Unleash 13 New Barbarian Talents and Feats Upon Your 13th Age Game

Crush Your Enemies, See Them Driven Before You, Hear Their Lamentations

Cut down wounded foes with prejudice! Scream in fury as you cross the rubicon in the blink of an eye! Teach the teeming hordes the true meaning of fear and rage! Barbarians strike relentlessly and decisively, cutting through enemy lines before their compatriots can so much as nock an arrow or utter a cantrip. Now you can go beyond the core book and unleash your character’s berserk power in ways you’ve never done before.

13 Barbarian Talents and Feats is the latest in our 13 Class Options series for the 13th Age Roleplaying Game. Inside this 10-page PDF, you will find:

  • 9 New Feats spanning 6 of the existing barbarian talents in the core rules which offer players fresh spins on classic character choices
  • 3 New Adventurer-Tier Talents that will strike terror in your foes’ hearts, help you take severe punishment even when you’re unarmored, or let you swap targets on the fly to aid an ally in need
  • 2 New Champion-Tier Talents for enhancing your mobility on the battlefield and continually bolstering your defenses
  • 2 New Epic-Tier Talents to shake your opponents’ resolve or merge the power of the Icons with your own

Enter the Fray with a Blood-Curdling Howl in the 13th Age.

Download 13 Barbarian Talents and Feats for your 13th Age barbarian today at Jon Brazer Enterprises’ Shop, DriveThruRPG, and the Open Gaming Store.

13th Age: A Barbarian Charging into Battle

Few things are as iconic with barbarians as them charging headlong into battle with no fear of the consequences. Everything from the infamous Leeroy Jenkins charge to Conan running into battle and beyond, you point a barbarian at an enemy and they will charge straight at it and attack until it is D.E.A.D. Here we are giving you a talent to do exactly that. The new Champion Tier talent Bellowing Charge sees you going after a far away enemy while the feats make it more difficult for enemies to stop you. Is there a caster on the far side of the battle? Charge straight threw them and take it out. That is what barbarians do and with 13 Barbarian Talents and Feats you can too.

Bellowing Charge

One battle per day, you can move to engage a far away enemy and make a melee attack against them. Enemies between you and your target may still attempt to intercept you, however.
Champion Feat: Add the escalation die to your AC and PD until the start of your next turn. This bonus takes effect after you declare you are using Bellowing Charge, immediately before you move.
Epic Feat: You can now use Bellowing Charge once per battle. Enemies must succeed on a normal save (11+) to intercept you when you charge.

Download 13 Barbarian Talents and Feats for your 13th Age barbarian today at Jon Brazer Enterprises’ Shop, DriveThruRPG, and the Open Gaming Store. Be sure to check out last week’s preview with the Adventurer Tier talent Brutal Blow.

13th Age: Barbarian’s Brutal Blow

The barbarian class in the 13th Age Roleplaying Game was designed from the ground up to be “straightforward and easy to play.” Not only that, the designers come right out and say that the barbarian is “a good class for a new player.” While this is a great starting point, more experienced players may find the barbarian class to be a bit dull after a while.

That is where our new supplement 13 Barbarian Talents and Feats comes in. We are breathing new life into your barbarian character with a number of brand new talents. There is no better place to start than the Adventurer Tier Talent you can choose at character creation than Brutal Blow. This new talent starts off by letting one of your allies hit harder after you stagger an enemy. However, it really shines when you start taking the feats. The Adventurer Feat gives you a fear aura after staggering a non-mook. By the time you hit epic tier, you are a freaking aspect of terror for all enemies to behold and cower.

Brutal Blow

Whenever one of your attacks staggers a non-mook enemy, a nearby ally of your choice may add your Charisma modifier to their next attack roll.
Adventurer Feat: One battle per day, when you stagger a non-mook enemy, you gain a fear aura for the remainder of that battle. Your base fear threshold is the same as a normal monster of your character level, as shown in the Baseline Stats for Normal Monsters table under DIY Monsters (see the 13th Age Roleplaying Game Core Rulebook, Chapter 7: Monsters)—add your Charisma modifier to the number given there.
Champion Feat: The threshold of your fear aura from Brutal Blow is now increased by the escalation die value. Additionally, your chosen nearby ally now adds double your Charisma modifier to their next attack roll when Brutal Blow is triggered.
Epic Feat: You can now gain a fear aura from Brutal Blow in every battle you fight. Additionally, you now double your Charisma modifier before adding it to your fear threshold.

Download 13 Barbarian Talents and Feats for your 13th Age barbarian today at Jon Brazer Enterprises’ Shop, DriveThruRPG, and the Open Gaming Store.

13th Age: A Rogue’s Dirty Tricks

A rogue would not be a rogue if they fought fair. Dirty tricks are their stock in trade. So today we are giving you a new power for rogues called Dirty Trick. It applies a condition to an enemy you hit, making them a less lethal opponent to you and the rest of your party. Be sure to check out the vicious strike power and the magical savant talent that we showed off already. If you like these, download 13 Rogue Powers and Talents for your 13th Age game today from the JBE Shop, DriveThruRPG, and the Open Gaming Store.

Dirty Trick (3rd Level Power)

Special: Opponents wise up to dirty tricks pretty quickly—you can only use this power on each enemy once during any battle. Additionally, If you have the swashbuckle talent, you can use dirty trick in place of an attack during a stunt.
Melee attack
At-Will
Target:
One enemy
Attack: Charisma + Level vs. PD
Hit: WEAPON + Charisma damage, and the targeted enemy gains your choice of one of the following conditions until the end of your next turn: dazed, hampered, or vulnerable.
Miss: Damage equal to your level.
Adventurer Feat: Once per battle, you can perform a dirty trick to inflict the confused, stuck, or weakened condition.
Champion Feat: Once per day, you can perform a dirty trick to inflict the stunned condition.
Epic Feat: Once per day, you can perform a dirty trick to inflict the helpless condition.

13th Age: Display Superior Guile and Awesome Trickery with Your Rogue

Always Keep A Knife In Your Boot And A Trick Up Your Sleeve
Gouge your foes’ eyes and bring the pain down on them! Get the drop on your enemies before they can reach your allies! Supplement your suave with a little spellcraft! Hurl knives with deadly accuracy! Rogues are the wily utility support that every party needs, moving with grace and panache and striking when no one expects it. Now you can go beyond the core book and expand your character’s unique suite of skills to complement any adventuring style.

13 Rogue Talents and Powers is the latest in our 13 Class Options series for the 13th Age Roleplaying Game. Inside this 10-page PDF, you will find:

  • 3 New Rogue Talents for making an arcane dabbler, a purveyor of illicit magical goods, or a knife-throwing expert
  • 3 New 1st Level Powers to bolster you against groups of monsters, halt an enemy in their tracks, or hurt a foe worse than they’ve hurt you when you’re staggered
  • 2 New 3rd Level Powers for escaping pesky restraints or finding an unfair advantage in a fight
  • 2 New 5th Level Powers that add a sly flourish to your strikes or enhance your dual wielding abilities
  • 2 New 7th Level Powers to execute a defensive plan or bring the pain late in the game
  • 1 New 9th Level Power for getting an ally out of any tight spot

Sneak, Steal, and Swashbuckle To Your Heart’s Content in the 13th Age.

Download 13 Rogue Talents and Powers today at JonBrazer.com, DriveThruRPG, and the Open Gaming Store.

13th Age: The Vicious Rogue

Some rogues simply must win, even when it costs them their own health or possibly their life. These rogues hit harder when the situation is not going their way, not caring how much it hurts them. The idea of hitting your enemy, even if it hurts you is one of the ideas behind vicious strike, the new 1st level rogue power that we are showing off today. Be sure to also check out the new rogue talent magical savant that we showed off last week.

You can find this new rogue power and more in our latest release for the 13th Age Roleplaying Game: 13 Rogue Talents and Powers. Download it at the JBE Shop, DriveThruRPG, and the Open Gaming Store.

Vicious Strike

Special: Usable only when staggered
Melee attack
At-Will
Target:
One enemy
Attack: Strength + Dexterity + Level vs. AC
Hit: WEAPON + Strength + Dexterity damage, and ongoing damage equal to the escalation die value; normal save (11+) ends. However, you also suffer damage equal to your Strength modifier + the escalation die value.
Miss: Damage equal to your level + the escalation die value. However, you also suffer damage equal to the escalation die value.
Adventurer Feat: The save to end the ongoing damage is now hard (16+).
Champion Feat: You may now use vicious strike when you are not staggered, but doing so doubles the escalation die value when calculating the damage you take.
Epic Feat: Double the escalation die value to all damage dealt to enemies by vicious strike (including miss damage). When you hit with a vicious strike, enemies nearby your target must make a normal save (11+) or suffer from fear until the end of your next turn.

13th Age: The Talented Rogue

The best way to describe a stereotypical rogue is simply not possible. Rogues always have a wide assortment of tricks up their sleeves that they area easy to mistake for a fighter or a wizard. While it is true that they get themselves out of bad situations as quick as they get themselves into them, know the best routes of escape, are aware of which guards are not paying attention, and can tell you how many coins were in that merchant’s purse, the way they go about all this is unique to the individual rogue. That is as true in 13th Age as it is in any other fantasy roleplaying game, and our latest release for 13th Age helps rogues to find their own unique style.

13 Rogue Talents and Powers gives your rogue new ways to show some flare. The rogues at Jon Brazer Enterprises managed to steal this little tidbit and are sharing it with you letting you see what is inside this bag of goodies. To see what else is inside, be sure to come back to the JBE Blog next week as we share more.

Of course, what rogue can wait? Instead, download it now at the JBE Shop, DriveThruRPG, and the Open Gaming Store.

Magical Savant

Choose a number of wizard cantrips equal to the highest of your Intelligence, Wisdom, or Charisma modifier; you can cast them like a wizard who lacks the Cantrip Mastery talent.
Adventurer Feat: Choose one wizard spell of your level or lower. Regardless of the spell’s usual frequency of use, it is a daily power for you. When you cast this spell, it has an effective level equal to the current escalation die, up to a maximum of your own level.
Champion Feat: If you have momentum, your Sneak Attack feature works when you cast this spell on an enemy that would normally be subjected to it, even at range.
Epic Feat: You no longer need momentum in order for your Sneak Attack feature to work with your chosen spell. Additionally, your chosen spell becomes recharge 11+ after battle rather than a daily power.

13th Age: Deific Weapon

All week long, we are looking at the new class options in 13 Cleric Domains and Spells. Earlier this week, we looked at the Luck domain and the Spark of Hope spell.

Lets be honest here a second, epic level spells and abilities should just be massively cool. This is the time where you can just ride a dinosaur and have it just eat your enemies. Or maybe through your sword of undead slaying and have it just appear back into your hand. If you’re a bard, you give an epic performance that lets a few high level character and a group of mooks to stand against an entire horde of enemies. So what should a cleric get? How about their deity’s personal weapon?

Download 13 Cleric Domains and Spells for your 13th Age Compatible game at the JBE Shop. You can also download it at DriveThruRPG/RPGNow and the Open Gaming Store.

Deific Weapon

Close-quarters spell
Daily
Effect: Excalibur. Mjolnir. Trishula. Areadbhair. The names of these legendary weapons echo across the ages, wielded by the gods, the icons, and their most powerful servants. The mightiest of the gods’ faithful can call upon these weapons in times of need. When you cast this spell, you must cash in an icon relationship point on which you rolled a 6 at the start of the session. The legendary weapon of your deity manifests in your hand for the rest of the battle, overwriting the appropriate magic item chakra (so any other item you currently have in that chakra slot is rendered inert until the spell wears off). The item grants a +3 bonus and the epic version of two weapon powers from those listed in Chapter 9: Magic Items. (If the two selected powers offer the same situational bonuses, use the higher of the two rather than stacking them.)
Additionally, when the escalation die value is less than or equal to your Charisma modifier, enemies who are direct enemies of your god/pantheon, or enemies of icons with whom you have positive relationships, become vulnerable (16+) to attacks from your deific weapon.
Finally, on a hit by 4+ with this weapon, you ignore any resistances possessed by enemies who are direct enemies of your god/pantheon, or enemies of icons with whom you have positive relationships.

13th Age: Spark of Hope

Earlier this week, we released 13 Cleric Domains and Spells for the 13th Age Roleplaying Game. Yesterday we shared with you one of the domains inside. Today we want to bring you a 1st level spell, Spark of Hope.

Like the Luck domain, you can take the spark of hope spell at 1st level. Clerics are supposed to be a beacon of hope when all else looks dim, when the battle seems lost. That is exactly what this spell does: it provides a spark of hope when the battle turns against the adventurers, encouraging them to fight on all the harder for just a little longer.

In my own imagination, I see don’t see it so much as the cleric casting this spell as much as the deity channeling their power through the cleric. The cleric is seized by the god’s holy power and shoots beams of light through the eyes, mouth, finger tips, etc and then converging upon the target. How do you see this spell being cast? Share our thoughts in the comments below.

Download 13 Cleric Domains and Spells for your 13th Age Compatible game at the JBE Shop. You can also download it at DriveThruRPG/RPGNow and the Open Gaming Store.

Spark of Hope

Close-quarters spell
Daily
Special: You must be staggered (at 50% or less of your total hp) to cast this spell.
Target: One nearby enemy (or more, depending on the spell level)
Attack: Wisdom + Charisma + Level vs. MD
Hit: The enemy is vulnerable (18+) to all of your allies’ attacks until the end of your next turn.
Additional Effect: All nearby allies gain 1d8 + Wisdom temporary hit points.

3rd level spell Your allies gain 2d8 temporary hit points; the enemy becomes vulnerable (16+).
5th level spell Your allies gain 3d8 temporary hit points; the enemy becomes vulnerable (14+), or you can target two enemies to become vulnerable (16+).
7th level spell Your allies gain 4d8 temporary hit points; the enemy becomes vulnerable (14+), or you can target three enemies to become vulnerable (16+).
9th level spell Your allies gain 5d8 temporary hit points; the enemy becomes vulnerable (12+), or you can target three enemies to become vulnerable (14+).

Adventurer Feat: Affected enemies are also dazed until the end of your next turn.
Champion Feat: Affected enemies are also weakened until the end of your next turn.

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