www.fireopalmedia.com and www.pelgranepress.com. 13 True Ways Playtest 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 Wizards of the Coast, 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.
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