13th Age - Dark Alleys & Twisted Paths.pdf

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Dark Alleys &
Twisted Paths
A fantasy roleplaying supplement
by Martin Killmann
compatible with the 13th Age Roleplaying Game
Dark Alleys & Twisted
Paths
A fantasy roleplaying supplement
by Martin Killmann
compatible with the 13th Age
Roleplaying Game
Contents
New Rules, Clarifications
& Variants
Races
New Feats
Bard
9
4
15
27
38
75
83
50
Fighter
Monk
Necromancer
Occultist
Paladin
Ranger
Rogue
117
137
149
125
Barbarian
Chaos Mage
Cleric
Druid
Commander
22
158
167
174
183
237
242
211
Sorcerer
Wizard
Novice Tier
Magic Items
Design:
Martin Killmann
Playtesters:
Aaron Freed, Adam Corrin, Albin Nilsson, Alexander W. Corrin, André Luis Soares, Andrew Jones,
Anthony Baker, Ashten Fransioli, Austin McPherson, Cail Musick-Slater, Cassandra Hon, Christopher Fransioli, Clark
Olson-Smith, Christopher LaHaise, Dan Zelitch, Daniel Midkiff, David Beggs, Dax Thomas, Dick McGee, Douglas
Murray, Eddie Deyo, Erick Cannes, Graham Gass, Igor Mendonça, James Grieves, Jean-Antoine Maro, Jon Baker, Jon
Voris, Kirk Leeson, Liron Afriat, Luke Basu, Mara Ledda, masterrille, Matthew S., Maximilian Schmücker, Michael
Mazur, Nadir Habib, Patricia Baker, Riley Harder, Rodrigo Lucas Pires, Sean H., Stephen Faure, Timothy Baker, Veli
Myllylä, Vicente Marques, Zen Dragon
Artists:
Tamás Patkós, Vladimir Kiselev, Rhys Griffiths, Albin Nilsson, Maximilian Schmücker, James Shields, Ican
Ican
Layout Design:
Nathan D. Paoletta
Compatibility with the
13th Age
Roleplaying Game requires the
13th Age
Roleplaying Game from Fire Opal Media Inc.
and Pelgrane Press Ltd. See 13thAge.com for more information on the
13th Age
Roleplaying Game. Fire Opal Media
Inc. does not guarantee compatibility, and does not endorse this product.
Class icons sourced from game-icons.net. The following incorporate icons provided under the CC-BY 3.0 license
(original creator in parenthesis): Barbarian, Monk (Delapouite); Bard, Chaos Mage, Cleric, Commander, Druid, Fighter,
Occultist, Paladin, Ranger, Rogue, Wizard (Lorc); Necromancer (Skoll)
Credits
Introduction
Dear friends,
This book has been a long time in the making. Even before
13th Age
was released, still during the playtest, I have been
collecting ideas and creating ways to expand character options. Since then I’ve had many conversations and playtest
sessions with members of the community, who have provided insight, feedback, and more ideas. Some of them are
listed below. I hope I didn’t forget anyone, but if I did I offer my apologies.
I hope the book your holding in your hands will inspire you to make new, fun characters, and enjoy this amazing
game even more.
Have fun!
New Rules, Clarifications
& Variants
New Keywords
This book introduces a few new keywords that are used
with the new talents and powers. While they are new to
13th Age,
you may already be familiar with them from
other roleplaying games.
Cycle Bonus
This is a monk-specific keyword. You gain a cycle bonus
for the duration of your current attack progression, that
is, for your opening, flow, and finishing attack, until the
start of your next turn after using a finishing attack. It also
ends if anything breaks the current attack progression,
such as the end of the battle, when you don’t attack for a
round, or when you start a new progression by using an
opening attack.
Advantage / Disadvantage
When you have “advantage” on a d20 roll, roll twice and
choose the higher result. Only the higher roll counts for
things like natural even / odd roll.
When you have “disadvantage” on a d20 roll, roll twice
and choose the lower result instead. Only the lower roll
counts for things like natural even / odd roll.
As in other RPGs you may be familiar with, advantage
and disadvantage are binary, either you have them or
you don’t. Advantage / disadvantage from multiple
sources doesn’t stack. If you have both advantage and
disadvantage, they cancel each other out.
If you use the advantage and disadvantage keywords
in your game, you can treat any “roll twice and take the
better result” in other
13th Age
publications as advantage,
even if the rules do not use that keyword. Examples where
13th Age
already uses an advantage mechanic include
Barbarian Rage, the human racial power, the Infernal
Heritage sorcerer talent, and the Champion of Three
Worlds monk talent.
Exploding Dice
An “exploding” die means that if you roll the highest
number, say 6 on a d6, you add it to the total, then roll it
again and add that too. If that result is also the maximum,
add and roll again, and so on.
Prone (Condition)
When you are prone, you are down on the floor, off bal-
ance, or have otherwise left yourself open to attacks.
Enemy melee attacks have advantage against you until
you spend a move action to stand up or regain a defensive
posture.
Unlike other conditions, there is no save against being
prone.
Increasing Dice by One Step
When an ability asks you increase or decrease dice by one
step, use the table below
2d12
2d10
2d8
2d6
d12
d10
d8
d6
d4
d3
d2
Highest
Cloud Spells
Cloud spells create a fog in the nearby area. These spells
usually attack a number of nearby enemies and have some
effect on allies engaged with these targets.
After the fog is created, non-engaged creatures can
move out of it as a move action. Engaged creatures must
succeed at a disengage check to do so.
At the start of your next turn after casting the spell,
make a normal save (11+) to check whether the cloud
persists. This is not an action. If it persists, any target that
was hit and is still in the cloud suffers the effect again, and
you make another save at the start of the following turn. If
the save fails, the spell ends.
At the GM’s discretion, clouds move naturally with the
terrain. They will roll down slopes and disperse in strong
winds.
4
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