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What is 13th Age? 13th Age is an “open” dbased tabletop fantasy RPG similar in play to games like D&D / and Pathfinder. 13th Age olhon.info - Ebook download as PDF File .pdf), Text File .txt) or read book online. Parent Directory, -, -. Fire & Faith - Map olhon.info, , MB . Fire & olhon.info, , MB.

13th Age Pdf

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Tales of the 13th Age - Season 2, folder, The Crown Commands, file, 13 True olhon.info, , KB. file. fight alone, the ree have learned to join forces. Most d20 games have powerful NPCs who shape the world behind the scenes. 13th Age brings them forward. Get the ENnie award-winning 13th Age roleplaying game, 13th Age Bestiary, 13 True Ways, AND ALSO the 13th Age Soundtrack — all at more.

The book flat out states this, but tries to mitigate it via aforementioned argument — which is not valid in my book. My players got immensely frustrated with the mechanic. Step 1: Invent unique, verbose names for your spells. Step 3: The spell happens with a non-defined, circumstantial, unpredictable new effect determined by you and the DM.

On the one hand, 13th Age very much enforces the idea of story-telling, of creativity trumping rules. Of easier and streamlined gameplay. And it succeeds in that regard. At the same time, though, stunts with weapons and acrobatics and the like remain relatively ill-defined and leave you hanging in the air without much clues. In no other component is this duality as pronounced as in the Icons. The Icons represent both a central mechanic and a unique selling point of the implicit setting.

Instead of named divinities or movers and shakers like Tar-Baphon, Strahd or Elminster, we have these titles — the icons represent essentially very dualistic demigod-level movers and shakers, which keep the world in a kind of equilibrium.

Liked Dancer from the Malazan Book of the Fallen? There is The Lich-King. The Diabolist. The Dwarf-King. The Queen of Elves. The Priestess. You get the idea. These all but archetypical beings govern pretty much the fate of the world and your PCs receive relationship points with them. These points represent a dice each and are rolled at the beginning of a session or its end, influencing what happens in a positive way on a 6 on a d6, in one that has a downside on a 5.

This requires some serious improvisation-skills on parts of the DM, but also ties the players to the world and its powerful beings — perhaps via the one unique thing you chose at character creation that sets you apart.

Generally, I love their concepts — the Archmage that tries to domesticate the nature of the WORLD with magic and his weather-control-towers, arcano-science par excellence, versus e. The way in which they influence the setting can also be considered genius: How cool is the notion of an entire OCEAN being mad at anything remotely resembling civilization? These icons are firmly tied in with the world — which makes transporting them to another setting problematic.

Furthermore, they at once want to facilitate story-telling by being opaque, while also having pretty clear agendas — and I get why.

But, even when taking the setting-information with its partially downright inspired world-building into account, they, as characters, remain bland cardboard cutouts. They are tropes. The empire, whose health reflects the emperor? Warhammer 40K minus grit, anyone? As much as I loved the small tidbits interspersed through the setting-information, the icons left me terribly bored.

No names, no history, no tradition. This, to my knowledge, ought to be the rule-book with a short gazetteer on the implied word, but the interconnections between the fluff and crunch here can provide a significant detriment towards the storytelling should choose to not utilize the default setting.

What if I wanted to use 13th Age-rules with Dark Sun? The setting, the world, does sport several glorious tidbits — like dwarven coins being stackable and quadratic and similar absolutely awesome ideas that had me grin from ear to ear. At the same time, box upon box tells me that xyz for example, issues with language interaction is not fun or can be neglected. You may not mind, I did. The book does feature an excellent glossary and index and a starter module — and said module is by far, no matter where you stand on each individual rules-decision, the weakest part of the book.

At level 1. Even if the dragon is wounded. It just feels terribly wrong to me and takes away what should be a climactic moment and waters it down. Nigh no meaningful choices to be made, no cool twist, interesting combat-influences or fluxes and it contributes to the disposable dragon syndrome. Boring and bland — apart from the backdrop of the tower, nothing good here.

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My players were terribly bored with this as well. Layout adheres to a beautiful 2-column full-color standard and the book comes on nice, glossy paper with great artworks. Alas, the monsters in the monster-section do not receive fluff or proper visual representations apart from some glyph-like representations and a couple of mugshots for demons. The organization of the rules is pretty concise and the cartography is glorious.

Rob Heinsoo and Jonathan Tweet are both talented designers that have created a highly functional game here. Beyond personal preferences, the system as such suffers from the issues with its adaptability and versatility, at least in direct comparison.

13th Age System Reference Document

Yes, they can be extracted, changed, etc. And this reflects the rules-aesthetic of a lot of rules herein. Change one part, change a lot. The icons also have another impact — they, along the shorter level-progression, point you towards a particular playstyle.

One with significant consequences from the get-go. The quicker escalation of character development via relationship rules, fast level-up suggestions etc. But in other contexts, it is not that smooth. What do I mean by this? It is really a pretty simple game, as far as anything dbased is concerned. The rules are easy, the math simple, there is not much to be overwhelmed by.

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This is NOT meant as a barb, but rather as an observation. If you want a vast plethora of selections at your disposal, significant variety within each class and rewards for optimization, then there are better systems out there — though that changes with the addition of more supplements.

Research et al. The step towards a narrative focus is great, but it is kept from reaching its full realization by aforementioned choices of, paradoxically, not emphasizing the rules required for complex non-combat scenarios. Personally, I would have enjoyed less opinion, more options here — and especially, less judging. Barbarian Rage Class C: Now start raging for free when esc. Relentless Talent E: Jack another spell from a third other spell-casting class.

Increase your maximum recoveries by 1. Use Barbaric Cleave as often as you want in one battle. The bonus damage dice are now d6s instead of d4s.

Deal normal miss damage with missed Whirlwind attacks. Increase your maximum recoveries by 1 2 total. Barbaric Cleave Talent 80 C: You can move for free before using a Barbaric Cleave attack. Use Building Frenzy twice per day now. Use your 1st or 3rd level battle cries without making a melee attack. The recovery from your Unstoppable attack is free. The warband fights for 1 round even after you are unconscious.

Building Frenzy Talent C: The bonus damage dice are now d10s instead of d6s. Gain 20 temp hp when your Slayer attack drops a non-mook enemy.

Use Unstoppable twice per battle now. Songs continue for one round when you are silenced. Deal half damage with missed attacks when you use Violence. Violence Talent 81 E: Strongheart Talent C: Disengage attempts after using Whirlwind Whirlwind Talent 80 succeed automatically.

Use Natural Will twice per day now. Gain 3 or 4 bonus dice at the cost of an equal number of cursed dice with each enemy. Battle Skald Talent C: Battle cries used on yourself also help an ally. Jack of Spells Talent 86 C: Jack another spell from a second other spell-casting class.

Use Natural Will as a free action. Use Whirlwind anytime during your turn now. First time you use the ballad-created relationship. Slayer Talent C: Unstoppable Talent C: Add 2 x Con mod to the total healing from the Unstoppable recovery.

Gain 3 cantrips if you choose wizard. Natural Will Talent C: Number of targets increases to 2d4. Bonus dice and miss dice are now d12s.

Use d6s instead of d4s for battle chant damage. Far away allies can now also have their positions swapped. Add a third random target.

Pull It Together! Battle cry C: Battle cry now triggers on any natural even roll. Victory is Ours! Battle cry 90 E: Target of befuddle now only needs to be in sight. Stay Strong! The AC bonus also applies to MD. Battle cry E: On a natural even hit. Hit effect is now a save ends effect. One battle per day.

Ally can pop free of one enemy automatically before rolling disengage. Move It! Use the battle cry 3 times per battle. If the ally is staggered. Hang Tough! Add your level to the temporary hp before any doubling for being staggered. The AC bonus also applies to PD. We Need You! Two of the targets can now be far away. Wild heal effect now provides free recoveries.

On a hit. You can be the target of hang tough. Protection Talent A: One ally can roll a save each time you target allies with a spell. Strength Talent 97 C: Damage bonus dice are now d8s instead of d4s.

Knowledge Talent C: Now use a d4 for invocation instead of d6. Increases at each tier. Healing Talent C: Invocation of healing provides 2 extra uses of heal that battle.

You also gain the AC bonus. Allies you heal add triple your level hp instead of double. Circle of Protection Spells E: You gain one free use of resurrection. This spell is now a quick action to cast. The combat boon save automatically succeeds if the attack is a crit.

Javelin of Faith Spells C: Spell can now target far away enemy with —2 attack penalty. Turn Undead Spells C: Target demons or undead with turn undead. Heal Class C: If target is unconscious.

War Talent C: The attack bonus can now apply to multiple enemies you attack. Justice Talent C: When you gain a reroll blessing. You can expend turn undead to gain an extra use of heal for one battle. Life Talent C: Each battle. Mighty Healing Spells C: This spell is now a close-quarters spell. Your allies also get a damage bonus against the enemies you attack equal to double your Cha mod. You gain a two-dice conflicted icon relationship instead.

Spell now deals half damage on a miss. Judgment Spells 99 E: Combat Boon Spells 99 C: Ally can roll a save even if attack misses. Trickery C: Your trick die can now be used for any d20 roll. The domain power works with any attack now. Sun Talent C: Gain a positive relationship point with different random icon each day.

Allies you heal can use your recoveries instead. Increase target hp limit by hp. You can give the reroll blessing to yourself. Talent 97 OR Illusion E: Brace for It Maneuver C: Brace for it now works any number of times before your next turn.

AC bonus also applies to MD. Deadeye Archer Talent C: Deal Power Attack damage even if you miss. You do not take opportunity attacks while using Skilled Intercept.

Brace for it now works against any type of attack.

You can move to reach a new target before using your Cleave attack. Tough as Iron Talent C: Increase your total recoveries by 2. Cleave Talent C: Use Cleave twice each battle now but only once per round. Comeback Strike Talent C: Power Attack Talent C: Carve an Opening Maneuver C: Power Attack damage dice increase to 1d6 1-H or 1d8 2-H.

Counter-Attack attack now deals full damage. The damage is no longer halved if the attack hits. AC bonus also applies to PD. Combat mastery now triggers on any natural even hit. Spend a quick action before attack to add your Dex mod to the damage if you miss. Heavy Warrior Talent C: Heavy Warrior now works against an attack vs.

Heavy Blows Maneuver E: Add double 1-H or triple 2-H the escalation die to miss damage. Counter-Attack Talent C: Use Counter-Attack once per turn instead of per round. Never Surrender Maneuver E: Deal damage to enemies that fail to disengage from you equal to your Dex or Con mod. Defensive Fighting Maneuver C: Deadly Assault Maneuver C: A Dozen Cuts Maneuver C: Gain another use of Tough As Iron when you roll a natural 20 with an attack.

Triggers on any miss if using two-handed weapon. Skilled Intercept Talent C: Add escalation die to Skilled Intercept saves. You can pop free from up to 2 enemies when using Skilled Intercept.

Non-mook enemies that fail to disengage from you are vulnerable. The attack and disengage penalty is equal to —4 or to the escalation die. You can have two enemies challenged at same time. Gain 1 relationship point with a villainous or ambiguous icon. Enemies you challenge are vulnerable to your attacks. Sword of Destiny Maneuver E: Shield Bash Maneuver C: Lay on Hands Talent C: Lay on Hands healing uses a free recovery instead of one of your own. Path of Universal Talent C: Your melee and ranged attacks deal holy damage.

Can pop the target free of your allies. Your ally takes no damage. Two additional uses of Lay on Hands each day. Stop the movement of the target of your punish them attack. Use your Charisma as the attack ability for cleric spells. Add twice your Cha mod to Lay on Hands healing.

Gain 1 relationship point with a heroic or ambiguous icon. Smite Evil Class C: Cleric Training Talent C: Implacable Talent C: Once per turn. Strong Guard Maneuver E: Way of Evil Bastards Talent C: When your Smite Evil attack kills 3 or more mooks.

Maneuver Punish Them C: The crit range bonus now also applies to any ally who attacks the target while you are engaged with the target. Spinning Charge Maneuver E: Choose 2 cleric spells to gain instead of one.

Second Shot Maneuver C: The second shot attack only takes a —2 penalty. Bastion Talent C: Fearless Talent C: Precision attack now works with ranged attacks. Gain temporary hp equal to double your Con mod instead. Your crit range of Lethal Hunter attacks expands by 1. Snake Companion E: First Strike Talent C: Lethal Hunter Talent C: Your pet gains a fourth ability.

You can now track flying. Use your move action in between attacks. Bear Companion C: Gains twice its level in temporary hp with each hit. Pop free of one enemy before a Double Melee Attack roll.

Add your level to damage with missed melee attacks. Pop free of one enemy before a Double Ranged Attack roll. You can choose from sorcerer at-will spells. Favored Enemy Talent C: Your crit range vs. Your companion adds the escalation die to its attacks. Double Ranged Attack Talent C: Your pet gains a fifth ability. Your Lethal Hunter talent also applies to companion. Gain an additional sorcerer spell. Choose which ability score to use for sorcerer spells you cast. Tracker Talent C: You can now track equally well in urban areas.

Choose a second non-humanoid type as favored enemy. Cast the cleric class feature heal spell once per battle. Archery Talent C: Ranger ex Cathedral Talent C: You can choose from cleric at-will spells.

13th Age Glorantha - PDF

The crit range of your First Strike attacks expands by 1. Double Melee Attack Talent C: Change your favored enemy during a full heal-up. Whenever you hit with a First Strike attack. Two-Weapon Mastery Talent C: Make an opportunity attack against an enemy who rolls a natural 1 against you with a melee attack. Animal Companion Companion C: Use terrain stunt now in urban environments. Gain an additional cleric spell. Your pet gains a third ability.

Staggered enemies that make melee attacks against you and miss are vulnerable to your attacks. Improved Sneak Talent C: Also triggers on a ranged attack vs. On failed Smooth Talk save.

Add 5 x Strength mod to hit damage. As champion feat. Evasive Strike Power C: Cunning Talent C: Power A: If you drop target. Take only half damage from trap attacks. Add your Str mod to miss damage. Add your Cha mod to your Smooth Talk save.

Deflection Power C: Deflected attack now deals full damage. Bleeding Strike Power C: A natural even miss deals ongoing damage equal to your level. On a crit. Trap Sense Class C: Can use bleeding strike against enemies taking ongoing damage. Tumble Talent C: Twice per level.

On a miss. The attack reroll option can also apply to a nearby ally of the rogue. Sneak Attack now works against lower initiative enemies in first round. Smooth Talk Talent C: Success with Smooth Talk yields a 3-point positive relationship now.

Flying Blade Power C: Thievery Talent C: Using the power no longer spends your momentum. Murderous Talent C: Use flying blade with ranged weapons. Deadly Thrust Power C: You can now target mooks with deadly thrust attacks.

Ongoing damage to large or huge targets is 1d6 per level instead.

13th Age Glorantha - PDF

Ignore the penalty for disengaging from more than one enemy. Sneak Attack Class C: Sneak Attack now works against confused.

Shadow Walk Talent C: Familiar gains another randomly changing ability. Swift Dodge Power E: Rerolled attack takes a —2 penalty. You choose type. Damage increases at each tier. Power C: Metallic Protector Talent C: When your chaotic benefit increases your defenses. True Targeting Power E: Decrease your maximum recoveries by 1. Undead Remnant Talent C: Fey Heritage Talent C: Chromatic Destroyer Talent C: Also triggers on attack vs. Swift Riposte Power E: Use Charisma as the attack ability for wizard spells.

Infernal Heritage Talent C: Gather Power Class C: When you miss with spell vs. Roll With It Power C: Also triggers on a ranged attack. Sure Cut Power C: Once per level. Arcane Heritage Talent C: Cast wizard spells empowered.

Spell Fist Talent C: Use your Fey Heritage power twice per day now. If your attack crits. Blood Link Talent C: Gain another relationship point with an icon in your heritage. Spiky Bastard Power E: No penalty for attacking a far away enemy. Bonus also applies to PD. Bonus also applies to MD. You can now cast counter-magic twice per battle. Resist Energy Spell A: Add another target with the spell. Confusion Spell C: Each failed save by the target deals 6d10 psychic damage to it.

Abjuration Talent C: Gain 2d12 temp hp when you cast a daily spell. Burning Hands Spell C: You can now target far away enemies. Fireball Spell E: Lightning Fork Spell C: Lightning fork not expended if you miss all targets. Can now target all enemies engaged with you in addition to normal targets. Chaos Bolt Spell C: Roll on epic table for chaotic benefit. The weakened effect hp threshold increases by 5 hp. Disintegrate Spell E: The spell now targets a far away creature.

The target of the spell is also hampered on a natural even miss. Calling the Blood Spell E: Roll two d6s. Target 1d4 enemies instead of 1d3 when you cast the spell recklessly.

The spell can now target a far away enemy. Familiar gains another ability. Color Spray Spell C: When you evoke. Echoing Thunder Spell C: Empowering echoing thunder doubles its aftershock damage. Cantrip Mastery Talent A: You can now use cantrip-style versions of any spell you know. Denial Spell E: High Arcana Talent E: You can cast counter-magic in reaction to any magical action.

You can choose a new miss effect that dazes all missed targets. Scorching Ray Spell C: The spell attack can deal random energy damage instead of fire. Shocking Grasp Spell C: Utility Spell Spell C: See more and some are simply too specfic. Taking the intro adventure as example, the Icons simply add some color and flavor and else don't change a thing about the structure.

There's something unique to you, but heaven forbid it's actually helping you accomplish anything that's worth rolling for. All in all, 13th Age contains nice ideas. My main gripe is that you relearn part of the combat rules for each class. In all other respects the game seems elegant and well done. It feels like a remix of 3E and 4E, with a lot of changes for the better when it comes to my taste. The players liked it at first try with the intro adventure, but we were all easily caught up in roll-playing due to having to master our special moves and feats and so on.

John P.

H April 06, pm UTC You mention that 13th Age does away with using a battle map; does it entirely lack any mechanism for miniatures? I hadn't used minis very much until I started playing Savage Worlds a couple of years ago, and we like that very much for being able to visualize what is happening in a confrontation. Distances are more abstracted. I do find it useful for visualisations as you do.

The fights are quicker thanks to an escalation die the monsters are more flavorful than 3. X and 4. The fact that you take incremental advances after each session rather than waiting for a whole level makes my players happy.

It takes what I liked about 4E, that being streamlined mechanics, and what I liked of 3. If you like the classes of 3X but want more choice, and you like the ease in which 4E played, this game is for you.The Elf first. Players can take active steps to set to corner the GM into saying that there are animals around so up a better game. Battle cry now triggers on any natural even roll.

Storytelling and roleplaying demands could take As with the heroic icon. Some of these mysterious figures are previous incarnations of the Prince of Shadows in other guises with other names.