Adventurer Feat: Unlike other characters that <> can switch ability scores, you can also use your Charisma score in place of your Leaf On Wind Wisdom score to determine your AC. Once per battle when you use a move action, Champion Feat: You can now use the ki you can take another move action as a free power twice per day. action. Epic Feat: The first time you truly die, you are In addition, if you fall with a wall, tree, or resurrected at a place of power like your other physical object next to you, you can fall up home monastery or other sanctum between to 30 feet per level without taking damage. (You 1 and 4 days later, assuming some other slap the surface, catch handholds, and use other resurrection doesn’t find you first. (This maneuvers to slow your descent.) counts against your normal resurrection limit, as normal.) Ki Power (Wind’s Comrade): When an enemy targets you with an attack that targets more Path of the Perfect Master than one creature, you can spend 1 point of ki You can’t choose Path of the Perfect Master if you to take half damage from that attack, hit or have chosen Drunken Style, and vice versa. miss. If you take this talent’s feats, it provides a Adventurer Feat: When you successfully number of powers that can be used one battle disengage from an enemy, that enemy takes per day. You can use only one of these Perfect damage equal to your level. (Popping free Master feat effects per battle. doesn’t count; the damage only applies In addition, one battle per day, your when you use the disengage action. And for recovery dice increase by one size (usually from monks with talents like Greeting Fist, this d8s to d10s). damage doesn’t count as an attack.) Adventurer Feat: One battle per day, roll two Champion Feat: When the effect of a monk d20s for each save until you fail two saves, form or ki power grants you flight for a at which point you’re not so perfect, and round, you get an additional round of flight. you return to using only one d20. Epic Feat: You can now use the Leaf On Wind Champion Feat: One battle per day, while you power twice per battle. aren’t staggered, your JAB damage dice increase to d8s, your PUNCH damage dice Overworld Lineage, aka Phoenix- increase to d10s, and your KICK damage touched dice increase to d12s. Any time an element of the monk class refers to Epic Feat: One battle per day as a free action, Wisdom, you can replace that element with a you can choose an adventurer-tier or reference to Charisma. champion-tier monk talent or monk form. In addition, after each battle in which you Until the end of the battle, you can use that used at least 1 point of ki, you regain 1 point of talent or form and all its associated feats and ki. ki powers. If you choose one of the Five Deadly Secrets, you can use it as a second Ki Power (Imperial Phoenix Flare): Once per day Deadly Secret in a battle. The prohibition when you are staggered, you can spend 1 against using Drunken Style still stands. point of ki to heal using a recovery. You heal

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Spinning Willow Style twice in a row; you must choose a different When you are hit by a ranged attack that targets option each time you take a full heal-up. AC, roll a save as an interrupt action. If you Spell usage: You can cast this spell in place succeed, you take only half damage from the of using one of your flow attacks (if the spell is attack. at-will) or in place of one of your finishing The first such save each battle is an easy attacks (if the spell is limited use—recharge, per save (6+), the second one is a normal save, and battle, cyclic, or daily). Use your Wisdom as the subsequent saves are hard saves (16+). ability score that determines attack and damage Adventurer Feat: You can now use Spinning with the spell. Willow Style to save against ranged attacks Alternatives: If the story of your style or that target PD. monastic tradition indicates that spells from Champion Feat: The Spinning Willow Style another class such as bard or necromancer are save now requires a free action instead of an appropriate, work that out with your GM. interrupt action, so you can use it once per Similarly, when your story suggests that it is ranged attack. time to change the class you draw a spell from, Epic Feat: If your save is a natural 18+, you work that out in the campaign. take no damage from the attack and can choose one nearby enemy. It takes one- Ki Power (Gather the Flame): Spend 2 points of ki quarter of the damage as you deflect the when you cast your Disciple of the Hidden attack. Flame spell to cast it as if you possessed the adventurer tier and champion tier feat

associated with the spell, if any. At 8th level, Ki Power (The Willow Bends): You can spend 1 the ki power also provides access to the epic point of ki to use Spinning Willow Style tier feat associated with the spell, if any. against a close attack that targets you instead

of a ranged attack. Improbable Stunt <> Once per battle as a quick action when the Generally Spinning Willow Style only deflects escalation die is 1+, you can pull off an damage, but extraordinary story circumstances outrageous improvisational stunt that no one or icon relationship situations might result in else could manage, with the possible exception some part of the enemy attack’s other effects of a swashbuckling rogue! The stunt is not itself getting ricocheted as well. 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 Champion Tier Talents ordinarily require a skill check to pull off. As with the Swashbuckle talent of the rogue from th At 6 level, you gain an additional monk class the core book, you’ll still have to roll for an talent. You can choose to take another attack that follows up your stunt. adventurer-tier talent, or select from the two What’s possible with the talent? You’ll note talents that follow. that the talent isn’t called impossible stunt: jumping from a crashing airship directly onto Disciple of the Hidden Flame the wagon being driven by the villain seems When you gain this talent, choose a class— perfectly appropriate, but magically changing to cleric, sorcerer, or wizard. Each time you take a wind and wafting in to sit beside the villain is full heal-up, choose a spell of your level or lower not what this talent is about—it’s an extension of from that class. You can’t choose the same spell your abilities as a monk rather than temporary access to a new set of magical powers.

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Adventurer-Tier Forms Ki Power (Ludicrous Improbability Maneuver): You can spend 1 ki point to use Improbable Claws of the Panther (form) Stunt twice in the same battle! Yes, another

improbable stunt that no one could have Opening Attack (Panther Spins Free) expected! Melee attack

Target: One enemy Epic Tier Talent Attack: Dexterity + Level vs. AC At 9th level, you gain an additional monk class Hit: JAB + Strength damage, and you can pop talent. As usual, you can choose a talent from a free from the target. lower tier, or go with one of these epic-tier Miss: Damage equal to your level. options. Epic-tier talents have feats but no associated Flow Attack (Cat Between Hounds) ki powers. Melee attack Target: One enemy Abundant Step Attack: Dexterity + Level vs. AC Once per battle when the escalation die is 1+, Hit: PUNCH + Strength damage. teleport to a nearby location you can see as a Natural Even Hit: As a hit, plus each enemy move action. engaged with you takes 1d6 damage (2d6 Epic Feat: You can now teleport to a far away damage at 5th level; 4d6 damage at 8th level). location you can see. Miss: Half damage.

Champion of Three Worlds Finishing Attack (Twinned Panther Claw) Whenever you make a finishing attack, roll an Melee attack additional d20 (usually two!) for the attack roll. Targets: Up to two enemies Use the result of your choice. Attack: Dexterity + Level vs. AC Epic Feat: Once per battle when you’re Hit: KICK + Strength damage. making a flow attack, you can roll an Miss: Half damage. additional d20 for the attack roll. Adventurer Feat: When you miss with both twinned panther claw attacks, your next attack can be a flow attack instead of an opening Procession of the Sun and Moon attack. Once per level, while meditating during a quick rest, you can decide that it is time for the start of a new day. You and each of your willing allies Dance of the Mantis (form) can make a hard save (16+). Each character who succeeds regains all spells, powers, hit points, Opening Attack (Springing Mantis Strike) and recoveries as if they had taken a full heal-up Melee attack and started a new day. Special: When you start your turn unengaged, The only character element that does not you can move before the attack as part of the reset as if it was a new day are your icon standard action for this attack. relationship rolls and any icon relationships. Target: One enemy Epic Feat: You gain a bonus to the save equal Attack: Dexterity + Level vs. AC to your Charisma modifier. Hit: JAB + Strength damage. Miss: —

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Flow Attack (Whirling Mantis Pincer) Finishing Attack (Temple Lion Stands True) Melee attack Melee attack Target: One enemy Target: One enemy Attack: Dexterity + Level vs. AC Attack: Dexterity + Level vs. AC Hit: PUNCH + Strength damage, or KICK + Hit: KICK + Strength damage. Strength damage against large or huge targets. Natural Even Hit: As a hit, plus you can rally as Natural Even Hit: As a hit, plus you can also a free action unless you have already rallied attempt to disengage as a free action after the this battle. attack. Natural Even Miss: Half damage. Miss: Half damage. Natural Odd Miss: Damage equal to your level. Adventurer Feat: When the escalation die is Finishing Attack (Precise Mantis Kick) even and you miss with an attack that only Melee attack deals damage equal to your level, gain a Target: One enemy bonus to that miss damage equal to your Attack: Dexterity + Level + 2 vs. AC Dexterity modifier. Hit: KICK + Strength damage. Natural Even Miss: Half damage. Original Venom Form Natural Odd Miss: 5 damage. Always: Hit or miss, when this attack drops a Opening Attack (First Deadly Venom) non-mook enemy to 0 hp, you regain 1 point Melee attack of ki. Target: One enemy Adventurer Feat: You now regain 1 point of ki Attack: Dexterity + Level vs. AC when your precise mantis kick attack drops Hit: JAB + Strength damage, and if the target is two or more mooks. staggered after the attack, it also takes 5 ongoing poison damage. Dutiful Guardian Form Miss: You take damage equal to your level.

Opening Attack (One Must Be Free) Flow Attack (Second Certain Toxin) Melee attack Melee attack Target: One enemy Target: One enemy Attack: Dexterity + Level vs. AC Attack: Dexterity + Level vs. PD Hit: JAB + Strength damage, and one ally Hit: PUNCH + Strength damage. engaged with the target can pop free from it. Natural Even Hit: As a hit, plus 5 ongoing Miss: Damage equal to your level. poison damage. Miss: You take damage equal to your level. Flow Attack (Horse Shakes Its Mane) Melee attack Finishing Attack (Third Poisonous Lesson) Target: One enemy Melee attack Attack: Dexterity + Level vs. AC Target: One enemy taking ongoing damage Hit: PUNCH + Strength damage, and you Attack: Dexterity + Level vs. AC choose one of the following two benefits: you Hit: KICK + Strength damage. can move as a free action; OR you gain a +4 Natural Even Hit: As a hit, plus 10 ongoing bonus to PD until the start of your next turn. poison damage, and if the target has 45 hp Miss: Half damage. points or fewer, it’s hampered (save ends both).

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3rd level monk 72 hp or fewer. to an enemy engaged with you (in addition 5th level monk 108 hp or fewer. to ending the effect on you). 7th level monk 180 hp or fewer. 9th level monk 300 hp or fewer. Way of the Metallic Dragon (form) Natural Odd Hit: As a hit, plus 5 ongoing poison damage. Opening Attack (Bronze Thwarts an Army) Miss: You take damage equal to your level. Melee attack Adventurer Feat: You gain a +5 bonus to saves Target: One enemy against ongoing poison damage. Special: You must be engaged with two enemies to use this attack. Three Cunning Trickster Form Attack: Dexterity + Level vs. AC Hit: PUNCH + Strength damage. Opening Attack (Fox Senses Weakness) Miss: Damage equal to your level. Melee attack Target: One enemy Flow Attack (Silver Warrior Advances) Attack: Dexterity + Level vs. AC Melee attack Hit: JAB + Strength damage. Target: One enemy that has more hit points than Natural Even Miss: Half damage. you Natural Odd Miss: — Attack: Dexterity + Level vs. AC Hit: PUNCH + Strength damage. Flow Attack (Tumbling Monkey) Natural Even Hit: As a hit, plus 10 ongoing cold Melee attack damage. Special: When you use this flow attack, you can Natural Odd Hit: As a hit, plus you or one of pop free from one enemy anytime during your your allies can pop free of the target. turn as a free action. Miss: Damage equal to your level. Target: One enemy Attack: Dexterity + Level vs. AC Finishing Attack (General Slays the Hordes) Hit: PUNCH + Strength damage. Melee attack Miss: Half damage. Targets: Up to two enemies; choose one for the first attack and the other for the second attack Finishing Attack (Crane Summons Carp) First Attack: Dexterity + Level vs. AC Melee attack Hit: KICK + Strength damage. Target: One enemy Miss: Damage equal to your level. Attack: Dexterity + Level vs. AC Second Attack: Dexterity + Level vs. AC Hit: KICK + Strength damage. Hit: PUNCH + Strength fire damage. Natural Even Hit: As a hit, plus when an enemy Miss: Damage equal to your level. engaged with you targets you with an attack Adventurer Feat Ki Power (Draconic Cascade): before the start of your next turn, you can deal When you drop a non-mook enemy to 0 hp JAB + Strength damage to it as an interrupt with a finishing attack, you can spend 2 action. points of ki to gain another standard action Miss: Half damage. that turn (usually an opening attack). Adventurer Feat Ki Power (The Gift Returns): When you roll a natural 20 on a save, you Champion-Tier Forms can spend 1 point of ki to transfer the effect

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Heaven’s Thunder (form) Target: One enemy Attack: Dexterity + Level vs. AC Opening Attack (Moon in a Storming Sky) Hit: PUNCH + Strength damage. Melee attack Miss: Half damage. Target: One enemy Attack: Wisdom + Level vs. PD Flow Attack (No Mercy) Hit: JAB + Wisdom damage, and whenever an Melee attack enemy attacks you before the start of your Target: One enemy next turn, it takes thunder damage equal to Attack: Dexterity + Level vs. AC twice your level after the attack. Special: You gain a +4 bonus with this attack Miss: — when you target a staggered enemy. Hit: PUNCH + Strength damage. Flow Attack (Thunder Restores the Balance) Miss: Damage equal to your level. Melee attack Target: One enemy Finishing Attack (No Weakness) Attack: Dexterity + Level vs. AC Melee attack Hit: PUNCH + Strength damage, and you can Target: One enemy roll a save against a save ends effect. Attack: Dexterity + Level vs. AC Natural Even Hit: As a hit, plus you gain a Special: You gain a +4 bonus with this attack bonus to the save equal to your Wisdom when you target an enemy taking ongoing modifier. damage. Miss: Half damage. Hit: KICK + Strength damage. Natural Even Hit: As a hit, plus you gain resist Finishing Attack (This Too Was Foreseen) damage 16+ until the start of your next turn. Melee attack Miss: Damage equal to your level. Target: One enemy Champion Feat: You can now also use the Attack: Wisdom + Level vs. AC opening attack when you are staggered. Hit: KICK + Wisdom thunder damage. Epic Feat: One battle per day, regain 1 point of Natural Even Hit: As a hit, plus you can heal ki each time you drop a non-mook enemy to using a recovery. 0 hp. Miss: Half damage. Champion Feat: One battle per day as a free Rising Phoenix (form) action, take only half damage from ongoing

damage. Opening Attack (Remarkable Phoenix Fist) Epic Feat: One battle per day, heal 5d10 hp Melee attack each time you spend 1 point of ki while Target: One enemy staggered. Attack: Dexterity + Level vs. PD

Hit: JAB + Strength fire damage. Iron Crusader Form (form) Natural Even Miss: 5 ongoing fire damage. Natural Odd Miss: — Opening Attack (No Retreat) Melee attack Flow Attack (Become the Pillar of Flame) Special: You can use this opening attack only if Melee you or one of your allies has dropped to 0 hit Target: One enemy points or below during this battle. Attack: Dexterity + Level vs. PD

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Hit: PUNCH + Strength fire damage, and you Natural Odd Hit: As a hit, plus you gain flight gain flight until the end of your next turn (see until the end of your next turn (see page XX). page xx). Miss: Half damage, and one random nearby Miss: Damage equal to your level. enemy takes lightning damage equal to your level. Finishing Attack (Life Burning Fire Fist) Melee attack Finishing Attack (Red Fury) Target: One enemy whose level is higher than Melee attack you. Target: One enemy Attack: Dexterity + Level vs. PD Attack: Dexterity + Level vs. AC Hit: PUNCH + Strength fire damage. Hit: KICK + Strength damage, plus 1d6 extra fire Natural Even Hit: As a hit, plus you can heal damage for each point on the escalation die. using a recovery. Miss: Damage equal to your level. Natural Odd Hit: As a hit, plus you can roll a Champion Feat: Once per day when you are save against a save ends effect. flying, force an enemy that has hit you with Natural Even Miss: Half damage. an attack against AC or PD to reroll the Natural Odd Miss: — attack with a penalty equal to your Wisdom Champion Feat: Once per day, double the modifier. healing you get when you heal using a Epic Feat: Once per day when you miss all recovery. targets with a finishing attack, you can use Epic Feat: Once per day, reroll a failed death another finishing attack with your next save with a bonus equal to your Wisdom standard action. modifier. Tiger in Storm (form) Three Evil Dragons (form) Opening Attack (Stalking Tiger) Opening Attack (The Burning shadow) Melee attack Melee attack Target: One enemy that isn’t engaged with any Target: One enemy of your allies. Attack: Dexterity + Level vs. AC Attack: Dexterity + Level vs. AC Hit: JAB + Strength damage, and if the target is Hit: JAB + Strength damage. staggered after the attack, choose one: you can Natural Even Hit: As a hit, plus 2d6 ongoing pop free from the target; OR the target takes lightning damage. ongoing acid damage equal to your level. Miss: Both you and the target take damage Miss: Damage equal to your level. equal to your level.

Flow Attack (Blue Lightning Fist) Flow Attack (Tiger Follows Blood) Melee attack Melee attack Target: One enemy Target: One enemy that isn’t engaged with any Attack: Dexterity + Level vs. AC of your allies. Hit: PUNCH + Strength damage. Attack: Dexterity + Level vs. AC Natural Even Hit: As a hit, plus one random Hit: PUNCH + Strength damage, and you can nearby enemy takes lightning damage equal pop free from the target. to double your level. Natural Even Hit: As a hit, plus if you are engaged with an enemy other than the target at the end of your turn, deal 10 damage to one

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engaged enemy (in other words, your attack Miss: Damage equal to your level. sets up a final clawing strike). Miss: Half damage. Finishing Attack (Ghostwalk of the Fallen King) Melee attack Finishing Attack (Striped Lightning Roars) Target: One enemy Melee attack Attack: Dexterity + Level vs. AC Target: One enemy that isn’t engaged with any Hit: KICK + Strength damage, and 15 ongoing of your allies. negative energy damage. Attack: Dexterity + Level vs. AC Natural Even Hit: As a hit, plus until the end of Hit: KICK + Strength damage. your next turn, you gain flight (see page XX) Natural Even Hit: As a hit, plus 1d3 nearby and resist damage 16+ to all damage as you enemies other than the target each take become incorporeal. (You can move through lightning damage equal to double your level. solid objects but can’t end your turn in them.) Miss: Half damage. Miss: Damage equal to your level. Champion Feat Ki Power (Storm’s Eye): When Epic Feat Ki Power (Quivering Palm): Once per an enemy misses you with an attack that day when you hit a target with a finishing deals lightning or thunder damage, you can attack, you can spend 1 point of ki to create spend 1 point of ki to heal using a recovery. a link with the target. Until the next full Epic Feat: You gain resist energy damage 16+ to heal-up, regardless of how far away the thunder and lightning. target is, you can spend 1 point of ki as a standard action to deal PUNCH + Wisdom damage to the target. Epic-Tier Forms

Feathered Serpent Form Death’s Quivering Shadow Form Form

Opening Attack (Shifting Coils) Opening Attack (Invoke the Name) Melee attack Melee attack Target: Each enemy engaged with you Target: One enemy Attack: Wisdom + Level vs. AC Attack: Dexterity + Level vs. PD Hit: JAB + Wisdom damage. Hit: JAB + Strength damage. Miss: Damage equal to your level. Natural Even Hit: As a hit, plus the target takes

ongoing negative energy damage equal to its Flow Attack (Flying Serpent Kick) level. Melee attack Miss: You take 5 ongoing negative energy Always: When you use this flow attack, choose damage. one effect: pop free from one enemy anytime

during your turn as a free action; OR you gain Flow Attack (Stunning Fist) flight until the end of your next turn (see page Melee attack XX). Target: One enemy Target: One enemy Attack: Dexterity + Level vs. AC Attack: Dexterity + Level vs. AC Hit: PUNCH + Strength damage. Hit: PUNCH + Strength damage. Natural Even Hit: As a hit, plus if the target has Miss: Half damage. 180 hp or fewer after the attack, it’s stunned

until the end of your next turn. Finishing Attack (Overworld Poison Maneuver)

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Melee attack Hit: KICK + Wisdom damage. Target: One enemy Natural 16+: You gain 1 point of ki. Attack: Dexterity + Level vs. AC Natural Even Hit: As a hit, plus you or an ally Hit: KICK + Strength holy damage. gains a +2 save bonus until the end of the Natural Even Hit: As a hit, plus if the target has battle. 180 hp or fewer after the attack, it’s hampered Natural Odd Hit: As a hit, plus the target takes until the end of your next turn. If it has more a –2 save penalty until the end of the battle. than 180 hp, it takes 20 ongoing poison Miss: Half damage. damage. Epic Feat: Once per day when you use the Miss: Half damage. lotus dreams the world finishing attack, a Epic Feat: Once per day as a quick action, roll random ally heals using a free recovery and a difficult save (16+) against a save ends can roll a save against each save ends effect effect affecting you that was caused by an affecting them. enemy’s attack. If you succeed, transfer the effect to an enemy engaged with you. <> The flagrant blossoms form is said to have been created by the last Grand Master of Flowers. If Flagrant Blossoms you’re not already an enemy of the ogre magi, Form you will be as soon as you use this form.

Opening Attack (The Petals Open) <>

Melee attack Target: One enemy Spiral Path Attack: Dexterity + Level vs. AC Form Hit: JAB + Strength damage, and if this attack drops a non-mook to 0 hp, you can use a Opening Attack (Open the Cycle) finishing attack with your next standard Melee attack action. Target: One enemy Miss: — Attack: Dexterity + Level vs. PD Hit: JAB + Strength damage, and a different Flow Attack (Revealing Impossible Truths) nearby enemy takes force damage equal to Melee attack half that damage. Target: One enemy Miss: Lose 1 point of ki. If you don’t have ki to Attack: Dexterity + Level vs. AC lose, you lose a recovery instead. If you don’t Hit: PUNCH + Strength damage. have a recovery to lose, see page 169 in the 13th Natural Even Hit: As a hit, plus a random Age core book. nearby ally can roll an icon relationship die (you choose which icon) that can be used as a Flow Attack (Ascend the Spiral) story-guide result later in the adventure; the Melee attack roll must be a 5 or a 6 to get an advantage. Target: One enemy Miss: Half damage. Attack: Dexterity + Level vs. AC Hit: PUNCH + Strength damage. Finishing Attack (Lotus Dreams the World) Natural Even Hit: Until the end of your next Melee attack turn, you can teleport to a nearby location you Target: One enemy can see as a move action. Attack: Wisdom + Level vs. MD

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Miss: Half damage if you have at least one icon probably right; in that case, choose a different relationship point with the Elf Queen, power for the bracers or create a new one. otherwise no damage. The personalities of magic bracers don’t always match the quirks found on “normal” Finishing Attack (Seal the Way) magic weapons. You always have room to mix Melee attack things up with unusual magic item personality Target: One enemy quirks—the bracers that help monks fight better Attack: Dexterity + Level vs. AC can be proof of those potentials. Hit: KICK + Strength damage, and as a free We don’t want to provide a list of generic action you can teleport next to a different magic item quirks. That seems flavorless. But a nearby enemy you can see (engaging it) and list of magic item quirks that belong on items make a PUNCH attack against it. associated with monks? That’s good fun, and Miss (PUNCH): The target takes damage equal goes part of the way toward explaining how to your level. (You don’t lose any ki.) bracers are an important part of training monks how to be “better” monks. You shouldn’t always Miss: Half damage, but you lose 1 point of ki. If use this list, since the existing magic item quirks you don’t have ki to lose, you lose a recovery are often fun for monks too. But if you think an instead. If you don’t have a recovery to lose, item’s normal personality quirk doesn’t translate see page 169 of the 13th Age core book. well into a monk’s bracer, or you just want a Epic Feat: Once per day at the start of a battle, change of pace, select from this list or use it as you can use one of the following talents inspiration. during that battle if you don’t already have Quirk: Speaks too often in terse shouted that talent: Burning Fortress Style, Flurry, syllables. Greeting Fist, or Temple Weapon Master. Quirk: Unable to sleep without performing an

exhausting workout first. Quirk: Certain that intimacy with another being RULES & STUFF ELSEWHERE depletes one’s ki. IN THE BOOK Quirk: Unable to avoid helping smaller innocent creatures in distress. Quirk: Always rises at least an hour earlier than Treasures for Monks everyone else in their group, community, or $[[rough draft]] Monks who fight barehanded adventuring band. get magic-weapon style powers from magical Quirk: Compelled to climb stairs using their bracers. A monk wearing magical bracers can’t hands instead of feet. use a magical melee weapon at the same time. Quirk: Insists on always moving silently, For now, let’s say that other classes don’t benefit breezing in and out of situations that in social from bracers. If there is a non-monk character terms require small noises and who draws magical power from a set of bracers, acknowledgements. then they have a special story. Quirk: Can’t abide “fancy” food without Bracers tend to have the same styles of heartburn (or at least complaints of powers as other melee weapons. Feel free to use heartburn). the melee weapon magic items in chapter 8 of Quirk: Only eats beans and rice. th the 13 Age core book, and elsewhere in this Quirk: So disciplined that dancing, hanging out, book (see page XX), as bracers instead of as and even sitting down is a mental hurdle. regular weapons like swords, axes, and daggers. Quirk: Unable to curse or say negative things If a power feels wrong to you attached to about people, even if they are true. bracers instead of a weapon, then you’re Quirk: Uncomfortable sleeping in the same spot they slept in the night before.

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Quirk: Likes to paint watercolors in their spare adapted; (c) "Distribute" means to reproduce, license, rent, time. lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)"Open Game Content" means the game Quirk: Longs for victory in official martial mechanic and includes the methods, procedures, processes tournaments. and routines to the extent such content does not embody the Quirk: Trash-talks during battle. Product Identity and is an enhancement over the prior art Quirk: Tells detailed stories about great martial and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by arts battles of previous centuries. this License, including translations and derivative works Quirk: Always uses a quick action to pose over under copyright law, but specifically excludes Product the prone body of a just-defeated foe. Identity. (e) "Product Identity" means product and product Quirk: Corrects everyone else’s posture, line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, sometimes even in the middle of battle. thematic elements, dialogue, incidents, language, artwork, Quirk: Has a fondness for sweets. symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of Flight Rules characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, We’re keeping basic flight rules simple. For now, environments, creatures, equipment, magical or play it exactly like other movement, but if supernatural abilities or effects, logos, symbols, or graphic there's space above them, you can fly over designs; and any other trademark or registered trademark creatures you’re not engaged with without clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open allowing them to take opportunity attacks Game Content; (f) "Trademark" means the logos, names, against you. You can be intercepted as you mark, sign, motto, designs that are used by a Contributor to move, but only by other unengaged flyers that identify itself or its products or the associated products are already airborne. contributed to the Open Game License by the Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy, We’re also keeping engagement and edit, format, modify, translate and otherwise create disengagement rules the same when flyers make Derivative Material of Open Game Content. (h) "You" or melee attacks against enemies on the ground. "Your" means the licensee in terms of this agreement. When a flyer makes a melee attack against a flying enemy, however, instead of engaging that 2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open creature, the flyer can choose to swoop past as Game Content may only be Used under and in terms of this part of the attack, but they take a –2 attack License. You must affix such a notice to any Open Game penalty. Content that you Use. No terms may be added to or subtracted from this License except as described by the If your flight ends before you land or are License itself. No other terms or conditions may be applied grabbing onto something, you’ll fall and to any Open Game Content distributed using this License. probably take damage. 3.Offer and Acceptance: By Using the Open Game OPEN GAME LICENSE Version 1.0a Content You indicate Your acceptance of the terms of this License.

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