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13th Age - Foolz!

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CHOOSE RACE<br />

Choose your character’s race from this list. 13 th<br />

<strong>Age</strong> is less restrictive than other d20 games, and<br />

your racial choice won’t limit your class<br />

selection.<br />

Human<br />

Dwarf<br />

Dark Elf (drow)<br />

High Elf<br />

Wood Elf<br />

Gnome<br />

Half-elf<br />

Halfling<br />

Half-orc<br />

You get a +2 racial bonus to one of the two or<br />

more ability scores associated with your race.<br />

The bonus can’t be applied to the same ability<br />

score that you choose for your class bonus. You<br />

also get racial features based on your race.<br />

See Chapter 3: Races for stats and<br />

background details for these races, as well as<br />

shorter notes on four other common d20 racial<br />

options (holy ones, dragonic, steelborn, and<br />

tieflings).<br />

Nonstandard races: Players can always<br />

come up with their own unique stories. The<br />

system is designed to be simple enough that<br />

gamers can improvise. If you want to play a<br />

different race from ones listed here, pitch the<br />

idea to your GM. You might find your pitch<br />

easier to make if your new racial choice lines up<br />

closely to the mechanical features of a supported<br />

race even if its flavor is very different. For<br />

example, if you want to be a one-off, halfsuccessful<br />

experiment in artificial life created by<br />

the Archmage, you can bolster your case if you<br />

say you’ll take the racial features of a supported<br />

race. “Half-orc” would be an obvious choice, but<br />

it could be anything.<br />

CHOOSE CLASS<br />

Choose your character’s class from this list.<br />

Barbarian<br />

Bard<br />

Cleric<br />

© 2012 Fire Opal Media. All rights reserved. 34<br />

Fighter<br />

Paladin<br />

Ranger<br />

Rogue<br />

Sorcerer<br />

Wizard<br />

You gain a +2 class bonus to one of the two or<br />

more ability scores associated with your class.<br />

The bonus can’t be applied to the same ability<br />

score that you choose for your racial bonus. Go<br />

to Chapter 4: Classes to see which ability scores<br />

give a bonus for that class.<br />

<br />

Multiclassing<br />

We recognize that fighter/wizards and<br />

barbarian/sorcerers are a staple of many fantasy<br />

campaigns, but we’re not supporting<br />

multiclassing in this book. The multiclassing<br />

rules will appear in an expansion for the system.<br />

For now, a few classes have features and talents<br />

that let them borrow from closely associated<br />

classes, including the paladin’s Cleric Training<br />

talent, two ranger talents that allow limited<br />

spellcasting from the cleric or sorcerer classes,<br />

and the sorcerer’s limited access to wizard<br />

spells.<br />

<br />

GENERATE ABILITY SCORES<br />

We use different methods to create 13 th <strong>Age</strong><br />

characters. Rob lets players roll their ability<br />

scores if they want to because he thinks it’s fun<br />

and it suits the system’s old-school spirit.<br />

Jonathan has players use the point-buy system<br />

to keep things fair. You can use whichever<br />

system or mix of options you prefer; we think<br />

it’s fine if some players roll their ability scores<br />

while others use the point-buy system.<br />

Roll ‘em<br />

Roll 4d6 for each of the six ability scores<br />

(Strength, Constitution, Dexterity, Intelligence,<br />

Wisdom, and Charisma). Drop the low die in<br />

each roll. Put the scores into any order to best fit<br />

the character you want to play.<br />

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