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13 th Age simplified Character creation - Humans only o Quick to Fight: At the start of each battle, roll initiative twice and choose the result you want. o +2 to any ability score - Stat array: 15, 15, 14, 12, 10, 8 - No feats - One background only at +5 Classes Cleric - Ability score: +2 Wisdom - At 1 st level, a cleric starts with a melee weapon, decent armor, a holy symbol, and other minor possessions suggested by their backgrounds. They might even have a crossbow. - Backgrounds: healer, archivist, military chaplain, temple guard, initiate, and bishop. - Ritual Magic - Spells: Bless, Cure Wounds, Shield of Faith, Hammer of Faith or Turn Undead Armor Class (shield and heavy armor) 15 + middle mod of Con/Dex/Wis + Level Physical Defense 11 + middle mod of Str/Con/Dex + Level Mental Defense 11 + middle mod of Int/Wis/Cha + Level Hit Points (7 + Con mod) x Level modifier (see level progression chart) Fighter - Ability score: +2 Strength - At 1 st level, a fighter starts with a melee weapon or two, a ranged weapon if they want it, armor, and standard non-magical gear that is suggested by the character's backgrounds. - Backgrounds: swordmaster, mercenary captain, sea raider, shieldwall spearman, explorer, thug, city guardsman, former gladiator, duelist, and goblin-hunter. - Threatening o Whenever an enemy attempts to disengage from you, it takes a penalty to its check equal to your Dexterity or Constitution modifier, whichever is higher. The penalty doesn't apply if you

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Page 1: 13th Age Simplified

13th Age simplified

Character creation

- Humans only o Quick to Fight: At the start of each battle, roll initiative twice and choose the result you want.o +2 to any ability score

- Stat array: 15, 15, 14, 12, 10, 8- No feats- One background only at +5

Classes

Cleric- Ability score: +2 Wisdom- At 1st level, a cleric starts with a melee weapon, decent armor, a holy symbol, and other minor

possessions suggested by their backgrounds. They might even have a crossbow.- Backgrounds: healer, archivist, military chaplain, temple guard, initiate, and bishop.- Ritual Magic- Spells: Bless, Cure Wounds, Shield of Faith, Hammer of Faith or Turn Undead

Armor Class (shield and heavy armor) 15 + middle mod of Con/Dex/Wis + Level

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

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

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

Fighter- Ability score: +2 Strength- At 1st level, a fighter starts with a melee weapon or two, a ranged weapon if they want it, armor, and

standard non-magical gear that is suggested by the character's backgrounds.- Backgrounds: swordmaster, mercenary captain, sea raider, shieldwall spearman, explorer, thug, city

guardsman, former gladiator, duelist, and goblin-hunter.- Threatening

o Whenever an enemy attempts to disengage from you, it takes a penalty to its check equal to your Dexterity or Constitution modifier, whichever is higher. The penalty doesn't apply if you are stunned, grabbed, or otherwise incapable of making an opportunity attack.

- Comeback Strikeo Once per battle as a free action, make another attack with a –2 penalty after your first fighter

attack during your turn misses.

Armor Class (shield and heavy armor) 16 + middle mod of Con/Dex/Wis + Level

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

Mental Defense 10 + middle mod of Int/Wis/Cha + Level

Hit Points (8 + Con mod) x Level modifier (see level progression chart)

Recoveries 9

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Rogue- Ability score: +2 Dexterity- At 1st level, rogues start with the clothes on their back and the dice in their pockets. They also start

with various bladed weapons and some armor. Plus various oddments suggested by their backgrounds.

- Backgrounds: street thug, cat burglar, diplomat, professional gambler, courtier, jewel thief, acrobat, con artist, spy master, pirate, dandy, rat catcher.

- Trap Senseo If a rogue's skill check involving a trap is a natural even failure, the rogue can reroll the skill

check once. If a trap's attack roll against a rogue is a natural odd roll, the rogue can force the trap to reroll the attack once.

- Improved Sneak Attacko Once per round when you make a rogue melee weapon attack against an enemy engaged

with one or more of your allies, you can deal 1d6 extra damage if your attack hits.- Tumble

o You gain a +5 bonus to disengage checks. In addition, while you are moving, if an enemy moves to intercept you, you can make one disengage roll per intercepting enemy as a free action to avoid that enemy, but you must stop the first time you fail any of those disengage checks.

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

Physical Defense 12 + middle mod of Str/Con/Dex + Level

Mental Defense 10 + middle mod of Int/Wis/Cha + Level

Hit Points (6 + Con mod) x Level modifier (see level progression chart)

Wizard- Ability score: +2 Intelligence- At 1st level, a wizard usually has a dagger, a robe or two, a wand, ritual components in pouches, and

other minor accouterments suggested by their backgrounds.- Backgrounds: magical prodigy, spell thief, hedge wizard, transformed familiar, ship's wizard.- Ritual Magic- Spells: Acid Arrow, Blur, Color Spray, Shield, Shocking Grasp

Armor Class (light armor) 10 + 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 (6 + Con mod) x Level modifier (see level progression chart)

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Cleric spells

BlessRanged spell; DailyQuick action to castEffect: You can cast this spell with either of two effects:

- One nearby ally gains a +2 attack bonus until the end of the battle.

- Choose up to three nearby creatures (including you); each target gains a +1 attack bonus until the end of the battle.

Cure WoundsRanged spell; DailyQuick action to castEffect: You or a nearby ally can heal using a free recovery.

Hammer of FaithClose-quarters spell; DailyEffect: Until the end of the battle, your basic melee attacks use d12s as their base weapon damage dice.

Shield of FaithRanged spell; DailyQuick action to castEffect: You can cast this spell with either of two effects:

- One nearby ally gains a +2 bonus to AC this battle.

- Choose up to three nearby creatures (including you); each target gains a +1 bonus to AC this battle.

Turn UndeadClose-quarters spell; DailyTarget: 1d4 nearby undead creatures, each with 55 hp or fewer.Attack: Wisdom + Charisma + Level vs. MDHit: The target is dazed until end of your next turn.Hit by 4+: 1d10 x your level holy damage, and the target is dazed until end of your next turn.Hit by 8+: Against non-mooks, holy damage equal to half the target's maximum hit points, and the target is dazed (save ends). Against mooks, the +8 result now deals 4d10 x your level holy damage.Hit by 12+ or Natural 20: Against non-mooks, the target is destroyed. Against mooks, the +12 result now deals 4d20 x your level holy damage.

Wizard spellsAcid ArrowRanged spell; DailyTarget: One nearby or far away creatureAttack: Intelligence + Level vs. PDHit: 4d10 acid damage, and 5 ongoing acid damage.Miss: 5 ongoing acid damage, and you regain the spell during your next quick rest.

BlurRanged spell; DailyTarget: You or one nearby allyEffect: For the rest of the battle (or for five minutes), attacks against the target miss 20% of the time.

Color SprayClose-quarters spellCyclic (cast once per battle OR at-will when the escalation die is even)Target: 1d4 nearby enemies in a groupAttack: Intelligence + Level vs. MDHit: 2d8 psychic damage, and if the target has 10 hp or fewer after the damage, it is weakened until the end of your next turn.

ShieldClose-quarters spellRecharge 11+ after battleFree action to cast, when an attack hits your AC.Effect: The attacker must reroll the attack. You must accept the new result.

Shocking GraspClose-quarters spellAt-WillTarget: One creature engaged with youAttack: Intelligence + Level vs. PDHit: 1d4 lightning damage, and the target pops free from you.Miss: You take damage equal to the target's level from botched feedback.

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