We’re into the final days of Kevin Kulp’s TimeWatch Kickstarter, so there’s not much time left to get this latest GUMSHOE game at a knockdown price (unless you have your own time machine). The $80,000 stretch level is just under $500 away as I type, so if you haven’t already backed it, go and do it now. I’ll wait for you.
Now you’re back, here are this month’s articles – as well as Simon’s View from the Pelgrane’s Nest, Robin D. Laws has done a DramaSystem mini-Series Pitch and Kenneth Hite’s Call of Chicago teaches you how to gain the kind of instant expertise he’s become famous for. Over in 13th Age corner, your sorcerer and barbarian are about to get a makeover thanks to Brian Slaby and Martin Killmann; Gar Ryder-Hanrahan looks back to a time when all this was dominions, and Lawrence Mingoa creates a new monster inspired by Phillipine mythology. And you have another two weeks to enter the Owlbear Cub and Bronze Golem competition, so get your entries in now!
Resource page updates
13th Age Resource page updates
See Page XX Poll
If you are interested any of these games, please email me with the game you wish to playtest in the subject line.
13 True Ways – Monk, Commander and Druid playtest classes
System: 13th Age
Authors: Rob Heinsoo & Jonathan Tweet
These three classes are now available for playtesting. Full instructions are in the download PDF, now available from your 13th Age order receipt form.
The Strangling Sea
System: 13th Age
Author: Robin D. Laws
Duration: 2-3 sessions
Deadline: 28th February
In this 13th Age adventure for a party of 4-6 1st-level adventurers, our heroes attempt to retrieve the enigmatic engineer Inigo Sharpe from his unfortunate imprisonment in the Stranglesea. This fantastical equivalent of our world’s Sargasso Sea traps wrecked ships, strands castaways, and supports an array of dangerous animal life.
All Along the Watchtower
System: Trail of Cthulhu
Author: Bill White
Duration: 1-2 sessions
Deadline: 28th February
There is havoc in the streets of Chicago as disaffected youth protest war and injustice during the Democratic National Convention of 1968. But some darker purpose is at work, and an unlikely band of investigators that includes Gary Gygax, Hunter S. Thompson, and Jimi Hendrix comes together in a desperate hour to confront a nameless evil that threatens the very idea of America!
The New World
System: The New World
Author: Bill White
Duration: 3-4 sessions
Deadline: 28th February
The New World is a story-telling game about cultures in collision, and about the struggles of the people who are caught up in the middle of that clash. It is “slipstream” history, not quite fantasy or science fiction but not quite mainstream either, characterized by a cavalier impatience with the specifics of historical detail in favor of a license for the active exercise of the historical imagination. To play the game, players invent or choose a quasi-historical setting—an alternate reality, a parallel Earth, or a historical pastiche—to be the backdrop against which their characters strive to achieve ambitions that will allow them to bequeath some sort of legacy to the world they will leave behind them.
by Brian Slaby
This talent functions like the Wizard’s talent “Vance’s Polysyllabic Verbalizations,” but without all of that stuffy, bookish spell re-naming. Rather, when you spend a quick action (in addition to the standard action it normally takes to cast the spell) you’re ripping additional arcane energy from the atmosphere around you and using it to shape the spell more to your will. Because of this, take inspiration from the surrounding environment or situational details for your extra effects instead of an extended name like a Wizard would. Only Daily and Recharge spells have enough raw power to be affected in such a way. You and your GM should collaborate on a mechanical effect to match the narrative description of how your spell is being altered.
Examples: You’re fighting Drow with poisoned weapons, and harness the nearby poison energy to turn your Breath of the White from cold to poison damage. In doing so, you’ve stripped all of the poison from one enemy’s weapons and/or person.
In an iron-rich cave system your Lightning Fork magnetizes some of the iron ore, causing a nearby enemy wearing metal armor to be yanked toward the wall, Stuck for a round.
Later on, while fighting in the open under an overcast sky that threatens storms, your Lightning Fork might cause a thunderstorm to spring up then and there, restricting visibility and making the ground a muddy mess.
Adventurer Feat: Once per day after you’ve gathered power, you have enough raw arcane potential to use Spell Shaper on a double-strength at-will spell.
Champion Feat: You can use Spell Shaper on an at-will spell after gathering power twice per day.
Epic Feat: Once per day instead of gaining the normal benefits of Spell Shaper, you can recover an expended Daily spell out of the aether, but you must use it during this battle or it’s lost.
1st Level Spells
Effect: For the rest of the battle, any enemy engaged with you at the end of their turn takes 2d4 fire damage.
3rd level spell: 2d6 damage, and you gain Resist Cold 12+ until the end of the battle.
5th level spell: 3d8 damage, and the spell can now be cast as a quick action.
7th level spell: 5d8 damage, and you gain Resist Cold 16+.
9th level spell: 7d8 damage, and you take half damage from all natural odd attacks.
Effect: You gain a +2 bonus to AC until the end of the battle.
3rd level spell: You can cast this spell as a quick action.
5th level spell: The bonus applies to PD and MD as well.
7th level spell: When you Gather Power, the bonus doubles until you cast your empowered spell.
9th level spell: The base bonus equals +2 or the value of the Escalation Die, whichever is higher.
Adventurer Feat: When you cast this spell you gain temporary hit points equal to your Cha modifier + 1d4 per level.
Champion Feat: The temporary hit points increase to double your Cha modifier + 1d6 per level.
Epic Feat: The temporary hit points increase to triple your Cha modifier + 1d8 per level.
Target: 1d3 nearby enemies in a group
Attack: Cha + level vs PD
Hit: 2d10 + Cha poison damage and the target is Dazed (Save Ends)
Natural 16+: the target is Blinded instead of Dazed (use the rules for Invisibility; before rolling an attack, the target has a 50% chance of missing outright).
Miss: Half damage.
3rd level spell: 4d8 damage
5th level spell: 6d10 damage
7th level spell: 2d6 x 10 damage
9th level spell: 4d4 x 10 damage
3rd Level Spells
Special: When you cast this spell, you can choose to cast it recklessly.
Target: 1d3 enemies in a group. If you cast it recklessly, you can instead target 2d3 enemies, but any allies engaged with the targets may take damage.
Attack: Cha + level vs PD
Hit: 5d8 + Cha cold damage.
Natural even hit: the target is Stuck until the end of your next turn.
Miss: Half damage
Reckless miss: Your allies engaged with the target take one-fourth damage.
5th level spell: 6d10 damage
7th level spell: 2d6 x 10 damage
9th level spell: 3d6 x 10 damage
Breath of the Dracolich
Target: 1d3 nearby enemies in a group; breath weapon.
Attack: Cha + level vs PD
Hit: 3d6 + Cha negative energy damage and the target is Weakened until the end of your next turn.
Special: if this attack staggers or kills an enemy, you heal an amount equal to half the damage you dealt that enemy.
Miss: Half damage.
5th level spell: 5d6 damage
7th level spell: 4d10 damage
9th level spell: 6d12 damage
Breath Weapon: For the rest of the battle roll a d20 at the start of each of your turns; on a 16+ you can use Breath of the Dracolich that turn if you wish.
5th Level Spells
Breath of the Shadow Dragon
Target: 1d2 nearby enemies in a group; breath weapon.
Attack: Cha + level vs MD
Hit: 6d6 + Cha negative energy damage and the target becomes a living shadow (Save Ends).
Living shadow: While a living shadow the target cannot physically interact with or gain aid from companions. When the Escalation Die is even, natural odd attacks made while a living shadow automatically miss. When the Escalation Die is odd, natural even attacks made automatically miss. The target also gains Vulnerability to holy damage.
Miss: Half damage.
7th level spell: 6d8 damage
9th level spell: 8d12 damage
Breath Weapon: For the rest of the battle roll a d20 at the start of each of your turns; on a 16+ you can use Breath of the Shadow Dragon that turn if you wish.
by Lawrence Augustine R. Mingoa
Some say tianacs are the spawn of witches who turned themselves into living vampires using vile rituals, while others claim that they’re the bodies of unborn or uncleansed infants that are corrupted by undeath. But regardless of how they came to be, tianacs are so small that they could only take the form of a humanoid baby, wailing in the night; it’s said that those foolish enough to try and look for this child come back as bones, with their hearts ripped out (or eaten out), or not at all…
True Form of Tianacs
There are conflicting reports on how their true form looks like; some say that they resemble rotting fetuses or babies, while others claim that they resemble little brown creatures (almost like gnomes). The only consistent feature in the stories is that they have rows of sharp teeth and a withered leg.
Tianacs in the Dragon Empire
Some say that Bitter Wood got its name because it’s a dumping ground for those in the Empire with unwanted children (including some of the Emperor’s bastard children, a snarky few add), and it’s rumored to be haunted by tianacs. That being said, these creatures appear in just about any place where the bodies of babies (born and unborn) are laid to rest, but whose rituals to keep them at rest have been disturbed or were never done.
Tianacs and the Icons
Most Icons want tianacs utterly destroyed. Some however, feel differently.
The Diabolist: Aren’t they cute, in a certain light, maybe if you add a hint of demon taint to them?
Lich King: Just like any vampire, tianacs who refuse to bow down to the Lich King take great offense to his symbol. For those that do serve him, they serve as his spies, thanks to their shape-changing ability.
The Priestess: The Priestess has always been greatly saddened by the existence of tianacs, as no child should ever be desecrated in such a way.
||Initiative: +12Vulnerability: holyM: Grasping Claws +11 vs. AC (one enemy; see below)—8 damage, and the target is grabbed and takes 4 ongoing damage until the grab ends.Natural 16+: The target is also hampered until the grab ends.Limited Use: The tianac can only use grasping claws in its true form.C: Cry of the Innocent +11 vs. MD (one nearby or far away enemy; see below) —the target must spend their move action during their turn to engage with the tianac, attempting to disengage from creatures it’s engaged with if necessary.
Limited Use: The tianac can only use cry of the innocent in its disguised form.
Steal Shape: The tianac can take the form of the last infant humanoid that it consumed as a quick action . While disguised, creatures must make a hard save (natural 16+) to see through the disguise. Reverting to their true form is a free action.
Withered Leg: The tianac crawls instead of walks or runs, requiring a 16+ to disengage from enemies instead of 11+, and may require normal (natural 11+) saves to travel distances that are nearby to other creatures; failing the save causes them to lose their move action.
Levitation or One Really Good Leg: While in its true form, the tianac can now levitate or leap several feet as part of their move action, but must end that movement on solid ground; this negates all the penalties of the withered leg.
Tianacs in a Fight
Tianacs are sometimes found by themselves, using cry of the innocent to isolate creatures and consume them. More often they’re joined by other undead (usually ghouls and zombies), who serve as scapegoats that explain why there are so many who perish in the area. Usually they try to compel their targets to save them above all else, even if it means leaving themselves open to opportunity attacks.
Once they’ve been found out, or when the adventurer is engaged with them, tianacs waste no time in reverting to their true form in order to latch on to the victim, often seeking to consume the heart as soon as possible. As tianacs are usually small (or smaller if they ate a gnome baby), even halflings and gnomes don’t have too much trouble moving around while they try to shake off the abomination.
While uncommon, swarms of tianacs do exist, and these groups tend to focus their attacks on one creature at a time, stripping them to the bone before moving on to their next victim.
Last month, I compared the 13th Age rulebook to my beloved Rules Cyclopedia, and talked about how cool strongholds were and how they’d work in the looser, more narrative Archmage Engine style. This month, it’s Dominions.
There comes a time in every adventurers’ career – sometime between slaying that first dragon, and well before going toe-to-toe with demon kings – that a hero’s thoughts turn to ruling a dominion. Having your own fiefdom has its appeal. Conan had his throne, after all. It’s good to be the king.
Dominions don’t have to be fiefdoms or landholdings, of course. A wizard might prefer a pocket dimension filled with weird experiments, or a private flying realm in the Overworld. A thief might have a merchant shipping fleet that conceals a spy network, or run the thieves’ guild in a prosperous city. A druid’s dominion might be a wild forest where no man dares trespass. In each case, the player character is the acknowledged ruler of that territory, and has to defend it from external threats.
Acquiring a Dominion
Only Champion or Epic-tier characters can have dominions. It’s a matter of tradition, like ghouls with paralyzing touch or clerics with blunt weapons. Ideally, the would-be ruler should also have a stronghold.
There are three routes to a dominion.
First, your character can inherit a dominion. Just take the One Unique Thing ‘Heir to the Duchy of Fullcatch’ and wait for anyone else in the line of succession to drop dead.
Second, a character can carve their own dominion out of the wilderness. There’s plenty of wilderness to be carved, but said wilderness is full of things that may also need carving. There’s gold under the Giantwalk Mountains, but to get it, you’ll need to drive off the giants who live there.
Third, you can beseech the most appropriate Icon for a dominion. Usually, this is the Emperor, unless you have your heart set on a territory within the demesne of Drakenhall, Horizon or Santa Cora, or you’re an Elf in the Queen’s Wood or a Dwarf in the dwarflands (or a Lich in the Lich King’s realm, or planning to live in the Wild Wood, or…). Doing so requires a triple-strength Icon benefit – rolling three fives or sixes on your Friendly or Conflicted relationship with that Icon.
What’s that you say? You don’t have a 3-point relationship with that Icon? Well, you can curry favour by going on quests and performing needful services, or battling that Icon’s enemies. (Or hiring a bard with Balladeer and Storyteller, because they’re favour-currying machines!)
Ruling a dominion has fringe benefits, in the form of a bonus Background. As lord of a small dominion, you’ve got a +1 Background (usually “Baron of such-and-such”); a medium dominion gives a +2 Background, large +3 and huge +4. Normally, this background comes into play when making Charisma checks to represent influence and wealth.
Designing A Dominion
Once you’ve got your dominion, the next step is assigning Resource Dice. Different dominions offer different sorts of resources. A resource can be almost anything – farmland, a gold mine, a market, a seaport, a guild of weavers, a wizard’s school, a magical font of wisdom, a nest of tame dragons, a well of arcane energy, a hellhole (assuming the ‘resource’ you’re interested in is demons), a Imperial Legion camp, tribes of barbaric half-orc mercenaries, the relics of a dead saint, a trade route, Koru Behemoth dung-enriched soil.
A small dominion (Barony) has 3 Resource Dice to allocate. A medium dominion (County) has 4; a really big dominion (Dukedom) has 5 and an Imperial governorship or princedom has 6. You can double up on a resource if you wish; for example, a dwarven barony might have an Iron Mine (1 dice) and a Smith’s Guild (2 dice).
Under normal circumstances, the dominion provides enough income to pay for its own upkeep and running costs, as well as keeping its ruler in a suitable manner in the suitable manor. There are good years and bad, but by and large things even out. Exceptionally good or problematic years are represented by resource benefits.
When the GM allows it (usually between adventures, or once per game year), the player rolls any available Resource Dice for their dominion. These dice work like Icon Relationship dice – a 6 means the player gets a benefit without any problems and a 5 means there’s a benefit with a drawback or cost. For example, in the case of our dwarven barony, rolling a 6 for the Iron Mine means the miners hit an especially rich vein of iron, and produce more raw metal for trade than expected. A 5 means that especially rich vein runs through a monster-infested cave network, or the iron was cursed by a witch and will make cursed weapons. Or maybe the best market for iron right now is all the way across the Midland Sea in Newport, and to get the benefit, the ruler has to find a way to transport the goods safely.
Rolling a 1 means the Resource is imperilled in some way, and unless the local ruler takes action, that Resource becomes unavailable for 1-5 years (roll a d6; on a 6, the Resource is lost for good). A 1 for the Iron Mine might mean the miners were attacked by monsters, and can’t go back down there until the monsters are slain. A 1 for the Smith’s Guild might indicate that a thief stole their secrets, and all the current guildmasters consider themselves dishonoured and fit only for stoking fires until those secrets are recovered.
A resource benefit can be:
- Cashed out as gold: one benefit gives around 500 gold pieces on average; more if the resource is especially fungible (it’s a lot easier to cash out ‘Gold Mine’ than it is to cash out ‘Sacred Wilderness of the Druid’).
- Expended to temporarily increase your noble background by +2 until the next time you roll for Resource Benefits.
- Spent to restore another Resource that was imperilled by rolling a 1, assuming the player can justify it with narration.
- Traded to another ruler.
- Used to pay the cost/drawback when rolling a 5 on an Icon benefit roll
- Used by a creative player to overcome some other challenge in the game. Instead of slaying the army of ogres that threaten your western border, spend your Rich Farmland benefits together with a really good Charisma check and hire them as mercenaries. Instead of using that Meteor Storm spell to power a ritual, use your Arcane Wellspring benefit and keep the spell for blowing up bad guys.
An example from my campaign: Findel’s the representative of the Elf Queen in the Priestess’ court in Santa Cora, and through recent political machinations he’s also the spokesman for the elven clergy and the owner of an estate just outside the city. He’s got the Resources Tower of the Stars +1, Wizard’s Guild +1 and Country Estate +1. He’s also got the +1 background Elven Ambassador in addition to his regular backgrounds.
At the start of the next adventure, he rolls his resource dice. He gets a 1 for Tower of the Stars, a 3 for Wizard’s Guide and a 5 for his Country Estate. The 1 means that his control of the high elven temple in town is under threat; he’s been controlling it through a proxy cleric called Aritu, and it looks like Aritu’s no longer loyal. The wizard’s guild is quiet this year, and his Estate is threatened by a pesky flock of owlbears.
Findel calls his adventuring buddies together to go owlbear hunting to secure the resource benefit from his estate. He then uses that to temporarily increase his Elven Ambassador background to +3 – he justifies this in the story by inviting various dignitaries from the Priestess’ court to his country manor, where they admire his fine owlbearskin rugs, and listen to his concerns that the cleric Aritu is working far too hard, and would benefit from a less stressful assignment – say, a temple in peaceful Concord. Why, Findel can run the temple of the stars until they appoint a replacement cleric…
Of course, rolling a 1 might also mean that resource has just been stolen by an ancient, vindictive Living Dungeon – in which case, the only way the ruler is ever going to get that resource back is by hunting down the Stone Thief. Now there is a real test of leadership.
You might have noticed this post announcing our GenCon 2014 attendee survey (if you’re going to GenCon, be sure to enter before the end of February to go into a prize draw for Pelgrane vouchers – the survey link is here). We’re still working out the fine details of our GenCon GM package, so if you’re interested in running games at GenCon, email me for more information and to stay updated on our plans.
It’s not just GenCon, though – we’re always looking for GMs for other conventions. At the moment, conventions we’re attending and recruiting GMs for include UK Games Expo (Birmingham, UK – May 30th to June 1st) and Origins Game Fair (Columbus, OH – June 11th to 15th), but we also need GMs for Pax East (Boston, MA – April 11th to 13th) and Pax Prime (Seattle, WA – August 29th to September 1st).
We’re also keen to support conventions that we can’t make it to, but you can! If you’d like to run Pelgrane games at your local games convention, email me and let me know – we can help out with demo game and full game scenarios for all our lines, and we might even be able to offer incentives and prizes for your Pelgrane Press games.
GUMSHOE is a game system that privileges bite-size morsels of neat-sounding knowledge. Ideally creepy neat-sounding knowledge, handed out in such a way as to imply a whole universe of such things just beyond the players’ horizon. It’s as though Robin invented it thinking solely of me. Even before Trail of Cthulhu, I liked to make a habit of flavoring my game books with morsels of neat-sounding knowledge, laid out in such a way as to imply … that I knew all there was to know about architecture, or Gnosticism, or astrological decans, or aviation history, and had just picked one or two morsels for the delectation of the reader. Friends, I am here to tell you that is an illusion. I am frighteningly widely (that is, mostly uselessly) read and at have been trying with some success to drown a trick memory under waves of vodka, but I do not know all there is to know about any of those things (except possibly astrological decans, because there isn’t much to know about those in the first place).
With that confession off our chest, let me proceed to show you that such knowledge is an illusion. Better still, it is an illusion YOU can cultivate in the service of being a GUMSHOE adventure writer, whether pro or am. Any GUMSHOE GM can use this foolproof method on pretty much anything. You just need about an hour and a search engine.
In the fourth week of January of this year, my Twitter, Facebook, and email feeds all blew up with the news that there was a Cannibal-Rat Ghost Ship approaching England. A decommissioned 300-foot Russian cruise ship, the MV Lyubov Orlova, broke its chain off Newfoundland on January 23, 2013 while being towed to the Dominican Republic to be scrapped. Its emergency beacons transmitted in the mid-Atlantic, then went silent. About a year later, a Belgian “marine missions specialist” (read: excitable goof) speculated in the press (well, in the Sun) that the ship’s rats had devolved into cannibalism. Hey presto, Cannibal-Rat Ghost Ship. I should not have to explain, at this late date, why or even how this is essentially a perfect Night’s Black Agents story hook.
As with so many perfect game hooks, various killjoys set about pouring cold water (the icy waters of the North Atlantic!) on the story. (I don’t really want to get political about this, but I just love that the Guardian went the extra mile and found someone to assure their readership that the rats would instead set up a socialist utopia.) As with so many debunkers, they let their skepticism out-race the facts on the ground. Er, water. Or, as the Robert Benchley of the 21st century, Mallory Ortberg, put it on Twitter:
“the ocean is a PRETTY big place, I don’t think you can definitively say there are NO rat-ghost ships on their way to England right now”
But the skeptics did one great favor for Night’s Black Agents Directors; the Smithsonian piece provided a link to the MV Lyubov Orlova search blog, “Where Is Orlova?” Which, unlike the slackers in the British media, has apparently been quietly looking for the Cannibal-Rat Ghost Ship since it vanished.
See what you have already? You have a hook. You have the best (i.e., most sensationalistic) version of the story. You have a debunking for the NPC coverup to parrot. And you have a blogful of huge amounts of data and parallel info thanks to the kind of quiet obsessive who makes the Web so Wonderful. Combine that with the Wikipedia article and you have more than enough material for your Cannibal-Rat Ghost Ship adventure, whether the ship heaves up in Norway, or the PCs rappel down onto it from a borrowed Sikorsky, or the Director decides to put the Orlova in her pocket as the floating HQ of a dissident Nosferaterrorist and sprinkle clues (and cannibal rats) over the next six adventures.
It took me about half an hour to become as much of an expert on the Cannibal-Rat Ghost Ship as anyone except perhaps the rats themselves. Go thou and do likewise.
by Martin Killmann
Many types of barbarians roam the wilderness of the Dragon Empire, drawing on the power of ancestral spirits, draconic pacts, and even the mountains themselves to strike terror into their enemies’ hearts. Here are four sets of talents to build a distinctive barbarian who brings something unique to the battle.
The Mountainheart are an ancient dwarven clan who chose to live on the surface when their homeland was destroyed during the war with the dark elves. Any barbarian can choose the following talents, but they are most commonly used by dwarves.
Mountainheart Adventurer Talents
While raging, you can end your rage as a free action to negate all damage from one attack or effect.
Adventurer Feat: When you negate an enemy’s damage with this talent, your next attack against that enemy deals half damage on a miss.
Champion Feat: When you negate an enemy’s damage with this talent, make a saving throw (11+). If you succeed, your rage doesn’t end. For each point of relationship you have with the Dwarf King, you gain a +1 bonus to the roll.
Epic Feat: In addition to damage, you also negate all other effects of the attack.
Avalanche of Steel
Once per battle while you’re wielding a shield, you can make a shield smash melee attack as a quick action. Treat the shield as a d6 melee weapon. If you are not engaged with an enemy, you can move to a nearby foe before making the attack as a free action.
Adventurer Feat: When you hit with shield smash, make a Strength check against the enemy using a DC set by the tier. If you succeed, you can push the enemy against a wall, over a ledge, or into an obstacle, depending on your surroundings.
Champion Feat: Before making a shield smash attack, you can pop free from an enemy you are engaged with as a free action.
Epic Feat: When you score a critical hit with a shield smash attack, the target is also stunned until the end of its next turn.
You start the game with a shield that was blessed in an ancestral temple. It is an adventurer-level true magic item with one of the following enchantments: protection, resilience, or termination. Only members of your bloodline can benefit from its effects.
While wielding the shield, you gain a +2 bonus to AC instead of the standard +1.
Quirk: Your shield houses the spirit of one of your ancestors. Its quirk is whatever quirk they had in life.
Adventurer Feat: The shield does not count against your maximum number of magic items.
Champion Feat: The shield is upgraded to a champion-level item, and the maximum hit point bonus increases.
Epic Feat: The shield is upgraded to an epic-level item, and the maximum hit point bonus increases.
Mountainheart Champion Talents
Against large and huge enemies, increase your damage dice with heavy weapons to d12.
Once per round when a large or huge enemy hits you with a melee attack, you can make a hard saving throw (16+) to dodge the attack and turn it into a miss.
Champion Feat: When you dodge an attack with this talent, you can also make a melee attack against the attacker as a free action. If you score a critical hit with this attack, that enemy is hampered (save ends).
Epic Feat: You gain a bonus to your giantslayer saving throw equal to the escalation die. For each point of relationship you have with the Dwarf King, you gain an additional +1 bonus to the roll.
Mountainheart Epic Talents
Whirling Wall of Axes
When you hit with an opportunity attack against an enemy making a ranged attack or casting an attack spell, that attack misses. Spells without a miss effect simply fail. Note than when you use this talent once or twice in a battle, the smarter creatures will figure out that they need to disengage with you before taking those actions. Of course, this gives you an opportunity attack against them if they fail the check.
Epic Feat: When an enemy makes a successful saving throw to disengage from you, it still draws an opportunity attack from you. Your opportunity attack deals half damage. It doesn’t stop the creature from moving away from you.
These talents can represent gifts from the draconic icons, either the Three or the Gold Wyrm. They can also be a manifestation of draconic ancestry.
Wyrmfang Adventurer Talents
Choose a sorcerer dragon breath spell of your level or lower. You gain a +1 bonus to the recharge roll of your dragon breath spell for each point of relationship you have with a draconic icon.
Adventurer Feat: You can use Constitution instead of Charisma for attack and damage with the spell.
Champion Feat: While you’re raging, your dragon breath spell gains the same benefit as your melee attacks—Roll 2d20 for the spell’s attack rolls. If both natural rolls are 11+, you score a critical hit.
Epic Feat: When you score a critical hit with a melee attack, if the escalation die is 5+ and you have your dragon breath spell available, you can use it as a free action.
Choose one dragon color. You gain the elemental resistance of that color (12+) but also the vulnerability (listed in brackets).
White: Cold (Fire)
Black: Acid (Thunder)
Green: Poison (Psychic)
Blue: Lightning (Force)
Red: Fire (Cold)
For each point of relationship you have with a draconic icon, increase your resistance by +1.
Adventurer Feat: You do not suffer the vulnerability when raging.
Champion Feat: Increase the base resistance to 16+.
Epic Feat: When taking damage of the type you are resistant to from this talent, make a saving throw (11+). If you succeed, you can heal using a recovery.
Eye of the Wyrm
You have been blessed with true seeing. You are immune to invisibility or illusion effects created by enemies of your level or lower.
Adventurer Feat: You can see in the dark as well as a normal human can in full daylight.
Champion Feat: You gain a +1 bonus to ranged attacks.
Epic Feat: Your ability to see arcane auras allows you to defend against magic. You gain a +2 bonus to your defenses against spells, magical close quarter attacks, breath weapons and magic traps.
Wyrmfang Champion Talents
Gift of the Blue
You gain a counterspell ability similar to blue dragons. When an enemy targets you with a spell, you can roll a hard save (16+); success means the spell has no effect on you. If the level of the spell is lower than your level, reduce the difficulty to a normal save (11+).
Champion Feat: When you successfully counter a spell, you can make a melee or ranged attack against the caster as a free action. The attack deals half damage.
Epic Feat: The above attack deals full damage instead. For each point of relationship you have with a draconic icon, the target takes +1d6 damage.
Wyrmfang Epic Talents
When you activate your barbarian rage, you transform into a normal-sized dragon. Your hands and teeth become d12 claw and fang natural weapons. You grow wings that allow you to fly. Your skin changes to scales that are equal to Heavy Armor (base AC 13), but incur no attack penalty.
Everything you are wearing or carrying—including clothes, weapons, armor, shields and magic items—magically vanishes when you take dragon form. They reappear when you resume your normal form.
Epic Feat: You have earned the respect of dragons. Roll twice on Charisma-based skill checks when interacting with dragons. If you have a positive relationship with a draconic icon, you gain this feat for free.
Elves are known for a graceful, controlled combat style. These talents are practiced by wild elves who embrace the ferocity of a cornered animal.
Graceful Fury Adventurer Talents
When an enemy misses you with an attack, your first hit with a melee attack against that enemy before the end of your next turn deals an additional 1d8 damage.
Adventurer Feat: You gain a +4 bonus to all defenses against the first attack made against you each battle.
Champion Feat: Increase the bonus damage to 2d10.
Epic Feat: Increase the bonus damage to 3d12. For each point of relationship you have with the Elf Queen, you can reroll one of these damage dice.
While wielding a light or small weapon, you can use Dexterity for attack and damage, and your crit range with that weapon expands by 1.
Adventurer Feat: Add your Wisdom or Charisma modifier to your damage with all melee and ranged attacks. Your crit range with small and light weapons expands by 2. In addition, while your off-hand is free and you are not wearing armor, you gain a +1 bonus to AC.
Champion Feat: Double the damage bonus, expand the critical range by 3, and increase the AC bonus to +2.
Epic Feat: Triple the damage bonus, expand the critical range by 4, and increase the AC bonus to +3.
Once per day when you hit an enemy with a melee attack, the target also takes 10 ongoing poison damage.
Adventurer Feat: If the escalation die is 3+ when you use this talent, the target is also dazed (save ends both).
Champion Feat: Increase the ongoing poison damage to 30 if the escalation die is 3+. You can use the power one additional time per day for each point of relationship you have with the Elf Queen.
Epic Feat: Increase the ongoing poison damage to 50 if the escalation die is 5+.
Graceful Fury Champion Talents
As a standard action, you can allow one enemy engaged with you to make a melee attack against you as a free action. If the enemy chooses not to take the attack, you don’t benefit from the escalation die until the start of your next turn.
If the enemy’s attack misses, you can make a melee attack against that enemy as a free action. If your attack hits, you deal +1d10 extra damage for each point of the escalation die and the enemy is dazed until the end of its next turn.
Champion Feat: Add your Wisdom or Charisma modifier to all defenses against the attack. If the enemy’s attack hits, you take only half damage.
Epic Feat: When your Predator’s Gambit attack hits, you can choose to make the target confused instead of dazed until the end of its next turn.
Graceful Fury Epic Talents
Death is Swift and Beautiful
Once per day, when you start raging, your next melee attack that turn targets 1d4+1 nearby enemies. You pop free of each foe you attack and can move to the next one as a free action.
Epic Feat: You can also attack far away targets with the attack.
Tribal War Chief
These talents are found in barbarians who have been chosen to lead their people, be it by birth, merit, or the will of the gods.
Tribal War Chief Adventurer Talents
You start the game with a set of heavy armor inherited from your ancestors, a true magic item. Choose between the heedlessness, splendor and warding adventurer-level enchantments. Only you can benefit from the item’s enchantment.
You do not take an attack penalty while wearing heavy armor.
Quirk: You tend to make dramatic speeches, and swear mighty oaths.
Adventurer Feat: The item does not count against your magic item limit.
Champion Feat: The item is upgraded to champion level.
Epic Feat: The item is upgraded to epic level.
Voice of the War Chief
Choose a Battle Cry of your level or lower from the bard’s list. You gain this Battle Cry as a class power.
Adventurer Feat: You gain a second Battle Cry.
Champion Feat: When using a Battle Cry, both you and one ally benefit from it.
Epic Feat: Once per day, you and each ally who can hear you can benefit from your Battle Cry.
Tribal War Chief Champion Talents
The Pack Circles the Prey
When you score a critical hit against an enemy, the crit range of each of your allies attacks expands by 4 against that target until the start of your next turn.
Champion Feat: The target takes a cumulative –1 penalty to its next attack for each hit it takes before its next turn.
Epic Feat: The target is hampered until the start of your next turn; and, if they’re a creature that can normally use recoveries, cannot use recoveries until the start of your next turn.
The upcoming Eyes of the Stone Thief campaign pits the player characters against a vengeful Living Dungeon that steals things from the surface. Castles, mostly, but also wizard’s towers, druid circles, enchanted waterfalls, dragon’s lairs, unholy temples, kobold-infested gold mines or unattended oceans. One of the amusing consequences of this is that the GM can throw in almost any sort of encounter in the dungeon; the player characters turn a corner in the dungeon, and find themselves clambering through the branches of a mile-tall oak tree stolen from the heart of the Elf Queen’s lands.
On one of the deeper levels, the Pit of Undigested Ages, the PCs may come across one of the Dwarf King’s treasure vaults, stolen long ago by the dungeon. We’re going to do that particular section as a homage to classic dungeons of yore, complete with compressed monster write-ups (7th level wrecker [Hm]; Init +10, Hammer +12 vs. AC, 30 dmg; nat even hit gain esc. die next round, n/s gain extra att when at ½ hp; AC24 PD20 MD18 HP 110). So when it came time to actually stick some treasure in the treasure vault, I reached for my trusty D&D Rules Cyclopedia (purchased, according to the annotation on the flyleaf, on the 23rd of November, 1991) and rolled up a pile of Treasure Type H.
Looking through the Cyclopedia, I was struck by how it resembled the 13th Age rulebook.
Both are single-volume tomes, covering character creation and class abilities, combat, gear, adventuring, magic, monsters and setting details. (13th Age has a starting adventure, but the Cyclopedia has rules on time-travelling forward to ensure your descendants stay on the throne of the giant empire you create in order to become a god, so we’ll call that a draw.) Parts of the two games are so similar that it’s easy to convert material back and forth – I rolled a Staff of Striking in that Treasure Type H, so there’s a 13th Age version of the staff in there.
Other elements of the game, though, have fallen by the wayside. Dungeon crawls rarely involve hiring dozens of porters, henchmen and hirelings, and it’s no longer common practice for player characters to build strongholds and rule domains.
This makes me sad: I love political games, intrigue, and domain management. More to the point, if the player characters don’t have strongholds and domains, I can’t have the Living Dungeon steal them. This month, let’s look at strongholds in 13th Age.
Barbarian Ring Fort– 2,500 gp
Shrine to the Ancestors in a mountain shaped like a skull – 25,000 gp
(Bards don’t usually build strongholds, but 3,000gp should buy you a luxurious townhouse in Axis or Concord, and 30,000gp gets a palace that’s both sybaritic and acoustically perfect)
Cleric’s Shrine – 5,000 gp
Cathedral to the Gods that attracts pilgrims from across the Empire – 50,000gp
Fighter’s Castle (small keep and wall) - 4,000 gp
Mighty Fortress against whose walls the armies of the Orc Lord might contend in vain – 40,000 gp
Paladin’s Temple – 4,000gp
Great Temple-Fortress of the Order – 40,000gp
Ranger’s Hidden Sanctum – 2,500 gp
Secret Valley in the Mountains blessed by the spirits of nature – 25,000 gp, and it probably has dinosaurs.
Thieves’ (Rogues’) Guildhall – 4,000 gp
Network of secret passages linking half the cellars in a city to the underground kingdom of thieves – 40,000 gp.
Sorcerer’s Tower – 5,000 gp
Tower that channels the fury of the elements through your wild soul – 50,000 gp
Wizard’s Tower – 6,000 gp
Wizard’s Academy – 60,000 gp
Barracks – 500gp
Cellars, fully stocked for a siege – 1,000gp
Chapel – 500gp
Gatehouse & Drawbridge – 500gp
Library – 500gp
Luxurious Furnishings – 500gp
Moat – 200gp
Ornamental Gardens -200gp
Servant’s Quarters – 200gp
Arcane laboratory – 5,000 gp
Barracks of elite Crusader-trained warriors – 2,500gp
Dungeon full of interesting monsters – 5,000gp
Chapel blessed by the Priestess – 1,500 gp
Flying Fortress – 25,000gp
Magical wards and spell-guards – 2,500 gp
Library of Blasphemous and Forbidden Lore – one soul, payable to the Diabolist
Library of Arcane Secrets and Erudite Tomes – 5,000 gp, more if you get into a bidding war with the Archmage.
The finest luxuries in the Empire – 10,000gp, and you owe the Prince a favour.
Skymoat – 2,500gp
Ornamental and Carnivorous Gardens – 1,000gp or a favour for the High Druid
Hunting Forest That Wasn’t There Yesterday – 2,000gp, payable in elven triunes only
Servants Quarter’s, Unseen – 1,000gp
Smithy, Dwarven Masters – 2,000gp
Stables, Dragon – 2,000gp (riding dragon not included)
In addition to these costs, assume annual running costs of between 5% and 20% of the building price, depending on circumstances and numbers of staff. That’s a lot of money – in fact, more than most adventures can afford. If you want the prestige of having a stronghold, then you’ll need to either rob richer tombs, or have another source of income…
Benefits of a Stronghold
Lording it over your neighbours and living in luxury isn’t enough? Depending on the campaign…:
- Your stronghold is a place of refuge. If you take a quick rest there, you get to recharge all expended powers automatically, and your companions get to automatically succeed on one recharge roll each. The stronghold also absorbs one campaign loss per level – you can take a full heal-up there when you need it, regardless of circumstances.
- When you’re at home in your stronghold, you get an extra ‘wild’ relationship die. Each time you roll your relationships, choose which Icon that die is for. You can only choose Icons you have a normal relationship with, unless you can come up with a good reason why agents of another Icon might visit your stronghold.
- Your stronghold has a bevy of servants and guards. They’re too low-level to go adventuring on your tier, but they can run errands and gather information for you. They’re also generally loyal and trustworthy, which is more than you can say for a mercenary off the streets of Shadowport.
Next month – domains!
by Casey Peavler
The dead were not quiet. The dead were not still. The spirits of dark Icons and other great powers laid heavily on the world.
Eldcallers have the power to bind these violent spirits to their will, and furthermore draw on their power and expertise in combat. Over time the spirits of other great powers, benevolent Icons, saw the efforts of the Eldcallers and lent their power to the efforts of these great spirit warriors as well.
Play Style: Playing an Eldcaller is a tenuous and unpredictable experience, but it is also one filled with the potential for incredible power. The Major Callings that an Eldcaller can invoke are tenuous and fickle. The Ancestor Spirits provide a sense of balance and stability, however. This class is excellent if you want to play a benevolent character who draws power from an unpredictable, dark source.
Ability Scores: You need Strength for your melee attacks, although those who follow the path of the Trickster can make use of Dexterity instead. Charisma is vital to keep rigid control over the spirits you have bound to your will. As with all melee warriors, Constitution is valuable for HP.
Races: The Elven races are, as with all other things, the most naturally suited candidates for becoming an Eldcaller. Other races which are the most naturally suited are Half-Orcs, Werebeasts, Steelforged, and Tieflings. Halflings and Gnomes also make excellent followers of the Trickster.
Backgrounds: One foot in the grave, Fought through Hell and lived, Dad was a ghost and mom liked pottery, Dreamwalker, Last of my tribe, Herald of the Serpent Dominion.
Icons: The devotion to binding evil ghosts and keeping their influence away from the world at large has endeared the Eldcallers to benevolent spiritual Icons like the Priestess, the Great Gold Wyrm, and to a lesser extent the High Druid. The Lich King fears them for their power over the restless dead, although some may find an unlikely ally in him. The Diabolist may also prove a powerful companion when it comes to the nature of binding and controlling wicked spiritual beings.
Eldcaller Armor and AC
Type Base AC Atk Penalty
None 11 -
Light 13 -
Heavy 15 -2
Shield +1 -
Eldcallers tend to prefer weapons not commonly used by other warriors; either due to their exotic origins or due to being less “noble” due to their origins as farming equipment.
Small 1d4 kama 1d6 scythe
Light or Simple 1d6 flail, sjambok 1d8 billhook
Heavy or Martial 1d8 jian, machete 1d10 panabas, war scythe (-2 attack)
Thrown Crossbow Bow
Small 1d4 dagger 1d4 hand crossbow (-2 atk) —
Light or Simple 1d6 javelin 1d6 light crossbow (-2 atk) 1d6 shortbow
Heavy Martial — 1d8 (–2 atk) heavy crossbow 1d8 longbow
||Total Hit Points
||Level Up Ability Bonus
||Damage Bonus From Ability Score
||(7+Con) x 3
||(7+Con) x 4
||(7+Con) x 5
||(7+Con) x 6
||+1 to 3 Abilities
||(7+Con) x 8
||4 Adventurer, 1 Champion
||2 x Ability Modifier
||17+Con) x 20
||4 Adventurer, 2 Champion
||2 x Ability Modifier
||(7+Con) x 12
||4 Adventurer, 3 Champion
||+1 to 3 Abilities
||2 x Ability Modifier
||(7+Con) x 16
||4 Adventurer, 3 Champion, 1 Epic
||3 x Ability Modifier
||(7+Con) x 20
||4 Adventuer, 3 Champion, 2 Epic
||3 x Ability Modifier
||(7+Con) x 24
||4 Adventurer, 3 Champion, 3 Epic
||+1 to 3 Abilities
||3 x Ability Modifier
Indwellment Points represent the Eldcaller’s ability to exert her will over the spirits she has bound to herself.
Begin with 2+Cha mod Points after each Extended Rest.
Each Indwellment spent is Recharge 16+ after each encounter.
Adventurer Feat: 4+Cha
Champion Feat: 5+Cha
Epic Feat: Once per day recover all spent Indwellment Points when you score a critical hit.
Shepherd of the Unsleeping
In some communities and cultures Eldcallers are treated with the same reverence as Clerics because of their ability to speak to the recently departed, relaying their final wishes and helping lay them to rest.
Their connection to the spirits of the dead allows them to see past the mortal veil in some circumstances.
When you encounter a corpse that has been dead less than three days you may spend one Indwellment to perform a Minor Calling and speak to it as if it were still alive.
You also gain access to the Cleric’s spell Turn Undead and may use it as if you were one level lower.
Adventurer Feat: Your connection to the spirits allows you to stave off the grasp of death. You may cast the Cleric spell Heal once per day.
Champion Feat: You may add your Strength or Dexterity to your Turn Undead attack roll in place of Wisdom.
Epic Feat: Cast Heal a number of times per day equal to your Cha mod now.
As an Eldcaller you can draw on the power, wisdom, and experience of the dark spirits which you have bound.
When in combat if you roll a 7-13 your Major Calling begins to struggle against you and must be exchanged for another as a free action.
If you wish to keep the same spirit you may Bargain with it as a free action. To bargain roll a number of d6 equal to one plus the number of Relationship Points you have with the Calling’s related Icon. On a 1-4 the Bargain fails. On a 5 you can remain in control of your current Major Calling. On a 6 you can remain in control of your current Major Calling and demand a Boon from it.
You can also spend an Indwellment to initiate a Bargain with your current spirit. This Bargain follows the same rules as a normal bargain.
A particularly evil DM might occasionally offer to let you keep your current spirit in exchange for accepting a minor geas from the Calling. If your DM is not an evil DM, encourage him/her to become one.
Adventurer Feat: Keep your Calling on a 4 as well.
Champion Feat: Gain an extra bargain dice the first time you bargain each encounter.
Epic Feat: Can Indwell 2 spirits at the same time. When you trigger a bargain, you can bargain with one or both spirits.
Dhampyr King The father of all vampires who nearly toppled the Dragon Empire before being defeated by the Messenger and the Justicar.
Any creature that ends its turn engaged with you takes your level in ongoing damage (save ends for rest of combat).
Boon: An engaged enemy takes twice your level in ongoing damage (save ends) and you or a nearby ally can spend a recovery and gain twice that amount of HP.
Adventurer Feat: If you hit a creature taking ongoing with an even attack, gain Temporary HP equal to one half your recovery.
Champion Feat: If you hit a target taking ongoing damage with a melee attack of 16+, the save becomes a hard save
Epic Feat: Save now only ends rather than ending for the rest of the combat. You can also see in the dark.
Baumkoenig A powerful tree spirit who led a rebellion in the Fey world to utterly destroy Mortalkind. The dark reaches of the Cairnwood mark his grave.
Engaged creatures cannot attack and disengage safely in the same turn. As a standard action you can make an attack (str or dex vs PD) against a nearby unengaged enemy. On a hit, that enemy is now engaged with you and takes level*d6 damage.
Boon: All enemies engaged with you are now stuck (save ends).
Adventurer Feat: It’s like your skin is made of bark or something. Gain resist 12 when you work with the Baumkoenig. Your resistance does not apply to fire.
Champion Feat: You’re all greenish too. When in sunlight your attacks deal sun/holy damage on an even hit.
Epic Feat: Seriously, what’s up with your skin? Increase to resist 16.
The Courtesan A noblewoman who nearly seized control of the Dragon Empire as the power behind the throne through subtle manipulations, seductions, and blackmail.
Your words and actions take on more weight due to subtle inflections of tone and careful manipulation of your body language, with the ability to call or dismiss with expert ease. When you assume this spirit you can choose to either be able to disengage as a minor action or to make it a hard check to disengage from you.
Boon: Your next attack deals double damage and the target can’t disengage from you (hard save ends).
Adventurer Feat: You can call on the Courtesan during social situations. If you spend an indwellment, you may use your highest ability score for all social skill checks for one hour.
Champion Feat: When Calling the Courtesan, you can make an attack versus the normal MD of any nearby nonallied intelligent creature. On a hit, they will answer a single question honestly. (DM note: Honest does not always mean the same thing as complete or accurate, although for the sake of your players’ sanity don’t play this card TOO often. Playing it even once is enough to make them a paranoid mess for the rest of a campaign.)
Epic Feat: Your critical hits deal triple damage when calling upon the Courtesan.
The Caesar An ancient warlord who conquered half the world in the era before the rise of the Dragon Empire. His empire died with him in battle against the armies of the Genghis, bringing about a Dark Age.
Gain a +1 to AC while engaged with the same target as an ally. Becomes +2 at Epic.
Boon: You summon a Spirit Legionairre, who grants the same bonus as The Caesar to one of your allies until the next time they become staggered.
Adventurer Feat: Your defense bonus now applies to PD as well.
Chamion Feat: Your defense bonus now applies to MD as well.
Epic Feat: Increase the defense bonus from The Caesar by 1.
The Genghis Chief of Chiefs and ruler of the western tribes by the right of combat. When he died battling The Caesar the tribes went to war over who would be Genghis next, tearing themselves to shreds.
Gain a +1 to attack against enemies that are not engaged with any of your allies. Becomes +2 at Epic.
Boon: Gain an extra standard action, this action does not trigger switching to a new spirit if you do not want it to.
Adventurer Feat: Gain +5 to attacks of opportunity while under the influence of The Genghis.
Champion Feat: Increase the attack bonus presented by The Genghis by one.
Epic Feat: Once per day when you gain the boon of The Ghengis, any allies engaged with the same enemy as you get to immediately take a standard action against the enemy.
The Thought Lords Seven powerful psionicists who drained the power of all other psions during their Age.
You can make your thoughts heard by your allies, can hear thoughts directed at you and can easily facilitate communication between up to 6 other people. You deal psychic damage.
Boon: You can insert one short sentence into the mind of a nearby non-allied and intelligent creature, which they will believe to be their own thought for 24 hours.
Adventurer Feat: On an odd roll your attacks target MD instead of their normal target while under the influence of the Thought Lords.
Champion Feat: Once per day a target you hit while working with The Thought Lords, that target can no longer attack anyone except you (save ends)
Epic Feat: Save is now a hard save.
The Merchant A being who attained great power through greed, buying and selling not only goods but favors, memories, power, and lives.
The Merchant adds extra value to something you own while he is inhabiting you.
1: Weapon, Your attacks deals additional damage equal to your level of a ttype you may choose.
2: Armor, When hit with an attack, roll a hard save. Success, half damage.
3: Belt, Add the escalation dice to your saving throws, including Death Saves.
4: Gloves, If you hit with an even attack, spend a minor action to attack again and deal half damage.
Boon: Pick a nearby non-allied creature. You can use a ring, necklace, or other piece of adornment to create a magic item based off one of their abilities, chosen by the DM. This item can be used as a minor action three times before it reverts to a normal item again.
Adventurer Feat: After you expend all your uses of the item granted by your boon, the power on the item now becomes a daily. This only applies to one item, so choose wisely.
Champion Feat: Your boon grants four uses of the item’s magic property.
Epic Feat: Make one more expended item a daily item.
Dhampyr King – The Great Gold Wyrm
Baumkoenig – The High Druid
The Courtesan – The Priestess
The Caesar – The Crusader or The Emperor
The Genghis – The Orc Lord
The Thought Lords – The Three or The Lich
The Merchant – The Dwarf King or The Prince of Shadows
The Justiciar Emperor of an earlier age who revitalized the Dragon Empire by reuniting rebellious lands by the power of his army, codifying a new set of laws which stand to this day.
No longer take the penalty for wearing heavy armor.
Adventurer Feat: When hit by a critical hit when the escalation dice is even you can roll a saving throw. On a successful save the attack becomes a normal hit.
Champion Feat: When using a shield apply its defense bonus to your PD.
Epic Feat: The Justicar was famous for reinventing mounted combat. You can summon 1d4+1 spectral mounts for 5 hours per day.
The Child King Powerful Fey being who protected children from the malice of monsters and other evil supernatural beings. Slain by the Baumkoenig.
Once per day you may demand a boon from the Major Calling you are using.
Adventurer Feat: Reroll one bargain check per day.
Champion Feat: Gain an extra icon point.
Epic Feat: After a successful bargain check you can teleport to one nearby location you can see.
The Messenger Liason between the gods of light and mortalkind who sacrificed his immortality to banish the Dhampyr King to the grave for all time.
Once per day add the escalation dice to your disengage checks for an encounter.
Adventurer Feat: Gain a +1 to all disengage checks.
Champion Feat: You can imbue a mundane item with a message up to ten words long which can only be read by the intended recipient(s).
Epic Feat: After an extended rest roll a normal save. On a success, you can fly until your next extended rest.
The Trickster A cutpurse who founded a revolution and overthrew the Nine Dwarf Lords, becoming the first Dwarf King.
Use dexterity in place of strength to determine melee attack and damage.
Adventurer Feat: Learn one Rogue at-will power. It is recharge 12 for you.
Champion Feat: You can add one Rogue daily or recharge power to your list of abilities.
Epic Feat: Once per day on a successful attack against an enemy who you are either hidden from or who is engaged with another creature, roll sneak attack as if you were a Rogue of the same level.
The First Giant A noble warrior who slayed many dark gods at the beginning of the world before he was killed by his three evil sons.
No longer take the penalty for wielding heavy weapons.
Adventurer Feat: When you miss with an even attack roll and the escalation dice is odd, deal half damage.
Champion Feat: Just let me throw a barrel at it. Once per day you can grab something you notmally couldn’t lift and throw it as a strength-based ranged attack. On a hit, your weapon damage is d12s.
Epic Feat: The ability granted by the Champion Feat is now recharge 16+
The Millenial An astral being who appeared as a comet every years and heralded prosperousness for all. Died in captivity at the hands of the Merchant.
Once per encounter when a nearby ally spends a recovery, you may spend one of your recoveries and add its total to the amount they heal.
Adventurer Feat: Once per day a nearby ally can rally as a minor action.
Champion Feat: Once per day when you spend a recovery roll d20’s for your recovery dice.
Epic Feat: You cease to age and your skin and hair take on a youthful appearance. You have a healthy glow about you, literally. You can cease to glow when necessary.
The Sympathist A magician who created a style of magic that could be learned by anyone who was willing, but was executed by the Wizard King before he could teach his findings.
Once per day, an ally can assume one of your Callings if you hit an enemy adjacent to her with an attack. Your ally loses her Calling by the same rules as you, and can bargain as well. Once your ally’s bargain is gone she does not gain another.
Adventurer Feat: When that ally is under the effect of your Calling, they roll damage as if they were one level higher.
Champion Feat: Pick one Calling after each extended rest. For one encounter you roll damage as if you were one level higher while using that Calling.
Epic Feat: Don’t need ranged weapon to make ranged attacks anymore, and can attack simply with the techniques of The Sympathist. Your damage operates exactly as it did when you needed a weapon.
The Watch Captain A noble officer of the law who slew an evil king when nobody else would stain their hands with royal blood.
Spend an Indwellment, immediately perceive the next 1d3 hidden/invisible creatures or traps you encounter.
Adventurer Feat: Increase to 1d4.
Champion Feat: Increase to 1d6.
Epic Feat: Add lies to the list of things you can perceive.