13th Age: полуофициальная эррата и дополнения

Весь этот материал разбросан по новостному разделу сайта pelgranepress.com, я решил собрать его в одном топике.


Альтернативный шаблон их «покупки» из Glorantha:
17, 15, 14, 13, 12, 10


Альтернативные правила:
  • No more -5 disengage penalty to get away from a grab.
  • The grabbing creature doesn’t get a +4 to attack creatures it is grabbing.

  • Instead, if a monster has a PC grabbed at the start of the monster’s turn, the monster deals automatic damage to the grabbed PC equal to half the base damage of the attack that resulted in the grab.
  • Unless you really care, ignore stuff about not being able to make opportunity attacks.
  • And if you feel like making a ranged attack and taking an opportunity attack, well OK, knock yourself out, or let yourself get knocked out.

Заклинания Жреца

Turn Undead
Дополнительные правила против статистов:
Use the +4 result as written.
Use the +8 and +12 results as written against non-mooks.
Against mooks, the +8 result now deals 4d10 x your level holy damage.
Against mooks, the +12 result now deals 4d20 x your level holy damage.

Заклинания Волшебника

Force Salvo
заменить финт на
Adventurer Feat: When you miss all targets with the spell, it gains recharge 11+ after battle.
либо использовать правило 4-х битв:
Once a wizard casts force salvo, make them wait another three battles before they can cast it again—even if the PCs get a long rest, or otherwise restore their daily powers. (Don’t let the wizard recharge force salvo using any of the various “recharge a daily spell” options scattered through the game.) Make the wizard choose a different spell until the last battle is completed, then let them switch to force salvo if they wish once the new “day” begins.

Таланты Барда

Jack of Spells
Нельзя выбирать заклинания из списка Оккультиста (мой хоумрул).

Стили Монаха

Drunken Style
Adventurer-Tier Talent

You can’t choose Drunken Style if you have chosen the Diamond Focus talent, and vice versa...
You can combine Drunken Style with Overworld Lineage... but if you do you’ll have to decide whether you use Constitution or Charisma in place of Wisdom.

If you wish, any time an element of the monk class refers to Wisdom, you can replace that element with a reference to Constitution. You can skip this aspect of the talent if you choose.

Giving up control: Playing a Drunken Style monk is a somewhat different experience than playing a regular monk. You still know the same number of forms, but the normal sequence of monk attacks doesn’t apply to you.

If the escalation die is 0, you must use an opening attack. When the escalation die is 1+, each time you want to use an element of one of your monk forms during your turn, at the start of your turn you must first roll a d6 to determine which element you can use. Roll a d6:
1: You must use an opening attack this turn.
2–5: You must use a flow attack this turn.
6: You must use a finishing attack this turn.

Combat as drinking game: But wait! Maybe you don’t like rolling a 1 and having to use an opening attack. So you’re fighting with a drink in your hand, or tucked into your belt, right? Sure you are! You can spend one quick action on each of your turns to take a quick drink and reroll the d6. Not only do you have to live with the reroll, you also take damage equal to what you rolled on the reroll plus the number of drinks you’ve had during this battle.

For example, you have taken one drink earlier in the fight and you’ve rolled a 1 on the d6 at the start of your turn. You knock back another quick shot and reroll the die. This time you roll a 4. This is your second drink, so you’ll take 6 points of damage, and you get to use a flow attack this turn instead of an opening attack.

The drinking stops now: If your reroll is a 1, that ends the drink-rerolls of your drunken style die this battle. You’re not handling your liquor well and you can keep drinking if you wish, but it won’t let you reroll the die.

And to be clear, we’re aware that the casual style of 13th Age that uses ‘you’ to refer to both player and player character might turn drunken style into an actual drinking game, but that is not the intent. The the hit point damage is meant for your player character!

Corner cases: You always have the option of saying that you aren’t going to use a monk attack on your turn, in which case you don’t roll at the start of your turn and do something else like rally. But you can’t roll and then decide to do something else because you don’t like the option you get.

If you gain an extra standard action in the same turn (like from elven grace, for example), your second (and subsequent!) attacks in the same turn must be opening attacks.

If obstinacy or odd circumstances prevent you from having a legal way to use any of the elements you’re allowed to use on your turn, clearly you couldn’t handle your wine: you burn your standard action to no effect this turn. (This is only possible if you choose multiple forms that have odd targeting limitations, and even then you’d sort of have to work to screw yourself, but drunken monks aren’t known for their caution, so the rule is here.)

Fighting more-or-less-sober: No alcohol to hand? You still fight drunken style, but you don’t have access to your rerolls. On the bright side you’re not drinking away your own hit points.

Ki Power
(Drunken Lurch): When an enemy attacks and rolls a natural odd roll against your AC, you can spend 1 point of ki as an interrupt action to gain resist damage 12+ against that attack.
Adventurer Feat: The ki power now affects attacks against both your AC and PD.
Champion Feat: The resistance you gain from the ki power is now 16+.
Epic Feat: If you use the ki power against an enemy engaged with you and the natural attack roll was a 1 or a 3, you can make a JAB attack against that enemy as a free action after the attack.

Проклятые предметы

Mr. Punch’s Hat (+2 armor at adventurer tier):
Once per day when you drop an enemy to 0 hp with an attack using a melee weapon, you can shriek, “That’s the way to do it!” in a grating, high-pitched voice to gain a +2 bonus to your next attack with that weapon this battle. If you do, you take a –2 penalty to MD until the end of the battle.
Quirk: Violence is always the answer.

Wand of Misrule (+2 implement at adventurer tier):
You take a –1 penalty to skill checks based on Wisdom. When you score a critical hit while using this implement, the target is confused (save ends). If the natural attack roll is 1–5, a random nearby ally takes 1d6 psychic damage.
Quirk: Speaks in riddles.

Staff of Misrule (+3 implement at champion tier):
You take a –2 penalty to skill checks based on Wisdom. When you score a critical hit while using this implement, the target takes 1d6 psychic damage and is confused (save ends), and you can make a second attack against a nearby or far away enemy. If you roll a natural 1–5 on the second attack, you take 1d6 psychic damage and are confused (save ends).
Quirk: Has contempt for authority.

Магические предметы

Book of the Slayer (Recharge 16+)
This heavy book bound in dragon hide has been added to by many monster-hunters. The tome is full of illustrations, anatomical diagrams, and tips for monster hunting. Pick a monster (Green Dragons, Gnolls, Herzou, Fungaloids, etc) and research it in the book; the next time you face that monster your crit range against that specific monster expands by 1 until the end of the battle. You may only have one monster researched at a time, and you cannot perform research mid-battle.
Quirk: Can’t resist showing off scars from monster hunting.

Mask of the Charred Zombie
A plain, slightly charred-looking porcelain mask. (Alternatively, it could be made of burnt wood or something similar.) The mask is always warm, and becomes very hot when its power is used — often burning the face of the wearer.
Chakra: Helmet, Crown, Diadem, Circlet
Bonus: Mental defense; +1 MD (adventurer), +2 MD (champion), +3 MD (epic).
Once per day the wearer can remove a copy of the mask from the front of it, and place it onto a corpse. This chars the corpse and animates it as a Charred Zombie (see below.) The wearer can control 2 of these zombies per level, but can make more if they have another way of wrangling them.
Quirk: The wearer’s skin to starts to crisp; they become unsightly, and averse to cold temperatures.

Charred Zombie

1st level mook [undead]

As a zombie shuffler, but damage taken from fire attacks heals the charred zombie instead of damaging it. If a charred zombie catches fire (takes ongoing fire damage) it regenerates hit points equal to the damage.
Fire damage cannot heal a charred zombie to above its maximum number of hit points. If a burning charred zombie is hit with a cold damage attack, the fire is put out and it ceases to regenerate from any ongoing fire damage.

Nastier special
Oh great, now it’s burning: When a charred zombie taking ongoing fire damage makes a natural even hit, the target takes 5 ongoing fire damage.

Chessboard of the Ages
Epic Tier
There is no mistaking this item; the board of onyx and marble, and the gold and ruby playing pieces are described in songs and sagas from previous ages. However, the pieces are subtly different each time – the pawns change to resemble the allies and enemies of the chessboard’s bearer, while the features of the Icons of the Age appear on the other pieces.

When you first take possession of the chessboard, the GM gives the role of your opponent to some rival, ongoing villain or even an enemy Icon (GM: roll relationship dice if you want). Usually, it’s the Lich King or Orc Lord. You have the opening move. Once per battle, you may ‘move’ by activating one of the chess pieces as a free action. Each piece has a different ability. You may use each ability once per piece (so, you can use the pawn power eight times total in your life, most of the other powers twice ever, and the king and queen powers once each). A piece disappears when used.

Unlike most magic items, the chessboard doesn’t have a recharge value. Once you use a power, you can’t activate any of the chess pieces again until your opponent takes a move (or until your opponent voluntarily forfeits the chance to use a power – see the King, below, for why that might be a good option)

The powers possessed by the chess pieces are:
  • Pawn: One nearby ally may take an extra standard action in their next turn or heal using a recovery as a free action.
  • Rook: Cast teleport (as the wizard spell) to travel to any stronghold or flee from a battle without incurring a campaign loss

  • Knight: Gain three paladin talents with all associated feats until the end of a battle or call a legendary hero to aid you for one battle
  • Bishop: Cast any one Divine spell of up to ninth level or automatically succeed at any one skill check, no matter the difficulty
  • Queen: Either copy the powers of any other chess piece remaining on your board (other than the king) or sacrifice the queen to remove any one piece possessed by your opponent, other than the king.
  • King: You may only use the king’s power if you have at least twice as many pieces left as your opponent, and your opponent has suffered a significant defeat in the real world outside the chess game. When you use it, the chess game ends and the chessboard vanishes. However, your opponent is magically compelled to perform one task for you as a forfeit for losing the game. You may specify the task as you wish, and the opponent must obey.
Quirk: You share your opponent’s dreams while playing.


Lich King Scarecrow
This manikin of straw and sticks will scare away more than just the birds when the proper rhymes of creation aren’t spoken during its construction at harvest time.
3rd level spoiler [CONSTRUCT]
Initiative: +8

Stick claw +8 vs. AC—8 damage
Natural even hit: The scarecrow can make another stick claw attack against a nearby target as a free action as its claw extends farther from its body than should be possible.

R: Eyes of the death that waits +7 vs. MD—The target sees a fearsome enemy in its mind that is trying to kill it. At the start of its next turn, it must roll a hard save (16+). On a failure, it’s confused that turn. On a success, it does nothing as it cowers in fear.

C: Shrieks of the dead remembered +7 vs. MD (one nearby enemy)—The scarecrow gains a fear aura against the target (when that creature is engaged with the scarecrow, if it has 15 hp or less, it is dazed and cannot use the escalation die)
Limited use: 1/round, as a quick action.

Made of straw and sticks: The scarecrow gains resist weapon damage 18+ against weapon attacks that don’t slash or bash.

Fueled by the power of the Lich King: As a standard action, a character with a relationship with the Lich King can use an existing advantage from a relationship roll for that icon (or roll any such dice as part of this action to try to get an advantage) to hinder the scarecrow. The scarecrow must roll a saving throw. On a failure, it’s weakened (save ends). On a success, it will try to target the creature that attempted to disrupt its power.

AC 18
PD 14 HP 40
MD 18

Orc Spear Grunt
3rd level mook [humanoid]
Initiative: +5

Spear +8 vs. AC—7 damage

Mob of seven: The maximum size of a mob of orc spear grunts is 7 mooks. When you include more than seven orc spear grunts in a battle, use another mob.

Bestial reversion: When an orc spear grunt’s attack drops an enemy to 0 hp or below, or when one or more orc spear grunts drops, roll a single normal save for the orc spear grunt mob, with a bonus to the roll equal to the number of remaining mooks in the mob (for example, 4 mooks left = +4). If the save fails, all the remaining mooks in the mob cast away their weapons and shields and become savage grunts until the end of the battle (use that stat block instead).

AC 20
PD 16 HP 13 (mook)
MD 12

Mook: Kill one orc spear grunt for every 13 damage you deal to the mob.

Savage Grunt
3rd level mook [humanoid]
Initiative: +5

Claw and teeth +6 vs. AC—5 damage

Feral aversion: When a savage grunt is engaged with a non-staggered target at the start of its turn, roll a d20 that will become either an attack roll or a disengage check!
Natural even roll: the grunt uses the roll as a claws and teeth attack.
Natural odd roll: the grunt uses that roll as disengage check that may or may not succeed. If the grunt disengages, it will move to engage and attack a staggered enemy, if possible. If the grunt doesn’t disengage, it will stay and fight.

AC 17
PD 15 HP 10 (mook)
MD 12

Mook: Kill one savage grunt for every 10 damage you deal to the mob.

Dire Raccoon
Death by dire raccoon? Ignominious and regrettable, but at least your remains will be thoroughly washed.
1st level double-strength mook [beast]

Initiative: +5

Raspy teeth and claws +7 vs. AC—6 damage

[Special trigger] Suspiciously well-placed debris +7 vs. PD (1 random enemy)—7 damage
Natural even hit: Target is dazed (save ends)

Group ability: For every three dire racoons in the battle (round up), one of them can use suspiciously well-placed debris as a quick action once during the battle.

Suspiciously well-placed debris: So long as the battle is occurring in a natural setting the dire raccoons are familiar with, they can use the suspiciously well-placed debris attack, representing traps they’ve placed in the trees, pits they’ve dug in the groud, or piles of stuff that just happens to fall over at the wrong/right moment.

Run away: When a dire raccoon drops to 0 hit points, roll an easy save (6+). If the save fails, all dire raccoons spend all their actions trying to escape the fight, and get a +3 bonus to AC and PD until the end of the battle.

More suspicious debris: More traps and weird coincidental accidents occur later in the adventuring day to PCs who have angered the dire raccoons! If it feels at all appropriate, make one suspiciously well-placed debris attack later in the day per two dire raccoons that survive a battle with the PCs. Choose moments when such attacks are either very funny or very inconvenient. If you’re a merciful GM, allow a skilled ranger or other woodsy character to put a stop to the harassment by succeeding with a difficult skill check (DC 20). If you’re not a merciful GM, make a couple such attacks even if the PCs slew all the raccoons, since there were probably more hiding in the bushes.

AC 16
PD 14 HP 13 (mook)
MD 12

Mook: Kill one dire racoon mook for every 13 damage you deal to the mob.

Shadow Mongoose
A coiling mass of corporeal shadow, commonly referred to as a mongoose because of speed, aggressiveness, and persistent legends that they’re the ancient enemies of the nagas. That would explain why the nagas seem to have lost or hidden all their eggs....
8th level spoiler [elemental]

Initiative: +15

Rikki-tikki-claw-claw +13 vs. AC—24 damage
Natural even hit: Make a second rikki-tikki-claw-claw attack as a free action.

[quick action] Theft of fate +13 vs. MD (one target that has been hit twice by the shadow mongoose this battle)—The shadow mongoose steals an icon die from the target. The target may not use the stolen icon die, until the shadow mongoose gives it back, or the shadow mongoose dies.
Crit: …and the relationship that the adventurer has with that icon flips from positive to negative or negative to positive. Conflicted relationships are unaffected.

Shadow speed: As a move action the shadow mongoose may teleport into engagement with a target that it missed the previous round.

Play dead: Once per battle the shadow mongoose may fake being dead. Only magical senses and a DC 25 skill roll from the PC who struck the ‘killing blow’ will detect that the creature is still alive. Shadow mongooses like to fake their deaths so that they can escape battle with their stolen icon relationships. Since shadow anatomy isn’t entirely biological, this ability functions like fleeing the battle if it succeeds, the PCs can go ahead and blast away at what they think is the corpse, but they’ll be fragging the mongoose’s shadows, not the mongoose itself.
Trickster: The shadow mongoose can change shape, though not mid-battle. Shadow mongooses sometimes join adventuring parties as helpful hirelings, love interests, or local guides in order to repeatedly steal icon relationships from adventurers.

Nastier Specials
Drop the loot: The shadow mongoose flees the battle. One nearby enemy of the shadow mongoose gains an unwanted icon relationship worth 1d3 icon dice. This new relationship is temporary, lasting only until the end of the next game session.

AC 21
PD 18 HP 188 (see Shadow fate)
MD 22

Shadow fate: When the shadow mongoose dies all the icon relationship dice that it stole return to their owners. The person who killed the shadow mongoose gains 1d3 ‘5’ icon dice results with a random icon that they do not have a relationship with OR a 6 with the Prince of Shadows if they do not have a relationship with him (roll 1d3 for relationship type: 1= Negative, 2= Conflicted, 3= Positive).

Lost icon of nagas
It may be that there was once an icon that was somehow related to the nagas, a Duke of Nagas. If that was the case then it was ‘defeated’ by the shadow mongooses, its power and influence stolen away piece by piece by the shadow mongooses. Even today the shadow mongooses have an enmity with the wise nagas, stealing their eggs and destroying their crystal libraries.

Ancient icon results
Shadow mongooses live for a very long time, and might have stolen icon relationships with the Duke of Nagas or another ancient icon like the Dream Princess, the Dark Jester, or anything else you feel like introducing into the game. Perhaps there was an ogre icon, or a divine platinum dragon, or an icon that was a dark spider goddess. Whatever you pick, killing a shadow mongoose might give you a temporary icon relationship with that ancient icon. Exactly what that means for your game is up to you.

Elemental shadow, the rise of an icon
We’ve put this creature’s type as ‘elemental’ and said that it is made of shadow. That means shadow is an element, alongside Earth, Wind, Fire, and Water. There are a couple of other shadow-themed creatures in 13th Age (such as the shadow dragon, shadow thieves, etc) and if you do decide to go with shadow-as-an-element then you might want to switch them to shadow elementals too.

What does it mean that shadow is an element? Druid elemental caster mechanics don’t reference shadow, nothing else links to it, so what’s up?

Well, if you decide that shadow is an element, then shadow mongooses might be its heralds. Perhaps the element of shadow is on the rise, growing in power and warping the world. This ties shadow mongooses into end-of-the-age style plots, where the status quo is upended and a new order is ushered in. Exactly how this links to the mysterious Prince of Shadows is up to you: maybe he’ll become a Shadow King; or maybe he is the remnant of a lost time of shadows working to bring back the elemental shadow; or maybe he’s secretly a shadow mongoose trickster.

If you don’t like that idea, then switch the creature type to undead or beast—though these creatures don’t really feel like either, so maybe make this creature an aberration. Yes, aberration feels like the best fit here, if you don’t like the idea as shadow-as-an-element.
Indispensable allies

Referenced in the mechanics is the fact that shadow mongooses like to join adventuring parties or befriend them in order to steal their icon relationships. The shadow mongoose might be a friendly tavern owner who lets the adventurers stay with her free of charge, a love interest for one of the adventurers, a local guide, a wise sage ready to offer advice, or a plucky young henchman who wants to one day be just like his heroes (the adventurers). Shadow mongooses don’t need to kill adventurers, they just want to steal their icon relationships; it is in the best interests of a shadow mongoose to help adventurers out. As far as the shadow mongoose is concerned, adventurers are the proverbial geese who lay golden eggs.

Iconic Crystals
What do shadow mongooses do with their stolen icon relationships? Again at GenCon, the idea of iconic crystals was raised: some sort of egg-like geode that allows the owner to mystically alter their fate and gain the aid of icons. If this is so then maybe they can be traded with other creatures to gain their aid, or even swapped with adventurers. Certainly a crystal-filled stone egg that gives you an icon relationship die is an unusual treasure.

Adventure seeds

Love in the time of shadows. A shadow mongoose tricks a party member into falling in love with it, only to later fall in love with the adventurer for real. Now it works to protect the party while attempting to avoid its secret being revealed. The party is constantly plagued with mysterious happening, strange co-incidences, and sightings of shadowy creatures.

Raiders of the lost egg. The race is on for an iconic crystal said to grant a relationship with the Wizard King. The adventurers must beat rival groups to get it for an icon, and claim their reward. Not only are agents of all the icons involved in the race to the lost egg, but a shadow mongoose has slipped into one of the parties.

The ape slaves of howling island. A shadow mongoose has made a tidy fortune as one of its assumed identities as a writer of sensationalist adventure stories, with lurid titles such as ‘the dragon of vengeance’ and ‘the lost treasure of curse castle’. The shadow mongoose, seeking new material, joins the party to chronicle its adventures (and sneakily steal icon relationship dice).

The temple of phantom shadows. A shadow mongoose openly approaches the party, revealing its true self. It wants them to open up an ancient tomb and retrieve the golden statue of a goblin found therein—they can keep the rest of the treasure for themselves. Obviously it is a trick of some sort, so what does the shadow mongoose really want?

The unicorn’s legacy. The owner of the Prancing Unicorn tavern in Concord has been discovered to be a shadow mongoose and has fled the city. The adventurers find themselves, as they have the largest bar tab, to be the inheritors of both the Prancing Unicorn and the large debt on the property. Now the party must settle a debt not theirs, run a tavern, avoid suspicion that that are shadow mongooses, and keep an eye out for the return of the true shadow mongoose.

Tricksters abound. An ancient naga is headed to Horizon to meet with a college of wizardry and share its knowledge. The adventurers are hired to provide security for the meeting, which will take several days. Just after the naga arrives one of the wizards turns up dead, their body disintegrated. The adventurers know that at least one of the wizards is an imposter, but who?

Builder’s Dreams

Part of the magic of the great Imperial Highways is that no one feels comfortable living too close to them. Inns, towns, and buildings of all sorts (other than temporary shelters from the weather) are almost always constructed at least 100 yards or more from the road.
Travelers who sleep too close to the highways often have problems with dreams. The dreams of the original road builders haunt the highway stones. The dreams won’t touch you if you’re awake. But anyone who sleeps too near the road can count on nightmares, terrible sleep, and a gradual degradation of their faculties.
Such dreams and disrupted sleep isn’t something that has game mechanics effects after a night or a week, but the effects could be a problem after two weeks. People say that the Lich King has no power over these dreams. It might even be true.
The innkeepers near Horizon and Santa Cora show off the strength of their warding spells by setting up closer to the road than inns built in less magically skilled areas.

1 комментарий

Хэй, кто-нибудь может подсказать, почему у меня в форматировании такие дыры получаются между строками, когда при редактировании их нет?
4 to attack creatures it is grabbing.

Instead, if a monster has a PC grabbed
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