13th Age: Guild Items

This month, we are focusing on new 13th Age material. Last week, we shared with you two new monsters for 13th Age: the usurper’s troops and the hound golem. This week, we are sharing with you some of the magic items specific to some of our alternate icons we created for 13th Age. Monday we shared a pair of item preferred by the Herald. Today we have favored by the Guild Mistress.

The Guild Mistress likes two things: gold and those in the guild also being productive. So the ring of persuasion is something that her negotiators frequently have on them. The better crafters in the guild keep the hammer of flawed creativity. Having a bonus to all magic item crafting rolls is something any crafter likes. However, it has been known to make magic items that are imperfect, which is better than just wasting time and resources on a failed attempt.

Ring of Persuasion: This silver ring looks like a simple signet ring with the Guild Mistress’ symbol on it. You gain a +2 bonus to skill checks to make someone give you or sell you something. Quirk: Always smiling.

Hammer of Flawed Creativity (Champion item, recharge 11+): What normally looks like a normal blacksmith’s hammer turns into whatever kind of crafting tool you need it to be at that moment when crafting a magic item. When crafting a magic item, you gain a +2 to your skill check. Should you fail that skill check, you may immediately roll another d20 and add that result to your total. If you succeed with the new total, you successfully create the item but it has some unexpected but thematic flaw (GM’s choice). Examples of flaws: if you are making a weapon that also deals lightning damage, you also deal the lightning damage to one random nearby target (friend or foe alike). If you are making an item that grants resistance to one type of damage, the target of your attacks gains that same resistance until the start of your next turn.

If you enjoyed these 13th Age magic items, join our Patreon today. Also download our 13th Age PDFs at DriveThruRPG and the Open Gaming Store.

We slightly altered this symbol we obtained via Creative Commons at http://game-icons.net. Full license at
https://creativecommons.org/licenses/by/3.0/legalcode. Icons created by Lorc.

13 Cleric Domains and Spells

We slightly altered this symbol we obtained via Creative Commons at http://game-icons.net. Full license at
https://creativecommons.org/licenses/by/3.0/legalcode
Icons created by Lorc

All month long, we are releasing new 13th Age material. Last week we focused on monsters. This week we are focusing on new magic items. One of our Patrons asked for magic items for the Herald, so that’s what we’re starting with first.

Confession, Symbol of (recharge 16+): When you hit an enemy with a divine spell or attack, that enemy is also stuck until the end of their next turn. (Champion: recharge 11+) Quirk: Prone to telling others about your deity, bringing the subject up in irrelevant conversations.

Ring of the Blessed (recharge 11+): This ivory ring is carved with the holy symbol of a deity. When you fail an attack roll, saving throw, or skill check, add +1 to that roll. Quirk: Confident in the deity to the point of calm.

If you enjoyed these 13th Age magic items, join our Patreon today. Also download our 13th Age PDFs at DriveThruRPG and the Open Gaming Store.

This month, we are focusing on 13th Age blog posts but we are not doing them exclusively. Our aim is to do two 13th Age blog posts per week and one of another system, baring anything special like a product release or a preview for just such a release. Which bring us to today.

While we are not ready to release the Book of Beasts: Slayer Codex, we are read to begin sharing what is inside. So let us start with the level 1 NPC, the one we always share when we first start talking about a new codex. The last three codices involved those well endowed, magically speaking. Slayers are the first class we’ve done in this series that is fully without magic. What they do have is a whole lot of guts and brains, so they know when to charge headlong into combat or when they should stay in the shadows to pick their targets off from the shadows with their sneak attack.

Join the Book of Beasts: Character Codex Subscription to get the Slayer Codex as soon as it is released. You can download this at DriveThruRPG and the Open Gaming Store. And if you want to see more Pathfinder-focused blog posts be sure to join our Patreon. Three dollars is all it takes for you to have your voice heard in our monthly polls to see what we are going to create for the following month.

Fugitive Hunter CR 1/2

XP 200
Half-orc slayer 1
NE Medium humanoid (human, orc)
Init +2; Senses darkvision 60 ft.; Perception +5


Defense


AC 18, touch 12, flat-footed 16 (+6 armor, +2 Dex)
hp 12 (1d10+2)
Fort +3, Ref +4, Will +0
Defensive Abilities orc ferocity


Offense


Speed 20 ft. (30 ft. without armor)
Melee greataxe +5 (1d12+5/×3)
Ranged composite shortbow +5 (1d6+2/×3)
Special Attacks studied target +1 (1st, move action)


Tactics


During Combat The slayer studies the target and attacks with the shortbow, attempting to take the target alive.
Base Statistics Without studied target, the slayer has the following stats: Melee greataxe +4 (1d12+4/×3); Ranged composite shortbow +4 (1d6+1/×3); CMB +4; Skills Bluff +3, Knowledge (geography, local) +5, Perception +4, Survival +4.


Statistics


Str 17, Dex 14, Con 13, Int 12, Wis 10, Cha 8
Base Atk +1; CMB +4; CMD 16
Feats Weapon Focus (shortbow)
Skills Bluff +4, Intimidate +5, Knowledge (geography, local) +6, Perception +5, Stealth +2, Survival +5; Racial Modifiers +2 Intimidate
Languages Common, Goblin, Orc
SQ orc blood, track +1
Other Gear breastplate, blunt arrows APG (20), composite shortbow (+1 Str), greataxe, 18 gp

13th Age: Hound Golem

I’m a little busy this week and into next. It is the end of the semester so finals are fast approaching, projects need turned it. So I wanted to make sure that I posted another 13th Age blog post and monsters are one thing I know I can do well and fast. So please forgive two monsters in the same week

Today’s monster is a creation of the Fleshcrafter, one of our alternate icons that we created for 13th Age last year. This is more a low level guard that many that want to follow this icon create as a way of initiation into the Fellowship of the Craft. There are other creations, but some variation on this is one that most start out with. When adventurers go to stop such a golem creator gone mad, they can expect to find more than a few of these disgusting creations.

Support our Patreon to see more 13th Age creations today. Also check out our 13th Age PDFs at DriveThruRPG and Open Gaming Store.

Hound Golem

It may be four-legged and may be constructed from canine parts, but a hound golem is no dog. This loathsome creature disgusts and infuriates all those that look upon it for what its creator did to all the once noble beasts that make up this abomination.

2nd level troop [construct]

Initiative +2

Wounding Bite +7 vs AC—6 damage and the target is vulnerable (18+) to all attacks until the start of the hound golem’s next turn

Fear: The hound golem lets out a terrifying howl. All those engaged with the hound golem that have 12 hp or less are dazed and can’t use the escalation die. A normal save (11+) ends this for the creature.

Nastier Special

Rotting Interior: Once the hound golem is staggered, some of the stitching opens up, releasing the horrid stench of rot coming from the inside. All engaged creatures take 2 ongoing poison damage (hard save ends, 16+).

AC 18
PD 16
MD 12
HP 36

13th Age: Usurper’s Troops

As we’ve been talking about all last month, we started a Patreon to support our blog. We asked our Patrons to tell us what kinds of blogs they want to see. They spoke clearly. They want to see more 13th Age and more class/career options. So that is what we will be focusing on this month. Will we be doing that exclusively, no, but that will be our focus.

So today we are kicking off May with a new 13th Age creature to fight. Last year we created several new icons for 13th Age. One of which is the Usurper. This underhanded ruler of the Realm seized power and rules with an iron fist. Only those as brave as the adventurers can stop him. Today we’re looking at his troops. They’re mooks, but they’re well practiced and fight well as a unit. Underestimate them at your own peril.

So if you want your voice heard in the material we create for the JBE Blog, support our Patreon today. Also check out our PDFs at DriveThruRPG and Open Gaming Store.

Usurper’s Troops

5th level mooks [humanoid]
Initiative +8
Sword Strike +10 vs AC—9 damage
Natural 20—Target is vulnerable to sword strikes until the start of the Usurper’s Troops next turn.
R: Long Bow +10 vs AC—9 damage
Natural 18+—The target is hampered until the start of the Usurper’s Troops next turn.
Fear Immunity: Knowing what awaits them should they fail, the Usurper’s troops are immune to spells and abilities that cause the fear condition.
Nastier Special
Practiced Tactics: This creature gains a +1 attack bonus per other Usurper’s Troops engaged with the target it’s attacking.
AC 21
PD 19
MD 15
HP 18 each (mook)
Mook: Kill one Usurper’s troop mook for every 18 damage you deal to the mob.

13th Age: Skunkdrill

I know we haven’t done much for 13th Age as of late. So when we were creating the skunkdrill for Pathfinder and 5e, we couldn’t not create one for 13th Age as well. And that is a goal of ours with our Patreon: having the resources to support this fun game.

So if you want to see more 13th Age material on the JBE Blog, support our Patreon today. Also check out our 13th Age PDFs from DriveThruRPG and Open Gaming Store.

Skunkdrill

2nd level spoiler [beast]
Initiative +4
Claw, Claw, Bite +7 vs AC—7 damage
Natural 16+—The skunkdrill makes a stink spray attack as a free action
[Special Trigger]C:Stink Spray +7 vs PD (1d3 nearby enemies)—All skill checks to persuade others and to remain undetected receive a -5 penalty for the next 1d3 days


Nastier Special
Stinking Shock: Creatures hit by the stink spray are hampered until the end of the skunkdrill’s next turn.
AC 18
PD 16
MD 12
HP 36

5e Skunkdrill

As promised on Monday, we created the 5e version of the Skunkdrill, this mad combination of a skunk and mandrill is a perfect addition to any D&D 5e game. Need to make the rogue run for the hills? This monster will make them not taking their sneaking abilities for granted.

If you enjoyed this blog post and others like it, be sure to back our Patreon. Picking up artwork for projects like this costs money and we ask that you help support us for only $3 a month. Your backing can help us to keep making blog posts like this for your enjoyment. So back our Patreon today. If you want our D&D 5e creations in PDF or print form, download our books from DriveThruRPG or the Open Gaming Store.

Skunkdrill

Medium monstrosity, unaligned
Armor Class 15 (natural armor)
Hit Points 91 (14d8 + 28)
Speed 30 ft., climb 30 ft.


STR 17 (+3) DEX 16 (+3) CON 15 (+2)
INT 3 (–4) WIS 14 (+2) CHA 7 (–2)


Skills Perception +4
Senses darkvision 60 ft., passive Perception 14
Languages
Challenge 3 (700 XP)
Actions




Multiattack. The skunkdrill makes two claw attacks.
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage.
Skunkdrill Stink (Recharge 5–6). A skunkdrill can spray a terrible odor from its rear. All those within a 15-foot cone must succeed a DC 13 Dexterity saving throw or be coated with stink. Those coated with the stink suffer a –5 penalty to all Charisma (Persuasion) and Dexterity (Stealth) checks. All scent-based Wisdom (Perception) checks to find those coated with this stink have advantage. Nothing removes this stink except time and various magical or alchemical items. Left untreated, the penalty reduces by 1 per day. Using magical or alchemical items such as tomato juice or simply bathing with soap and water for an hour will also reduce this penalty by 1; these reductions can only reduce this penalty by 1 every day. When the penalty reaches 0, the stink is gone. Non-magical armor made from padding, leather, or hide as well as clothing permanently retains this stink; magical clothing and armor are immune to this effect.

When it comes to a new piece of new monster artwork, particularly one that is not in the core monster books for any games, it is funny just how much of a kid in a candy store I turn into. Take this image by Dean Spencer as an example. It was released Friday and I grabbed it that within an hour of seeing it. Later that night I made the Pathfinder and D&D 5e version of this monster. The 5e version will be available on the blog Wednesday.

If you enjoyed this blog post and others like it, be sure to back our Patreon. Picking up artwork for projects like this costs money and we ask that you help support us for only $3 a month. Your backing can help us to keep making blog posts like this for your enjoyment. So back our Patreon today. If you want our Pathfinder creations in PDF or print form, download our books from DriveThruRPG or the Open Gaming Store.

Skunkdrill CR 4

XP 1,200
CE Medium magical beast
Init +6; Senses darkvision 60 ft., scent ; Perception +10


Defenses


AC 17, touch 13, flat-footed 14 (+2 Dex, +1 dodge, +4 natural)
hp 42 (5d10+15)
Fort +7, Ref +6, Will +3


Offense


Speed 30 ft., climb 30 ft.
Melee 2 claws +9 (1d4+4)
Special Attacks stink spray (Reflex DC 14 negates, usable once every 1d4 rounds)


Statistics


Str 19, Dex 15, Con 16, Int 2, Wis 14, Cha 8
Base Atk +5; CMB +9; CMD 22
Feats Dodge, Improved Initiative, Skill Focus (Perception)
Skills Climb +12, Perception +10, Stealth +8


Ecology


Environment temperate or warm forests
Organization solitary, pair, surfeit (3–8), horde (15–25)
Treasure none



Special Abilities


Stink Spray (Ex) A skunkdrill can spray a terrible odor from its rear. All those within a 15-foot cone must succeed a DC 14 Reflex saving throw or be coated with stink. Those coated with the stink suffer a –5 penalty to all Diplomacy and Stealth checks.  Nothing removes this stink except time and various magical or alchemical items. Left untreated, the penalty reduces by 1 per day. Using magical or alchemical items such as tomato juice or simply bathing with soap and water for an hour will also reduce this penalty by 1; these reductions can only reduce this penalty by 1 every day. When the penalty reaches 0, the stink is gone. Non-magical armor made from padding, leather, or hide as well as clothing permanently retains this stink; magical clothing and armor are immune to this effect. The save DC is Constitution-based.

5e: Bitter Armor

I was working on some Pathfinder slayers yesterday, and I made a character that previously was swallowed. Let me tell you, if you’ve ever been swallowed, you want some kind of defense against having that happen to you again. Pathfinder already has armor to help prevent against that so I thought I’d convert it over to 5e (since it may be making an appearance in my home game).

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Bitter

Armor (light, medium, or heavy), uncommon

Any creature that grapples you with a bite attack (or any other attack using the mouth) must succeed at a DC 13 Constitution save to avoid immediately ending the grapple because you taste so terribly.

If you are swallowed whole, the swallowing creature must succeed at a DC 13 Constitution saving throw at the start of each of its turns that you remain alive inside of the creature or become poisoned for 1 round. If the swallowing creature fails two consecutive saving throws, the swallowing creature must vomit you up as their action.

5e: Cavern Elves

Drow are problematic. They are portrayed as dark skinned and evil except for the few that are brooding but good. I always feel that calling an entire race or subrace evil (outside of fiends) as lazy design. So when a player in my campaign said they wanted to play a drow but had some problems with them, I decided a rewrite of them was in order. I’m not just talking, “let’s make some adjustments and we’re good” situation. I’m more thinking, “let’s scrap it all and recreate elves that live underground that are not problematic. Enter the cavern elf.

Cavern Elf

The cavern elf subrace lives underground organized into family houses. Some are friendly, open, and maintain good trade relations with their surface-dwelling kin as well as dwarves, and gnomes. Others are insular, seeking to promote their own family over all others. Their skin tones range from white as salt, to grey as granite, to black as basalt with all shades of grey in-between.

Cavern elves know the value of teamwork and cooperation since one does not survive a cave-in alone. Their deities include the chaotic goddess of tight spaces, well-practiced maneuvers, and luck, Galiena, the good goddess of community, teamwork, and underground animals, Laurenii, the lawful god of stonework, runic magic, and writing named Arrenentae, and the evil god of secrets, vengeance, and unexplored places who’s name is only known to the most faithful but is frequently called The Vengeful Explorer.

Ability Score Increase. Your Charisma score increases by 1.

Cavern Magic. You know the dancing lights cantrip. When you reach 3rd level, you can cast the faerie fire spell once per day. Charisma is your spellcasting ability for these spells.

Cavern Weapon Training. You have proficiency with rapiers, shortswords, and hand crossbows.

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